@mavonengine/core 0.0.2 → 0.0.3
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/package.json +3 -2
- package/vite.config.js +21 -0
- package/dist/BaseGame.cjs +0 -112
- package/dist/Camera.cjs +0 -52
- package/dist/Components/MinimapComponent.cjs +0 -92
- package/dist/Components/TrailComponent.cjs +0 -101
- package/dist/Editor/EditorHelper.cjs +0 -73
- package/dist/Editor/WithEditorHelper.cjs +0 -65
- package/dist/Game.cjs +0 -131
- package/dist/InputManager.cjs +0 -88
- package/dist/Networking/Client/NetworkManager.cjs +0 -94
- package/dist/Networking/Entities/Player.cjs +0 -47
- package/dist/Networking/NetworkedActor.cjs +0 -43
- package/dist/Networking/NetworkedEntity.cjs +0 -16
- package/dist/Networking/NetworkedEntityState.cjs +0 -44
- package/dist/Networking/NetworkedGameObject.cjs +0 -74
- package/dist/Networking/NetworkedLivingActor.cjs +0 -62
- package/dist/Networking/Server/Client.cjs +0 -37
- package/dist/Networking/Server/Commands.cjs +0 -32
- package/dist/Networking/Server/Server.cjs +0 -202
- package/dist/Networking/Server/Stats/BandwidthTracker.cjs +0 -45
- package/dist/Networking/Server/Stats/CpuTracker.cjs +0 -101
- package/dist/Networking/Server/World.cjs +0 -42
- package/dist/Networking/syncState.cjs +0 -51
- package/dist/Particles/Effects/Rain.cjs +0 -90
- package/dist/Particles/Effects/Smoke.cjs +0 -144
- package/dist/Particles/System/Emitter.cjs +0 -81
- package/dist/Particles/System/Particle.cjs +0 -49
- package/dist/Particles/System/ParticleEffect.cjs +0 -59
- package/dist/Particles/System/ParticlePreviewRegistry.cjs +0 -63
- package/dist/Particles/System/ParticleSystem.cjs +0 -61
- package/dist/Prefab/Grass/Grass.cjs +0 -214
- package/dist/Prefab/Grass/GrassAffectingEntity.cjs +0 -30
- package/dist/Prefab/Lights/index.cjs +0 -233
- package/dist/Prefab/Primitives/index.cjs +0 -300
- package/dist/Prefab/Water/Water.cjs +0 -234
- package/dist/Prefab/Water/WaterManager.cjs +0 -146
- package/dist/Renderer/AssetRenderer.cjs +0 -85
- package/dist/Renderer/PhysicsRenderer.cjs +0 -84
- package/dist/Renderer.cjs +0 -135
- package/dist/Types/Asset.cjs +0 -16
- package/dist/Types/Events.cjs +0 -16
- package/dist/Types/IEditor.cjs +0 -16
- package/dist/Utils/Debug.cjs +0 -47
- package/dist/Utils/EventEmitter.cjs +0 -58
- package/dist/Utils/Helpers.cjs +0 -33
- package/dist/Utils/LoadingScreen.cjs +0 -91
- package/dist/Utils/Logger.cjs +0 -60
- package/dist/Utils/Math.cjs +0 -35
- package/dist/Utils/Resources.cjs +0 -101
- package/dist/Utils/Sizes.cjs +0 -51
- package/dist/Utils/SkeletonAxesHelper.cjs +0 -60
- package/dist/World/Actor.cjs +0 -55
- package/dist/World/BaseChunkManager.cjs +0 -34
- package/dist/World/BaseWorld.cjs +0 -73
- package/dist/World/Chunk.cjs +0 -45
- package/dist/World/Entity/State.cjs +0 -52
- package/dist/World/Entity/interface/Damageable.cjs +0 -16
- package/dist/World/Entity/interface/LivingEntity.cjs +0 -16
- package/dist/World/Entity3D.cjs +0 -92
- package/dist/World/Environment.cjs +0 -59
- package/dist/World/GameObject.cjs +0 -59
- package/dist/World/GameObjectInterface.cjs +0 -16
- package/dist/World/LivingActor.cjs +0 -42
- package/dist/World/StateManager.cjs +0 -47
- package/dist/World/World.cjs +0 -58
- package/dist/browser/BaseGame.js +0 -10
- package/dist/browser/BaseGame.js.map +0 -1
- package/dist/browser/Camera.css +0 -51
- package/dist/browser/Camera.css.map +0 -1
- package/dist/browser/Camera.js +0 -18
- package/dist/browser/Camera.js.map +0 -1
- package/dist/browser/Components/MinimapComponent.css +0 -51
- package/dist/browser/Components/MinimapComponent.css.map +0 -1
- package/dist/browser/Components/MinimapComponent.js +0 -74
- package/dist/browser/Components/MinimapComponent.js.map +0 -1
- package/dist/browser/Components/TrailComponent.css +0 -51
- package/dist/browser/Components/TrailComponent.css.map +0 -1
- package/dist/browser/Components/TrailComponent.js +0 -94
- package/dist/browser/Components/TrailComponent.js.map +0 -1
- package/dist/browser/Editor/EditorHelper.css +0 -51
- package/dist/browser/Editor/EditorHelper.css.map +0 -1
- package/dist/browser/Editor/EditorHelper.js +0 -21
- package/dist/browser/Editor/EditorHelper.js.map +0 -1
- package/dist/browser/Editor/WithEditorHelper.css +0 -51
- package/dist/browser/Editor/WithEditorHelper.css.map +0 -1
- package/dist/browser/Editor/WithEditorHelper.js +0 -22
- package/dist/browser/Editor/WithEditorHelper.js.map +0 -1
- package/dist/browser/Game.css +0 -51
- package/dist/browser/Game.css.map +0 -1
- package/dist/browser/Game.js +0 -18
- package/dist/browser/Game.js.map +0 -1
- package/dist/browser/InputManager.css +0 -51
- package/dist/browser/InputManager.css.map +0 -1
- package/dist/browser/InputManager.js +0 -18
- package/dist/browser/InputManager.js.map +0 -1
- package/dist/browser/Networking/Client/NetworkManager.js +0 -73
- package/dist/browser/Networking/Client/NetworkManager.js.map +0 -1
- package/dist/browser/Networking/Entities/Player.js +0 -15
- package/dist/browser/Networking/Entities/Player.js.map +0 -1
- package/dist/browser/Networking/NetworkedActor.js +0 -24
- package/dist/browser/Networking/NetworkedActor.js.map +0 -1
- package/dist/browser/Networking/NetworkedEntity.js +0 -1
- package/dist/browser/Networking/NetworkedEntity.js.map +0 -1
- package/dist/browser/Networking/NetworkedEntityState.js +0 -20
- package/dist/browser/Networking/NetworkedEntityState.js.map +0 -1
- package/dist/browser/Networking/NetworkedGameObject.js +0 -12
- package/dist/browser/Networking/NetworkedGameObject.js.map +0 -1
- package/dist/browser/Networking/NetworkedLivingActor.js +0 -14
- package/dist/browser/Networking/NetworkedLivingActor.js.map +0 -1
- package/dist/browser/Networking/Server/Client.js +0 -8
- package/dist/browser/Networking/Server/Client.js.map +0 -1
- package/dist/browser/Networking/Server/Commands.js +0 -8
- package/dist/browser/Networking/Server/Commands.js.map +0 -1
- package/dist/browser/Networking/Server/Server.js +0 -194
- package/dist/browser/Networking/Server/Server.js.map +0 -1
- package/dist/browser/Networking/Server/Stats/BandwidthTracker.js +0 -8
- package/dist/browser/Networking/Server/Stats/BandwidthTracker.js.map +0 -1
- package/dist/browser/Networking/Server/Stats/CpuTracker.js +0 -8
- package/dist/browser/Networking/Server/Stats/CpuTracker.js.map +0 -1
- package/dist/browser/Networking/Server/World.js +0 -19
- package/dist/browser/Networking/Server/World.js.map +0 -1
- package/dist/browser/Networking/syncState.js +0 -31
- package/dist/browser/Networking/syncState.js.map +0 -1
- package/dist/browser/Particles/Effects/Rain.css +0 -51
- package/dist/browser/Particles/Effects/Rain.css.map +0 -1
- package/dist/browser/Particles/Effects/Rain.js +0 -88
- package/dist/browser/Particles/Effects/Rain.js.map +0 -1
- package/dist/browser/Particles/Effects/Smoke.css +0 -51
