@hypersoniclabs/helix-cli 0.1.7 → 0.1.23

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1715) hide show
  1. package/README.md +627 -6
  2. package/assets/bridge/metahuman-eye-baked.png +0 -0
  3. package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
  4. package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
  5. package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
  6. package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
  7. package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
  8. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
  9. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
  10. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
  11. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
  12. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
  13. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
  14. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
  15. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
  16. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
  17. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
  18. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
  19. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
  20. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
  21. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
  22. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
  23. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
  24. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
  25. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
  26. package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
  27. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
  28. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
  29. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
  30. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
  31. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
  32. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
  33. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
  34. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
  35. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
  36. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
  37. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
  38. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
  39. package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
  40. package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
  41. package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
  42. package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
  43. package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
  44. package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
  45. package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
  46. package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
  47. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
  48. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
  49. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
  50. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
  51. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
  52. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
  53. package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
  54. package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
  55. package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
  56. package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
  57. package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
  58. package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
  59. package/bridge-recipes/sims4/README.md +43 -0
  60. package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
  61. package/bridge-recipes/unreal/character-customizer/README.md +58 -0
  62. package/bridge-recipes/unreal/character-customizer/all.json +13 -0
  63. package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
  64. package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
  65. package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
  66. package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
  67. package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
  68. package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
  69. package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
  70. package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
  71. package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
  72. package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
  73. package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
  74. package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
  75. package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
  76. package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
  77. package/bridge-recipes/unreal/character-customizer/top.json +6 -0
  78. package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
  79. package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
  80. package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
  81. package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
  82. package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
  83. package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
  84. package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
  85. package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
  86. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
  87. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
  88. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
  89. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
  90. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
  91. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
  92. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
  93. package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
  94. package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
  95. package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
  96. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
  97. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
  98. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
  99. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
  100. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
  101. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
  102. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
  103. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
  104. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
  105. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
  106. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
  107. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
  108. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
  109. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
  110. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
  111. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
  112. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
  113. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
  114. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
  115. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
  116. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
  117. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
  118. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
