@hypersoniclabs/helix-cli 0.1.7 → 0.1.24-helix3.438
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/README.md +631 -8
- package/assets/bridge/metahuman-eye-baked.png +0 -0
- package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
- package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
- package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
- package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
- package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
- package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
- package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
- package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
- package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
- package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
- package/bridge-recipes/sims4/README.md +43 -0
- package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
- package/bridge-recipes/unreal/character-customizer/README.md +58 -0
- package/bridge-recipes/unreal/character-customizer/all.json +13 -0
- package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
- package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
- package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
- package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
- package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
- package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
- package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
- package/bridge-recipes/unreal/character-customizer/top.json +6 -0
- package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
- package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-sterile-gloves.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-surgeon-mask.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-swat.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-top.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.addon.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-topx1.json +1 -0
- package/bridge-recipes/unreal/helix-character-creator-female/female-urban-ghost-hoodie.addon.json +1 -0
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- package/plugins/beamng-vehicle/lib/palette-contract.mjs +6 -0
- package/plugins/beamng-vehicle/lib/vehicle-qa.mjs +567 -0
- package/plugins/beamng-vehicle/lib/vehicle-source.mjs +247 -0
- package/plugins/beamng-vehicle/profiles/source-compatibility.json +14 -0
- package/plugins/beamng-vehicle/vendor/vehicle-package-v2.mjs +6451 -0
- package/vendor/README.md +63 -0
- package/vendor/ability-manifest.mjs +527 -6
- package/vendor/audits/asset-credits.mjs +96 -0
- package/vendor/audits/check-loaders.mjs +80 -0
- package/vendor/audits/perf-gate.mjs +759 -0
- package/vendor/audits/prove-live.mjs +307 -0
- package/vendor/audits/source-audit.mjs +530 -0
- package/vendor/audits/world-audit.mjs +439 -0
- package/vendor/capture-body.glb +0 -0
- package/vendor/capture-face.glb +0 -0
- package/vendor/installed-index.mjs +1 -1
- package/vendor/vehicle-package-v2.mjs +6451 -0
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"use strict";
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var __importDefault = (this && this.__importDefault) || function (mod) {
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return (mod && mod.__esModule) ? mod : { "default": mod };
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};
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.SPLAT_CHANNELS = void 0;
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exports.bakeTerrainSplats = bakeTerrainSplats;
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exports.readTerrainSplatSource = readTerrainSplatSource;
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exports.createTerrainRoleSampler = createTerrainRoleSampler;
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const sharp_1 = __importDefault(require("sharp"));
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const helix_manifest_1 = require("@hypersoniclabs/helix-manifest");
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const grid_1 = require("./grid");
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const normals_1 = require("./normals");
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const noise_1 = require("./noise");
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const presets_1 = require("./presets");
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const tile_1 = require("./tile");
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const SPLAT_CHANNEL_ORDER = ['R', 'G', 'B', 'A'];
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/** Channels one splat pixel carries; a role past the fourth is folded into the kept role with the most weight. */
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exports.SPLAT_CHANNELS = 4;
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/**
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* Evaluates the preset's rules at every splat pixel and writes one RGBA8 PNG per tile plus one for the coarse layer,
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* and the matching normal map beside each. Slope, curvature and the normals come from the reassembled full grid, so
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* neither the weights nor the normals step at a tile boundary.
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*/
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async function bakeTerrainSplats(source, preset, options = {}) {
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const checked = (0, presets_1.validateTerrainPreset)(preset, preset.preset ?? 'preset');
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const channels = splatChannelByRole(options.splat, checked);
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const terms = checked.layers.map((layer, index) => {
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const rule = checked.rules[layer.role] ?? {};
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const channel = channels.get(layer.role);
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return { role: layer.role, index, rule, noise: (rule.noiseAmt ?? 0) > 0 && (rule.noiseMetres ?? 0) > 0, ...(channel === undefined ? {} : { channel }) };
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});
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const seed = options.seed ?? 0x7e12;
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const range = (0, tile_1.terrainHeightRange)(source);
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const grid = options.grid ? checkedGrid(options.grid, source) : (0, tile_1.gridFromTerrainSource)(source);
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if (!options.grid)
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console.warn('terrain bake: no authoring grid supplied, so the normals come from the dequantized tile heights');
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const splat = options.splat ? splatOverride(options.splat, grid) : null;
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const gridSlope = derivativeField(grid, grid_1.slopeDeg);
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const gridCurve = derivativeField(grid, grid_1.curvature);
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const tiles = [];
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for (const tile of source.tiles) {
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const region = { originI: tile.tx * grid_1.TILE_CELLS, originJ: tile.tz * grid_1.TILE_CELLS, pixels: tile_1.SPLAT_PIXELS_PER_TILE };
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const baked = bakeRegion(grid, gridSlope, gridCurve, terms, range, seed, region, splat);
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tiles.push({
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...tile,
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splat: await toSplat(baked.rgba, tile_1.SPLAT_PIXELS_PER_TILE),
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normals: await (0, normals_1.bakeNormalMap)(grid, region),
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layers: baked.layers,
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folded: baked.folded,
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});
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}
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// The maps cover the coarse heightfield's own extent, which the uv the coarse mesh carries runs 0..1 across.
