@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.
- package/dist/BaseGame.cjs +112 -0
- package/dist/BaseGame.d.ts +34 -0
- package/dist/BaseGame.js +90 -0
- package/dist/Camera.cjs +52 -0
- package/dist/Camera.d.ts +8 -0
- package/dist/Camera.js +16 -0
- package/dist/Components/MinimapComponent.cjs +92 -0
- package/dist/Components/MinimapComponent.d.ts +15 -0
- package/dist/Components/MinimapComponent.js +57 -0
- package/dist/Components/TrailComponent.cjs +101 -0
- package/dist/Components/TrailComponent.d.ts +24 -0
- package/dist/Components/TrailComponent.js +73 -0
- package/dist/Editor/EditorHelper.cjs +73 -0
- package/dist/Editor/EditorHelper.d.ts +55 -0
- package/dist/Editor/EditorHelper.js +52 -0
- package/dist/Editor/WithEditorHelper.cjs +65 -0
- package/dist/Editor/WithEditorHelper.d.ts +22 -0
- package/dist/Editor/WithEditorHelper.js +38 -0
- package/dist/Game.cjs +131 -0
- package/dist/Game.d.ts +51 -0
- package/dist/Game.js +100 -0
- package/dist/InputManager.cjs +88 -0
- package/dist/InputManager.d.ts +12 -0
- package/dist/InputManager.js +50 -0
- package/dist/Networking/Client/NetworkManager.cjs +94 -0
- package/dist/Networking/Client/NetworkManager.d.ts +18 -0
- package/dist/Networking/Client/NetworkManager.js +60 -0
- package/dist/Networking/Entities/Player.cjs +47 -0
- package/dist/Networking/Entities/Player.d.ts +9 -0
- package/dist/Networking/Entities/Player.js +17 -0
- package/dist/Networking/NetworkedActor.cjs +43 -0
- package/dist/Networking/NetworkedActor.d.ts +31 -0
- package/dist/Networking/NetworkedActor.js +10 -0
- package/dist/Networking/NetworkedEntity.cjs +16 -0
- package/dist/Networking/NetworkedEntity.d.ts +7 -0
- package/dist/Networking/NetworkedEntity.js +1 -0
- package/dist/Networking/NetworkedEntityState.cjs +44 -0
- package/dist/Networking/NetworkedEntityState.d.ts +10 -0
- package/dist/Networking/NetworkedEntityState.js +11 -0
- package/dist/Networking/NetworkedGameObject.cjs +74 -0
- package/dist/Networking/NetworkedGameObject.d.ts +35 -0
- package/dist/Networking/NetworkedGameObject.js +41 -0
- package/dist/Networking/NetworkedLivingActor.cjs +62 -0
- package/dist/Networking/NetworkedLivingActor.d.ts +35 -0
- package/dist/Networking/NetworkedLivingActor.js +32 -0
- package/dist/Networking/Server/Client.cjs +37 -0
- package/dist/Networking/Server/Client.d.ts +5 -0
- package/dist/Networking/Server/Client.js +14 -0
- package/dist/Networking/Server/Commands.cjs +32 -0
- package/dist/Networking/Server/Commands.d.ts +11 -0
- package/dist/Networking/Server/Commands.js +5 -0
- package/dist/Networking/Server/Server.cjs +202 -0
- package/dist/Networking/Server/Server.d.ts +40 -0
- package/dist/Networking/Server/Server.js +182 -0
- package/dist/Networking/Server/Stats/BandwidthTracker.cjs +45 -0
- package/dist/Networking/Server/Stats/BandwidthTracker.d.ts +11 -0
- package/dist/Networking/Server/Stats/BandwidthTracker.js +22 -0
- package/dist/Networking/Server/Stats/CpuTracker.cjs +101 -0
- package/dist/Networking/Server/Stats/CpuTracker.d.ts +13 -0
- package/dist/Networking/Server/Stats/CpuTracker.js +69 -0
- package/dist/Networking/Server/World.cjs +42 -0
- package/dist/Networking/Server/World.d.ts +5 -0
- package/dist/Networking/Server/World.js +7 -0
- package/dist/Networking/syncState.cjs +51 -0
- package/dist/Networking/syncState.d.ts +11 -0
- package/dist/Networking/syncState.js +33 -0
- package/dist/Particles/Effects/Rain.cjs +90 -0
- package/dist/Particles/Effects/Rain.d.ts +19 -0
- package/dist/Particles/Effects/Rain.js +51 -0
- package/dist/Particles/Effects/Smoke.cjs +144 -0
- package/dist/Particles/Effects/Smoke.d.ts +27 -0
- package/dist/Particles/Effects/Smoke.js +104 -0
- package/dist/Particles/Shaders/LoadingScreen/Fragment.glsl +6 -0
- package/dist/Particles/Shaders/LoadingScreen/Vertex.glsl +3 -0
- package/dist/Particles/Shaders/Rain/Fragment.glsl +4 -0
- package/dist/Particles/Shaders/Rain/Vertex.glsl +23 -0
- package/dist/Particles/Shaders/Smoke/Fragment.glsl +8 -0
- package/dist/Particles/Shaders/Smoke/Vertex.glsl +25 -0
- package/dist/Particles/System/Emitter.cjs +81 -0
- package/dist/Particles/System/Emitter.d.ts +36 -0
- package/dist/Particles/System/Emitter.js +50 -0
- package/dist/Particles/System/Particle.cjs +49 -0
- package/dist/Particles/System/Particle.d.ts +11 -0
- package/dist/Particles/System/Particle.js +16 -0
- package/dist/Particles/System/ParticleEffect.cjs +59 -0
- package/dist/Particles/System/ParticleEffect.d.ts +22 -0
- package/dist/Particles/System/ParticleEffect.js +30 -0
- package/dist/Particles/System/ParticlePreviewRegistry.cjs +63 -0
- package/dist/Particles/System/ParticlePreviewRegistry.d.ts +10 -0
- package/dist/Particles/System/ParticlePreviewRegistry.js +23 -0
- package/dist/Particles/System/ParticleSystem.cjs +61 -0
- package/dist/Particles/System/ParticleSystem.d.ts +11 -0
- package/dist/Particles/System/ParticleSystem.js +28 -0
- package/dist/Prefab/Grass/Fragment.glsl +11 -0
- package/dist/Prefab/Grass/Grass.cjs +214 -0
- package/dist/Prefab/Grass/Grass.d.ts +32 -0
- package/dist/Prefab/Grass/Grass.js +182 -0
- package/dist/Prefab/Grass/GrassAffectingEntity.cjs +30 -0
- package/dist/Prefab/Grass/GrassAffectingEntity.d.ts +8 -0
- package/dist/Prefab/Grass/GrassAffectingEntity.js +3 -0
- package/dist/Prefab/Grass/Vertex.glsl +102 -0
- package/dist/Prefab/Lights/index.cjs +233 -0
- package/dist/Prefab/Lights/index.d.ts +77 -0
- package/dist/Prefab/Lights/index.js +164 -0
- package/dist/Prefab/Primitives/index.cjs +300 -0
- package/dist/Prefab/Primitives/index.d.ts +82 -0
- package/dist/Prefab/Primitives/index.js +217 -0
- package/dist/Prefab/Water/Fragment.glsl +36 -0
- package/dist/Prefab/Water/Vertex.glsl +60 -0
- package/dist/Prefab/Water/Water.cjs +234 -0
- package/dist/Prefab/Water/Water.d.ts +41 -0
- package/dist/Prefab/Water/Water.js +192 -0
- package/dist/Prefab/Water/WaterManager.cjs +146 -0
- package/dist/Prefab/Water/WaterManager.d.ts +28 -0
- package/dist/Prefab/Water/WaterManager.js +113 -0
- package/dist/Renderer/AssetRenderer.cjs +85 -0
- package/dist/Renderer/AssetRenderer.d.ts +14 -0
- package/dist/Renderer/AssetRenderer.js +52 -0
- package/dist/Renderer/PhysicsRenderer.cjs +84 -0
- package/dist/Renderer/PhysicsRenderer.d.ts +16 -0
- package/dist/Renderer/PhysicsRenderer.js +48 -0
- package/dist/Renderer.cjs +135 -0
- package/dist/Renderer.d.ts +23 -0
- package/dist/Renderer.js +86 -0
- package/dist/Shaders/Vertex/ClassicPerlin3DNoise.glsl +84 -0
- package/dist/Types/Asset.cjs +16 -0
- package/dist/Types/Asset.d.ts +6 -0
- package/dist/Types/Asset.js +1 -0
- package/dist/Types/Events.cjs +16 -0
- package/dist/Types/Events.d.ts +4 -0
- package/dist/Types/Events.js +1 -0
- package/dist/Types/IEditor.cjs +16 -0
- package/dist/Types/IEditor.d.ts +21 -0
- package/dist/Types/IEditor.js +1 -0
- package/dist/Utils/Debug.cjs +47 -0
- package/dist/Utils/Debug.d.ts +7 -0
- package/dist/Utils/Debug.js +14 -0
- package/dist/Utils/EventEmitter.cjs +58 -0
- package/dist/Utils/EventEmitter.d.ts +25 -0
- package/dist/Utils/EventEmitter.js +31 -0
- package/dist/Utils/Helpers.cjs +33 -0
- package/dist/Utils/Helpers.d.ts +6 -0
- package/dist/Utils/Helpers.js +10 -0
- package/dist/Utils/LoadingScreen.cjs +91 -0
- package/dist/Utils/LoadingScreen.d.ts +12 -0
- package/dist/Utils/LoadingScreen.js +59 -0
- package/dist/Utils/Logger.cjs +60 -0
- package/dist/Utils/Logger.d.ts +11 -0
- package/dist/Utils/Logger.js +39 -0
- package/dist/Utils/Math.cjs +35 -0
- package/dist/Utils/Math.d.ts +10 -0
- package/dist/Utils/Math.js +14 -0
- package/dist/Utils/Resources.cjs +101 -0
- package/dist/Utils/Resources.d.ts +29 -0
- package/dist/Utils/Resources.js +69 -0
- package/dist/Utils/Sizes.cjs +51 -0
- package/dist/Utils/Sizes.d.ts +8 -0
- package/dist/Utils/Sizes.js +18 -0
