@mavonengine/core 0.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (947) hide show
  1. package/dist/BaseGame.cjs +112 -0
  2. package/dist/BaseGame.d.ts +34 -0
  3. package/dist/BaseGame.js +90 -0
  4. package/dist/Camera.cjs +52 -0
  5. package/dist/Camera.d.ts +8 -0
  6. package/dist/Camera.js +16 -0
  7. package/dist/Components/MinimapComponent.cjs +92 -0
  8. package/dist/Components/MinimapComponent.d.ts +15 -0
  9. package/dist/Components/MinimapComponent.js +57 -0
  10. package/dist/Components/TrailComponent.cjs +101 -0
  11. package/dist/Components/TrailComponent.d.ts +24 -0
  12. package/dist/Components/TrailComponent.js +73 -0
  13. package/dist/Editor/EditorHelper.cjs +73 -0
  14. package/dist/Editor/EditorHelper.d.ts +55 -0
  15. package/dist/Editor/EditorHelper.js +52 -0
  16. package/dist/Editor/WithEditorHelper.cjs +65 -0
  17. package/dist/Editor/WithEditorHelper.d.ts +22 -0
  18. package/dist/Editor/WithEditorHelper.js +38 -0
  19. package/dist/Game.cjs +131 -0
  20. package/dist/Game.d.ts +51 -0
  21. package/dist/Game.js +100 -0
  22. package/dist/InputManager.cjs +88 -0
  23. package/dist/InputManager.d.ts +12 -0
  24. package/dist/InputManager.js +50 -0
  25. package/dist/Networking/Client/NetworkManager.cjs +94 -0
  26. package/dist/Networking/Client/NetworkManager.d.ts +18 -0
  27. package/dist/Networking/Client/NetworkManager.js +60 -0
  28. package/dist/Networking/Entities/Player.cjs +47 -0
  29. package/dist/Networking/Entities/Player.d.ts +9 -0
  30. package/dist/Networking/Entities/Player.js +17 -0
  31. package/dist/Networking/NetworkedActor.cjs +43 -0
  32. package/dist/Networking/NetworkedActor.d.ts +31 -0
  33. package/dist/Networking/NetworkedActor.js +10 -0
  34. package/dist/Networking/NetworkedEntity.cjs +16 -0
  35. package/dist/Networking/NetworkedEntity.d.ts +7 -0
  36. package/dist/Networking/NetworkedEntity.js +1 -0
  37. package/dist/Networking/NetworkedEntityState.cjs +44 -0
  38. package/dist/Networking/NetworkedEntityState.d.ts +10 -0
  39. package/dist/Networking/NetworkedEntityState.js +11 -0
  40. package/dist/Networking/NetworkedGameObject.cjs +74 -0
  41. package/dist/Networking/NetworkedGameObject.d.ts +35 -0
  42. package/dist/Networking/NetworkedGameObject.js +41 -0
  43. package/dist/Networking/NetworkedLivingActor.cjs +62 -0
  44. package/dist/Networking/NetworkedLivingActor.d.ts +35 -0
  45. package/dist/Networking/NetworkedLivingActor.js +32 -0
  46. package/dist/Networking/Server/Client.cjs +37 -0
  47. package/dist/Networking/Server/Client.d.ts +5 -0
  48. package/dist/Networking/Server/Client.js +14 -0
  49. package/dist/Networking/Server/Commands.cjs +32 -0
  50. package/dist/Networking/Server/Commands.d.ts +11 -0
  51. package/dist/Networking/Server/Commands.js +5 -0
  52. package/dist/Networking/Server/Server.cjs +202 -0
  53. package/dist/Networking/Server/Server.d.ts +40 -0
  54. package/dist/Networking/Server/Server.js +182 -0
  55. package/dist/Networking/Server/Stats/BandwidthTracker.cjs +45 -0
  56. package/dist/Networking/Server/Stats/BandwidthTracker.d.ts +11 -0
  57. package/dist/Networking/Server/Stats/BandwidthTracker.js +22 -0
  58. package/dist/Networking/Server/Stats/CpuTracker.cjs +101 -0
  59. package/dist/Networking/Server/Stats/CpuTracker.d.ts +13 -0
  60. package/dist/Networking/Server/Stats/CpuTracker.js +69 -0
  61. package/dist/Networking/Server/World.cjs +42 -0
  62. package/dist/Networking/Server/World.d.ts +5 -0
  63. package/dist/Networking/Server/World.js +7 -0
  64. package/dist/Networking/syncState.cjs +51 -0
  65. package/dist/Networking/syncState.d.ts +11 -0
  66. package/dist/Networking/syncState.js +33 -0
  67. package/dist/Particles/Effects/Rain.cjs +90 -0
  68. package/dist/Particles/Effects/Rain.d.ts +19 -0
  69. package/dist/Particles/Effects/Rain.js +51 -0
  70. package/dist/Particles/Effects/Smoke.cjs +144 -0
  71. package/dist/Particles/Effects/Smoke.d.ts +27 -0
  72. package/dist/Particles/Effects/Smoke.js +104 -0
  73. package/dist/Particles/Shaders/LoadingScreen/Fragment.glsl +6 -0
  74. package/dist/Particles/Shaders/LoadingScreen/Vertex.glsl +3 -0
  75. package/dist/Particles/Shaders/Rain/Fragment.glsl +4 -0
  76. package/dist/Particles/Shaders/Rain/Vertex.glsl +23 -0
  77. package/dist/Particles/Shaders/Smoke/Fragment.glsl +8 -0
  78. package/dist/Particles/Shaders/Smoke/Vertex.glsl +25 -0
  79. package/dist/Particles/System/Emitter.cjs +81 -0
  80. package/dist/Particles/System/Emitter.d.ts +36 -0
  81. package/dist/Particles/System/Emitter.js +50 -0
  82. package/dist/Particles/System/Particle.cjs +49 -0
  83. package/dist/Particles/System/Particle.d.ts +11 -0
  84. package/dist/Particles/System/Particle.js +16 -0
  85. package/dist/Particles/System/ParticleEffect.cjs +59 -0
  86. package/dist/Particles/System/ParticleEffect.d.ts +22 -0
  87. package/dist/Particles/System/ParticleEffect.js +30 -0
  88. package/dist/Particles/System/ParticlePreviewRegistry.cjs +63 -0
  89. package/dist/Particles/System/ParticlePreviewRegistry.d.ts +10 -0
  90. package/dist/Particles/System/ParticlePreviewRegistry.js +23 -0
  91. package/dist/Particles/System/ParticleSystem.cjs +61 -0
  92. package/dist/Particles/System/ParticleSystem.d.ts +11 -0
  93. package/dist/Particles/System/ParticleSystem.js +28 -0
  94. package/dist/Prefab/Grass/Fragment.glsl +11 -0
  95. package/dist/Prefab/Grass/Grass.cjs +214 -0
  96. package/dist/Prefab/Grass/Grass.d.ts +32 -0
  97. package/dist/Prefab/Grass/Grass.js +182 -0
  98. package/dist/Prefab/Grass/GrassAffectingEntity.cjs +30 -0
  99. package/dist/Prefab/Grass/GrassAffectingEntity.d.ts +8 -0
  100. package/dist/Prefab/Grass/GrassAffectingEntity.js +3 -0
  101. package/dist/Prefab/Grass/Vertex.glsl +102 -0
  102. package/dist/Prefab/Lights/index.cjs +233 -0
  103. package/dist/Prefab/Lights/index.d.ts +77 -0
  104. package/dist/Prefab/Lights/index.js +164 -0
  105. package/dist/Prefab/Primitives/index.cjs +300 -0
  106. package/dist/Prefab/Primitives/index.d.ts +82 -0
  107. package/dist/Prefab/Primitives/index.js +217 -0
  108. package/dist/Prefab/Water/Fragment.glsl +36 -0
  109. package/dist/Prefab/Water/Vertex.glsl +60 -0
  110. package/dist/Prefab/Water/Water.cjs +234 -0
  111. package/dist/Prefab/Water/Water.d.ts +41 -0
  112. package/dist/Prefab/Water/Water.js +192 -0
  113. package/dist/Prefab/Water/WaterManager.cjs +146 -0
  114. package/dist/Prefab/Water/WaterManager.d.ts +28 -0
  115. package/dist/Prefab/Water/WaterManager.js +113 -0
  116. package/dist/Renderer/AssetRenderer.cjs +85 -0
  117. package/dist/Renderer/AssetRenderer.d.ts +14 -0
  118. package/dist/Renderer/AssetRenderer.js +52 -0
  119. package/dist/Renderer/PhysicsRenderer.cjs +84 -0
  120. package/dist/Renderer/PhysicsRenderer.d.ts +16 -0
  121. package/dist/Renderer/PhysicsRenderer.js +48 -0
  122. package/dist/Renderer.cjs +135 -0
  123. package/dist/Renderer.d.ts +23 -0
  124. package/dist/Renderer.js +86 -0
  125. package/dist/Shaders/Vertex/ClassicPerlin3DNoise.glsl +84 -0
  126. package/dist/Types/Asset.cjs +16 -0
  127. package/dist/Types/Asset.d.ts +6 -0
  128. package/dist/Types/Asset.js +1 -0
  129. package/dist/Types/Events.cjs +16 -0
  130. package/dist/Types/Events.d.ts +4 -0
  131. package/dist/Types/Events.js +1 -0
  132. package/dist/Types/IEditor.cjs +16 -0
