@mavonengine/core 0.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (947) hide show
  1. package/dist/BaseGame.cjs +112 -0
  2. package/dist/BaseGame.d.ts +34 -0
  3. package/dist/BaseGame.js +90 -0
  4. package/dist/Camera.cjs +52 -0
  5. package/dist/Camera.d.ts +8 -0
  6. package/dist/Camera.js +16 -0
  7. package/dist/Components/MinimapComponent.cjs +92 -0
  8. package/dist/Components/MinimapComponent.d.ts +15 -0
  9. package/dist/Components/MinimapComponent.js +57 -0
  10. package/dist/Components/TrailComponent.cjs +101 -0
  11. package/dist/Components/TrailComponent.d.ts +24 -0
  12. package/dist/Components/TrailComponent.js +73 -0
  13. package/dist/Editor/EditorHelper.cjs +73 -0
  14. package/dist/Editor/EditorHelper.d.ts +55 -0
  15. package/dist/Editor/EditorHelper.js +52 -0
  16. package/dist/Editor/WithEditorHelper.cjs +65 -0
  17. package/dist/Editor/WithEditorHelper.d.ts +22 -0
  18. package/dist/Editor/WithEditorHelper.js +38 -0
  19. package/dist/Game.cjs +131 -0
  20. package/dist/Game.d.ts +51 -0
  21. package/dist/Game.js +100 -0
  22. package/dist/InputManager.cjs +88 -0
  23. package/dist/InputManager.d.ts +12 -0
  24. package/dist/InputManager.js +50 -0
  25. package/dist/Networking/Client/NetworkManager.cjs +94 -0
  26. package/dist/Networking/Client/NetworkManager.d.ts +18 -0
  27. package/dist/Networking/Client/NetworkManager.js +60 -0
  28. package/dist/Networking/Entities/Player.cjs +47 -0
  29. package/dist/Networking/Entities/Player.d.ts +9 -0
  30. package/dist/Networking/Entities/Player.js +17 -0
  31. package/dist/Networking/NetworkedActor.cjs +43 -0
  32. package/dist/Networking/NetworkedActor.d.ts +31 -0
  33. package/dist/Networking/NetworkedActor.js +10 -0
  34. package/dist/Networking/NetworkedEntity.cjs +16 -0
  35. package/dist/Networking/NetworkedEntity.d.ts +7 -0
  36. package/dist/Networking/NetworkedEntity.js +1 -0
  37. package/dist/Networking/NetworkedEntityState.cjs +44 -0
  38. package/dist/Networking/NetworkedEntityState.d.ts +10 -0
  39. package/dist/Networking/NetworkedEntityState.js +11 -0
  40. package/dist/Networking/NetworkedGameObject.cjs +74 -0
  41. package/dist/Networking/NetworkedGameObject.d.ts +35 -0
  42. package/dist/Networking/NetworkedGameObject.js +41 -0
  43. package/dist/Networking/NetworkedLivingActor.cjs +62 -0
  44. package/dist/Networking/NetworkedLivingActor.d.ts +35 -0
  45. package/dist/Networking/NetworkedLivingActor.js +32 -0
  46. package/dist/Networking/Server/Client.cjs +37 -0
  47. package/dist/Networking/Server/Client.d.ts +5 -0
  48. package/dist/Networking/Server/Client.js +14 -0
  49. package/dist/Networking/Server/Commands.cjs +32 -0
  50. package/dist/Networking/Server/Commands.d.ts +11 -0
  51. package/dist/Networking/Server/Commands.js +5 -0
  52. package/dist/Networking/Server/Server.cjs +202 -0
  53. package/dist/Networking/Server/Server.d.ts +40 -0
  54. package/dist/Networking/Server/Server.js +182 -0
  55. package/dist/Networking/Server/Stats/BandwidthTracker.cjs +45 -0
  56. package/dist/Networking/Server/Stats/BandwidthTracker.d.ts +11 -0
  57. package/dist/Networking/Server/Stats/BandwidthTracker.js +22 -0
  58. package/dist/Networking/Server/Stats/CpuTracker.cjs +101 -0
  59. package/dist/Networking/Server/Stats/CpuTracker.d.ts +13 -0
  60. package/dist/Networking/Server/Stats/CpuTracker.js +69 -0
  61. package/dist/Networking/Server/World.cjs +42 -0
  62. package/dist/Networking/Server/World.d.ts +5 -0
  63. package/dist/Networking/Server/World.js +7 -0
  64. package/dist/Networking/syncState.cjs +51 -0
  65. package/dist/Networking/syncState.d.ts +11 -0
  66. package/dist/Networking/syncState.js +33 -0
  67. package/dist/Particles/Effects/Rain.cjs +90 -0
  68. package/dist/Particles/Effects/Rain.d.ts +19 -0
  69. package/dist/Particles/Effects/Rain.js +51 -0
  70. package/dist/Particles/Effects/Smoke.cjs +144 -0
  71. package/dist/Particles/Effects/Smoke.d.ts +27 -0
  72. package/dist/Particles/Effects/Smoke.js +104 -0
  73. package/dist/Particles/Shaders/LoadingScreen/Fragment.glsl +6 -0
  74. package/dist/Particles/Shaders/LoadingScreen/Vertex.glsl +3 -0
  75. package/dist/Particles/Shaders/Rain/Fragment.glsl +4 -0
  76. package/dist/Particles/Shaders/Rain/Vertex.glsl +23 -0
  77. package/dist/Particles/Shaders/Smoke/Fragment.glsl +8 -0
  78. package/dist/Particles/Shaders/Smoke/Vertex.glsl +25 -0
  79. package/dist/Particles/System/Emitter.cjs +81 -0
  80. package/dist/Particles/System/Emitter.d.ts +36 -0
  81. package/dist/Particles/System/Emitter.js +50 -0
  82. package/dist/Particles/System/Particle.cjs +49 -0
  83. package/dist/Particles/System/Particle.d.ts +11 -0
  84. package/dist/Particles/System/Particle.js +16 -0
  85. package/dist/Particles/System/ParticleEffect.cjs +59 -0
  86. package/dist/Particles/System/ParticleEffect.d.ts +22 -0
  87. package/dist/Particles/System/ParticleEffect.js +30 -0
  88. package/dist/Particles/System/ParticlePreviewRegistry.cjs +63 -0
  89. package/dist/Particles/System/ParticlePreviewRegistry.d.ts +10 -0
  90. package/dist/Particles/System/ParticlePreviewRegistry.js +23 -0
  91. package/dist/Particles/System/ParticleSystem.cjs +61 -0
  92. package/dist/Particles/System/ParticleSystem.d.ts +11 -0
  93. package/dist/Particles/System/ParticleSystem.js +28 -0
  94. package/dist/Prefab/Grass/Fragment.glsl +11 -0
  95. package/dist/Prefab/Grass/Grass.cjs +214 -0
  96. package/dist/Prefab/Grass/Grass.d.ts +32 -0
  97. package/dist/Prefab/Grass/Grass.js +182 -0
  98. package/dist/Prefab/Grass/GrassAffectingEntity.cjs +30 -0
  99. package/dist/Prefab/Grass/GrassAffectingEntity.d.ts +8 -0
  100. package/dist/Prefab/Grass/GrassAffectingEntity.js +3 -0
  101. package/dist/Prefab/Grass/Vertex.glsl +102 -0
  102. package/dist/Prefab/Lights/index.cjs +233 -0
  103. package/dist/Prefab/Lights/index.d.ts +77 -0
  104. package/dist/Prefab/Lights/index.js +164 -0
  105. package/dist/Prefab/Primitives/index.cjs +300 -0
  106. package/dist/Prefab/Primitives/index.d.ts +82 -0
  107. package/dist/Prefab/Primitives/index.js +217 -0
  108. package/dist/Prefab/Water/Fragment.glsl +36 -0
  109. package/dist/Prefab/Water/Vertex.glsl +60 -0
  110. package/dist/Prefab/Water/Water.cjs +234 -0
  111. package/dist/Prefab/Water/Water.d.ts +41 -0
  112. package/dist/Prefab/Water/Water.js +192 -0
  113. package/dist/Prefab/Water/WaterManager.cjs +146 -0