- package/dist/Utils/SkeletonAxesHelper.cjs +60 -0
- package/dist/Utils/SkeletonAxesHelper.d.ts +11 -0
- package/dist/Utils/SkeletonAxesHelper.js +40 -0
- package/dist/World/Actor.cjs +55 -0
- package/dist/World/Actor.d.ts +13 -0
- package/dist/World/Actor.js +25 -0
- package/dist/World/BaseChunkManager.cjs +34 -0
- package/dist/World/BaseChunkManager.d.ts +10 -0
- package/dist/World/BaseChunkManager.js +14 -0
- package/dist/World/BaseWorld.cjs +73 -0
- package/dist/World/BaseWorld.d.ts +23 -0
- package/dist/World/BaseWorld.js +45 -0
- package/dist/World/Chunk.cjs +45 -0
- package/dist/World/Chunk.d.ts +7 -0
- package/dist/World/Chunk.js +12 -0
- package/dist/World/Entity/State.cjs +52 -0
- package/dist/World/Entity/State.d.ts +20 -0
- package/dist/World/Entity/State.js +32 -0
- package/dist/World/Entity/interface/Damageable.cjs +16 -0
- package/dist/World/Entity/interface/Damageable.d.ts +7 -0
- package/dist/World/Entity/interface/Damageable.js +1 -0
- package/dist/World/Entity/interface/LivingEntity.cjs +16 -0
- package/dist/World/Entity/interface/LivingEntity.d.ts +3 -0
- package/dist/World/Entity/interface/LivingEntity.js +1 -0
- package/dist/World/Entity3D.cjs +92 -0
- package/dist/World/Entity3D.d.ts +23 -0
- package/dist/World/Entity3D.js +67 -0
- package/dist/World/Environment.cjs +59 -0
- package/dist/World/Environment.d.ts +7 -0
- package/dist/World/Environment.js +26 -0
- package/dist/World/GameObject.cjs +59 -0
- package/dist/World/GameObject.d.ts +16 -0
- package/dist/World/GameObject.js +26 -0
- package/dist/World/GameObjectInterface.cjs +16 -0
- package/dist/World/GameObjectInterface.d.ts +4 -0
- package/dist/World/GameObjectInterface.js +1 -0
- package/dist/World/LivingActor.cjs +42 -0
- package/dist/World/LivingActor.d.ts +10 -0
- package/dist/World/LivingActor.js +9 -0
- package/dist/World/StateManager.cjs +47 -0
- package/dist/World/StateManager.d.ts +6 -0
- package/dist/World/StateManager.js +14 -0
- package/dist/World/World.cjs +58 -0
- package/dist/World/World.d.ts +6 -0
- package/dist/World/World.js +25 -0
- package/dist/browser/BaseGame.js +10 -0
- package/dist/browser/BaseGame.js.map +1 -0
- package/dist/browser/Camera.css +51 -0
- package/dist/browser/Camera.css.map +1 -0
- package/dist/browser/Camera.js +18 -0
- package/dist/browser/Camera.js.map +1 -0
- package/dist/browser/Components/MinimapComponent.css +51 -0
- package/dist/browser/Components/MinimapComponent.css.map +1 -0
- package/dist/browser/Components/MinimapComponent.js +74 -0
- package/dist/browser/Components/MinimapComponent.js.map +1 -0
- package/dist/browser/Components/TrailComponent.css +51 -0
- package/dist/browser/Components/TrailComponent.css.map +1 -0
- package/dist/browser/Components/TrailComponent.js +94 -0
- package/dist/browser/Components/TrailComponent.js.map +1 -0
- package/dist/browser/Editor/EditorHelper.css +51 -0
- package/dist/browser/Editor/EditorHelper.css.map +1 -0
- package/dist/browser/Editor/EditorHelper.js +21 -0
- package/dist/browser/Editor/EditorHelper.js.map +1 -0
- package/dist/browser/Editor/WithEditorHelper.css +51 -0
- package/dist/browser/Editor/WithEditorHelper.css.map +1 -0
- package/dist/browser/Editor/WithEditorHelper.js +22 -0
- package/dist/browser/Editor/WithEditorHelper.js.map +1 -0
- package/dist/browser/Game.css +51 -0
- package/dist/browser/Game.css.map +1 -0
- package/dist/browser/Game.js +18 -0
- package/dist/browser/Game.js.map +1 -0
- package/dist/browser/InputManager.css +51 -0
- package/dist/browser/InputManager.css.map +1 -0
- package/dist/browser/InputManager.js +18 -0
- package/dist/browser/InputManager.js.map +1 -0
- package/dist/browser/Networking/Client/NetworkManager.js +73 -0
- package/dist/browser/Networking/Client/NetworkManager.js.map +1 -0
- package/dist/browser/Networking/Entities/Player.js +15 -0
- package/dist/browser/Networking/Entities/Player.js.map +1 -0
- package/dist/browser/Networking/NetworkedActor.js +24 -0
- package/dist/browser/Networking/NetworkedActor.js.map +1 -0
- package/dist/browser/Networking/NetworkedEntity.js +1 -0
- package/dist/browser/Networking/NetworkedEntity.js.map +1 -0
- package/dist/browser/Networking/NetworkedEntityState.js +20 -0
- package/dist/browser/Networking/NetworkedEntityState.js.map +1 -0
- package/dist/browser/Networking/NetworkedGameObject.js +12 -0
- package/dist/browser/Networking/NetworkedGameObject.js.map +1 -0
- package/dist/browser/Networking/NetworkedLivingActor.js +14 -0
- package/dist/browser/Networking/NetworkedLivingActor.js.map +1 -0
- package/dist/browser/Networking/Server/Client.js +8 -0
- package/dist/browser/Networking/Server/Client.js.map +1 -0
- package/dist/browser/Networking/Server/Commands.js +8 -0
- package/dist/browser/Networking/Server/Commands.js.map +1 -0
- package/dist/browser/Networking/Server/Server.js +194 -0
- package/dist/browser/Networking/Server/Server.js.map +1 -0
- package/dist/browser/Networking/Server/Stats/BandwidthTracker.js +8 -0
- package/dist/browser/Networking/Server/Stats/BandwidthTracker.js.map +1 -0
- package/dist/browser/Networking/Server/Stats/CpuTracker.js +8 -0
- package/dist/browser/Networking/Server/Stats/CpuTracker.js.map +1 -0
- package/dist/browser/Networking/Server/World.js +19 -0
- package/dist/browser/Networking/Server/World.js.map +1 -0
- package/dist/browser/Networking/syncState.js +31 -0
- package/dist/browser/Networking/syncState.js.map +1 -0
- package/dist/browser/Particles/Effects/Rain.css +51 -0
- package/dist/browser/Particles/Effects/Rain.css.map +1 -0
- package/dist/browser/Particles/Effects/Rain.js +88 -0
- package/dist/browser/Particles/Effects/Rain.js.map +1 -0
- package/dist/browser/Particles/Effects/Smoke.css +51 -0
- package/dist/browser/Particles/Effects/Smoke.css.map +1 -0
- package/dist/browser/Particles/Effects/Smoke.js +143 -0
- package/dist/browser/Particles/Effects/Smoke.js.map +1 -0
- package/dist/browser/Particles/Shaders/LoadingScreen/Fragment.glsl +6 -0
- package/dist/browser/Particles/Shaders/LoadingScreen/Vertex.glsl +3 -0
- package/dist/browser/Particles/Shaders/Rain/Fragment.glsl +4 -0
- package/dist/browser/Particles/Shaders/Rain/Vertex.glsl +23 -0
- package/dist/browser/Particles/Shaders/Smoke/Fragment.glsl +8 -0
- package/dist/browser/Particles/Shaders/Smoke/Vertex.glsl +25 -0
- package/dist/browser/Particles/System/Emitter.css +51 -0
- package/dist/browser/Particles/System/Emitter.css.map +1 -0
- package/dist/browser/Particles/System/Emitter.js +19 -0
- package/dist/browser/Particles/System/Emitter.js.map +1 -0
- package/dist/browser/Particles/System/Particle.js +10 -0
- package/dist/browser/Particles/System/Particle.js.map +1 -0
- package/dist/browser/Particles/System/ParticleEffect.css +51 -0
- package/dist/browser/Particles/System/ParticleEffect.css.map +1 -0
- package/dist/browser/Particles/System/ParticleEffect.js +23 -0
- package/dist/browser/Particles/System/ParticleEffect.js.map +1 -0
- package/dist/browser/Particles/System/ParticlePreviewRegistry.js +13 -0
- package/dist/browser/Particles/System/ParticlePreviewRegistry.js.map +1 -0
- package/dist/browser/Particles/System/ParticleSystem.css +51 -0
- package/dist/browser/Particles/System/ParticleSystem.css.map +1 -0
- package/dist/browser/Particles/System/ParticleSystem.js +18 -0
- package/dist/browser/Particles/System/ParticleSystem.js.map +1 -0
- package/dist/browser/Prefab/Grass/Fragment.glsl +11 -0
- package/dist/browser/Prefab/Grass/Grass.css +51 -0
- package/dist/browser/Prefab/Grass/Grass.css.map +1 -0
- package/dist/browser/Prefab/Grass/Grass.js +226 -0
- package/dist/browser/Prefab/Grass/Grass.js.map +1 -0
- package/dist/browser/Prefab/Grass/GrassAffectingEntity.js +10 -0
- package/dist/browser/Prefab/Grass/GrassAffectingEntity.js.map +1 -0