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const texelMetres = (0, tile_1.coarseMapMetresPerTexel)(grid, source.coarse.field);
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const coarsePixels = ((source.coarse.field.samples - 1) * source.coarse.field.metresPerSample) / texelMetres;
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const coarseField = coarseFloatField(grid, coarsePixels + 1, texelMetres);
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const coarseRegion = { originI: 0, originJ: 0, pixels: coarsePixels };
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const coarseBaked = bakeRegion(coarseField, derivativeField(coarseField, grid_1.slopeDeg), derivativeField(coarseField, grid_1.curvature), terms, range, seed, coarseRegion, splat);
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return {
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...source,
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tiles,
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coarse: {
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...source.coarse,
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splat: await toSplat(coarseBaked.rgba, coarsePixels),
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normals: await (0, normals_1.bakeNormalMap)(coarseField, coarseRegion),
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layers: coarseBaked.layers,
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folded: coarseBaked.folded,
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},
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material: (0, presets_1.terrainMaterialFromPreset)(checked),
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preset: checked,
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};
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}
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function checkedGrid(grid, source) {
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const samplesX = source.grid.tilesX * grid_1.TILE_CELLS + 1;
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const samplesZ = source.grid.tilesZ * grid_1.TILE_CELLS + 1;
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if (grid.samplesX !== samplesX || grid.samplesZ !== samplesZ) {
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throw new Error(`bakeTerrainSplats: the authoring grid is ${grid.samplesX} x ${grid.samplesZ} samples, the source needs ${samplesX} x ${samplesZ}`);
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}
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return grid;
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}
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/** The coarse samples taken from the FULL grid rather than the quantized coarse field, picked exactly as `tileTerrain` did. */
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function coarseFloatField(grid, samples, metresPerSample) {
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const stride = metresPerSample / grid.metresPerSample;
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const heights = new Float32Array(samples * samples);
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for (let j = 0; j < samples; j += 1) {
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const gj = Math.min(j * stride, grid.samplesZ - 1);
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for (let i = 0; i < samples; i += 1) {
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heights[j * samples + i] = grid.heights[gj * grid.samplesX + Math.min(i * stride, grid.samplesX - 1)];
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}
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}
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return { samplesX: samples, samplesZ: samples, metresPerSample, originX: grid.originX, originZ: grid.originZ, heights, holes: null };
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}
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function derivativeField(field, fn) {
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const out = new Float32Array(field.samplesX * field.samplesZ);
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for (let j = 0; j < field.samplesZ; j += 1) {
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for (let i = 0; i < field.samplesX; i += 1)
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out[j * field.samplesX + i] = fn(field, i, j);
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}
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return out;
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}
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function bakeRegion(field, slope, curve, terms, range, seed, region, splat) {
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const { originI, originJ, pixels } = region;
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const roleCount = terms.length;
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const weights = new Float32Array(pixels * pixels * roleCount);
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const mass = new Float64Array(roleCount);
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const scratch = new Float64Array(roleCount);
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for (let pz = 0; pz < pixels; pz += 1) {
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const j0 = originJ + pz;
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const z = field.originZ + (j0 + 0.5) * field.metresPerSample;
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for (let px = 0; px < pixels; px += 1) {
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const i0 = originI + px;
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const x = field.originX + (i0 + 0.5) * field.metresPerSample;
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// The pixel covers one cell, so its centre is the plain average of the cell's four corner samples.
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const slopeValue = cellAverage(slope, field.samplesX, i0, j0);
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const curveValue = cellAverage(curve, field.samplesX, i0, j0);
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const heightValue = ((0, grid_1.normalizedHeight)(field, i0, j0, range) +
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(0, grid_1.normalizedHeight)(field, i0 + 1, j0, range) +
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(0, grid_1.normalizedHeight)(field, i0, j0 + 1, range) +
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(0, grid_1.normalizedHeight)(field, i0 + 1, j0 + 1, range)) /
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4;
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let total = 0;
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for (let k = 0; k < roleCount; k += 1) {
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const channel = terms[k].channel;
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const w = channel === undefined || !splat
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? roleWeight(terms[k], slopeValue, heightValue, curveValue, x, z, seed)
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: sampleSplatChannel(splat, channel, x, z);
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scratch[k] = w;
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total += w;
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}
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const base = (pz * pixels + px) * roleCount;
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if (total <= 0) {
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weights[base] = 1;
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mass[0] += 1;
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continue;
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}
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for (let k = 0; k < roleCount; k += 1) {
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const w = scratch[k] / total;
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weights[base + k] = w;
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mass[k] += w;
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}
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}
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}
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return foldToChannels(weights, pixels, mass, terms);
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}
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function cellAverage(values, stride, i0, j0) {
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const row = j0 * stride + i0;
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return (values[row] + values[row + 1] + values[row + stride] + values[row + stride + 1]) / 4;
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}
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/** The channel index each role takes its weight from; a role the image names but the preset does not bind is a mistake. */
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function splatChannelByRole(splat, preset) {
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const channels = new Map();
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if (!splat)
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return channels;
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if (splat.channels !== 4 || splat.data.length !== splat.width * splat.height * 4 || splat.width < 1 || splat.height < 1) {