  133. package/dist/Types/IEditor.d.ts +21 -0
  134. package/dist/Types/IEditor.js +1 -0
  135. package/dist/Utils/Debug.cjs +47 -0
  136. package/dist/Utils/Debug.d.ts +7 -0
  137. package/dist/Utils/Debug.js +14 -0
  138. package/dist/Utils/EventEmitter.cjs +58 -0
  139. package/dist/Utils/EventEmitter.d.ts +25 -0
  140. package/dist/Utils/EventEmitter.js +31 -0
  141. package/dist/Utils/Helpers.cjs +33 -0
  142. package/dist/Utils/Helpers.d.ts +6 -0
  143. package/dist/Utils/Helpers.js +10 -0
  144. package/dist/Utils/LoadingScreen.cjs +91 -0
  145. package/dist/Utils/LoadingScreen.d.ts +12 -0
  146. package/dist/Utils/LoadingScreen.js +59 -0
  147. package/dist/Utils/Logger.cjs +60 -0
  148. package/dist/Utils/Logger.d.ts +11 -0
  149. package/dist/Utils/Logger.js +39 -0
  150. package/dist/Utils/Math.cjs +35 -0
  151. package/dist/Utils/Math.d.ts +10 -0
  152. package/dist/Utils/Math.js +14 -0
  153. package/dist/Utils/Resources.cjs +101 -0
  154. package/dist/Utils/Resources.d.ts +29 -0
  155. package/dist/Utils/Resources.js +69 -0
  156. package/dist/Utils/Sizes.cjs +51 -0
  157. package/dist/Utils/Sizes.d.ts +8 -0
  158. package/dist/Utils/Sizes.js +18 -0
  159. package/dist/Utils/SkeletonAxesHelper.cjs +60 -0
  160. package/dist/Utils/SkeletonAxesHelper.d.ts +11 -0
  161. package/dist/Utils/SkeletonAxesHelper.js +40 -0
  162. package/dist/World/Actor.cjs +55 -0
  163. package/dist/World/Actor.d.ts +13 -0
  164. package/dist/World/Actor.js +25 -0
  165. package/dist/World/BaseChunkManager.cjs +34 -0
  166. package/dist/World/BaseChunkManager.d.ts +10 -0
  167. package/dist/World/BaseChunkManager.js +14 -0
  168. package/dist/World/BaseWorld.cjs +73 -0
  169. package/dist/World/BaseWorld.d.ts +23 -0
  170. package/dist/World/BaseWorld.js +45 -0
  171. package/dist/World/Chunk.cjs +45 -0
  172. package/dist/World/Chunk.d.ts +7 -0
  173. package/dist/World/Chunk.js +12 -0
  174. package/dist/World/Entity/State.cjs +52 -0
  175. package/dist/World/Entity/State.d.ts +20 -0
  176. package/dist/World/Entity/State.js +32 -0
  177. package/dist/World/Entity/interface/Damageable.cjs +16 -0
  178. package/dist/World/Entity/interface/Damageable.d.ts +7 -0
  179. package/dist/World/Entity/interface/Damageable.js +1 -0
  180. package/dist/World/Entity/interface/LivingEntity.cjs +16 -0
  181. package/dist/World/Entity/interface/LivingEntity.d.ts +3 -0
  182. package/dist/World/Entity/interface/LivingEntity.js +1 -0
  183. package/dist/World/Entity3D.cjs +92 -0
  184. package/dist/World/Entity3D.d.ts +23 -0
  185. package/dist/World/Entity3D.js +67 -0
  186. package/dist/World/Environment.cjs +59 -0
  187. package/dist/World/Environment.d.ts +7 -0
  188. package/dist/World/Environment.js +26 -0
  189. package/dist/World/GameObject.cjs +59 -0
  190. package/dist/World/GameObject.d.ts +16 -0
  191. package/dist/World/GameObject.js +26 -0
  192. package/dist/World/GameObjectInterface.cjs +16 -0
  193. package/dist/World/GameObjectInterface.d.ts +4 -0
  194. package/dist/World/GameObjectInterface.js +1 -0
  195. package/dist/World/LivingActor.cjs +42 -0
  196. package/dist/World/LivingActor.d.ts +10 -0
  197. package/dist/World/LivingActor.js +9 -0
  198. package/dist/World/StateManager.cjs +47 -0
  199. package/dist/World/StateManager.d.ts +6 -0
  200. package/dist/World/StateManager.js +14 -0
  201. package/dist/World/World.cjs +58 -0
  202. package/dist/World/World.d.ts +6 -0
  203. package/dist/World/World.js +25 -0
  204. package/dist/browser/BaseGame.js +10 -0
  205. package/dist/browser/BaseGame.js.map +1 -0
  206. package/dist/browser/Camera.css +51 -0
  207. package/dist/browser/Camera.css.map +1 -0
  208. package/dist/browser/Camera.js +18 -0
  209. package/dist/browser/Camera.js.map +1 -0
  210. package/dist/browser/Components/MinimapComponent.css +51 -0
  211. package/dist/browser/Components/MinimapComponent.css.map +1 -0
  212. package/dist/browser/Components/MinimapComponent.js +74 -0
  213. package/dist/browser/Components/MinimapComponent.js.map +1 -0
  214. package/dist/browser/Components/TrailComponent.css +51 -0
  215. package/dist/browser/Components/TrailComponent.css.map +1 -0
  216. package/dist/browser/Components/TrailComponent.js +94 -0
  217. package/dist/browser/Components/TrailComponent.js.map +1 -0
  218. package/dist/browser/Editor/EditorHelper.css +51 -0
  219. package/dist/browser/Editor/EditorHelper.css.map +1 -0
  220. package/dist/browser/Editor/EditorHelper.js +21 -0
  221. package/dist/browser/Editor/EditorHelper.js.map +1 -0
  222. package/dist/browser/Editor/WithEditorHelper.css +51 -0
  223. package/dist/browser/Editor/WithEditorHelper.css.map +1 -0
  224. package/dist/browser/Editor/WithEditorHelper.js +22 -0
  225. package/dist/browser/Editor/WithEditorHelper.js.map +1 -0
  226. package/dist/browser/Game.css +51 -0
  227. package/dist/browser/Game.css.map +1 -0
  228. package/dist/browser/Game.js +18 -0
  229. package/dist/browser/Game.js.map +1 -0
  230. package/dist/browser/InputManager.css +51 -0
  231. package/dist/browser/InputManager.css.map +1 -0
  232. package/dist/browser/InputManager.js +18 -0
  233. package/dist/browser/InputManager.js.map +1 -0
  234. package/dist/browser/Networking/Client/NetworkManager.js +73 -0
  235. package/dist/browser/Networking/Client/NetworkManager.js.map +1 -0
  236. package/dist/browser/Networking/Entities/Player.js +15 -0
  237. package/dist/browser/Networking/Entities/Player.js.map +1 -0
  238. package/dist/browser/Networking/NetworkedActor.js +24 -0
  239. package/dist/browser/Networking/NetworkedActor.js.map +1 -0
  240. package/dist/browser/Networking/NetworkedEntity.js +1 -0
  241. package/dist/browser/Networking/NetworkedEntity.js.map +1 -0
  242. package/dist/browser/Networking/NetworkedEntityState.js +20 -0
  243. package/dist/browser/Networking/NetworkedEntityState.js.map +1 -0
  244. package/dist/browser/Networking/NetworkedGameObject.js +12 -0
  245. package/dist/browser/Networking/NetworkedGameObject.js.map +1 -0
  246. package/dist/browser/Networking/NetworkedLivingActor.js +14 -0
  247. package/dist/browser/Networking/NetworkedLivingActor.js.map +1 -0
  248. package/dist/browser/Networking/Server/Client.js +8 -0
  249. package/dist/browser/Networking/Server/Client.js.map +1 -0
  250. package/dist/browser/Networking/Server/Commands.js +8 -0
  251. package/dist/browser/Networking/Server/Commands.js.map +1 -0
  252. package/dist/browser/Networking/Server/Server.js +194 -0
  253. package/dist/browser/Networking/Server/Server.js.map +1 -0
  254. package/dist/browser/Networking/Server/Stats/BandwidthTracker.js +8 -0
  255. package/dist/browser/Networking/Server/Stats/BandwidthTracker.js.map +1 -0
  256. package/dist/browser/Networking/Server/Stats/CpuTracker.js +8 -0
  257. package/dist/browser/Networking/Server/Stats/CpuTracker.js.map +1 -0
  258. package/dist/browser/Networking/Server/World.js +19 -0
  259. package/dist/browser/Networking/Server/World.js.map +1 -0
  260. package/dist/browser/Networking/syncState.js +31 -0
  261. package/dist/browser/Networking/syncState.js.map +1 -0
  262. package/dist/browser/Particles/Effects/Rain.css +51 -0
  263. package/dist/browser/Particles/Effects/Rain.css.map +1 -0
  264. package/dist/browser/Particles/Effects/Rain.js +88 -0
  265. package/dist/browser/Particles/Effects/Rain.js.map +1 -0