  114. package/dist/Prefab/Water/WaterManager.d.ts +28 -0
  115. package/dist/Prefab/Water/WaterManager.js +113 -0
  116. package/dist/Renderer/AssetRenderer.cjs +85 -0
  117. package/dist/Renderer/AssetRenderer.d.ts +14 -0
  118. package/dist/Renderer/AssetRenderer.js +52 -0
  119. package/dist/Renderer/PhysicsRenderer.cjs +84 -0
  120. package/dist/Renderer/PhysicsRenderer.d.ts +16 -0
  121. package/dist/Renderer/PhysicsRenderer.js +48 -0
  122. package/dist/Renderer.cjs +135 -0
  123. package/dist/Renderer.d.ts +23 -0
  124. package/dist/Renderer.js +86 -0
  125. package/dist/Shaders/Vertex/ClassicPerlin3DNoise.glsl +84 -0
  126. package/dist/Types/Asset.cjs +16 -0
  127. package/dist/Types/Asset.d.ts +6 -0
  128. package/dist/Types/Asset.js +1 -0
  129. package/dist/Types/Events.cjs +16 -0
  130. package/dist/Types/Events.d.ts +4 -0
  131. package/dist/Types/Events.js +1 -0
  132. package/dist/Types/IEditor.cjs +16 -0
  133. package/dist/Types/IEditor.d.ts +21 -0
  134. package/dist/Types/IEditor.js +1 -0
  135. package/dist/Utils/Debug.cjs +47 -0
  136. package/dist/Utils/Debug.d.ts +7 -0
  137. package/dist/Utils/Debug.js +14 -0
  138. package/dist/Utils/EventEmitter.cjs +58 -0
  139. package/dist/Utils/EventEmitter.d.ts +25 -0
  140. package/dist/Utils/EventEmitter.js +31 -0
  141. package/dist/Utils/Helpers.cjs +33 -0
  142. package/dist/Utils/Helpers.d.ts +6 -0
  143. package/dist/Utils/Helpers.js +10 -0
  144. package/dist/Utils/LoadingScreen.cjs +91 -0
  145. package/dist/Utils/LoadingScreen.d.ts +12 -0
  146. package/dist/Utils/LoadingScreen.js +59 -0
  147. package/dist/Utils/Logger.cjs +60 -0
  148. package/dist/Utils/Logger.d.ts +11 -0
  149. package/dist/Utils/Logger.js +39 -0
  150. package/dist/Utils/Math.cjs +35 -0
  151. package/dist/Utils/Math.d.ts +10 -0
  152. package/dist/Utils/Math.js +14 -0
  153. package/dist/Utils/Resources.cjs +101 -0
  154. package/dist/Utils/Resources.d.ts +29 -0
  155. package/dist/Utils/Resources.js +69 -0
  156. package/dist/Utils/Sizes.cjs +51 -0
  157. package/dist/Utils/Sizes.d.ts +8 -0
  158. package/dist/Utils/Sizes.js +18 -0
  159. package/dist/Utils/SkeletonAxesHelper.cjs +60 -0
  160. package/dist/Utils/SkeletonAxesHelper.d.ts +11 -0
  161. package/dist/Utils/SkeletonAxesHelper.js +40 -0
  162. package/dist/World/Actor.cjs +55 -0
  163. package/dist/World/Actor.d.ts +13 -0
  164. package/dist/World/Actor.js +25 -0
  165. package/dist/World/BaseChunkManager.cjs +34 -0
  166. package/dist/World/BaseChunkManager.d.ts +10 -0
  167. package/dist/World/BaseChunkManager.js +14 -0
  168. package/dist/World/BaseWorld.cjs +73 -0
  169. package/dist/World/BaseWorld.d.ts +23 -0
  170. package/dist/World/BaseWorld.js +45 -0
  171. package/dist/World/Chunk.cjs +45 -0
  172. package/dist/World/Chunk.d.ts +7 -0
  173. package/dist/World/Chunk.js +12 -0
  174. package/dist/World/Entity/State.cjs +52 -0
  175. package/dist/World/Entity/State.d.ts +20 -0
  176. package/dist/World/Entity/State.js +32 -0
  177. package/dist/World/Entity/interface/Damageable.cjs +16 -0
  178. package/dist/World/Entity/interface/Damageable.d.ts +7 -0
  179. package/dist/World/Entity/interface/Damageable.js +1 -0
  180. package/dist/World/Entity/interface/LivingEntity.cjs +16 -0
  181. package/dist/World/Entity/interface/LivingEntity.d.ts +3 -0
  182. package/dist/World/Entity/interface/LivingEntity.js +1 -0
  183. package/dist/World/Entity3D.cjs +92 -0
  184. package/dist/World/Entity3D.d.ts +23 -0
  185. package/dist/World/Entity3D.js +67 -0
  186. package/dist/World/Environment.cjs +59 -0
  187. package/dist/World/Environment.d.ts +7 -0
  188. package/dist/World/Environment.js +26 -0
  189. package/dist/World/GameObject.cjs +59 -0
  190. package/dist/World/GameObject.d.ts +16 -0
  191. package/dist/World/GameObject.js +26 -0
  192. package/dist/World/GameObjectInterface.cjs +16 -0
  193. package/dist/World/GameObjectInterface.d.ts +4 -0
  194. package/dist/World/GameObjectInterface.js +1 -0
  195. package/dist/World/LivingActor.cjs +42 -0
  196. package/dist/World/LivingActor.d.ts +10 -0
  197. package/dist/World/LivingActor.js +9 -0
  198. package/dist/World/StateManager.cjs +47 -0
  199. package/dist/World/StateManager.d.ts +6 -0
  200. package/dist/World/StateManager.js +14 -0
  201. package/dist/World/World.cjs +58 -0
  202. package/dist/World/World.d.ts +6 -0
  203. package/dist/World/World.js +25 -0
  204. package/dist/browser/BaseGame.js +10 -0
  205. package/dist/browser/BaseGame.js.map +1 -0
  206. package/dist/browser/Camera.css +51 -0
  207. package/dist/browser/Camera.css.map +1 -0
  208. package/dist/browser/Camera.js +18 -0
  209. package/dist/browser/Camera.js.map +1 -0
  210. package/dist/browser/Components/MinimapComponent.css +51 -0
  211. package/dist/browser/Components/MinimapComponent.css.map +1 -0
  212. package/dist/browser/Components/MinimapComponent.js +74 -0
  213. package/dist/browser/Components/MinimapComponent.js.map +1 -0
  214. package/dist/browser/Components/TrailComponent.css +51 -0
  215. package/dist/browser/Components/TrailComponent.css.map +1 -0
  216. package/dist/browser/Components/TrailComponent.js +94 -0
  217. package/dist/browser/Components/TrailComponent.js.map +1 -0
  218. package/dist/browser/Editor/EditorHelper.css +51 -0
  219. package/dist/browser/Editor/EditorHelper.css.map +1 -0
  220. package/dist/browser/Editor/EditorHelper.js +21 -0
  221. package/dist/browser/Editor/EditorHelper.js.map +1 -0
  222. package/dist/browser/Editor/WithEditorHelper.css +51 -0
  223. package/dist/browser/Editor/WithEditorHelper.css.map +1 -0
  224. package/dist/browser/Editor/WithEditorHelper.js +22 -0
  225. package/dist/browser/Editor/WithEditorHelper.js.map +1 -0
  226. package/dist/browser/Game.css +51 -0
  227. package/dist/browser/Game.css.map +1 -0
  228. package/dist/browser/Game.js +18 -0
  229. package/dist/browser/Game.js.map +1 -0
  230. package/dist/browser/InputManager.css +51 -0
  231. package/dist/browser/InputManager.css.map +1 -0
  232. package/dist/browser/InputManager.js +18 -0
  233. package/dist/browser/InputManager.js.map +1 -0
  234. package/dist/browser/Networking/Client/NetworkManager.js +73 -0
  235. package/dist/browser/Networking/Client/NetworkManager.js.map +1 -0
  236. package/dist/browser/Networking/Entities/Player.js +15 -0
  237. package/dist/browser/Networking/Entities/Player.js.map +1 -0