  119. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
  120. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
  121. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
  122. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
  123. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
  124. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
  125. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
  126. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
  127. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
  128. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
  129. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
  130. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
  131. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
  132. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
  133. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
  134. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
  135. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
  136. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
  137. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
  138. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
  139. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
  140. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
  141. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
  142. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
  143. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
  144. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
  145. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
  146. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
  147. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
  148. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
  149. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
  150. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
  151. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
  152. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
  153. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
  154. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
  155. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
  156. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
  157. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
  158. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
  159. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
  160. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
  161. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
  162. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
  163. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
  164. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
  165. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
  166. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
  167. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
  168. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
  169. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
  170. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
  171. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
  172. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
  173. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
  174. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
  175. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
  176. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
  177. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
  178. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
  179. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
  180. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
  181. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
  182. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
  183. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
  184. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
  185. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
  186. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
  187. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
  188. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
  189. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
  190. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
  191. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
  192. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
  193. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
  194. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
  195. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
  196. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
  197. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
  198. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
  199. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
  200. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
  201. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
  202. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
  203. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
  204. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
  205. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
  206. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
  207. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
  208. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
  209. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
  210. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
  211. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
  212. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
  213. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
  214. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
  215. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
  216. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
  217. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
  218. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
  219. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
  220. package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
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@@ -0,0 +1,35 @@
1
+ import { type TerrainFoldedRole, type TerrainSource } from './tile';
2
+ export interface TerrainInspection {
3
+ extentM: [number, number];
4
+ tiles: number;
5
+ /** Metres between two authored samples. */
6
+ metresPerSample: number;
7
+ /** Authored samples across the whole grid, shared edges counted once. */
8
+ samples: number;
9
+ /** Delivered bytes, tiles plus the coarse layer. */
10
+ bytes: {
11
+ heights: number;
12
+ splats: number;
13
+ normals: number;
14
+ total: number;
15
+ };
16
+ heightRange: [number, number];
17
+ coarse: {
18
+ samples: number;
19
+ bytes: number;
20
+ };
21
+ folded: {
22
+ tiles: Array<{
23
+ tx: number;
24
+ tz: number;
25
+ roles: TerrainFoldedRole[];
26
+ }>;
27
+ /** Number of role-on-tile foldings, and the mean share of a tile's weight they carried. */
28
+ roles: number;
29
+ meanMass: number;
30
+ };
31
+ warnings: string[];
32
+ }
33
+ /** The dry run behind `helix terrain inspect`: what ships, how big it is, and what the bake had to drop. */
34
+ export declare function inspectTerrainSource(source: TerrainSource): TerrainInspection;
35
+ export declare function formatTerrainInspection(report: TerrainInspection): string;
