@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/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
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{"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
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import {
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randRange
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} from "../../chunk-HYBS64DV.js";
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import {
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Entity3D
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} from "../../chunk-VKT4KUVH.js";
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import {
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WithEditorHelper
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} from "../../chunk-VW2HJI67.js";
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import {
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Game
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} from "../../chunk-HWTEWVF5.js";
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import "../../chunk-J7UBIWHX.js";
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import "../../chunk-GDOID2XG.js";
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import "../../chunk-VZ3QIXWK.js";
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// src/Prefab/Grass/Grass.ts
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import {
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Box3,
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DoubleSide,
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InstancedBufferAttribute,
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InstancedBufferGeometry,
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Mesh,
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ShaderMaterial,
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Sphere,
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Vector3
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} from "three";
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import { clone } from "three/examples/jsm/utils/SkeletonUtils.js";
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// src/Prefab/Grass/Fragment.glsl
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var Fragment_default = "varying vec2 vUv;\n\nvoid main() {\n\n vec3 baseColor = vec3(0.05, 0.2, 0.01);\n vec3 tipColor = vec3(0.5, 0.5, 0.1);\n\n vec3 diffuseColor = mix(tipColor, baseColor, vUv.y);\n\n gl_FragColor = vec4(diffuseColor, 1.0);\n}";
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// src/Prefab/Grass/Vertex.glsl
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var Vertex_default = "varying vec2 vUv;\n\nuniform float uTime;\n\nattribute vec3 offset;\nattribute float rotationAngle;\nattribute float instanceScale;\nattribute float randomLean; \n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nuint murmurHash12(uvec2 src) {\n const uint M = 0x5bd1e995u;\n uint h = 1190494759u;\n src *= M; src ^= src>>24u; src *= M;\n h *= M; h ^= src.x; h *= M; h ^= src.y;\n h ^= h>>13u; h *= M; h ^= h>>15u;\n return h;\n}\n\nfloat computePushInfluence(vec3 worldPos) {\n float totalInfluence = 0.0;\n\n for (int i = 0; i < MAX_PUSH_POINTS; i++) {\n float dist = distance(worldPos.xz, pushPositions[i].xz);\n float influence = smoothstep(pushRadii[i], 0.0, dist);\n totalInfluence = max(totalInfluence, influence); // or sum for additive influence\n }\n\n return totalInfluence;\n}\n\n// 1 output, 2 inputs\nfloat hash12(vec2 src) {\n uint h = murmurHash12(floatBitsToUint(src));\n return uintBitsToFloat(h & 0x007fffffu | 0x3f800000u) - 1.0;\n}\n\nfloat noise12(vec2 p) {\n vec2 i = floor(p);\n\n vec2 f = fract(p);\n vec2 u = smoothstep(vec2(0.0), vec2(1.0), f);\n\n float val = mix( mix( hash12( i + vec2(0.0, 0.0) ), \n hash12( i + vec2(1.0, 0.0) ), u.x),\n mix( hash12( i + vec2(0.0, 1.0) ), \n hash12( i + vec2(1.0, 1.0) ), u.x), u.y);\n return val * 2.0 - 1.0;\n}\n\n\nvoid main() {\n vUv = uv;\n\n float PI = 3.14159265;\n\n // Local transformation: scale blade by instanceScale\n vec3 centered = position;\n centered.y *= instanceScale;\n\n // Compute wind direction from noise\n float windSpeed = 1.0;\n float windStrength = noise12(offset.xz * 0.4 + vec2(uTime * windSpeed));\n float windAngle = windStrength * 0.3 * PI;\n\n vec2 windDir = vec2(cos(windAngle), sin(windAngle));\n\n float leanFactor = centered.y;\n\n // Push down influence\n vec3 worldInstancePos = (modelMatrix * vec4(offset, 1.0)).xyz;\n float pushInfluence = computePushInfluence(worldInstancePos);\n\n // Apply wind + random lean + push\n // Apply bending that increases with height\n float heightBendFactor = pow(centered.y, 1.5); // or use `centered.y * centered.y` for similar effect\n float bendAmount = (randomLean + windDir.x) * heightBendFactor * 0.8;\n float pushBend = pushInfluence * leanFactor * 1.0; // Adjust strength\n\n centered.x += bendAmount;\n centered.z += windDir.y * leanFactor * 0.2;\n centered.y -= pushBend; // Push downward\n\n // Rotate and transform\n float c = cos(rotationAngle);\n float s = sin(rotationAngle);\n mat3 rotationY = mat3(\n c, 0.0, s,\n 0.0, 1.0, 0.0,\n -s, 0.0, c\n );\n\n vec3 transformed = rotationY * centered + offset;\n\n vec4 modelPosition = modelMatrix * vec4(transformed, 1.0);\n vec4 viewPosition = viewMatrix * modelPosition;\n gl_Position = projectionMatrix * viewPosition;\n}";