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throw new Error(`bakeTerrainSplats: the splat must be ${splat.width} x ${splat.height} RGBA8, received ${splat.data.length} bytes`);
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}
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const bound = new Set(preset.layers.map((layer) => layer.role));
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for (const [channel, role] of Object.entries(splat.roles)) {
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if (!SPLAT_CHANNEL_ORDER.includes(channel))
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throw new Error(`bakeTerrainSplats: "${channel}" is not a splat channel (R, G, B, A)`);
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if (!helix_manifest_1.SCENE_TERRAIN_MATERIAL_ROLES.includes(role))
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throw new Error(`bakeTerrainSplats: "${role}" is not a terrain material role`);
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if (!bound.has(role))
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throw new Error(`bakeTerrainSplats: the splat binds channel ${channel} to "${role}", which the preset has no layer for`);
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channels.set(role, SPLAT_CHANNEL_ORDER.indexOf(channel));
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}
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return channels;
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}
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function splatOverride(image, grid) {
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return {
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image,
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originX: grid.originX,
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originZ: grid.originZ,
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spanX: (grid.samplesX - 1) * grid.metresPerSample,
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spanZ: (grid.samplesZ - 1) * grid.metresPerSample,
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};
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}
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/** Bilinear over the image, whose column 0 and row 0 sit on the grid's origin and whose last ones sit on its far edge. */
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function sampleSplatChannel(splat, channel, x, z) {
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const { image } = splat;
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const u = ((x - splat.originX) / splat.spanX) * (image.width - 1);
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const v = ((z - splat.originZ) / splat.spanZ) * (image.height - 1);
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const cu = u < 0 ? 0 : u > image.width - 1 ? image.width - 1 : u;
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const cv = v < 0 ? 0 : v > image.height - 1 ? image.height - 1 : v;
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const i0 = Math.min(Math.floor(cu), Math.max(0, image.width - 2));
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const j0 = Math.min(Math.floor(cv), Math.max(0, image.height - 2));
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const i1 = Math.min(i0 + 1, image.width - 1);
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const j1 = Math.min(j0 + 1, image.height - 1);
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const fu = cu - i0;
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const fv = cv - j0;
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const at = (i, j) => image.data[(j * image.width + i) * 4 + channel];
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const top = at(i0, j0) * (1 - fu) + at(i1, j0) * fu;
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const bottom = at(i0, j1) * (1 - fu) + at(i1, j1) * fu;
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return (top * (1 - fv) + bottom * fv) / 255;
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}
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/** Loads an authored RGBA8 splat off disk in the shape `bakeTerrainSplats` takes, alpha included whatever the PNG carries. */
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async function readTerrainSplatSource(pngPath, roles) {
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const { data, info } = await (0, sharp_1.default)(pngPath).ensureAlpha().raw().toBuffer({ resolveWithObject: true });
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if (info.channels !== 4)
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throw new Error(`readTerrainSplatSource: "${pngPath}" decoded to ${info.channels} channels, expected RGBA`);
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return { width: info.width, height: info.height, channels: 4, data: new Uint8Array(data), roles };
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}
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/** Authoring consumers sample semantic roles before the four-channel material folding. */
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function createTerrainRoleSampler(grid, preset, seed = 0x7e12) {
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const checked = (0, presets_1.validateTerrainPreset)(preset, 'placements terrain preset'), range = (0, grid_1.fieldHeightRange)(grid);
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const terms = checked.layers.map((layer, index) => ({ role: layer.role, index, rule: checked.rules[layer.role] ?? {},
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noise: (checked.rules[layer.role]?.noiseAmt ?? 0) > 0 && (checked.rules[layer.role]?.noiseMetres ?? 0) > 0 }));
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return (i, j) => {
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const slope = (0, grid_1.slopeDeg)(grid, i, j), height = (0, grid_1.normalizedHeight)(grid, i, j, range), curve = (0, grid_1.curvature)(grid, i, j);
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const weights = terms.map(term => roleWeight(term, slope, height, curve, grid.originX + i * grid.metresPerSample, grid.originZ + j * grid.metresPerSample, seed));
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const total = weights.reduce((a, b) => a + b, 0);
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return Object.fromEntries(terms.map((term, n) => [term.role, total > 0 ? weights[n] / total : n === 0 ? 1 : 0]));
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};
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}
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/** `w = slope x height x noise x curvature x maxWeight`, each term 1 when its rule is absent. */
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function roleWeight(term, slopeValue, heightValue, curveValue, x, z, seed) {
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const { rule } = term;
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let w = rule.maxWeight ?? 1;
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if (rule.slope) {
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const ramp = (0, noise_1.smoothstep)(rule.slope[0], rule.slope[1], slopeValue);
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w *= rule.flat ? 1 - ramp : ramp;
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}
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else if (rule.flat) {
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w *= 0;
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}
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if (w <= 0)
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return 0;
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if (rule.height)
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w *= (0, noise_1.smoothstep)(rule.height[0], rule.height[1], heightValue);
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if (w <= 0)
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return 0;
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if (rule.curvature)
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w *= bandTerm(curveValue, rule.curvature[0], rule.curvature[1]);
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if (w <= 0)
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return 0;
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if (term.noise) {
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const metres = rule.noiseMetres;
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const amount = rule.noiseAmt;
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const n = (0, noise_1.fbm)(x / metres, z / metres, 3, seed + term.index * 1319) * 0.5 + 0.5;
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w *= 1 - amount + amount * n;
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+
}
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|
+
return w > 0 ? w : 0;
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}
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|
+
/**
|
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245
|
+
* A band with a soft edge at both ends. The feather is a quarter of the band and turns INWARD, so the weight is
|
|
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|
+
* exactly zero outside the two numbers the preset authored rather than leaking a fifth of the band past each edge.