- package/dist/browser/Particles/Effects/Smoke.css.map +0 -1
- package/dist/browser/Particles/Effects/Smoke.js +0 -143
- package/dist/browser/Particles/Effects/Smoke.js.map +0 -1
- package/dist/browser/Particles/Shaders/LoadingScreen/Fragment.glsl +0 -6
- package/dist/browser/Particles/Shaders/LoadingScreen/Vertex.glsl +0 -3
- package/dist/browser/Particles/Shaders/Rain/Fragment.glsl +0 -4
- package/dist/browser/Particles/Shaders/Rain/Vertex.glsl +0 -23
- package/dist/browser/Particles/Shaders/Smoke/Fragment.glsl +0 -8
- package/dist/browser/Particles/Shaders/Smoke/Vertex.glsl +0 -25
- package/dist/browser/Particles/System/Emitter.css +0 -51
- package/dist/browser/Particles/System/Emitter.css.map +0 -1
- package/dist/browser/Particles/System/Emitter.js +0 -19
- package/dist/browser/Particles/System/Emitter.js.map +0 -1
- package/dist/browser/Particles/System/Particle.js +0 -10
- package/dist/browser/Particles/System/Particle.js.map +0 -1
- package/dist/browser/Particles/System/ParticleEffect.css +0 -51
- package/dist/browser/Particles/System/ParticleEffect.css.map +0 -1
- package/dist/browser/Particles/System/ParticleEffect.js +0 -23
- package/dist/browser/Particles/System/ParticleEffect.js.map +0 -1
- package/dist/browser/Particles/System/ParticlePreviewRegistry.js +0 -13
- package/dist/browser/Particles/System/ParticlePreviewRegistry.js.map +0 -1
- package/dist/browser/Particles/System/ParticleSystem.css +0 -51
- package/dist/browser/Particles/System/ParticleSystem.css.map +0 -1
- package/dist/browser/Particles/System/ParticleSystem.js +0 -18
- package/dist/browser/Particles/System/ParticleSystem.js.map +0 -1
- package/dist/browser/Prefab/Grass/Fragment.glsl +0 -11
- package/dist/browser/Prefab/Grass/Grass.css +0 -51
- package/dist/browser/Prefab/Grass/Grass.css.map +0 -1
- package/dist/browser/Prefab/Grass/Grass.js +0 -226
- package/dist/browser/Prefab/Grass/Grass.js.map +0 -1
- package/dist/browser/Prefab/Grass/GrassAffectingEntity.js +0 -10
- package/dist/browser/Prefab/Grass/GrassAffectingEntity.js.map +0 -1
- package/dist/browser/Prefab/Grass/Vertex.glsl +0 -102
- package/dist/browser/Prefab/Lights/index.css +0 -51
- package/dist/browser/Prefab/Lights/index.css.map +0 -1
- package/dist/browser/Prefab/Lights/index.js +0 -224
- package/dist/browser/Prefab/Lights/index.js.map +0 -1
- package/dist/browser/Prefab/Primitives/index.css +0 -51
- package/dist/browser/Prefab/Primitives/index.css.map +0 -1
- package/dist/browser/Prefab/Primitives/index.js +0 -296
- package/dist/browser/Prefab/Primitives/index.js.map +0 -1
- package/dist/browser/Prefab/Water/Fragment.glsl +0 -36
- package/dist/browser/Prefab/Water/Vertex.glsl +0 -60
- package/dist/browser/Prefab/Water/Water.css +0 -51
- package/dist/browser/Prefab/Water/Water.css.map +0 -1
- package/dist/browser/Prefab/Water/Water.js +0 -234
- package/dist/browser/Prefab/Water/Water.js.map +0 -1
- package/dist/browser/Prefab/Water/WaterManager.css +0 -51
- package/dist/browser/Prefab/Water/WaterManager.css.map +0 -1
- package/dist/browser/Prefab/Water/WaterManager.js +0 -19
- package/dist/browser/Prefab/Water/WaterManager.js.map +0 -1
- package/dist/browser/Renderer/AssetRenderer.css +0 -51
- package/dist/browser/Renderer/AssetRenderer.css.map +0 -1
- package/dist/browser/Renderer/AssetRenderer.js +0 -71
- package/dist/browser/Renderer/AssetRenderer.js.map +0 -1
- package/dist/browser/Renderer/PhysicsRenderer.css +0 -51
- package/dist/browser/Renderer/PhysicsRenderer.css.map +0 -1
- package/dist/browser/Renderer/PhysicsRenderer.js +0 -18
- package/dist/browser/Renderer/PhysicsRenderer.js.map +0 -1
- package/dist/browser/Renderer.css +0 -51
- package/dist/browser/Renderer.css.map +0 -1
- package/dist/browser/Renderer.js +0 -18
- package/dist/browser/Renderer.js.map +0 -1
- package/dist/browser/Shaders/Vertex/ClassicPerlin3DNoise.glsl +0 -84
- package/dist/browser/Types/Asset.js +0 -1
- package/dist/browser/Types/Asset.js.map +0 -1
- package/dist/browser/Types/Events.js +0 -1
- package/dist/browser/Types/Events.js.map +0 -1
- package/dist/browser/Types/IEditor.js +0 -1
- package/dist/browser/Types/IEditor.js.map +0 -1
- package/dist/browser/Utils/Debug.js +0 -9
- package/dist/browser/Utils/Debug.js.map +0 -1
- package/dist/browser/Utils/EventEmitter.js +0 -10
- package/dist/browser/Utils/EventEmitter.js.map +0 -1
- package/dist/browser/Utils/Helpers.js +0 -13
- package/dist/browser/Utils/Helpers.js.map +0 -1
- package/dist/browser/Utils/LoadingScreen.css +0 -51
- package/dist/browser/Utils/LoadingScreen.css.map +0 -1
- package/dist/browser/Utils/LoadingScreen.js +0 -18
- package/dist/browser/Utils/LoadingScreen.js.map +0 -1
- package/dist/browser/Utils/Logger.js +0 -8
- package/dist/browser/Utils/Logger.js.map +0 -1
- package/dist/browser/Utils/Math.js +0 -10
- package/dist/browser/Utils/Math.js.map +0 -1
- package/dist/browser/Utils/Resources.js +0 -9
- package/dist/browser/Utils/Resources.js.map +0 -1
- package/dist/browser/Utils/Sizes.js +0 -9
- package/dist/browser/Utils/Sizes.js.map +0 -1
- package/dist/browser/Utils/SkeletonAxesHelper.js +0 -8
- package/dist/browser/Utils/SkeletonAxesHelper.js.map +0 -1
- package/dist/browser/World/Actor.js +0 -11
- package/dist/browser/World/Actor.js.map +0 -1
- package/dist/browser/World/BaseChunkManager.js +0 -8
- package/dist/browser/World/BaseChunkManager.js.map +0 -1
- package/dist/browser/World/BaseWorld.js +0 -10
- package/dist/browser/World/BaseWorld.js.map +0 -1
- package/dist/browser/World/Chunk.js +0 -22
- package/dist/browser/World/Chunk.js.map +0 -1
- package/dist/browser/World/Entity/State.js +0 -8
- package/dist/browser/World/Entity/State.js.map +0 -1
- package/dist/browser/World/Entity/interface/Damageable.js +0 -1
- package/dist/browser/World/Entity/interface/Damageable.js.map +0 -1
- package/dist/browser/World/Entity/interface/LivingEntity.js +0 -1
- package/dist/browser/World/Entity/interface/LivingEntity.js.map +0 -1
- package/dist/browser/World/Entity3D.css +0 -51
- package/dist/browser/World/Entity3D.css.map +0 -1
- package/dist/browser/World/Entity3D.js +0 -21
- package/dist/browser/World/Entity3D.js.map +0 -1
- package/dist/browser/World/Environment.css +0 -51
- package/dist/browser/World/Environment.css.map +0 -1
- package/dist/browser/World/Environment.js +0 -18
- package/dist/browser/World/Environment.js.map +0 -1
- package/dist/browser/World/GameObject.js +0 -9
- package/dist/browser/World/GameObject.js.map +0 -1
- package/dist/browser/World/GameObjectInterface.js +0 -1
- package/dist/browser/World/GameObjectInterface.js.map +0 -1
- package/dist/browser/World/LivingActor.js +0 -12
- package/dist/browser/World/LivingActor.js.map +0 -1
- package/dist/browser/World/StateManager.js +0 -23
- package/dist/browser/World/StateManager.js.map +0 -1
- package/dist/browser/World/World.css +0 -51
