@hology/core 0.0.91 → 0.0.93
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.
- package/dist/config/project-config.d.ts +1 -0
- package/dist/config/project-config.d.ts.map +1 -0
- package/dist/config/project-config.js +1 -2
- package/dist/controllers/base-game-controller.d.ts +1 -0
- package/dist/controllers/base-game-controller.d.ts.map +1 -0
- package/dist/controllers/base-game-controller.js +1 -2
- package/dist/csm.d.ts +1 -0
- package/dist/csm.d.ts.map +1 -0
- package/dist/csm.js +1 -2
- package/dist/effects/particles/examples.d.ts +1 -0
- package/dist/effects/particles/examples.d.ts.map +1 -0
- package/dist/effects/particles/examples.js +1 -2
- package/dist/effects/particles/particle-system-config.d.ts +1 -0
- package/dist/effects/particles/particle-system-config.d.ts.map +1 -0
- package/dist/effects/particles/particle-system-config.js +1 -2
- package/dist/effects/vfx/behaviours.d.ts +3 -1
- package/dist/effects/vfx/behaviours.d.ts.map +1 -0
- package/dist/effects/vfx/behaviours.js +1 -2
- package/dist/effects/vfx/index.d.ts +1 -0
- package/dist/effects/vfx/index.d.ts.map +1 -0
- package/dist/effects/vfx/index.js +1 -2
- package/dist/effects/vfx/initializsers.d.ts +20 -39
- package/dist/effects/vfx/initializsers.d.ts.map +1 -0
- package/dist/effects/vfx/initializsers.js +1 -2
- package/dist/effects/vfx/rates.d.ts +5 -4
- package/dist/effects/vfx/rates.d.ts.map +1 -0
- package/dist/effects/vfx/rates.js +1 -2
- package/dist/effects/vfx/stretched-sprite.d.ts +1 -0
- package/dist/effects/vfx/stretched-sprite.d.ts.map +1 -0
- package/dist/effects/vfx/stretched-sprite.js +1 -2
- package/dist/effects/vfx/trail-renderer.d.ts +1 -0
- package/dist/effects/vfx/trail-renderer.d.ts.map +1 -0
- package/dist/effects/vfx/trail-renderer.js +1 -2
- package/dist/effects/vfx/vfx-actor.d.ts +3 -1
- package/dist/effects/vfx/vfx-actor.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-actor.js +1 -2
- package/dist/effects/vfx/vfx-asset.d.ts +14 -0
- package/dist/effects/vfx/vfx-asset.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-asset.js +1 -2
- package/dist/effects/vfx/vfx-collision-behaviour.d.ts +19 -0
- package/dist/effects/vfx/vfx-collision-behaviour.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-collision-behaviour.js +4 -0
- package/dist/effects/vfx/vfx-defs.d.ts +33 -19
- package/dist/effects/vfx/vfx-defs.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-defs.js +1 -2
- package/dist/effects/vfx/vfx-materializer.d.ts +11 -3
- package/dist/effects/vfx/vfx-materializer.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-materializer.js +1 -2
- package/dist/effects/vfx/vfx-old-materializer.d.ts +2 -11
- package/dist/effects/vfx/vfx-old-materializer.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-old-materializer.js +1 -2
- package/dist/effects/vfx/vfx-param.d.ts +1 -0
- package/dist/effects/vfx/vfx-param.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-param.js +1 -2
- package/dist/effects/vfx/vfx-renderers.d.ts +3 -1
- package/dist/effects/vfx/vfx-renderers.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-renderers.js +1 -2
- package/dist/effects/vfx/vfx-service.d.ts +1 -0
- package/dist/effects/vfx/vfx-service.d.ts.map +1 -0
- package/dist/effects/vfx/vfx-service.js +1 -2
- package/dist/effects/vfx/zones.d.ts +2 -1
- package/dist/effects/vfx/zones.d.ts.map +1 -0
- package/dist/effects/vfx/zones.js +1 -2
- package/dist/game-component/component-decorators.d.ts +1 -0
- package/dist/game-component/component-decorators.d.ts.map +1 -0
- package/dist/game-component/component-decorators.js +1 -2
- package/dist/game-component/game-component.d.ts +1 -0
- package/dist/game-component/game-component.d.ts.map +1 -0
- package/dist/game-component/game-component.js +1 -2
- package/dist/gameplay/actors/actor.d.ts +1 -0
- package/dist/gameplay/actors/actor.d.ts.map +1 -0
- package/dist/gameplay/actors/actor.js +1 -2
- package/dist/gameplay/actors/builtin/camera-actor.d.ts +1 -0
- package/dist/gameplay/actors/builtin/camera-actor.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/camera-actor.js +1 -2
- package/dist/gameplay/actors/builtin/components/character/character-animation.d.ts +1 -0
- package/dist/gameplay/actors/builtin/components/character/character-animation.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/components/character/character-animation.js +1 -2
- package/dist/gameplay/actors/builtin/components/character/character-movement copy.d.ts +1 -0
- package/dist/gameplay/actors/builtin/components/character/character-movement copy.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/components/character/character-movement copy.js +1 -2
- package/dist/gameplay/actors/builtin/components/character/character-movement.d.ts +1 -0
- package/dist/gameplay/actors/builtin/components/character/character-movement.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/components/character/character-movement.js +1 -2
- package/dist/gameplay/actors/builtin/components/character/modes.d.ts +1 -0
- package/dist/gameplay/actors/builtin/components/character/modes.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/components/character/modes.js +1 -2
- package/dist/gameplay/actors/builtin/components/mesh-component.d.ts +1 -0
- package/dist/gameplay/actors/builtin/components/mesh-component.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/components/mesh-component.js +1 -2
- package/dist/gameplay/actors/builtin/components/scene-component.d.ts +1 -0
- package/dist/gameplay/actors/builtin/components/scene-component.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/components/scene-component.js +1 -2
- package/dist/gameplay/actors/builtin/index.d.ts +1 -0
- package/dist/gameplay/actors/builtin/index.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/index.js +1 -2
- package/dist/gameplay/actors/builtin/navmesh-actor.d.ts +1 -0
- package/dist/gameplay/actors/builtin/navmesh-actor.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/navmesh-actor.js +1 -2
- package/dist/gameplay/actors/builtin/positional-audio-actor.d.ts +1 -0
- package/dist/gameplay/actors/builtin/positional-audio-actor.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/positional-audio-actor.js +1 -2
- package/dist/gameplay/actors/builtin/spawn-point.d.ts +1 -0
- package/dist/gameplay/actors/builtin/spawn-point.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/spawn-point.js +1 -2
- package/dist/gameplay/actors/builtin/trigger-volume.d.ts +1 -0
- package/dist/gameplay/actors/builtin/trigger-volume.d.ts.map +1 -0
- package/dist/gameplay/actors/builtin/trigger-volume.js +1 -2
- package/dist/gameplay/actors/camera/camera-component.d.ts +1 -0
- package/dist/gameplay/actors/camera/camera-component.d.ts.map +1 -0
- package/dist/gameplay/actors/camera/camera-component.js +1 -2
- package/dist/gameplay/actors/camera/third-person-camera-component.d.ts +1 -0
- package/dist/gameplay/actors/camera/third-person-camera-component.d.ts.map +1 -0
- package/dist/gameplay/actors/camera/third-person-camera-component.js +1 -2
- package/dist/gameplay/actors/component.d.ts +1 -0
- package/dist/gameplay/actors/component.d.ts.map +1 -0
- package/dist/gameplay/actors/component.js +1 -2
- package/dist/gameplay/actors/factory.d.ts +1 -0
- package/dist/gameplay/actors/factory.d.ts.map +1 -0
- package/dist/gameplay/actors/factory.js +1 -2
- package/dist/gameplay/actors/index.d.ts +1 -0
- package/dist/gameplay/actors/index.d.ts.map +1 -0
- package/dist/gameplay/actors/index.js +1 -2
- package/dist/gameplay/actors/internal/component-init.d.ts +1 -0
- package/dist/gameplay/actors/internal/component-init.d.ts.map +1 -0
- package/dist/gameplay/actors/internal/component-init.js +1 -2
- package/dist/gameplay/actors/internal/container-map.d.ts +1 -0
- package/dist/gameplay/actors/internal/container-map.d.ts.map +1 -0
- package/dist/gameplay/actors/internal/container-map.js +1 -2
- package/dist/gameplay/ai/behavior-tree/bt.d.ts +1 -0
- package/dist/gameplay/ai/behavior-tree/bt.d.ts.map +1 -0
- package/dist/gameplay/ai/behavior-tree/bt.js +1 -2
- package/dist/gameplay/ai/behavior-tree/move.d.ts +1 -0
- package/dist/gameplay/ai/behavior-tree/move.d.ts.map +1 -0
- package/dist/gameplay/ai/behavior-tree/move.js +1 -2
- package/dist/gameplay/ai/build-tile.d.ts +2 -1
- package/dist/gameplay/ai/build-tile.d.ts.map +1 -0
- package/dist/gameplay/ai/build-tile.js +1 -2
- package/dist/gameplay/ai/dynamic-tiled-navmesh.d.ts +1 -0
- package/dist/gameplay/ai/dynamic-tiled-navmesh.d.ts.map +1 -0
- package/dist/gameplay/ai/dynamic-tiled-navmesh.js +1 -2
- package/dist/gameplay/ai/dynamic-tiled-navmesh.worker.d.ts +1 -0
- package/dist/gameplay/ai/dynamic-tiled-navmesh.worker.d.ts.map +1 -0
- package/dist/gameplay/ai/dynamic-tiled-navmesh.worker.js +1 -2
- package/dist/gameplay/ai/index.d.ts +1 -0
- package/dist/gameplay/ai/index.d.ts.map +1 -0
- package/dist/gameplay/ai/index.js +1 -2
- package/dist/gameplay/ai/navigation.d.ts +1 -0
- package/dist/gameplay/ai/navigation.d.ts.map +1 -0
- package/dist/gameplay/ai/navigation.js +1 -2
- package/dist/gameplay/animation/anim-sm.d.ts +1 -0
- package/dist/gameplay/animation/anim-sm.d.ts.map +1 -0
- package/dist/gameplay/animation/anim-sm.js +1 -2
- package/dist/gameplay/animation/root-motion.d.ts +1 -0
- package/dist/gameplay/animation/root-motion.d.ts.map +1 -0
- package/dist/gameplay/animation/root-motion.js +1 -2
- package/dist/gameplay/env.d.ts +1 -0
- package/dist/gameplay/env.d.ts.map +1 -0
- package/dist/gameplay/env.js +1 -2
- package/dist/gameplay/index.d.ts +1 -0
- package/dist/gameplay/index.d.ts.map +1 -0
- package/dist/gameplay/index.js +1 -2
- package/dist/gameplay/initiate.d.ts +1 -0
- package/dist/gameplay/initiate.d.ts.map +1 -0
- package/dist/gameplay/initiate.js +1 -2
- package/dist/gameplay/inject.d.ts +1 -0
- package/dist/gameplay/inject.d.ts.map +1 -0
- package/dist/gameplay/inject.js +1 -2
- package/dist/gameplay/input/index.d.ts +1 -0
- package/dist/gameplay/input/index.d.ts.map +1 -0
- package/dist/gameplay/input/index.js +1 -2
- package/dist/gameplay/input/input-service.d.ts +1 -0
- package/dist/gameplay/input/input-service.d.ts.map +1 -0
- package/dist/gameplay/input/input-service.js +1 -2
- package/dist/gameplay/input/input.d.ts +1 -0
- package/dist/gameplay/input/input.d.ts.map +1 -0
- package/dist/gameplay/input/input.js +1 -2
- package/dist/gameplay/input/keybind.d.ts +1 -0
- package/dist/gameplay/input/keybind.d.ts.map +1 -0
- package/dist/gameplay/input/keybind.js +1 -2
- package/dist/gameplay/polyfill.d.ts +1 -0
- package/dist/gameplay/polyfill.d.ts.map +1 -0
- package/dist/gameplay/polyfill.js +1 -2
- package/dist/gameplay/services/asset-loader.d.ts +1 -0
- package/dist/gameplay/services/asset-loader.d.ts.map +1 -0
- package/dist/gameplay/services/asset-loader.js +1 -2
- package/dist/gameplay/services/physics/abstract-physics-system.d.ts +1 -0
- package/dist/gameplay/services/physics/abstract-physics-system.d.ts.map +1 -0
- package/dist/gameplay/services/physics/abstract-physics-system.js +1 -2
- package/dist/gameplay/services/physics/collision-contact.d.ts +1 -0
- package/dist/gameplay/services/physics/collision-contact.d.ts.map +1 -0
- package/dist/gameplay/services/physics/collision-contact.js +1 -2
- package/dist/gameplay/services/physics/physics-system.d.ts +1 -0
- package/dist/gameplay/services/physics/physics-system.d.ts.map +1 -0
- package/dist/gameplay/services/physics/physics-system.js +1 -2
- package/dist/gameplay/services/pointer-events.d.ts +1 -0
- package/dist/gameplay/services/pointer-events.d.ts.map +1 -0
- package/dist/gameplay/services/pointer-events.js +1 -2
- package/dist/gameplay/services/render.d.ts +1 -0
- package/dist/gameplay/services/render.d.ts.map +1 -0
- package/dist/gameplay/services/render.js +1 -2
- package/dist/gameplay/services/world.d.ts +1 -0
- package/dist/gameplay/services/world.d.ts.map +1 -0
- package/dist/gameplay/services/world.js +1 -2
- package/dist/index.d.ts +1 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +1 -2
- package/dist/rendering/shader-override.d.ts +1 -0
- package/dist/rendering/shader-override.d.ts.map +1 -0
- package/dist/rendering/shader-override.js +1 -2
- package/dist/rendering.d.ts +1 -0
- package/dist/rendering.d.ts.map +1 -0
- package/dist/rendering.js +1 -2
- package/dist/scene/asset-resource-loader.d.ts +1 -0
- package/dist/scene/asset-resource-loader.d.ts.map +1 -0
- package/dist/scene/asset-resource-loader.js +1 -2
- package/dist/scene/assets-provider.d.ts +1 -0
- package/dist/scene/assets-provider.d.ts.map +1 -0
- package/dist/scene/assets-provider.js +1 -2
- package/dist/scene/bootstrap.d.ts +1 -0
- package/dist/scene/bootstrap.d.ts.map +1 -0
- package/dist/scene/bootstrap.js +1 -2
- package/dist/scene/collision/collision-shape-import.d.ts +1 -0
- package/dist/scene/collision/collision-shape-import.d.ts.map +1 -0
- package/dist/scene/collision/collision-shape-import.js +1 -2
- package/dist/scene/collision/collision-shape.d.ts +1 -0
- package/dist/scene/collision/collision-shape.d.ts.map +1 -0
- package/dist/scene/collision/collision-shape.js +1 -2
- package/dist/scene/landscape/landscape-manager.d.ts +1 -0
- package/dist/scene/landscape/landscape-manager.d.ts.map +1 -0
- package/dist/scene/landscape/landscape-manager.js +1 -2
- package/dist/scene/landscape/landscape.d.ts +1 -0
- package/dist/scene/landscape/landscape.d.ts.map +1 -0
- package/dist/scene/landscape/landscape.js +1 -2
- package/dist/scene/landscape/utils.d.ts +1 -0
- package/dist/scene/landscape/utils.d.ts.map +1 -0
- package/dist/scene/landscape/utils.js +1 -2
- package/dist/scene/materializer.d.ts +1 -0
- package/dist/scene/materializer.d.ts.map +1 -0
- package/dist/scene/materializer.js +1 -2
- package/dist/scene/materials/grass-foliage.d.ts +1 -0
- package/dist/scene/materials/grass-foliage.d.ts.map +1 -0
- package/dist/scene/materials/grass-foliage.js +1 -2
- package/dist/scene/materials/grass.d.ts +1 -0
- package/dist/scene/materials/grass.d.ts.map +1 -0
- package/dist/scene/materials/grass.js +1 -2
- package/dist/scene/materials/utils/material-painting.d.ts +1 -0
- package/dist/scene/materials/utils/material-painting.d.ts.map +1 -0
- package/dist/scene/materials/utils/material-painting.js +1 -2
- package/dist/scene/materials/utils/noise.glsl.d.ts +1 -0
- package/dist/scene/materials/utils/noise.glsl.d.ts.map +1 -0
- package/dist/scene/materials/utils/noise.glsl.js +1 -2
- package/dist/scene/materials/water.d.ts +1 -0
- package/dist/scene/materials/water.d.ts.map +1 -0
- package/dist/scene/materials/water.js +1 -2
- package/dist/scene/model.d.ts +3 -1
- package/dist/scene/model.d.ts.map +1 -0
- package/dist/scene/model.js +1 -2
- package/dist/scene/objects/ramp-geometry.d.ts +1 -0
- package/dist/scene/objects/ramp-geometry.d.ts.map +1 -0
- package/dist/scene/objects/ramp-geometry.js +1 -2
- package/dist/scene/objects/shapes.d.ts +3 -3
- package/dist/scene/objects/shapes.d.ts.map +1 -0
- package/dist/scene/objects/shapes.js +1 -2
- package/dist/scene/objects/stairs-geometry.d.ts +1 -0
- package/dist/scene/objects/stairs-geometry.d.ts.map +1 -0
- package/dist/scene/objects/stairs-geometry.js +1 -2
- package/dist/scene/runtime-asset-service.d.ts +1 -0
- package/dist/scene/runtime-asset-service.d.ts.map +1 -0
- package/dist/scene/runtime-asset-service.js +1 -2
- package/dist/scene/runtime-backend-service.d.ts +1 -0
- package/dist/scene/runtime-backend-service.d.ts.map +1 -0
- package/dist/scene/runtime-backend-service.js +1 -2
- package/dist/scene/runtime-bundled-backend-service.d.ts +1 -0
- package/dist/scene/runtime-bundled-backend-service.d.ts.map +1 -0
- package/dist/scene/runtime-bundled-backend-service.js +1 -2
- package/dist/scene/scene-data-service.d.ts +1 -0
- package/dist/scene/scene-data-service.d.ts.map +1 -0
- package/dist/scene/scene-data-service.js +1 -2
- package/dist/scene/sky.d.ts +1 -0
- package/dist/scene/sky.d.ts.map +1 -0
- package/dist/scene/sky.js +1 -2
- package/dist/scene/storage/storage.d.ts +1 -0
- package/dist/scene/storage/storage.d.ts.map +1 -0
- package/dist/scene/storage/storage.js +1 -2
- package/dist/shader/builtin/index.d.ts +1 -0
- package/dist/shader/builtin/index.d.ts.map +1 -0
- package/dist/shader/builtin/index.js +1 -2
- package/dist/shader/builtin/lambert-shader.d.ts +1 -0
- package/dist/shader/builtin/lambert-shader.d.ts.map +1 -0
- package/dist/shader/builtin/lambert-shader.js +1 -2
- package/dist/shader/builtin/landscape-composite-shader.d.ts +1 -0
- package/dist/shader/builtin/landscape-composite-shader.d.ts.map +1 -0
- package/dist/shader/builtin/landscape-composite-shader.js +1 -2
- package/dist/shader/builtin/landscape-shader.d.ts +1 -0
- package/dist/shader/builtin/landscape-shader.d.ts.map +1 -0
- package/dist/shader/builtin/landscape-shader.js +1 -2
- package/dist/shader/builtin/standard-shader.d.ts +1 -0
- package/dist/shader/builtin/standard-shader.d.ts.map +1 -0
- package/dist/shader/builtin/standard-shader.js +1 -2
- package/dist/shader/builtin/unlit-shader.d.ts +1 -0
- package/dist/shader/builtin/unlit-shader.d.ts.map +1 -0
- package/dist/shader/builtin/unlit-shader.js +1 -2
- package/dist/shader/index.d.ts +1 -0
- package/dist/shader/index.d.ts.map +1 -0
- package/dist/shader/index.js +1 -2
- package/dist/shader/parameter.d.ts +3 -1
- package/dist/shader/parameter.d.ts.map +1 -0
- package/dist/shader/parameter.js +1 -2
- package/dist/shader/shader.d.ts +1 -0
- package/dist/shader/shader.d.ts.map +1 -0
- package/dist/shader/shader.js +1 -2
- package/dist/shader-nodes/bulge.d.ts +1 -0
- package/dist/shader-nodes/bulge.d.ts.map +1 -0
- package/dist/shader-nodes/bulge.js +1 -2
- package/dist/shader-nodes/depth.d.ts +1 -0
- package/dist/shader-nodes/depth.d.ts.map +1 -0
- package/dist/shader-nodes/depth.js +1 -2
- package/dist/shader-nodes/effects.d.ts +1 -0
- package/dist/shader-nodes/effects.d.ts.map +1 -0
- package/dist/shader-nodes/effects.js +1 -2
- package/dist/shader-nodes/glsl-node.d.ts +2 -1
- package/dist/shader-nodes/glsl-node.d.ts.map +1 -0
- package/dist/shader-nodes/glsl-node.js +1 -2
- package/dist/shader-nodes/index.d.ts +2 -0
- package/dist/shader-nodes/index.d.ts.map +1 -0
- package/dist/shader-nodes/index.js +1 -2
- package/dist/shader-nodes/landscape.d.ts +1 -0
- package/dist/shader-nodes/landscape.d.ts.map +1 -0
- package/dist/shader-nodes/landscape.js +1 -2
- package/dist/shader-nodes/layers.d.ts +1 -0
- package/dist/shader-nodes/layers.d.ts.map +1 -0
- package/dist/shader-nodes/layers.js +1 -2
- package/dist/shader-nodes/math.d.ts +1 -0
- package/dist/shader-nodes/math.d.ts.map +1 -0
- package/dist/shader-nodes/math.js +1 -2
- package/dist/shader-nodes/particle.d.ts +3 -0
- package/dist/shader-nodes/particle.d.ts.map +1 -0
- package/dist/shader-nodes/particle.js +1 -2
- package/dist/shader-nodes/shapes.d.ts +1 -0
- package/dist/shader-nodes/shapes.d.ts.map +1 -0
- package/dist/shader-nodes/shapes.js +1 -2
- package/dist/shader-nodes/texture-sequence.d.ts +2 -1
- package/dist/shader-nodes/texture-sequence.d.ts.map +1 -0
- package/dist/shader-nodes/texture-sequence.js +1 -2
- package/dist/shader-nodes/time.d.ts +1 -0
- package/dist/shader-nodes/time.d.ts.map +1 -0
- package/dist/shader-nodes/time.js +1 -2
- package/dist/shader-nodes/voronoi.d.ts +1 -0
- package/dist/shader-nodes/voronoi.d.ts.map +1 -0
- package/dist/shader-nodes/voronoi.js +1 -2
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- package/dist/utils/curve.d.ts +12 -0
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- package/dist/utils/curve.js +4 -0
- package/dist/utils/files.d.ts +1 -0
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- package/dist/utils/files.js +1 -2
- package/dist/utils/materials.d.ts +1 -0
- package/dist/utils/materials.d.ts.map +1 -0
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- package/dist/utils/math.d.ts +1 -0
- package/dist/utils/math.d.ts.map +1 -0
- package/dist/utils/math.js +1 -2
- package/dist/utils/mesh.d.ts +1 -0
- package/dist/utils/mesh.d.ts.map +1 -0
- package/dist/utils/mesh.js +1 -2
- package/dist/utils/polyfill.d.ts +1 -0
- package/dist/utils/polyfill.d.ts.map +1 -0
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- package/dist/utils/three/depth-pass.d.ts +1 -0
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- package/dist/utils/three/depth-pass.js +1 -2
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- package/dist/utils/three/gpu-stats-panel.js +1 -2
- package/dist/utils/three/line-sphere.d.ts +1 -0
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- package/dist/utils/three/line-sphere.js +1 -2
- package/dist/utils/three/outline-pass.d.ts +1 -0
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- package/dist/utils/three/positional-audio-helper.d.ts +1 -0
- package/dist/utils/three/positional-audio-helper.d.ts.map +1 -0
- package/dist/utils/three/positional-audio-helper.js +1 -2
- package/dist/utils/three/stats.d.ts +1 -0
- package/dist/utils/three/stats.d.ts.map +1 -0
- package/dist/utils/three/stats.js +1 -2
- package/dist/utils/three/transform-controls.d.ts +1 -0
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- package/dist/utils/three/transform-controls.js +1 -2
- package/dist/utils/three/traverse.d.ts +1 -0
- package/dist/utils/three/traverse.d.ts.map +1 -0
- package/dist/utils/three/traverse.js +1 -2
- package/dist/utils/type.d.ts +1 -0
- package/dist/utils/type.d.ts.map +1 -0
- package/dist/utils/type.js +1 -2
- package/dist/utils/uuid.d.ts +1 -0
- package/dist/utils/uuid.d.ts.map +1 -0
- package/dist/utils/uuid.js +1 -2
- package/dist/utils/voxel-bitset.d.ts +14 -0
- package/dist/utils/voxel-bitset.d.ts.map +1 -0
- package/dist/utils/voxel-bitset.js +4 -0
- package/dist/worker/index.d.ts +1 -0
- package/dist/worker/index.d.ts.map +1 -0
- package/dist/worker/index.js +1 -2
- package/package.json +84 -8