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// src/Prefab/Grass/Grass.ts
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var MAX_PUSH_POINTS = 150;
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var Grass = class extends WithEditorHelper(Entity3D) {
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constructor(highModel, lowModel, grassBlades = 2e5, patchSize = 12.5, position = new Vector3(), coordCallback) {
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super();
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this.instancePositions = new Float32Array(grassBlades * 3);
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this.patchSize = patchSize;
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this.position = position;
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this.coordCallback = coordCallback;
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this.registerEditorHelper(position, "Grass", this);
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const onLoad = () => {
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const highSource = clone(highModel.scene.clone()).children.find((child) => child instanceof Mesh);
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const lowSource = clone(lowModel.scene.clone()).children.find((child) => child instanceof Mesh);
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console.error("No mesh found in model");
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return;
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}
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this.highGeometry = highSource.geometry.clone();
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this.highGeometry.rotateZ(Math.PI / 180 * 90);
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this.lowGeometry = lowSource.geometry.clone();
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this.lowGeometry.rotateZ(Math.PI / 180 * 90);
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this.build(grassBlades);
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Game.instance().scene.add(this.mesh, this.lowResMesh);
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};
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if (Game.instance().resources.loaded) {
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onLoad();
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} else {
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Game.instance().resources.on("loaded", onLoad);
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}
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}
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build(grassBlades) {
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const { patchSize, position, coordCallback } = this;
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const positions = new Float32Array(grassBlades * 3);
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const instanceRotation = new Float32Array(grassBlades);
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const instanceScales = new Float32Array(grassBlades);
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let bladeIndex = 0;
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while (bladeIndex < grassBlades) {
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const x = randRange(-patchSize, patchSize);
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const z = randRange(-patchSize, patchSize);
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const distSq = x * x + z * z;
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const maxDistSq = patchSize * patchSize;
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90
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const densityFalloff = Math.exp(-distSq / (maxDistSq * 0.1));
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if (Math.random() < densityFalloff) {
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positions[bladeIndex * 3] = x;