- package/dist/browser/World/World.css.map +0 -1
- package/dist/browser/World/World.js +0 -18
- package/dist/browser/World/World.js.map +0 -1
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- package/dist/browser/chunk-2D7GC2Z6.js.map +0 -1
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- package/dist/browser/chunk-2UXBMKXV.js.map +0 -1
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- package/dist/browser/chunk-36BXDTHA.js.map +0 -1
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- package/dist/browser/chunk-374CRENE.js.map +0 -1
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uniform float uBigWavesElevation;
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uniform vec2 uBigWavesFrequency;
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uniform float uBigWavesSpeed;
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uniform float uTime;
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uniform vec3 uSurfaceColor;
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uniform vec3 uDepthColor;
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#define MAX_PUSH_POINTS 150
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uniform vec3 pushPositions[MAX_PUSH_POINTS];
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uniform float pushRadii[MAX_PUSH_POINTS];
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varying float vElevation;
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varying vec3 vWorldPosition;
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#include ../../Shaders/Vertex/ClassicPerlin3DNoise;
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float computeRipple(vec3 worldPos) {
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float totalRipple = 0.0;
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for (int i = 0; i < MAX_PUSH_POINTS; i++) {
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float dist = distance(worldPos.xz, pushPositions[i].xz);
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float influence = smoothstep(pushRadii[i], 0.0, dist);
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// Expanding ring ripple pattern
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float ripple = sin(dist * 8.0 - uTime * 4.0) * influence;
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totalRipple += ripple;
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}
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return totalRipple;
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}
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void main()
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{
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vec4 modelPosition = modelMatrix * vec4(position, 1.0);
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float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *
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sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *
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uBigWavesElevation;
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for (float i = 1.0; i <= 4.0; i++){
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elevation -= abs(cnoise(vec3(modelPosition.xz * 3.0 * i, uTime * 0.2)) * 0.15 / i);
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}
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// Player ripples
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elevation += computeRipple(modelPosition.xyz) * 0.2;
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modelPosition.y += elevation;
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vec4 viewPosition = viewMatrix * modelPosition;
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vec4 projectedPosition = projectionMatrix * viewPosition;
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gl_Position = projectedPosition;
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// Varyings
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vElevation = elevation;
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vWorldPosition = modelPosition.xyz;
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}
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/* src/style.css */
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* {
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margin: 0;
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}
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body {
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overflow: hidden;
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}
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canvas {
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display: block;
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width: 100vw;
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height: 100vh;
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}
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.point {
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position: absolute;
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top: 50%;
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left: 50%;
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pointer-events: none;
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}
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.point .label {
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position: absolute;
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top: -20px;
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left: -20px;
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width: 40px;
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height: 40px;
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border-radius: 50%;
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color: white;
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text-align: center;
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background: rgba(0, 0, 0, 0.5);
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font-family:
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Helvetica,
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Arial,
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sans-serif;
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line-height: 40px;
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font-weight: 100;
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font-size: 14px;
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}
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.point .text {
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position: absolute;
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top: 30px;
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width: 200px;