- package/dist/browser/Prefab/Grass/Vertex.glsl +102 -0
- package/dist/browser/Prefab/Lights/index.css +51 -0
- package/dist/browser/Prefab/Lights/index.css.map +1 -0
- package/dist/browser/Prefab/Lights/index.js +224 -0
- package/dist/browser/Prefab/Lights/index.js.map +1 -0
- package/dist/browser/Prefab/Primitives/index.css +51 -0
- package/dist/browser/Prefab/Primitives/index.css.map +1 -0
- package/dist/browser/Prefab/Primitives/index.js +296 -0
- package/dist/browser/Prefab/Primitives/index.js.map +1 -0
- package/dist/browser/Prefab/Water/Fragment.glsl +36 -0
- package/dist/browser/Prefab/Water/Vertex.glsl +60 -0
- package/dist/browser/Prefab/Water/Water.css +51 -0
- package/dist/browser/Prefab/Water/Water.css.map +1 -0
- package/dist/browser/Prefab/Water/Water.js +234 -0
- package/dist/browser/Prefab/Water/Water.js.map +1 -0
- package/dist/browser/Prefab/Water/WaterManager.css +51 -0
- package/dist/browser/Prefab/Water/WaterManager.css.map +1 -0
- package/dist/browser/Prefab/Water/WaterManager.js +19 -0
- package/dist/browser/Prefab/Water/WaterManager.js.map +1 -0
- package/dist/browser/Renderer/AssetRenderer.css +51 -0
- package/dist/browser/Renderer/AssetRenderer.css.map +1 -0
- package/dist/browser/Renderer/AssetRenderer.js +71 -0
- package/dist/browser/Renderer/AssetRenderer.js.map +1 -0
- package/dist/browser/Renderer/PhysicsRenderer.css +51 -0
- package/dist/browser/Renderer/PhysicsRenderer.css.map +1 -0
- package/dist/browser/Renderer/PhysicsRenderer.js +18 -0
- package/dist/browser/Renderer/PhysicsRenderer.js.map +1 -0
- package/dist/browser/Renderer.css +51 -0
- package/dist/browser/Renderer.css.map +1 -0
- package/dist/browser/Renderer.js +18 -0
- package/dist/browser/Renderer.js.map +1 -0
- package/dist/browser/Shaders/Vertex/ClassicPerlin3DNoise.glsl +84 -0
- package/dist/browser/Types/Asset.js +1 -0
- package/dist/browser/Types/Asset.js.map +1 -0
- package/dist/browser/Types/Events.js +1 -0
- package/dist/browser/Types/Events.js.map +1 -0
- package/dist/browser/Types/IEditor.js +1 -0
- package/dist/browser/Types/IEditor.js.map +1 -0
- package/dist/browser/Utils/Debug.js +9 -0
- package/dist/browser/Utils/Debug.js.map +1 -0
- package/dist/browser/Utils/EventEmitter.js +10 -0
- package/dist/browser/Utils/EventEmitter.js.map +1 -0
- package/dist/browser/Utils/Helpers.js +13 -0
- package/dist/browser/Utils/Helpers.js.map +1 -0
- package/dist/browser/Utils/LoadingScreen.css +51 -0
- package/dist/browser/Utils/LoadingScreen.css.map +1 -0
- package/dist/browser/Utils/LoadingScreen.js +18 -0
- package/dist/browser/Utils/LoadingScreen.js.map +1 -0
- package/dist/browser/Utils/Logger.js +8 -0
- package/dist/browser/Utils/Logger.js.map +1 -0
- package/dist/browser/Utils/Math.js +10 -0
- package/dist/browser/Utils/Math.js.map +1 -0
- package/dist/browser/Utils/Resources.js +9 -0
- package/dist/browser/Utils/Resources.js.map +1 -0
- package/dist/browser/Utils/Sizes.js +9 -0
- package/dist/browser/Utils/Sizes.js.map +1 -0
- package/dist/browser/Utils/SkeletonAxesHelper.js +8 -0
- package/dist/browser/Utils/SkeletonAxesHelper.js.map +1 -0
- package/dist/browser/World/Actor.js +11 -0
- package/dist/browser/World/Actor.js.map +1 -0
- package/dist/browser/World/BaseChunkManager.js +8 -0
- package/dist/browser/World/BaseChunkManager.js.map +1 -0
- package/dist/browser/World/BaseWorld.js +10 -0
- package/dist/browser/World/BaseWorld.js.map +1 -0
- package/dist/browser/World/Chunk.js +22 -0
- package/dist/browser/World/Chunk.js.map +1 -0
- package/dist/browser/World/Entity/State.js +8 -0
- package/dist/browser/World/Entity/State.js.map +1 -0
- package/dist/browser/World/Entity/interface/Damageable.js +1 -0
- package/dist/browser/World/Entity/interface/Damageable.js.map +1 -0
- package/dist/browser/World/Entity/interface/LivingEntity.js +1 -0
- package/dist/browser/World/Entity/interface/LivingEntity.js.map +1 -0
- package/dist/browser/World/Entity3D.css +51 -0
- package/dist/browser/World/Entity3D.css.map +1 -0
- package/dist/browser/World/Entity3D.js +21 -0
- package/dist/browser/World/Entity3D.js.map +1 -0
- package/dist/browser/World/Environment.css +51 -0
- package/dist/browser/World/Environment.css.map +1 -0
- package/dist/browser/World/Environment.js +18 -0
- package/dist/browser/World/Environment.js.map +1 -0
- package/dist/browser/World/GameObject.js +9 -0
- package/dist/browser/World/GameObject.js.map +1 -0
- package/dist/browser/World/GameObjectInterface.js +1 -0
- package/dist/browser/World/GameObjectInterface.js.map +1 -0
- package/dist/browser/World/LivingActor.js +12 -0
- package/dist/browser/World/LivingActor.js.map +1 -0
- package/dist/browser/World/StateManager.js +23 -0
- package/dist/browser/World/StateManager.js.map +1 -0
- package/dist/browser/World/World.css +51 -0
- package/dist/browser/World/World.css.map +1 -0
- package/dist/browser/World/World.js +18 -0
- package/dist/browser/World/World.js.map +1 -0
- package/dist/browser/chunk-2D7GC2Z6.js +17 -0
- package/dist/browser/chunk-2D7GC2Z6.js.map +1 -0
- package/dist/browser/chunk-2UXBMKXV.js +56 -0
- package/dist/browser/chunk-2UXBMKXV.js.map +1 -0
- package/dist/browser/chunk-36BXDTHA.js +35 -0
- package/dist/browser/chunk-36BXDTHA.js.map +1 -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 {\n constructor(position: Vector3) {\n const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1]\n const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1]\n super(position, mesh(new PolyhedronGeometry(vertices, indices, 0.8, 2)), 'Polyhedron')\n }\n}\n\nexport class RingPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new RingGeometry(0.5, 1)), 'Ring')\n }\n}\n\nexport class ShapePrimitive 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 ShapeGeometry(shape)), 'Shape')\n }\n}\n\nexport class SpherePrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new SphereGeometry()), 'Sphere')\n }\n}\n\nexport class TetrahedronPrimitive extends Primitive {\n constructor(position: Vector3) {\n super(position, mesh(new TetrahedronGeometry()), 'Tetrahedron')\n }\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 Cylinder: CylinderPrimitive,\n Dodecahedron: DodecahedronPrimitive,\n Edges: EdgesPrimitive,\n Extrude: ExtrudePrimitive,\n Icosahedron: IcosahedronPrimitive,\n Lathe: LathePrimitive,\n Octahedron: OctahedronPrimitive,\n Plane: PlanePrimitive,\n Polyhedron: PolyhedronPrimitive,\n Ring: RingPrimitive,\n Shape: ShapePrimitive,\n Sphere: SpherePrimitive,\n Tetrahedron: TetrahedronPrimitive,\n Torus: TorusPrimitive,\n TorusKnot: TorusKnotPrimitive,\n Tube: TubePrimitive,\n Wireframe: 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@@ -0,0 +1,36 @@
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1
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+
uniform vec3 uDepthColor;
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2
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+
uniform vec3 uSurfaceColor;
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3
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+
uniform float uColorOffset;
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4
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uniform float uColorMultiplier;
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5
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+
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6
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uniform vec3 uSunDirection;
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7
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uniform float uSunReflectionStrength;
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8
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+
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9
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+
