@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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+ {"version":3,"sources":["../../../../src/Prefab/Primitives/index.ts"],"sourcesContent":["import type {\n BufferGeometry,\n Object3D,\n} from 'three'\nimport {\n BoxGeometry,\n CapsuleGeometry,\n CatmullRomCurve3,\n CircleGeometry,\n ConeGeometry,\n CylinderGeometry,\n DodecahedronGeometry,\n EdgesGeometry,\n ExtrudeGeometry,\n IcosahedronGeometry,\n LatheGeometry,\n LineBasicMaterial,\n LineSegments,\n Mesh,\n MeshStandardMaterial,\n OctahedronGeometry,\n PlaneGeometry,\n PolyhedronGeometry,\n RingGeometry,\n Shape,\n ShapeGeometry,\n SphereGeometry,\n TetrahedronGeometry,\n TorusGeometry,\n TorusKnotGeometry,\n TubeGeometry,\n Vector2,\n Vector3,\n WireframeGeometry,\n} from 'three'\nimport { WithEditorHelper } from '../../Editor/WithEditorHelper'\nimport Game from '../../Game'\nimport GameObject from '../../World/GameObject'\n\nexport abstract class Primitive extends WithEditorHelper(GameObject) {\n public instance: Object3D\n\n constructor(position: Vector3, object: Object3D, label: string) {\n super(undefined, position)\n this.instance = object\n this.instance.position.copy(position)\n Game.instance().scene.add(this.instance)\n const isMeshStd = this.instance instanceof Mesh && this.instance.material instanceof MeshStandardMaterial\n const mat = isMeshStd ? (this.instance as Mesh).material as MeshStandardMaterial : null\n this.registerEditorHelper(position, label, {\n onMove: (delta: Vector3) => this.instance.position.add(delta),\n properties: mat\n ? [\n { type: 'color', label: 'color', getValue: () => `#${mat.color.getHexString()}`, setValue: (v: string) => mat.color.set(v) },\n {\n type: 'checkbox',\n label: 'wireframe',\n getValue: () => mat.wireframe,\n setValue: (v: boolean) => {\n mat.wireframe = v\n mat.needsUpdate = true\n },\n },\n { type: 'slider', label: 'roughness', min: 0, max: 1, step: 0.01, getValue: () => mat.roughness, setValue: (v: number) => { mat.roughness = v } },\n { type: 'slider', label: 'metalness', min: 0, max: 1, step: 0.01, getValue: () => mat.metalness, setValue: (v: number) => { mat.metalness = v } },\n ]\n : [],\n })\n this.tagWithHelper(this.instance)\n }\n\n setReceiveShadow(value: boolean): void {\n if (this.instance instanceof Mesh) {\n this.instance.receiveShadow = value\n }\n }\n\n setCastShadow(value: boolean): void {\n if (this.instance instanceof Mesh) {\n this.instance.castShadow = value\n }\n }\n\n update(_delta: number): void { }\n\n destroy(): void {\n const asRenderable = this.instance as { geometry?: BufferGeometry, material?: MeshStandardMaterial | LineBasicMaterial | (MeshStandardMaterial | LineBasicMaterial)[] }\n asRenderable.geometry?.dispose()\n if (Array.isArray(asRenderable.material)) {\n asRenderable.material.forEach(m => m.dispose())\n }\n else {\n asRenderable.material?.dispose()\n }\n Game.instance().scene.remove(this.instance)\n super.destroy()\n }\n}\n\nfunction mesh(geometry: BufferGeometry): Mesh {\n return new Mesh(geometry, new MeshStandardMaterial({ color: 0x888888 }))\n}\n\nfunction lines(geometry: BufferGeometry): LineSegments {\n return new LineSegments(geometry, new LineBasicMaterial({ color: 0x4A9EFF }))\n}\n\nexport class BoxPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new BoxGeometry()), 'Box')\n }\n}\n\nexport class CapsulePrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new CapsuleGeometry()), 'Capsule')\n }\n}\n\nexport class CirclePrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new CircleGeometry()), 'Circle')\n }\n}\n\nexport class ConePrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new