@@ -0,0 +1,115 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.inspectTerrainSource = inspectTerrainSource;
4
+ exports.formatTerrainInspection = formatTerrainInspection;
5
+ const helix_manifest_1 = require("@hypersoniclabs/helix-manifest");
6
+ const grid_1 = require("./grid");
7
+ const tile_1 = require("./tile");
8
+ /** The dry run behind `helix terrain inspect`: what ships, how big it is, and what the bake had to drop. */
9
+ function inspectTerrainSource(source) {
10
+ const { tilesX, tilesZ, metresPerSample } = source.grid;
11
+ const warnings = [];
12
+ let heights = 0;
13
+ let splats = 0;
14
+ let normals = 0;
15
+ let splatless = 0;
16
+ const foldedTiles = [];
17
+ let foldedRoles = 0;
18
+ let foldedMass = 0;
19
+ for (const tile of source.tiles) {
20
+ const tileBytes = (0, helix_manifest_1.heightfieldByteLength)(tile.field.samples, tile.field.hasHoleMask);
21
+ heights += tileBytes;
22
+ if (tileBytes > helix_manifest_1.HELIX_SCENE_CAPS.terrainHeightfieldBytes) {
23
+ warnings.push(`tile (${tile.tx}, ${tile.tz}) is ${tileBytes} bytes, over the ${helix_manifest_1.HELIX_SCENE_CAPS.terrainHeightfieldBytes}-byte cap`);
24
+ }
25
+ if (tile.splat)
26
+ splats += tile.splat.png.byteLength;
27
+ else
28
+ splatless += 1;
29
+ if (tile.normals)
30
+ normals += tile.normals.png.byteLength;
31
+ if (tile.folded.length > 0) {
32
+ foldedTiles.push({ tx: tile.tx, tz: tile.tz, roles: tile.folded });
33
+ foldedRoles += tile.folded.length;
34
+ foldedMass += tile.folded.reduce((sum, item) => sum + item.mass, 0);
35
+ }
36
+ }
37
+ const coarseBytes = (0, helix_manifest_1.heightfieldByteLength)(source.coarse.field.samples, source.coarse.field.hasHoleMask);
38
+ const coarseSplatBytes = source.coarse.splat ? source.coarse.splat.png.byteLength : 0;
39
+ const coarseNormalBytes = source.coarse.normals ? source.coarse.normals.png.byteLength : 0;
40
+ heights += coarseBytes;
41
+ splats += coarseSplatBytes;
42
+ normals += coarseNormalBytes;
43
+ if (source.tiles.length > helix_manifest_1.HELIX_SCENE_CAPS.terrainTiles) {
44
+ warnings.push(`${source.tiles.length} tiles exceeds the cap of ${helix_manifest_1.HELIX_SCENE_CAPS.terrainTiles}`);
45
+ }
46
+ if (tilesX > grid_1.MAX_GRID_TILES || tilesZ > grid_1.MAX_GRID_TILES)
47
+ warnings.push(`a ${tilesX} x ${tilesZ} grid exceeds the ${grid_1.MAX_GRID_TILES} x ${grid_1.MAX_GRID_TILES} cap`);
48
+ if (source.coarse.field.samples > helix_manifest_1.HELIX_SCENE_CAPS.terrainCoarseSamples) {
49
+ warnings.push(`the coarse layer is ${source.coarse.field.samples} samples, over the cap of ${helix_manifest_1.HELIX_SCENE_CAPS.terrainCoarseSamples}`);
50
+ }
51
+ if (coarseBytes > helix_manifest_1.HELIX_SCENE_CAPS.terrainHeightfieldBytes) {
52
+ warnings.push(`the coarse layer is ${coarseBytes} bytes, over the ${helix_manifest_1.HELIX_SCENE_CAPS.terrainHeightfieldBytes}-byte cap`);
53
+ }
54
+ if (!source.material)
55
+ warnings.push('no material block: the terrain has not been baked, so it would ship untextured');
56
+ else if (source.material.layers.length > helix_manifest_1.HELIX_SCENE_CAPS.terrainLayers) {
57
+ warnings.push(`the preset declares ${source.material.layers.length} layers, over the cap of ${helix_manifest_1.HELIX_SCENE_CAPS.terrainLayers}`);
58
+ }
59
+ if (splatless > 0)
60
+ warnings.push(`${splatless} of ${source.tiles.length} tiles have no splat`);
61
+ if (!source.coarse.splat)
62
+ warnings.push('the coarse layer has no splat');
63
+ for (const role of foldedRoleNames(foldedTiles)) {
64
+ const count = foldedTiles.filter((tile) => tile.roles.some((item) => item.role === role)).length;
65
+ warnings.push(`role "${role}" was folded into a kept role on ${count} of ${source.tiles.length} tiles`);
66
+ }
67
+ return {
68
+ extentM: [tilesX * (0, grid_1.tileMetresFor)(metresPerSample), tilesZ * (0, grid_1.tileMetresFor)(metresPerSample)],
69
+ tiles: source.tiles.length,
70
+ metresPerSample,
71
+ samples: (tilesX * grid_1.TILE_CELLS + 1) * (tilesZ * grid_1.TILE_CELLS + 1),
72
+ bytes: { heights, splats, normals, total: heights + splats + normals },
73
+ heightRange: (0, tile_1.terrainHeightRange)(source),
74
+ coarse: { samples: source.coarse.field.samples, bytes: coarseBytes + coarseSplatBytes + coarseNormalBytes },
75
+ folded: { tiles: foldedTiles, roles: foldedRoles, meanMass: foldedTiles.length > 0 ? foldedMass / foldedTiles.length : 0 },
76
+ warnings,
77
+ };
78
+ }
79
+ function formatTerrainInspection(report) {
80
+ const lines = [
81
+ `extent ${report.extentM[0]} x ${report.extentM[1]} m`,
82
+ `tiles ${report.tiles} (${report.samples.toLocaleString('en-US')} samples at ${report.metresPerSample} m)`,
83
+ `height range ${report.heightRange[0].toFixed(2)} m to ${report.heightRange[1].toFixed(2)} m`,
84
+ `coarse layer ${report.coarse.samples} samples, ${formatBytes(report.coarse.bytes)}`,
85
+ `bytes ${formatBytes(report.bytes.total)} total (${formatBytes(report.bytes.heights)} heights, `
86
+ + `${formatBytes(report.bytes.splats)} splats, ${formatBytes(report.bytes.normals)} normals)`,
87
+ ];
88
+ if (report.folded.roles === 0)
89
+ lines.push('layer folding none');
90
+ else {
91
+ const share = `${(report.folded.meanMass * 100).toFixed(1)}%`;
92
+ lines.push(`layer folding ${report.folded.roles} role(s) on ${report.folded.tiles.length} tile(s), mean ${share} of tile weight`);
93
+ for (const tile of report.folded.tiles) {
94
+ lines.push(` tile ${tile.tx},${tile.tz} ${tile.roles.map((item) => `${item.role} ${(item.mass * 100).toFixed(1)}%`).join(', ')}`);
95
+ }
96
+ }
97
+ for (const warning of report.warnings)
98
+ lines.push(`warning ${warning}`);
99
+ return lines.join('\n');
100
+ }
101
+ function foldedRoleNames(tiles) {
102
+ const names = new Set();
103
+ for (const tile of tiles)
104
+ for (const item of tile.roles)
105
+ names.add(item.role);
106
+ return [...names].sort();
107
+ }
108
+ function formatBytes(bytes) {
109
+ if (bytes < 1024)
110
+ return `${bytes} B`;
111
+ if (bytes < 1024 * 1024)
112
+ return `${(bytes / 1024).toFixed(1)} KiB`;
113
+ return `${(bytes / (1024 * 1024)).toFixed(2)} MiB`;
114
+ }
115
+ //# sourceMappingURL=inspect.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,31 @@
1
+ import { type HeightGrid } from './grid';
2
+ import type { TerrainPreset } from './presets';
3
+ export interface IslandOptions {
4
+ seed?: number;
5
+ level?: number;
6
+ shelfDepth?: number;
7
+ }
8
+ /** Derive a closed coast inside the source footprint; the source and the interior samples remain untouched. */
9
+ export declare function deriveIsland(source: HeightGrid, options?: IslandOptions): HeightGrid;
10
+ /** Preserve the original absolute snow/altitude rules after adding a submerged shelf; sand occupies the shore. */
11
+ export declare function islandPreset(preset: TerrainPreset, original: HeightGrid, island: HeightGrid, level?: number): TerrainPreset;
12
+ export interface OceanBathymetry {
13
+ version: 1;
14
+ width: number;
15
+ height: number;
16
+ origin: [number, number];
17
+ span: [number, number];
18
+ heightRange: [number, number];
19
+ level: number;
20
+ sha256: string;
21
+ }
22
+ export interface OceanBathymetryOptions {
23
+ /** Names the wet ground itself, in world metres; the boundary-connected flood fill is skipped when it is given. */
24
+ wet?: (x: number, z: number) => boolean;
25
+ }
26
+ /** R/G = high/low height bytes, B = boundary-connected ocean, A = distance to dry ground (0..32 m).