varying float vElevation;
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10
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varying vec3 vWorldPosition;
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+
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void main()
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{
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float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;
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vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);
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+
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+
// Sun reflection
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19
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vec3 normal = normalize(cross(dFdx(vWorldPosition), dFdy(vWorldPosition)));
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vec3 viewDir = normalize(cameraPosition - vWorldPosition);
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vec3 sunDir = normalize(uSunDirection);
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// Specular highlight (Blinn-Phong)
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vec3 halfDir = normalize(sunDir + viewDir);
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float spec = pow(max(dot(normal, halfDir), 0.0), 128.0);
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// Fresnel - stronger reflections at grazing angles
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float fresnel = pow(1.0 - max(dot(normal, viewDir), 0.0), 3.0);
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vec3 sunColor = vec3(1.0, 0.95, 0.8);
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color += sunColor * spec * (0.5 + fresnel * 0.5) * uSunReflectionStrength;
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gl_FragColor = vec4(color, 0.9);
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#include <colorspace_fragment>
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}
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uniform float uBigWavesElevation;
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2
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uniform vec2 uBigWavesFrequency;
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3
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uniform float uBigWavesSpeed;
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uniform float uTime;
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uniform vec3 uSurfaceColor;
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uniform vec3 uDepthColor;
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#define MAX_PUSH_POINTS 150
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uniform vec3 pushPositions[MAX_PUSH_POINTS];
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uniform float pushRadii[MAX_PUSH_POINTS];
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varying float vElevation;
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varying vec3 vWorldPosition;
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#include ../../Shaders/Vertex/ClassicPerlin3DNoise;
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float computeRipple(vec3 worldPos) {
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float totalRipple = 0.0;
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for (int i = 0; i < MAX_PUSH_POINTS; i++) {
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float dist = distance(worldPos.xz, pushPositions[i].xz);
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+
float influence = smoothstep(pushRadii[i], 0.0, dist);
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// Expanding ring ripple pattern
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float ripple = sin(dist * 8.0 - uTime * 4.0) * influence;
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totalRipple += ripple;
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+
}
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+
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+
return totalRipple;
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}
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void main()
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{
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vec4 modelPosition = modelMatrix * vec4(position, 1.0);
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float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *
|
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sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *
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uBigWavesElevation;
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+
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for (float i = 1.0; i <= 4.0; i++){
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elevation -= abs(cnoise(vec3(modelPosition.xz * 3.0 * i, uTime * 0.2)) * 0.15 / i);
|
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45
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+
}
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46
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+
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// Player ripples
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+
elevation += computeRipple(modelPosition.xyz) * 0.2;
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+
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50
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modelPosition.y += elevation;
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vec4 viewPosition = viewMatrix * modelPosition;
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vec4 projectedPosition = projectionMatrix * viewPosition;
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+
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gl_Position = projectedPosition;
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+
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// Varyings
|
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58
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vElevation = elevation;
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vWorldPosition = modelPosition.xyz;
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}
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/* src/style.css */
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* {
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margin: 0;
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}
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body {
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overflow: hidden;
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7
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+
}
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8
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+
canvas {
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+
display: block;
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+
width: 100vw;
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+
height: 100vh;
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+
}
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.point {
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position: absolute;
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+
top: 50%;
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left: 50%;
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pointer-events: none;
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+
}
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.point .label {
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+
position: absolute;