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background: rgba(0, 0, 0, 0.5);
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color: white;
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line-height: 1.3rem;
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font-weight: 100;
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font-size: 14px;
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left: -100px;
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text-align: center;
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padding: 20px;
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border-radius: 10px;
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}
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/*# sourceMappingURL=Water.css.map */
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{"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
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import {
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WaterManager
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} from "../../chunk-5LZSI46V.js";
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import {
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WithEditorHelper
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} from "../../chunk-UA75LFFB.js";
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import {
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Game
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} from "../../chunk-A5XMBADG.js";
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import {
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GameObject
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} from "../../chunk-CZUIHQMY.js";
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// src/Prefab/Water/Water.ts
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import { Color, EqualStencilFunc, IncrementStencilOp, Mesh, PlaneGeometry, ShaderMaterial, Vector3 as Vec3, Vector2 } from "three";
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// src/Prefab/Water/Fragment.glsl
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var Fragment_default = "uniform vec3 uDepthColor;\nuniform vec3 uSurfaceColor;\nuniform float uColorOffset;\nuniform float uColorMultiplier;\n\nuniform vec3 uSunDirection;\nuniform float uSunReflectionStrength;\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\nvoid main()\n{\n float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;\n\n vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);\n\n // Sun reflection\n vec3 normal = normalize(cross(dFdx(vWorldPosition), dFdy(vWorldPosition)));\n vec3 viewDir = normalize(cameraPosition - vWorldPosition);\n vec3 sunDir = normalize(uSunDirection);\n\n // Specular highlight (Blinn-Phong)\n vec3 halfDir = normalize(sunDir + viewDir);\n float spec = pow(max(dot(normal, halfDir), 0.0), 128.0);\n\n // Fresnel - stronger reflections at grazing angles\n float fresnel = pow(1.0 - max(dot(normal, viewDir), 0.0), 3.0);\n\n vec3 sunColor = vec3(1.0, 0.95, 0.8);\n color += sunColor * spec * (0.5 + fresnel * 0.5) * uSunReflectionStrength;\n\n gl_FragColor = vec4(color, 0.9);\n\n #include <colorspace_fragment>\n}\n";
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// src/Prefab/Water/Vertex.glsl
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var Vertex_default = "uniform float uBigWavesElevation;\nuniform vec2 uBigWavesFrequency;\nuniform float uBigWavesSpeed;\n\nuniform float uTime;\n\nuniform vec3 uSurfaceColor;\nuniform vec3 uDepthColor;\n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\n#include ../../Shaders/Vertex/ClassicPerlin3DNoise;\n\nfloat computeRipple(vec3 worldPos) {\n float totalRipple = 0.0;\n\n for (int i = 0; i < MAX_PUSH_POINTS; i++) {\n float dist = distance(worldPos.xz, pushPositions[i].xz);\n float influence = smoothstep(pushRadii[i], 0.0, dist);\n\n // Expanding ring ripple pattern\n float ripple = sin(dist * 8.0 - uTime * 4.0) * influence;\n totalRipple += ripple;\n }\n\n return totalRipple;\n}\n\nvoid main()\n{\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n\n float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *\n sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *\n uBigWavesElevation;\n\n for (float i = 1.0; i <= 4.0; i++){\n elevation -= abs(cnoise(vec3(modelPosition.xz * 3.0 * i, uTime * 0.2)) * 0.15 / i);\n }\n\n // Player ripples\n elevation += computeRipple(modelPosition.xyz) * 0.2;\n\n modelPosition.y += elevation;\n\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectedPosition;\n\n // Varyings\n vElevation = elevation;\n vWorldPosition = modelPosition.xyz;\n}";
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// src/Prefab/Water/Water.ts
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var MAX_PUSH_POINTS = 150;
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var DEFAULT_LOD = {
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};
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var Water = class extends WithEditorHelper(GameObject) {
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constructor(position, size, sectionCount = 1, lod = DEFAULT_LOD) {
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super(void 0, position);
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fragmentShader: Fragment_default,
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vertexShader: Vertex_default,
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uniforms: {
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uTime: { value: 0 },
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uBigWavesElevation: { value: 0.38 },
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uBigWavesFrequency: { value: new Vector2(0.326, 0.978) },
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uBigWavesSpeed: { value: 1 },
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uDepthColor: { value: new Color("#186691") },
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uSurfaceColor: { value: new Color("#9bd8ff") },
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uColorOffset: { value: 0.38 },
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uColorMultiplier: { value: 0.761 },
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},
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pushRadii: {
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value: Array.from({ length: MAX_PUSH_POINTS }).fill(0)
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},
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uSunDirection: { value: new Vec3(0, 1, 0) },
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}
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});
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const sectionSize = size / sectionCount;