  266. package/dist/browser/Particles/Effects/Smoke.css +51 -0
  267. package/dist/browser/Particles/Effects/Smoke.css.map +1 -0
  268. package/dist/browser/Particles/Effects/Smoke.js +143 -0
  269. package/dist/browser/Particles/Effects/Smoke.js.map +1 -0
  270. package/dist/browser/Particles/Shaders/LoadingScreen/Fragment.glsl +6 -0
  271. package/dist/browser/Particles/Shaders/LoadingScreen/Vertex.glsl +3 -0
  272. package/dist/browser/Particles/Shaders/Rain/Fragment.glsl +4 -0
  273. package/dist/browser/Particles/Shaders/Rain/Vertex.glsl +23 -0
  274. package/dist/browser/Particles/Shaders/Smoke/Fragment.glsl +8 -0
  275. package/dist/browser/Particles/Shaders/Smoke/Vertex.glsl +25 -0
  276. package/dist/browser/Particles/System/Emitter.css +51 -0
  277. package/dist/browser/Particles/System/Emitter.css.map +1 -0
  278. package/dist/browser/Particles/System/Emitter.js +19 -0
  279. package/dist/browser/Particles/System/Emitter.js.map +1 -0
  280. package/dist/browser/Particles/System/Particle.js +10 -0
  281. package/dist/browser/Particles/System/Particle.js.map +1 -0
  282. package/dist/browser/Particles/System/ParticleEffect.css +51 -0
  283. package/dist/browser/Particles/System/ParticleEffect.css.map +1 -0
  284. package/dist/browser/Particles/System/ParticleEffect.js +23 -0
  285. package/dist/browser/Particles/System/ParticleEffect.js.map +1 -0
  286. package/dist/browser/Particles/System/ParticlePreviewRegistry.js +13 -0
  287. package/dist/browser/Particles/System/ParticlePreviewRegistry.js.map +1 -0
  288. package/dist/browser/Particles/System/ParticleSystem.css +51 -0
  289. package/dist/browser/Particles/System/ParticleSystem.css.map +1 -0
  290. package/dist/browser/Particles/System/ParticleSystem.js +18 -0
  291. package/dist/browser/Particles/System/ParticleSystem.js.map +1 -0
  292. package/dist/browser/Prefab/Grass/Fragment.glsl +11 -0
  293. package/dist/browser/Prefab/Grass/Grass.css +51 -0
  294. package/dist/browser/Prefab/Grass/Grass.css.map +1 -0
  295. package/dist/browser/Prefab/Grass/Grass.js +226 -0
  296. package/dist/browser/Prefab/Grass/Grass.js.map +1 -0
  297. package/dist/browser/Prefab/Grass/GrassAffectingEntity.js +10 -0
  298. package/dist/browser/Prefab/Grass/GrassAffectingEntity.js.map +1 -0
  299. package/dist/browser/Prefab/Grass/Vertex.glsl +102 -0
  300. package/dist/browser/Prefab/Lights/index.css +51 -0
  301. package/dist/browser/Prefab/Lights/index.css.map +1 -0
  302. package/dist/browser/Prefab/Lights/index.js +224 -0
  303. package/dist/browser/Prefab/Lights/index.js.map +1 -0
  304. package/dist/browser/Prefab/Primitives/index.css +51 -0
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  306. package/dist/browser/Prefab/Primitives/index.js +296 -0
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  308. package/dist/browser/Prefab/Water/Fragment.glsl +36 -0
  309. package/dist/browser/Prefab/Water/Vertex.glsl +60 -0
  310. package/dist/browser/Prefab/Water/Water.css +51 -0
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  312. package/dist/browser/Prefab/Water/Water.js +234 -0
  313. package/dist/browser/Prefab/Water/Water.js.map +1 -0
  314. package/dist/browser/Prefab/Water/WaterManager.css +51 -0
  315. package/dist/browser/Prefab/Water/WaterManager.css.map +1 -0
  316. package/dist/browser/Prefab/Water/WaterManager.js +19 -0
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  318. package/dist/browser/Renderer/AssetRenderer.css +51 -0
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  328. package/dist/browser/Renderer.js +18 -0
  329. package/dist/browser/Renderer.js.map +1 -0
  330. package/dist/browser/Shaders/Vertex/ClassicPerlin3DNoise.glsl +84 -0
  331. package/dist/browser/Types/Asset.js +1 -0
  332. package/dist/browser/Types/Asset.js.map +1 -0
  333. package/dist/browser/Types/Events.js +1 -0
  334. package/dist/browser/Types/Events.js.map +1 -0
  335. package/dist/browser/Types/IEditor.js +1 -0
  336. package/dist/browser/Types/IEditor.js.map +1 -0
  337. package/dist/browser/Utils/Debug.js +9 -0
  338. package/dist/browser/Utils/Debug.js.map +1 -0
  339. package/dist/browser/Utils/EventEmitter.js +10 -0
  340. package/dist/browser/Utils/EventEmitter.js.map +1 -0
  341. package/dist/browser/Utils/Helpers.js +13 -0
  342. package/dist/browser/Utils/Helpers.js.map +1 -0
  343. package/dist/browser/Utils/LoadingScreen.css +51 -0
  344. package/dist/browser/Utils/LoadingScreen.css.map +1 -0
  345. package/dist/browser/Utils/LoadingScreen.js +18 -0
  346. package/dist/browser/Utils/LoadingScreen.js.map +1 -0
  347. package/dist/browser/Utils/Logger.js +8 -0
  348. package/dist/browser/Utils/Logger.js.map +1 -0
  349. package/dist/browser/Utils/Math.js +10 -0
  350. package/dist/browser/Utils/Math.js.map +1 -0
  351. package/dist/browser/Utils/Resources.js +9 -0
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  353. package/dist/browser/Utils/Sizes.js +9 -0
  354. package/dist/browser/Utils/Sizes.js.map +1 -0
  355. package/dist/browser/Utils/SkeletonAxesHelper.js +8 -0
  356. package/dist/browser/Utils/SkeletonAxesHelper.js.map +1 -0
  357. package/dist/browser/World/Actor.js +11 -0
  358. package/dist/browser/World/Actor.js.map +1 -0
  359. package/dist/browser/World/BaseChunkManager.js +8 -0
  360. package/dist/browser/World/BaseChunkManager.js.map +1 -0
  361. package/dist/browser/World/BaseWorld.js +10 -0
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@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
@@ -0,0 +1,234 @@
1
+ import {
2
+ WaterManager
3
+ } from "../../chunk-BXWY2BKG.js";
4
+ import {
5
+ WithEditorHelper
6
+ } from "../../chunk-VW2HJI67.js";
7
+ import "../../chunk-R75XUIQX.js";
8
+ import "../../chunk-OXQNULUL.js";
9
+ import "../../chunk-WAEF3D5Y.js";
10
+ import {
11
+ Game
12
+ } from "../../chunk-HWTEWVF5.js";
13
+ import "../../chunk-J7UBIWHX.js";
14
+ import "../../chunk-GDOID2XG.js";
15
+ import "../../chunk-OVP75QOD.js";
16
+ import "../../chunk-VZ3QIXWK.js";
17
+ import "../../chunk-7QLYKS4T.js";
18
+ import {
19
+ GameObject
20
+ } from "../../chunk-CZUIHQMY.js";
21
+ import "../../chunk-PMZKVZCW.js";
22
+ import "../../chunk-KF7BK5K3.js";
23
+ import "../../chunk-HU53VGSY.js";
24
+ import "../../chunk-2D7GC2Z6.js";
25
+ import "../../chunk-G3PMV62Z.js";
26
+
27
+ // src/Prefab/Water/Water.ts
28
+ import { Color, EqualStencilFunc, IncrementStencilOp, Mesh, PlaneGeometry, ShaderMaterial, Vector3 as Vec3, Vector2 } from "three";
29
+
30
+ // src/Prefab/Water/Fragment.glsl
31
+ var Fragment_default = "uniform vec3 uDepthColor;\nuniform vec3 uSurfaceColor;\nuniform float uColorOffset;\nuniform float uColorMultiplier;\n\nuniform vec3 uSunDirection;\nuniform float uSunReflectionStrength;\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\nvoid main()\n{\n float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;\n\n vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);\n\n // Sun reflection\n vec3 normal = normalize(cross(dFdx(vWorldPosition), dFdy(vWorldPosition)));\n vec3 viewDir = normalize(cameraPosition - vWorldPosition);\n vec3 sunDir = normalize(uSunDirection);\n\n // Specular highlight (Blinn-Phong)\n vec3 halfDir = normalize(sunDir + viewDir);\n float spec = pow(max(dot(normal, halfDir), 0.0), 128.0);\n\n // Fresnel - stronger reflections at grazing angles\n float fresnel = pow(1.0 - max(dot(normal, viewDir), 0.0), 3.0);\n\n vec3 sunColor = vec3(1.0, 0.95, 0.8);\n color += sunColor * spec * (0.5 + fresnel * 0.5) * uSunReflectionStrength;\n\n gl_FragColor = vec4(color, 0.9);\n\n #include <colorspace_fragment>\n}\n";