  238. package/dist/browser/Networking/NetworkedActor.js +24 -0
  239. package/dist/browser/Networking/NetworkedActor.js.map +1 -0
  240. package/dist/browser/Networking/NetworkedEntity.js +1 -0
  241. package/dist/browser/Networking/NetworkedEntity.js.map +1 -0
  242. package/dist/browser/Networking/NetworkedEntityState.js +20 -0
  243. package/dist/browser/Networking/NetworkedEntityState.js.map +1 -0
  244. package/dist/browser/Networking/NetworkedGameObject.js +12 -0
  245. package/dist/browser/Networking/NetworkedGameObject.js.map +1 -0
  246. package/dist/browser/Networking/NetworkedLivingActor.js +14 -0
  247. package/dist/browser/Networking/NetworkedLivingActor.js.map +1 -0
  248. package/dist/browser/Networking/Server/Client.js +8 -0
  249. package/dist/browser/Networking/Server/Client.js.map +1 -0
  250. package/dist/browser/Networking/Server/Commands.js +8 -0
  251. package/dist/browser/Networking/Server/Commands.js.map +1 -0
  252. package/dist/browser/Networking/Server/Server.js +194 -0
  253. package/dist/browser/Networking/Server/Server.js.map +1 -0
  254. package/dist/browser/Networking/Server/Stats/BandwidthTracker.js +8 -0
  255. package/dist/browser/Networking/Server/Stats/BandwidthTracker.js.map +1 -0
  256. package/dist/browser/Networking/Server/Stats/CpuTracker.js +8 -0
  257. package/dist/browser/Networking/Server/Stats/CpuTracker.js.map +1 -0
  258. package/dist/browser/Networking/Server/World.js +19 -0
  259. package/dist/browser/Networking/Server/World.js.map +1 -0
  260. package/dist/browser/Networking/syncState.js +31 -0
  261. package/dist/browser/Networking/syncState.js.map +1 -0
  262. package/dist/browser/Particles/Effects/Rain.css +51 -0
  263. package/dist/browser/Particles/Effects/Rain.css.map +1 -0
  264. package/dist/browser/Particles/Effects/Rain.js +88 -0
  265. package/dist/browser/Particles/Effects/Rain.js.map +1 -0
  266. package/dist/browser/Particles/Effects/Smoke.css +51 -0
  267. package/dist/browser/Particles/Effects/Smoke.css.map +1 -0
  268. package/dist/browser/Particles/Effects/Smoke.js +143 -0
  269. package/dist/browser/Particles/Effects/Smoke.js.map +1 -0
  270. package/dist/browser/Particles/Shaders/LoadingScreen/Fragment.glsl +6 -0
  271. package/dist/browser/Particles/Shaders/LoadingScreen/Vertex.glsl +3 -0
  272. package/dist/browser/Particles/Shaders/Rain/Fragment.glsl +4 -0
  273. package/dist/browser/Particles/Shaders/Rain/Vertex.glsl +23 -0
  274. package/dist/browser/Particles/Shaders/Smoke/Fragment.glsl +8 -0
  275. package/dist/browser/Particles/Shaders/Smoke/Vertex.glsl +25 -0
  276. package/dist/browser/Particles/System/Emitter.css +51 -0
  277. package/dist/browser/Particles/System/Emitter.css.map +1 -0
  278. package/dist/browser/Particles/System/Emitter.js +19 -0
  279. package/dist/browser/Particles/System/Emitter.js.map +1 -0
  280. package/dist/browser/Particles/System/Particle.js +10 -0
  281. package/dist/browser/Particles/System/Particle.js.map +1 -0
  282. package/dist/browser/Particles/System/ParticleEffect.css +51 -0
  283. package/dist/browser/Particles/System/ParticleEffect.css.map +1 -0
  284. package/dist/browser/Particles/System/ParticleEffect.js +23 -0
  285. package/dist/browser/Particles/System/ParticleEffect.js.map +1 -0
  286. package/dist/browser/Particles/System/ParticlePreviewRegistry.js +13 -0
  287. package/dist/browser/Particles/System/ParticlePreviewRegistry.js.map +1 -0
  288. package/dist/browser/Particles/System/ParticleSystem.css +51 -0
  289. package/dist/browser/Particles/System/ParticleSystem.css.map +1 -0
  290. package/dist/browser/Particles/System/ParticleSystem.js +18 -0
  291. package/dist/browser/Particles/System/ParticleSystem.js.map +1 -0
  292. package/dist/browser/Prefab/Grass/Fragment.glsl +11 -0
  293. package/dist/browser/Prefab/Grass/Grass.css +51 -0
  294. package/dist/browser/Prefab/Grass/Grass.css.map +1 -0
  295. package/dist/browser/Prefab/Grass/Grass.js +226 -0
  296. package/dist/browser/Prefab/Grass/Grass.js.map +1 -0
  297. package/dist/browser/Prefab/Grass/GrassAffectingEntity.js +10 -0
  298. package/dist/browser/Prefab/Grass/GrassAffectingEntity.js.map +1 -0
  299. package/dist/browser/Prefab/Grass/Vertex.glsl +102 -0
  300. package/dist/browser/Prefab/Lights/index.css +51 -0
  301. package/dist/browser/Prefab/Lights/index.css.map +1 -0
  302. package/dist/browser/Prefab/Lights/index.js +224 -0
  303. package/dist/browser/Prefab/Lights/index.js.map +1 -0
  304. package/dist/browser/Prefab/Primitives/index.css +51 -0
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  306. package/dist/browser/Prefab/Primitives/index.js +296 -0
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  308. package/dist/browser/Prefab/Water/Fragment.glsl +36 -0
  309. package/dist/browser/Prefab/Water/Vertex.glsl +60 -0
  310. package/dist/browser/Prefab/Water/Water.css +51 -0
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  312. package/dist/browser/Prefab/Water/Water.js +234 -0
  313. package/dist/browser/Prefab/Water/Water.js.map +1 -0
  314. package/dist/browser/Prefab/Water/WaterManager.css +51 -0
  315. package/dist/browser/Prefab/Water/WaterManager.css.map +1 -0
  316. package/dist/browser/Prefab/Water/WaterManager.js +19 -0
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  318. package/dist/browser/Renderer/AssetRenderer.css +51 -0
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  328. package/dist/browser/Renderer.js +18 -0
  329. package/dist/browser/Renderer.js.map +1 -0
  330. package/dist/browser/Shaders/Vertex/ClassicPerlin3DNoise.glsl +84 -0
  331. package/dist/browser/Types/Asset.js +1 -0
  332. package/dist/browser/Types/Asset.js.map +1 -0
  333. package/dist/browser/Types/Events.js +1 -0
  334. package/dist/browser/Types/Events.js.map +1 -0
  335. package/dist/browser/Types/IEditor.js +1 -0
  336. package/dist/browser/Types/IEditor.js.map +1 -0
  337. package/dist/browser/Utils/Debug.js +9 -0
  338. package/dist/browser/Utils/Debug.js.map +1 -0
  339. package/dist/browser/Utils/EventEmitter.js +10 -0
  340. package/dist/browser/Utils/EventEmitter.js.map +1 -0
  341. package/dist/browser/Utils/Helpers.js +13 -0
  342. package/dist/browser/Utils/Helpers.js.map +1 -0
  343. package/dist/browser/Utils/LoadingScreen.css +51 -0
  344. package/dist/browser/Utils/LoadingScreen.css.map +1 -0