- package/tsconfig.tsbuildinfo +1 -1
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import{Subject as e,debounceTime as t}from"rxjs";import{Box3 as s,BufferAttribute as n,InstancedMesh as o,MathUtils as i,Matrix4 as a,Mesh as r,MeshStandardMaterial as c,PerspectiveCamera as l,PlaneGeometry as h,ShaderMaterial as u,Triangle as f,Vector2 as p,Vector3 as m}from"three";import{materialFromAsset as d}from"../../scene/materializer.js";import{getMaterialAttribute as w}from"../../scene/materials/utils/material-painting";import{whenIdle as g}from"../../utils/async.js";import{indexBy as y}from"../../utils/collections.js";import{meanVectors3withWeight as M}from"../../utils/math.js";import{LandscapeMesh as x,defaultLandscapeMaterial as b}from"./landscape.js";import{smoothNormalsCrossMeshes as S}from"./utils.js";export const grassGeometryTriangleLimit=400;new m,new m;const v=new m,A=new m,z=new m;export class LandscapeManager{constructor(s,n,o,i,r,c,l){this.view=n,this.landscape=o,this.assetManagerService=i,this.assetService=r,this.shaders=c,this.applyMaterial=l,this.scatterMeshes=new Map,this.loadedScatterSquares=new Set,this.refreshRequests=new e,this.defaultLandscapeMaterial=b.clone(),this.scatterMeshPool=[],this.onLoopHandler=()=>this.update(),this.sectionCache=new Map,this._matrix=new a,this.scatterGeometryCache=new Map,this._lastUpdatePosition=new m,this._cameraPosition=new m,this.source=JSON.parse(JSON.stringify(s)),this.view.onLoop(this.onLoopHandler),this.defaultLandscapeMaterial.name=b.name,this.defaultLandscapeMaterial.color=b.color,this.refreshRequests.pipe(t(500)).subscribe((e=>this.refreshScatter(e.origin,e.force,e.predicate)))}updateSource(e){this.source=JSON.parse(JSON.stringify(e))}updateShaders(e){this.shaders=e}async loadGrass(){const e=await this.assetService.getAsset("6ij937n72g");await this.assetManagerService.getMesh(e);this.grassGeometry=new h(2,2,3,3);const t=this.grassGeometry.getAttribute("normal");for(let e=0;e<t.count;e++)t.setXYZ(e,0,1,0);t.needsUpdate=!0,this.grassMaterial=new c({color:3765785})}refreshGeometry(){const e=this.source.landscape.options,t=(new m,new m);this.view.camera.getWorldPosition(t);const s=[];z.fromArray(this.source.position);const n=this.view.camera instanceof l?Math.min(this.view.camera.far,1e3):1e3,o=1.1*n,i=e.sections.y*e.sectionSize/-2,a=e.sections.x*e.sectionSize/-2;for(let r=0;r<e.sections.x;r++)if(v.x=a+r*e.sectionSize,!(Math.abs(t.x-v.x)>o))for(let c=0;c<e.sections.y;c++){v.z=i+c*e.sectionSize,A.copy(z).add(v);const l=A.distanceTo(t),h=`${r},${c}`,u=this.landscape.sections.find((e=>e.x===r&&e.y===c));if(l<=n){if(null==u){this.sectionCache.has(h)||this.sectionCache.set(h,this.createLandscapeMesh(this.source,e,a,i,r,c));const t=this.sectionCache.get(h);this.applyMaterial(t),this.landscape.add(t),s.push(t)}}else l>o&&this.landscape.remove(u)}S(s)}applyHeightMap(e,t,s,n=1){const o=Math.pow(s+1,2),i=e.getAttribute("position");if(1===n)for(const e of t.points)i.setY(e.i,e.y);else{const e=y(t.points??[],(e=>e.i));for(let t=0;t<i.count;t++){const s=P(t,i.count,o);let n=0;n=s%1==0?e.get(s)?.y??0:Math.floor(e.get(s)?.y),i.setY(t,n)}}i.needsUpdate=!0,e.computeVertexNormals()}deleteOldScatterMeshes(){const e=new Set;for(const[t,s]of this.source.grass?.layers.entries()??[])for(const[n,o]of s.meshes.entries()){const s=`${t}-${n}`;e.add(s)}for(const t of this.scatterMeshes.keys())if(!e.has(t)){this.scatterMeshes.get(t).forEach((e=>{e.parent?.remove(e),e.dispose()})),this.scatterMeshes.delete(t)}}queueRefreshScatter(e,t=!1,s=(()=>!0)){this.refreshRequests.next({origin:e,force:t,predicate:s})}async refreshScatter(e,t=!1,s=(()=>!0)){t&&this.scatterGeometryCache.clear(),this.deleteOldScatterMeshes();for(const[n,a]of this.source.grass?.layers.entries()??[])for(const[c,l]of a.meshes.entries()){const a=`${n}-${c}`;this.scatterMeshes.has(a)||this.scatterMeshes.set(a,new Map);const h=this.scatterMeshes.get(a),u=await this.assetService.getAsset(l.assetId);if(null==u){console.error(`Can not find asset with id ${l.assetId}`);continue}let p;try{p=await this.assetManagerService.getMesh(u)}catch(e){console.error(`Failed to load mesh in landscape manager for asset with name ${u.name}`,e);continue}const w=[];if(p.scene.traverse((e=>{e instanceof r&&w.push(e)})),1!==w.length){console.log(p),console.warn("Dynamic grass only works for meshes with a single geometry.");continue}if(!(w[0]instanceof r)){console.warn("Only meshes can be used for dynamic grass. Found:",p.scene);continue}const x=w[0];let b=x.geometry;this.scatterGeometryCache.has(x.geometry.uuid)?b=this.scatterGeometryCache.get(x.geometry.uuid):(b=x.geometry.clone(),!0===l.normalsUp&&F(b),null==b.userData.updatedMatrix&&(p.scene.updateMatrixWorld(),b.applyMatrix4(x.matrixWorld),b.userData.updatedMatrix=!0));const S=b.getIndex()??b.getAttribute("position"),v=null!=S?S.count/3:0;if(v>400){console.warn(`The triangle count of ${u.name} is too big ${v}. Keep it below 400`);continue}const A=null!=u.materialAssignments&&u.materialAssignments.length>0?u.materialAssignments[0].materialId:null,z=null!=A&&"null"!==A?await d(await this.assetService.getAsset(A),null,this.assetService,this.assetManagerService,this.shaders,!1):null;let P=null!=z?z:x.material;const L=i.degToRad(l.maxSlope??90),_=Math.cos(L),T=this.landscape.sections,q=T.filter(j(e,l.viewDistance)),I=q.filter((e=>!h.has(e.uuid)||t)).filter((e=>s(e)));T.filter($(e,2*l.viewDistance)).forEach((e=>{const t=h.get(e.uuid);null!=t&&(t.visible=!1)}));for(const e of q){const t=h.get(e.uuid);null!=t&&(t.visible=!0)}performance.now();const R=this.source.landscape.options,k=R.sectionSize,D=l.density??1??1,H=R.density,X=k/H,Y=D,E=X/Math.sqrt(Y),J=Math.pow(H,2),Z=E/X,K=Math.floor(J*Y),V=[0,0,0];for(const e of I)await g((async()=>{e.updateWorldMatrix(!0,!1);const s=this._matrix,i=new m,a=e.geometry.getAttribute("position"),r=e.geometry.getAttribute("normal"),c=(this.source.vertexMaterials??[]).filter((t=>t.m===e.name)),p=y(c,(e=>e.i));let d=h.get(e.uuid);if(null==d||d.count==K&&!t||(d.parent?.remove(d),this.scatterMeshPool.push(d),h.delete(e.uuid),d=null),null==d){const e=this.scatterMeshPool.findIndex((e=>e.count>=K));e>-1?(d=this.scatterMeshPool[e],d.geometry=b,d.material=P,this.scatterMeshPool.splice(e,1)):d=new o(b,P,K),d.raycast=()=>{},d.receiveShadow=!0}d.visible=!0;const w=new f(new m,new m,new m);let[g,x,S,v]=[new m,new m,new m,new m],[A,z,L]=[[],[],[]],[$,j,T]=[new m,new m,new m,new m];const q=new m,I=new m,R=new m,k=new m,D=new f(new m,new m,new m),F=new f(new m,new m,new m),X=new f(new m,new m,new m),E=new f(new m,new m,new m);let Q=0;e:for(let t=0;t<J;t++){const o=Math.floor(t/H);g.fromBufferAttribute(a,t+o),k.copy(g).applyMatrix4(e.matrixWorld),D.a.copy(g),D.b.fromBufferAttribute(a,t+1+o),D.c.fromBufferAttribute(a,t+H+1+o),F.a.copy(D.b),F.b.copy(D.c),F.c.fromBufferAttribute(a,t+H+2+o),X.a.fromBufferAttribute(r,t+o),X.b.fromBufferAttribute(r,t+1+o),X.c.fromBufferAttribute(r,t+H+1+o),E.a.copy(X.b),E.b.copy(X.c),E.c.fromBufferAttribute(r,t+H+2+o);const c=[];c[0]=p.get(t+o)?.w,c[1]=p.get(t+1+o)?.w,c[2]=p.get(t+H+1+o)?.w,c[3]=p.get(t+H+2+o)?.w;let h=0;for(let e=0;e<=1+Z;e+=Z)for(let t=0;t<=1+Z;t+=Z){if(Q>K)break e;if(h++,h>Y)continue e;1-e>t?(x=D.a,S=D.b,v=D.c,$=X.a,j=X.b,T=X.c,A=c[0],z=c[1],L=c[2]):(x=F.a,S=F.b,v=F.c,$=E.a,j=E.b,T=E.c,A=c[1],z=c[2],L=c[3]),w.a.copy(x),w.b.copy(S),w.c.copy(v),B(w),q.set(g.x,0,g.z),U(w,q),w.getBarycoord(q,i).toArray(V),C[0]=A,C[1]=z,C[2]=L;if(G(C,V,.2)!==n-1)continue;if(M([x,S,v],V,I),M([$,j,T],V,R),null!=l.maxSlope&&l.maxSlope<90&&R.y<_)continue;const o=I;o.y+=O(l.offsetMin,l.offsetMax);const a=O(l.scaleMin,l.scaleMax)*(u.mesh.rescale??1);s.makeScale(a,a,a);const r=s.elements;r[12]=o.x,r[13]=o.y,r[14]=o.z,!1!==l.randomRotation&&N(s,a),l.alignToNormal&&W(s,o,d.matrixWorld,R);const f=d.instanceMatrix.array,p=16*Q;f[p]=r[0],f[p+1]=r[1],f[p+2]=r[2],f[p+3]=r[3],f[p+4]=r[4],f[p+5]=r[5],f[p+6]=r[6],f[p+7]=r[7],f[p+8]=r[8],f[p+9]=r[9],f[p+10]=r[10],f[p+11]=r[11],f[p+12]=r[12],f[p+13]=r[13],f[p+14]=r[14],f[p+15]=r[15],Q++}}d.count=Q,d.instanceMatrix.needsUpdate=!0,d.position.copy(e.position),d.updateMatrix(),h.has(e.uuid)||this.landscape?.add(d),h.set(e.uuid,d),d.userData.meshConfig=l}));performance.now()}}stop(){this.view.removeOnLoop(this.onLoopHandler)}update(){this.view.camera&&(this.view.camera.getWorldPosition(this._cameraPosition),this._cameraPosition.distanceTo(this._lastUpdatePosition)>10&&(this._lastUpdatePosition.copy(this._cameraPosition),this.refreshGeometry(),this.refreshScatter(this._cameraPosition)))}clear(){this.scatterMeshes.forEach((e=>e.forEach((e=>e.parent?.remove(e)))))}createLandscapeMesh(e,t,s,n,o,i){const a=new h(t.sectionSize,t.sectionSize,t.density,t.density);a.rotateX(Math.PI/-2);const r=this.defaultLandscapeMaterial,c=new x(a,r);c.position.x=s+o*t.sectionSize,c.position.z=n+i*t.sectionSize,c.receiveShadow=!0,c.castShadow=!1,c.userData.landscape={x:o,y:i},c.x=o,c.y=i,c.name=`${o},${i}`,w(c,0,!0),w(c,4,!0);const l=e.landscape.heightMaps.find((e=>e.x===o&&e.y===i));if(null!=l&&this.applyHeightMap(a,l,t.density,1),a.computeBoundsTree(),null!=e.landscape.holes&&e.landscape.holes.length>0){const t=getHoleAttribute(c,!0);for(const s of e.landscape.holes)s.m===c.name&&t.setX(s.i,s.w[0])}return c}}export function getHoleAttribute(e,t=!1){if(!e.geometry.hasAttribute("hole")||t){const t=new Float32Array(e.geometry.getAttribute("position").array.length);e.geometry.setAttribute("hole",new n(t,1))}return e.geometry.getAttribute("hole")}function P(e,t,s){const n=Math.sqrt(t),o=Math.floor(e/n)/(n-1),i=e%n/(n-1),a=Math.sqrt(s);return(s-1)*o-(a-1)*o+(a-1)*i}new Map,new p(0,0),new p(1,0),new p(0,1),new p(1,0),new p(0,1),new p(1,1),new m;const L=new s;function $(e,t){return function(s){return L.setFromObject(s).distanceToPoint(e)>t}}function j(e,t){return function(s){return L.setFromObject(s).distanceToPoint(e)<t}}function B(e){e.a.y=0,e.b.y=0,e.c.y=0}const C=[];function G(e,t,s=.5){const n=C;let o=-1,i=-1;for(let e=0;e<n.length;e++)if(null!=n[e])for(let a=0;a<n[e].length;a++){const r=n[e][a]*t[e];r>s&&r>i&&(i=r,o=a)}return o}function O(e,t){let s=t-e,n=q();return n*=s,n+=e,n}const _=[];let T=1e3;for(;T--;)_.push(Math.random());function q(){return++T>=_.length?_[T=0]:_[T]}const I=[];let R=20;for(;R--;)I.push((new a).makeRotationY(q()*Math.PI/2));function U(e,t){let s=q(),n=q();s+n>1&&(s=1-s,n=1-n);const o=e.a,i=e.b,a=e.c;t.x=o.x+s*(i.x-o.x)+n*(a.x-o.x),t.z=o.z+s*(i.z-o.z)+n*(a.z-o.z)}new m;new m;const k=new m,D=new m(0,1,0),H=(new a).makeRotationX(Math.PI/-2);function W(e,t,s,n){e.lookAt(k,n,D).multiply(H)}new a;function N(e,t=1){const s=(++R>=I.length?I[R=0]:I[R]).elements,n=e.elements;n[0]=s[0]*t,n[4]=s[4]*t,n[8]=s[8]*t,n[1]=s[1]*t,n[5]=s[5]*t,n[9]=s[9]*t,n[2]=s[2]*t,n[6]=s[6]*t,n[10]=s[10]*t}function F(e){const t=e.getAttribute("normal");for(let e=0;e<t.count;e++)t.setXYZ(e,0,1,0);t.normalized=!0,t.needsUpdate=!0}
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+
import{Subject as e,debounceTime as t}from"rxjs";import{Box3 as s,BufferAttribute as n,InstancedMesh as o,MathUtils as i,Matrix4 as a,Mesh as r,MeshStandardMaterial as c,PerspectiveCamera as l,PlaneGeometry as h,ShaderMaterial as u,Triangle as f,Vector2 as p,Vector3 as m}from"three";import{materialFromAsset as d}from"../../scene/materializer.js";import{getMaterialAttribute as w}from"../../scene/materials/utils/material-painting";import{whenIdle as g}from"../../utils/async.js";import{indexBy as y}from"../../utils/collections.js";import{meanVectors3withWeight as M}from"../../utils/math.js";import{LandscapeMesh as x,defaultLandscapeMaterial as b}from"./landscape.js";import{smoothNormalsCrossMeshes as S}from"./utils.js";export const grassGeometryTriangleLimit=400;new m,new m;const v=new m,A=new m,z=new m;export class LandscapeManager{constructor(s,n,o,i,r,c,l){this.view=n,this.landscape=o,this.assetManagerService=i,this.assetService=r,this.shaders=c,this.applyMaterial=l,this.scatterMeshes=new Map,this.loadedScatterSquares=new Set,this.refreshRequests=new e,this.defaultLandscapeMaterial=b.clone(),this.scatterMeshPool=[],this.onLoopHandler=()=>this.update(),this.sectionCache=new Map,this._matrix=new a,this.scatterGeometryCache=new Map,this._lastUpdatePosition=new m,this._cameraPosition=new m,this.source=JSON.parse(JSON.stringify(s)),this.view.onLoop(this.onLoopHandler),this.defaultLandscapeMaterial.name=b.name,this.defaultLandscapeMaterial.color=b.color,this.refreshRequests.pipe(t(500)).subscribe((e=>this.refreshScatter(e.origin,e.force,e.predicate)))}updateSource(e){this.source=JSON.parse(JSON.stringify(e))}updateShaders(e){this.shaders=e}async loadGrass(){const e=await this.assetService.getAsset("6ij937n72g");await this.assetManagerService.getMesh(e);this.grassGeometry=new h(2,2,3,3);const t=this.grassGeometry.getAttribute("normal");for(let e=0;e<t.count;e++)t.setXYZ(e,0,1,0);t.needsUpdate=!0,this.grassMaterial=new c({color:3765785})}refreshGeometry(){const e=this.source.landscape.options,t=(new m,new m);this.view.camera.getWorldPosition(t);const s=[];z.fromArray(this.source.position);const n=this.view.camera instanceof l?Math.min(this.view.camera.far,1e3):1e3,o=1.1*n,i=e.sections.y*e.sectionSize/-2,a=e.sections.x*e.sectionSize/-2;for(let r=0;r<e.sections.x;r++)if(v.x=a+r*e.sectionSize,!(Math.abs(t.x-v.x)>o))for(let c=0;c<e.sections.y;c++){v.z=i+c*e.sectionSize,A.copy(z).add(v);const l=A.distanceTo(t),h=`${r},${c}`,u=this.landscape.sections.find((e=>e.x===r&&e.y===c));if(l<=n){if(null==u){this.sectionCache.has(h)||this.sectionCache.set(h,this.createLandscapeMesh(this.source,e,a,i,r,c));const t=this.sectionCache.get(h);this.applyMaterial(t),this.landscape.add(t),s.push(t)}}else l>o&&this.landscape.remove(u)}S(s)}applyHeightMap(e,t,s,n=1){const o=Math.pow(s+1,2),i=e.getAttribute("position");if(1===n)for(const e of t.points)i.setY(e.i,e.y);else{const e=y(t.points??[],(e=>e.i));for(let t=0;t<i.count;t++){const s=P(t,i.count,o);let n=0;n=s%1==0?e.get(s)?.y??0:Math.floor(e.get(s)?.y),i.setY(t,n)}}i.needsUpdate=!0,e.computeVertexNormals()}deleteOldScatterMeshes(){const e=new Set;for(const[t,s]of this.source.grass?.layers.entries()??[])for(const[n,o]of s.meshes.entries()){const s=`${t}-${n}`;e.add(s)}for(const t of this.scatterMeshes.keys())if(!e.has(t)){this.scatterMeshes.get(t).forEach((e=>{e.parent?.remove(e),e.dispose()})),this.scatterMeshes.delete(t)}}queueRefreshScatter(e,t=!1,s=()=>!0){this.refreshRequests.next({origin:e,force:t,predicate:s})}async refreshScatter(e,t=!1,s=()=>!0){t&&this.scatterGeometryCache.clear(),this.deleteOldScatterMeshes();for(const[n,a]of this.source.grass?.layers.entries()??[])for(const[c,l]of a.meshes.entries()){const a=`${n}-${c}`;this.scatterMeshes.has(a)||this.scatterMeshes.set(a,new Map);const h=this.scatterMeshes.get(a),u=await this.assetService.getAsset(l.assetId);if(null==u){console.error(`Can not find asset with id ${l.assetId}`);continue}let p;try{p=await this.assetManagerService.getMesh(u)}catch(e){console.error(`Failed to load mesh in landscape manager for asset with name ${u.name}`,e);continue}const w=[];if(p.scene.traverse((e=>{e instanceof r&&w.push(e)})),1!==w.length){console.log(p),console.warn("Dynamic grass only works for meshes with a single geometry.");continue}if(!(w[0]instanceof r)){console.warn("Only meshes can be used for dynamic grass. Found:",p.scene);continue}const x=w[0];let b=x.geometry;this.scatterGeometryCache.has(x.geometry.uuid)?b=this.scatterGeometryCache.get(x.geometry.uuid):(b=x.geometry.clone(),!0===l.normalsUp&&F(b),null==b.userData.updatedMatrix&&(p.scene.updateMatrixWorld(),b.applyMatrix4(x.matrixWorld),b.userData.updatedMatrix=!0));const S=b.getIndex()??b.getAttribute("position"),v=null!=S?S.count/3:0;if(v>400){console.warn(`The triangle count of ${u.name} is too big ${v}. Keep it below 400`);continue}const A=null!=u.materialAssignments&&u.materialAssignments.length>0?u.materialAssignments[0].materialId:null,z=null!=A&&"null"!==A?await d(await this.assetService.getAsset(A),null,this.assetService,this.assetManagerService,this.shaders,!1):null;let P=null!=z?z:x.material;const L=i.degToRad(l.maxSlope??90),_=Math.cos(L),T=this.landscape.sections,q=T.filter(j(e,l.viewDistance)),I=q.filter((e=>!h.has(e.uuid)||t)).filter((e=>s(e)));T.filter($(e,2*l.viewDistance)).forEach((e=>{const t=h.get(e.uuid);null!=t&&(t.visible=!1)}));for(const e of q){const t=h.get(e.uuid);null!=t&&(t.visible=!0)}performance.now();const R=this.source.landscape.options,k=R.sectionSize,D=l.density??1??1,H=R.density,X=k/H,Y=D,E=X/Math.sqrt(Y),J=Math.pow(H,2),Z=E/X,K=Math.floor(J*Y),V=[0,0,0];for(const e of I)await g((async()=>{e.updateWorldMatrix(!0,!1);const s=this._matrix,i=new m,a=e.geometry.getAttribute("position"),r=e.geometry.getAttribute("normal"),c=(this.source.vertexMaterials??[]).filter((t=>t.m===e.name)),p=y(c,(e=>e.i));let d=h.get(e.uuid);if(null==d||d.count==K&&!t||(d.parent?.remove(d),this.scatterMeshPool.push(d),h.delete(e.uuid),d=null),null==d){const e=this.scatterMeshPool.findIndex((e=>e.count>=K));e>-1?(d=this.scatterMeshPool[e],d.geometry=b,d.material=P,this.scatterMeshPool.splice(e,1)):d=new o(b,P,K),d.raycast=()=>{},d.receiveShadow=!0}d.visible=!0;const w=new f(new m,new m,new m);let[g,x,S,v]=[new m,new m,new m,new m],[A,z,L]=[[],[],[]],[$,j,T]=[new m,new m,new m,new m];const q=new m,I=new m,R=new m,k=new m,D=new f(new m,new m,new m),F=new f(new m,new m,new m),X=new f(new m,new m,new m),E=new f(new m,new m,new m);let Q=0;e:for(let t=0;t<J;t++){const o=Math.floor(t/H);g.fromBufferAttribute(a,t+o),k.copy(g).applyMatrix4(e.matrixWorld),D.a.copy(g),D.b.fromBufferAttribute(a,t+1+o),D.c.fromBufferAttribute(a,t+H+1+o),F.a.copy(D.b),F.b.copy(D.c),F.c.fromBufferAttribute(a,t+H+2+o),X.a.fromBufferAttribute(r,t+o),X.b.fromBufferAttribute(r,t+1+o),X.c.fromBufferAttribute(r,t+H+1+o),E.a.copy(X.b),E.b.copy(X.c),E.c.fromBufferAttribute(r,t+H+2+o);const c=[];c[0]=p.get(t+o)?.w,c[1]=p.get(t+1+o)?.w,c[2]=p.get(t+H+1+o)?.w,c[3]=p.get(t+H+2+o)?.w;let h=0;for(let e=0;e<=1+Z;e+=Z)for(let t=0;t<=1+Z;t+=Z){if(Q>K)break e;if(h++,h>Y)continue e;1-e>t?(x=D.a,S=D.b,v=D.c,$=X.a,j=X.b,T=X.c,A=c[0],z=c[1],L=c[2]):(x=F.a,S=F.b,v=F.c,$=E.a,j=E.b,T=E.c,A=c[1],z=c[2],L=c[3]),w.a.copy(x),w.b.copy(S),w.c.copy(v),B(w),q.set(g.x,0,g.z),U(w,q),w.getBarycoord(q,i).toArray(V),C[0]=A,C[1]=z,C[2]=L;if(G(C,V,.2)!==n-1)continue;if(M([x,S,v],V,I),M([$,j,T],V,R),null!=l.maxSlope&&l.maxSlope<90&&R.y<_)continue;const o=I;o.y+=O(l.offsetMin,l.offsetMax);const a=O(l.scaleMin,l.scaleMax)*(u.mesh.rescale??1);s.makeScale(a,a,a);const r=s.elements;r[12]=o.x,r[13]=o.y,r[14]=o.z,!1!==l.randomRotation&&N(s,a),l.alignToNormal&&W(s,o,d.matrixWorld,R);const f=d.instanceMatrix.array,p=16*Q;f[p]=r[0],f[p+1]=r[1],f[p+2]=r[2],f[p+3]=r[3],f[p+4]=r[4],f[p+5]=r[5],f[p+6]=r[6],f[p+7]=r[7],f[p+8]=r[8],f[p+9]=r[9],f[p+10]=r[10],f[p+11]=r[11],f[p+12]=r[12],f[p+13]=r[13],f[p+14]=r[14],f[p+15]=r[15],Q++}}d.count=Q,d.instanceMatrix.needsUpdate=!0,d.position.copy(e.position),d.updateMatrix(),h.has(e.uuid)||this.landscape?.add(d),h.set(e.uuid,d),d.userData.meshConfig=l}));performance.now()}}stop(){this.view.removeOnLoop(this.onLoopHandler)}update(){this.view.camera&&(this.view.camera.getWorldPosition(this._cameraPosition),this._cameraPosition.distanceTo(this._lastUpdatePosition)>10&&(this._lastUpdatePosition.copy(this._cameraPosition),this.refreshGeometry(),this.refreshScatter(this._cameraPosition)))}clear(){this.scatterMeshes.forEach((e=>e.forEach((e=>e.parent?.remove(e)))))}createLandscapeMesh(e,t,s,n,o,i){const a=new h(t.sectionSize,t.sectionSize,t.density,t.density);a.rotateX(Math.PI/-2);const r=this.defaultLandscapeMaterial,c=new x(a,r);c.position.x=s+o*t.sectionSize,c.position.z=n+i*t.sectionSize,c.receiveShadow=!0,c.castShadow=!1,c.userData.landscape={x:o,y:i},c.x=o,c.y=i,c.name=`${o},${i}`,w(c,0,!0),w(c,4,!0);const l=e.landscape.heightMaps.find((e=>e.x===o&&e.y===i));if(null!=l&&this.applyHeightMap(a,l,t.density,1),a.computeBoundsTree(),null!=e.landscape.holes&&e.landscape.holes.length>0){const t=getHoleAttribute(c,!0);for(const s of e.landscape.holes)s.m===c.name&&t.setX(s.i,s.w[0])}return c}}export function getHoleAttribute(e,t=!1){if(!e.geometry.hasAttribute("hole")||t){const t=new Float32Array(e.geometry.getAttribute("position").array.length);e.geometry.setAttribute("hole",new n(t,1))}return e.geometry.getAttribute("hole")}function P(e,t,s){const n=Math.sqrt(t),o=Math.floor(e/n)/(n-1),i=e%n/(n-1),a=Math.sqrt(s);return(s-1)*o-(a-1)*o+(a-1)*i}new Map,new p(0,0),new p(1,0),new p(0,1),new p(1,0),new p(0,1),new p(1,1),new m;const L=new s;function $(e,t){return function(s){return L.setFromObject(s).distanceToPoint(e)>t}}function j(e,t){return function(s){return L.setFromObject(s).distanceToPoint(e)<t}}function B(e){e.a.y=0,e.b.y=0,e.c.y=0}const C=[];function G(e,t,s=.5){const n=C;let o=-1,i=-1;for(let e=0;e<n.length;e++)if(null!=n[e])for(let a=0;a<n[e].length;a++){const r=n[e][a]*t[e];r>s&&r>i&&(i=r,o=a)}return o}function O(e,t){let s=t-e,n=q();return n*=s,n+=e,n}const _=[];let T=1e3;for(;T--;)_.push(Math.random());function q(){return++T>=_.length?_[T=0]:_[T]}const I=[];let R=20;for(;R--;)I.push((new a).makeRotationY(q()*Math.PI/2));function U(e,t){let s=q(),n=q();s+n>1&&(s=1-s,n=1-n);const o=e.a,i=e.b,a=e.c;t.x=o.x+s*(i.x-o.x)+n*(a.x-o.x),t.z=o.z+s*(i.z-o.z)+n*(a.z-o.z)}new m;new m;const k=new m,D=new m(0,1,0),H=(new a).makeRotationX(Math.PI/-2);function W(e,t,s,n){e.lookAt(k,n,D).multiply(H)}new a;function N(e,t=1){const s=(++R>=I.length?I[R=0]:I[R]).elements,n=e.elements;n[0]=s[0]*t,n[4]=s[4]*t,n[8]=s[8]*t,n[1]=s[1]*t,n[5]=s[5]*t,n[9]=s[9]*t,n[2]=s[2]*t,n[6]=s[6]*t,n[10]=s[10]*t}function F(e){const t=e.getAttribute("normal");for(let e=0;e<t.count;e++)t.setXYZ(e,0,1,0);t.normalized=!0,t.needsUpdate=!0}/*
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* See the LICENSE.md file for details.