ConeGeometry()), 'Cone')\n }\n}\n\nexport class CylinderPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new CylinderGeometry()), 'Cylinder')\n }\n}\n\nexport class DodecahedronPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new DodecahedronGeometry()), 'Dodecahedron')\n }\n}\n\nexport class EdgesPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, lines(new EdgesGeometry(new BoxGeometry())), 'Edges')\n }\n}\n\nexport class ExtrudePrimitive extends Primitive {\n constructor(position: Vector3) {\n const shape = new Shape()\n shape.moveTo(0, 0)\n shape.lineTo(0, 1)\n shape.lineTo(1, 1)\n shape.lineTo(1, 0)\n shape.closePath()\n super(position, mesh(new ExtrudeGeometry(shape, { depth: 0.5, bevelEnabled: false })), 'Extrude')\n }\n}\n\nexport class IcosahedronPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new IcosahedronGeometry()), 'Icosahedron')\n }\n}\n\nexport class LathePrimitive extends Primitive {\n constructor(position: Vector3) {\n const points: Vector2[] = []\n for (let i = 0; i <= 10; i++) {\n points.push(new Vector2(Math.sin(i * 0.2) * 0.5 + 0.3, i * 0.1))\n }\n super(position, mesh(new LatheGeometry(points, 12)), 'Lathe')\n }\n}\n\nexport class OctahedronPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new OctahedronGeometry()), 'Octahedron')\n }\n}\n\nexport class PlanePrimitive extends Primitive {\n constructor(position: Vector3, width = 1, height = 1) {\n const geometry = new PlaneGeometry(width, height)\n geometry.rotateX(-Math.PI / 2)\n super(position, mesh(geometry), 'Plane')\n }\n}\n\nexport class PolyhedronPrimitive extends Primitive 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}\n}\n\nexport class TorusPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new TorusGeometry()), 'Torus')\n }\n}\n\nexport class TorusKnotPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new TorusKnotGeometry()), 'TorusKnot')\n }\n}\n\nexport class TubePrimitive extends Primitive {\n constructor(position: Vector3) {\n const path = new CatmullRomCurve3([\n new Vector3(-1, 0, 0),\n new Vector3(-0.5, 0.5, 0),\n new Vector3(0.5, -0.5, 0),\n new Vector3(1, 0, 0),\n ])\n super(position, mesh(new TubeGeometry(path, 20, 0.2, 8, false)), 'Tube')\n }\n}\n\nexport class WireframePrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, lines(new WireframeGeometry(new BoxGeometry())), 'Wireframe')\n }\n}\n\nexport const PRIMITIVE_REGISTRY: Record<string, new (position: Vector3) => Primitive> = {\n Box: BoxPrimitive,\n Capsule: CapsulePrimitive,\n Circle: CirclePrimitive,\n Cone: ConePrimitive,\n 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@@ -0,0 +1,36 @@
1
+ uniform vec3 uDepthColor;
2
+ uniform vec3 uSurfaceColor;
3
+ uniform float uColorOffset;
4
+ uniform float uColorMultiplier;
5
+
6
+ uniform vec3 uSunDirection;
7
+ uniform float uSunReflectionStrength;
8
+
9
+ varying float vElevation;
10
+ varying vec3 vWorldPosition;
11
+
12
+ void main()
13
+ {
14
+ float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;
15
+
16
+ vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);
17
+
18
+ // Sun reflection
19
+ vec3 normal = normalize(cross(dFdx(vWorldPosition), dFdy(vWorldPosition)));
20
+ vec3 viewDir = normalize(cameraPosition - vWorldPosition);
21
+ vec3 sunDir = normalize(uSunDirection);
22
+
23
+ // Specular highlight (Blinn-Phong)
24
+ vec3 halfDir = normalize(sunDir + viewDir);
25
+ float spec = pow(max(dot(normal, halfDir), 0.0), 128.0);
26
+
27
+ // Fresnel - stronger reflections at grazing angles
28
+ float fresnel = pow(1.0 - max(dot(normal, viewDir), 0.0), 3.0);
29
+
30
+ vec3 sunColor = vec3(1.0, 0.95, 0.8);