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positions[bladeIndex * 3 + 1] = coordCallback ? coordCallback(x, z) : 0;
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positions[bladeIndex * 3 + 2] = z;
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95
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instanceRotation[bladeIndex] = Math.random() * Math.PI * 2;
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instanceScales[bladeIndex] = randRange(2.3, 3.5);
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bladeIndex++;
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}
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}
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const instanceLeans = new Float32Array(grassBlades);
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for (let i = 0; i < grassBlades; i++) {
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instanceLeans[i] = randRange(-0.4, 0.4);
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}
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const buildGeometry = (baseGeometry) => {
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const geometry = new InstancedBufferGeometry();
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geometry.index = baseGeometry.index;
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geometry.attributes = { ...baseGeometry.attributes };
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geometry.setAttribute("offset", new InstancedBufferAttribute(positions, 3));
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geometry.setAttribute("rotationAngle", new InstancedBufferAttribute(instanceRotation, 1));
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geometry.setAttribute("instanceScale", new InstancedBufferAttribute(instanceScales, 1));
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geometry.setAttribute("randomLean", new InstancedBufferAttribute(instanceLeans, 1));
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geometry.instanceCount = grassBlades;
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geometry.boundingBox = new Box3(
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new Vector3(-patchSize, -patchSize, -patchSize),
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new Vector3(patchSize, patchSize, patchSize)
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);
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geometry.boundingSphere = geometry.boundingBox.getBoundingSphere(new Sphere());
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const material = new ShaderMaterial({
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vertexShader: Vertex_default,
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fragmentShader: Fragment_default,
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side: DoubleSide,
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uniforms: {
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uTime: { value: 0 },
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pushPositions: {
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value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vector3())
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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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}
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});
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const mesh = new Mesh(geometry, material);
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mesh.position.copy(position);
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mesh.userData.grassInstance = this;
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mesh.raycast = (raycaster, intersects) => {
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if (!Game.instance().editor)
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return;
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if (!geometry.boundingBox)
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return;
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const box = new Box3().copy(geometry.boundingBox).applyMatrix4(mesh.matrixWorld);
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const target = new Vector3();
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if (raycaster.ray.intersectBox(box, target)) {
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intersects.push({
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distance: raycaster.ray.origin.distanceTo(target),
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point: target.clone(),
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object: mesh
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});
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}