|
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|
+
*/
|
|
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|
+
function bandTerm(value, a, b) {
|
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|
+
const lo = Math.min(a, b);
|
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|
+
const hi = Math.max(a, b);
|
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|
+
const feather = Math.max((hi - lo) * 0.25, 1e-6);
|
|
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|
+
return (0, noise_1.smoothstep)(lo, lo + feather, value) * (1 - (0, noise_1.smoothstep)(hi - feather, hi, value));
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|
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|
+
}
|
|
254
|
+
function foldToChannels(weights, pixels, mass, terms) {
|
|
255
|
+
const roleCount = terms.length;
|
|
256
|
+
const ranked = terms.map((_, k) => k).sort((a, b) => mass[b] - mass[a] || a - b);
|
|
257
|
+
const keptCount = Math.min(exports.SPLAT_CHANNELS, roleCount);
|
|
258
|
+
const kept = ranked.slice(0, keptCount).sort((a, b) => a - b);
|
|
259
|
+
const dropped = ranked.slice(keptCount);
|
|
260
|
+
const foldTarget = kept.reduce((best, k) => (mass[k] > mass[best] ? k : best), kept[0]);
|
|
261
|
+
const foldChannel = kept.indexOf(foldTarget);
|
|
262
|
+
const totalMass = mass.reduce((sum, value) => sum + value, 0) || 1;
|
|
263
|
+
const folded = dropped
|
|
264
|
+
.filter((k) => mass[k] > 0)
|
|
265
|
+
.map((k) => ({ role: terms[k].role, mass: mass[k] / totalMass }));
|
|
266
|
+
const layers = [0, 0, 0, 0];
|
|
267
|
+
for (let channel = 0; channel < exports.SPLAT_CHANNELS; channel += 1)
|
|
268
|
+
layers[channel] = channel < keptCount ? terms[kept[channel]].index : 0;
|
|
269
|
+
const baseChannel = Math.max(0, kept.findIndex((k) => terms[k].role === 'base'));
|
|
270
|
+
const rgba = new Uint8Array(pixels * pixels * exports.SPLAT_CHANNELS);
|
|
271
|
+
const channelWeights = new Float64Array(exports.SPLAT_CHANNELS);
|
|
272
|
+
for (let pixel = 0; pixel < pixels * pixels; pixel += 1) {
|
|
273
|
+
const base = pixel * roleCount;
|
|
274
|
+
let total = 0;
|
|
275
|
+
for (let channel = 0; channel < exports.SPLAT_CHANNELS; channel += 1)
|
|
276
|
+
channelWeights[channel] = 0;
|
|
277
|
+
for (let channel = 0; channel < keptCount; channel += 1) {
|
|
278
|
+
const w = weights[base + kept[channel]];
|
|
279
|
+
channelWeights[channel] = w;
|
|
280
|
+
total += w;
|
|
281
|
+
}
|
|
282
|
+
for (const k of dropped) {
|
|
283
|
+
const w = weights[base + k];
|
|
284
|
+
channelWeights[foldChannel] += w;
|
|
285
|
+
total += w;
|
|
286
|
+
}
|
|
287
|
+
writePixel(rgba, pixel * exports.SPLAT_CHANNELS, channelWeights, total, baseChannel);
|
|
288
|
+
}
|
|
289
|
+
return { layers, folded, rgba };
|
|
290
|
+
}
|
|
291
|
+
/** Normalizes to exactly 255 so the shader never has to rescale, handing the rounding remainder to the largest channels. */
|
|
292
|
+
function writePixel(rgba, offset, channelWeights, total, baseChannel) {
|
|
293
|
+
if (total <= 0) {
|
|
294
|
+
rgba[offset + baseChannel] = 255;
|
|
295
|
+
return;
|
|
296
|
+
}
|
|
297
|
+
let assigned = 0;
|
|
298
|
+
const fractions = [];
|
|
299
|
+
for (let channel = 0; channel < exports.SPLAT_CHANNELS; channel += 1) {
|
|
300
|
+
const exact = (channelWeights[channel] / total) * 255;
|
|
301
|
+
const whole = Math.floor(exact);
|
|
302
|
+
rgba[offset + channel] = whole;
|
|
303
|
+
assigned += whole;
|
|
304
|
+
fractions.push({ channel, fraction: exact - whole });
|
|
305
|
+
}
|
|
306
|
+
fractions.sort((a, b) => b.fraction - a.fraction || a.channel - b.channel);
|
|
307
|
+
for (let n = 0; assigned < 255 && n < fractions.length; n += 1) {
|
|
308
|
+
rgba[offset + fractions[n].channel] += 1;
|
|
309
|
+
assigned += 1;
|
|
310
|
+
}
|
|
311
|
+
}
|
|
312
|
+
async function toSplat(rgba, pixels) {
|
|
313
|
+
const png = await (0, sharp_1.default)(Buffer.from(rgba.buffer, rgba.byteOffset, rgba.byteLength), { raw: { width: pixels, height: pixels, channels: 4 } })
|
|
314
|
+