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const offsetX = (gx - (sectionCount - 1) / 2) * sectionSize;
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const offsetZ = (gz - (sectionCount - 1) / 2) * sectionSize;
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const farSegments = Math.max(1, Math.round(lod.segments[2] / sectionCount));
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const geoSize = sectionSize * 1.02;
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const geometry = new PlaneGeometry(geoSize, geoSize, farSegments, farSegments);
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const mesh = new Mesh(geometry, this.material);
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mesh.position.set(
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this.position.x + offsetX,
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this.position.y,
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this.position.z + offsetZ
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);
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mesh.rotation.x = -Math.PI * 0.5;
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this.sections.push({ mesh, sectionSize, currentLOD: 2 });
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92
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Game.instance().scene.add(mesh);
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}
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}
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this.registerEditorHelper(position, "Water", {
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addBindings: (folder) => WaterManager.instance?.addBindings(folder)
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});
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for (const section of this.sections)
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this.tagWithHelper(section.mesh);
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this.addDebugTools();
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}
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addDebugTools() {
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if (!Game.instance().debug.active || !WaterManager.instance)
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return;
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WaterManager.instance.uBigWavesElevationController?.on("change", (ev) => {
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this.material.uniforms.uBigWavesElevation.value = ev.value;
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});
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WaterManager.instance.uBigWavesFrequencyControllerX?.on("change", (ev) => {
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this.material.uniforms.uBigWavesFrequency.value.setX(ev.value);
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});
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WaterManager.instance.uBigWavesFrequencyControllerY?.on("change", (ev) => {
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this.material.uniforms.uBigWavesFrequency.value.setY(ev.value);
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});
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WaterManager.instance.uBigWavesSpeedController?.on("change", (ev) => {
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this.material.uniforms.uBigWavesSpeed.value = ev.value;
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});
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WaterManager.instance.uDepthColorController?.on("change", (ev) => {
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this.material.uniforms.uDepthColor.value = new Color(ev.value);
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});
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WaterManager.instance.uSurfaceColorController?.on("change", (ev) => {
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this.material.uniforms.uSurfaceColor.value = new Color(ev.value);
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});
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WaterManager.instance.uColorOffsetController?.on("change", (ev) => {
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this.material.uniforms.uColorOffset.value = ev.value;
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});
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WaterManager.instance.uColorMultiplierController?.on("change", (ev) => {
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this.material.uniforms.uColorMultiplier.value = ev.value;
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});
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WaterManager.instance.uSunReflectionStrengthController?.on("change", (ev) => {
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this.material.uniforms.uSunReflectionStrength.value = ev.value;
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});
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}
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swapGeometry(section, targetLOD) {
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const segments = Math.max(1, Math.round(this.lodConfig.segments[targetLOD] / this.sectionCount));
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const oldGeometry = section.mesh.geometry;
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const geoSize = section.sectionSize * 1.05;
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const newGeometry = new PlaneGeometry(
|
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geoSize,
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geoSize,
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segments,
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segments
|
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);
|
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if (this.cullHeight) {
|
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this.cullGeometry(newGeometry, section.mesh, this.cullHeight, this.cullPadding);
|
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|
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}
|
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|
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section.mesh.geometry = newGeometry;
|
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section.currentLOD = targetLOD;
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oldGeometry.dispose();
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|
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}
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|
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cullGeometry(geometry, mesh, getHeight, padding) {