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{"version":3,"file":"landscape.d.ts","sourceRoot":"","sources":["../../../src/scene/landscape/landscape.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAA2C,MAAM,OAAO,CAAC;AAE7E,OAAO,EAA6E,kBAAkB,EAAqF,MAAM,oBAAoB,CAAA;AAKrN,MAAM,WAAW,oBAAoB;IACnC,WAAW,EAAE,MAAM,CAAA;IACnB,QAAQ,EAAE;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAC,CAAA;IAChC,OAAO,EAAE,MAAM,CAAA;CAChB;AAED,wBAAgB,aAAa,CAAC,IAAI,EAAE,oBAAoB,GAAG,cAAc,CAmCxE;AAgDD,wBAAgB,8BAA8B,uBA0C7C;AAED,eAAO,MAAM,wBAAwB,oBAAmC,CAAA;AAExE,qBAAa,aAAc,SAAQ,IAAI;IACrC,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED,qBAAa,cAAe,SAAQ,KAAK;IACvC,IAAI,QAAQ,IAAI,aAAa,EAAE,CAE9B;CACF"}
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-
import{Group as e,Mesh as a}from"three";import{Color as r}from"three";import{varyingAttributes as t,float as n,mod as o,dot as s,vec2 as c,step as i,fract as l,mix as p,rgb as d,NodeShaderMaterial as f,rgba as u,standardMaterial as m,attributeFloat as h,RgbNode as L,varying as x}from"three-shader-graph";import{mixColorsByLayer as S,select as w}from"../../shader-nodes/index.js";export function initLandscape(e){e.sections.y,e.sectionSize,e.sections.x,e.sectionSize;return new LandscapeGroup}export function createLandscapeDefaultMaterial(){const e=t.uv,a=n(10),L=n(7),w=o(s(c(1,1),i(c(.5,.5),l(e.multiplyScalar(a)))),n(2)),v=o(s(c(1,1),i(c(.5,.5),l(e.multiplyScalar(L.multiply(a))))),n(2)),y=p(d(new r(4473924).convertLinearToSRGB()),d(new r(5592405).convertLinearToSRGB()),w),D=p(y,y.addScalar(n(.1)),v),G=S({layerColors:[u(D).rgb,...["#f3cc91","#e9a135","#f4a4a6","#ef767a","#e6373d","#55DDE0","#33658A","#2F4858"].map((e=>new r(e).convertLinearToSRGB())).map((e=>d(e))).reverse()],enableNoise:!1}),M=h("hole"),g=new f({color:m({color:G}),discard:x(M).gt(.5)});return g.color=new r("#aaaaaa"),g.name="Default",g}export const defaultLandscapeMaterial=createLandscapeDefaultMaterial();export class LandscapeMesh extends a{}export class LandscapeGroup extends e{get sections(){return this.children.filter((e=>e instanceof LandscapeMesh))}}
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import{Group as e,Mesh as a}from"three";import{Color as r}from"three";import{varyingAttributes as t,float as n,mod as o,dot as s,vec2 as c,step as i,fract as l,mix as p,rgb as d,NodeShaderMaterial as f,rgba as u,standardMaterial as m,attributeFloat as h,RgbNode as L,varying as x}from"three-shader-graph";import{mixColorsByLayer as S,select as w}from"../../shader-nodes/index.js";export function initLandscape(e){e.sections.y,e.sectionSize,e.sections.x,e.sectionSize;return new LandscapeGroup}export function createLandscapeDefaultMaterial(){const e=t.uv,a=n(10),L=n(7),w=o(s(c(1,1),i(c(.5,.5),l(e.multiplyScalar(a)))),n(2)),v=o(s(c(1,1),i(c(.5,.5),l(e.multiplyScalar(L.multiply(a))))),n(2)),y=p(d(new r(4473924).convertLinearToSRGB()),d(new r(5592405).convertLinearToSRGB()),w),D=p(y,y.addScalar(n(.1)),v),G=S({layerColors:[u(D).rgb,...["#f3cc91","#e9a135","#f4a4a6","#ef767a","#e6373d","#55DDE0","#33658A","#2F4858"].map((e=>new r(e).convertLinearToSRGB())).map((e=>d(e))).reverse()],enableNoise:!1}),M=h("hole"),g=new f({color:m({color:G}),discard:x(M).gt(.5)});return g.color=new r("#aaaaaa"),g.name="Default",g}export const defaultLandscapeMaterial=createLandscapeDefaultMaterial();export class LandscapeMesh extends a{}export class LandscapeGroup extends e{get sections(){return this.children.filter((e=>e instanceof LandscapeMesh))}}/*
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* Copyright (©) 2023. All rights reserved.
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* See the LICENSE.md file for details.
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{"version":3,"file":"utils.d.ts","sourceRoot":"","sources":["../../../src/scene/landscape/utils.ts"],"names":[],"mappings":"AAAA,OAAO,EAAe,IAAI,EAAW,MAAM,OAAO,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAG/C,wBAAgB,wBAAwB,CAAC,MAAM,EAAE,aAAa,EAAE,QA0D/D;AAKD,qBAAa,WAAW;IACtB,OAAO,CAAC,IAAI,CAAwC;gBAExC,MAAM,EAAE,aAAa,EAAE;IAUnC,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,GAAC,IAAI;CAGtC;AA4GD,wBAAgB,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,WAO9C"}
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import{Vector3 as e}from"three";export function smoothNormalsCrossMeshes(t){const r=new SectionGrid(t);performance.now();const n=new e,o=new e,i=new e,s=new e;for(const e of t){const t=e.geometry.getAttribute("position"),c=e.geometry.getAttribute("normal");for(const d of u(t.count)){const{otherMesh:u,j:a}=f(d,t.count,e,r);if(null==u)continue;n.fromBufferAttribute(t,d),n.applyMatrix4(e.matrixWorld);const x=u.geometry.getAttribute("position"),h=u.geometry.getAttribute("normal");u.updateMatrixWorld(),o.fromBufferAttribute(x,a),o.applyMatrix4(u.matrixWorld),i.fromBufferAttribute(c,d),s.fromBufferAttribute(h,a);const m=i.add(s).divideScalar(2);c.setXYZ(d,m.x,m.y,m.z),h.setXYZ(a,m.x,m.y,m.z),c.needsUpdate=!0,h.needsUpdate=!0;const l=(t.getY(d)+x.getY(a))/2;t.setY(d,l),x.setY(a,l)}}performance.now()}export class SectionGrid{constructor(e){this.grid=new Map;for(const t of e){const{x:e,y:r}=t;this.grid.has(e)||this.grid.set(e,new Map),this.grid.get(e).set(r,t)}}find(e,t){return this.grid.get(e)?.get(t)}}const t={meshPredicate:(e,t)=>e.find(t.x,t.y-1),vertexFunc:(e,t)=>e+t*(t-1)},r={meshPredicate:(e,t)=>e.find(t.x-1,t.y-1),vertexFunc:(e,t)=>t*t-1},n={meshPredicate:(e,t)=>e.find(t.x+1,t.y-1),vertexFunc:(e,t)=>t*t-t},o={meshPredicate:(e,t)=>e.find(t.x,t.y+1),vertexFunc:(e,t)=>e-t*(t-1)},i={meshPredicate:(e,t)=>e.find(t.x-1,t.y+1),vertexFunc:(e,t)=>t-1},s={meshPredicate:(e,t)=>e.find(t.x+1,t.y+1),vertexFunc:(e,t)=>0},c={meshPredicate:(e,t)=>e.find(t.x-1,t.y),vertexFunc:(e,t)=>e+t-1},d={meshPredicate:(e,t)=>e.find(t.x+1,t.y),vertexFunc:(e,t)=>e-t+1};function f(e,f,u,a){const x=Math.sqrt(f),h=(e+1)%x==0,m=e%x==0;let l;if(e<x?(l=t,m&&(l=r),h&&(l=n)):e>=f-x?(l=o,m?l=i:h&&(l=s)):m?l=c:h&&(l=d),null==l)return{otherMesh:null,j:null};return{otherMesh:l.meshPredicate(a,u),j:l.vertexFunc(e,x)}}function*u(e){const t=Math.sqrt(e);for(let r=0;r<t;r++)yield r,yield r+e-t;for(let e=1,r=t-1;e<r;e++)yield e*t,yield e*t+t-1}export function onEdge(e,t){const r=Math.sqrt(t);return e<r||e%r==0||e>=t-r||(e+1)%r==0}
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/*
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+
import{Vector3 as e}from"three";export function smoothNormalsCrossMeshes(t){const r=new SectionGrid(t);performance.now();const n=new e,o=new e,i=new e,s=new e;for(const e of t){const t=e.geometry.getAttribute("position"),c=e.geometry.getAttribute("normal");for(const d of u(t.count)){const{otherMesh:u,j:a}=f(d,t.count,e,r);if(null==u)continue;n.fromBufferAttribute(t,d),n.applyMatrix4(e.matrixWorld);const x=u.geometry.getAttribute("position"),h=u.geometry.getAttribute("normal");u.updateMatrixWorld(),o.fromBufferAttribute(x,a),o.applyMatrix4(u.matrixWorld),i.fromBufferAttribute(c,d),s.fromBufferAttribute(h,a);const m=i.add(s).divideScalar(2);c.setXYZ(d,m.x,m.y,m.z),h.setXYZ(a,m.x,m.y,m.z),c.needsUpdate=!0,h.needsUpdate=!0;const l=(t.getY(d)+x.getY(a))/2;t.setY(d,l),x.setY(a,l)}}performance.now()}export class SectionGrid{constructor(e){this.grid=new Map;for(const t of e){const{x:e,y:r}=t;this.grid.has(e)||this.grid.set(e,new Map),this.grid.get(e).set(r,t)}}find(e,t){return this.grid.get(e)?.get(t)}}const t={meshPredicate:(e,t)=>e.find(t.x,t.y-1),vertexFunc:(e,t)=>e+t*(t-1)},r={meshPredicate:(e,t)=>e.find(t.x-1,t.y-1),vertexFunc:(e,t)=>t*t-1},n={meshPredicate:(e,t)=>e.find(t.x+1,t.y-1),vertexFunc:(e,t)=>t*t-t},o={meshPredicate:(e,t)=>e.find(t.x,t.y+1),vertexFunc:(e,t)=>e-t*(t-1)},i={meshPredicate:(e,t)=>e.find(t.x-1,t.y+1),vertexFunc:(e,t)=>t-1},s={meshPredicate:(e,t)=>e.find(t.x+1,t.y+1),vertexFunc:(e,t)=>0},c={meshPredicate:(e,t)=>e.find(t.x-1,t.y),vertexFunc:(e,t)=>e+t-1},d={meshPredicate:(e,t)=>e.find(t.x+1,t.y),vertexFunc:(e,t)=>e-t+1};function f(e,f,u,a){const x=Math.sqrt(f),h=(e+1)%x==0,m=e%x==0;let l;if(e<x?(l=t,m&&(l=r),h&&(l=n)):e>=f-x?(l=o,m?l=i:h&&(l=s)):m?l=c:h&&(l=d),null==l)return{otherMesh:null,j:null};return{otherMesh:l.meshPredicate(a,u),j:l.vertexFunc(e,x)}}function*u(e){const t=Math.sqrt(e);for(let r=0;r<t;r++)yield r,yield r+e-t;for(let e=1,r=t-1;e<r;e++)yield e*t,yield e*t+t-1}export function onEdge(e,t){const r=Math.sqrt(t);return e<r||e%r==0||e>=t-r||(e+1)%r==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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*/
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@@ -315,3 +315,4 @@ export declare function serializeCustomParameter(type: ParameterType, value: unk
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export declare const customParameterDefaultValueByType: Map<SerializedParamType, any>;
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export declare function applyMaterial(object: Object3D, assignment: MaterialAssignment, materialProvider: (id: AssetId) => Promise<Material>, _originalMaterials?: Map<string | number, THREE.Material>): Promise<void[]>;
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export {};
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//# sourceMappingURL=materializer.d.ts.map
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@@ -0,0 +1 @@
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+
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@@ -1,5 +1,4 @@
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1
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import{ConvexPolyhedronCollisionShape as e}from"@hology/core";import{Subject as t}from"rxjs";import*as a from"three";import{BoxGeometry as s,Color as r,Euler as i,Fog as n,FogExp2 as o,Group as l,Material as c,Matrix4 as h,Mesh as d,MeshLambertMaterial as m,MeshPhongMaterial as p,MeshStandardMaterial as u,Object3D as f,PointLight as y,Quaternion as g,SphereGeometry as w,Texture as v,Vector2 as S,Vector3 as A,Vector4 as b}from"three";import M,{SpriteRenderer as x}from"three-nebula";import{bool as j,BooleanNode as P,float as I,FloatNode as E,NodeShaderMaterial as V,rgb as D,RgbNode as N,Texture2dLookupNode as k,textureSampler2d as F,vec2 as C,Vec2Node as _,vec3 as O,Vec3Node as z,vec4 as B}from"three-shader-graph";import{VfxActor as T}from"../effects/vfx/vfx-actor.js";import{VisualEffect as W}from"../effects/vfx/vfx-param.js";import{BaseActor as $}from"../gameplay/actors/actor.js";import R from"../gameplay/actors/builtin/index.js";import{PhysicsBodyType as U,withInjectionContext as G}from"../gameplay/index.js";import{Sampler2DNode as L}from"../shader-nodes/index.js";import{LambertShader as J}from"../shader/builtin/lambert-shader.js";import{LandscapeCompositeShader as H}from"../shader/builtin/landscape-composite-shader";import{LandscapeShader as q}from"../shader/builtin/landscape-shader.js";import{StandardShader as X}from"../shader/builtin/standard-shader.js";import{UnlitShader as Y}from"../shader/builtin/unlit-shader.js";import{extractShaderParameters as Z}from"../shader/parameter.js";import{ArrayMap as Q,groupBy as K}from"../utils/collections.js";import{iterateMaterials as ee}from"../utils/materials.js";import{filterChildrenShallow as te,filterSceneShallow as ae,findFirstVisibleObject as se}from"../utils/three/traverse.js";import{AssetMeshInstance as re}from"./asset-resource-loader.js";import{isCollisionMesh as ie}from"./collision/collision-shape-import.js";import{BoxCollisionShape as ne,PhysicalShapeMesh as oe}from"./collision/collision-shape.js";import{LandscapeManager as le}from"./landscape/landscape-manager.js";import{initLandscape as ce}from"./landscape/landscape.js";import{SectionGrid as he,smoothNormalsCrossMeshes as de}from"./landscape/utils.js";import{createGrassFoliageMaterial as me}from"./materials/grass-foliage.js";import{createGrassMaterial as pe}from"./materials/grass.js";import{getMaterialAttribute as ue}from"./materials/utils/material-painting.js";import{createWaterMaterial as fe}from"./materials/water.js";import{SerializedParamType as ye}from"./model.js";import{ShapeLibrary as ge,ShapeLibraryKeys as we}from"./objects/shapes.js";import{ambientLightName as ve,createSky as Se,defaultSkyMaterial as Ae}from"./sky.js";const be={};export const shapeDefaultColor="#aaaaaa";export class SceneMaterializerLoader{constructor(e,t,a){this.dataProvider=e,this.assetsService=t,this.assetManagerService=a}get(e,t){return new SceneMaterializer(e,this.dataProvider,this.assetsService,this.assetManagerService,t,[],[],{create:()=>null,initActor:async()=>{}})}}export class SceneMaterializer{constructor(e,s,r,i,n,o,l,c){this.scene=e,this.dataProvider=s,this.assetsService=r,this.assetManagerService=i,this.renderingView=n,this.shaders=o,this.actorTypes=l,this.actorProvider=c,this.objectMap=new Map,this.sceneObjectMap=new Map,this.components=[],this.landscapeManagers=[],this.materializedActors=new Map,this.inEditor=!0,this.updated$=new t,this.removed$=new t,this.error$=new t,this.editorActorParamSnapshot=new Map,this.assets=new Map,this._canBeInstancedCache=new Map,this._originalMaterials=new Map,this.pmremGeneratorResults=new WeakMap,this.geometryCache=new Map,this.collisionShapeCache=new Map,this.originalFog=null,s.onUpdate((e=>this.update(e))),s.onRemove((e=>this.remove(e))),this.createAssetSubscription=r.onCreate.subscribe((e=>{this.assets.set(e.id,e)})),this.updateSubscription=r.onUpdate.subscribe((async t=>{this.assets.set(t.id,t),"material"==t.type?e.traverse((e=>{if(e instanceof a.Mesh)if(Array.isArray(e.material))for(let a=0;a<e.material.length;a++)this.refreshMaterial(e,e.material[a],t,a);else this.refreshMaterial(e,e.material,t)})):"mesh"==t.type?(this.findByAssetId(t.id).forEach((e=>{Ce(e.userData.src.materialAssignments,t.materialAssignments).forEach((t=>{this.applyMaterial(e,t)}))})),this.landscapeManagers.forEach((e=>{e.source.grass.layers.some((e=>e.meshes.some((e=>e.assetId===t.id))))&&e.queueRefreshScatter(this.renderingView?.camera.position??new A,!0)}))):"prefab"===t.type&&this.findByAssetId(t.id).forEach((e=>{const t=e.userData.src;this.remove(t),this.materializeAndInitActor(t)}))}))}async refreshMaterial(e,t,a,s){const r=t?.userData?.assetId;if(r!==a.id){const e=this.assets.get(r);let t=!1;if(null!=e)for(const s of Object.values(e.material.shaderParams)){if(s.type===ye.Material&&s.value===a.id){t=!0;break}if(s.type===ye.Array&&"element"in s&&s.element===ye.Material&&s.value.includes(a.id)){t=!0;break}}if(!t)return}const i=await materialFromAsset(this.assets.get(r),this.renderingView,this.assetsService,this.assetManagerService,this.shaders,!1);i.userData=t.userData,null!=s?Oe(e.material[s],i)||(e.material[s]=i):Oe(e.material,i)||(e.material=i)}get actorInstances(){return Array.from(this.materializedActors.values())}async prefetchAssets(){const e=Array.from(new Set(this.dataProvider.getObjects().filter((e=>null!=e.assetId&&"asset_mesh"==e.type)).filter((e=>e.assetId))));await Promise.all(e.map((e=>this.assetsService.getAsset(e.assetId).then((e=>{if(null!=e)return this.assetManagerService.getMesh(e)})))))}async init(){await this.preInit(),xe.clear(),await this.prefetchAssets(),await Promise.all(this.dataProvider.getObjects().map((e=>this.materialize(e)))),await this.initActorsPostInit()}initActorsPostInit(e=this.actorInstances){const t=e.map((async e=>{const t=e.object.userData.src;if("vfx"===t.type)return Promise.resolve();const a=await this.assetsService.getAsset(t.assetId),s={...a?.actor?.params??{},...t.actor?.params??{}};for(const a of t.actor.innerParams??[])await this.applyActorComponentParams(e,a.path.slice(),a.params);const r=await Ee(s,e.constructor,this.assetsService,this.assetManagerService,this.materializedActors,this.renderingView,this.shaders,this.actorProvider);Object.assign(e,r);try{return await this.actorProvider.initActor(e)}catch(e){console.error(`Failed to initiate actor (name="${t.name}", id=${t.id})`,e)}}));return Promise.all(t)}addVfxChildActors(e,t=e){}async applyActorComponentParams(e,t,a){const s=t.length,r=t.shift();if(0==s){const t=await Ee(a,null,this.assetsService,this.assetManagerService,this.materializedActors,this.renderingView,this.shaders);for(const[a,s]of Object.entries(t))null!=s&&(e[a]=s)}else null!=e[r]&&await this.applyActorComponentParams(e[r],t,a)}canObjectBeInstanced(e){return e.physics?.type!==U.dynamic&&"sky"!==e.type&&"global_fog"!==e.type&&"world_env"!==e.type}async canAssetBeInstanced(e){if(!this._canBeInstancedCache.has(e.assetId)){const t=await this.createFromAsset(e);if(null==t)return!1;const a=[];t.traverse((e=>{!ie(e)&&e.isMesh&&a.push(e)}));const s=1==a.length&&0==a[0].children.length,r=a[0]instanceof d&&null!=a[0].geometry.morphAttributes&&Object.keys(a[0].geometry.morphAttributes).length>0,i=!0;this._canBeInstancedCache.set(e.assetId,s&&i&&!r)}return this._canBeInstancedCache.get(e.assetId)}async preInit(){this.renderingView?.onLoop((()=>{null!=this.sky&&this.renderingView.camera.getWorldPosition(this.sky.position)})),this.assetsService.getAssets().then((e=>{for(const t of e)this.assets.set(t.id,t)}))}async initWithInstancing(){await this.preInit(),await this.prefetchAssets();const t=[],s=new Q,n=new Q;for(const e of this.dataProvider.getObjects())await Fe(e,(async(e,a,i)=>{const o="asset_mesh"==e.type&&this.canObjectBeInstanced(e)&&await this.canAssetBeInstanced(e),l="shape_mesh"===e.type&&"landscape"!==e.shape&&e.physics?.type!==U.dynamic;if(o||l){if(a&&a.children?.length>0){const t=a.children.findIndex((t=>t.id===e.id));t>=0&&a.children.splice(t,1)}if(l){let t=e.shape+JSON.stringify(e.shapeParams??{})+e.castShadow+e.receiveShadow;const a=e.materialAssignments?.at(0)?.materialId,s=null!=a?this.assets.get(a):null;let o=null;if(null!=s&&"shader"!==s.material.type){if(t+=s.material.type+s.material.shader,null!=s.material.shaderParams){if(t+=Object.entries(s.material.shaderParams).filter((([e,t])=>"color"!=e)).map((e=>JSON.stringify(e))).join(),null!=s.material.shaderParams.color){const e=s.material.shaderParams.color;e.type===ye.Color&&null!=e.value&&(o=new r(e.value))}}}else t+=a;n.push(t,{object:{...e,parentTransform:i},color:o})}else{const t=e.assetId+JSON.stringify(e.materialAssignments??[]);s.push(t,{...e,parentTransform:i})}}else null==a&&t.push({...e,parentTransform:i})}));for(const t of s.values()){if(0==t.length)continue;const a=await this.createFromAsset(t[0]);if(null==a)continue;const s=await this.createInstancedMesh(t,a),r=new re;r.add(s),r.userData.src=t[0],a instanceof re&&(r.collisionShapes=a.collisionShapes),r.collisionShapes.forEach((t=>{t instanceof e&&t.mesh instanceof d&&(t.mesh=t.mesh.geometry)})),r.castShadow=!1,r.receiveShadow=!1,this.scene.add(r)}for(const e of n.values()){if(0==e.length)continue;const t=e[0].object,s=await this.createFromShape(t),n=se(s,(e=>!ie(e)&&null!=e.geometry)),o=n.material.clone();null!=e[0].color&&null!=o.color&&(o.color=new r(16777215));const l=n.geometry,c=new a.InstancedMesh(l,o,e.length);for(let t=0;t<e.length;t++){const r=e[t],o=(new a.Matrix4).compose((new A).fromArray(r.object.position),(new g).setFromEuler((new i).fromArray(r.object.rotation)),(new A).fromArray(r.object.scale)),l=(new h).copy(r.object.parentTransform).multiply(o);c.setMatrixAt(t,l),null!=r.color&&c.setColorAt(t,r.color),c.castShadow=s.castShadow??!0,c.receiveShadow=n.receiveShadow??!0;const d=new re;d.add(c),d.userData.src=e[0],s instanceof oe&&(d.collisionShapes=[s.collisionShape]),d.castShadow=!1,d.receiveShadow=!1,this.scene.add(d)}}await Promise.all(t.map((e=>this.materialize(e)))),await this.initActorsPostInit()}async createInstancedMesh(e,t){const s=se(t,(e=>!ie(e)&&null!