  345. package/dist/browser/Utils/LoadingScreen.js +18 -0
  346. package/dist/browser/Utils/LoadingScreen.js.map +1 -0
  347. package/dist/browser/Utils/Logger.js +8 -0
  348. package/dist/browser/Utils/Logger.js.map +1 -0
  349. package/dist/browser/Utils/Math.js +10 -0
  350. package/dist/browser/Utils/Math.js.map +1 -0
  351. package/dist/browser/Utils/Resources.js +9 -0
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  353. package/dist/browser/Utils/Sizes.js +9 -0
  354. package/dist/browser/Utils/Sizes.js.map +1 -0
  355. package/dist/browser/Utils/SkeletonAxesHelper.js +8 -0
  356. package/dist/browser/Utils/SkeletonAxesHelper.js.map +1 -0
  357. package/dist/browser/World/Actor.js +11 -0
  358. package/dist/browser/World/Actor.js.map +1 -0
  359. package/dist/browser/World/BaseChunkManager.js +8 -0
  360. package/dist/browser/World/BaseChunkManager.js.map +1 -0
  361. package/dist/browser/World/BaseWorld.js +10 -0
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1
+ import {
2
+ Particle
3
+ } from "../../chunk-ORBRJSRE.js";
4
+ import "../../chunk-CZUIHQMY.js";
5
+ import "../../chunk-PMZKVZCW.js";
6
+ import "../../chunk-G3PMV62Z.js";
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+ export {
8
+ Particle as default
9
+ };
10
+ //# sourceMappingURL=Particle.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -0,0 +1,51 @@
1
+ /* src/style.css */
2
+ * {
3
+ margin: 0;
4
+ }
5
+ body {
6
+ overflow: hidden;
7
+ }
8
+ canvas {
9
+ display: block;
10
+ width: 100vw;
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+ height: 100vh;
12
+ }
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+ .point {
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+ position: absolute;
15
+ top: 50%;
16
+ left: 50%;
17
+ pointer-events: none;
18
+ }
19
+ .point .label {
20
+ position: absolute;
21
+ top: -20px;
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+ left: -20px;
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+ width: 40px;
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+ height: 40px;
25
+ border-radius: 50%;
26
+ color: white;
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+ text-align: center;
28
+ background: rgba(0, 0, 0, 0.5);
29
+ font-family:
30
+ Helvetica,
31
+ Arial,
32
+ sans-serif;
33
+ line-height: 40px;
34
+ font-weight: 100;
35
+ font-size: 14px;
36
+ }
37
+ .point .text {
38
+ position: absolute;
39
+ top: 30px;
40
+ width: 200px;
41
+ background: rgba(0, 0, 0, 0.5);
42
+ color: white;
43
+ line-height: 1.3rem;
44
+ font-weight: 100;
45
+ font-size: 14px;
46
+ left: -100px;
47
+ text-align: center;
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+ padding: 20px;
49
+ border-radius: 10px;
50
+ }
51
+ /*# sourceMappingURL=ParticleEffect.css.map */
@@ -0,0 +1 @@
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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":[]}
@@ -0,0 +1,23 @@
1
+ import {
2
+ ParticleEffect
3
+ } from "../../chunk-MSCP7BC3.js";
4
+ import "../../chunk-UA75LFFB.js";
5
+ import "../../chunk-INBJUTI4.js";
6
+ import "../../chunk-SR7IBOM4.js";
7
+ import "../../chunk-7ZSIOAT6.js";
8
+ import "../../chunk-A5XMBADG.js";
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+ import "../../chunk-VZ3QIXWK.js";
10
+ import "../../chunk-7QLYKS4T.js";
11
+ import "../../chunk-J7UBIWHX.js";
12
+ import "../../chunk-GDOID2XG.js";
13
+ import "../../chunk-OVP75QOD.js";
14
+ import "../../chunk-CZUIHQMY.js";
15
+ import "../../chunk-PMZKVZCW.js";
16
+ import "../../chunk-BZO35RV2.js";
17
+ import "../../chunk-2D7GC2Z6.js";
18
+ import "../../chunk-HU53VGSY.js";
19
+ import "../../chunk-G3PMV62Z.js";
20
+ export {
21
+ ParticleEffect as default
22
+ };
23
+ //# sourceMappingURL=ParticleEffect.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -0,0 +1,13 @@
1
+ import {
2
+ getPreviewMap,
3
+ registerParticle,
4
+ spawnParticle
5
+ } from "../../chunk-MAGAUADA.js";
6
+ import "../../chunk-VZ3QIXWK.js";
7
+ import "../../chunk-G3PMV62Z.js";
8
+ export {
9
+ getPreviewMap,
10
+ registerParticle,
11
+ spawnParticle
12
+ };
13
+ //# sourceMappingURL=ParticlePreviewRegistry.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -0,0 +1,51 @@
1
+ /* src/style.css */
2
+ * {
3
+ margin: 0;
4
+ }
5
+ body {
6
+ overflow: hidden;
7
+ }
8
+ canvas {
9
+ display: block;
10
+ width: 100vw;
11
+ height: 100vh;
12
+ }
13
+ .point {
14
+ position: absolute;
15
+ top: 50%;
16
+ left: 50%;
17
+ pointer-events: none;
18
+ }
19
+ .point .label {
20
+ position: absolute;
21
+ top: -20px;
22
+ left: -20px;
23
+ width: 40px;
24
+ height: 40px;
25
+ border-radius: 50%;
26
+ color: white;
27
+ text-align: center;
28
+ background: rgba(0, 0, 0, 0.5);
29
+ font-family:
30
+ Helvetica,
31
+ Arial,
32
+ sans-serif;
33
+ line-height: 40px;
34
+ font-weight: 100;
35
+ font-size: 14px;
36
+ }
37
+ .point .text {
38
+ position: absolute;
39
+ top: 30px;
40
+ width: 200px;
41
+ background: rgba(0, 0, 0, 0.5);
42
+ color: white;
43
+ line-height: 1.3rem;
44
+ font-weight: 100;
45
+ font-size: 14px;
46
+ left: -100px;
47
+ text-align: center;
48
+ padding: 20px;
49
+ border-radius: 10px;
50
+ }
51
+ /*# sourceMappingURL=ParticleSystem.css.map */
@@ -0,0 +1 @@
1
+ {"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":[]}
@@ -0,0 +1,18 @@
1
+ import {
2
+ ParticleSystem
3
+ } from "../../chunk-A5XMBADG.js";
4
+ import "../../chunk-VZ3QIXWK.js";
5
+ import "../../chunk-7QLYKS4T.js";
6
+ import "../../chunk-J7UBIWHX.js";
7
+ import "../../chunk-GDOID2XG.js";
8
+ import "../../chunk-OVP75QOD.js";
9
+ import "../../chunk-CZUIHQMY.js";
10
+ import "../../chunk-PMZKVZCW.js";
11
+ import "../../chunk-BZO35RV2.js";
12
+ import "../../chunk-2D7GC2Z6.js";
13
+ import "../../chunk-HU53VGSY.js";
14
+ import "../../chunk-G3PMV62Z.js";
15
+ export {
16
+ ParticleSystem as default
17
+ };
18
+ //# sourceMappingURL=ParticleSystem.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -0,0 +1,11 @@
1
+ varying vec2 vUv;
2
+
3
+ void main() {
4
+
5
+ vec3 baseColor = vec3(0.05, 0.2, 0.01);
6
+ vec3 tipColor = vec3(0.5, 0.5, 0.1);
7
+
8
+ vec3 diffuseColor = mix(tipColor, baseColor, vUv.y);
9
+
10
+ gl_FragColor = vec4(diffuseColor, 1.0);
11
+ }
@@ -0,0 +1,51 @@
1
+ /* src/style.css */
2
+ * {
3
+ margin: 0;
4
+ }
5
+ body {
6
+ overflow: hidden;
7
+ }
8
+ canvas {
9
+ display: block;
10
+ width: 100vw;
11
+ height: 100vh;
12
+ }
13
+ .point {