.png({ compressionLevel: 9, adaptiveFiltering: false, palette: false })
|
|
315
|
+
.toBuffer();
|
|
316
|
+
return { width: pixels, height: pixels, png: new Uint8Array(png) };
|
|
317
|
+
}
|
|
318
|
+
//# sourceMappingURL=bake.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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@@ -0,0 +1,21 @@
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1
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+
import { type HeightGrid } from './grid';
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2
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+
import { type TerrainPresetId } from './presets';
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3
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+
/** Radius of the flat ground under the spawn, and the metres it takes to blend back into the landform. */
|
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4
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+
export declare const SPAWN_PLATEAU_RADIUS_M = 40;
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5
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+
export declare const SPAWN_PLATEAU_BLEND_M = 40;
|
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6
|
+
export interface GenerateTerrainOptions {
|
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7
|
+
seed: number;
|
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8
|
+
tilesX: number;
|
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9
|
+
tilesZ: number;
|
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10
|
+
preset: TerrainPresetId;
|
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11
|
+
originX?: number;
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|
12
|
+
originZ?: number;
|
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13
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+
seaLevel?: number;
|
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14
|
+
/** The authoring grid's spacing; the landform is evaluated in metres, so a coarser grid is the same shape sampled less often. */
|
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15
|
+
metresPerSample?: number;
|
|
16
|
+
}
|
|
17
|
+
/**
|
|
18
|
+
* A deterministic landform for `tilesX` x `tilesZ` tiles. Same inputs, byte-identical heights: the collider the
|
|
19
|
+
* browser builds is quantized from these samples, so a machine-dependent result would desync physics.
|
|
20
|
+
*/
|
|
21
|
+
export declare function generateTerrain(options: GenerateTerrainOptions): HeightGrid;
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@@ -0,0 +1,239 @@
|
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|
1
|
+
"use strict";
|
|
2
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
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3
|
+
exports.SPAWN_PLATEAU_BLEND_M = exports.SPAWN_PLATEAU_RADIUS_M = void 0;
|
|
4
|
+
exports.generateTerrain = generateTerrain;
|
|
5
|
+
const grid_1 = require("./grid");
|
|
6
|
+
const noise_1 = require("./noise");
|
|
7
|
+
/** Radius of the flat ground under the spawn, and the metres it takes to blend back into the landform. */
|
|
8
|
+
exports.SPAWN_PLATEAU_RADIUS_M = 40;
|
|
9
|
+
exports.SPAWN_PLATEAU_BLEND_M = 40;
|
|
10
|
+
/**
|
|
11
|
+
* World size a preset's declared relief is authored against (8 x 8 tiles at 1 m). Stamp RADII already scale with the world,
|
|
12
|
+
* so heights scale with it too: without that a 512 m alpine world is the same 470 m massif packed into a quarter of
|
|
13
|
+
* the ground, which is a wall, not a mountain. Above the reference size the relief holds at the authored figure.
|
|
14
|
+
*/
|
|
15
|
+
const REFERENCE_EXTENT_M = 2048;
|
|
16
|
+
function reliefScale(b) {
|
|
17
|
+
return Math.min(1, b.extent / REFERENCE_EXTENT_M);
|
|
18
|
+
}
|
|
19
|
+
/**
|
|
20
|
+
* A deterministic landform for `tilesX` x `tilesZ` tiles. Same inputs, byte-identical heights: the collider the
|
|
21
|
+
* browser builds is quantized from these samples, so a machine-dependent result would desync physics.