=e.geometry)),r=await this.assetsService.getAsset(e[0].assetId);await this.applyMaterials(t,Ce(e[0].materialAssignments,r.materialAssignments)),s.updateMatrix();const n=s.geometry.clone(),o=new a.InstancedMesh(n,s.material,e.length);for(let t=0;t<e.length;t++){const r=(new a.Matrix4).compose((new A).fromArray(e[t].position),(new g).setFromEuler((new i).fromArray(e[t].rotation)),(new A).fromArray(e[t].scale)),n=(new h).copy(e[t].parentTransform).multiply(r).multiply(s.matrixWorld);o.setMatrixAt(t,n)}return o.castShadow=e[0].castShadow??r.castShadow??!0,o.receiveShadow=e[0].receiveShadow??r.receiveShadow??!0,s.material instanceof c&&o.castShadow&&o.receiveShadow&&(o.material.side=a.FrontSide),o}remove(e){if(console.log("Remove scene object",e),"global_fog"==e.type)return void(this.scene.fog=this.originalFog);if("world_env"===e.type)this.resetWorldEnv(),this.worldEnvObj=null;else if("actor"==e.type){const t=this.materializedActors.get(e.id);null!=t?(t.disposed.next(!0),t.onEndPlay()):console.warn("Failed to remove actor",e)}const t=this.sceneObjectMap.get(e.id);t?.parent.remove(t),this.sceneObjectMap.delete(e.id),this.components.filter((t=>t.object.userData.src?.id===e.id)).forEach((e=>this.components.splice(this.components.indexOf(e,1)))),this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((e=>{e.clear(),e.stop(),this.landscapeManagers.splice(this.landscapeManagers.indexOf(e,1))})),this.removed$.next({object:t,source:e})}deleteSceneObject(e){const t=this.sceneObjectMap.get(e.id);if(this.scene.remove(t),"landscape"==e.type){const t=this.landscapeManagers.findIndex((t=>t.source.id===e.id));if(t>-1){const e=this.landscapeManagers.splice(t,1)[0];e.clear(),e.stop()}}}findByAssetId(e){return ae(this.scene,(t=>t.userData.src?.assetId==e),(e=>null!=e.userData.src))}applyMaterials(e,t){return null==t?Promise.resolve([]):Promise.all(t.filter((e=>"null"!==e.materialId)).map((t=>this.applyMaterial(e,t))))}async applyMaterial(e,t){await applyMaterial(e,t,(e=>{const t=this.assets.get(e);if(null!=t)try{return materialFromAsset(t,this.renderingView,this.assetsService,this.assetManagerService,this.shaders)}catch(e){console.error("Failed to apply material",e)}}),this._originalMaterials)}unapplyMaterials(e){e.traverse((async e=>{if(e instanceof d)if(e.material instanceof Array)for(let t=0;t<e.material.length;t++)e.material[t]=this._originalMaterials.get(e.id+"#"+t)??e.material[t];else e.material=this._originalMaterials.get(e.id)??e.material}))}updateActors(e){console.log("update actors"),this.actorTypes=e;const t=new Set(Object.values(R));ae(this.scene,(e=>e.userData.src?.id&&"actor"===e.userData.src.type&&this.materializedActors.has(e.userData.src?.id)&&!t.has(e.userData.src.actor.type))).forEach((async e=>{this.remove(e.userData.src),await this.materializeAndInitActor(e.userData.src)}))}updateShaders(e){this.shaders=e;for(const[e,t]of xe.entries())t.userData.customShaderName&&xe.delete(e);this.landscapeManagers.forEach((t=>t.updateShaders(e))),ae(this.scene,(e=>!0)).forEach((e=>{e.traverse((async e=>{if(e instanceof d)if(Array.isArray(e.material))for(let t=0;t<e.material.length;t++){const a=e.material[t].userData?.customShaderName;if(null!=a){const a=this.assets.get(e.material[t].userData.assetId);this.refreshMaterial(e,e.material[t],a,t)}}else{const t=e.material.userData?.customShaderName;if(null!=t){const t=this.assets.get(e.material.userData.assetId);this.refreshMaterial(e,e.material,t)}}}))}))}async update(e){if("sky"===e.type&&null!=this.sky&&null!=this.sky.parent)return void this.updateSky(e);if("world_env"===e.type&&null!=this.worldEnvObj)return void this.updateWorldEnv(e);const t=this.sceneObjectMap.get(e.id);if(t){let s=!1;if(t.traverseAncestors((e=>{"_hology_transform_group"===e.name&&(s=!0)})),!s){const a=this.findParent(e);null!=a&&a.uuid!=t.uuid?a.attach(t):console.error("Parent is wrong")}if("prefab"!==e.type&&"group"!==e.type){this.unapplyMaterials(t);this.inEditor&&e.hidden&&!1?t.traverse((e=>{e instanceof d&&(e.material.wireframe=!0)})):t.traverse((e=>{e instanceof d&&(e.material.wireframe=!1)}))}if("asset_mesh"===e.type){const a=this.assets.get(e.assetId);Ce(e.materialAssignments,a.materialAssignments).forEach((e=>this.applyMaterial(t,e)))}else"shape_mesh"===e.type&&this.applyMaterials(t,e.materialAssignments);if(s||(null!=e.position&&t.position.fromArray(e.position),null!=e.scale&&t.scale.fromArray(e.scale),null!=e.rotation&&t.rotation.fromArray(e.rotation)),this.applyVertexMaterials(e,t),"light"==e.type)if("point"==e.light.type){const a=t;a.color=new r(e.light.point.color),a.intensity=e.light.point.intensity,a.decay=e.light.point.decay,a.castShadow=e.light.point.castShadow,a.distance=Math.max(e.light.point.distance,0)}else"directional"===e.light.type?this.applyDirectionalLight(e.light.directional):"ambient"===e.light.type&&this.applyDirectionalAmbientLight(t,e.light.ambient);else if("landscape"===e.shape){const a=this.landscapeManagers.find((t=>t.source.id===e.id)).source.landscape.options.density!==e.landscape.options.density;if(this.inEditor&&a){this.remove(e);const t=await this.materializeAndInitActor(e);return void this.updated$.next({object:t,source:e})}this.applyHeightMaps(t,e.landscape.heightMaps),this.inEditor&&this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((t=>{t.updateSource(e),t.queueRefreshScatter(this.renderingView.camera.position,!0,(e=>!0))}))}else if("global_fog"===e.type){const t=(this.scene.fog instanceof o?"density":"linear")!==e.fog.type;this.scene.fog=Ne(e.fog),t&&(a=this.scene).traverse((e=>{if(e instanceof d){const t=e.material;t instanceof V&&(a.fog instanceof n?(t.uniforms.fogFar.value=a.fog.far,t.uniforms.fogNear.value=a.fog.near):a.fog instanceof o&&(t.uniforms.density={value:a.fog.density}),t.needsUpdate=!0,t.uniformsNeedUpdate=!0)}})),this.fixFogColor()}else if("actor"===e.type){if(this.materializedActors.has(e.id)){const t=this.editorActorParamSnapshot.get(e.id);null!=t&&t===JSON.stringify(e.actor)||(console.log("Rematerializing actor because parameters changed"),s||(this.remove(e),await this.materializeAndInitActor(e)))}}else if("shape_mesh"===e.type){const a=await this.createMeshByShape(e.shape,t.material,e.shapeParams);t instanceof oe&&(t.geometry=a.geometry,t.collisionShape=a.collisionShape)}("asset_mesh"===e.type||"shape_mesh"===e.type&&"landscape"!==e.shape)&&Me(t,e.castShadow,e.receiveShadow),e.name&&e.name.length>0&&(t.name=e.name),this.updated$.next({object:t,source:e})}else{const t=await this.materializeAndInitActor(e);this.updated$.next({object:t,source:e})}var a;this.renderingView.renderer.shadowMap.needsUpdate=!0}async materializeAndInitActor(e,t=this.findParent(e)){console.log("materialize actor and init");const a=await this.materialize(e,t);return Fe(e,(async e=>{if("actor"===e.type){const t=this.materializedActors.get(e.id);null!=t?await this.initActorsPostInit([t]):console.error(`Something went wrong when creating actor ${e.id}`)}})),a}findParent(e){const t=this.dataProvider.getObjects().flatMap((t=>t.id===e.id?null:te(t,(t=>t.children?.some((t=>t.id===e.id))),(()=>!0))))[0];return null==t?this.scene:null!=t?ae(this.scene,(e=>e.userData?.src?.id===t.id),(e=>null!=e.userData?.src))[0]:void 0}fixFogColor(){!0===this.renderingView.options.enableOutlines&&(this.scene.fog.color=new r(this.scene.fog.color))}findMeshWithGeometry(e){let t;return e.traverse((e=>{e instanceof d&&e.geometry&&(t=e)})),t}applyVertexMaterials(e,t){if(null==e.vertexMaterials||0===e.vertexMaterials.length)return;let a=1;for(const t of e.vertexMaterials)a=Math.max(t.w.length,a);const s=K(e.vertexMaterials,(e=>e.m));t.traverse((e=>{if(e instanceof d){if(null==e.geometry)return;if(ze(ue(e,0,!1)),a>0){ze(ue(e,0,!1))}}}));const r=new Set;for(const[e,i]of s.entries()){const s=null!=e?t.getObjectByName(e):this.findMeshWithGeometry(t);let n=!1;if(null==s||null==s.geometry)return void console.warn(`Failed to apply vertex materials on mesh with name "${e}"`);const o=ue(s,0,!0);ze(o);for(const e of i)o.setX(e.i,e.w[0]??0),o.setY(e.i,e.w[1]??0),o.setZ(e.i,e.w[2]??0),o.setW(e.i,e.w[3]??0),n=!0;if(a>0){const e=ue(s,4,!0);ze(e);for(const t of i)e.setX(t.i,t.w[4]??0),e.setY(t.i,t.w[5]??0),e.setZ(t.i,t.w[6]??0),e.setW(t.i,t.w[7]??0),e.needsUpdate=!0,n=!0}n&&r.add(e)}this.inEditor&&this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((e=>e.queueRefreshScatter(this.renderingView.camera.position,!0,(e=>r.has(e.name)))))}async materialize(e,t,a=!1){let r;switch(e.type){case"asset_mesh":r=await this.createFromAsset(e);break;case"shape_mesh":r=await this.createFromShape(e);break;case"light":r=await this.createLight(e);break;case"particles":r=await this.createParticleSystem(e),e.collisionDetection=!1;break;case"global_fog":this.scene.fog=Ne(e.fog),this.fixFogColor(),r=new l;break;case"sky":this.sky=Se(),this.updateSky(e),r=this.sky;break;case"world_env":this.updateWorldEnv(e),r=new l,this.worldEnvObj=r;break;case"actor":r=await this.createFromActor(e);break;case"group":r=new l;break;case"prefab":r=await this.createFromPrefabAsset(e);break;case"vfx":r=await this.createFromVfx(e);break;default:if(this.inEditor)throw new Error("unknown type "+e.type);console.warn(`Failed to materialize object. Unknown type '${e.type}'. This might be because the hology/core library is not compatible with the editor version.`)}if(null!=r){if(e.name&&e.name.length>0&&(r.name=e.name),null!=e.position&&r.position.fromArray(e.position),null!=e.scale&&r.scale.fromArray(e.scale),null!=e.rotation&&r.rotation.fromArray(e.rotation),a||(r.userData.src=e),this.inEditor,this.inEditor){let e=null;r instanceof oe&&(e=function(e){if(e instanceof ne)return new d(new s(...e.offset.toArray()),ke);return null}(r.collisionShape)),null!=e&&(e.layers.disable(0),e.layers.enable(18),e.scale.multiplyScalar(1.1),r.add(e))}return this.objectMap.set(r.uuid,e),this.sceneObjectMap.set(e.id,r),e.physics?.type!==U.dynamic||null==t||this.inEditor?null==t?this.scene.add(r):t?.add(r):(t.add(r),r.getWorldPosition(r.position),r.getWorldQuaternion(r.quaternion),r.getWorldScale(r.scale),this.scene?.attach(r)),null!=e.children&&await Promise.all(e.children?.map((e=>this.materialize(e,r,a)))),this.inEditor||"asset_mesh"!=e.type&&"shape_mesh"!==e.type||"landscape"===e.shape||null!=e.physics?.type&&e.physics.type==U.dynamic||De(r),this.renderingView.renderer.shadowMap.needsUpdate=!0,r}}updateWorldEnv(e){this.renderingView.aoPass.enabled=e.worldEnv.ao.enabled,this.renderingView.aoPass.blendIntensity=e.worldEnv.ao.blendIntensity,this.renderingView.aoPass.updateGtaoMaterial(e.worldEnv.ao),this.renderingView.aoPass.output=!0===e.worldEnv.ao.onlyAO?5:0;const t=e.worldEnv.toneMapping;null!=t&&(this.renderingView.renderer.toneMapping=t.mapping??0,this.renderingView.renderer.toneMappingExposure=t.exposure??1);const s=e.worldEnv.environment;null!=s&&null!=s.textureId?this.assetManagerService.getTexture(this.assets.get(s.textureId)).then((e=>{null==this.pmremGenerator&&(this.pmremGenerator=new a.PMREMGenerator(this.renderingView.renderer),this.pmremGenerator.compileEquirectangularShader()),this.pmremGeneratorResults.has(e)||this.pmremGeneratorResults.set(e,this.pmremGenerator.fromEquirectangular(e).texture);const t=this.pmremGeneratorResults.get(e);this.renderingView.scene.environment=t,this.renderingView.scene.environmentIntensity=s.intensity??1})):this.renderingView.scene.environment=null}resetWorldEnv(){this.renderingView.aoPass.enabled=!1,this.renderingView.aoPass.blendIntensity=1,this.renderingView.aoPass.output=0,this.renderingView.renderer.toneMapping=0,this.renderingView.renderer.toneMappingExposure=1}async updateSky(e){if(null==e?.sky?.materialId)return void(this.sky.material=Ae);const t=await this.assetsService.getAsset(e.sky.materialId),s=await materialFromAsset(t,this.renderingView,this.assetsService,this.assetManagerService,this.shaders,!1);s.side=a.BackSide,(s instanceof u||s instanceof a.MeshBasicMaterial||s instanceof a.ShaderMaterial)&&(s.fog=!1),null!=this.sky?this.sky.material=s:console.warn("No sky has been created")}async createComponent(e,t,a,s){const r=new be[a.path+"/"+a.className],i=t.id+s;r.id=i,r.object=e;for(const e of a.params)null!=e.value&&(r[e.name]=e.value);return this.components.push(r),i}async createFromActor(e){const t=this.actorTypes.find((t=>t.name===e.actor?.type))?.type??R[e.actor?.type];if(null==t)return null;this.inEditor&&this.editorActorParamSnapshot.set(e.id,JSON.stringify(e.actor));const a=await this.actorProvider.create(t,(new A).fromArray(e.position),(new i).fromArray(e.rotation),!0);return this.materializedActors.set(e.id,a),a?.object}async createFromVfx(e){const t=await this.assetsService.getAsset(e.assetId);null==t&&console.error("Could not find asset",e);const a=await this.actorProvider.create(T,(new A).fromArray(e.position),(new i).fromArray(e.rotation),!1);return await a.fromAsset(t),a.play(),this.materializedActors.set(e.id,a),a?.object}cleanup(){this.materializedActors.clear()}async createFromShape(e){const t=this.inEditor&&e.hidden;let a;if("landscape"==e.shape)a=this.createLandscape(e),a.traverse((e=>{e instanceof d&&this._originalMaterials.set(e.id,e.material)}));else{let s=new u({name:"Default",color:new r("#aaaaaa"),visible:this.inEditor||!e.hidden,wireframe:!!t});const i=await this.createMeshByShape(e.shape,s,e.shapeParams);i.castShadow=e.castShadow??!0,i.receiveShadow=e.castShadow??!1,e.collisionDetection||(i.collisionShape=null),i.physics=e.physics,a=i,this._originalMaterials.set(a.id,i.material),a.traverse((e=>{}))}return t||(await Promise.all((e.materialAssignments??[]).filter((e=>null!=e.materialId)).map((e=>this.applyMaterial(a,e)))),this.applyVertexMaterials(e,a)),a}createLandscape(e){const t=e.landscape?.options;if(null==t)return console.error(`No landscape options exist on scene object ${e.id} ${e.name}`),new l;const a=ce(e.landscape.options);this.applyHeightMaps(a,e.landscape.heightMaps,!0);const s=new le(e,this.renderingView,a,this.assetManagerService,this.assetsService,this.shaders,(t=>{(e.materialAssignments??[]).filter((e=>null!=e.materialId)).forEach((e=>this.applyMaterial(t,e)))}));return this.landscapeManagers.push(s),s.refreshGeometry(),a}applyHeightMaps(e,t,a=!1){const s=new he(e.sections);for(const e of t??[]){const t=s.find(e.x,e.y);if(!t)return;const a=t.geometry.getAttribute("position");for(const t of e.points)a.setY(t.i,t.y);a.needsUpdate=!0}const r=e.sections;r.forEach((e=>{e.geometry.computeBoundsTree(),e.geometry.computeVertexNormals()})),this.inEditor&&!a||setTimeout((()=>de(r)),50)}async createMeshByShape(e,t,a={}){if("landscape"!==e&&we.includes(e)){const s=await prepareShapeParameters(a??{}),r=e+JSON.stringify(a);return this.geometryCache.has(r)||this.geometryCache.set(r,ge[e].geometry(s)),this.collisionShapeCache.has(r)||this.collisionShapeCache.set(r,ge[e].collision(s)),new oe(this.geometryCache.get(r),t,this.collisionShapeCache.get(r))}if(this.inEditor)throw new Error(`Unsupported shape '${e}'`);console.warn(`Failed to create shape. Unsupported shape '${e}'. This might be because the hology/core library is not compatible with the editor version.`)}async createFromAsset(e){const t=await this.assetsService.getAsset(e.assetId);if(null==t)return void console.warn(`Can not find asset with id ${e.assetId} and name ${e.name}`);let{scene:a}=await this.assetManagerService.getMesh(t,{mergeGeomtries:!0});Ce(e.materialAssignments,t.materialAssignments).forEach((e=>this.applyMaterial(a,e)));const s=e.receiveShadow??!!t.receiveShadow??!0,r=e.castShadow??!!t.castShadow??!1;return a.receiveShadow=s,Me(a,r,s),e.collisionDetection||(a.collisionShapes=[]),null!=e.physics&&!0!==this.inEditor&&(a.physics=e.physics),this.applyVertexMaterials(e,a),a.traverse((e=>{e instanceof d&&"computeBoundsTree"in e.geometry&&null==e.geometry.boundsTree&&e.geometry.computeBoundsTree()})),a}async createFromPrefabAsset(e){const t=await this.assetsService.getAsset(e.assetId);if(null==t)return void console.warn(`Can not find asset with id ${e.assetId} and name ${e.name}`);const a=new l;return t.prefab.objects.filter((e=>"global_fog"!==e.type&&"world_env"!==e.type)).forEach((e=>this.materialize(e,a,!0))),a}async createParticleSystem(e){const t=await this.assetsService.getAsset(e.assetId),s=new f;return await M.fromJSONAsync(t.particleSystem,a).then((e=>{const t=new x(s,a);e.addRenderer(t),this.renderingView.onLoop((t=>e.update()))})),s}async createLight(e){if("point"===e.light.type){const t=new y(e.light.point.color,e.light.point.intensity,e.light.point.distance,e.light.point.decay);if(t.castShadow=e.light.point.castShadow??!0,this.inEditor){const e=new w(.3,10,10),a=new u({color:new r(16771709)}),s=new d(e,a);t.add(s)}return t}return"directional"===e.light.type?(this.applyDirectionalLight(e.light.directional),new l):"ambient"===e.light.type?(this.applyDirectionalAmbientLight(null,e.light.ambient),new l):void 0}applyDirectionalAmbientLight(e,t){const a=this.scene.children.find((e=>e.name===ve));null!=a?(a.intensity=t.intensity,a.color.set(t.color),a.groundColor.set(t.color)):console.warn("Couldn't find ambient light")}applyDirectionalLight(e){for(const t of this.renderingView.csm.lights)t.intensity=e.intensity,t.color.set(e.color),t.castShadow=e.castShadow;this.renderingView.csm.lightDirection.fromArray(e.direction).normalize()}dispose(){this.updateSubscription.unsubscribe(),this.createAssetSubscription.unsubscribe(),this.materializedActors.forEach((e=>e.disposed.next(!0)))}}function Me(e,t,a){e.castShadow=t,e.receiveShadow=a,e.traverse((e=>{e.castShadow=t,e.receiveShadow=a}))}const xe=new Map,je=new Map,Pe=new m({color:16711935}),Ie=new Map;export async function materialFromAsset(e,t,a,s,r,i=!0){const n=JSON.stringify(e.material);return i&&xe.has(n)?xe.get(n):i&&je.has(n)?await je.get(n):je.set(n,_materialFromAsset(n,e,t,a,s,r,i)).get(n)}export async function _materialFromAsset(e,t,s,i,n,o,l=!0){const c={opacity:t.material.params.opacity,map:null,emissive:t.material.params.emissive??null,metalness:t.material.params.metalness??0,flatShading:t.material.params.flatShading??!1,color:new r(t.material.params.color),transparent:null!=t.material.params.opacity&&t.material.params.opacity<1},h={};if(null!=t.material.params.map){const e=t.material.params.map,a=await i.getAsset(e);null!=a&&(c.map=await n.getTexture(a))}let d;switch(t.material.type){case"phong":d=new p({...c,...h});break;case"water":d=fe(c,s);break;case"grassFoliage":d=me({color:c.color,map:c.map},s);break;case"grass":d=pe({...c,colorTwo:new r(t.material.params.colorTwo),colorThree:new r(t.material.params.colorThree)},s);break;case"standard":case"unlit":case"lambert":case"shader":case"landscape":case"landscape-composite":const e={standard:X,lambert:J,unlit:Y,landscape:q,"landscape-composite":H}[t.material.type]??o.find((e=>e.name==t.material.shader))?.type;if(e){try{let a=new e;const r=await Ee(t.material?.shaderParams??{},e,i,n,null,s,o);Object.assign(a,r),d=a.build()}catch(e){console.log("Shader runtime error: "+e),Ie.has(t.material.shader)||Ie.set(t.material.shader,Pe.clone()),d=Ie.get(t.material.shader)}d.userData.customShaderName=t.material.shader}else console.warn("Missing shader implementation with name "+t.material.shader),d=Pe;break;default:throw new Error("Unsupported material type"+t.material.type)}return s?.csm.setupMaterial(d),null!=s&&xe.set(e,d),d.side=t.material.side??d.side??a.FrontSide,d.transparent=(t.material.transparent??c.transparent??!1)||d.transparent,d.alphaTest=t.material.alphaTest??d.alphaTest??0,t.material.bloom&&(d.userData.hasBloom=!0),d.userData.assetId=t.id,je.delete(e),d}async function Ee(e,t,a,s,r,i,n,o){const l={};for(const[t,c]of Object.entries(e)){const e=await Ve(c,a,s,r,i,n,o);null!