32
+
33
+ // src/Prefab/Water/Vertex.glsl
34
+ var Vertex_default = "uniform float uBigWavesElevation;\nuniform vec2 uBigWavesFrequency;\nuniform float uBigWavesSpeed;\n\nuniform float uTime;\n\nuniform vec3 uSurfaceColor;\nuniform vec3 uDepthColor;\n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\n#include ../../Shaders/Vertex/ClassicPerlin3DNoise;\n\nfloat computeRipple(vec3 worldPos) {\n float totalRipple = 0.0;\n\n for (int i = 0; i < MAX_PUSH_POINTS; i++) {\n float dist = distance(worldPos.xz, pushPositions[i].xz);\n float influence = smoothstep(pushRadii[i], 0.0, dist);\n\n // Expanding ring ripple pattern\n float ripple = sin(dist * 8.0 - uTime * 4.0) * influence;\n totalRipple += ripple;\n }\n\n return totalRipple;\n}\n\nvoid main()\n{\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n\n float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *\n sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *\n uBigWavesElevation;\n\n for (float i = 1.0; i <= 4.0; i++){\n elevation -= abs(cnoise(vec3(modelPosition.xz * 3.0 * i, uTime * 0.2)) * 0.15 / i);\n }\n\n // Player ripples\n elevation += computeRipple(modelPosition.xyz) * 0.2;\n\n modelPosition.y += elevation;\n\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectedPosition;\n\n // Varyings\n vElevation = elevation;\n vWorldPosition = modelPosition.xyz;\n}";
35
+
36
+ // src/Prefab/Water/Water.ts
37
+ var MAX_PUSH_POINTS = 150;
38
+ var DEFAULT_LOD = {
39
+ segments: [512, 128, 32],
40
+ distances: [40, 60]
41
+ };
42
+ var Water = class extends WithEditorHelper(GameObject) {
43
+ constructor(position, size, sectionCount = 1, lod = DEFAULT_LOD) {
44
+ super(void 0, position);
45
+ this.sections = [];
46
+ this.cullPadding = 0;
47
+ this.lodConfig = lod;
48
+ this.sectionCount = sectionCount;
49
+ this.material = new ShaderMaterial({
50
+ transparent: true,
51
+ stencilWrite: true,
52
+ stencilFunc: EqualStencilFunc,
53
+ stencilRef: 0,
54
+ stencilZPass: IncrementStencilOp,
55
+ fragmentShader: Fragment_default,
56
+ vertexShader: Vertex_default,
57
+ uniforms: {
58
+ uTime: { value: 0 },
59
+ uBigWavesElevation: { value: 0.38 },
60
+ uBigWavesFrequency: { value: new Vector2(0.326, 0.978) },
61
+ uBigWavesSpeed: { value: 1 },
62
+ uDepthColor: { value: new Color("#186691") },
63
+ uSurfaceColor: { value: new Color("#9bd8ff") },
64
+ uColorOffset: { value: 0.38 },
65
+ uColorMultiplier: { value: 0.761 },
66
+ pushPositions: {
67
+ value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vec3())
68
+ },
69
+ pushRadii: {
70
+ value: Array.from({ length: MAX_PUSH_POINTS }).fill(0)
71
+ },
72
+ uSunDirection: { value: new Vec3(0, 1, 0) },
73
+ uSunReflectionStrength: { value: 1 }
74
+ }
75
+ });
76
+ const sectionSize = size / sectionCount;
77
+ for (let gx = 0; gx < sectionCount; gx++) {
78
+ for (let gz = 0; gz < sectionCount; gz++) {
79
+ const offsetX = (gx - (sectionCount - 1) / 2) * sectionSize;
80
+ const offsetZ = (gz - (sectionCount - 1) / 2) * sectionSize;
81
+ const farSegments = Math.max(1, Math.round(lod.segments[2] / sectionCount));
82
+ const geoSize = sectionSize * 1.02;
83
+ const geometry = new PlaneGeometry(geoSize, geoSize, farSegments, farSegments);
84
+ const mesh = new Mesh(geometry, this.material);
85
+ mesh.position.set(
86
+ this.position.x + offsetX,
87
+ this.position.y,
88
+ this.position.z + offsetZ
89
+ );
90
+ mesh.rotation.x = -Math.PI * 0.5;
91
+ this.sections.push({ mesh, sectionSize, currentLOD: 2 });
92
+ Game.instance().scene.add(mesh);
93
+ }
94
+ }
95
+ this.registerEditorHelper(position, "Water", {
96
+ addBindings: (folder) => WaterManager.instance?.addBindings(folder)
97
+ });
98
+ for (const section of this.sections)
99
+ this.tagWithHelper(section.mesh);
100
+ this.addDebugTools();
101
+ }
102
+ addDebugTools() {
103
+ if (!Game.instance().debug.active || !WaterManager.instance)
104
+ return;
105
+ WaterManager.instance.uBigWavesElevationController?.on("change", (ev) => {
106
+ this.material.uniforms.uBigWavesElevation.value = ev.value;
107
+ });
108
+ WaterManager.instance.uBigWavesFrequencyControllerX?.on("change", (ev) => {
109
+ this.material.uniforms.uBigWavesFrequency.value.setX(ev.value);
110
+ });
111
+ WaterManager.instance.uBigWavesFrequencyControllerY?.on("change", (ev) => {
112
+ this.material.uniforms.uBigWavesFrequency.value.setY(ev.value);
113
+ });
114
+ WaterManager.instance.uBigWavesSpeedController?.on("change", (ev) => {
115
+ this.material.uniforms.uBigWavesSpeed.value = ev.value;
116
+ });
117
+ WaterManager.instance.uDepthColorController?.on("change", (ev) => {
118
+ this.material.uniforms.uDepthColor.value = new Color(ev.value);
119
+ });
120
+ WaterManager.instance.uSurfaceColorController?.on("change", (ev) => {
121
+ this.material.uniforms.uSurfaceColor.value = new Color(ev.value);
122
+ });
123
+ WaterManager.instance.uColorOffsetController?.on("change", (ev) => {
124
+ this.material.uniforms.uColorOffset.value = ev.value;
125
+ });
126
+ WaterManager.instance.uColorMultiplierController?.on("change", (ev) => {
127
+ this.material.uniforms.uColorMultiplier.value = ev.value;
128
+ });
129
+ WaterManager.instance.uSunReflectionStrengthController?.on("change", (ev) => {
130
+ this.material.uniforms.uSunReflectionStrength.value = ev.value;
131
+ });
132
+ }
133
+ swapGeometry(section, targetLOD) {
134
+ const segments = Math.max(1, Math.round(this.lodConfig.segments[targetLOD] / this.sectionCount));
135
+ const oldGeometry = section.mesh.geometry;
136
+ const geoSize = section.sectionSize * 1.05;
137
+ const newGeometry = new PlaneGeometry(
138
+ geoSize,
139
+ geoSize,
140
+ segments,
141
+ segments
142
+ );
143
+ if (this.cullHeight) {
144
+ this.cullGeometry(newGeometry, section.mesh, this.cullHeight, this.cullPadding);
145
+ }
146
+ section.mesh.geometry = newGeometry;
147
+ section.currentLOD = targetLOD;
148
+ oldGeometry.dispose();
149
+ }
150
+ cullGeometry(geometry, mesh, getHeight, padding) {
151
+ const position = geometry.attributes.position;
152
+ const index = geometry.index;
153
+ if (!index)
154
+ return;
155
+ const culled = new Uint8Array(position.count);
156
+ for (let i = 0; i < position.count; i++) {
157
+ const worldX = position.getX(i) + mesh.position.x;
158
+ const worldZ = -position.getY(i) + mesh.position.z;
159
+ const terrainHeight = getHeight(worldX, worldZ);
160
+ if (terrainHeight - padding > mesh.position.y) {
161
+ culled[i] = 1;
162
+ }
163
+ }
164
+ const oldIndices = index.array;
165
+ const newIndices = [];
166
+ for (let i = 0; i < oldIndices.length; i += 3) {
167
+ const a = oldIndices[i];
168
+ const b = oldIndices[i + 1];
169
+ const c = oldIndices[i + 2];
170
+ if (!culled[a] || !culled[b] || !culled[c]) {
171
+ newIndices.push(a, b, c);
172
+ }
173
+ }
174
+ geometry.setIndex(newIndices);
175
+ }
176
+ /**
177
+ * Removes triangles where all 3 vertices are beneath the surface returned by
178
+ * `getHeight`. The callback is stored so culling is automatically re-applied
179
+ * whenever a section swaps LOD.