|
|
22
|
+
*/
|
|
23
|
+
function generateTerrain(options) {
|
|
24
|
+
const { seed, tilesX, tilesZ, preset } = options;
|
|
25
|
+
if (!Number.isFinite(seed))
|
|
26
|
+
throw new Error('generateTerrain: seed must be a finite number');
|
|
27
|
+
(0, grid_1.assertTileCount)(tilesX, tilesZ);
|
|
28
|
+
const factory = BIOMES[preset];
|
|
29
|
+
if (!factory)
|
|
30
|
+
throw new Error(`generateTerrain: unknown preset "${preset}"`);
|
|
31
|
+
const metresPerSample = options.metresPerSample ?? 1;
|
|
32
|
+
const tileMetres = (0, grid_1.tileMetresFor)(metresPerSample);
|
|
33
|
+
const originX = options.originX ?? -(tilesX * tileMetres) / 2;
|
|
34
|
+
const originZ = options.originZ ?? -(tilesZ * tileMetres) / 2;
|
|
35
|
+
const grid = (0, grid_1.gridForTiles)(tilesX, tilesZ, originX, originZ, false, metresPerSample);
|
|
36
|
+
const bounds = boundsFor(grid);
|
|
37
|
+
const biome = factory(seed | 0, bounds, options.seaLevel ?? null);
|
|
38
|
+
const softness = (biome.range[1] - biome.range[0]) * 0.12;
|
|
39
|
+
const shaped = (x, z) => {
|
|
40
|
+
let h = biome.heightAt(x, z);
|
|
41
|
+
if (biome.seaLevel !== null && h < biome.seaLevel) {
|
|
42
|
+
const depth = biome.seaLevel - h;
|
|
43
|
+
h = biome.seaLevel - biome.seabedDepth * (1 - Math.exp(-depth / biome.seabedDepth));
|
|
44
|
+
}
|
|
45
|
+
return (0, noise_1.softMin)((0, noise_1.softMax)(h, biome.range[1], softness), biome.range[0], softness);
|
|
46
|
+
};
|
|
47
|
+
const plateauFloor = biome.seaLevel === null ? -Infinity : biome.seaLevel + 1.5;
|
|
48
|
+
const plateauHeight = Math.max(shaped(bounds.centreX, bounds.centreZ), plateauFloor);
|
|
49
|
+
for (let j = 0; j < grid.samplesZ; j += 1) {
|
|
50
|
+
const z = grid.originZ + j * grid.metresPerSample;
|
|
51
|
+
for (let i = 0; i < grid.samplesX; i += 1) {
|
|
52
|
+
const x = grid.originX + i * grid.metresPerSample;
|
|
53
|
+
const plateau = (0, noise_1.radialMask)(x, z, bounds.centreX, bounds.centreZ, exports.SPAWN_PLATEAU_RADIUS_M, exports.SPAWN_PLATEAU_BLEND_M);
|
|
54
|
+
grid.heights[j * grid.samplesX + i] = plateau > 0 ? (0, noise_1.mix)(shaped(x, z), plateauHeight, plateau) : shaped(x, z);
|
|
55
|
+
}
|
|
56
|
+
}
|
|
57
|
+
grid.provenance = {
|
|
58
|
+
generated: { seed, tilesX, tilesZ, preset, seaLevel: options.seaLevel ?? biome.seaLevel ?? null },
|
|
59
|
+
};
|
|
60
|
+
return grid;
|
|
61
|
+
}
|
|
62
|
+
function boundsFor(grid) {
|
|
63
|
+
const spanX = (grid.samplesX - 1) * grid.metresPerSample;
|
|
64
|
+
const spanZ = (grid.samplesZ - 1) * grid.metresPerSample;
|
|
65
|
+
return {
|
|
66
|
+
minX: grid.originX,
|
|
67
|
+
maxX: grid.originX + spanX,
|
|
68
|
+
minZ: grid.originZ,
|
|
69
|
+
maxZ: grid.originZ + spanZ,
|
|
70
|
+
centreX: grid.originX + spanX / 2,
|
|
71
|
+
centreZ: grid.originZ + spanZ / 2,
|
|
72
|
+
spanX,
|
|
73
|
+
spanZ,
|
|
74
|
+
extent: Math.min(spanX, spanZ),
|
|
75
|
+
};
|
|
76
|
+
}
|
|
77
|
+
/** Rolling country every biome starts from: two warped octave stacks plus fixed-metre detail so slopes stay believable at any world size. */
|
|
78
|
+
function rollingBase(x, z, seed, b, amplitude, ridge) {
|
|
79
|
+
const w = (0, noise_1.domainWarp)(x, z, b.extent * 0.3, b.extent * 0.05, seed + 3);
|
|
80
|
+
const large = (0, noise_1.fbm)(w.x / (b.extent * 0.44), w.z / (b.extent * 0.44), 3, seed);
|
|
81
|
+
const mid = (0, noise_1.fbm)(w.x / (b.extent * 0.13), w.z / (b.extent * 0.13), 4, seed + 101);