=e&&(l[t]=e)}return l}export async function prepareShapeParameters(e){const t={};for(const[a,s]of Object.entries(e)){const e=await Ve(s,null,null,null);null!=e&&(t[a]=e)}return t}async function Ve(e,t,a,s,n,o,l,c=e.value,h=e.type){if(null==e||null==c||""===c)return null;switch(h){case ye.Array:if(Array.isArray(c)&&"element"in e)return await Promise.all(c.map((r=>Ve(e,t,a,s,n,o,l,r,e.element))));break;case ye.Number:case ye.FloatNode:let h="string"==typeof c?parseFloat(c):c;return e.type===ye.FloatNode?I(h):h;case ye.Texture:return await a.getTexture(await t.getAsset(c));case ye.Sampler2DNode:return F(await a.getTexture(await t.getAsset(c)));case ye.Boolean:return c;case ye.BooleanNode:return j(c);case ye.Vector2:case ye.Vec2Node:if("object"==typeof c){const t=c instanceof Array?(new S).fromArray(c):new S(c.x,c.y);return e.type===ye.Vec2Node?C(t):t}return null;case ye.Vector3:case ye.Vec3Node:if("object"==typeof c){const t=c instanceof Array?(new A).fromArray(c):new A(c.x,c.y,c.z);return e.type===ye.Vec3Node?O(t):t}return null;case ye.Color:case ye.RgbNode:const d=new r(c);return e.type===ye.RgbNode?D(d):d;case ye.String:return c;case ye.BaseActor:const m=c;return null==s&&console.warn("Class parameters can not be prepared as actors are not passed in"),s?.get(m);case ye.Euler:const p=c;return(new i).fromArray(p);case ye.Object3D:return(await a.getMesh(await t.getAsset(c))).scene;case ye.Material:return await materialFromAsset(await t.getAsset(c),n,t,a,o);case ye.AudioBuffer:return await a.getAudio(await t.getAsset(c));case ye.VisualEffect:const u=await t.getAsset(c);if(null==l){console.error("Can not create instance of visual effect because missing actor provider");break}if("vfx"in u)return new W(l,u);console.error("Using a non-vfx asset for visual effect parameter")}return null}function De(e){e.updateWorldMatrix(!0,!0),e.updateMatrix(),e.traverse((e=>{e.matrixAutoUpdate=!1,e.matrixWorldNeedsUpdate=!1}));const t=e.updateMatrixWorld;e.updateMatrixWorld=function(){t.apply(e),e.updateMatrixWorld=function(){}}}function Ne(e){return"linear"===e.type?new n(new r(e.color),e.near??100,e.far??1e3):"density"===e.type?new o(e.color,e.density):void console.warn("Invalid fog type",e)}const ke=new u({color:4229780});async function Fe(e,t,s,r){null==r&&(r=(new h).identity()),await t(e,s,r);const n=r.clone().multiply(function(e,t){if(null==e.position||null==e.rotation||null==e.scale)return t.identity();return t.compose((new A).fromArray(e.position),(new g).setFromEuler((new i).fromArray(e.rotation)),(new A).fromArray(e.scale))}(e,new a.Matrix4));return Promise.all((e.children??[]).map((a=>Fe(a,t,e,n))))}export function toSerializedParamType(e){const t=e.constructor.prototype;return t instanceof Number||e===Number?ye.Number:t instanceof E||"function"==typeof e.prototype.isFloat?ye.FloatNode:t instanceof v||e===v||e.isTexture?ye.Texture:t instanceof L||e===k?ye.Sampler2DNode:t instanceof Boolean||e===Boolean?ye.Boolean:t instanceof P?ye.BooleanNode:t instanceof r||e==r?ye.Color:t instanceof N||"function"==typeof e.prototype.isRgb?ye.RgbNode:t instanceof S||e==S?ye.Vector2:t instanceof _||"function"==typeof e.prototype.isVec2?ye.Vec2Node:t instanceof A||e==A?ye.Vector3:t instanceof z||"function"==typeof e.prototype.isVec3?ye.Vec3Node:t instanceof String||e===String?ye.String:t instanceof $||e==$||e.prototype instanceof $||e.prototype==$?ye.BaseActor:t instanceof i||e==i?ye.Euler:t instanceof f||e==f?ye.Object3D:t instanceof c||e==c?ye.Material:t instanceof AudioBuffer||e==AudioBuffer?ye.AudioBuffer:t instanceof W||e==W?ye.VisualEffect:void console.warn("Failed to map parameter type to serialized version",{type:e})}export function prepareCustomParams(e,t,a={}){return Object.fromEntries(e.map((e=>[e.name,{type:e.options.array?ye.Array:toSerializedParamType(e.type),...e.options.array?{element:toSerializedParamType(e.type)}:{},value:t[e.name]?.value??(!0!==e.options.array?a[e.name]??customParameterDefaultValueByType.get(toSerializedParamType(e.type)):[])}])))}export function prepareCustomParamsFromType(e,t,a=null){const s=Z(e);if(0===s.length)return{};let r;null!=a?G(a,(()=>{r=a.get(e)})):r=new e;const i={};for(const e of s){const t=r[e.name];if(null!=t&&!0!==e.options.array){const a=serializeCustomParameter(e.type,t);null!=a&&(i[e.name]=a)}}return prepareCustomParams(s,t,i)}export function serializeCustomParameter(e,t){function a(){console.error("Failed to serialize value",{type:e,value:t})}switch(e){case Number:case Boolean:return t;case S:return t instanceof S?t.toArray():void a();case A:return t instanceof A?t.toArray():void a();case b:return t instanceof b?t.toArray():void a();case r:return t instanceof r?"#"+t.getHexString():"string"==typeof t?t:"number"==typeof t?"#"+new r(t).getHexString():void a();case String:return t;case i:return t instanceof i?t.toArray():void a()}}function Ce(e,t){return function(e,t,a){const s=[],r=new Set;for(const i of[...e??[],...t??[]]){const e=a(i);r.has(e)||(r.add(e),s.push(i))}return s}((e??[]).filter((e=>_e(e.materialId))),(t??[]).filter((e=>_e(e.materialId))),(e=>e.color+e.name))}function _e(e){return"null"!=e&&null!=e}export const customParameterDefaultValueByType=new Map([[ye.RgbNode,"#000000"],[ye.Color,"#000000"],[ye.Vector4,[0,0,0,0]],[ye.Vec4Node,[0,0,0,0]],[ye.Vector3,[0,0,0]],[ye.Vec3Node,[0,0,0]],[ye.Vector2,[0,0]],[ye.Vec2Node,[0,0]],[ye.Euler,[0,0,0,"XYZ"]],[ye.Array,[]]]);export function applyMaterial(e,t,s,i){const n=[];return e.traverse((async e=>{if(e instanceof d||e.isMesh||e instanceof a.SkinnedMesh||e.isSkinnedMesh)for(const t of ee(e.material))t.hasOwnProperty("color")&&n.push(e)})),Promise.all(n.map((async e=>{if(e.material instanceof Array)for(let a=0;a<e.material.length;a++){const n=e.material[a];if(null==n.color||!(n.color instanceof r))continue;const o="#"+n.color.getHexString(),l=n.name;if(o===t.color&&(n.name===t.name||null==t.name)||e.userData["originalColor_"+a]===t.color&&e.userData["originalMaterialName_"+a]===t.name){const r=await s(t.materialId),n=e.material[a];null!=r&&(e.material[a]=r,e.userData["originalColor_"+a]=e.userData["originalColor_"+a]??o,e.userData["originalMaterialName_"+a]=e.userData["originalMaterialName_"+a]??l,null!=i&&i.set(e.id+"#"+a,n))}}else if("color"in e.material){const a="#"+e.material.color.getHexString(),r=e.material.name;if(a===t.color&&(e.material.name===t.name||null==t.name)||e.userData.originalColor===t.color&&e.userData.originalName===t.name){const n=await s(t.materialId),o=e.material;null!=n&&(e.material=n,e.userData.originalColor=e.userData.originalColor??a,e.userData.originalMaterialName=e.userData.originalMaterialName??r,null!=i&&(i.has(e.id)||i.set(e.id,o)))}}})))}function Oe(e,t){if(e instanceof a.ShaderMaterial&&t instanceof a.ShaderMaterial){return e.fragmentShader+e.vertexShader==t.fragmentShader+t.vertexShader&&function(e,t){if(e instanceof a.ShaderMaterial&&t instanceof a.ShaderMaterial){for(const a in e.uniforms){if(null==t.uniforms[a])return!1;if(t.uniforms[a].value!==e.uniforms[a].value)return console.log("Different values",t.uniforms[a].value,e.uniforms[a].value),!1}return!0}return!1}(e,t)}return!1}function ze(e){if(null!=e){for(let t=0;t<e.array.length;t++)e.setX(t,0);e.needsUpdate=!0}}
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-
/*
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1
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+
import{ConvexPolyhedronCollisionShape as e}from"@hology/core";import{Subject as t}from"rxjs";import*as a from"three";import{BoxGeometry as s,Color as r,Euler as i,Fog as n,FogExp2 as o,Group as l,Material as c,Matrix4 as h,Mesh as d,MeshLambertMaterial as m,MeshPhongMaterial as p,MeshStandardMaterial as u,Object3D as f,PointLight as y,Quaternion as g,SphereGeometry as w,Texture as v,Vector2 as S,Vector3 as A,Vector4 as b}from"three";import M,{SpriteRenderer as x}from"@hology/nebula";import{bool as j,BooleanNode as P,float as I,FloatNode as E,NodeShaderMaterial as V,rgb as D,RgbNode as N,Texture2dLookupNode as k,textureSampler2d as C,vec2 as F,Vec2Node as _,vec3 as O,Vec3Node as z,vec4 as B}from"three-shader-graph";import{VfxActor as T}from"../effects/vfx/vfx-actor.js";import{VisualEffect as W}from"../effects/vfx/vfx-param.js";import{BaseActor as $}from"../gameplay/actors/actor.js";import R from"../gameplay/actors/builtin/index.js";import{PhysicsBodyType as U,withInjectionContext as G}from"../gameplay/index.js";import{Sampler2DNode as L}from"../shader-nodes/index.js";import{LambertShader as J}from"../shader/builtin/lambert-shader.js";import{LandscapeCompositeShader as H}from"../shader/builtin/landscape-composite-shader";import{LandscapeShader as q}from"../shader/builtin/landscape-shader.js";import{StandardShader as X}from"../shader/builtin/standard-shader.js";import{UnlitShader as Y}from"../shader/builtin/unlit-shader.js";import{extractShaderParameters as Z}from"../shader/parameter.js";import{ArrayMap as Q,groupBy as K}from"../utils/collections.js";import{iterateMaterials as ee}from"../utils/materials.js";import{filterChildrenShallow as te,filterSceneShallow as ae,findFirstVisibleObject as se}from"../utils/three/traverse.js";import{AssetMeshInstance as re}from"./asset-resource-loader.js";import{isCollisionMesh as ie}from"./collision/collision-shape-import.js";import{BoxCollisionShape as ne,PhysicalShapeMesh as oe}from"./collision/collision-shape.js";import{LandscapeManager as le}from"./landscape/landscape-manager.js";import{initLandscape as ce}from"./landscape/landscape.js";import{SectionGrid as he,smoothNormalsCrossMeshes as de}from"./landscape/utils.js";import{createGrassFoliageMaterial as me}from"./materials/grass-foliage.js";import{createGrassMaterial as pe}from"./materials/grass.js";import{getMaterialAttribute as ue}from"./materials/utils/material-painting.js";import{createWaterMaterial as fe}from"./materials/water.js";import{SerializedParamType as ye}from"./model.js";import{ShapeLibrary as ge,ShapeLibraryKeys as we}from"./objects/shapes.js";import{ambientLightName as ve,createSky as Se,defaultSkyMaterial as Ae}from"./sky.js";import{Curve2 as be}from"../utils/curve.js";const Me={};export const shapeDefaultColor="#aaaaaa";export class SceneMaterializerLoader{constructor(e,t,a){this.dataProvider=e,this.assetsService=t,this.assetManagerService=a}get(e,t){return new SceneMaterializer(e,this.dataProvider,this.assetsService,this.assetManagerService,t,[],[],{create:()=>null,initActor:async()=>{}})}}export class SceneMaterializer{constructor(e,s,r,i,n,o,l,c){this.scene=e,this.dataProvider=s,this.assetsService=r,this.assetManagerService=i,this.renderingView=n,this.shaders=o,this.actorTypes=l,this.actorProvider=c,this.objectMap=new Map,this.sceneObjectMap=new Map,this.components=[],this.landscapeManagers=[],this.materializedActors=new Map,this.inEditor=!0,this.updated$=new t,this.removed$=new t,this.error$=new t,this.editorActorParamSnapshot=new Map,this.assets=new Map,this._canBeInstancedCache=new Map,this._originalMaterials=new Map,this.pmremGeneratorResults=new WeakMap,this.geometryCache=new Map,this.collisionShapeCache=new Map,this.originalFog=null,s.onUpdate((e=>this.update(e))),s.onRemove((e=>this.remove(e))),this.createAssetSubscription=r.onCreate.subscribe((e=>{this.assets.set(e.id,e)})),this.updateSubscription=r.onUpdate.subscribe((async t=>{this.assets.set(t.id,t),"material"==t.type?e.traverse((e=>{if(e instanceof a.Mesh)if(Array.isArray(e.material))for(let a=0;a<e.material.length;a++)this.refreshMaterial(e,e.material[a],t,a);else this.refreshMaterial(e,e.material,t)})):"mesh"==t.type?(this.findByAssetId(t.id).forEach((e=>{_e(e.userData.src.materialAssignments,t.materialAssignments).forEach((t=>{this.applyMaterial(e,t)}))})),this.landscapeManagers.forEach((e=>{e.source.grass.layers.some((e=>e.meshes.some((e=>e.assetId===t.id))))&&e.queueRefreshScatter(this.renderingView?.camera.position??new A,!0)}))):"prefab"===t.type&&this.findByAssetId(t.id).forEach((e=>{const t=e.userData.src;this.remove(t),this.materializeAndInitActor(t)}))}))}async refreshMaterial(e,t,a,s){const r=t?.userData?.assetId;if(r!==a.id){const e=this.assets.get(r);let t=!1;if(null!=e)for(const s of Object.values(e.material.shaderParams)){if(s.type===ye.Material&&s.value===a.id){t=!0;break}if(s.type===ye.Array&&"element"in s&&s.element===ye.Material&&s.value.includes(a.id)){t=!0;break}}if(!t)return}const i=await materialFromAsset(this.assets.get(r),this.renderingView,this.assetsService,this.assetManagerService,this.shaders,!1);i.userData=t.userData,null!=s?ze(e.material[s],i)||(e.material[s]=i):ze(e.material,i)||(e.material=i)}get actorInstances(){return Array.from(this.materializedActors.values())}async prefetchAssets(){const e=Array.from(new Set(this.dataProvider.getObjects().filter((e=>null!=e.assetId&&"asset_mesh"==e.type)).filter((e=>e.assetId))));await Promise.all(e.map((e=>this.assetsService.getAsset(e.assetId).then((e=>{if(null!=e)return this.assetManagerService.getMesh(e)})))))}async init(){await this.preInit(),je.clear(),await this.prefetchAssets(),await Promise.all(this.dataProvider.getObjects().map((e=>this.materialize(e)))),await this.initActorsPostInit()}initActorsPostInit(e=this.actorInstances){const t=e.map((async e=>{const t=e.object.userData.src;if("vfx"===t.type)return Promise.resolve();const a=await this.assetsService.getAsset(t.assetId),s={...a?.actor?.params??{},...t.actor?.params??{}};for(const a of t.actor.innerParams??[])await this.applyActorComponentParams(e,a.path.slice(),a.params);const r=await Ve(s,e.constructor,this.assetsService,this.assetManagerService,this.materializedActors,this.renderingView,this.shaders,this.actorProvider);Object.assign(e,r);try{return await this.actorProvider.initActor(e)}catch(e){console.error(`Failed to initiate actor (name="${t.name}", id=${t.id})`,e)}}));return Promise.all(t)}addVfxChildActors(e,t=e){}async applyActorComponentParams(e,t,a){const s=t.length,r=t.shift();if(0==s){const t=await Ve(a,null,this.assetsService,this.assetManagerService,this.materializedActors,this.renderingView,this.shaders);for(const[a,s]of Object.entries(t))null!=s&&(e[a]=s)}else null!=e[r]&&await this.applyActorComponentParams(e[r],t,a)}canObjectBeInstanced(e){return e.physics?.type!==U.dynamic&&"sky"!==e.type&&"global_fog"!==e.type&&"world_env"!==e.type}async canAssetBeInstanced(e){if(!this._canBeInstancedCache.has(e.assetId)){const t=await this.createFromAsset(e);if(null==t)return!1;const a=[];t.traverse((e=>{!ie(e)&&e.isMesh&&a.push(e)}));const s=1==a.length&&0==a[0].children.length,r=a[0]instanceof d&&null!=a[0].geometry.morphAttributes&&Object.keys(a[0].geometry.morphAttributes).length>0,i=!0;this._canBeInstancedCache.set(e.assetId,s&&i&&!r)}return this._canBeInstancedCache.get(e.assetId)}async preInit(){this.renderingView?.onLoop((()=>{null!=this.sky&&this.renderingView.camera.getWorldPosition(this.sky.position)})),this.assetsService.getAssets().then((e=>{for(const t of e)this.assets.set(t.id,t)}))}async initWithInstancing(){await this.preInit(),await this.prefetchAssets();const t=[],s=new Q,n=new Q;for(const e of this.dataProvider.getObjects())await Fe(e,(async(e,a,i)=>{const o="asset_mesh"==e.type&&this.canObjectBeInstanced(e)&&await this.canAssetBeInstanced(e),l="shape_mesh"===e.type&&"landscape"!==e.shape&&e.physics?.type!==U.dynamic;if(o||l){if(a&&a.children?.length>0){const t=a.children.findIndex((t=>t.id===e.id));t>=0&&a.children.splice(t,1)}if(l){let t=e.shape+JSON.stringify(e.shapeParams??{})+e.castShadow+e.receiveShadow;const a=e.materialAssignments?.at(0)?.materialId,s=null!=a?this.assets.get(a):null;let o=null;if(null!=s&&"shader"!==s.material.type){if(t+=s.material.type+s.material.shader,null!=s.material.shaderParams){if(t+=Object.entries(s.material.shaderParams).filter((([e,t])=>"color"!=e)).map((e=>JSON.stringify(e))).join(),null!=s.material.shaderParams.color){const e=s.material.shaderParams.color;e.type===ye.Color&&null!=e.value&&(o=new r(e.value))}}}else t+=a;n.push(t,{object:{...e,parentTransform:i},color:o})}else{const t=e.assetId+JSON.stringify(e.materialAssignments??[]);s.push(t,{...e,parentTransform:i})}}else null==a&&t.push({...e,parentTransform:i})}));for(const t of s.values()){if(0==t.length)continue;const a=await this.createFromAsset(t[0]);if(null==a)continue;const s=await this.createInstancedMesh(t,a),r=new re;r.add(s),r.userData.src=t[0],a instanceof re&&(r.collisionShapes=a.collisionShapes),r.collisionShapes.forEach((t=>{t instanceof e&&t.mesh instanceof d&&(t.mesh=t.mesh.geometry)})),r.castShadow=!1,r.receiveShadow=!1,this.scene.add(r)}for(const e of n.values()){if(0==e.length)continue;const t=e[0].object,s=await this.createFromShape(t),n=se(s,(e=>!ie(e)&&null!=e.geometry)),o=n.material.clone();null!=e[0].color&&null!=o.color&&(o.color=new r(16777215));const l=n.geometry,c=new a.InstancedMesh(l,o,e.length);for(let t=0;t<e.length;t++){const r=e[t],o=(new a.Matrix4).compose((new A).fromArray(r.object.position),(new g).setFromEuler((new i).fromArray(r.object.rotation)),(new A).fromArray(r.object.scale)),l=(new h).copy(r.object.parentTransform).multiply(o);c.setMatrixAt(t,l),null!=r.color&&c.setColorAt(t,r.color),c.castShadow=s.castShadow??!0,c.receiveShadow=n.receiveShadow??!0;const d=new re;d.add(c),d.userData.src=e[0],s instanceof oe&&(d.collisionShapes=[s.collisionShape]),d.castShadow=!1,d.receiveShadow=!1,this.scene.add(d)}}await Promise.all(t.map((e=>this.materialize(e)))),await this.initActorsPostInit()}async createInstancedMesh(e,t){const s=se(t,(e=>!ie(e)&&null!=e.geometry)),r=await this.assetsService.getAsset(e[0].assetId);await this.applyMaterials(t,_e(e[0].materialAssignments,r.materialAssignments)),s.updateMatrix();const n=s.geometry.clone(),o=new a.InstancedMesh(n,s.material,e.length);for(let t=0;t<e.length;t++){const r=(new a.Matrix4).compose((new A).fromArray(e[t].position),(new g).setFromEuler((new i).fromArray(e[t].rotation)),(new A).fromArray(e[t].scale)),n=(new h).copy(e[t].parentTransform).multiply(r).multiply(s.matrixWorld);o.setMatrixAt(t,n)}return o.castShadow=e[0].castShadow??r.castShadow??!0,o.receiveShadow=e[0].receiveShadow??r.receiveShadow??!0,s.material instanceof c&&o.castShadow&&o.receiveShadow&&(o.material.side=a.FrontSide),o}remove(e){if(console.log("Remove scene object",e),"global_fog"==e.type)return void(this.scene.fog=this.originalFog);if("world_env"===e.type)this.resetWorldEnv(),this.worldEnvObj=null;else if("actor"==e.type){const t=this.materializedActors.get(e.id);null!=t?(t.disposed.next(!0),t.onEndPlay()):console.warn("Failed to remove actor",e)}const t=this.sceneObjectMap.get(e.id);t?.parent.remove(t),this.sceneObjectMap.delete(e.id),this.components.filter((t=>t.object.userData.src?.id===e.id)).forEach((e=>this.components.splice(this.components.indexOf(e,1)))),this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((e=>{e.clear(),e.stop(),this.landscapeManagers.splice(this.landscapeManagers.indexOf(e,1))})),this.removed$.next({object:t,source:e})}deleteSceneObject(e){const t=this.sceneObjectMap.get(e.id);if(this.scene.remove(t),"landscape"==e.type){const t=this.landscapeManagers.findIndex((t=>t.source.id===e.id));if(t>-1){const e=this.landscapeManagers.splice(t,1)[0];e.clear(),e.stop()}}}findByAssetId(e){return ae(this.scene,(t=>t.userData.src?.assetId==e),(e=>null!=e.userData.src))}applyMaterials(e,t){return null==t?Promise.resolve([]):Promise.all(t.filter((e=>"null"!