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top: -20px;
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left: -20px;
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width: 40px;
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height: 40px;
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border-radius: 50%;
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color: white;
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text-align: center;
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background: rgba(0, 0, 0, 0.5);
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font-family:
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Helvetica,
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Arial,
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sans-serif;
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line-height: 40px;
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font-weight: 100;
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font-size: 14px;
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}
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.point .text {
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position: absolute;
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top: 30px;
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width: 200px;
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background: rgba(0, 0, 0, 0.5);
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color: white;
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line-height: 1.3rem;
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font-weight: 100;
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font-size: 14px;
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left: -100px;
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text-align: center;
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padding: 20px;
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border-radius: 10px;
|
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}
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/*# sourceMappingURL=Water.css.map */
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@@ -0,0 +1 @@
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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":[]}
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import {
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WaterManager
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} from "../../chunk-5LZSI46V.js";
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import {
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WithEditorHelper
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} from "../../chunk-UA75LFFB.js";
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import "../../chunk-INBJUTI4.js";
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import "../../chunk-SR7IBOM4.js";
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import "../../chunk-7ZSIOAT6.js";
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import {
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Game
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} from "../../chunk-A5XMBADG.js";
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import "../../chunk-VZ3QIXWK.js";
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import "../../chunk-7QLYKS4T.js";
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import "../../chunk-J7UBIWHX.js";
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import "../../chunk-GDOID2XG.js";
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import "../../chunk-OVP75QOD.js";
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import {
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GameObject
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} from "../../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";
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import "../../chunk-G3PMV62Z.js";
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// src/Prefab/Water/Water.ts
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import { Color, EqualStencilFunc, IncrementStencilOp, Mesh, PlaneGeometry, ShaderMaterial, Vector3 as Vec3, Vector2 } from "three";
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// src/Prefab/Water/Fragment.glsl
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var Fragment_default = "uniform vec3 uDepthColor;\nuniform vec3 uSurfaceColor;\nuniform float uColorOffset;\nuniform float uColorMultiplier;\n\nuniform vec3 uSunDirection;\nuniform float uSunReflectionStrength;\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\nvoid main()\n{\n float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;\n\n vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);\n\n // Sun reflection\n vec3 normal = normalize(cross(dFdx(vWorldPosition), dFdy(vWorldPosition)));\n vec3 viewDir = normalize(cameraPosition - vWorldPosition);\n vec3 sunDir = normalize(uSunDirection);\n\n // Specular highlight (Blinn-Phong)\n vec3 halfDir = normalize(sunDir + viewDir);\n float spec = pow(max(dot(normal, halfDir), 0.0), 128.0);\n\n // Fresnel - stronger reflections at grazing angles\n float fresnel = pow(1.0 - max(dot(normal, viewDir), 0.0), 3.0);\n\n vec3 sunColor = vec3(1.0, 0.95, 0.8);\n color += sunColor * spec * (0.5 + fresnel * 0.5) * uSunReflectionStrength;\n\n gl_FragColor = vec4(color, 0.9);\n\n #include <colorspace_fragment>\n}\n";
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// src/Prefab/Water/Vertex.glsl
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var Vertex_default = "uniform float uBigWavesElevation;\nuniform vec2 uBigWavesFrequency;\nuniform float uBigWavesSpeed;\n\nuniform float uTime;\n\nuniform vec3 uSurfaceColor;\nuniform vec3 uDepthColor;\n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\n#include ../../Shaders/Vertex/ClassicPerlin3DNoise;\n\nfloat computeRipple(vec3 worldPos) {\n float totalRipple = 0.0;\n\n for (int i = 0; i < MAX_PUSH_POINTS; i++) {\n float dist = distance(worldPos.xz, pushPositions[i].xz);\n float influence = smoothstep(pushRadii[i], 0.0, dist);\n\n // Expanding ring ripple pattern\n float ripple = sin(dist * 8.0 - uTime * 4.0) * influence;\n totalRipple += ripple;\n }\n\n return totalRipple;\n}\n\nvoid main()\n{\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n\n float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *\n sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *\n uBigWavesElevation;\n\n for (float i = 1.0; i <= 4.0; i++){\n elevation -= abs(cnoise(vec3(modelPosition.xz * 3.0 * i, uTime * 0.2)) * 0.15 / i);\n }\n\n // Player ripples\n elevation += computeRipple(modelPosition.xyz) * 0.2;\n\n modelPosition.y += elevation;\n\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectedPosition;\n\n // Varyings\n vElevation = elevation;\n vWorldPosition = modelPosition.xyz;\n}";
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// src/Prefab/Water/Water.ts
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var MAX_PUSH_POINTS = 150;
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var DEFAULT_LOD = {
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segments: [512, 128, 32],
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distances: [40, 60]
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};
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var Water = class extends WithEditorHelper(GameObject) {
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constructor(position, size, sectionCount = 1, lod = DEFAULT_LOD) {
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super(void 0, position);
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this.sections = [];