|
|
82
|
+
const crease = (0, noise_1.ridgedFbm)(w.x / (b.extent * 0.19), w.z / (b.extent * 0.19), 4, seed + 197) * 2 - 1;
|
|
83
|
+
const fine = (0, noise_1.fbm)(x / 27, z / 27, 3, seed + 211) * 0.03 + (0, noise_1.fbm)(x / 9, z / 9, 2, seed + 331) * 0.009;
|
|
84
|
+
return amplitude * ((0, noise_1.mix)(large * 0.62 + mid * 0.3, crease * 0.9, ridge) + fine);
|
|
85
|
+
}
|
|
86
|
+
function place(rng, b, inset) {
|
|
87
|
+
return {
|
|
88
|
+
x: b.minX + b.spanX * (inset + rng() * (1 - 2 * inset)),
|
|
89
|
+
z: b.minZ + b.spanZ * (inset + rng() * (1 - 2 * inset)),
|
|
90
|
+
};
|
|
91
|
+
}
|
|
92
|
+
const BIOMES = {
|
|
93
|
+
meadow: (seed, b, seaLevel) => {
|
|
94
|
+
const rng = (0, noise_1.makeRng)(seed ^ 0x4d45);
|
|
95
|
+
const s = reliefScale(b);
|
|
96
|
+
const rise = { ...place(rng, b, 0.24), radius: b.extent * 0.3, height: 22 * s, ridge: 0.18, seed: seed + 11 };
|
|
97
|
+
const hollow = place(rng, b, 0.28);
|
|
98
|
+
return {
|
|
99
|
+
range: [0, 80],
|
|
100
|
+
seaLevel,
|
|
101
|
+
seabedDepth: 4 * s,
|
|
102
|
+
heightAt(x, z) {
|
|
103
|
+
let h = 16 * s + rollingBase(x, z, seed, b, 26 * s, 0.1);
|
|
104
|
+
h += (0, noise_1.domeStamp)(x, z, rise);
|
|
105
|
+
const basin = (0, noise_1.basinStamp)(x, z, {
|
|
106
|
+
x: hollow.x, z: hollow.z, radiusX: b.extent * 0.2, radiusZ: b.extent * 0.14, floor: 6 * s, flatTo: 0.45, rise: 9 * s,
|
|
107
|
+
});
|
|
108
|
+
return basin.weight > 0 ? (0, noise_1.mix)(h, basin.height, basin.weight * 0.75) : h;
|
|
109
|
+
},
|
|
110
|
+
};
|
|
111
|
+
},
|
|
112
|
+
alpine: (seed, b, seaLevel) => {
|
|
113
|
+
const rng = (0, noise_1.makeRng)(seed ^ 0x414c);
|
|
114
|
+
const s = reliefScale(b);
|
|
115
|
+
const massifs = [0, 1, 2].map((k) => ({
|
|
116
|
+
...place(rng, b, 0.18),
|
|
117
|
+
radius: b.extent * (0.34 - k * 0.06),
|
|
118
|
+
height: (470 - k * 110) * s,
|
|
119
|
+
ridge: 0.3,
|
|
120
|
+
seed: seed + 313 + k * 97,
|
|
121
|
+
}));
|
|
122
|
+
const valley = place(rng, b, 0.3);
|
|
123
|
+
return {
|
|
124
|
+
range: [0, 900],
|
|
125
|
+
seaLevel,
|
|
126
|
+
seabedDepth: 8 * s,
|
|
127
|
+
heightAt(x, z) {
|
|
128
|
+
let h = 90 * s + rollingBase(x, z, seed, b, 150 * s, 0.55);
|
|
129
|
+
for (const massif of massifs)
|
|
130
|
+
h += (0, noise_1.domeStamp)(x, z, massif);
|
|
131
|
+
const basin = (0, noise_1.basinStamp)(x, z, {
|
|
132
|
+
x: valley.x, z: valley.z, radiusX: b.extent * 0.22, radiusZ: b.extent * 0.13, floor: 24 * s, flatTo: 0.4, rise: 60 * s,
|
|
133
|
+
});
|
|
134
|
+
return basin.weight > 0 ? (0, noise_1.mix)(h, basin.height, basin.weight * 0.8) : h;
|
|
135
|
+
},
|
|
136
|
+
};
|
|
137
|
+
},
|
|
138
|
+
desert: (seed, b, seaLevel) => {
|
|
139
|
+
const rng = (0, noise_1.makeRng)(seed ^ 0x4445);
|
|
140
|
+
const s = reliefScale(b);
|
|
141
|
+
const angle = 18 + rng() * 44;
|
|
142
|
+
const mesas = [0, 1].map((k) => ({
|
|
143
|
+
...place(rng, b, 0.22),
|
|
144
|
+
radius: b.extent * (0.16 - k * 0.04),
|
|
145
|
+
height: (78 - k * 26) * s,
|
|
146
|
+
ridge: 0.34,
|
|
147
|
+
grain: 0.04,
|
|
148
|
+
seed: seed + 811 + k * 137,
|
|
149
|
+
}));
|
|
150
|
+
return {
|
|
151
|
+
range: [0, 140],
|
|
152
|
+
seaLevel,
|
|
153
|
+
seabedDepth: 3 * s,
|
|
154
|
+
heightAt(x, z) {
|
|
155
|
+
let h = 22 * s + rollingBase(x, z, seed, b, 26 * s, 0.05);
|
|
156
|
+
// Dunes keep their absolute size: a 74 m dune is a 74 m dune whatever the world measures.