==e.materialId)).map((t=>this.applyMaterial(e,t))))}async applyMaterial(e,t){await applyMaterial(e,t,(e=>{const t=this.assets.get(e);if(null!=t)try{return materialFromAsset(t,this.renderingView,this.assetsService,this.assetManagerService,this.shaders)}catch(e){console.error("Failed to apply material",e)}}),this._originalMaterials)}unapplyMaterials(e){e.traverse((async e=>{if(e instanceof d)if(e.material instanceof Array)for(let t=0;t<e.material.length;t++)e.material[t]=this._originalMaterials.get(e.id+"#"+t)??e.material[t];else e.material=this._originalMaterials.get(e.id)??e.material}))}updateActors(e){console.log("update actors"),this.actorTypes=e;const t=new Set(Object.values(R));ae(this.scene,(e=>e.userData.src?.id&&"actor"===e.userData.src.type&&this.materializedActors.has(e.userData.src?.id)&&!t.has(e.userData.src.actor.type))).forEach((async e=>{this.remove(e.userData.src),await this.materializeAndInitActor(e.userData.src)}))}updateShaders(e){this.shaders=e;for(const[e,t]of je.entries())t.userData.customShaderName&&je.delete(e);this.landscapeManagers.forEach((t=>t.updateShaders(e))),ae(this.scene,(e=>!0)).forEach((e=>{e.traverse((async e=>{if(e instanceof d)if(Array.isArray(e.material))for(let t=0;t<e.material.length;t++){const a=e.material[t].userData?.customShaderName;if(null!=a){const a=this.assets.get(e.material[t].userData.assetId);this.refreshMaterial(e,e.material[t],a,t)}}else{const t=e.material.userData?.customShaderName;if(null!=t){const t=this.assets.get(e.material.userData.assetId);this.refreshMaterial(e,e.material,t)}}}))}))}async update(e){if("sky"===e.type&&null!=this.sky&&null!=this.sky.parent)return void this.updateSky(e);if("world_env"===e.type&&null!=this.worldEnvObj)return void this.updateWorldEnv(e);const t=this.sceneObjectMap.get(e.id);if(t){let s=!1;if(t.traverseAncestors((e=>{"_hology_transform_group"===e.name&&(s=!0)})),!s){const a=this.findParent(e);null!=a&&a.uuid!=t.uuid?a.attach(t):console.error("Parent is wrong")}if("prefab"!==e.type&&"group"!==e.type){this.unapplyMaterials(t);this.inEditor&&e.hidden&&!1?t.traverse((e=>{e instanceof d&&(e.material.wireframe=!0)})):t.traverse((e=>{e instanceof d&&(e.material.wireframe=!1)}))}if("asset_mesh"===e.type){const a=this.assets.get(e.assetId);_e(e.materialAssignments,a.materialAssignments).forEach((e=>this.applyMaterial(t,e)))}else"shape_mesh"===e.type&&this.applyMaterials(t,e.materialAssignments);if(s||(null!=e.position&&t.position.fromArray(e.position),null!=e.scale&&t.scale.fromArray(e.scale),null!=e.rotation&&t.rotation.fromArray(e.rotation)),this.applyVertexMaterials(e,t),"light"==e.type)if("point"==e.light.type){const a=t;a.color=new r(e.light.point.color),a.intensity=e.light.point.intensity,a.decay=e.light.point.decay,a.castShadow=e.light.point.castShadow,a.distance=Math.max(e.light.point.distance,0)}else"directional"===e.light.type?this.applyDirectionalLight(e.light.directional):"ambient"===e.light.type&&this.applyDirectionalAmbientLight(t,e.light.ambient);else if("landscape"===e.shape){const a=this.landscapeManagers.find((t=>t.source.id===e.id)).source.landscape.options.density!==e.landscape.options.density;if(this.inEditor&&a){this.remove(e);const t=await this.materializeAndInitActor(e);return void this.updated$.next({object:t,source:e})}this.applyHeightMaps(t,e.landscape.heightMaps),this.inEditor&&this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((t=>{t.updateSource(e),t.queueRefreshScatter(this.renderingView.camera.position,!0,(e=>!0))}))}else if("global_fog"===e.type){const t=(this.scene.fog instanceof o?"density":"linear")!==e.fog.type;this.scene.fog=ke(e.fog),t&&(a=this.scene).traverse((e=>{if(e instanceof d){const t=e.material;t instanceof V&&(a.fog instanceof n?(t.uniforms.fogFar.value=a.fog.far,t.uniforms.fogNear.value=a.fog.near):a.fog instanceof o&&(t.uniforms.density={value:a.fog.density}),t.needsUpdate=!0,t.uniformsNeedUpdate=!0)}})),this.fixFogColor()}else if("actor"===e.type){if(this.materializedActors.has(e.id)){const t=this.editorActorParamSnapshot.get(e.id);null!=t&&t===JSON.stringify(e.actor)||(console.log("Rematerializing actor because parameters changed"),s||(this.remove(e),await this.materializeAndInitActor(e)))}}else if("shape_mesh"===e.type){const a=await this.createMeshByShape(e.shape,t.material,e.shapeParams);t instanceof oe&&(t.geometry=a.geometry,t.collisionShape=a.collisionShape)}("asset_mesh"===e.type||"shape_mesh"===e.type&&"landscape"!==e.shape)&&xe(t,e.castShadow,e.receiveShadow),e.name&&e.name.length>0&&(t.name=e.name),this.updated$.next({object:t,source:e})}else{const t=await this.materializeAndInitActor(e);this.updated$.next({object:t,source:e})}var a;this.renderingView.renderer.shadowMap.needsUpdate=!0}async materializeAndInitActor(e,t=this.findParent(e)){console.log("materialize actor and init");const a=await this.materialize(e,t);return Fe(e,(async e=>{if("actor"===e.type){const t=this.materializedActors.get(e.id);null!=t?await this.initActorsPostInit([t]):console.error(`Something went wrong when creating actor ${e.id}`)}})),a}findParent(e){const t=this.dataProvider.getObjects().flatMap((t=>t.id===e.id?null:te(t,(t=>t.children?.some((t=>t.id===e.id))),(()=>!0))))[0];return null==t?this.scene:null!=t?ae(this.scene,(e=>e.userData?.src?.id===t.id),(e=>null!=e.userData?.src))[0]:void 0}fixFogColor(){!0===this.renderingView.options.enableOutlines&&(this.scene.fog.color=new r(this.scene.fog.color))}findMeshWithGeometry(e){let t;return e.traverse((e=>{e instanceof d&&e.geometry&&(t=e)})),t}applyVertexMaterials(e,t){if(null==e.vertexMaterials||0===e.vertexMaterials.length)return;let a=1;for(const t of e.vertexMaterials)a=Math.max(t.w.length,a);const s=K(e.vertexMaterials,(e=>e.m));t.traverse((e=>{if(e instanceof d){if(null==e.geometry)return;if(Be(ue(e,0,!1)),a>0){Be(ue(e,0,!1))}}}));const r=new Set;for(const[e,i]of s.entries()){const s=null!=e?t.getObjectByName(e):this.findMeshWithGeometry(t);let n=!1;if(null==s||null==s.geometry)return void console.warn(`Failed to apply vertex materials on mesh with name "${e}"`);const o=ue(s,0,!0);Be(o);for(const e of i)o.setX(e.i,e.w[0]??0),o.setY(e.i,e.w[1]??0),o.setZ(e.i,e.w[2]??0),o.setW(e.i,e.w[3]??0),n=!0;if(a>0){const e=ue(s,4,!0);Be(e);for(const t of i)e.setX(t.i,t.w[4]??0),e.setY(t.i,t.w[5]??0),e.setZ(t.i,t.w[6]??0),e.setW(t.i,t.w[7]??0),e.needsUpdate=!0,n=!0}n&&r.add(e)}this.inEditor&&this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((e=>e.queueRefreshScatter(this.renderingView.camera.position,!0,(e=>r.has(e.name)))))}async materialize(e,t,a=!1){let r;switch(e.type){case"asset_mesh":r=await this.createFromAsset(e);break;case"shape_mesh":r=await this.createFromShape(e);break;case"light":r=await this.createLight(e);break;case"particles":r=await this.createParticleSystem(e),e.collisionDetection=!1;break;case"global_fog":this.scene.fog=ke(e.fog),this.fixFogColor(),r=new l;break;case"sky":this.sky=Se(),this.updateSky(e),r=this.sky;break;case"world_env":this.updateWorldEnv(e),r=new l,this.worldEnvObj=r;break;case"actor":r=await this.createFromActor(e);break;case"group":r=new l;break;case"prefab":r=await this.createFromPrefabAsset(e);break;case"vfx":r=await this.createFromVfx(e);break;default:if(this.inEditor)throw new Error("unknown type "+e.type);console.warn(`Failed to materialize object. Unknown type '${e.type}'. This might be because the hology/core library is not compatible with the editor version.`)}if(null!=r){if(e.name&&e.name.length>0&&(r.name=e.name),null!=e.position&&r.position.fromArray(e.position),null!=e.scale&&r.scale.fromArray(e.scale),null!=e.rotation&&r.rotation.fromArray(e.rotation),a||(r.userData.src=e),this.inEditor,this.inEditor){let e=null;r instanceof oe&&(e=function(e){if(e instanceof ne)return new d(new s(...e.offset.toArray()),Ce);return null}(r.collisionShape)),null!=e&&(e.layers.disable(0),e.layers.enable(18),e.scale.multiplyScalar(1.1),r.add(e))}return this.objectMap.set(r.uuid,e),this.sceneObjectMap.set(e.id,r),e.physics?.type!==U.dynamic||null==t||this.inEditor?null==t?this.scene.add(r):t?.add(r):(t.add(r),r.getWorldPosition(r.position),r.getWorldQuaternion(r.quaternion),r.getWorldScale(r.scale),this.scene?.attach(r)),null!=e.children&&await Promise.all(e.children?.map((e=>this.materialize(e,r,a)))),this.inEditor||"asset_mesh"!=e.type&&"shape_mesh"!==e.type||"landscape"===e.shape||null!=e.physics?.type&&e.physics.type==U.dynamic||Ne(r),this.renderingView.renderer.shadowMap.needsUpdate=!0,r}}updateWorldEnv(e){this.renderingView.aoPass.enabled=e.worldEnv.ao.enabled,this.renderingView.aoPass.blendIntensity=e.worldEnv.ao.blendIntensity,this.renderingView.aoPass.updateGtaoMaterial(e.worldEnv.ao),this.renderingView.aoPass.output=!0===e.worldEnv.ao.onlyAO?5:0;const t=e.worldEnv.toneMapping;null!=t&&(this.renderingView.renderer.toneMapping=t.mapping??0,this.renderingView.renderer.toneMappingExposure=t.exposure??1);const s=e.worldEnv.environment;null!=s&&null!=s.textureId?this.assetManagerService.getTexture(this.assets.get(s.textureId)).then((e=>{null==this.pmremGenerator&&(this.pmremGenerator=new a.PMREMGenerator(this.renderingView.renderer),this.pmremGenerator.compileEquirectangularShader()),this.pmremGeneratorResults.has(e)||this.pmremGeneratorResults.set(e,this.pmremGenerator.fromEquirectangular(e).texture);const t=this.pmremGeneratorResults.get(e);this.renderingView.scene.environment=t,this.renderingView.scene.environmentIntensity=s.intensity??1})):this.renderingView.scene.environment=null}resetWorldEnv(){this.renderingView.aoPass.enabled=!1,this.renderingView.aoPass.blendIntensity=1,this.renderingView.aoPass.output=0,this.renderingView.renderer.toneMapping=0,this.renderingView.renderer.toneMappingExposure=1}async updateSky(e){if(null==e?.sky?.materialId)return void(this.sky.material=Ae);const t=await this.assetsService.getAsset(e.sky.materialId),s=await materialFromAsset(t,this.renderingView,this.assetsService,this.assetManagerService,this.shaders,!1);s.side=a.BackSide,(s instanceof u||s instanceof a.MeshBasicMaterial||s instanceof a.ShaderMaterial)&&(s.fog=!1),null!=this.sky?this.sky.material=s:console.warn("No sky has been created")}async createComponent(e,t,a,s){const r=new Me[a.path+"/"+a.className],i=t.id+s;r.id=i,r.object=e;for(const e of a.params)null!=e.value&&(r[e.name]=e.value);return this.components.push(r),i}async createFromActor(e){const t=this.actorTypes.find((t=>t.name===e.actor?.type))?.type??R[e.actor?.type];if(null==t)return null;this.inEditor&&this.editorActorParamSnapshot.set(e.id,JSON.stringify(e.actor));const a=await this.actorProvider.create(t,(new A).fromArray(e.position),(new i).fromArray(e.rotation),!0);return this.materializedActors.set(e.id,a),a?.object}async createFromVfx(e){const t=await this.assetsService.getAsset(e.assetId);null==t&&console.error("Could not find asset",e);const a=await this.actorProvider.create(T,(new A).fromArray(e.position),(new i).fromArray(e.rotation),!1);return await a.fromAsset(t),a.play(),this.materializedActors.set(e.id,a),a?.object}cleanup(){this.materializedActors.clear()}async createFromShape(e){const t=this.inEditor&&e.hidden;let a;if("landscape"==e.shape)a=this.createLandscape(e),a.traverse((e=>{e instanceof d&&this._originalMaterials.set(e.id,e.material)}));else{let s=new u({name:"Default",color:new r("#aaaaaa"),visible:this.inEditor||!e.hidden,wireframe:!!t});const i=await this.createMeshByShape(e.shape,s,e.shapeParams);i.castShadow=e.castShadow??!0,i.receiveShadow=e.castShadow??!1,e.collisionDetection||(i.collisionShape=null),i.physics=e.physics,a=i,this._originalMaterials.set(a.id,i.material),a.traverse((e=>{}))}return t||(await Promise.all((e.materialAssignments??[]).filter((e=>null!=e.materialId)).map((e=>this.applyMaterial(a,e)))),this.applyVertexMaterials(e,a)),a}createLandscape(e){const t=e.landscape?.options;if(null==t)return console.error(`No landscape options exist on scene object ${e.id} ${e.name}`),new l;const a=ce(e.landscape.options);this.applyHeightMaps(a,e.landscape.heightMaps,!0);const s=new le(e,this.renderingView,a,this.assetManagerService,this.assetsService,this.shaders,(t=>{(e.materialAssignments??[]).filter((e=>null!=e.materialId)).forEach((e=>this.applyMaterial(t,e)))}));return this.landscapeManagers.push(s),s.refreshGeometry(),a}applyHeightMaps(e,t,a=!1){const s=new he(e.sections);for(const e of t??[]){const t=s.find(e.x,e.y);if(!t)return;const a=t.geometry.getAttribute("position");for(const t of e.points)a.setY(t.i,t.y);a.needsUpdate=!0}const r=e.sections;r.forEach((e=>{e.geometry.computeBoundsTree(),e.geometry.computeVertexNormals()})),this.inEditor&&!a||setTimeout((()=>de(r)),50)}async createMeshByShape(e,t,a={}){if("landscape"!==e&&we.includes(e)){const s=await prepareShapeParameters(a??{}),r=e+JSON.stringify(a);return this.geometryCache.has(r)||this.geometryCache.set(r,ge[e].geometry(s)),this.collisionShapeCache.has(r)||this.collisionShapeCache.set(r,ge[e].collision(s)),new oe(this.geometryCache.get(r),t,this.collisionShapeCache.get(r))}if(this.inEditor)throw new Error(`Unsupported shape '${e}'`);console.warn(`Failed to create shape. Unsupported shape '${e}'. This might be because the hology/core library is not compatible with the editor version.`)}async createFromAsset(e){const t=await this.assetsService.getAsset(e.assetId);if(null==t)return void console.warn(`Can not find asset with id ${e.assetId} and name ${e.name}`);let{scene:a}=await this.assetManagerService.getMesh(t,{mergeGeomtries:!0});_e(e.materialAssignments,t.materialAssignments).forEach((e=>this.applyMaterial(a,e)));const s=e.receiveShadow??!!t.receiveShadow??!0,r=e.castShadow??!!t.castShadow??!1;return a.receiveShadow=s,xe(a,r,s),e.collisionDetection||(a.collisionShapes=[]),null!=e.physics&&!0!==this.inEditor&&(a.physics=e.physics),this.applyVertexMaterials(e,a),a.traverse((e=>{e instanceof d&&"computeBoundsTree"in e.geometry&&null==e.geometry.boundsTree&&e.geometry.computeBoundsTree()})),a}async createFromPrefabAsset(e){const t=await this.assetsService.getAsset(e.assetId);if(null==t)return void console.warn(`Can not find asset with id ${e.assetId} and name ${e.name}`);const a=new l;return t.prefab.objects.filter((e=>"global_fog"!==e.type&&"world_env"!==e.type)).forEach((e=>this.materialize(e,a,!0))),a}async createParticleSystem(e){const t=await this.assetsService.getAsset(e.assetId),s=new f;return await M.fromJSONAsync(t.particleSystem,a).then((e=>{const t=new x(s,a);e.addRenderer(t),this.renderingView.onLoop((t=>e.update()))})),s}async createLight(e){if("point"===e.light.type){const t=new y(e.light.point.color,e.light.point.intensity,e.light.point.distance,e.light.point.decay);if(t.castShadow=e.light.point.castShadow??!0,this.inEditor){const e=new w(.3,10,10),a=new u({color:new r(16771709)}),s=new d(e,a);t.add(s)}return t}return"directional"===e.light.type?(this.applyDirectionalLight(e.light.directional),new l):"ambient"===e.light.type?(this.applyDirectionalAmbientLight(null,e.light.ambient),new l):void 0}applyDirectionalAmbientLight(e,t){const a=this.scene.children.find((e=>e.name===ve));null!=a?(a.intensity=t.intensity,a.color.set(t.color),a.groundColor.set(t.color)):console.warn("Couldn't find ambient light")}applyDirectionalLight(e){for(const t of this.renderingView.csm.lights)t.intensity=e.intensity,t.color.set(e.color),t.castShadow=e.castShadow;this.renderingView.csm.lightDirection.fromArray(e.direction).normalize()}dispose(){this.updateSubscription.unsubscribe(),this.createAssetSubscription.unsubscribe(),this.materializedActors.forEach((e=>e.disposed.next(!0)))}}function xe(e,t,a){e.castShadow=t,e.receiveShadow=a,e.traverse((e=>{e.castShadow=t,e.receiveShadow=a}))}const je=new Map,Pe=new Map,Ie=new m({color:16711935}),Ee=new Map;export async function materialFromAsset(e,t,a,s,r,i=!0){const n=JSON.stringify(e.material);return i&&je.has(n)?je.get(n):i&&Pe.has(n)?await Pe.get(n):Pe.set(n,_materialFromAsset(n,e,t,a,s,r,i)).get(n)}export async function _materialFromAsset(e,t,s,i,n,o,l=!0){const c={opacity:t.material.params.opacity,map:null,emissive:t.material.params.emissive??null,metalness:t.material.params.metalness??0,flatShading:t.material.params.flatShading??!1,color:new r(t.material.params.color),transparent:null!=t.material.params.opacity&&t.material.params.opacity<1},h={};if(null!=t.material.params.map){const e=t.material.params.map,a=await i.getAsset(e);null!=a&&(c.map=await n.getTexture(a))}let d;switch(t.material.type){case"phong":d=new p({...c,...h});break;case"water":d=fe(c,s);break;case"grassFoliage":d=me({color:c.color,map:c.map},s);break;case"grass":d=pe({...c,colorTwo:new r(t.material.params.colorTwo),colorThree:new r(t.material.params.colorThree)},s);break;case"standard":case"unlit":case"lambert":case"shader":case"landscape":case"landscape-composite":const e={standard:X,lambert:J,unlit:Y,landscape:q,"landscape-composite":H}[t.material.type]??o.find((e=>e.name==t.material.shader))?.type;if(e){try{let a=new e;const r=await Ve(t.material?.shaderParams??{},e,i,n,null,s,o);Object.assign(a,r),d=a.build()}catch(e){console.log("Shader runtime error: "+e),Ee.has(t.material.shader)||Ee.set(t.material.shader,Ie.clone()),d=Ee.get(t.material.shader)}d.userData.customShaderName=t.material.shader}else console.warn("Missing shader implementation with name "+t.material.shader),d=Ie;break;default:throw new Error("Unsupported material type"+t.material.type)}return s?.csm.setupMaterial(d),null!=s&&je.set(e,d),d.side=t.material.side??d.side??a.FrontSide,d.transparent=(t.material.transparent??c.transparent??!1)||d.transparent,d.alphaTest=t.material.alphaTest??d.alphaTest??0,t.material.bloom&&(d.userData.hasBloom=!0),d.userData.assetId=t.id,Pe.delete(e),d}async function Ve(e,t,a,s,r,i,n,o){const l={};for(const[t,c]of Object.entries(e)){const e=await De(c,a,s,r,i,n,o);null!=e&&(l[t]=e)}return l}export async function prepareShapeParameters(e){const t={};for(const[a,s]of Object.entries(e)){const e=await De(s,null,null,null);null!=e&&(t[a]=e)}return t}async function De(e,t,a,s,n,o,l,c=e.value,h=e.type){if(null==e||null==c||""===c)return null;switch(h){case ye.Array:if(Array.isArray(c)&&"element"in e)return await Promise.all(c.map((r=>De(e,t,a,s,n,o,l,r,e.element))));break;case ye.Number:case ye.FloatNode:let h="string"==typeof c?parseFloat(c):c;return e.type===ye.FloatNode?I(h):h;case ye.Texture:return await a.getTexture(await t.getAsset(c));case ye.Sampler2DNode:return C(await a.getTexture(await t.getAsset(c)));case ye.Boolean:return c;case ye.BooleanNode:return j(c);case ye.Vector2:case ye.Vec2Node:if("object"==typeof c){const t=c instanceof Array?(new S).fromArray(c):new S(c.x,c.y);return e.type===ye.Vec2Node?F(t):t}return null;case ye.Vector3:case ye.Vec3Node:if("object"==typeof c){const t=c instanceof Array?