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this.cullPadding = 0;
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this.lodConfig = lod;
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this.sectionCount = sectionCount;
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this.material = new ShaderMaterial({
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transparent: true,
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stencilWrite: true,
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stencilFunc: EqualStencilFunc,
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stencilRef: 0,
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stencilZPass: IncrementStencilOp,
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fragmentShader: Fragment_default,
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vertexShader: Vertex_default,
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uniforms: {
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uTime: { value: 0 },
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uBigWavesElevation: { value: 0.38 },
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uBigWavesFrequency: { value: new Vector2(0.326, 0.978) },
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uBigWavesSpeed: { value: 1 },
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uDepthColor: { value: new Color("#186691") },
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uSurfaceColor: { value: new Color("#9bd8ff") },
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uColorOffset: { value: 0.38 },
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uColorMultiplier: { value: 0.761 },
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pushPositions: {
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value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vec3())
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},
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pushRadii: {
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value: Array.from({ length: MAX_PUSH_POINTS }).fill(0)
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},
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uSunDirection: { value: new Vec3(0, 1, 0) },
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uSunReflectionStrength: { value: 1 }
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}
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});
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const sectionSize = size / sectionCount;
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for (let gx = 0; gx < sectionCount; gx++) {
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for (let gz = 0; gz < sectionCount; gz++) {
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const offsetX = (gx - (sectionCount - 1) / 2) * sectionSize;
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const offsetZ = (gz - (sectionCount - 1) / 2) * sectionSize;
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const farSegments = Math.max(1, Math.round(lod.segments[2] / sectionCount));
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const geoSize = sectionSize * 1.02;
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83
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const geometry = new PlaneGeometry(geoSize, geoSize, farSegments, farSegments);
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84
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const mesh = new Mesh(geometry, this.material);
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mesh.position.set(
|
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this.position.x + offsetX,
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87
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this.position.y,
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88
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this.position.z + offsetZ
|
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89
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);
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90
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mesh.rotation.x = -Math.PI * 0.5;
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91
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this.sections.push({ mesh, sectionSize, currentLOD: 2 });
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Game.instance().scene.add(mesh);
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93
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}
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94
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}
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95
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this.registerEditorHelper(position, "Water", {
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96
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addBindings: (folder) => WaterManager.instance?.addBindings(folder)
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+
});
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98
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for (const section of this.sections)
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this.tagWithHelper(section.mesh);
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this.addDebugTools();
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}
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addDebugTools() {
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if (!Game.instance().debug.active || !WaterManager.instance)
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return;
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105
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WaterManager.instance.uBigWavesElevationController?.on("change", (ev) => {
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this.material.uniforms.uBigWavesElevation.value = ev.value;
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});
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WaterManager.instance.uBigWavesFrequencyControllerX?.on("change", (ev) => {
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this.material.uniforms.uBigWavesFrequency.value.setX(ev.value);
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});
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111
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WaterManager.instance.uBigWavesFrequencyControllerY?.on("change", (ev) => {
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this.material.uniforms.uBigWavesFrequency.value.setY(ev.value);
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113
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+
});
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114
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+
WaterManager.instance.uBigWavesSpeedController?.on("change", (ev) => {
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115
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+
this.material.uniforms.uBigWavesSpeed.value = ev.value;
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+
});
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117
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+
WaterManager.instance.uDepthColorController?.on("change", (ev) => {
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this.material.uniforms.uDepthColor.value = new Color(ev.value);
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});
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120
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WaterManager.instance.uSurfaceColorController?.on("change", (ev) => {
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this.material.uniforms.uSurfaceColor.value = new Color(ev.value);