14
+ position: absolute;
15
+ top: 50%;
16
+ left: 50%;
17
+ pointer-events: none;
18
+ }
19
+ .point .label {
20
+ position: absolute;
21
+ top: -20px;
22
+ left: -20px;
23
+ width: 40px;
24
+ height: 40px;
25
+ border-radius: 50%;
26
+ color: white;
27
+ text-align: center;
28
+ background: rgba(0, 0, 0, 0.5);
29
+ font-family:
30
+ Helvetica,
31
+ Arial,
32
+ sans-serif;
33
+ line-height: 40px;
34
+ font-weight: 100;
35
+ font-size: 14px;
36
+ }
37
+ .point .text {
38
+ position: absolute;
39
+ top: 30px;
40
+ width: 200px;
41
+ background: rgba(0, 0, 0, 0.5);
42
+ color: white;
43
+ line-height: 1.3rem;
44
+ font-weight: 100;
45
+ font-size: 14px;
46
+ left: -100px;
47
+ text-align: center;
48
+ padding: 20px;
49
+ border-radius: 10px;
50
+ }
51
+ /*# sourceMappingURL=Grass.css.map */
@@ -0,0 +1 @@
1
+ {"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":[]}
@@ -0,0 +1,226 @@
1
+ import {
2
+ Entity3D
3
+ } from "../../chunk-C6AZ3L5F.js";
4
+ import {
5
+ randRange
6
+ } from "../../chunk-HYBS64DV.js";
7
+ import {
8
+ WithEditorHelper
9
+ } from "../../chunk-UA75LFFB.js";
10
+ import "../../chunk-KJJCXAUN.js";
11
+ import "../../chunk-36BXDTHA.js";
12
+ import "../../chunk-INBJUTI4.js";
13
+ import "../../chunk-SR7IBOM4.js";
14
+ import "../../chunk-7ZSIOAT6.js";
15
+ import {
16
+ Game
17
+ } from "../../chunk-A5XMBADG.js";
18
+ import "../../chunk-VZ3QIXWK.js";
19
+ import "../../chunk-7QLYKS4T.js";
20
+ import "../../chunk-J7UBIWHX.js";
21
+ import "../../chunk-GDOID2XG.js";
22
+ import "../../chunk-OVP75QOD.js";
23
+ import "../../chunk-CZUIHQMY.js";
24
+ import "../../chunk-PMZKVZCW.js";
25
+ import "../../chunk-BZO35RV2.js";
26
+ import "../../chunk-2D7GC2Z6.js";
27
+ import "../../chunk-HU53VGSY.js";
28
+ import "../../chunk-G3PMV62Z.js";
29
+
30
+ // src/Prefab/Grass/Grass.ts
31
+ import {
32
+ Box3,
33
+ DoubleSide,
34
+ InstancedBufferAttribute,
35
+ InstancedBufferGeometry,
36
+ Mesh,
37
+ ShaderMaterial,
38
+ Sphere,
39
+ Vector3
40
+ } from "three";
41
+ import { clone } from "three/examples/jsm/utils/SkeletonUtils.js";
42
+
43
+ // src/Prefab/Grass/Fragment.glsl
44
+ var Fragment_default = "varying vec2 vUv;\n\nvoid main() {\n\n vec3 baseColor = vec3(0.05, 0.2, 0.01);\n vec3 tipColor = vec3(0.5, 0.5, 0.1);\n\n vec3 diffuseColor = mix(tipColor, baseColor, vUv.y);\n\n gl_FragColor = vec4(diffuseColor, 1.0);\n}";
45
+
46
+ // src/Prefab/Grass/Vertex.glsl
47
+ var Vertex_default = "varying vec2 vUv;\n\nuniform float uTime;\n\nattribute vec3 offset;\nattribute float rotationAngle;\nattribute float instanceScale;\nattribute float randomLean; \n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nuint murmurHash12(uvec2 src) {\n const uint M = 0x5bd1e995u;\n uint h = 1190494759u;\n src *= M; src ^= src>>24u; src *= M;\n h *= M; h ^= src.x; h *= M; h ^= src.y;\n h ^= h>>13u; h *= M; h ^= h>>15u;\n return h;\n}\n\nfloat computePushInfluence(vec3 worldPos) {\n float totalInfluence = 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 totalInfluence = max(totalInfluence, influence); // or sum for additive influence\n }\n\n return totalInfluence;\n}\n\n// 1 output, 2 inputs\nfloat hash12(vec2 src) {\n uint h = murmurHash12(floatBitsToUint(src));\n return uintBitsToFloat(h & 0x007fffffu | 0x3f800000u) - 1.0;\n}\n\nfloat noise12(vec2 p) {\n vec2 i = floor(p);\n\n vec2 f = fract(p);\n vec2 u = smoothstep(vec2(0.0), vec2(1.0), f);\n\n float val = mix( mix( hash12( i + vec2(0.0, 0.0) ), \n hash12( i + vec2(1.0, 0.0) ), u.x),\n mix( hash12( i + vec2(0.0, 1.0) ), \n hash12( i + vec2(1.0, 1.0) ), u.x), u.y);\n return val * 2.0 - 1.0;\n}\n\n\nvoid main() {\n vUv = uv;\n\n float PI = 3.14159265;\n\n // Local transformation: scale blade by instanceScale\n vec3 centered = position;\n centered.y *= instanceScale;\n\n // Compute wind direction from noise\n float windSpeed = 1.0;\n float windStrength = noise12(offset.xz * 0.4 + vec2(uTime * windSpeed));\n float windAngle = windStrength * 0.3 * PI;\n\n vec2 windDir = vec2(cos(windAngle), sin(windAngle));\n\n float leanFactor = centered.y;\n\n // Push down influence\n vec3 worldInstancePos = (modelMatrix * vec4(offset, 1.0)).xyz;\n float pushInfluence = computePushInfluence(worldInstancePos);\n\n // Apply wind + random lean + push\n // Apply bending that increases with height\n float heightBendFactor = pow(centered.y, 1.5); // or use `centered.y * centered.y` for similar effect\n float bendAmount = (randomLean + windDir.x) * heightBendFactor * 0.8;\n float pushBend = pushInfluence * leanFactor * 1.0; // Adjust strength\n\n centered.x += bendAmount;\n centered.z += windDir.y * leanFactor * 0.2;\n centered.y -= pushBend; // Push downward\n\n // Rotate and transform\n float c = cos(rotationAngle);\n float s = sin(rotationAngle);\n mat3 rotationY = mat3(\n c, 0.0, s,\n 0.0, 1.0, 0.0,\n -s, 0.0, c\n );\n\n vec3 transformed = rotationY * centered + offset;\n\n vec4 modelPosition = modelMatrix * vec4(transformed, 1.0);\n vec4 viewPosition = viewMatrix * modelPosition;\n gl_Position = projectionMatrix * viewPosition;\n}";
48
+
49
+ // src/Prefab/Grass/Grass.ts
50
+ var MAX_PUSH_POINTS = 150;
51
+ var Grass = class extends WithEditorHelper(Entity3D) {
52
+ constructor(highModel, lowModel, grassBlades = 2e5, patchSize = 12.5, position = new Vector3(), coordCallback) {
53
+ super();
54
+ this.instancePositions = new Float32Array(grassBlades * 3);
55
+ this.patchSize = patchSize;
56
+ this.position = position;
57
+ this.coordCallback = coordCallback;
58
+ this.registerEditorHelper(position, "Grass", this);
59
+ const onLoad = () => {
60
+ const highSource = clone(highModel.scene.clone()).children.find((child) => child instanceof Mesh);
61
+ const lowSource = clone(lowModel.scene.clone()).children.find((child) => child instanceof Mesh);
62
+ if (!highSource || !lowSource) {
63
+ console.error("No mesh found in model");
64
+ return;
65
+ }
66
+ this.highGeometry = highSource.geometry.clone();
67
+ this.highGeometry.rotateZ(Math.PI / 180 * 90);
68
+ this.lowGeometry = lowSource.geometry.clone();
69
+ this.lowGeometry.rotateZ(Math.PI / 180 * 90);
70
+ this.build(grassBlades);
71
+ Game.instance().scene.add(this.mesh, this.lowResMesh);
72
+ };
73
+ if (Game.instance().resources.loaded) {
74
+ onLoad();
75
+ } else {
76
+ Game.instance().resources.on("loaded", onLoad);
77
+ }
78
+ }
79
+ build(grassBlades) {
80