27
+ * A <= 2 m grid stays resident, so a streaming terrain LOD does not change the shoreline. Maximum 16.1 MiB. */
28
+ export declare function bakeOceanBathymetry(grid: HeightGrid, level?: number, spacing?: number, options?: OceanBathymetryOptions): {
29
+ info: OceanBathymetry;
30
+ bytes: Uint8Array;
31
+ };
@@ -0,0 +1,128 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.deriveIsland = deriveIsland;
4
+ exports.islandPreset = islandPreset;
5
+ exports.bakeOceanBathymetry = bakeOceanBathymetry;
6
+ const node_crypto_1 = require("node:crypto");
7
+ const grid_1 = require("./grid");
8
+ const noise_1 = require("./noise");
9
+ /** Derive a closed coast inside the source footprint; the source and the interior samples remain untouched. */
10
+ function deriveIsland(source, options = {}) {
11
+ const { seed = 1, level = 0, shelfDepth = 40 } = options;
12
+ if (![seed, level, shelfDepth].every(Number.isFinite) || shelfDepth < 4 || shelfDepth > 256)
13
+ throw new Error('island: invalid seed, level or shelf depth');
14
+ const grid = { ...source, heights: source.heights.slice(), holes: source.holes?.slice() ?? null };
15
+ const halfX = ((grid.samplesX - 1) / 2) * grid.metresPerSample, halfZ = ((grid.samplesZ - 1) / 2) * grid.metresPerSample;
16
+ const extent = Math.min(halfX, halfZ), inland = Math.min(260, extent * 0.32);
17
+ const phase = ((seed >>> 0) % 65536) / 65536 * Math.PI * 2;
18
+ for (let j = 0; j < grid.samplesZ; j++)
19
+ for (let i = 0; i < grid.samplesX; i++) {
20
+ // Metres from the centre over the half-extent: the shape is the same at any sample spacing.
21
+ const x = (i * grid.metresPerSample - halfX) / halfX, z = (j * grid.metresPerSample - halfZ) / halfZ, angle = Math.atan2(z, x);
22
+ const radius = 0.78 + 0.06 * Math.sin(angle * 3 + phase) + 0.045 * Math.sin(angle * 5 - phase) + 0.02 * Math.sin(angle * 9 + phase * 2);
23
+ const r = Math.pow(Math.abs(x) ** 2.6 + Math.abs(z) ** 2.6, 1 / 2.6);
24
+ const distance = (radius - r) * extent;
25
+ const at = j * grid.samplesX + i;
26
+ if (distance >= inland)
27
+ continue;
28
+ const beachSlope = 0.1 + 0.16 * (0.5 + 0.5 * Math.sin(angle * 4 + phase));
29
+ const shore = level + (distance >= 0 ? distance * beachSlope : Math.max(-shelfDepth, distance * 0.32));
30
+ const blend = (0, noise_1.smoothstep)(inland * 0.2, inland, Math.max(0, distance));
31
+ grid.heights[at] = shore + (source.heights[at] - shore) * blend;
32
+ if (grid.holes && distance <= 0)
33
+ grid.holes[at] = 0;
34
+ }
35
+ return grid;
36
+ }
37
+ /** Preserve the original absolute snow/altitude rules after adding a submerged shelf; sand occupies the shore. */
38
+ function islandPreset(preset, original, island, level = 0) {
39
+ const old = (0, grid_1.fieldHeightRange)(original), next = (0, grid_1.fieldHeightRange)(island);
40
+ const normalize = (height) => Math.max(0, Math.min(1, (height - next[0]) / (next[1] - next[0])));
41
+ const rules = Object.fromEntries(Object.entries(preset.rules).map(([role, rule]) => [role, {
42
+ ...rule, ...(rule.height ? { height: rule.height.map(v => normalize(old[0] + v * (old[1] - old[0]))) } : {}),
43
+ }]));
44
+ rules.low = { height: [normalize(level + 8), normalize(level + 1)], maxWeight: 4 };
45
+ return { ...preset, preset: 'alpine-island', rules,
46
+ layers: preset.layers.map(layer => layer.role === 'low' ? { ...layer, material: 'sand', tilingMetres: 2.5 } : { ...layer }) };
47
+ }
48
+ /** R/G = high/low height bytes, B = boundary-connected ocean, A = distance to dry ground (0..32 m).