31
+ color += sunColor * spec * (0.5 + fresnel * 0.5) * uSunReflectionStrength;
32
+
33
+ gl_FragColor = vec4(color, 0.9);
34
+
35
+ #include <colorspace_fragment>
36
+ }
@@ -0,0 +1,60 @@
1
+ uniform float uBigWavesElevation;
2
+ uniform vec2 uBigWavesFrequency;
3
+ uniform float uBigWavesSpeed;
4
+
5
+ uniform float uTime;
6
+
7
+ uniform vec3 uSurfaceColor;
8
+ uniform vec3 uDepthColor;
9
+
10
+ #define MAX_PUSH_POINTS 150
11
+
12
+ uniform vec3 pushPositions[MAX_PUSH_POINTS];
13
+ uniform float pushRadii[MAX_PUSH_POINTS];
14
+
15
+ varying float vElevation;
16
+ varying vec3 vWorldPosition;
17
+
18
+ #include ../../Shaders/Vertex/ClassicPerlin3DNoise;
19
+
20
+ float computeRipple(vec3 worldPos) {
21
+ float totalRipple = 0.0;
22
+
23
+ for (int i = 0; i < MAX_PUSH_POINTS; i++) {
24
+ float dist = distance(worldPos.xz, pushPositions[i].xz);
25
+ float influence = smoothstep(pushRadii[i], 0.0, dist);
26
+
27
+ // Expanding ring ripple pattern
28
+ float ripple = sin(dist * 8.0 - uTime * 4.0) * influence;
29
+ totalRipple += ripple;
30
+ }
31
+
32
+ return totalRipple;
33
+ }
34
+
35
+ void main()
36
+ {
37
+ vec4 modelPosition = modelMatrix * vec4(position, 1.0);
38
+
39
+ float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *
40
+ sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *
41
+ uBigWavesElevation;
42
+
43
+ for (float i = 1.0; i <= 4.0; i++){
44
+ elevation -= abs(cnoise(vec3(modelPosition.xz * 3.0 * i, uTime * 0.2)) * 0.15 / i);
45
+ }
46
+
47
+ // Player ripples
48
+ elevation += computeRipple(modelPosition.xyz) * 0.2;
49
+
50
+ modelPosition.y += elevation;
51
+
52
+ vec4 viewPosition = viewMatrix * modelPosition;
53
+ vec4 projectedPosition = projectionMatrix * viewPosition;
54
+
55
+ gl_Position = projectedPosition;
56
+
57
+ // Varyings
58
+ vElevation = elevation;
59
+ vWorldPosition = modelPosition.xyz;
60
+ }
@@ -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=Water.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 +1,234 @@
1
+ import {
2
+ WaterManager
3
+ } from "../../chunk-5LZSI46V.js";
4
+ import {
5
+ WithEditorHelper
6
+ } from "../../chunk-UA75LFFB.js";
7
+ import "../../chunk-INBJUTI4.js";
8
+ import "../../chunk-SR7IBOM4.js";
9
+ import "../../chunk-7ZSIOAT6.js";
10
+ import {
11
+ Game
12
+ } from "../../chunk-A5XMBADG.js";
13
+ import "../../chunk-VZ3QIXWK.js";
14
+ import "../../chunk-7QLYKS4T.js";
15
+ import "../../chunk-J7UBIWHX.js";
16
+ import "../../chunk-GDOID2XG.js";
17
+ import "../../chunk-OVP75QOD.js";
18
+ import {
19
+ GameObject
20
+ } from "../../chunk-CZUIHQMY.js";
21
+ import "../../chunk-PMZKVZCW.js";
22
+ import "../../chunk-BZO35RV2.js";
23
+ import "../../chunk-2D7GC2Z6.js";
24
+ import "../../chunk-HU53VGSY.js";
25
+ import "../../chunk-G3PMV62Z.js";
26
+
27
+ // src/Prefab/Water/Water.ts
28
+ import { Color, EqualStencilFunc, IncrementStencilOp, Mesh, PlaneGeometry, ShaderMaterial, Vector3 as Vec3, Vector2 } from "three";
29
+
30
+ // src/Prefab/Water/Fragment.glsl
31
+ 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";
32
+
33
+ // src/Prefab/Water/Vertex.glsl
34
+ 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}";
35
+
36
+ // src/Prefab/Water/Water.ts
37
+ var MAX_PUSH_POINTS = 150;
38
+ var DEFAULT_LOD = {
39
+ segments: [512, 128, 32],
40
+ distances: [40, 60]
41
+ };
42
+ var Water = class extends WithEditorHelper(GameObject) {
43
+ constructor(position, size, sectionCount = 1, lod = DEFAULT_LOD) {
44
+ super(void 0, position);
45
+ this.sections = [];
46
+ this.cullPadding = 0;
47
+ this.lodConfig = lod;
48
+ this.sectionCount = sectionCount;
49
+ this.material = new ShaderMaterial({
50