+ const { patchSize, position, coordCallback } = this;
81
+ const positions = new Float32Array(grassBlades * 3);
82
+ const instanceRotation = new Float32Array(grassBlades);
83
+ const instanceScales = new Float32Array(grassBlades);
84
+ let bladeIndex = 0;
85
+ while (bladeIndex < grassBlades) {
86
+ const x = randRange(-patchSize, patchSize);
87
+ const z = randRange(-patchSize, patchSize);
88
+ const distSq = x * x + z * z;
89
+ const maxDistSq = patchSize * patchSize;
90
+ const densityFalloff = Math.exp(-distSq / (maxDistSq * 0.1));
91
+ if (Math.random() < densityFalloff) {
92
+ positions[bladeIndex * 3] = x;
93
+ positions[bladeIndex * 3 + 1] = coordCallback ? coordCallback(x, z) : 0;
94
+ positions[bladeIndex * 3 + 2] = z;
95
+ instanceRotation[bladeIndex] = Math.random() * Math.PI * 2;
96
+ instanceScales[bladeIndex] = randRange(2.3, 3.5);
97
+ bladeIndex++;
98
+ }
99
+ }
100
+ const instanceLeans = new Float32Array(grassBlades);
101
+ for (let i = 0; i < grassBlades; i++) {
102
+ instanceLeans[i] = randRange(-0.4, 0.4);
103
+ }
104
+ const buildGeometry = (baseGeometry) => {
105
+ const geometry = new InstancedBufferGeometry();
106
+ geometry.index = baseGeometry.index;
107
+ geometry.attributes = { ...baseGeometry.attributes };
108
+ geometry.setAttribute("offset", new InstancedBufferAttribute(positions, 3));
109
+ geometry.setAttribute("rotationAngle", new InstancedBufferAttribute(instanceRotation, 1));
110
+ geometry.setAttribute("instanceScale", new InstancedBufferAttribute(instanceScales, 1));
111
+ geometry.setAttribute("randomLean", new InstancedBufferAttribute(instanceLeans, 1));
112
+ geometry.instanceCount = grassBlades;
113
+ geometry.boundingBox = new Box3(
114
+ new Vector3(-patchSize, -patchSize, -patchSize),
115
+ new Vector3(patchSize, patchSize, patchSize)
116
+ );
117
+ geometry.boundingSphere = geometry.boundingBox.getBoundingSphere(new Sphere());
118
+ const material = new ShaderMaterial({
119
+ vertexShader: Vertex_default,
120
+ fragmentShader: Fragment_default,
121
+ side: DoubleSide,
122
+ uniforms: {
123
+ uTime: { value: 0 },
124
+ pushPositions: {
125
+ value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vector3())
126
+ },
127
+ pushRadii: {
128
+ value: Array.from({ length: MAX_PUSH_POINTS }).fill(0)
129
+ }
130
+ }
131
+ });
132
+ const mesh = new Mesh(geometry, material);
133
+ mesh.position.copy(position);
134
+ mesh.userData.grassInstance = this;
135
+ mesh.raycast = (raycaster, intersects) => {
136
+ if (!Game.instance().editor)
137
+ return;
138
+ if (!geometry.boundingBox)
139
+ return;
140
+ const box = new Box3().copy(geometry.boundingBox).applyMatrix4(mesh.matrixWorld);
141
+ const target = new Vector3();
142
+ if (raycaster.ray.intersectBox(box, target)) {
143
+ intersects.push({
144
+ distance: raycaster.ray.origin.distanceTo(target),
145
+ point: target.clone(),
146
+ object: mesh
147
+ });
148
+ }
149
+ };
150
+ return { mesh, material };
151
+ };
152
+ if (this.mesh) {
153
+ this.mesh.geometry.dispose();
154
+ this.lowResMesh.geometry.dispose();
155
+ const highGeo = buildGeometry(this.highGeometry).mesh.geometry;
156
+ const lowGeo = buildGeometry(this.lowGeometry).mesh.geometry;
157
+ this.mesh.geometry = highGeo;
158
+ this.lowResMesh.geometry = lowGeo;
159
+ this.instancePositions = positions;
160
+ } else {
161
+ const high = buildGeometry(this.highGeometry);
162
+ this.mesh = high.mesh;
163
+ this.material = high.material;
164
+ this.instancePositions = positions;
165
+ const low = buildGeometry(this.lowGeometry);
166
+ this.lowResMesh = low.mesh;
167
+ this.lowResMaterial = low.material;
168
+ this.lowResMesh.visible = false;
169
+ this.tagWithHelper(this.mesh);
170
+ this.tagWithHelper(this.lowResMesh);
171
+ }
172
+ }
173
+ reallocate(grassBlades) {
174
+ if (!this.highGeometry || !this.lowGeometry)
175
+ return;
176
+ this.build(grassBlades);
177
+ }
178
+ addBindings(folder) {
179
+ const proxy = { bladeCount: this.mesh?.geometry.getAttribute("offset")?.count ?? 0 };
180
+ folder.addBinding(proxy, "bladeCount", { min: 1e3, max: 5e4, step: 1e3, label: "Blade Count" }).on("change", ({ value }) => this.reallocate(value));
181
+ }
182
+ destroy() {
183
+ this.material?.dispose();
184
+ this.lowResMaterial?.dispose();
185
+ this.mesh?.geometry.dispose();
186
+ this.lowResMesh?.geometry.dispose();
187
+ Game.instance().scene.remove(this.mesh, this.lowResMesh);
188
+ super.destroy();
189
+ }
190
+ setPushPoints(points) {
191
+ const materials = [this.material, this.lowResMaterial].filter(
192
+ (m) => !!m
193
+ );
194
+ if (!materials.length)
195
+ return;
196
+ for (let i = 0; i < MAX_PUSH_POINTS; i++) {
197
+ if (points[i]) {
198
+ materials.forEach((mat) => {
199
+ mat.uniforms.pushPositions.value[i].copy(points[i].position);
200
+ mat.uniforms.pushRadii.value[i] = points[i].radius;
201
+ });
202
+ }
203
+ }
204
+ }
205
+ update(delta) {
206
+ [this.material, this.lowResMaterial].forEach((mat) => {
207
+ if (mat)
208
+ mat.uniforms.uTime.value += delta;
209
+ });
210
+ const cameraPos = Game.instance().camera.instance.position;
211
+ const distance = cameraPos.distanceTo(this.mesh.position);
212
+ if (this.lowResMesh) {
213
+ if (distance > 20) {
214
+ this.lowResMesh.visible = true;
215
+ this.mesh.visible = false;
216
+ } else {
217
+ this.lowResMesh.visible = false;
218
+ this.mesh.visible = true;
219
+ }
220
+ }
221
+ }
222
+ };
223
+ export {
224
+ Grass as default
225
+ };
226