49
+ * A <= 2 m grid stays resident, so a streaming terrain LOD does not change the shoreline. Maximum 16.1 MiB. */
50
+ function bakeOceanBathymetry(grid, level = 0, spacing = 2, options = {}) {
51
+ if (!Number.isFinite(level) || !Number.isInteger(spacing) || spacing < 1 || spacing > 8)
52
+ throw new Error('ocean bathymetry: invalid level or spacing');
53
+ const span = [(grid.samplesX - 1) * grid.metresPerSample, (grid.samplesZ - 1) * grid.metresPerSample];
54
+ const width = Math.ceil(span[0] / spacing) + 1, height = Math.ceil(span[1] / spacing) + 1;
55
+ if (width > 2049 || height > 2049)
56
+ throw new Error('ocean bathymetry: maximum 2049 samples per side; increase spacing');
57
+ const count = width * height, heights = new Float32Array(count), wet = new Uint8Array(count), queue = new Uint32Array(count);
58
+ const dx = span[0] / (width - 1), dz = span[1] / (height - 1);
59
+ for (let z = 0; z < height; z++)
60
+ for (let x = 0; x < width; x++) {
61
+ heights[z * width + x] = (0, grid_1.sampleFieldHeight)(grid, grid.originX + x * dx, grid.originZ + z * dz);
62
+ }
63
+ if (options.wet) {
64
+ for (let z = 0; z < height; z++)
65
+ for (let x = 0; x < width; x++) {
66
+ wet[z * width + x] = options.wet(grid.originX + x * dx, grid.originZ + z * dz) ? 1 : 0;
67
+ }
68
+ }
69
+ else {
70
+ let read = 0, write = 0;
71
+ const visit = (index) => {
72
+ if (wet[index] || heights[index] > level + 2)
73
+ return;
74
+ wet[index] = 1;
75
+ queue[write++] = index;
76
+ };
77
+ for (let x = 0; x < width; x++) {
78
+ visit(x);
79
+ visit((height - 1) * width + x);
80
+ }
81
+ for (let z = 0; z < height; z++) {
82
+ visit(z * width);
83
+ visit(z * width + width - 1);
84
+ }
85
+ while (read < write) {
86
+ const at = queue[read++], x = at % width, z = Math.floor(at / width);
87
+ if (x > 0)
88
+ visit(at - 1);
89
+ if (x + 1 < width)
90
+ visit(at + 1);
91
+ if (z > 0)
92
+ visit(at - width);
93
+ if (z + 1 < height)
94
+ visit(at + width);
95
+ }
96
+ }
97
+ const distance = new Float32Array(count);
98
+ for (let i = 0; i < count; i++)
99
+ distance[i] = (options.wet ? wet[i] === 0 : heights[i] > level) ? 0 : 32;
100
+ const diagonal = Math.hypot(dx, dz);
101
+ for (const step of [1, -1]) {
102
+ for (let z = step > 0 ? 0 : height - 1; z >= 0 && z < height; z += step) {
103
+ for (let x = step > 0 ? 0 : width - 1; x >= 0 && x < width; x += step) {
104
+ const at = z * width + x, previousX = x - step, previousZ = z - step;
105
+ if (previousX >= 0 && previousX < width)
106
+ distance[at] = Math.min(distance[at], distance[at - step] + dx);
107
+ if (previousZ >= 0 && previousZ < height) {
108
+ distance[at] = Math.min(distance[at], distance[at - step * width] + dz);
109
+ for (const side of [-1, 1])
110
+ if (x + side >= 0 && x + side < width) {
111
+ distance[at] = Math.min(distance[at], distance[at - step * width + side] + diagonal);
112
+ }
113
+ }
114
+ }
115
+ }
116
+ }
117
+ const bytes = new Uint8Array(count * 4), heightRange = [level - 64, level + 64];
118
+ for (let i = 0; i < count; i++) {
119
+ const packed = Math.round(Math.max(0, Math.min(1, (heights[i] - heightRange[0]) / 128)) * 65535);
120
+ bytes[i * 4] = packed >>> 8;
121
+ bytes[i * 4 + 1] = packed & 255;
122
+ bytes[i * 4 + 2] = wet[i] * 255;
123
+ bytes[i * 4 + 3] = Math.round(distance[i] / 32 * 255);
124
+ }
125
+ return { bytes, info: { version: 1, width, height, origin: [grid.originX, grid.originZ], span, heightRange, level,
126
+ sha256: (0, node_crypto_1.createHash)('sha256').update(bytes).digest('hex') } };
127
+ }
128
+ //# sourceMappingURL=island.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,79 @@
1
+ export declare function clamp(v: number, lo: number, hi: number): number;
2
+ export declare function smoothstep(edge0: number, edge1: number, x: number): number;
3
+ export declare function mix(a: number, b: number, t: number): number;
4
+ /** A small deterministic PRNG, used to place stamps: the same seed gives the same world in a test and in the browser. */
5
+ export declare function makeRng(seed: number): () => number;