+ transparent: true,
51
+ stencilWrite: true,
52
+ stencilFunc: EqualStencilFunc,
53
+ stencilRef: 0,
54
+ stencilZPass: IncrementStencilOp,
55
+ fragmentShader: Fragment_default,
56
+ vertexShader: Vertex_default,
57
+ uniforms: {
58
+ uTime: { value: 0 },
59
+ uBigWavesElevation: { value: 0.38 },
60
+ uBigWavesFrequency: { value: new Vector2(0.326, 0.978) },
61
+ uBigWavesSpeed: { value: 1 },
62
+ uDepthColor: { value: new Color("#186691") },
63
+ uSurfaceColor: { value: new Color("#9bd8ff") },
64
+ uColorOffset: { value: 0.38 },
65
+ uColorMultiplier: { value: 0.761 },
66
+ pushPositions: {
67
+ value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vec3())
68
+ },
69
+ pushRadii: {
70
+ value: Array.from({ length: MAX_PUSH_POINTS }).fill(0)
71
+ },
72
+ uSunDirection: { value: new Vec3(0, 1, 0) },
73
+ uSunReflectionStrength: { value: 1 }
74
+ }
75
+ });
76
+ const sectionSize = size / sectionCount;
77
+ for (let gx = 0; gx < sectionCount; gx++) {
78
+ for (let gz = 0; gz < sectionCount; gz++) {
79
+ const offsetX = (gx - (sectionCount - 1) / 2) * sectionSize;
80
+ const offsetZ = (gz - (sectionCount - 1) / 2) * sectionSize;
81
+ const farSegments = Math.max(1, Math.round(lod.segments[2] / sectionCount));
82
+ const geoSize = sectionSize * 1.02;
83
+ const geometry = new PlaneGeometry(geoSize, geoSize, farSegments, farSegments);
84
+ const mesh = new Mesh(geometry, this.material);
85
+ mesh.position.set(
86
+ this.position.x + offsetX,
87
+ this.position.y,
88
+ this.position.z + offsetZ
89
+ );
90
+ mesh.rotation.x = -Math.PI * 0.5;
91
+ this.sections.push({ mesh, sectionSize, currentLOD: 2 });
92
+ Game.instance().scene.add(mesh);
93
+ }
94
+ }
95
+ this.registerEditorHelper(position, "Water", {
96
+ addBindings: (folder) => WaterManager.instance?.addBindings(folder)
97
+ });
98
+ for (const section of this.sections)
99
+ this.tagWithHelper(section.mesh);
100
+ this.addDebugTools();
101
+ }
102
+ addDebugTools() {
103
+ if (!Game.instance().debug.active || !WaterManager.instance)
104
+ return;
105
+ WaterManager.instance.uBigWavesElevationController?.on("change", (ev) => {
106
+ this.material.uniforms.uBigWavesElevation.value = ev.value;
107
+ });
108
+ WaterManager.instance.uBigWavesFrequencyControllerX?.on("change", (ev) => {
109
+ this.material.uniforms.uBigWavesFrequency.value.setX(ev.value);
110
+ });
111
+ WaterManager.instance.uBigWavesFrequencyControllerY?.on("change", (ev) => {
112
+ this.material.uniforms.uBigWavesFrequency.value.setY(ev.value);
113
+ });
114
+ WaterManager.instance.uBigWavesSpeedController?.on("change", (ev) => {
115
+ this.material.uniforms.uBigWavesSpeed.value = ev.value;
116
+ });
117
+ WaterManager.instance.uDepthColorController?.on("change", (ev) => {
118
+ this.material.uniforms.uDepthColor.value = new Color(ev.value);
119
+ });
120
+ WaterManager.instance.uSurfaceColorController?.on("change", (ev) => {
121
+ this.material.uniforms.uSurfaceColor.value = new Color(ev.value);
122
+ });
123
+ WaterManager.instance.uColorOffsetController?.on("change", (ev) => {
124
+ this.material.uniforms.uColorOffset.value = ev.value;
125
+ });
126
+ WaterManager.instance.uColorMultiplierController?.on("change", (ev) => {
127
+ this.material.uniforms.uColorMultiplier.value = ev.value;
128
+ });
129
+ WaterManager.instance.uSunReflectionStrengthController?.on("change", (ev) => {
130
+ this.material.uniforms.uSunReflectionStrength.value = ev.value;
131
+ });
132
+ }
133
+ swapGeometry(section, targetLOD) {
134
+ const segments = Math.max(1, Math.round(this.lodConfig.segments[targetLOD] / this.sectionCount));
135
+ const oldGeometry = section.mesh.geometry;