180
+ */
181
+ cullVertices(getHeight, padding = 0) {
182
+ this.cullHeight = getHeight;
183
+ this.cullPadding = padding;
184
+ for (const section of this.sections) {
185
+ this.cullGeometry(
186
+ section.mesh.geometry,
187
+ section.mesh,
188
+ getHeight,
189
+ padding
190
+ );
191
+ }
192
+ }
193
+ setPushPoints(points) {
194
+ for (let i = 0; i < MAX_PUSH_POINTS; i++) {
195
+ if (points[i]) {
196
+ this.material.uniforms.pushPositions.value[i].copy(points[i].position);
197
+ this.material.uniforms.pushRadii.value[i] = points[i].radius;
198
+ }
199
+ }
200
+ }
201
+ update(_delta) {
202
+ this.material.uniforms.uTime.value = Game.instance().clock.elapsedTime;
203
+ if (WaterManager.instance) {
204
+ this.material.uniforms.uSunDirection.value.copy(WaterManager.instance.sunPosition);
205
+ }
206
+ const cameraPos = Game.instance().camera.instance.position;
207
+ for (const section of this.sections) {
208
+ const distance = cameraPos.distanceTo(section.mesh.position);
209
+ let targetLOD;
210
+ if (distance < this.lodConfig.distances[0]) {
211
+ targetLOD = 0;
212
+ } else if (distance < this.lodConfig.distances[1]) {
213
+ targetLOD = 1;
214
+ } else {
215
+ targetLOD = 2;
216
+ }
217
+ if (targetLOD !== section.currentLOD) {
218
+ this.swapGeometry(section, targetLOD);
219
+ }
220
+ }
221
+ }
222
+ destroy() {
223
+ for (const section of this.sections) {
224
+ section.mesh.geometry.dispose();
225
+ Game.instance().scene.remove(section.mesh);
226
+ }
227
+ this.material.dispose();
228
+ super.destroy();
229
+ }
230
+ };
231
+ export {
232
+ Water as default
233
+ };
234
+ //# sourceMappingURL=Water.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../../src/Prefab/Water/Water.ts","../../../../src/Prefab/Water/Fragment.glsl","../../../../src/Prefab/Water/Vertex.glsl"],"sourcesContent":["import type { Vector3 } from 'three'\nimport { WithEditorHelper } from '../../Editor/WithEditorHelper'\nimport Game from '../../Game'\nimport GameObject from '../../World/GameObject'\nimport { Color, EqualStencilFunc, IncrementStencilOp, Mesh, PlaneGeometry, ShaderMaterial, Vector3 as Vec3, Vector2 } from 'three'\nimport FragmentShader from './Fragment.glsl'\nimport VertexShader from './Vertex.glsl'\nimport WaterManager from './WaterManager'\n\nconst MAX_PUSH_POINTS = 150\n\nexport interface WaterLODConfig {\n segments: [close: number, medium: number, far: number]\n distances: [closeToMedium: number, mediumToFar: number]\n}\n\ninterface WaterSection {\n mesh: Mesh\n sectionSize: number\n currentLOD: number\n}\n\nconst DEFAULT_LOD: WaterLODConfig = {\n segments: [512, 128, 32],\n distances: [40, 60],\n}\n\n/**\n * https://threejs-journey.com/lessons/raging-sea\n */\nexport default class Water extends WithEditorHelper(GameObject) {\n material: ShaderMaterial\n private sections: WaterSection[] = []\n private lodConfig: WaterLODConfig\n private sectionCount: number\n private cullHeight?: (worldX: number, worldZ: number) => number\n private cullPadding = 0\n\n constructor(\n position: Vector3,\n size: number,\n sectionCount: number = 1,\n lod: WaterLODConfig = DEFAULT_LOD,\n ) {\n super(undefined, position)\n this.lodConfig = lod\n this.sectionCount = sectionCount\n\n this.material = new ShaderMaterial({\n transparent: true,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n fragmentShader: FragmentShader,\n vertexShader: VertexShader,\n uniforms: {\n uTime: { value: 0 },\n\n uBigWavesElevation: { value: 0.380 },\n uBigWavesFrequency: { value: new Vector2(0.326, 0.978) },\n uBigWavesSpeed: { value: 1.0 },\n\n uDepthColor: { value: new Color('#186691') },\n uSurfaceColor: { value: new Color('#9bd8ff') },\n uColorOffset: { value: 0.380 },\n uColorMultiplier: { value: 0.761 },\n\n pushPositions: {\n value: Array.from({ length: MAX_PUSH_POINTS }, () => new Vec3()),\n },\n pushRadii: {\n value: Array.from({ length: MAX_PUSH_POINTS }).fill(0),\n },\n\n uSunDirection: { value: new Vec3(0, 1, 0) },\n uSunReflectionStrength: { value: 1.0 },\n },\n })\n\n const sectionSize = size / sectionCount\n\n for (let gx = 0; gx < sectionCount; gx++) {\n for (let gz = 0; gz < sectionCount; gz++) {\n const offsetX = (gx - (sectionCount - 1) / 2) * sectionSize\n const offsetZ = (gz - (sectionCount - 1) / 2) * sectionSize\n\n const farSegments = Math.max(1, Math.round(lod.segments[2] / sectionCount))\n const geoSize = sectionSize * 1.02\n const geometry = new PlaneGeometry(geoSize, geoSize, farSegments, farSegments)\n const mesh = new Mesh(geometry, this.material)\n mesh.position.set(\n this.position.x + offsetX,\n this.position.y,\n this.position.z + offsetZ,\n )\n mesh.rotation.x = -Math.PI * 0.5\n\n this.sections.push({ mesh, sectionSize, currentLOD: 2 })\n Game.instance().scene.add(mesh)\n }\n }\n\n this.registerEditorHelper(position, 'Water', {\n addBindings: folder => WaterManager.instance?.addBindings(folder),\n })\n for (const section of this.sections)\n this.tagWithHelper(section.mesh)\n this.addDebugTools()\n }\n\n private addDebugTools() {\n if (!Game.instance().debug.active || !WaterManager.instance)\n return\n\n WaterManager.instance.uBigWavesElevationController?.on('change', (ev) => {\n this.material.uniforms.uBigWavesElevation.value = ev.value\n })\n\n WaterManager.instance.uBigWavesFrequencyControllerX?.on('change', (ev) => {\n this.material.uniforms.uBigWavesFrequency.value.setX(ev.value)\n })\n\n WaterManager.instance.uBigWavesFrequencyControllerY?.on('change', (ev) => {\n this.material.uniforms.uBigWavesFrequency.value.setY(ev.value)\n })\n\n WaterManager.instance.uBigWavesSpeedController?.on('change', (ev) => {\n this.material.uniforms.uBigWavesSpeed.value = ev.value\n })\n\n WaterManager.instance.uDepthColorController?.on('change', (ev) => {\n this.material.uniforms.uDepthColor.value = new Color(ev.value)\n })\n\n WaterManager.instance.uSurfaceColorController?.on('change', (ev) => {\n this.material.uniforms.uSurfaceColor.value = new Color(ev.value)\n })\n\n WaterManager.instance.uColorOffsetController?.on('change', (ev) => {\n this.material.uniforms.uColorOffset.value = ev.value\n })\n\n WaterManager.instance.uColorMultiplierController?.on('change', (ev) => {\n