|
|
157
|
+
h += (0, noise_1.duneStamp)(x, z, { height: 7, wavelength: 74, angleDeg: angle, seed: seed + 577 });
|
|
158
|
+
for (const mesa of mesas)
|
|
159
|
+
h += (0, noise_1.domeStamp)(x, z, mesa);
|
|
160
|
+
return h;
|
|
161
|
+
},
|
|
162
|
+
};
|
|
163
|
+
},
|
|
164
|
+
coast: (seed, b, seaLevel) => {
|
|
165
|
+
const rng = (0, noise_1.makeRng)(seed ^ 0x434f);
|
|
166
|
+
const s = reliefScale(b);
|
|
167
|
+
const seaEdge = rng() < 0.5 ? -1 : 1;
|
|
168
|
+
const headland = { ...place(rng, b, 0.3), radius: b.extent * 0.24, height: 62 * s, ridge: 0.3, seed: seed + 419 };
|
|
169
|
+
return {
|
|
170
|
+
range: [-14, 90],
|
|
171
|
+
seaLevel: seaLevel ?? 0,
|
|
172
|
+
seabedDepth: 12 * s,
|
|
173
|
+
heightAt(x, z) {
|
|
174
|
+
// The shore runs across Z: one side of the world is sea, the other climbs inland. `seaEdge` picks the side.
|
|
175
|
+
const t = (0, noise_1.smoothstep)(0.08, 0.72, (0, noise_1.clamp)((seaEdge * (z - b.centreZ)) / b.spanZ + 0.5, 0, 1));
|
|
176
|
+
const shelf = (0, noise_1.mix)(-13 * s, 46 * s, t);
|
|
177
|
+
const h = shelf + rollingBase(x, z, seed, b, 26 * s, 0.25) * (0.25 + 0.75 * t);
|
|
178
|
+
return h + (0, noise_1.domeStamp)(x, z, headland) * t;
|
|
179
|
+
},
|
|
180
|
+
};
|
|
181
|
+
},
|
|
182
|
+
forest: (seed, b, seaLevel) => {
|
|
183
|
+
const rng = (0, noise_1.makeRng)(seed ^ 0x464f);
|
|
184
|
+
const s = reliefScale(b);
|
|
185
|
+
const ridges = [0, 1].map((k) => ({
|
|
186
|
+
...place(rng, b, 0.24),
|
|
187
|
+
radius: b.extent * (0.28 - k * 0.07),
|
|
188
|
+
height: (76 - k * 24) * s,
|
|
189
|
+
ridge: 0.26,
|
|
190
|
+
seed: seed + 233 + k * 89,
|
|
191
|
+
}));
|
|
192
|
+
const glen = place(rng, b, 0.3);
|
|
193
|
+
return {
|
|
194
|
+
range: [0, 160],
|
|
195
|
+
seaLevel,
|
|
196
|
+
seabedDepth: 5 * s,
|
|
197
|
+
heightAt(x, z) {
|
|
198
|
+
let h = 34 * s + rollingBase(x, z, seed, b, 52 * s, 0.28);
|
|
199
|
+
for (const ridge of ridges)
|
|
200
|
+
h += (0, noise_1.domeStamp)(x, z, ridge);
|
|
201
|
+
const basin = (0, noise_1.basinStamp)(x, z, {
|
|
202
|
+
x: glen.x, z: glen.z, radiusX: b.extent * 0.18, radiusZ: b.extent * 0.12, floor: 14 * s, flatTo: 0.4, rise: 22 * s,
|
|
203
|
+
});
|
|
204
|
+
return basin.weight > 0 ? (0, noise_1.mix)(h, basin.height, basin.weight * 0.8) : h;
|
|
205
|
+
},
|
|
206
|
+
};
|
|
207
|
+
},
|
|
208
|
+
volcanic: (seed, b, seaLevel) => {
|
|
209
|
+
const rng = (0, noise_1.makeRng)(seed ^ 0x564f);
|
|
210
|
+
const s = reliefScale(b);
|
|
211
|
+
const cone = {
|
|
212
|
+
...place(rng, b, 0.34),
|
|
213
|
+
radius: b.extent * 0.16,
|
|
214
|
+
rimHeight: 380 * s,
|
|
215
|
+
depth: 120 * s,
|
|
216
|
+
seed: seed + 907,
|
|
217
|
+
};
|
|
218
|
+
const spatter = [0, 1].map((k) => ({
|
|
219
|
+
...place(rng, b, 0.2),
|
|
220
|
+
radius: b.extent * (0.12 - k * 0.03),
|
|
221
|
+
height: (62 - k * 22) * s,
|
|
222
|
+
ridge: 0.34,
|
|
223
|
+
seed: seed + 1013 + k * 71,
|
|
224
|
+
}));
|
|
225
|
+
return {
|
|
226
|
+
range: [0, 600],
|
|
227
|
+
seaLevel,
|
|
228
|
+
seabedDepth: 8 * s,
|
|
229
|
+
heightAt(x, z) {
|
|
230
|
+
let h = 60 * s + rollingBase(x, z, seed, b, 74 * s, 0.45);
|
|
231
|
+
h += (0, noise_1.craterStamp)(x, z, cone);
|
|
232
|
+
for (const mound of spatter)
|
|
233
|
+
h += (0, noise_1.domeStamp)(x, z, mound);
|
|
234
|
+
return h;
|
|
235
|
+
},
|
|
236
|
+
};
|
|
237
|
+
},
|
|
238
|
+
};
|
|
239
|
+
//# sourceMappingURL=generate.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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