(new A).fromArray(c):new A(c.x,c.y,c.z);return e.type===ye.Vec3Node?O(t):t}return null;case ye.Color:case ye.RgbNode:const d=new r(c);return e.type===ye.RgbNode?D(d):d;case ye.String:return c;case ye.BaseActor:const m=c;return null==s&&console.warn("Class parameters can not be prepared as actors are not passed in"),s?.get(m);case ye.Euler:const p=c;return(new i).fromArray(p);case ye.Object3D:return(await a.getMesh(await t.getAsset(c))).scene;case ye.Material:return await materialFromAsset(await t.getAsset(c),n,t,a,o);case ye.AudioBuffer:return await a.getAudio(await t.getAsset(c));case ye.VisualEffect:const u=await t.getAsset(c);if(null==l){console.error("Can not create instance of visual effect because missing actor provider");break}if("vfx"in u)return new W(l,u);console.error("Using a non-vfx asset for visual effect parameter");break;case ye.Curve:return be.decode(c)}return null}function Ne(e){e.updateWorldMatrix(!0,!0),e.updateMatrix(),e.traverse((e=>{e.matrixAutoUpdate=!1,e.matrixWorldNeedsUpdate=!1}));const t=e.updateMatrixWorld;e.updateMatrixWorld=function(){t.apply(e),e.updateMatrixWorld=function(){}}}function ke(e){return"linear"===e.type?new n(new r(e.color),e.near??100,e.far??1e3):"density"===e.type?new o(e.color,e.density):void console.warn("Invalid fog type",e)}const Ce=new u({color:4229780});async function Fe(e,t,s,r){null==r&&(r=(new h).identity()),await t(e,s,r);const n=r.clone().multiply(function(e,t){if(null==e.position||null==e.rotation||null==e.scale)return t.identity();return t.compose((new A).fromArray(e.position),(new g).setFromEuler((new i).fromArray(e.rotation)),(new A).fromArray(e.scale))}(e,new a.Matrix4));return Promise.all((e.children??[]).map((a=>Fe(a,t,e,n))))}export function toSerializedParamType(e){const t=e.constructor.prototype;return t instanceof Number||e===Number?ye.Number:t instanceof E||"function"==typeof e.prototype.isFloat?ye.FloatNode:t instanceof v||e===v||e.isTexture?ye.Texture:t instanceof L||e===k?ye.Sampler2DNode:t instanceof Boolean||e===Boolean?ye.Boolean:t instanceof P?ye.BooleanNode:t instanceof r||e==r?ye.Color:t instanceof N||"function"==typeof e.prototype.isRgb?ye.RgbNode:t instanceof S||e==S?ye.Vector2:t instanceof _||"function"==typeof e.prototype.isVec2?ye.Vec2Node:t instanceof A||e==A?ye.Vector3:t instanceof z||"function"==typeof e.prototype.isVec3?ye.Vec3Node:t instanceof String||e===String?ye.String:t instanceof $||e==$||e.prototype instanceof $||e.prototype==$?ye.BaseActor:t instanceof i||e==i?ye.Euler:t instanceof f||e==f?ye.Object3D:t instanceof c||e==c?ye.Material:t instanceof AudioBuffer||e==AudioBuffer?ye.AudioBuffer:t instanceof W||e==W?ye.VisualEffect:t instanceof be||e==be?ye.Curve:void console.warn("Failed to map parameter type to serialized version",{type:e})}export function prepareCustomParams(e,t,a={}){return Object.fromEntries(e.map((e=>[e.name,{type:e.options.array?ye.Array:toSerializedParamType(e.type),...e.options.array?{element:toSerializedParamType(e.type)}:{},value:t[e.name]?.value??(!0!==e.options.array?a[e.name]??customParameterDefaultValueByType.get(toSerializedParamType(e.type)):[])}])))}export function prepareCustomParamsFromType(e,t,a=null){const s=Z(e);if(0===s.length)return{};let r;null!=a?G(a,(()=>{r=a.get(e)})):r=new e;const i={};for(const e of s){const t=r[e.name];if(null!=t&&!0!==e.options.array){const a=serializeCustomParameter(e.type,t);null!=a&&(i[e.name]=a)}}return prepareCustomParams(s,t,i)}export function serializeCustomParameter(e,t){function a(){console.error("Failed to serialize value",{type:e,value:t})}switch(e){case Number:case Boolean:return t;case S:return t instanceof S?t.toArray():void a();case A:return t instanceof A?t.toArray():void a();case b:return t instanceof b?t.toArray():void a();case r:return t instanceof r?"#"+t.getHexString():"string"==typeof t?t:"number"==typeof t?"#"+new r(t).getHexString():void a();case String:return t;case i:return t instanceof i?t.toArray():void a()}}function _e(e,t){return function(e,t,a){const s=[],r=new Set;for(const i of[...e??[],...t??[]]){const e=a(i);r.has(e)||(r.add(e),s.push(i))}return s}((e??[]).filter((e=>Oe(e.materialId))),(t??[]).filter((e=>Oe(e.materialId))),(e=>e.color+e.name))}function Oe(e){return"null"!=e&&null!=e}export const customParameterDefaultValueByType=new Map([[ye.RgbNode,"#000000"],[ye.Color,"#000000"],[ye.Vector4,[0,0,0,0]],[ye.Vec4Node,[0,0,0,0]],[ye.Vector3,[0,0,0]],[ye.Vec3Node,[0,0,0]],[ye.Vector2,[0,0]],[ye.Vec2Node,[0,0]],[ye.Euler,[0,0,0,"XYZ"]],[ye.Array,[]]]);export function applyMaterial(e,t,s,i){const n=[];return e.traverse((async e=>{if(e instanceof d||e.isMesh||e instanceof a.SkinnedMesh||e.isSkinnedMesh)for(const t of ee(e.material))t.hasOwnProperty("color")&&n.push(e)})),Promise.all(n.map((async e=>{if(e.material instanceof Array)for(let a=0;a<e.material.length;a++){const n=e.material[a];if(null==n.color||!(n.color instanceof r))continue;const o="#"+n.color.getHexString(),l=n.name;if(o===t.color&&(n.name===t.name||null==t.name)||e.userData["originalColor_"+a]===t.color&&e.userData["originalMaterialName_"+a]===t.name){const r=await s(t.materialId),n=e.material[a];null!=r&&n.id!=r.id&&(e.material[a]=r,e.userData["originalColor_"+a]=e.userData["originalColor_"+a]??o,e.userData["originalMaterialName_"+a]=e.userData["originalMaterialName_"+a]??l,null!=i&&i.set(e.id+"#"+a,n))}}else if("color"in e.material){const a="#"+e.material.color.getHexString(),r=e.material.name;if(a===t.color&&(e.material.name===t.name||null==t.name)||e.userData.originalColor===t.color&&e.userData.originalName===t.name){const n=await s(t.materialId),o=e.material;null!=n&&(e.material=n,e.userData.originalColor=e.userData.originalColor??a,e.userData.originalMaterialName=e.userData.originalMaterialName??r,null!=i&&(i.has(e.id)||i.set(e.id,o)))}}})))}function ze(e,t){if(e instanceof a.ShaderMaterial&&t instanceof a.ShaderMaterial){return e.fragmentShader+e.vertexShader==t.fragmentShader+t.vertexShader&&function(e,t){if(e instanceof a.ShaderMaterial&&t instanceof a.ShaderMaterial){for(const a in e.uniforms){if(null==t.uniforms[a])return!1;if(t.uniforms[a].value!==e.uniforms[a].value)return console.log("Different values",t.uniforms[a].value,e.uniforms[a].value),!1}return!0}return!1}(e,t)}return!1}function Be(e){if(null!=e){for(let t=0;t<e.array.length;t++)e.setX(t,0);e.needsUpdate=!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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*/
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{"version":3,"file":"grass-foliage.d.ts","sourceRoot":"","sources":["../../../src/scene/materials/grass-foliage.ts"],"names":[],"mappings":"AAAA,OAAO,EAAsC,kBAAkB,EAA6H,MAAM,6BAA6B,CAAC;AAChO,OAAO,EAAE,KAAK,EAAE,OAAO,EAAW,MAAM,OAAO,CAAC;AAEhD,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAGnD,MAAM,WAAW,8BAA8B;IAC7C,GAAG,EAAE,OAAO,CAAA;IACZ,KAAK,EAAE,KAAK,CAAA;CACb;AAED,wBAAgB,0BAA0B,CAAC,MAAM,EAAE,8BAA8B,EAAE,aAAa,EAAE,aAAa,sBAuE9G"}
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import{attributes as m,float as o,lambertMaterial as l,NodeShaderMaterial as e,rgb as r,rgba as i,select as t,sin as a,smoothstep as p,transformed as n,translateAxis as u,uniformFloat as s,uniformSampler2d as f,varyingFloat as y,varyingVec2 as c}from"../../shader-nodes/index.js";import{Vector3 as v}from"three";import{CSMUtil as d}from"../../csm.js";export function createGrassFoliageMaterial(g,w){const x=n.mvPosition.z.multiply(o(-1)),h=y(p(o(100),o(60),x)),j=m.uv.y,z=r(11977268),B=o(.2),C=l(r(g.color)).rgb.multiplyScalar(o(.9)).add(z.multiplyScalar(y(j).multiply(B))),S=c(m.uv),b=f("map").sample(S,o(0)),F=i(C,b.x.multiply(h)),G=s("time"),L=o(.5).multiply(t(j.gt(o(0)),j.multiply(j),o(0))).multiply(a(G.multiply(o(.001)))),M=u(new v(1,0,0).normalize(),L),P=new e({color:F,transform:M,uniforms:{map:{value:g.map},time:{value:0}},transparent:!0});return P.onBeforeCompile=m=>{d.onBeforeCompile(P,m)},P.uniforms.map.value=g.map,w.onLoop((()=>{P.uniforms.time.value=performance.now()})),P}
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/*
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import{attributes as m,float as o,lambertMaterial as l,NodeShaderMaterial as e,rgb as r,rgba as i,select as t,sin as a,smoothstep as p,transformed as n,translateAxis as u,uniformFloat as s,uniformSampler2d as f,varyingFloat as y,varyingVec2 as c}from"../../shader-nodes/index.js";import{Vector3 as v}from"three";import{CSMUtil as d}from"../../csm.js";export function createGrassFoliageMaterial(g,w){const x=n.mvPosition.z.multiply(o(-1)),h=y(p(o(100),o(60),x)),j=m.uv.y,z=r(11977268),B=o(.2),C=l(r(g.color)).rgb.multiplyScalar(o(.9)).add(z.multiplyScalar(y(j).multiply(B))),S=c(m.uv),b=f("map").sample(S,o(0)),F=i(C,b.x.multiply(h)),G=s("time"),L=o(.5).multiply(t(j.gt(o(0)),j.multiply(j),o(0))).multiply(a(G.multiply(o(.001)))),M=u(new v(1,0,0).normalize(),L),P=new e({color:F,transform:M,uniforms:{map:{value:g.map},time:{value:0}},transparent:!0});return P.onBeforeCompile=m=>{d.onBeforeCompile(P,m)},P.uniforms.map.value=g.map,w.onLoop((()=>{P.uniforms.time.value=performance.now()})),P}/*
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* Copyright (©) 2023. All rights reserved.
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* See the LICENSE.md file for details.
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import { 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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{"version":3,"file":"grass.d.ts","sourceRoot":"","sources":["../../../src/scene/materials/grass.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AASnD,wBAAgB,mBAAmB,CAAC,MAAM,KAAA,EAAE,aAAa,EAAE,aAAa,8BAkEvE;AAMD,wBAAgB,sBAAsB,CAAC,MAAM,KAAA,EAAE,aAAa,EAAE,aAAa,wBA2B1E"}
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import*as e from"three";import{CSMUtil as r}from"../../csm.js";import{noiseChunk as n}from"./utils/noise.glsl.js";export function createGrassMaterial(a,i){var t=new e.MeshStandardMaterial({color:a.color,roughness:.8,metalness:0});return t.onBeforeCompile=(e,i)=>{r.onBeforeCompile(t,e);const l="varying vec3 vViewPosition;",v=`${l}\n varying vec3 vOriginalNormal;\n varying vec2 vNoiseCoord;\n attribute vec3 material;\n varying vec3 vMaterial;\n `,c="#include <fog_vertex>",s=`${c}\n vOriginalNormal = objectNormal;\n vMaterial = material;\n vNoiseCoord = position.xz / 5.0;\n `;e.vertexShader=e.vertexShader.replace(l,v),e.vertexShader=e.vertexShader.replace(c,s);const d="uniform vec3 diffuse;",m=`${d}\n varying vec3 vOriginalNormal;\n varying vec3 vMaterial;\n varying vec2 vNoiseCoord;\n\n ${n}\n `,g=o(a.color),f=o(a.colorTwo),h=`\n float thresholdStatic = 0.5;\n float thresholdWithNoise = thresholdStatic + snoise(vNoiseCoord) * 0.1;\n vec3 painted = (\n vMaterial.y > thresholdWithNoise \n ? ${o(a.colorThree)}\n : (vMaterial.x > thresholdWithNoise\n ? ${f}\n : ${g}\n )\n );\n\n float colorAngle = pow(vOriginalNormal.y, 3.0);\n vec4 diffuseColor = vec4(mix(painted, ${f}, smoothstep(colorAngle-0.0003, colorAngle, 0.9)), opacity);\n `.trim();e.fragmentShader=e.fragmentShader.replace(d,m),e.fragmentShader=e.fragmentShader.replace("vec4 diffuseColor = vec4( diffuse, opacity );",h)},t.userData.instancing=!1,t.userData.grass=!0,t}function o(e){return`vec3(${e.r.toFixed(5)}, ${e.g.toFixed(5)}, ${e.b.toFixed(5)})`}export function createGrassMaterialOld(r,n){return new e.ShaderMaterial({uniforms:{colorOne:{value:r.color}},vertexShader:"\n uniform float time;\n varying vec3 vNormal;\n void main() {\n vNormal = normal;\n #include <begin_vertex>\n #include <project_vertex>\n #include <fog_vertex>\n }",fragmentShader:"\n varying vec3 vNormal;\n uniform vec3 colorOne;\n void main() {\n gl_FragColor = vec4(mix(colorOne, vec3(.86,.8,.7), step(pow(vNormal.y, 3.0), 0.9)), 1.0);\t\n\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n #include <fog_fragment>\n }"})}
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import*as e from"three";import{CSMUtil as r}from"../../csm.js";import{noiseChunk as n}from"./utils/noise.glsl.js";export function createGrassMaterial(a,i){var t=new e.MeshStandardMaterial({color:a.color,roughness:.8,metalness:0});return t.onBeforeCompile=(e,i)=>{r.onBeforeCompile(t,e);const l="varying vec3 vViewPosition;",v=`${l}\n varying vec3 vOriginalNormal;\n varying vec2 vNoiseCoord;\n attribute vec3 material;\n varying vec3 vMaterial;\n `,c="#include <fog_vertex>",s=`${c}\n vOriginalNormal = objectNormal;\n vMaterial = material;\n vNoiseCoord = position.xz / 5.0;\n `;e.vertexShader=e.vertexShader.replace(l,v),e.vertexShader=e.vertexShader.replace(c,s);const d="uniform vec3 diffuse;",m=`${d}\n varying vec3 vOriginalNormal;\n varying vec3 vMaterial;\n varying vec2 vNoiseCoord;\n\n ${n}\n `,g=o(a.color),f=o(a.colorTwo),h=`\n float thresholdStatic = 0.5;\n float thresholdWithNoise = thresholdStatic + snoise(vNoiseCoord) * 0.1;\n vec3 painted = (\n vMaterial.y > thresholdWithNoise \n ? ${o(a.colorThree)}\n : (vMaterial.x > thresholdWithNoise\n ? ${f}\n : ${g}\n )\n );\n\n float colorAngle = pow(vOriginalNormal.y, 3.0);\n vec4 diffuseColor = vec4(mix(painted, ${f}, smoothstep(colorAngle-0.0003, colorAngle, 0.9)), opacity);\n `.trim();e.fragmentShader=e.fragmentShader.replace(d,m),e.fragmentShader=e.fragmentShader.replace("vec4 diffuseColor = vec4( diffuse, opacity );",h)},t.userData.instancing=!1,t.userData.grass=!0,t}function o(e){return`vec3(${e.r.toFixed(5)}, ${e.g.toFixed(5)}, ${e.b.toFixed(5)})`}export function createGrassMaterialOld(r,n){return new e.ShaderMaterial({uniforms:{colorOne:{value:r.color}},vertexShader:"\n uniform float time;\n varying vec3 vNormal;\n void main() {\n vNormal = normal;\n #include <begin_vertex>\n #include <project_vertex>\n #include <fog_vertex>\n }",fragmentShader:"\n varying vec3 vNormal;\n uniform vec3 colorOne;\n void main() {\n gl_FragColor = vec4(mix(colorOne, vec3(.86,.8,.7), step(pow(vNormal.y, 3.0), 0.9)), 1.0);\t\n\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n #include <fog_fragment>\n }"})}/*
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{"version":3,"file":"material-painting.d.ts","sourceRoot":"","sources":["../../../../src/scene/materials/utils/material-painting.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,eAAe,EAAE,MAAM,OAAO,CAAA;AAG7C,wBAAgB,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,UAAQ,GAAG,eAAe,CAOjG"}
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import{BufferAttribute as t}from"three";export function getMaterialAttribute(e,r,o=!1){const i=r<4?"material":"material2";if(!e.geometry.hasAttribute(i)||o){const r=new Float32Array(4*e.geometry.getAttribute("position").count);e.geometry.setAttribute(i,new t(r,4))}return e.geometry.getAttribute(i)}
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import{BufferAttribute as t}from"three";export function getMaterialAttribute(e,r,o=!1){const i=r<4?"material":"material2";if(!e.geometry.hasAttribute(i)||o){const r=new Float32Array(4*e.geometry.getAttribute("position").count);e.geometry.setAttribute(i,new t(r,4))}return e.geometry.getAttribute(i)}/*
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export declare const noiseChunk = "\n// Some useful functions\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }\n\n//\n// Description : GLSL 2D simplex noise function\n// Author : Ian McEwan, Ashima Arts\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License :\n// Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\nfloat snoise(vec2 v) {\n\n // Precompute values for skewed triangular grid\n const vec4 C = vec4(0.211324865405187,\n // (3.0-sqrt(3.0))/6.0\n 0.366025403784439,\n // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626,\n // -1.0 + 2.0 * C.x\n 0.024390243902439);\n // 1.0 / 41.0\n\n // First corner (x0)\n vec2 i = floor(v + dot(v, C.yy));\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other two corners (x1, x2)\n vec2 i1 = vec2(0.0);\n i1 = (x0.x > x0.y)? vec2(1.0, 0.0):vec2(0.0, 1.0);\n vec2 x1 = x0.xy + C.xx - i1;\n vec2 x2 = x0.xy + C.zz;\n\n // Do some permutations to avoid\n // truncation effects in permutation\n i = mod289(i);\n vec3 p = permute(\n permute( i.y + vec3(0.0, i1.y, 1.0))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(\n dot(x0,x0),\n dot(x1,x1),\n dot(x2,x2)\n ), 0.0);\n\n m = m*m ;\n m = m*m ;\n\n // Gradients:\n // 41 pts uniformly over a line, mapped onto a diamond\n // The ring size 17*17 = 289 is close to a multiple\n // of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt(a0*a0 + h*h);\n m *= 1.79284291400159 - 0.85373472095314 * (a0*a0+h*h);\n\n // Compute final noise value at P\n vec3 g = vec3(0.0);\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * vec2(x1.x,x2.x) + h.yz * vec2(x1.y,x2.y);\n return 130.0 * dot(m, g);\n}\n";
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{"version":3,"file":"noise.glsl.d.ts","sourceRoot":"","sources":["../../../../src/scene/materials/utils/noise.glsl.ts"],"names":[],"mappings":"AACA,eAAO,MAAM,UAAU,41EA0EtB,CAAA"}
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export const noiseChunk="\n// Some useful functions\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }\n\n//\n// Description : GLSL 2D simplex noise function\n// Author : Ian McEwan, Ashima Arts\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License :\n// Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\nfloat snoise(vec2 v) {\n\n // Precompute values for skewed triangular grid\n const vec4 C = vec4(0.211324865405187,\n // (3.0-sqrt(3.0))/6.0\n 0.366025403784439,\n // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626,\n // -1.0 + 2.0 * C.x\n 0.024390243902439);\n // 1.0 / 41.0\n\n // First corner (x0)\n vec2 i = floor(v + dot(v, C.yy));\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other two corners (x1, x2)\n vec2 i1 = vec2(0.0);\n i1 = (x0.x > x0.y)? vec2(1.0, 0.0):vec2(0.0, 1.0);\n vec2 x1 = x0.xy + C.xx - i1;\n vec2 x2 = x0.xy + C.zz;\n\n // Do some permutations to avoid\n // truncation effects in permutation\n i = mod289(i);\n vec3 p = permute(\n permute( i.y + vec3(0.0, i1.y, 1.0))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(\n dot(x0,x0),\n dot(x1,x1),\n dot(x2,x2)\n ), 0.0);\n\n m = m*m ;\n m = m*m ;\n\n // Gradients:\n // 41 pts uniformly over a line, mapped onto a diamond\n // The ring size 17*17 = 289 is close to a multiple\n // of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt(a0*a0 + h*h);\n m *= 1.79284291400159 - 0.85373472095314 * (a0*a0+h*h);\n\n // Compute final noise value at P\n vec3 g = vec3(0.0);\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * vec2(x1.x,x2.x) + h.yz * vec2(x1.y,x2.y);\n return 130.0 * dot(m, g);\n}\n"
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export const noiseChunk="\n// Some useful functions\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }\n\n//\n// Description : GLSL 2D simplex noise function\n// Author : Ian McEwan, Ashima Arts\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License :\n// Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\nfloat snoise(vec2 v) {\n\n // Precompute values for skewed triangular grid\n const vec4 C = vec4(0.211324865405187,\n // (3.0-sqrt(3.0))/6.0\n 0.366025403784439,\n // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626,\n // -1.0 + 2.0 * C.x\n 0.024390243902439);\n // 1.0 / 41.0\n\n // First corner (x0)\n vec2 i = floor(v + dot(v, C.yy));\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other two corners (x1, x2)\n vec2 i1 = vec2(0.0);\n i1 = (x0.x > x0.y)? vec2(1.0, 0.0):vec2(0.0, 1.0);\n vec2 x1 = x0.xy + C.xx - i1;\n vec2 x2 = x0.xy + C.zz;\n\n // Do some permutations to avoid\n // truncation effects in permutation\n i = mod289(i);\n vec3 p = permute(\n permute( i.y + vec3(0.0, i1.y, 1.0))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(\n dot(x0,x0),\n dot(x1,x1),\n dot(x2,x2)\n ), 0.0);\n\n m = m*m ;\n m = m*m ;\n\n // Gradients:\n // 41 pts uniformly over a line, mapped onto a diamond\n // The ring size 17*17 = 289 is close to a multiple\n // of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt(a0*a0 + h*h);\n m *= 1.79284291400159 - 0.85373472095314 * (a0*a0+h*h);\n\n // Compute final noise value at P\n vec3 g = vec3(0.0);\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * vec2(x1.x,x2.x) + h.yz * vec2(x1.y,x2.y);\n return 130.0 * dot(m, g);\n}\n";/*