this.material.uniforms.uColorMultiplier.value = ev.value\n })\n\n WaterManager.instance.uSunReflectionStrengthController?.on('change', (ev) => {\n this.material.uniforms.uSunReflectionStrength.value = ev.value\n })\n }\n\n private swapGeometry(section: WaterSection, targetLOD: number) {\n const segments = Math.max(1, Math.round(this.lodConfig.segments[targetLOD] / this.sectionCount))\n const oldGeometry = section.mesh.geometry\n\n const geoSize = section.sectionSize * 1.05\n const newGeometry = new PlaneGeometry(\n geoSize,\n geoSize,\n segments,\n segments,\n )\n\n if (this.cullHeight) {\n this.cullGeometry(newGeometry, section.mesh, this.cullHeight, this.cullPadding)\n }\n\n section.mesh.geometry = newGeometry\n section.currentLOD = targetLOD\n oldGeometry.dispose()\n }\n\n private cullGeometry(\n geometry: PlaneGeometry,\n mesh: Mesh,\n getHeight: (worldX: number, worldZ: number) => number,\n padding: number,\n ) {\n const position = geometry.attributes.position\n const index = geometry.index\n if (!index)\n return\n\n const culled = new Uint8Array(position.count)\n\n for (let i = 0; i < position.count; i++) {\n const worldX = position.getX(i) + mesh.position.x\n const worldZ = -position.getY(i) + mesh.position.z\n const terrainHeight = getHeight(worldX, worldZ)\n\n if (terrainHeight - padding > mesh.position.y) {\n culled[i] = 1\n }\n }\n\n const oldIndices = index.array\n const newIndices: number[] = []\n\n for (let i = 0; i < oldIndices.length; i += 3) {\n const a = oldIndices[i]\n const b = oldIndices[i + 1]\n const c = oldIndices[i + 2]\n\n if (!culled[a] || !culled[b] || !culled[c]) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n }\n\n /**\n * Removes triangles where all 3 vertices are beneath the surface returned by\n * `getHeight`. The callback is stored so culling is automatically re-applied\n * whenever a section swaps LOD.\n */\n cullVertices(\n getHeight: (worldX: number, worldZ: number) => number,\n padding: number = 0,\n ): void {\n this.cullHeight = getHeight\n this.cullPadding = padding\n\n for (const section of this.sections) {\n this.cullGeometry(\n section.mesh.geometry as PlaneGeometry,\n section.mesh,\n getHeight,\n padding,\n )\n }\n }\n\n setPushPoints(points: { position: Vector3, radius: number }[]) {\n for (let i = 0; i < MAX_PUSH_POINTS; i++) {\n if (points[i]) {\n this.material.uniforms.pushPositions.value[i].copy(points[i].position)\n this.material.uniforms.pushRadii.value[i] = points[i].radius\n }\n }\n }\n\n update(_delta: number): void {\n this.material.uniforms.uTime.value = Game.instance().clock.elapsedTime\n\n if (WaterManager.instance) {\n this.material.uniforms.uSunDirection.value.copy(WaterManager.instance.sunPosition)\n }\n\n const cameraPos = Game.instance().camera.instance.position\n\n for (const section of this.sections) {\n const distance = cameraPos.distanceTo(section.mesh.position)\n\n let targetLOD: number\n if (distance < this.lodConfig.distances[0]) {\n targetLOD = 0\n }\n else if (distance < this.lodConfig.distances[1]) {\n targetLOD = 1\n }\n else {\n targetLOD = 2\n }\n\n if (targetLOD !== section.currentLOD) {\n this.swapGeometry(section, targetLOD)\n }\n }\n }\n\n destroy(): void {\n for (const section of this.sections) {\n section.mesh.geometry.dispose()\n Game.instance().scene.remove(section.mesh)\n }\n this.material.dispose()\n\n super.destroy()\n }\n}\n","uniform vec3 uDepthColor;\nuniform vec3 uSurfaceColor;\nuniform float uColorOffset;\nuniform float uColorMultiplier;\n\nuniform vec3 uSunDirection;\nuniform float uSunReflectionStrength;\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\nvoid main()\n{\n float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;\n\n vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);\n\n // Sun reflection\n vec3 normal = normalize(cross(dFdx(vWorldPosition), dFdy(vWorldPosition)));\n vec3 viewDir = normalize(cameraPosition - vWorldPosition);\n vec3 sunDir = normalize(uSunDirection);\n\n // Specular highlight (Blinn-Phong)\n vec3 halfDir = normalize(sunDir + viewDir);\n float spec = pow(max(dot(normal, halfDir), 0.0), 128.0);\n\n // Fresnel - stronger reflections at grazing angles\n float fresnel = pow(1.0 - max(dot(normal, viewDir), 0.0), 3.0);\n\n vec3 sunColor = vec3(1.0, 0.95, 0.8);\n color += sunColor * spec * (0.5 + fresnel * 0.5) * uSunReflectionStrength;\n\n gl_FragColor = vec4(color, 0.9);\n\n #include <colorspace_fragment>\n}\n","uniform float uBigWavesElevation;\nuniform vec2 uBigWavesFrequency;\nuniform float uBigWavesSpeed;\n\nuniform float uTime;\n\nuniform vec3 uSurfaceColor;\nuniform vec3 uDepthColor;\n\n#define MAX_PUSH_POINTS 150\n\nuniform vec3 pushPositions[MAX_PUSH_POINTS];\nuniform float pushRadii[MAX_PUSH_POINTS];\n\nvarying float vElevation;\nvarying vec3 vWorldPosition;\n\n#include ../../Shaders/Vertex/ClassicPerlin3DNoise;\n\nfloat computeRipple(vec3 worldPos) {\n float totalRipple = 0.0;\n\n for (int i = 0; i < MAX_PUSH_POINTS; i++) {\n float dist = distance(worldPos.xz, pushPositions[i].xz);\n float influence = smoothstep(pushRadii[i], 0.0, dist);\n\n // Expanding ring ripple pattern\n float ripple = sin(dist * 8.0 - uTime * 4.0) * influence;\n totalRipple += ripple;\n }\n\n return totalRipple;\n}\n\nvoid main()\n{\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n\n float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *\n sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *\n uBigWavesElevation;\n\n for (float i = 1.0; i <= 4.0; i++){\n elevation -= abs(cnoise(vec3(modelPosition.xz * 3.0 * i, uTime * 0.2)) * 0.15 / i);\n }\n\n // Player ripples\n elevation += computeRipple(modelPosition.xyz) * 0.2;\n\n modelPosition.y += elevation;\n\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectedPosition;\n\n // Varyings\n vElevation = elevation;\n vWorldPosition = 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@@ -0,0 +1,51 @@
1
+ /* src/style.css */
2
+ * {
3
+ margin: 0;
4
+ }
5
+ body {
6
+ overflow: hidden;
7
+ }
8
+ canvas {
9
+ display: block;
10
+ width: 100vw;
11
+ height: 100vh;
12
+ }
13
+ .point {
14
+ position: absolute;
15
+ top: 50%;
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+ left: 50%;
17
+ pointer-events: none;