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const position = geometry.attributes.position;
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const index = geometry.index;
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if (!index)
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return;
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|
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const culled = new Uint8Array(position.count);
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for (let i = 0; i < position.count; i++) {
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const worldX = position.getX(i) + mesh.position.x;
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const worldZ = -position.getY(i) + mesh.position.z;
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const terrainHeight = getHeight(worldX, worldZ);
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if (terrainHeight - padding > mesh.position.y) {
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culled[i] = 1;
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}
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}
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const oldIndices = index.array;
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const newIndices = [];
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for (let i = 0; i < oldIndices.length; i += 3) {
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const a = oldIndices[i];
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const b = oldIndices[i + 1];
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const c = oldIndices[i + 2];
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if (!culled[a] || !culled[b] || !culled[c]) {
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newIndices.push(a, b, c);
|
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|
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}
|
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}
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|
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geometry.setIndex(newIndices);
|
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|
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}
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|
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/**
|
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|
-
* Removes triangles where all 3 vertices are beneath the surface returned by
|
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|
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* `getHeight`. The callback is stored so culling is automatically re-applied
|
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|
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* whenever a section swaps LOD.
|
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|
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*/
|
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|
-
cullVertices(getHeight, padding = 0) {
|
|
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|
-
this.cullHeight = getHeight;
|
|
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|
-
this.cullPadding = padding;
|
|
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|
-
for (const section of this.sections) {
|
|
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|
-
this.cullGeometry(
|
|
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|
-
section.mesh.geometry,
|
|
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|
-
section.mesh,
|
|
188
|
-
getHeight,
|
|
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|
-
padding
|
|
190
|
-
);
|
|
191
|
-
}
|
|
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|
-
}
|
|
193
|
-
setPushPoints(points) {
|
|
194
|
-
for (let i = 0; i < MAX_PUSH_POINTS; i++) {
|
|
195
|
-
if (points[i]) {
|
|
196
|
-
this.material.uniforms.pushPositions.value[i].copy(points[i].position);
|
|
197
|
-
this.material.uniforms.pushRadii.value[i] = points[i].radius;
|
|
198
|
-
}
|
|
199
|
-
}
|
|
200
|
-
}
|
|
201
|
-
update(_delta) {
|
|
202
|
-
this.material.uniforms.uTime.value = Game.instance().clock.elapsedTime;
|
|
203
|
-
if (WaterManager.instance) {
|
|
204
|
-
this.material.uniforms.uSunDirection.value.copy(WaterManager.instance.sunPosition);
|
|
205
|
-
}
|
|
206
|
-
const cameraPos = Game.instance().camera.instance.position;
|
|
207
|
-
for (const section of this.sections) {
|
|
208
|
-
const distance = cameraPos.distanceTo(section.mesh.position);
|
|
209
|
-
let targetLOD;
|
|
210
|
-
if (distance < this.lodConfig.distances[0]) {
|
|
211
|
-
targetLOD = 0;
|
|
212
|
-
} else if (distance < this.lodConfig.distances[1]) {
|
|
213
|
-
targetLOD = 1;
|
|
214
|
-
} else {
|
|
215
|
-
targetLOD = 2;
|
|
216
|
-
}
|
|
217
|
-
if (targetLOD !== section.currentLOD) {
|
|
218
|
-
this.swapGeometry(section, targetLOD);
|
|
219
|
-
}
|
|
220
|
-
}
|
|
221
|
-
}
|
|
222
|
-
destroy() {
|
|
223
|
-
for (const section of this.sections) {
|
|
224
|
-
section.mesh.geometry.dispose();
|
|
225
|
-
Game.instance().scene.remove(section.mesh);
|
|
226
|
-
}
|
|
227
|
-
this.material.dispose();
|
|
228
|
-
super.destroy();
|
|
229
|
-
}
|
|
230
|
-
};
|
|
231
|
-
export {
|
|
232
|
-
Water as default
|
|
233
|
-
};
|
|
234
|
-
//# sourceMappingURL=Water.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"sources":["../../../../src/Prefab/Water/Water.ts","../../../../src/Prefab/Water/Fragment.glsl","../../../../src/Prefab/Water/Vertex.glsl"],"sourcesContent":["import type { Vector3 } from 'three'\nimport { WithEditorHelper } from '../../Editor/WithEditorHelper'\nimport Game from '../../Game'\nimport GameObject from '../../World/GameObject'\nimport { Color, EqualStencilFunc, IncrementStencilOp, Mesh, PlaneGeometry, ShaderMaterial, Vector3 as Vec3, Vector2 } from 'three'\nimport FragmentShader from './Fragment.glsl'\nimport VertexShader from './Vertex.glsl'\nimport WaterManager from './WaterManager'\n\nconst MAX_PUSH_POINTS = 150\n\nexport interface WaterLODConfig {\n segments: [close: number, medium: number, far: number]\n distances: [closeToMedium: number, mediumToFar: number]\n}\n\ninterface WaterSection {\n mesh: Mesh\n sectionSize: number\n currentLOD: number\n}\n\nconst DEFAULT_LOD: WaterLODConfig = {\n segments: [512, 128, 32],\n distances: [40, 60],\n}\n\n/**\n * https://threejs-journey.com/lessons/raging-sea\n */\nexport default class Water extends WithEditorHelper(GameObject) {\n material: ShaderMaterial\n private sections: WaterSection[] = []\n private lodConfig: WaterLODConfig\n private sectionCount: number\n private cullHeight?: (worldX: number, worldZ: number) => number\n private cullPadding = 0\n\n constructor(\n position: Vector3,\n size: number,\n sectionCount: number = 1,\n lod: WaterLODConfig = DEFAULT_LOD,\n ) {\n super(undefined, position)\n