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{"version":3,"file":"water.d.ts","sourceRoot":"","sources":["../../../src/scene/materials/water.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAGnD,wBAAgB,mBAAmB,CAAC,MAAM,KAAA,EAAE,aAAa,EAAE,aAAa,wBA6LvE"}
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import*as e from"three";import{Color as n,DoubleSide as r,PerspectiveCamera as t}from"three";export function createWaterMaterial(a,o){const i=(new e.TextureLoader).load("https://i.imgur.com/hOIsXiZ.png"),l=(new e.TextureLoader).load("assets/images/shaders/water_normal_map.jpg");l.wrapS=e.MirroredRepeatWrapping,l.wrapT=e.MirroredRepeatWrapping;const m={time:{value:0},threshold:{value:.1},tDudv:{value:null},tDepth:{value:null},cameraNear:{value:0},cameraFar:{value:0},resolution:{value:new e.Vector2},foamColor:{value:new e.Color},waterColor:{value:new e.Color},normalMap:{value:null}};i.wrapS=i.wrapT=e.RepeatWrapping;var c=!!o.renderer.extensions.get("WEBGL_depth_texture"),s=new e.ShaderMaterial({defines:{DEPTH_PACKING:!0===c?0:1,ORTHOGRAPHIC_CAMERA:0},uniforms:e.UniformsUtils.merge([e.UniformsLib.fog,m]),transparent:!0,vertexShader:"\n #include <fog_pars_vertex>\n\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \t#include <begin_vertex>\n \t#include <project_vertex>\n \t#include <fog_vertex>\n\n }",fragmentShader:"\n #include <common>\n #include <packing>\n #include <fog_pars_fragment>\n\n varying vec2 vUv;\n uniform sampler2D tDepth;\n uniform sampler2D tDudv;\n uniform vec3 waterColor;\n uniform vec3 foamColor;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform float time;\n uniform float threshold;\n uniform vec2 resolution;\n uniform sampler2D normalMap;\n\n float getDepth( const in vec2 screenPosition ) {\n #if DEPTH_PACKING == 1\n return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );\n #else\n return texture2D( tDepth, screenPosition ).x;\n #endif\n }\n\n float getViewZ( const in float depth ) {\n #if ORTHOGRAPHIC_CAMERA == 1\n return orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n #else\n return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n #endif\n }\n\n void main() {\n\n vec2 screenUV = gl_FragCoord.xy / resolution;\n\n float fragmentLinearEyeDepth = getViewZ( gl_FragCoord.z );\n float linearEyeDepth = getViewZ( getDepth( screenUV ) );\n\n float diff = saturate(fragmentLinearEyeDepth - linearEyeDepth);\n // Increase foam length by negating more\n //float diff = saturate(fragmentLinearEyeDepth - linearEyeDepth - 5.0);\n\n vec2 displacement = texture2D( tDudv, ( vUv * 2.0 ) - time * 0.01 ).rb;\n displacement = ( ( displacement * 2.0 ) - 1.0 ) * 1.0;\n diff += displacement.x*0.3; // How much of the texture to apply\n/*\n if (diff < 0.4 * ((sin(time*.5)*1.5+2.0)/5.0) && diff > 0.1 * ((sin(time*.5)*1.5+2.0)/5.0)) {\n diff = 1.0; \n // This illustrates how one can create stripes of foam so it does not start at the short\n }*/\n\n float depth = (linearEyeDepth - fragmentLinearEyeDepth) / linearEyeDepth;\n vec3 waterDiffuse = mix( foamColor, mix(vec3(0.2, 0.3, 0.7), waterColor, 1.0 - depth), step( 0.9*((sin(time*.5)*2.0+3.0)/5.0), diff ) );\n gl_FragColor.a = 0.8-clamp(depth, 0.3, 0.8)/3.0;\n\n\n // This light direction is hard coded but should be coming from the directional lights\n vec3 lightDirection = normalize(vec3(0.5, -1.0, -0.6) * -1.0);\n vec2 waterCoord = vUv;\n // Create some randomnes when picking coordinates.\n waterCoord.x *= 1.5 - cos(time) * 0.02;\n waterCoord.y *= 1.5 - sin(time+5.0) * 0.01;\n vec3 wNormal = texture2D(normalMap, waterCoord).rgb;\n float dotNL = clamp(dot(wNormal, lightDirection), 0.0, 1.0);\n vec3 irradience = dotNL * vec3(1.0);\n\n gl_FragColor.rgb = waterDiffuse * 0.2 + waterDiffuse * irradience * 1.3;\n\n //gl_FragColor.rgb = irradience;//texture2D(normalMap, vUv * 2.0).rgb;\n //gl_FragColor.a = 1.0;\n\n\n //vec4 foam = vec4(foamColor, 1.0);\n //vec4 murky = vec4(0.2, 0.3, 0.7, 0.9);\n //vec4 water = vec4(waterColor, 0.5);\n //gl_FragColor = mix(foam, mix(murky, water, 1.0 - depth), step( 0.9*((sin(time*.5)*2.0+3.0)/5.0), diff ) );\n\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n #include <fog_fragment>\n\n }",fog:!0,side:r,blendSrc:e.OneMinusSrcColorFactor,blendDst:e.SrcColorFactor});s.uniforms.cameraNear.value=o.camera instanceof t?o.camera.near:1,s.uniforms.cameraFar.value=o.camera instanceof t?o.camera.far:500,s.uniforms.foamColor.value.set(new n(16777215)),s.uniforms.waterColor.value.set(a.color??new n(2084067)),s.uniforms.resolution.value.set(o.container.clientWidth*o.renderer.getPixelRatio(),o.container.clientHeight*o.renderer.getPixelRatio()),s.uniforms.tDudv.value=i,s.uniforms.tDepth.value=!0===c?o.depthRenderTarget.depthTexture:o.depthRenderTarget.texture,s.uniforms.normalMap.value=l;let f=0;return o.onLoop((e=>{f+=e,s.uniforms.threshold.value=.5,s.uniforms.time.value=f,s.uniforms.resolution.value.set(o.container.clientWidth*o.renderer.getPixelRatio(),o.container.clientHeight*o.renderer.getPixelRatio())})),s.userData.water=!0,s}
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import*as e from"three";import{Color as n,DoubleSide as r,PerspectiveCamera as t}from"three";export function createWaterMaterial(a,o){const i=(new e.TextureLoader).load("https://i.imgur.com/hOIsXiZ.png"),l=(new e.TextureLoader).load("assets/images/shaders/water_normal_map.jpg");l.wrapS=e.MirroredRepeatWrapping,l.wrapT=e.MirroredRepeatWrapping;const m={time:{value:0},threshold:{value:.1},tDudv:{value:null},tDepth:{value:null},cameraNear:{value:0},cameraFar:{value:0},resolution:{value:new e.Vector2},foamColor:{value:new e.Color},waterColor:{value:new e.Color},normalMap:{value:null}};i.wrapS=i.wrapT=e.RepeatWrapping;var c=!!o.renderer.extensions.get("WEBGL_depth_texture"),s=new e.ShaderMaterial({defines:{DEPTH_PACKING:!0===c?0:1,ORTHOGRAPHIC_CAMERA:0},uniforms:e.UniformsUtils.merge([e.UniformsLib.fog,m]),transparent:!0,vertexShader:"\n #include <fog_pars_vertex>\n\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \t#include <begin_vertex>\n \t#include <project_vertex>\n \t#include <fog_vertex>\n\n }",fragmentShader:"\n #include <common>\n #include <packing>\n #include <fog_pars_fragment>\n\n varying vec2 vUv;\n uniform sampler2D tDepth;\n uniform sampler2D tDudv;\n uniform vec3 waterColor;\n uniform vec3 foamColor;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform float time;\n uniform float threshold;\n uniform vec2 resolution;\n uniform sampler2D normalMap;\n\n float getDepth( const in vec2 screenPosition ) {\n #if DEPTH_PACKING == 1\n return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );\n #else\n return texture2D( tDepth, screenPosition ).x;\n #endif\n }\n\n float getViewZ( const in float depth ) {\n #if ORTHOGRAPHIC_CAMERA == 1\n return orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n #else\n return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n #endif\n }\n\n void main() {\n\n vec2 screenUV = gl_FragCoord.xy / resolution;\n\n float fragmentLinearEyeDepth = getViewZ( gl_FragCoord.z );\n float linearEyeDepth = getViewZ( getDepth( screenUV ) );\n\n float diff = saturate(fragmentLinearEyeDepth - linearEyeDepth);\n // Increase foam length by negating more\n //float diff = saturate(fragmentLinearEyeDepth - linearEyeDepth - 5.0);\n\n vec2 displacement = texture2D( tDudv, ( vUv * 2.0 ) - time * 0.01 ).rb;\n displacement = ( ( displacement * 2.0 ) - 1.0 ) * 1.0;\n diff += displacement.x*0.3; // How much of the texture to apply\n/*\n if (diff < 0.4 * ((sin(time*.5)*1.5+2.0)/5.0) && diff > 0.1 * ((sin(time*.5)*1.5+2.0)/5.0)) {\n diff = 1.0; \n // This illustrates how one can create stripes of foam so it does not start at the short\n }*/\n\n float depth = (linearEyeDepth - fragmentLinearEyeDepth) / linearEyeDepth;\n vec3 waterDiffuse = mix( foamColor, mix(vec3(0.2, 0.3, 0.7), waterColor, 1.0 - depth), step( 0.9*((sin(time*.5)*2.0+3.0)/5.0), diff ) );\n gl_FragColor.a = 0.8-clamp(depth, 0.3, 0.8)/3.0;\n\n\n // This light direction is hard coded but should be coming from the directional lights\n vec3 lightDirection = normalize(vec3(0.5, -1.0, -0.6) * -1.0);\n vec2 waterCoord = vUv;\n // Create some randomnes when picking coordinates.\n waterCoord.x *= 1.5 - cos(time) * 0.02;\n waterCoord.y *= 1.5 - sin(time+5.0) * 0.01;\n vec3 wNormal = texture2D(normalMap, waterCoord).rgb;\n float dotNL = clamp(dot(wNormal, lightDirection), 0.0, 1.0);\n vec3 irradience = dotNL * vec3(1.0);\n\n gl_FragColor.rgb = waterDiffuse * 0.2 + waterDiffuse * irradience * 1.3;\n\n //gl_FragColor.rgb = irradience;//texture2D(normalMap, vUv * 2.0).rgb;\n //gl_FragColor.a = 1.0;\n\n\n //vec4 foam = vec4(foamColor, 1.0);\n //vec4 murky = vec4(0.2, 0.3, 0.7, 0.9);\n //vec4 water = vec4(waterColor, 0.5);\n //gl_FragColor = mix(foam, mix(murky, water, 1.0 - depth), step( 0.9*((sin(time*.5)*2.0+3.0)/5.0), diff ) );\n\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n #include <fog_fragment>\n\n }",fog:!0,side:r,blendSrc:e.OneMinusSrcColorFactor,blendDst:e.SrcColorFactor});s.uniforms.cameraNear.value=o.camera instanceof t?o.camera.near:1,s.uniforms.cameraFar.value=o.camera instanceof t?o.camera.far:500,s.uniforms.foamColor.value.set(new n(16777215)),s.uniforms.waterColor.value.set(a.color??new n(2084067)),s.uniforms.resolution.value.set(o.container.clientWidth*o.renderer.getPixelRatio(),o.container.clientHeight*o.renderer.getPixelRatio()),s.uniforms.tDudv.value=i,s.uniforms.tDepth.value=!0===c?o.depthRenderTarget.depthTexture:o.depthRenderTarget.texture,s.uniforms.normalMap.value=l;let f=0;return o.onLoop((e=>{f+=e,s.uniforms.threshold.value=.5,s.uniforms.time.value=f,s.uniforms.resolution.value.set(o.container.clientWidth*o.renderer.getPixelRatio(),o.container.clientHeight*o.renderer.getPixelRatio())})),s.userData.water=!0,s}/*
|
3
2
|
* Copyright (©) 2023. All rights reserved.
|
4
3
|
* See the LICENSE.md file for details.
|
5
4
|
*/
|
package/dist/scene/model.d.ts
CHANGED
@@ -29,7 +29,8 @@ export declare enum SerializedParamType {
|
|
29
29
|
Vector4 = 18,
|
30
30
|
Vec4Node = 19,
|
31
31
|
VisualEffect = 20,
|
32
|
-
Array = 21
|
32
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+
Array = 21,
|
33
|
+
Curve = 22
|
33
34
|
}
|
34
35
|
export type CustomParamValue = {
|
35
36
|
type: SerializedParamType;
|
@@ -128,3 +129,4 @@ export interface SceneBlobV0 {
|
|
128
129
|
data: string;
|
129
130
|
sceneId: string;
|
130
131
|
}
|
132
|
+
//# sourceMappingURL=model.d.ts.map
|
@@ -0,0 +1 @@
|
|
1
|
+
{"version":3,"file":"model.d.ts","sourceRoot":"","sources":["../../src/scene/model.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,aAAa,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAClF,OAAO,EAAE,oBAAoB,EAAE,MAAM,gDAAgD,CAAC;AACtF,OAAO,EAAE,oBAAoB,EAAE,MAAM,iCAAiC,CAAC;AACvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,OAAO,CAAC;AAC7B,OAAO,EAAE,YAAY,EAAE,MAAM,6BAA6B,CAAC;AAE3D,MAAM,MAAM,SAAS,GAAG,MAAM,GAAC,UAAU,GAAC,OAAO,GAAC,WAAW,GAAC,OAAO,GAAC,SAAS,GAAC,OAAO,GAAC,OAAO,GAAC,QAAQ,GAAC,KAAK,CAAA;AAC9G,MAAM,MAAM,SAAS,GAAG,gBAAgB,GAAC,WAAW,CAAA;AACpD,MAAM,MAAM,SAAS,GAAG,OAAO,GAAC,aAAa,GAAC,SAAS,CAAA;AAKvD,oBAAY,mBAAmB;IAC7B,SAAS,IAAI;IACb,MAAM,IAAI;IACV,OAAO,IAAI;IACX,aAAa,IAAI;IACjB,OAAO,IAAI;IACX,WAAW,IAAI;IACf,OAAO,IAAI;IACX,QAAQ,IAAI;IACZ,OAAO,IAAI;IACX,QAAQ,IAAI;IACZ,KAAK,KAAK;IACV,OAAO,KAAK;IACZ,MAAM,KAAK;IACX,SAAS,KAAK;IACd,KAAK,KAAK;IACV,QAAQ,KAAK;IACb,QAAQ,KAAK;IACb,WAAW,KAAK;IAChB,OAAO,KAAK;IACZ,QAAQ,KAAK;IACb,YAAY,KAAK;IACjB,KAAK,KAAK;IACV,KAAK,KAAK;CACX;AACD,MAAM,MAAM,gBAAgB,GAAG;IAC7B,IAAI,EAAE,mBAAmB,CAAA;IACzB,KAAK,EAAE,OAAO,CAAA;CACf,GAAG;IACF,IAAI,EAAE,mBAAmB,CAAC,KAAK,CAAC;IAChC,OAAO,EAAE,mBAAmB,CAAA;IAC5B,KAAK,EAAE,OAAO,EAAE,CAAA;CACjB,CAAA;AAED,MAAM,MAAM,QAAQ,GAAG,OAAO,GAAG,QAAQ,GAAG,QAAQ,CAAA;AAEpD,MAAM,MAAM,kBAAkB,GAAG,QAAQ,GAAG,MAAM,GAAG,UAAU,CAAA;AAE/D,MAAM,MAAM,eAAe,GAAG;IAC5B,KAAK,CAAC,EAAE,OAAO,CAAA;IACf,KAAK,CAAC,EAAE,QAAQ,CAAA;IAChB,KAAK,CAAC,EAAE,QAAQ,CAAA;CACjB,CAAA;AAED,MAAM,WAAW,KAAK;IACpB,EAAE,EAAE,MAAM,CAAA;IACV,IAAI,EAAE,MAAM,CAAA;IAGZ,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB,IAAI,CAAC,EAAE,MAAM,CAAA;IAEb,IAAI,EAAE,SAAS,CAAA;IACf,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,WAAW,CAAC,EAAE,MAAM,CAAA;IACpB,kBAAkB,CAAC,EAAE,OAAO,CAAA;IAC5B,KAAK,CAAC,EAAE,SAAS,CAAA;IACjB,SAAS,CAAC,EAAE,oBAAoB,CAAA;IAChC,SAAS,CAAC,EAAE,SAAS,CAAA;IACrB,mBAAmB,CAAC,EAAE,kBAAkB,EAAE,CAAA;IAC1C,QAAQ,CAAC,EAAE;QACT,IAAI,EAAE,YAAY,CAAC;QACnB,IAAI,EAAE,IAAI,CAAA;QACV,WAAW,CAAC,EAAE,OAAO,CAAC;QACtB,SAAS,CAAC,EAAE,MAAM,CAAA;QAClB,MAAM,EAAE,OAAO,CAAC,kBAAkB,CAAC,CAAA;QACnC,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;QAChD,MAAM,CAAC,EAAE,MAAM,CAAC;QAChB,KAAK,CAAC,EAAE,OAAO,CAAA;KAChB,CAAC;IACF,IAAI,CAAC,EAAE;QACL,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,UAAU,CAAC,EAAE;YAKX,SAAS,CAAC,EAAE,kBAAkB,CAAA;SAC/B,CAAA;KACF,CAAA;IACD,MAAM,CAAC,EAAE;QACP,OAAO,EAAE,WAAW,EAAE,CAAA;KACvB,CAAA;IACD,cAAc,CAAC,EAAE,oBAAoB,CAAC;IACtC,UAAU,CAAC,EAAE,iBAAiB,EAAE,CAAC;IACjC,KAAK,CAAC,EAAE,aAAa,CAAA;IAErB,OAAO,CAAC,EAAE,eAAe,CAAA;IAKzB,aAAa,CAAC,EAAE,OAAO,CAAA;IACvB,UAAU,CAAC,EAAE,OAAO,CAAA;IACpB,GAAG,CAAC,EAAE,YAAY,CAAA;CACnB;AAED,MAAM,MAAM,QAAQ,GAAG,KAAK,GAAG;IAAE,GAAG,EAAE,YAAY,CAAA;CAAE,CAAA;AAGpD,MAAM,MAAM,YAAY,GAAG,UAAU,GAAG,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,OAAO,GAAG,OAAO,GAAG,cAAc,GAAG,OAAO,GAAG,WAAW,GAAG,qBAAqB,CAAA;AAC3J,MAAM,MAAM,kBAAkB,GAAG;IAC/B,OAAO,EAAE,MAAM,CAAA;IACf,WAAW,EAAE,OAAO,CAAA;IAGpB,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,SAAS,CAAC,EAAE,MAAM,CAAA;IAElB,GAAG,CAAC,EAAE,MAAM,CAAA;IACZ,QAAQ,EAAE,MAAM,CAAA;IAChB,SAAS,EAAE,MAAM,CAAA;IACjB,WAAW,EAAE,OAAO,CAAA;IAGpB,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAA;CACvB,CAAA;AAED,MAAM,MAAM,OAAO,GAAG,MAAM,CAAA;AAE5B,MAAM,WAAW,kBAAkB;IACjC,KAAK,EAAE,MAAM,CAAA;IACb,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,UAAU,EAAE,OAAO,CAAA;CACpB;AAED,MAAM,WAAW,SAAS;IACxB,EAAE,EAAE,MAAM,CAAA;IACV,IAAI,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,MAAM,CAAA;CAChB;AAED,MAAM,MAAM,SAAS,GAAG;IACtB,EAAE,EAAE,MAAM,CAAA;IACV,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,WAAW,EAAE,CAAA;IACnB,OAAO,EAAE,MAAM,CAAA;CAChB,GAAG,WAAW,CAAA;AAEf,MAAM,WAAW,WAAW;IAC1B,EAAE,EAAE,MAAM,CAAA;IACV,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,MAAM,CAAA;IACZ,OAAO,EAAE,MAAM,CAAA;CAChB"}
|
package/dist/scene/model.js
CHANGED
@@ -1,5 +1,4 @@
|
|
1
|
-
export var SerializedParamType;!function(e){e[e.FloatNode=0]="FloatNode",e[e.Number=1]="Number",e[e.Texture=2]="Texture",e[e.Sampler2DNode=3]="Sampler2DNode",e[e.Boolean=4]="Boolean",e[e.BooleanNode=5]="BooleanNode",e[e.Vector2=6]="Vector2",e[e.Vec2Node=7]="Vec2Node",e[e.Vector3=8]="Vector3",e[e.Vec3Node=9]="Vec3Node",e[e.Color=10]="Color",e[e.RgbNode=11]="RgbNode",e[e.String=12]="String",e[e.BaseActor=13]="BaseActor",e[e.Euler=14]="Euler",e[e.Object3D=15]="Object3D",e[e.Material=16]="Material",e[e.AudioBuffer=17]="AudioBuffer",e[e.Vector4=18]="Vector4",e[e.Vec4Node=19]="Vec4Node",e[e.VisualEffect=20]="VisualEffect",e[e.Array=21]="Array"}(SerializedParamType||(SerializedParamType={}))
|
2
|
-
/*
|
1
|
+
export var SerializedParamType;!function(e){e[e.FloatNode=0]="FloatNode",e[e.Number=1]="Number",e[e.Texture=2]="Texture",e[e.Sampler2DNode=3]="Sampler2DNode",e[e.Boolean=4]="Boolean",e[e.BooleanNode=5]="BooleanNode",e[e.Vector2=6]="Vector2",e[e.Vec2Node=7]="Vec2Node",e[e.Vector3=8]="Vector3",e[e.Vec3Node=9]="Vec3Node",e[e.Color=10]="Color",e[e.RgbNode=11]="RgbNode",e[e.String=12]="String",e[e.BaseActor=13]="BaseActor",e[e.Euler=14]="Euler",e[e.Object3D=15]="Object3D",e[e.Material=16]="Material",e[e.AudioBuffer=17]="AudioBuffer",e[e.Vector4=18]="Vector4",e[e.Vec4Node=19]="Vec4Node",e[e.VisualEffect=20]="VisualEffect",e[e.Array=21]="Array",e[e.Curve=22]="Curve"}(SerializedParamType||(SerializedParamType={}));/*
|
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2
|
* Copyright (©) 2023. All rights reserved.
|
4
3
|
* See the LICENSE.md file for details.
|
5
4
|
*/
|
@@ -0,0 +1 @@
|
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1
|
+
{"version":3,"file":"ramp-geometry.d.ts","sourceRoot":"","sources":["../../../src/scene/objects/ramp-geometry.ts"],"names":[],"mappings":"AAAA,OAAO,EAAmB,cAAc,EAAE,MAAM,OAAO,CAAA;AAKvD,wBAAgB,YAAY,2DAM3B"}
|
@@ -1,5 +1,4 @@
|
|
1
|
-
import{BufferAttribute as e,BufferGeometry as t}from"three";import*as r from"three/examples/jsm/utils/BufferGeometryUtils.js";export function rampGeometry(){const n=new t;return n.setAttribute("position",new e(o,3)),n.computeVertexNormals(),r.mergeVertices(n)}const o=function(){let e=new Float32Array([0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,0,0,1,0,0,1,0,1,0,0,1,0,0,1,0,0,0,1,0,0,1,1,1,1,0,1,1,0,0,0,0,1,0,1,1,0,0,0,1,0,1,0,1,1,0,0,1,1,1,1,0,1,1,1,0,1]);for(let t=0;t<e.length;t+=3)e[t]-=.5,e[t+2]-=.5;return e}()
|
2
|
-
/*
|
1
|
+
import{BufferAttribute as e,BufferGeometry as t}from"three";import*as r from"three/examples/jsm/utils/BufferGeometryUtils.js";export function rampGeometry(){const n=new t;return n.setAttribute("position",new e(o,3)),n.computeVertexNormals(),r.mergeVertices(n)}const o=function(){let e=new Float32Array([0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,0,0,1,0,0,1,0,1,0,0,1,0,0,1,0,0,0,1,0,0,1,1,1,1,0,1,1,0,0,0,0,1,0,1,1,0,0,0,1,0,1,0,1,1,0,0,1,1,1,1,0,1,1,1,0,1]);for(let t=0;t<e.length;t+=3)e[t]-=.5,e[t+2]-=.5;return e}();/*
|
3
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|
* Copyright (©) 2023. All rights reserved.
|
4
3
|
* See the LICENSE.md file for details.
|
5
4
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*/
|
@@ -1,8 +1,7 @@
|
|
1
1
|
import { BoxCollisionShape, CapsuleCollisionShape, CollisionShape, ConeCollisionShape, ConvexPolyhedronCollisionShape, CylinderCollisionShape, PlaneCollisionShape, SphereCollisionShape, TrimeshCollisionShape } from '../collision/collision-shape.js';
|
2
|
-
import { BoxGeometry, PlaneGeometry, BufferGeometry, CylinderGeometry, SphereGeometry, TorusGeometry, ConeGeometry, CircleGeometry, CapsuleGeometry, Vector2 } from "three";
|
2
|
+
import { BoxGeometry, PlaneGeometry, BufferGeometry, CylinderGeometry, SphereGeometry, TorusGeometry, ConeGeometry, CircleGeometry, CapsuleGeometry, Vector2, Color } from "three";
|
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3
|
import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';
|
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4
|
import { TextGeometry } from 'three/examples/jsm/geometries/TextGeometry.js';
|
5
|
-
import { Color } from "three-nebula";
|
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5
|
type AVec3 = [number, number, number];
|
7
6
|
type ShapeParameterDef<T = boolean | number | string> = {
|
8
7
|
type: T extends number ? 'number' : T extends string ? 'string' : T extends Vector2 ? 'vec2' : T extends AVec3 ? 'vec3' : T extends Color ? 'color' : T extends boolean ? 'boolean' : never;
|
@@ -145,5 +144,6 @@ declare const shapes: {
|
|
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|
};
|
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|
export type LibraryShapeType = keyof typeof shapes;
|
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146
|
export declare const ShapeLibrary: Record<LibraryShapeType, ShapeDefinition>;
|
148
|
-
export declare const ShapeLibraryKeys:
|
147
|
+
export declare const ShapeLibraryKeys: LibraryShapeType[];
|
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|
export {};
|
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|
+
//# sourceMappingURL=shapes.d.ts.map
|
@@ -0,0 +1 @@
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+
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