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+ }
19
+ .point .label {
20
+ position: absolute;
21
+ top: -20px;
22
+ left: -20px;
23
+ width: 40px;
24
+ height: 40px;
25
+ border-radius: 50%;
26
+ color: white;
27
+ text-align: center;
28
+ background: rgba(0, 0, 0, 0.5);
29
+ font-family:
30
+ Helvetica,
31
+ Arial,
32
+ sans-serif;
33
+ line-height: 40px;
34
+ font-weight: 100;
35
+ font-size: 14px;
36
+ }
37
+ .point .text {
38
+ position: absolute;
39
+ top: 30px;
40
+ width: 200px;
41
+ background: rgba(0, 0, 0, 0.5);
42
+ color: white;
43
+ line-height: 1.3rem;
44
+ font-weight: 100;
45
+ font-size: 14px;
46
+ left: -100px;
47
+ text-align: center;
48
+ padding: 20px;
49
+ border-radius: 10px;
50
+ }
51
+ /*# sourceMappingURL=WaterManager.css.map */
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
@@ -0,0 +1,19 @@
1
+ import {
2
+ WaterManager
3
+ } from "../../chunk-BXWY2BKG.js";
4
+ import "../../chunk-HWTEWVF5.js";
5
+ import "../../chunk-J7UBIWHX.js";
6
+ import "../../chunk-GDOID2XG.js";
7
+ import "../../chunk-OVP75QOD.js";
8
+ import "../../chunk-VZ3QIXWK.js";
9
+ import "../../chunk-7QLYKS4T.js";
10
+ import "../../chunk-CZUIHQMY.js";
11
+ import "../../chunk-PMZKVZCW.js";
12
+ import "../../chunk-KF7BK5K3.js";
13
+ import "../../chunk-HU53VGSY.js";
14
+ import "../../chunk-2D7GC2Z6.js";
15
+ import "../../chunk-G3PMV62Z.js";
16
+ export {
17
+ WaterManager as default
18
+ };
19
+ //# sourceMappingURL=WaterManager.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -0,0 +1,51 @@
1
+ /* src/style.css */
2
+ * {
3
+ margin: 0;
4
+ }
5
+ body {
6
+ overflow: hidden;
7
+ }
8
+ canvas {
9
+ display: block;
10
+ width: 100vw;
11
+ height: 100vh;
12
+ }
13
+ .point {
14
+ position: absolute;
15
+ top: 50%;
16
+ left: 50%;
17
+ pointer-events: none;
18
+ }
19
+ .point .label {
20
+ position: absolute;
21
+ top: -20px;
22
+ left: -20px;
23
+ width: 40px;
24
+ height: 40px;
25
+ border-radius: 50%;
26
+ color: white;
27
+ text-align: center;
28
+ background: rgba(0, 0, 0, 0.5);
29
+ font-family:
30
+ Helvetica,
31
+ Arial,
32
+ sans-serif;
33
+ line-height: 40px;
34
+ font-weight: 100;
35
+ font-size: 14px;
36
+ }
37
+ .point .text {
38
+ position: absolute;
39
+ top: 30px;
40
+ width: 200px;
41
+ background: rgba(0, 0, 0, 0.5);
42
+ color: white;
43
+ line-height: 1.3rem;
44
+ font-weight: 100;
45
+ font-size: 14px;
46
+ left: -100px;
47
+ text-align: center;
48
+ padding: 20px;
49
+ border-radius: 10px;
50
+ }
51
+ /*# sourceMappingURL=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":[]}
@@ -0,0 +1,71 @@
1
+ import {
2
+ Game
3
+ } from "../chunk-HWTEWVF5.js";
4
+ import "../chunk-J7UBIWHX.js";
5
+ import "../chunk-GDOID2XG.js";
6
+ import "../chunk-OVP75QOD.js";
7
+ import "../chunk-VZ3QIXWK.js";
8
+ import "../chunk-7QLYKS4T.js";
9
+ import "../chunk-CZUIHQMY.js";
10
+ import "../chunk-PMZKVZCW.js";
11
+ import "../chunk-KF7BK5K3.js";
12
+ import "../chunk-HU53VGSY.js";
13
+ import "../chunk-2D7GC2Z6.js";
14
+ import "../chunk-G3PMV62Z.js";
15
+
16
+ // src/Renderer/AssetRenderer.ts
17
+ import { WebGLRenderer } from "three";
18
+ import { Box3, DirectionalLight, PerspectiveCamera, Scene, Vector3 } from "three/webgpu";
19
+ var _AssetRenderer = class _AssetRenderer {
20
+ constructor(key) {
21
+ this.item = Game.instance().resources.items[key];
22
+ this.initRenderer();
23
+ if ("scene" in this.item) {
24
+ _AssetRenderer.previewScene.add(this.item.scene);
25
+ this.adjustCameraToModel(this.item.scene);
26
+ }
27
+ }
28
+ initRenderer() {
29
+ if (_AssetRenderer.initialized)
30
+ return;
31
+ _AssetRenderer.previewRenderer.setSize(100, 100);
32
+ const light = new DirectionalLight(16777215, 3);
33
+ light.position.set(5, 5, 5);
34
+ _AssetRenderer.previewScene.add(light);
35
+ const ambientLight = new DirectionalLight(16777215, 4);
36
+ ambientLight.position.set(-5, -5, -5);
37
+ _AssetRenderer.previewScene.add(ambientLight);
38
+ _AssetRenderer.initialized = true;
39
+ }
40
+ adjustCameraToModel(model) {
41
+ const box = new Box3().setFromObject(model);
42
+ const size = new Vector3();
43
+ const center = new Vector3();
44
+ box.getSize(size);
45
+ box.getCenter(center);
46
+ const maxDim = Math.max(size.x, size.y, size.z);
47
+ const fov = _AssetRenderer.previewCamera.fov * (Math.PI / 180);
48
+ const cameraZ = maxDim / (2 * Math.tan(fov / 2));
49
+ _AssetRenderer.previewCamera.position.set(center.x, center.y, center.z + cameraZ * 1.5);
50
+ _AssetRenderer.previewCamera.lookAt(center);
51
+ _AssetRenderer.previewCamera.near = 0.1;
52
+ _AssetRenderer.previewCamera.far = cameraZ + maxDim * 2;
53
+ _AssetRenderer.previewCamera.updateProjectionMatrix();
54
+ }
55
+ render() {
56
+ if ("scene" in this.item === false)
57
+ return;
58
+ _AssetRenderer.previewRenderer.render(_AssetRenderer.previewScene, _AssetRenderer.previewCamera);
59
+ _AssetRenderer.previewScene.remove(this.item.scene);
60
+ return _AssetRenderer.previewRenderer.domElement.toDataURL();
61
+ }
62
+ };
63
+ _AssetRenderer.previewScene = new Scene();
64
+ _AssetRenderer.previewRenderer = new WebGLRenderer({ alpha: true });
65
+ _AssetRenderer.previewCamera = new PerspectiveCamera(50, 1, 0, 10);
66
+ _AssetRenderer.initialized = false;
67
+ var AssetRenderer = _AssetRenderer;
68
+ export {
69
+ AssetRenderer as default
70
+ };
71