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};
|
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|
+
return { mesh, material };
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+
};
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if (this.mesh) {
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this.mesh.geometry.dispose();
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this.lowResMesh.geometry.dispose();
|
|
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|
+
const highGeo = buildGeometry(this.highGeometry).mesh.geometry;
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|
+
const lowGeo = buildGeometry(this.lowGeometry).mesh.geometry;
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|
+
this.mesh.geometry = highGeo;
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this.lowResMesh.geometry = lowGeo;
|
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|
+
this.instancePositions = positions;
|
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|
+
} else {
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161
|
+
const high = buildGeometry(this.highGeometry);
|
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|
+
this.mesh = high.mesh;
|
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|
+
this.material = high.material;
|
|
164
|
+
this.instancePositions = positions;
|
|
165
|
+
const low = buildGeometry(this.lowGeometry);
|
|
166
|
+
this.lowResMesh = low.mesh;
|
|
167
|
+
this.lowResMaterial = low.material;
|
|
168
|
+
this.lowResMesh.visible = false;
|
|
169
|
+
this.tagWithHelper(this.mesh);
|
|
170
|
+
this.tagWithHelper(this.lowResMesh);
|
|
171
|
+
}
|
|
172
|
+
}
|
|
173
|
+
reallocate(grassBlades) {
|
|
174
|
+
if (!this.highGeometry || !this.lowGeometry)
|
|
175
|
+
return;
|
|
176
|
+
this.build(grassBlades);
|
|
177
|
+
}
|
|
178
|
+
addBindings(folder) {
|
|
179
|
+
const proxy = { bladeCount: this.mesh?.geometry.getAttribute("offset")?.count ?? 0 };
|
|
180
|
+
folder.addBinding(proxy, "bladeCount", { min: 1e3, max: 5e4, step: 1e3, label: "Blade Count" }).on("change", ({ value }) => this.reallocate(value));
|
|
181
|
+
}
|
|
182
|
+
destroy() {
|
|
183
|
+
this.material?.dispose();
|
|
184
|
+
this.lowResMaterial?.dispose();
|
|
185
|
+
this.mesh?.geometry.dispose();
|
|
186
|
+
this.lowResMesh?.geometry.dispose();
|
|
187
|
+
Game.instance().scene.remove(this.mesh, this.lowResMesh);
|
|
188
|
+
super.destroy();
|
|
189
|
+
}
|
|
190
|
+
setPushPoints(points) {
|
|
191
|
+
const materials = [this.material, this.lowResMaterial].filter(
|
|
192
|
+
(m) => !!m
|
|
193
|
+
);
|
|
194
|
+
if (!materials.length)
|
|
195
|
+
return;
|
|
196
|
+
for (let i = 0; i < MAX_PUSH_POINTS; i++) {
|
|
197
|
+
if (points[i]) {
|
|
198
|
+
materials.forEach((mat) => {
|
|
199
|
+
mat.uniforms.pushPositions.value[i].copy(points[i].position);
|
|
200
|
+
mat.uniforms.pushRadii.value[i] = points[i].radius;
|
|
201
|
+
});
|
|
202
|
+
}
|
|
203
|
+
}
|
|
204
|
+
}
|
|
205
|
+
update(delta) {
|
|
206
|
+
[this.material, this.lowResMaterial].forEach((mat) => {
|
|
207
|
+
if (mat)
|
|
208
|
+
mat.uniforms.uTime.value += delta;
|
|
209
|
+
});
|
|
210
|
+
const cameraPos = Game.instance().camera.instance.position;
|
|
211
|
+
const distance = cameraPos.distanceTo(this.mesh.position);
|
|
212
|
+
if (this.lowResMesh) {
|
|
213
|
+
if (distance > 20) {
|
|
214
|
+
this.lowResMesh.visible = true;
|
|
215
|
+
this.mesh.visible = false;
|
|
216
|
+
} else {
|
|
217
|
+
this.lowResMesh.visible = false;
|
|
218
|
+
this.mesh.visible = true;
|
|
219
|
+
}
|
|
220
|
+
}
|
|
221
|
+
}
|
|
222
|
+
};
|
|
223
|
+
export {
|
|
224
|
+
Grass as default
|
|
225
|
+
};
|
|
226
|
+
//# sourceMappingURL=Grass.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../../../../src/Prefab/Grass/Grass.ts","../../../../src/Prefab/Grass/Fragment.glsl","../../../../src/Prefab/Grass/Vertex.glsl"],"sourcesContent":["import type { ContainerApi } from '@tweakpane/core'\nimport type { BufferGeometry } from 'three'\nimport type { GLTF } from 'three/examples/jsm/Addons.js'\nimport { WithEditorHelper } from '../../Editor/WithEditorHelper'\nimport Game from '../../Game'\nimport { randRange } from '../../Utils/Math'\nimport Entity3D from '../../World/Entity3D'\nimport {\n Box3,\n DoubleSide,\n InstancedBufferAttribute,\n InstancedBufferGeometry,\n Mesh,\n ShaderMaterial,\n Sphere,\n Vector3,\n} from 'three'\nimport { clone } from 'three/examples/jsm/utils/SkeletonUtils.js'\nimport FragmentShader from './Fragment.glsl'\nimport VertexShader from './Vertex.glsl'\n\nconst MAX_PUSH_POINTS = 150\n\nexport default class Grass extends WithEditorHelper(Entity3D) {\n material?: ShaderMaterial\n lowResMaterial?: ShaderMaterial\n instancePositions: Float32Array\n mesh?: Mesh\n lowResMesh?: Mesh\n\n private highGeometry?: BufferGeometry\n private lowGeometry?: BufferGeometry\n private patchSize: number\n private coordCallback?: (x: number, y: number) => number\n\n constructor(\n highModel: GLTF,\n lowModel: GLTF,\n grassBlades = 200000,\n patchSize = 12.5,\n position = new Vector3(),\n coordCallback?: (x: number, y: number) => number,\n ) {\n super()\n\n this.instancePositions = new Float32Array(grassBlades * 3)\n this.patchSize = patchSize\n this.position = position\n this.coordCallback = coordCallback\n this.registerEditorHelper(position, 'Grass', this)\n\n const onLoad = () => {\n const highSource = clone(highModel.scene.clone()).children.find(child => child instanceof Mesh) as Mesh\n const lowSource = clone(lowModel.scene.clone()).children.find(child => child instanceof Mesh) as Mesh\n\n if (!highSource || !lowSource) {\n console.error('No mesh found in model')\n return\n }\n\n this.highGeometry = highSource.geometry.clone()\n this.highGeometry.rotateZ(Math.PI / 180 * 90)\n this.lowGeometry = lowSource.geometry.clone()\n this.lowGeometry.rotateZ(Math.PI / 180 * 90)\n\n this.build(grassBlades)\n Game.instance().scene.add(this.mesh!, this.lowResMesh!)\n }\n\n if (Game.instance().resources.loaded) {\n onLoad()\n }\n else {\n Game.instance().resources.on('loaded', onLoad)\n }\n }\n\n private build(grassBlades: number): void {\n const { patchSize, position, coordCallback } = this\n\n const positions = new Float32Array(grassBlades * 3)\n const instanceRotation = new Float32Array(grassBlades)\n const instanceScales = new Float32Array(grassBlades)\n\n let bladeIndex = 0\n while (bladeIndex < grassBlades) {\n const x = randRange(-patchSize, patchSize)\n const z = randRange(-patchSize, patchSize)\n\n const distSq = x * x + z * z\n const maxDistSq = patchSize * patchSize\n const densityFalloff = Math.exp(-distSq / (maxDistSq * 0.1))\n\n if (Math.random() < densityFalloff) {\n positions[bladeIndex * 3] = x\n positions[bladeIndex * 3 + 1] = coordCallback ? coordCallback(x, z) : 0\n positions[bladeIndex * 3 + 2] = z\n\n instanceRotation[bladeIndex] = Math.random() * Math.PI * 2\n instanceScales[bladeIndex] = randRange(2.3, 3.5)\n\n bladeIndex++\n }\n }\n\n const instanceLeans = new Float32Array(grassBlades)\n for (let i = 0; i < grassBlades; i++) {\n instanceLeans[i] = randRange(-0.4, 0.4)\n }\n\n const buildGeometry = (baseGeometry: BufferGeometry) => {\n const geometry = new InstancedBufferGeometry()\n geometry.index = baseGeometry.index\n geometry.attributes = { ...baseGeometry.attributes }\n\n geometry.setAttribute('offset', new InstancedBufferAttribute(positions, 3))\n geometry.setAttribute('rotationAngle', new InstancedBufferAttribute(instanceRotation, 1))\n geometry.setAttribute('instanceScale', new InstancedBufferAttribute(instanceScales, 1))\n geometry.setAttribute('randomLean', new InstancedBufferAttribute(instanceLeans, 1))\n\n geometry.instanceCount = grassBlades\n\n geometry.boundingBox = new Box3(\n new Vector3(-patchSize, -patchSize, -patchSize),\n new Vector3(patchSize, patchSize, patchSize),\n )\n geometry.boundingSphere = geometry.boundingBox.getBoundingSphere(new Sphere())\n\n const material = new ShaderMaterial({\n vertexShader: VertexShader,\n fragmentShader: FragmentShader,\n side: DoubleSide,\n uniforms: {\n uTime: { value: 0 },\n pushPositions: {\n value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vector3()),\n },\n pushRadii: {\n value: Array.from({ length: MAX_PUSH_POINTS }).fill(0),\n },\n },\n })\n\n const mesh = new Mesh(geometry, material)\n mesh.position.copy(position)\n mesh.userData.grassInstance = this\n mesh.raycast = (raycaster, intersects) => {\n if (!Game.instance().editor)\n return\n if (!geometry.boundingBox)\n return\n const box = new Box3().copy(geometry.boundingBox).applyMatrix4(mesh.matrixWorld)\n const target = new Vector3()\n if (raycaster.ray.intersectBox(box, target)) {\n intersects.push({\n distance: raycaster.ray.origin.distanceTo(target),\n point: target.clone(),\n object: mesh,\n } as any)\n }\n }\n\n return { mesh, material }\n }\n\n if (this.mesh) {\n // Reallocation: swap geometry on existing meshes\n this.mesh.geometry.dispose()\n this.lowResMesh!.geometry.dispose()\n const highGeo = buildGeometry(this.highGeometry!).mesh.geometry as InstancedBufferGeometry\n const lowGeo = buildGeometry(this.lowGeometry!).mesh.geometry as InstancedBufferGeometry\n this.mesh.geometry = highGeo\n this.lowResMesh!.geometry = lowGeo\n this.instancePositions = positions\n }\n else {\n // Initial build\n const high = buildGeometry(this.highGeometry!)\n this.mesh = high.mesh\n this.material = high.material\n this.instancePositions = positions\n\n const low = buildGeometry(this.lowGeometry!)