6
+ export declare function hash2(ix: number, iz: number, seed: number): number;
7
+ export declare function valueNoise(x: number, z: number, seed: number): number;
8
+ /** Fractal value noise, -1..1. */
9
+ export declare function fbm(x: number, z: number, octaves: number, seed: number): number;
10
+ /** Creased noise, 0..1. Smooth noise on a dome reads as a bubble; the creases are what the eye reads as rock. */
11
+ export declare function ridgedFbm(x: number, z: number, octaves: number, seed: number): number;
12
+ /** Billowed noise, 0..1 - rounded lumps: dunes, ash mounds, meadow swells. */
13
+ export declare function billowFbm(x: number, z: number, octaves: number, seed: number): number;
14
+ /** Offsets the sample point by a low-frequency noise field so ridges bend instead of running straight. */
15
+ export declare function domainWarp(x: number, z: number, metres: number, amplitude: number, seed: number): {
16
+ x: number;
17
+ z: number;
18
+ };
19
+ /** 1 inside the rect, falling smoothly to 0 `falloff` metres outside it. */
20
+ export declare function rectMask(x: number, z: number, minX: number, maxX: number, minZ: number, maxZ: number, falloff: number): number;
21
+ /** 1 within `radius` of the centre, falling smoothly to 0 `falloff` metres further out. */
22
+ export declare function radialMask(x: number, z: number, centreX: number, centreZ: number, radius: number, falloff: number): number;
23
+ export interface DomeStamp {
24
+ x: number;
25
+ z: number;
26
+ radius: number;
27
+ height: number;
28
+ /** Share of the height carried by ridged noise: 0 is a smooth bubble, 1 is all creases. */
29
+ ridge?: number;
30
+ grain?: number;
31
+ seed: number;
32
+ }
33
+ /** Metres a hill adds at (x, z), 0 outside its radius. */
34
+ export declare function domeStamp(x: number, z: number, s: DomeStamp): number;
35
+ export interface BasinStamp {
36
+ x: number;
37
+ z: number;
38
+ radiusX: number;
39
+ radiusZ: number;
40
+ /** Bed height at the centre, metres. */
41
+ floor: number;
42
+ /** Normalized radius the bed holds flat to before it climbs; a bowl that climbs from the centre leaves no usable water. */
43
+ flatTo: number;
44
+ rise: number;
45
+ blend?: number;
46
+ }
47
+ /** The bed height a basin wants at (x, z) and how strongly it claims the point; mix rather than min, or the shore is a crease. */
48
+ export declare function basinStamp(x: number, z: number, s: BasinStamp): {
49
+ height: number;
50
+ weight: number;
51
+ };
52
+ export interface DuneStamp {
53
+ height: number;
54
+ wavelength: number;
55
+ angleDeg: number;
56
+ seed: number;
57
+ /** Above 1 this sharpens the crests and widens the troughs. */
58
+ sharpness?: number;
59
+ }
60
+ /** Metres a transverse dune field adds at (x, z): crests across one wind direction, wandered by noise. */
61
+ export declare function duneStamp(x: number, z: number, s: DuneStamp): number;
62
+ export interface CraterStamp {
63
+ x: number;
64
+ z: number;
65
+ radius: number;
66
+ /** Cone height at the rim, metres. */
67
+ rimHeight: number;
68
+ /** Depth of the bowl below the rim, metres. */
69
+ depth: number;
70
+ seed: number;
71
+ }
72
+ /** Metres a volcanic cone adds: flanks peaking at `radius`, a bowl sunk inside them. */
73
+ export declare function craterStamp(x: number, z: number, s: CraterStamp): number;
74
+ /**
75
+ * A one-sided soft limit: values below `limit - softness` pass through, above it they converge on `limit` with a
76
+ * continuous derivative. A hard clamp terraces every peak into a plateau.
77
+ */
78
+ export declare function softMax(value: number, limit: number, softness: number): number;
79
+ export declare function softMin(value: number, limit: number, softness: number): number;
@@ -0,0 +1,162 @@
1
+ "use strict";
2
+ // Ported from helix-web-engine-new/examples/Development/playground/src/map/terrain.ts. SYNC OBLIGATION: keep the noise primitives in step.
3
+ // Pure and deterministic by contract: the shipped collider is quantized from these numbers, so a machine-dependent result desyncs physics.