this.lodConfig = lod\n this.sectionCount = sectionCount\n\n this.material = new ShaderMaterial({\n transparent: true,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n fragmentShader: FragmentShader,\n vertexShader: VertexShader,\n uniforms: {\n uTime: { value: 0 },\n\n uBigWavesElevation: { value: 0.380 },\n uBigWavesFrequency: { value: new Vector2(0.326, 0.978) },\n uBigWavesSpeed: { value: 1.0 },\n\n uDepthColor: { value: new Color('#186691') },\n uSurfaceColor: { value: new Color('#9bd8ff') },\n uColorOffset: { value: 0.380 },\n uColorMultiplier: { value: 0.761 },\n\n pushPositions: {\n value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vec3()),\n },\n pushRadii: {\n value: Array.from({ length: MAX_PUSH_POINTS }).fill(0),\n },\n\n uSunDirection: { value: new Vec3(0, 1, 0) },\n uSunReflectionStrength: { value: 1.0 },\n },\n })\n\n const sectionSize = size / sectionCount\n\n for (let gx = 0; gx < sectionCount; gx++) {\n for (let gz = 0; gz < sectionCount; gz++) {\n const offsetX = (gx - (sectionCount - 1) / 2) * sectionSize\n const offsetZ = (gz - (sectionCount - 1) / 2) * sectionSize\n\n const farSegments = Math.max(1, Math.round(lod.segments[2] / sectionCount))\n const geoSize = sectionSize * 1.02\n const geometry = new PlaneGeometry(geoSize, geoSize, farSegments, farSegments)\n const mesh = new Mesh(geometry, this.material)\n mesh.position.set(\n this.position.x + offsetX,\n this.position.y,\n this.position.z + offsetZ,\n )\n mesh.rotation.x = -Math.PI * 0.5\n\n this.sections.push({ mesh, sectionSize, currentLOD: 2 })\n Game.instance().scene.add(mesh)\n }\n }\n\n this.registerEditorHelper(position, 'Water', {\n addBindings: folder => WaterManager.instance?.addBindings(folder),\n })\n for (const section of this.sections)\n this.tagWithHelper(section.mesh)\n this.addDebugTools()\n }\n\n private addDebugTools() {\n if (!Game.instance().debug.active || !WaterManager.instance)\n return\n\n WaterManager.instance.uBigWavesElevationController?.on('change', (ev) => {\n this.material.uniforms.uBigWavesElevation.value = ev.value\n })\n\n WaterManager.instance.uBigWavesFrequencyControllerX?.on('change', (ev) => {\n this.material.uniforms.uBigWavesFrequency.value.setX(ev.value)\n })\n\n WaterManager.instance.uBigWavesFrequencyControllerY?.on('change', (ev) => {\n this.material.uniforms.uBigWavesFrequency.value.setY(ev.value)\n })\n\n WaterManager.instance.uBigWavesSpeedController?.on('change', (ev) => {\n this.material.uniforms.uBigWavesSpeed.value = ev.value\n })\n\n WaterManager.instance.uDepthColorController?.on('change', (ev) => {\n this.material.uniforms.uDepthColor.value = new Color(ev.value)\n })\n\n WaterManager.instance.uSurfaceColorController?.on('change', (ev) => {\n this.material.uniforms.uSurfaceColor.value = new Color(ev.value)\n })\n\n WaterManager.instance.uColorOffsetController?.on('change', (ev) => {\n this.material.uniforms.uColorOffset.value = ev.value\n })\n\n WaterManager.instance.uColorMultiplierController?.on('change', (ev) => {\n this.material.uniforms.uColorMultiplier.value = ev.value\n })\n\n WaterManager.instance.uSunReflectionStrengthController?.on('change', (ev) => {\n this.material.uniforms.uSunReflectionStrength.value = ev.value\n })\n }\n\n private swapGeometry(section: WaterSection, targetLOD: number) {\n const segments = Math.max(1, Math.round(this.lodConfig.segments[targetLOD] / this.sectionCount))\n const oldGeometry = section.mesh.geometry\n\n const geoSize = section.sectionSize * 1.05\n const newGeometry = new PlaneGeometry(\n geoSize,\n geoSize,\n segments,\n segments,\n )\n\n if (this.cullHeight) {\n this.cullGeometry(newGeometry, section.mesh, this.cullHeight, this.cullPadding)\n }\n\n section.mesh.geometry = newGeometry\n section.currentLOD = targetLOD\n oldGeometry.dispose()\n }\n\n private cullGeometry(\n geometry: PlaneGeometry,\n mesh: Mesh,\n getHeight: (worldX: number, worldZ: number) => number,\n padding: number,\n ) {\n const position = geometry.attributes.position\n const index = geometry.index\n if (!index)\n return\n\n const culled = new Uint8Array(position.count)\n\n for (let i = 0; i < position.count; i++) {\n const worldX = position.getX(i) + mesh.position.x\n const worldZ = -position.getY(i) + mesh.position.z\n const terrainHeight = getHeight(worldX, worldZ)\n\n if (terrainHeight - padding > mesh.position.y) {\n culled[i] = 1\n }\n }\n\n const oldIndices = index.array\n const newIndices: number[] = []\n\n for (let i = 0; i < oldIndices.length; i += 3) {\n const a = oldIndices[i]\n const b = oldIndices[i + 1]\n const c = oldIndices[i + 2]\n\n if (!culled[a] || !culled[b] || !culled[c]) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n }\n\n /**\n * Removes triangles where all 3 vertices are beneath the surface returned by\n * `getHeight`. The callback is stored so culling is automatically re-applied\n * whenever a section swaps LOD.\n */\n cullVertices(\n getHeight: (worldX: number, worldZ: number) => number,\n padding: number = 0,\n ): void {\n this.cullHeight = getHeight\n this.cullPadding = padding\n\n for (const section of this.sections) {\n this.cullGeometry(\n section.mesh.geometry as PlaneGeometry,\n section.mesh,\n getHeight,\n padding,\n )\n }\n }\n\n setPushPoints(points: { position: Vector3, radius: number }[]) {\n for (let i = 0; i < MAX_PUSH_POINTS; i++) {\n if (points[i]) {\n this.material.uniforms.pushPositions.value[i].copy(points[i].position)\n this.material.uniforms.pushRadii.value[i] = points[i].radius\n }\n }\n }\n\n update(_delta: number): void {\n this.material.uniforms.uTime.value = Game.instance().clock.elapsedTime\n\n if (WaterManager.instance) {\n this.material.uniforms.uSunDirection.value.copy(WaterManager.instance.sunPosition)\n }\n\n const cameraPos = Game.instance().camera.instance.position\n\n for (const section of this.sections) {\n const distance = cameraPos.distanceTo(section.mesh.position)\n\n let targetLOD: number\n if (distance < this.lodConfig.distances[0]) {\n targetLOD = 0\n }\n else if (distance < this.lodConfig.distances[1]) {\n targetLOD = 1\n }\n else {\n targetLOD = 2\n }\n\n if (targetLOD !