+ //# sourceMappingURL=Grass.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../../src/Prefab/Grass/Grass.ts","../../../../src/Prefab/Grass/Fragment.glsl","../../../../src/Prefab/Grass/Vertex.glsl"],"sourcesContent":["import type { ContainerApi } from '@tweakpane/core'\nimport type { BufferGeometry } from 'three'\nimport type { GLTF } from 'three/examples/jsm/Addons.js'\nimport { WithEditorHelper } from '../../Editor/WithEditorHelper'\nimport Game from '../../Game'\nimport { randRange } from '../../Utils/Math'\nimport Entity3D from '../../World/Entity3D'\nimport {\n Box3,\n DoubleSide,\n InstancedBufferAttribute,\n InstancedBufferGeometry,\n Mesh,\n ShaderMaterial,\n Sphere,\n Vector3,\n} from 'three'\nimport { clone } from 'three/examples/jsm/utils/SkeletonUtils.js'\nimport FragmentShader from './Fragment.glsl'\nimport VertexShader from './Vertex.glsl'\n\nconst MAX_PUSH_POINTS = 150\n\nexport default class Grass extends WithEditorHelper(Entity3D) {\n material?: ShaderMaterial\n lowResMaterial?: ShaderMaterial\n instancePositions: Float32Array\n mesh?: Mesh\n lowResMesh?: Mesh\n\n private highGeometry?: BufferGeometry\n private lowGeometry?: BufferGeometry\n private patchSize: number\n private coordCallback?: (x: number, y: number) => number\n\n constructor(\n highModel: GLTF,\n lowModel: GLTF,\n grassBlades = 200000,\n patchSize = 12.5,\n position = new Vector3(),\n coordCallback?: (x: number, y: number) => number,\n ) {\n super()\n\n this.instancePositions = new Float32Array(grassBlades * 3)\n this.patchSize = patchSize\n this.position = position\n this.coordCallback = coordCallback\n this.registerEditorHelper(position, 'Grass', this)\n\n const onLoad = () => {\n const highSource = clone(highModel.scene.clone()).children.find(child => child instanceof Mesh) as Mesh\n const lowSource = clone(lowModel.scene.clone()).children.find(child => child instanceof Mesh) as Mesh\n\n if (!highSource || !lowSource) {\n console.error('No mesh found in model')\n return\n }\n\n this.highGeometry = highSource.geometry.clone()\n this.highGeometry.rotateZ(Math.PI / 180 * 90)\n this.lowGeometry = lowSource.geometry.clone()\n this.lowGeometry.rotateZ(Math.PI / 180 * 90)\n\n this.build(grassBlades)\n Game.instance().scene.add(this.mesh!, this.lowResMesh!)\n }\n\n if (Game.instance().resources.loaded) {\n onLoad()\n }\n else {\n Game.instance().resources.on('loaded', onLoad)\n }\n }\n\n private build(grassBlades: number): void {\n const { patchSize, position, coordCallback } = this\n\n const positions = new Float32Array(grassBlades * 3)\n const instanceRotation = new Float32Array(grassBlades)\n const instanceScales = new Float32Array(grassBlades)\n\n let bladeIndex = 0\n while (bladeIndex < grassBlades) {\n const x = randRange(-patchSize, patchSize)\n const z = randRange(-patchSize, patchSize)\n\n const distSq = x * x + z * z\n const maxDistSq = patchSize * patchSize\n const densityFalloff = Math.exp(-distSq / (maxDistSq * 0.1))\n\n if (Math.random() < densityFalloff) {\n positions[bladeIndex * 3] = x\n positions[bladeIndex * 3 + 1] = coordCallback ? coordCallback(x, z) : 0\n positions[bladeIndex * 3 + 2] = z\n\n instanceRotation[bladeIndex] = Math.random() * Math.PI * 2\n instanceScales[bladeIndex] = randRange(2.3, 3.5)\n\n bladeIndex++\n }\n }\n\n const instanceLeans = new Float32Array(grassBlades)\n for (let i = 0; i < grassBlades; i++) {\n instanceLeans[i] = randRange(-0.4, 0.4)\n }\n\n const buildGeometry = (baseGeometry: BufferGeometry) => {\n const geometry = new InstancedBufferGeometry()\n geometry.index = baseGeometry.index\n geometry.attributes = { ...baseGeometry.attributes }\n\n geometry.setAttribute('offset', new InstancedBufferAttribute(positions, 3))\n geometry.setAttribute('rotationAngle', new InstancedBufferAttribute(instanceRotation, 1))\n geometry.setAttribute('instanceScale', new InstancedBufferAttribute(instanceScales, 1))\n geometry.setAttribute('randomLean', new InstancedBufferAttribute(instanceLeans, 1))\n\n geometry.instanceCount = grassBlades\n\n geometry.boundingBox = new Box3(\n new Vector3(-patchSize, -patchSize, -patchSize),\n new Vector3(patchSize, patchSize, patchSize),\n )\n geometry.boundingSphere = geometry.boundingBox.getBoundingSphere(new Sphere())\n\n const material = new ShaderMaterial({\n vertexShader: VertexShader,\n fragmentShader: FragmentShader,\n side: DoubleSide,\n uniforms: {\n uTime: { value: 0 },\n pushPositions: {\n value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vector3()),\n },\n pushRadii: {\n value: Array.from({ length: MAX_PUSH_POINTS }).fill(0),\n },\n },\n })\n\n const mesh = new Mesh(geometry, material)\n mesh.position.copy(position)\n mesh.userData.grassInstance = this\n mesh.raycast = (raycaster, intersects) => {\n if (!Game.instance().editor)\n return\n if (!geometry.boundingBox)\n return\n const box = new Box3().copy(geometry.boundingBox).applyMatrix4(mesh.matrixWorld)\n const target = new Vector3()\n if (raycaster.ray.intersectBox(box, target)) {\n intersects.push({\n distance: raycaster.ray.origin.distanceTo(target),\n point: target.clone(),\n object: mesh,\n } as any)\n }\n }\n\n return { mesh, material }\n }\n\n if (this.mesh) {\n // Reallocation: swap geometry on existing meshes\n this.mesh.geometry.dispose()\n this.lowResMesh!.geometry.dispose()\n const highGeo = buildGeometry(this.highGeometry!).mesh.geometry as InstancedBufferGeometry\n const lowGeo = buildGeometry(this.lowGeometry!).mesh.geometry as InstancedBufferGeometry\n this.mesh.geometry = highGeo\n this.lowResMesh!.geometry = lowGeo\n this.instancePositions = positions\n }\n else {\n // Initial build\n const high = buildGeometry(this.highGeometry!)\n this.mesh = high.mesh\n this.material = high.material\n this.instancePositions = positions\n\n const low = buildGeometry(this.lowGeometry!)\n this.lowResMesh = low.mesh\n this.lowResMaterial = low.material\n this.lowResMesh.visible = false\n\n this.tagWithHelper(this.mesh)\n this.tagWithHelper(this.lowResMesh)\n }\n }\n\n reallocate(grassBlades: number): void {\n if (!this.highGeometry || !this.lowGeometry)\n return\n this.build(grassBlades)\n }\n\n addBindings(folder: ContainerApi): void {\n const proxy = { bladeCount: this.mesh?.geometry.getAttribute('offset')?.count ?? 0 }\n folder.addBinding(proxy, 'bladeCount', { min: 1000, max: 50000, step: 1000, label: 'Blade Count' })\n .on('change', ({ value }) => this.reallocate(value))\n }\n\n destroy(): void {\n this.material?.dispose()\n this.lowResMaterial?.dispose()\n this.mesh?.geometry.dispose()\n this.lowResMesh?.geometry.dispose()\n Game.instance().scene.remove(this.mesh!, this.lowResMesh!)