136
+ const geoSize = section.sectionSize * 1.05;
137
+ const newGeometry = new PlaneGeometry(
138
+ geoSize,
139
+ geoSize,
140
+ segments,
141
+ segments
142
+ );
143
+ if (this.cullHeight) {
144
+ this.cullGeometry(newGeometry, section.mesh, this.cullHeight, this.cullPadding);
145
+ }
146
+ section.mesh.geometry = newGeometry;
147
+ section.currentLOD = targetLOD;
148
+ oldGeometry.dispose();
149
+ }
150
+ cullGeometry(geometry, mesh, getHeight, padding) {
151
+ const position = geometry.attributes.position;
152
+ const index = geometry.index;
153
+ if (!index)
154
+ return;
155
+ const culled = new Uint8Array(position.count);
156
+ for (let i = 0; i < position.count; i++) {
157
+ const worldX = position.getX(i) + mesh.position.x;
158
+ const worldZ = -position.getY(i) + mesh.position.z;
159
+ const terrainHeight = getHeight(worldX, worldZ);
160
+ if (terrainHeight - padding > mesh.position.y) {
161
+ culled[i] = 1;
162
+ }
163
+ }
164
+ const oldIndices = index.array;
165
+ const newIndices = [];
166
+ for (let i = 0; i < oldIndices.length; i += 3) {
167
+ const a = oldIndices[i];
168
+ const b = oldIndices[i + 1];
169
+ const c = oldIndices[i + 2];
170
+ if (!culled[a] || !culled[b] || !culled[c]) {
171
+ newIndices.push(a, b, c);
172
+ }
173
+ }
174
+ geometry.setIndex(newIndices);
175
+ }
176
+ /**
177
+ * Removes triangles where all 3 vertices are beneath the surface returned by
178
+ * `getHeight`. The callback is stored so culling is automatically re-applied
179
+ * whenever a section swaps LOD.
180
+ */
181
+ cullVertices(getHeight, padding = 0) {
182
+ this.cullHeight = getHeight;
183
+ this.cullPadding = padding;
184
+ for (const section of this.sections) {
185
+ this.cullGeometry(
186
+ section.mesh.geometry,
187
+ section.mesh,
188
+ getHeight,
189
+ padding
190
+ );
191
+ }
192
+ }
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
@@ -0,0 +1 @@
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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+ /* 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;
11
+ height: 100vh;
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+ }
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+ .point {
14
+ position: absolute;
15
+ 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 {
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=WaterManager.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 +1,19 @@
1
+ import {
2
+ WaterManager
3
+ } from "../../chunk-5LZSI46V.js";
4
+ import "../../chunk-A5XMBADG.js";
5
+ import "../../chunk-VZ3QIXWK.js";
6
+ import "../../chunk-7QLYKS4T.js";
7
+ import "../../chunk-J7UBIWHX.js";
8
+ import "../../chunk-GDOID2XG.js";
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+ import "../../chunk-OVP75QOD.js";
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+ import "../../chunk-CZUIHQMY.js";
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+ import "../../chunk-PMZKVZCW.js";
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+ import "../../chunk-BZO35RV2.js";
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+ import "../../chunk-2D7GC2Z6.js";
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+ import "../../chunk-HU53VGSY.js";
15
+ import "../../chunk-G3PMV62Z.js";
16
+ export {
17
+ WaterManager as default
18
+ };
19
+ //# sourceMappingURL=WaterManager.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -0,0 +1,51 @@
1
+ /* src/style.css */
2
+ * {
3
+ 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;
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=AssetRenderer.css.map */
@@ -0,0 +1 @@
1
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