== section.currentLOD) {\n this.swapGeometry(section, targetLOD)\n }\n }\n }\n\n destroy(): void {\n for (const section of this.sections) {\n section.mesh.geometry.dispose()\n Game.instance().scene.remove(section.mesh)\n }\n this.material.dispose()\n\n super.destroy()\n }\n}\n","uniform vec3 uDepthColor;\nuniform vec3 uSurfaceColor;\nuniform float uColorOffset;\nuniform float uColorMultiplier;\n\nuniform vec3 uSunDirection;\nuniform float uSunReflectionStrength;\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\nvoid main()\n{\n float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;\n\n vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);\n\n // Sun reflection\n vec3 normal = normalize(cross(dFdx(vWorldPosition), dFdy(vWorldPosition)));\n vec3 viewDir = normalize(cameraPosition - vWorldPosition);\n vec3 sunDir = normalize(uSunDirection);\n\n // Specular highlight (Blinn-Phong)\n vec3 halfDir = normalize(sunDir + viewDir);\n float spec = pow(max(dot(normal, halfDir), 0.0), 128.0);\n\n // Fresnel - stronger reflections at grazing angles\n float fresnel = pow(1.0 - max(dot(normal, viewDir), 0.0), 3.0);\n\n vec3 sunColor = vec3(1.0, 0.95, 0.8);\n color += sunColor * spec * (0.5 + fresnel * 0.5) * uSunReflectionStrength;\n\n gl_FragColor = vec4(color, 0.9);\n\n #include <colorspace_fragment>\n}\n","uniform float uBigWavesElevation;\nuniform vec2 uBigWavesFrequency;\nuniform float uBigWavesSpeed;\n\nuniform float uTime;\n\nuniform vec3 uSurfaceColor;\nuniform vec3 uDepthColor;\n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\n#include ../../Shaders/Vertex/ClassicPerlin3DNoise;\n\nfloat computeRipple(vec3 worldPos) {\n float totalRipple = 0.0;\n\n for (int i = 0; i < MAX_PUSH_POINTS; i++) {\n float dist = distance(worldPos.xz, pushPositions[i].xz);\n float influence = smoothstep(pushRadii[i], 0.0, dist);\n\n // Expanding ring ripple pattern\n float ripple = sin(dist * 8.0 - uTime * 4.0) * influence;\n totalRipple += ripple;\n }\n\n return totalRipple;\n}\n\nvoid main()\n{\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n\n float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *\n sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *\n uBigWavesElevation;\n\n for (float i = 1.0; i <= 4.0; i++){\n elevation -= abs(cnoise(vec3(modelPosition.xz * 3.0 * i, uTime * 0.2)) * 0.15 / i);\n }\n\n // Player ripples\n elevation += computeRipple(modelPosition.xyz) * 0.2;\n\n modelPosition.y += elevation;\n\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectedPosition;\n\n // Varyings\n vElevation = elevation;\n vWorldPosition = 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{"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
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{"version":3,"sources":["../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
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import {
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// src/Renderer/AssetRenderer.ts
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import { WebGLRenderer } from "three";
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import { Box3, DirectionalLight, PerspectiveCamera, Scene, Vector3 } from "three/webgpu";
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var _AssetRenderer = class _AssetRenderer {
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constructor(key) {
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adjustCameraToModel(model) {
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box.getSize(size);
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{"version":3,"sources":["../../../src/Renderer/AssetRenderer.ts"],"sourcesContent":["import type { Object3D } from 'three/webgpu'\nimport { WebGLRenderer } from 'three'\nimport { Box3, DirectionalLight, PerspectiveCamera, Scene, Vector3 } from 'three/webgpu'\nimport Game from '../Game'\n\nexport default class AssetRenderer {\n item\n\n static previewScene = new Scene()\n static previewRenderer = new WebGLRenderer({ alpha: true })\n static previewCamera = new PerspectiveCamera(50, 1, 0, 10)\n static initialized = false\n\n constructor(key: string) {\n this.item = Game.instance().resources.items[key]\n this.initRenderer()\n\n if ('scene' in this.item) {\n AssetRenderer.previewScene.add(this.item.scene)\n this.adjustCameraToModel(this.item.scene)\n }\n }\n\n initRenderer() {\n if (AssetRenderer.initialized)\n return\n\n AssetRenderer.previewRenderer.setSize(100, 100)\n\n const light = new DirectionalLight(0xFFFFFF, 3)\n light.position.set(5, 5, 5)\n AssetRenderer.previewScene.add(light)\n\n const ambientLight = new DirectionalLight(0xFFFFFF, 4)\n ambientLight.position.set(-5, -5, -5)\n AssetRenderer.previewScene.add(ambientLight)\n\n AssetRenderer.initialized = true\n }\n\n adjustCameraToModel(model: Object3D) {\n const box = new Box3().setFromObject(model)\n const size = new Vector3()\n const center = new Vector3()\n box.getSize(size)\n box.getCenter(center)\n\n const maxDim = Math.max(size.x, size.y, size.z)\n const fov = AssetRenderer.previewCamera.fov * (Math.PI / 180)\n const cameraZ = maxDim / (2 * Math.tan(fov / 2))\n\n AssetRenderer.previewCamera.position.set(center.x, center.y, center.z + cameraZ * 1.5)\n AssetRenderer.previewCamera.lookAt(center)\n AssetRenderer.previewCamera.near = 0.1\n AssetRenderer.previewCamera.far = cameraZ + maxDim * 2\n AssetRenderer.previewCamera.updateProjectionMatrix()\n }\n\n render() {\n if ('scene' in this.item === false)\n return\n\n AssetRenderer.previewRenderer.render(AssetRenderer.previewScene, AssetRenderer.previewCamera)\n AssetRenderer.previewScene.remove(this.item.scene)\n\n return AssetRenderer.previewRenderer.domElement.toDataURL()\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;AACA,SAAS,qBAAqB;AAC9B,SAAS,MAAM,kBAAkB,mBAAmB,OAAO,eAAe;AAG1E,IAAqB,iBAArB,MAAqB,eAAc;AAAA,EAQjC,YAAY,KAAa;AACvB,SAAK,OAAO,KAAK,SAAS,EAAE,UAAU,MAAM,GAAG;AAC/C,SAAK,aAAa;AAElB,QAAI,WAAW,KAAK,MAAM;AACxB,qBAAc,aAAa,IAAI,KAAK,KAAK,KAAK;AAC9C,WAAK,oBAAoB,KAAK,KAAK,KAAK;AAAA,IAC1C;AAAA,EACF;AAAA,EAEA,eAAe;AACb,QAAI,eAAc;AAChB;AAEF,mBAAc,gBAAgB,QAAQ,KAAK,GAAG;AAE9C,UAAM,QAAQ,IAAI,iBAAiB,UAAU,CAAC;AAC9C,UAAM,SAAS,IAAI,GAAG,GAAG,CAAC;AAC1B,mBAAc,aAAa,IAAI,KAAK;AAEpC,UAAM,eAAe,IAAI,iBAAiB,UAAU,CAAC;AACrD,iBAAa,SAAS,IAAI,IAAI,IAAI,EAAE;AACpC,mBAAc,aAAa,IAAI,YAAY;AAE3C,mBAAc,cAAc;AAAA,EAC9B;AAAA,EAEA,oBAAoB,OAAiB;AACnC,UAAM,MAAM,IAAI,KAAK,EAAE,cAAc,KAAK;AAC1C,UAAM,OAAO,IAAI,QAAQ;AACzB,UAAM,SAAS,IAAI,QAAQ;AAC3B,QAAI,QAAQ,IAAI;AAChB,QAAI,UAAU,MAAM;AAEpB,UAAM,SAAS,KAAK,IAAI,KAAK,GAAG,KAAK,GAAG,KAAK,CAAC;AAC9C,UAAM,MAAM,eAAc,cAAc,OAAO,KAAK,KAAK;AACzD,UAAM,UAAU,UAAU,IAAI,KAAK,IAAI,MAAM,CAAC;AAE9C,mBAAc,cAAc,SAAS,IAAI,OAAO,GAAG,OAAO,GAAG,OAAO,IAAI,UAAU,GAAG;AACrF,mBAAc,cAAc,OAAO,MAAM;AACzC,mBAAc,cAAc,OAAO;AACnC,mBAAc,cAAc,MAAM,UAAU,SAAS;AACrD,mBAAc,cAAc,uBAAuB;AAAA,EACrD;AAAA,EAEA,SAAS;AACP,QAAI,WAAW,KAAK,SAAS;AAC3B;AAEF,mBAAc,gBAAgB,OAAO,eAAc,cAAc,eAAc,aAAa;AAC5F,mBAAc,aAAa,OAAO,KAAK,KAAK,KAAK;AAEjD,WAAO,eAAc,gBAAgB,WAAW,UAAU;AAAA,EAC5D;AACF;AA9DqB,eAGZ,eAAe,IAAI,MAAM;AAHb,eAIZ,kBAAkB,IAAI,cAAc,EAAE,OAAO,KAAK,CAAC;AAJvC,eAKZ,gBAAgB,IAAI,kBAAkB,IAAI,GAAG,GAAG,EAAE;AALtC,eAMZ,cAAc;AANvB,IAAqB,gBAArB;","names":[]}
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* {
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body {
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canvas {
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{"version":3,"sources":["../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
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