\n super.destroy()\n }\n\n setPushPoints(points: { position: Vector3, radius: number }[]) {\n const materials = [this.material, this.lowResMaterial].filter(\n (m): m is ShaderMaterial => !!m,\n )\n if (!materials.length)\n return\n\n for (let i = 0; i < MAX_PUSH_POINTS; i++) {\n if (points[i]) {\n materials.forEach((mat) => {\n mat.uniforms.pushPositions.value[i].copy(points[i].position)\n mat.uniforms.pushRadii.value[i] = points[i].radius\n })\n }\n }\n }\n\n update(delta: number): void {\n [this.material, this.lowResMaterial].forEach((mat) => {\n if (mat)\n mat.uniforms.uTime.value += delta\n })\n\n const cameraPos = Game.instance().camera.instance.position\n const distance = cameraPos.distanceTo(this.mesh!.position)\n\n if (this.lowResMesh) {\n if (distance > 20) {\n this.lowResMesh.visible = true\n this.mesh!.visible = false\n }\n else {\n this.lowResMesh.visible = false\n this.mesh!.visible = true\n }\n }\n }\n}\n","varying vec2 vUv;\n\nvoid main() {\n\n vec3 baseColor = vec3(0.05, 0.2, 0.01);\n vec3 tipColor = vec3(0.5, 0.5, 0.1);\n\n vec3 diffuseColor = mix(tipColor, baseColor, vUv.y);\n\n gl_FragColor = vec4(diffuseColor, 1.0);\n}","varying vec2 vUv;\n\nuniform float uTime;\n\nattribute vec3 offset;\nattribute float rotationAngle;\nattribute float instanceScale;\nattribute float randomLean; \n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nuint murmurHash12(uvec2 src) {\n const uint M = 0x5bd1e995u;\n uint h = 1190494759u;\n src *= M; src ^= src>>24u; src *= M;\n h *= M; h ^= src.x; h *= M; h ^= src.y;\n h ^= h>>13u; h *= M; h ^= h>>15u;\n return h;\n}\n\nfloat computePushInfluence(vec3 worldPos) {\n float totalInfluence = 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 totalInfluence = max(totalInfluence, influence); // or sum for additive influence\n }\n\n return totalInfluence;\n}\n\n// 1 output, 2 inputs\nfloat hash12(vec2 src) {\n uint h = murmurHash12(floatBitsToUint(src));\n return uintBitsToFloat(h & 0x007fffffu | 0x3f800000u) - 1.0;\n}\n\nfloat noise12(vec2 p) {\n vec2 i = floor(p);\n\n vec2 f = fract(p);\n vec2 u = smoothstep(vec2(0.0), vec2(1.0), f);\n\n\tfloat val = mix( mix( hash12( i + vec2(0.0, 0.0) ), \n hash12( i + vec2(1.0, 0.0) ), u.x),\n mix( hash12( i + vec2(0.0, 1.0) ), \n hash12( i + vec2(1.0, 1.0) ), u.x), u.y);\n return val * 2.0 - 1.0;\n}\n\n\nvoid main() {\n vUv = uv;\n\n float PI = 3.14159265;\n\n // Local transformation: scale blade by instanceScale\n vec3 centered = position;\n centered.y *= instanceScale;\n\n // Compute wind direction from noise\n float windSpeed = 1.0;\n float windStrength = noise12(offset.xz * 0.4 + vec2(uTime * windSpeed));\n float windAngle = windStrength * 0.3 * PI;\n\n vec2 windDir = vec2(cos(windAngle), sin(windAngle));\n\n float leanFactor = centered.y;\n\n // Push down influence\n vec3 worldInstancePos = (modelMatrix * vec4(offset, 1.0)).xyz;\n float pushInfluence = computePushInfluence(worldInstancePos);\n\n // Apply wind + random lean + push\n // Apply bending that increases with height\n float heightBendFactor = pow(centered.y, 1.5); // or use 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@@ -0,0 +1,10 @@
1
+ import "../../chunk-G3PMV62Z.js";
2
+
3
+ // src/Prefab/Grass/GrassAffectingEntity.ts
4
+ function isGrassAffectingEntity(obj) {
5
+ return typeof obj.getPushPoints === "function";
6
+ }
7
+ export {
8
+ isGrassAffectingEntity
9
+ };
10
+ //# sourceMappingURL=GrassAffectingEntity.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../../src/Prefab/Grass/GrassAffectingEntity.ts"],"sourcesContent":["import type { Vector3 } from 'three'\n\nexport default interface GrassAffectingEntity {\n getPushPoints(): { position: Vector3, radius: number }[]\n}\n\nexport function isGrassAffectingEntity(obj: any): obj is GrassAffectingEntity {\n return typeof obj.getPushPoints === 'function'\n}\n"],"mappings":";;;AAMO,SAAS,uBAAuB,KAAuC;AAC5E,SAAO,OAAO,IAAI,kBAAkB;AACtC;","names":[]}
@@ -0,0 +1,102 @@
1
+ varying vec2 vUv;
2
+
3
+ uniform float uTime;
4
+
5
+ attribute vec3 offset;
6
+ attribute float rotationAngle;
7
+ attribute float instanceScale;
8
+ attribute float randomLean;
9
+
10
+ #define MAX_PUSH_POINTS 150
11
+
12
+ uniform vec3 pushPositions[MAX_PUSH_POINTS];
13
+ uniform float pushRadii[MAX_PUSH_POINTS];
14
+
15
+ uint murmurHash12(uvec2 src) {
16
+ const uint M = 0x5bd1e995u;
17
+ uint h = 1190494759u;
18
+ src *= M; src ^= src>>24u; src *= M;
19
+ h *= M; h ^= src.x; h *= M; h ^= src.y;
20
+ h ^= h>>13u; h *= M; h ^= h>>15u;
21
+ return h;
22
+ }
23
+
24
+ float computePushInfluence(vec3 worldPos) {
25
+ float totalInfluence = 0.0;
26
+
27
+ for (int i = 0; i < MAX_PUSH_POINTS; i++) {
28
+ float dist = distance(worldPos.xz, pushPositions[i].xz);
29
+ float influence = smoothstep(pushRadii[i], 0.0, dist);
30
+ totalInfluence = max(totalInfluence, influence); // or sum for additive influence
31
+ }
32
+
33
+ return totalInfluence;
34
+ }
35
+
36
+ // 1 output, 2 inputs
37
+ float hash12(vec2 src) {
38
+ uint h = murmurHash12(floatBitsToUint(src));
39
+ return uintBitsToFloat(h & 0x007fffffu | 0x3f800000u) - 1.0;
40
+ }
41
+
42
+ float noise12(vec2 p) {
43
+ vec2 i = floor(p);
44
+
45
+ vec2 f = fract(p);
46
+ vec2 u = smoothstep(vec2(0.0), vec2(1.0), f);
47
+
48
+ float val = mix( mix( hash12( i + vec2(0.0, 0.0) ),
49
+ hash12( i + vec2(1.0, 0.0) ), u.x),
50
+ mix( hash12( i + vec2(0.0, 1.0) ),
51
+ hash12( i + vec2(1.0, 1.0) ), u.x), u.y);
52
+ return val * 2.0 - 1.0;
53
+ }
54
+
55
+
56
+ void main() {
57
+ vUv = uv;
58
+
59
+ float PI = 3.14159265;
60
+
61
+ // Local transformation: scale blade by instanceScale
62
+ vec3 centered = position;
63
+ centered.y *= instanceScale;
64
+
65
+ // Compute wind direction from noise
66
+ float windSpeed = 1.0;
67
+ float windStrength = noise12(offset.xz * 0.4 + vec2(uTime * windSpeed));
68
+ float windAngle = windStrength * 0.3 * PI;
69
+
70
+ vec2 windDir = vec2(cos(windAngle), sin(windAngle));
71
+
72
+ float leanFactor = centered.y;
73
+
74
+ // Push down influence
75
+ vec3 worldInstancePos = (modelMatrix * vec4(offset, 1.0)).xyz;
76
+ float pushInfluence = computePushInfluence(worldInstancePos);
77
+
78
+ // Apply wind + random lean + push
79
+ // Apply bending that increases with height
80
+ float heightBendFactor = pow(centered.y, 1.5); // or use `centered.y * centered.y` for similar effect
81
+ float bendAmount = (randomLean + windDir.x) * heightBendFactor * 0.8;
82
+ float pushBend = pushInfluence * leanFactor * 1.0; // Adjust strength
83
+
84
+ centered.x += bendAmount;
85
+ centered.z += windDir.y * leanFactor * 0.2;
86
+ centered.y -= pushBend; // Push downward
87
+
88
+ // Rotate and transform
89
+ float c = cos(rotationAngle);
90
+ float s = sin(rotationAngle);
91
+ mat3 rotationY = mat3(
92
+ c, 0.0, s,
93
+ 0.0, 1.0, 0.0,
94
+ -s, 0.0, c
95
+ );
96
+
97
+ vec3 transformed = rotationY * centered + offset;
98
+
99
+ vec4 modelPosition = modelMatrix * vec4(transformed, 1.0);
100
+ vec4 viewPosition = viewMatrix * modelPosition;
101
+ gl_Position = projectionMatrix * viewPosition;
102
+ }