4
+ Object.defineProperty(exports, "__esModule", { value: true });
5
+ exports.clamp = clamp;
6
+ exports.smoothstep = smoothstep;
7
+ exports.mix = mix;
8
+ exports.makeRng = makeRng;
9
+ exports.hash2 = hash2;
10
+ exports.valueNoise = valueNoise;
11
+ exports.fbm = fbm;
12
+ exports.ridgedFbm = ridgedFbm;
13
+ exports.billowFbm = billowFbm;
14
+ exports.domainWarp = domainWarp;
15
+ exports.rectMask = rectMask;
16
+ exports.radialMask = radialMask;
17
+ exports.domeStamp = domeStamp;
18
+ exports.basinStamp = basinStamp;
19
+ exports.duneStamp = duneStamp;
20
+ exports.craterStamp = craterStamp;
21
+ exports.softMax = softMax;
22
+ exports.softMin = softMin;
23
+ function clamp(v, lo, hi) {
24
+ return v < lo ? lo : v > hi ? hi : v;
25
+ }
26
+ function smoothstep(edge0, edge1, x) {
27
+ if (edge0 === edge1)
28
+ return x < edge0 ? 0 : 1;
29
+ const t = clamp((x - edge0) / (edge1 - edge0), 0, 1);
30
+ return t * t * (3 - 2 * t);
31
+ }
32
+ function mix(a, b, t) {
33
+ return a + (b - a) * t;
34
+ }
35
+ /** A small deterministic PRNG, used to place stamps: the same seed gives the same world in a test and in the browser. */
36
+ function makeRng(seed) {
37
+ let s = seed >>> 0 || 1;
38
+ return () => {
39
+ s ^= s << 13;
40
+ s >>>= 0;
41
+ s ^= s >>> 17;
42
+ s ^= s << 5;
43
+ s >>>= 0;
44
+ return s / 4294967296;
45
+ };
46
+ }
47
+ function hash2(ix, iz, seed) {
48
+ let h = (Math.imul(ix, 374761393) + Math.imul(iz, 668265263) + Math.imul(seed, 1442695041)) | 0;
49
+ h = Math.imul(h ^ (h >>> 13), 1274126177);
50
+ return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
51
+ }
52
+ function valueNoise(x, z, seed) {
53
+ const x0 = Math.floor(x);
54
+ const z0 = Math.floor(z);
55
+ const fx = x - x0;
56
+ const fz = z - z0;
57
+ const u = fx * fx * (3 - 2 * fx);
58
+ const v = fz * fz * (3 - 2 * fz);
59
+ const n00 = hash2(x0, z0, seed);
60
+ const n10 = hash2(x0 + 1, z0, seed);
61
+ const n01 = hash2(x0, z0 + 1, seed);
62
+ const n11 = hash2(x0 + 1, z0 + 1, seed);
63
+ return (n00 * (1 - u) + n10 * u) * (1 - v) + (n01 * (1 - u) + n11 * u) * v;
64
+ }
65
+ /** Fractal value noise, -1..1. */
66
+ function fbm(x, z, octaves, seed) {
67
+ let amp = 0.5;
68
+ let freq = 1;
69
+ let sum = 0;
70
+ let norm = 0;
71
+ for (let i = 0; i < octaves; i++) {
72
+ sum += amp * (valueNoise(x * freq, z * freq, seed + i * 977) * 2 - 1);
73
+ norm += amp;
74
+ amp *= 0.5;
75
+ freq *= 2;
76
+ }
77
+ return norm === 0 ? 0 : sum / norm;
78
+ }
79
+ /** Creased noise, 0..1. Smooth noise on a dome reads as a bubble; the creases are what the eye reads as rock. */
80
+ function ridgedFbm(x, z, octaves, seed) {
81
+ return 1 - Math.abs(fbm(x, z, octaves, seed));
82
+ }
83
+ /** Billowed noise, 0..1 - rounded lumps: dunes, ash mounds, meadow swells. */
84
+ function billowFbm(x, z, octaves, seed) {
85
+ return Math.abs(fbm(x, z, octaves, seed));
86
+ }
87
+ /** Offsets the sample point by a low-frequency noise field so ridges bend instead of running straight. */
88
+ function domainWarp(x, z, metres, amplitude, seed) {
89
+ if (metres <= 0 || amplitude === 0)
90
+ return { x, z };
91
+ const wx = fbm(x / metres, z / metres, 3, seed);
92
+ const wz = fbm(x / metres + 5.2, z / metres + 1.3, 3, seed + 7919);
93
+ return { x: x + wx * amplitude, z: z + wz * amplitude };
94
+ }
95
+ /** 1 inside the rect, falling smoothly to 0 `falloff` metres outside it. */
96
+ function rectMask(x, z, minX, maxX, minZ, maxZ, falloff) {
97
+ const dx = Math.max(minX - x, 0, x - maxX);
98
+ const dz = Math.max(minZ - z, 0, z - maxZ);
99
+ const d = Math.hypot(dx, dz);
100
+ return 1 - smoothstep(0, falloff, d);
101
+ }
102
+ /** 1 within `radius` of the centre, falling smoothly to 0 `falloff` metres further out. */
103
+ function radialMask(x, z, centreX, centreZ, radius, falloff) {
104
+ const d = Math.hypot(x - centreX, z - centreZ);
105
+ return 1 - smoothstep(radius, radius + falloff, d);
106
+ }
107
+ /** Metres a hill adds at (x, z), 0 outside its radius. */
108