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});
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123
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WaterManager.instance.uColorOffsetController?.on("change", (ev) => {
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this.material.uniforms.uColorOffset.value = ev.value;
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});
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WaterManager.instance.uColorMultiplierController?.on("change", (ev) => {
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this.material.uniforms.uColorMultiplier.value = ev.value;
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});
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WaterManager.instance.uSunReflectionStrengthController?.on("change", (ev) => {
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this.material.uniforms.uSunReflectionStrength.value = ev.value;
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});
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132
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+
}
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133
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+
swapGeometry(section, targetLOD) {
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134
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const segments = Math.max(1, Math.round(this.lodConfig.segments[targetLOD] / this.sectionCount));
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135
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+
const oldGeometry = section.mesh.geometry;
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136
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+
const geoSize = section.sectionSize * 1.05;
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+
const newGeometry = new PlaneGeometry(
|
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138
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+
geoSize,
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139
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+
geoSize,
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140
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+
segments,
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141
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+
segments
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142
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+
);
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143
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+
if (this.cullHeight) {
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this.cullGeometry(newGeometry, section.mesh, this.cullHeight, this.cullPadding);
|
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145
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+
}
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146
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+
section.mesh.geometry = newGeometry;
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147
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+
section.currentLOD = targetLOD;
|
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148
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+
oldGeometry.dispose();
|
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149
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+
}
|
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150
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+
cullGeometry(geometry, mesh, getHeight, padding) {
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151
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+
const position = geometry.attributes.position;
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152
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+
const index = geometry.index;
|
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153
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+
if (!index)
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154
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+
return;
|
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155
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+
const culled = new Uint8Array(position.count);
|
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156
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+
for (let i = 0; i < position.count; i++) {
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157
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+
const worldX = position.getX(i) + mesh.position.x;
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158
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+
const worldZ = -position.getY(i) + mesh.position.z;
|
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159
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+
const terrainHeight = getHeight(worldX, worldZ);
|
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160
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+
if (terrainHeight - padding > mesh.position.y) {
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161
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+
culled[i] = 1;
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162
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+
}
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163
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+
}
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164
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+
const oldIndices = index.array;
|
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165
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+
const newIndices = [];
|
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166
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+
for (let i = 0; i < oldIndices.length; i += 3) {
|
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167
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+
const a = oldIndices[i];
|
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168
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+
const b = oldIndices[i + 1];
|
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169
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+
const c = oldIndices[i + 2];
|
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170
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+
if (!culled[a] || !culled[b] || !culled[c]) {
|
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171
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+
newIndices.push(a, b, c);
|
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172
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+
}
|
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173
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+
}
|
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174
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+
geometry.setIndex(newIndices);
|
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175
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+
}
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176
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+
/**
|
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177
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+
* Removes triangles where all 3 vertices are beneath the surface returned by
|
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178
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+
* `getHeight`. The callback is stored so culling is automatically re-applied
|
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179
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+
* whenever a section swaps LOD.