+ //# sourceMappingURL=AssetRenderer.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/Renderer/AssetRenderer.ts"],"sourcesContent":["import type { Object3D } from 'three/webgpu'\nimport { WebGLRenderer } from 'three'\nimport { Box3, DirectionalLight, PerspectiveCamera, Scene, Vector3 } from 'three/webgpu'\nimport Game from '../Game'\n\nexport default class AssetRenderer {\n item\n\n static previewScene = new Scene()\n static previewRenderer = new WebGLRenderer({ alpha: true })\n static previewCamera = new PerspectiveCamera(50, 1, 0, 10)\n static initialized = false\n\n constructor(key: string) {\n this.item = Game.instance().resources.items[key]\n this.initRenderer()\n\n if ('scene' in this.item) {\n AssetRenderer.previewScene.add(this.item.scene)\n this.adjustCameraToModel(this.item.scene)\n }\n }\n\n initRenderer() {\n if (AssetRenderer.initialized)\n return\n\n AssetRenderer.previewRenderer.setSize(100, 100)\n\n const light = new DirectionalLight(0xFFFFFF, 3)\n light.position.set(5, 5, 5)\n AssetRenderer.previewScene.add(light)\n\n const ambientLight = new DirectionalLight(0xFFFFFF, 4)\n ambientLight.position.set(-5, -5, -5)\n AssetRenderer.previewScene.add(ambientLight)\n\n AssetRenderer.initialized = true\n }\n\n adjustCameraToModel(model: Object3D) {\n const box = new Box3().setFromObject(model)\n const size = new Vector3()\n const center = new Vector3()\n box.getSize(size)\n box.getCenter(center)\n\n const maxDim = Math.max(size.x, size.y, size.z)\n const fov = AssetRenderer.previewCamera.fov * (Math.PI / 180)\n const cameraZ = maxDim / (2 * Math.tan(fov / 2))\n\n AssetRenderer.previewCamera.position.set(center.x, center.y, center.z + cameraZ * 1.5)\n AssetRenderer.previewCamera.lookAt(center)\n AssetRenderer.previewCamera.near = 0.1\n AssetRenderer.previewCamera.far = cameraZ + maxDim * 2\n AssetRenderer.previewCamera.updateProjectionMatrix()\n }\n\n render() {\n if ('scene' in this.item === false)\n return\n\n AssetRenderer.previewRenderer.render(AssetRenderer.previewScene, AssetRenderer.previewCamera)\n AssetRenderer.previewScene.remove(this.item.scene)\n\n return AssetRenderer.previewRenderer.domElement.toDataURL()\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;AACA,SAAS,qBAAqB;AAC9B,SAAS,MAAM,kBAAkB,mBAAmB,OAAO,eAAe;AAG1E,IAAqB,iBAArB,MAAqB,eAAc;AAAA,EAQjC,YAAY,KAAa;AACvB,SAAK,OAAO,KAAK,SAAS,EAAE,UAAU,MAAM,GAAG;AAC/C,SAAK,aAAa;AAElB,QAAI,WAAW,KAAK,MAAM;AACxB,qBAAc,aAAa,IAAI,KAAK,KAAK,KAAK;AAC9C,WAAK,oBAAoB,KAAK,KAAK,KAAK;AAAA,IAC1C;AAAA,EACF;AAAA,EAEA,eAAe;AACb,QAAI,eAAc;AAChB;AAEF,mBAAc,gBAAgB,QAAQ,KAAK,GAAG;AAE9C,UAAM,QAAQ,IAAI,iBAAiB,UAAU,CAAC;AAC9C,UAAM,SAAS,IAAI,GAAG,GAAG,CAAC;AAC1B,mBAAc,aAAa,IAAI,KAAK;AAEpC,UAAM,eAAe,IAAI,iBAAiB,UAAU,CAAC;AACrD,iBAAa,SAAS,IAAI,IAAI,IAAI,EAAE;AACpC,mBAAc,aAAa,IAAI,YAAY;AAE3C,mBAAc,cAAc;AAAA,EAC9B;AAAA,EAEA,oBAAoB,OAAiB;AACnC,UAAM,MAAM,IAAI,KAAK,EAAE,cAAc,KAAK;AAC1C,UAAM,OAAO,IAAI,QAAQ;AACzB,UAAM,SAAS,IAAI,QAAQ;AAC3B,QAAI,QAAQ,IAAI;AAChB,QAAI,UAAU,MAAM;AAEpB,UAAM,SAAS,KAAK,IAAI,KAAK,GAAG,KAAK,GAAG,KAAK,CAAC;AAC9C,UAAM,MAAM,eAAc,cAAc,OAAO,KAAK,KAAK;AACzD,UAAM,UAAU,UAAU,IAAI,KAAK,IAAI,MAAM,CAAC;AAE9C,mBAAc,cAAc,SAAS,IAAI,OAAO,GAAG,OAAO,GAAG,OAAO,IAAI,UAAU,GAAG;AACrF,mBAAc,cAAc,OAAO,MAAM;AACzC,mBAAc,cAAc,OAAO;AACnC,mBAAc,cAAc,MAAM,UAAU,SAAS;AACrD,mBAAc,cAAc,uBAAuB;AAAA,EACrD;AAAA,EAEA,SAAS;AACP,QAAI,WAAW,KAAK,SAAS;AAC3B;AAEF,mBAAc,gBAAgB,OAAO,eAAc,cAAc,eAAc,aAAa;AAC5F,mBAAc,aAAa,OAAO,KAAK,KAAK,KAAK;AAEjD,WAAO,eAAc,gBAAgB,WAAW,UAAU;AAAA,EAC5D;AACF;AA9DqB,eAGZ,eAAe,IAAI,MAAM;AAHb,eAIZ,kBAAkB,IAAI,cAAc,EAAE,OAAO,KAAK,CAAC;AAJvC,eAKZ,gBAAgB,IAAI,kBAAkB,IAAI,GAAG,GAAG,EAAE;AALtC,eAMZ,cAAc;AANvB,IAAqB,gBAArB;","names":[]}
@@ -0,0 +1,51 @@
1
+ /* src/style.css */
2
+ * {
3
+ margin: 0;
4
+ }
5
+ body {
6
+ overflow: hidden;
7
+ }
8
+ canvas {
9
+ display: block;
10
+ width: 100vw;
11
+ height: 100vh;
12
+ }
13
+ .point {
14
+ position: absolute;
15
+ top: 50%;
16
+ left: 50%;
17
+ pointer-events: none;
18
+ }
19
+ .point .label {
20
+ position: absolute;
21
+ top: -20px;
22
+ left: -20px;
23
+ width: 40px;
24
+ height: 40px;
25
+ border-radius: 50%;
26
+ color: white;
27
+ text-align: center;
28
+ background: rgba(0, 0, 0, 0.5);
29
+ font-family:
30
+ Helvetica,
31
+ Arial,
32
+ sans-serif;
33
+ line-height: 40px;
34
+ font-weight: 100;
35
+ font-size: 14px;
36
+ }
37
+ .point .text {
38
+ position: absolute;
39
+ top: 30px;
40
+ width: 200px;
41
+ background: rgba(0, 0, 0, 0.5);
42
+ color: white;
43
+ line-height: 1.3rem;
44
+ font-weight: 100;
45
+ font-size: 14px;
46
+ left: -100px;
47
+ text-align: center;
48
+ padding: 20px;
49
+ border-radius: 10px;
50
+ }
51
+ /*# sourceMappingURL=PhysicsRenderer.css.map */
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
@@ -0,0 +1,18 @@
1
+ import {
2
+ RapierDebugRenderer
3
+ } from "../chunk-HWTEWVF5.js";
4
+ import "../chunk-J7UBIWHX.js";
5
+ import "../chunk-GDOID2XG.js";
6
+ import "../chunk-OVP75QOD.js";
7
+ import "../chunk-VZ3QIXWK.js";
8
+ import "../chunk-7QLYKS4T.js";
9
+ import "../chunk-CZUIHQMY.js";
10
+ import "../chunk-PMZKVZCW.js";
11
+ import "../chunk-KF7BK5K3.js";
12
+ import "../chunk-HU53VGSY.js";
13
+ import "../chunk-2D7GC2Z6.js";
14
+ import "../chunk-G3PMV62Z.js";
15
+ export {
16
+ RapierDebugRenderer
17
+ };
18
+ //# sourceMappingURL=PhysicsRenderer.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -0,0 +1,51 @@
1
+ /* src/style.css */
2
+ * {
3
+ margin: 0;
4
+ }
5
+ body {
6
+ overflow: hidden;
7
+ }
8
+ canvas {
9
+ display: block;
10
+ width: 100vw;
11
+ height: 100vh;
12
+ }
13
+ .point {
14
+ position: absolute;
15
+ top: 50%;
16
+ left: 50%;
17
+ pointer-events: none;
18
+ }
19
+ .point .label {
20
+ position: absolute;
21
+ top: -20px;
22
+ left: -20px;
23
+ width: 40px;
24
+ height: 40px;
25
+ border-radius: 50%;
26
+ color: white;
27
+ text-align: center;
28
+ background: rgba(0, 0, 0, 0.5);
29
+ font-family:
30
+ Helvetica,
31
+ Arial,
32
+ sans-serif;
33
+ line-height: 40px;
34
+ font-weight: 100;
35
+ font-size: 14px;
36
+ }
37
+ .point .text {
38
+ position: absolute;
39
+ top: 30px;
40
+ width: 200px;
41
+ background: rgba(0, 0, 0, 0.5);
42
+ color: white;
43
+ line-height: 1.3rem;
44
+ font-weight: 100;
45
+ font-size: 14px;
46
+ left: -100px;
47
+ text-align: center;
48
+ padding: 20px;
49
+ border-radius: 10px;
50
+ }
51
+ /*# sourceMappingURL=Renderer.css.map */
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
@@ -0,0 +1,18 @@
1
+ import {
2
+ Renderer
3
+ } from "./chunk-HWTEWVF5.js";
4
+ import "./chunk-J7UBIWHX.js";
5
+ import "./chunk-GDOID2XG.js";
6
+ import "./chunk-OVP75QOD.js";
7
+ import "./chunk-VZ3QIXWK.js";
8
+ import "./chunk-7QLYKS4T.js";
9
+ import "./chunk-CZUIHQMY.js";
10
+ import "./chunk-PMZKVZCW.js";
11
+ import "./chunk-KF7BK5K3.js";
12
+ import "./chunk-HU53VGSY.js";
13
+ import "./chunk-2D7GC2Z6.js";
14
+ import "./chunk-G3PMV62Z.js";
15
+ export {
16
+ Renderer as default
17
+ };
18
+ //# sourceMappingURL=Renderer.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
@@ -0,0 +1 @@
1
+ //# sourceMappingURL=Asset.js.map