\n this.lowResMesh = low.mesh\n this.lowResMaterial = low.material\n this.lowResMesh.visible = false\n\n this.tagWithHelper(this.mesh)\n this.tagWithHelper(this.lowResMesh)\n }\n }\n\n reallocate(grassBlades: number): void {\n if (!this.highGeometry || !this.lowGeometry)\n return\n this.build(grassBlades)\n }\n\n addBindings(folder: ContainerApi): void {\n const proxy = { bladeCount: this.mesh?.geometry.getAttribute('offset')?.count ?? 0 }\n folder.addBinding(proxy, 'bladeCount', { min: 1000, max: 50000, step: 1000, label: 'Blade Count' })\n .on('change', ({ value }) => this.reallocate(value))\n }\n\n destroy(): void {\n this.material?.dispose()\n this.lowResMaterial?.dispose()\n this.mesh?.geometry.dispose()\n this.lowResMesh?.geometry.dispose()\n Game.instance().scene.remove(this.mesh!, this.lowResMesh!)\n super.destroy()\n }\n\n setPushPoints(points: { position: Vector3, radius: number }[]) {\n const materials = [this.material, this.lowResMaterial].filter(\n (m): m is ShaderMaterial => !!m,\n )\n if (!materials.length)\n return\n\n for (let i = 0; i < MAX_PUSH_POINTS; i++) {\n if (points[i]) {\n materials.forEach((mat) => {\n mat.uniforms.pushPositions.value[i].copy(points[i].position)\n mat.uniforms.pushRadii.value[i] = points[i].radius\n })\n }\n }\n }\n\n update(delta: number): void {\n [this.material, this.lowResMaterial].forEach((mat) => {\n if (mat)\n mat.uniforms.uTime.value += delta\n })\n\n const cameraPos = Game.instance().camera.instance.position\n const distance = cameraPos.distanceTo(this.mesh!.position)\n\n if (this.lowResMesh) {\n if (distance > 20) {\n this.lowResMesh.visible = true\n this.mesh!.visible = false\n }\n else {\n this.lowResMesh.visible = false\n this.mesh!.visible = true\n }\n }\n }\n}\n","varying vec2 vUv;\n\nvoid main() {\n\n vec3 baseColor = vec3(0.05, 0.2, 0.01);\n vec3 tipColor = vec3(0.5, 0.5, 0.1);\n\n vec3 diffuseColor = mix(tipColor, baseColor, vUv.y);\n\n gl_FragColor = vec4(diffuseColor, 1.0);\n}","varying vec2 vUv;\n\nuniform float uTime;\n\nattribute vec3 offset;\nattribute float rotationAngle;\nattribute float instanceScale;\nattribute float randomLean; \n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nuint murmurHash12(uvec2 src) {\n const uint M = 0x5bd1e995u;\n uint h = 1190494759u;\n src *= M; src ^= src>>24u; src *= M;\n h *= M; h ^= src.x; h *= M; h ^= src.y;\n h ^= h>>13u; h *= M; h ^= h>>15u;\n return h;\n}\n\nfloat computePushInfluence(vec3 worldPos) {\n float totalInfluence = 0.0;\n\n for (int i = 0; i < MAX_PUSH_POINTS; i++) {\n float dist = distance(worldPos.xz, pushPositions[i].xz);\n float influence = smoothstep(pushRadii[i], 0.0, dist);\n totalInfluence = max(totalInfluence, influence); // or sum for additive influence\n }\n\n return totalInfluence;\n}\n\n// 1 output, 2 inputs\nfloat hash12(vec2 src) {\n uint h = murmurHash12(floatBitsToUint(src));\n return uintBitsToFloat(h & 0x007fffffu | 0x3f800000u) - 1.0;\n}\n\nfloat noise12(vec2 p) {\n vec2 i = floor(p);\n\n vec2 f = fract(p);\n vec2 u = smoothstep(vec2(0.0), vec2(1.0), f);\n\n\tfloat val = mix( mix( hash12( i + vec2(0.0, 0.0) ), \n hash12( i + vec2(1.0, 0.0) ), u.x),\n mix( hash12( i + vec2(0.0, 1.0) ), \n hash12( i + vec2(1.0, 1.0) ), u.x), u.y);\n return val * 2.0 - 1.0;\n}\n\n\nvoid main() {\n vUv = uv;\n\n float PI = 3.14159265;\n\n // Local transformation: scale blade by instanceScale\n vec3 centered = position;\n centered.y *= instanceScale;\n\n // Compute wind direction from noise\n float windSpeed = 1.0;\n float windStrength = noise12(offset.xz * 0.4 + vec2(uTime * windSpeed));\n float windAngle = windStrength * 0.3 * PI;\n\n vec2 windDir = vec2(cos(windAngle), sin(windAngle));\n\n float leanFactor = centered.y;\n\n // Push down influence\n vec3 worldInstancePos = (modelMatrix * vec4(offset, 1.0)).xyz;\n float pushInfluence = computePushInfluence(worldInstancePos);\n\n // Apply wind + random lean + push\n // Apply bending that increases with height\n float heightBendFactor = pow(centered.y, 1.5); // or use `centered.y * centered.y` for similar effect\n float bendAmount = (randomLean + windDir.x) * 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{"version":3,"sources":["../../../../src/Prefab/Grass/GrassAffectingEntity.ts"],"sourcesContent":["import type { Vector3 } from 'three'\n\nexport default interface GrassAffectingEntity {\n getPushPoints(): { position: Vector3, radius: number }[]\n}\n\nexport function isGrassAffectingEntity(obj: any): obj is GrassAffectingEntity {\n return typeof obj.getPushPoints === 'function'\n}\n"],"mappings":";;;AAMO,SAAS,uBAAuB,KAAuC;AAC5E,SAAO,OAAO,IAAI,kBAAkB;AACtC;","names":[]}
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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=index.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":[]}
|