|
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180
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+
*/
|
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181
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+
cullVertices(getHeight, padding = 0) {
|
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182
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+
this.cullHeight = getHeight;
|
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183
|
+
this.cullPadding = padding;
|
|
184
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+
for (const section of this.sections) {
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185
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+
this.cullGeometry(
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186
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+
section.mesh.geometry,
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187
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+
section.mesh,
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188
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+
getHeight,
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189
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+
padding
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190
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+
);
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191
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+
}
|
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192
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+
}
|
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193
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+
setPushPoints(points) {
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194
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+
for (let i = 0; i < MAX_PUSH_POINTS; i++) {
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195
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+
if (points[i]) {
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196
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+
this.material.uniforms.pushPositions.value[i].copy(points[i].position);
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197
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+
this.material.uniforms.pushRadii.value[i] = points[i].radius;
|
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198
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+
}
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199
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+
}
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200
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+
}
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201
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+
update(_delta) {
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202
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+
this.material.uniforms.uTime.value = Game.instance().clock.elapsedTime;
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203
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+
if (WaterManager.instance) {
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204
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+
this.material.uniforms.uSunDirection.value.copy(WaterManager.instance.sunPosition);
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205
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+
}
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206
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+
const cameraPos = Game.instance().camera.instance.position;
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207
|
+
for (const section of this.sections) {
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208
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+
const distance = cameraPos.distanceTo(section.mesh.position);
|
|
209
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+
let targetLOD;
|
|
210
|
+
if (distance < this.lodConfig.distances[0]) {
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211
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+
targetLOD = 0;
|
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212
|
+
} else if (distance < this.lodConfig.distances[1]) {
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213
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+
targetLOD = 1;
|
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214
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+
} else {
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215
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+
targetLOD = 2;
|
|
216
|
+
}
|
|
217
|
+
if (targetLOD !== section.currentLOD) {
|
|
218
|
+
this.swapGeometry(section, targetLOD);
|
|
219
|
+
}
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220
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+
}
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221
|
+
}
|
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222
|
+
destroy() {
|
|
223
|
+
for (const section of this.sections) {
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|
224
|
+
section.mesh.geometry.dispose();
|
|
225
|
+
Game.instance().scene.remove(section.mesh);
|
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226
|
+
}
|
|
227
|
+
this.material.dispose();
|
|
228
|
+
super.destroy();
|
|
229
|
+
}
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|
230
|
+
};
|
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231
|
+
export {
|
|
232
|
+
Water as default
|
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233
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+
};
|
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234
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+
//# sourceMappingURL=Water.js.map
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|
@@ -0,0 +1 @@
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|
|
1
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+
{"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 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padding: 20px;
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border-radius: 10px;
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}
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/*# sourceMappingURL=WaterManager.css.map */
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{"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
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1
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import {
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2
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WaterManager
|
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} from "../../chunk-5LZSI46V.js";
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import "../../chunk-A5XMBADG.js";
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import "../../chunk-VZ3QIXWK.js";
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import "../../chunk-7QLYKS4T.js";
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import "../../chunk-J7UBIWHX.js";
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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";
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import "../../chunk-G3PMV62Z.js";
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export {
|
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WaterManager as default
|
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};
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//# sourceMappingURL=WaterManager.js.map
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1
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{"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
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@@ -0,0 +1,51 @@
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1
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/* src/style.css */
|
|
2
|
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* {
|
|
3
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margin: 0;
|
|
4
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}
|
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5
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+
body {
|
|
6
|
+
overflow: hidden;
|
|
7
|
+
}
|
|
8
|
+
canvas {
|
|
9
|
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display: block;
|
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10
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width: 100vw;
|
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11
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+
height: 100vh;
|
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12
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}
|
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13
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+
.point {
|
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14
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+
position: absolute;
|
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15
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+
top: 50%;
|
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16
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+
left: 50%;
|
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17
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+
pointer-events: none;
|
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18
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+
}
|
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19
|
+
.point .label {
|
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|
+
position: absolute;
|
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top: -20px;
|
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left: -20px;
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width: 40px;
|
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|
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height: 40px;
|
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25
|
+
border-radius: 50%;
|
|
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|
+
color: white;
|
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27
|
+
text-align: center;
|
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|
+
background: rgba(0, 0, 0, 0.5);
|
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font-family:
|
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|
+
Helvetica,
|
|
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
|
+
{"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":[]}
|