+ function domeStamp(x, z, s) {
109
+ const d = Math.hypot(x - s.x, z - s.z) / s.radius;
110
+ if (d >= 1)
111
+ return 0;
112
+ const dome = Math.cos(clamp(d, 0, 1) * Math.PI) * 0.5 + 0.5;
113
+ const ridgeAmount = s.ridge ?? 0.24;
114
+ const grainAmount = s.grain ?? 0.06;
115
+ const ridge = ridgedFbm(x / (s.radius * 0.38), z / (s.radius * 0.38), 4, s.seed);
116
+ const grain = fbm(x / (s.radius * 0.12), z / (s.radius * 0.12), 3, s.seed + 641);
117
+ return s.height * dome * dome * (1 - ridgeAmount - grainAmount + ridgeAmount * ridge + grainAmount * grain);
118
+ }
119
+ /** The bed height a basin wants at (x, z) and how strongly it claims the point; mix rather than min, or the shore is a crease. */
120
+ function basinStamp(x, z, s) {
121
+ const dx = (x - s.x) / s.radiusX;
122
+ const dz = (z - s.z) / s.radiusZ;
123
+ const t = Math.hypot(dx, dz);
124
+ const blend = s.blend ?? 0.18;
125
+ if (t >= 1 + blend)
126
+ return { height: 0, weight: 0 };
127
+ const height = s.floor + s.rise * Math.pow(smoothstep(s.flatTo, 1, t), 1.1);
128
+ return { height, weight: 1 - smoothstep(1 - blend, 1 + blend, t) };
129
+ }
130
+ /** Metres a transverse dune field adds at (x, z): crests across one wind direction, wandered by noise. */
131
+ function duneStamp(x, z, s) {
132
+ const a = (s.angleDeg * Math.PI) / 180;
133
+ const u = x * Math.cos(a) + z * Math.sin(a);
134
+ const wander = fbm(x / (s.wavelength * 2.4), z / (s.wavelength * 2.4), 3, s.seed) * s.wavelength * 0.55;
135
+ const crest = 0.5 + 0.5 * Math.sin(((u + wander) / s.wavelength) * Math.PI * 2);
136
+ const field = 0.55 + 0.45 * fbm(x / (s.wavelength * 6), z / (s.wavelength * 6), 3, s.seed + 313);
137
+ return s.height * Math.pow(crest, s.sharpness ?? 1.6) * field;
138
+ }
139
+ /** Metres a volcanic cone adds: flanks peaking at `radius`, a bowl sunk inside them. */
140
+ function craterStamp(x, z, s) {
141
+ const d = Math.hypot(x - s.x, z - s.z) / s.radius;
142
+ if (d >= 2.4)
143
+ return 0;
144
+ const flank = s.rimHeight * Math.pow(1 - smoothstep(1, 2.4, d), 1.4);
145
+ const bowl = s.depth * (1 - smoothstep(0.35, 1, d));
146
+ const rough = 1 + 0.14 * fbm(x / (s.radius * 0.2), z / (s.radius * 0.2), 3, s.seed);
147
+ return flank * rough - bowl;
148
+ }
149
+ /**
150
+ * A one-sided soft limit: values below `limit - softness` pass through, above it they converge on `limit` with a
151
+ * continuous derivative. A hard clamp terraces every peak into a plateau.
152
+ */
153
+ function softMax(value, limit, softness) {
154
+ if (softness <= 0)
155
+ return Math.min(value, limit);
156
+ const knee = limit - softness;
157
+ return value <= knee ? value : limit - softness * Math.exp(-(value - knee) / softness);
158
+ }
159
+ function softMin(value, limit, softness) {
160
+ return -softMax(-value, -limit, softness);
161
+ }
162
+ //# sourceMappingURL=noise.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,21 @@
1
+ import { type SampleField } from './grid';
2
+ /** Channels one normal pixel carries: the WORLD-space unit normal, `rgb = n * 0.5 + 0.5`, +Y up and no tangent frame. */
3
+ export declare const NORMAL_CHANNELS = 3;
4
+ export interface TerrainNormalMap {
5
+ width: number;
6
+ height: number;
7
+ png: Uint8Array;
8
+ }
9
+ /** The pixel window a normal map covers, in samples of the field it is taken from. */
10
+ export interface NormalRegion {
11
+ originI: number;
12
+ originJ: number;
13
+ pixels: number;
14
+ }
15
+ /**
16
+ * Encodes one RGB8 normal per sample cell. The runtime derives its normals from the u16 heights, which terraces a
17
+ * gentle slope into a handful of directions; these come from the float field, so the shader reads a smooth one.
18
+ */
19
+ export declare function encodeNormalPixels(field: SampleField, region: NormalRegion): Uint8Array;
20
+ /** One tile's or the coarse layer's normal map as the PNG the source folder and the scene resource both ship. */
21
+ export declare function bakeNormalMap(field: SampleField, region: NormalRegion): Promise<TerrainNormalMap>;