@minicode-dev/chat 0.1.14 → 0.1.15

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Files changed (37) hide show
  1. package/dist/chunks/{BattleshipGameCard-B-B4r7lK.js → BattleshipGameCard-8H-sBCsv.js} +3 -3
  2. package/dist/chunks/{BattleshipGameCard-B-B4r7lK.js.map → BattleshipGameCard-8H-sBCsv.js.map} +1 -1
  3. package/dist/chunks/{ChatContext-DQtKsR6Z.js → ChatContext-CVW58bzC.js} +2 -2
  4. package/dist/chunks/{ChatContext-DQtKsR6Z.js.map → ChatContext-CVW58bzC.js.map} +1 -1
  5. package/dist/chunks/{RacingLiveGameCard-c1G7uoDI.js → RacingLiveGameCard-8j9QLnxW.js} +4 -4
  6. package/dist/chunks/{RacingLiveGameCard-c1G7uoDI.js.map → RacingLiveGameCard-8j9QLnxW.js.map} +1 -1
  7. package/dist/chunks/{TanksGameCard-CvTaF7tu.js → TanksGameCard-DnCufSH6.js} +12 -12
  8. package/dist/chunks/{TanksGameCard-CvTaF7tu.js.map → TanksGameCard-DnCufSH6.js.map} +1 -1
  9. package/dist/chunks/TanksLiveGameCard-D_27Jomp.js +1274 -0
  10. package/dist/chunks/TanksLiveGameCard-D_27Jomp.js.map +1 -0
  11. package/dist/chunks/{avalancheScene3d-Z5QyZIid.js → avalancheScene3d-CIE2WKQn.js} +51 -50
  12. package/dist/chunks/{avalancheScene3d-Z5QyZIid.js.map → avalancheScene3d-CIE2WKQn.js.map} +1 -1
  13. package/dist/chunks/cars-D1PM7mVD.js +340 -0
  14. package/dist/chunks/cars-D1PM7mVD.js.map +1 -0
  15. package/dist/chunks/{connect4Sounds-DmD-E9kX.js → connect4Sounds-BqEHULjv.js} +2 -2
  16. package/dist/chunks/{connect4Sounds-DmD-E9kX.js.map → connect4Sounds-BqEHULjv.js.map} +1 -1
  17. package/dist/chunks/createLiveScene-MTGRv8rx.js +758 -0
  18. package/dist/chunks/createLiveScene-MTGRv8rx.js.map +1 -0
  19. package/dist/chunks/{createRaceScene-C7Rw89kj.js → createRaceScene-BiEtQsVs.js} +4 -3
  20. package/dist/chunks/{createRaceScene-C7Rw89kj.js.map → createRaceScene-BiEtQsVs.js.map} +1 -1
  21. package/dist/chunks/fx-DhXerGyt.js +248 -0
  22. package/dist/chunks/fx-DhXerGyt.js.map +1 -0
  23. package/dist/chunks/{games-BvYTWgaR.js → games-Bl_8raG6.js} +1147 -574
  24. package/dist/chunks/games-Bl_8raG6.js.map +1 -0
  25. package/dist/chunks/{tanksSounds-DwjfSp3W.js → tanksSounds-DTnidbiq.js} +5 -5
  26. package/dist/chunks/{tanksSounds-DwjfSp3W.js.map → tanksSounds-DTnidbiq.js.map} +1 -1
  27. package/dist/index.js +28 -28
  28. package/dist/index.js.map +1 -1
  29. package/dist/styles.css +1 -1
  30. package/package.json +1 -1
  31. package/dist/chunks/TanksLiveGameCard-COr9Oay5.js +0 -1011
  32. package/dist/chunks/TanksLiveGameCard-COr9Oay5.js.map +0 -1
  33. package/dist/chunks/createLiveScene-CWBunxPi.js +0 -367
  34. package/dist/chunks/createLiveScene-CWBunxPi.js.map +0 -1
  35. package/dist/chunks/fx-UZwhOmdl.js +0 -584
  36. package/dist/chunks/fx-UZwhOmdl.js.map +0 -1
  37. package/dist/chunks/games-BvYTWgaR.js.map +0 -1
@@ -0,0 +1 @@
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+ {"version":3,"file":"createLiveScene-MTGRv8rx.js","names":["createCarModels","dampK","lin","blobTexture","clamp","hash2","DEG","rng","createTank","WHEELS","createTankGeometries","createTankShared","createTerrain","createSky","SKY","createHills","createDecor","damageLevel","mapDestructibles","shooterOf","tankById","arenaObstacles","mapObstacles","RAD_TO_DEG","eventKind","wrapAngle","arenaBounds","isMapArena","shieldOf","createFx","MAP_PALETTES","paletteFor","map","applyPalette","palette","u","sky","renderer","hills","tint","material","terrain","shader","tintAdded","hex","c","child","parent","before","WALL_COLORS","HOUSE_COLORS","RUST","DECOR","createLiveMap","group","Group","disposables","own","x","dummy","Object3D","color","Color","ground","m","z","rot","s","b","lx","w","lz","d","lambert","lowPower","MeshLambertMaterial","opts","MeshStandardMaterial","box","BoxGeometry","roof","CylinderGeometry","cyl","rock","DodecahedronGeometry","blob","IcosahedronGeometry","logGeo","cone","ConeGeometry","instanced","items","mesh","InstancedMesh","geo","mat","shadows","place","item","i","obstacles","o","ox","oz","byKind","shape","kinds","placeRect","sink","inflate","h","white","houses","wide","len","span","iceMat","cars","models","mats","list","k","part","model","sx","sy","minY","decor","decorMat","decorGeos","geoName","spec","y","crateGeo","crateMat","barrelMat","bandMat","destructibles","body","Mesh","band","side","breakDestructible","id","render","entry","best","bestD","maxD","dist","MAX_TANKS","MAX_SHELLS","MARGIN","CELL","MAX_DT","SUN_DIR","Vector3","COLORS","SHIELD_COLOR","FIREWORK","makeHeights","seed","p","n","cell","size","iz","ix","createLiveScene","container","emit","quality","bounds","arena","disposed","dpr","WebGLRenderer","sRGBEncoding","ACESFilmicToneMapping","PCFSoftShadowMap","canvas","width","height","contextLost","onContextLost","scene","Scene","Fog","camera","PerspectiveCamera","world","hemi","HemisphereLight","sun","DirectionalLight","sc","center","grid","decorList","rockList","r","count","t","inset","beforeDecor","liveMap","borderRocks","step","edge","x1","x0","z1","z0","bx","bz","borderDecor","fx","tankGeos","tankShared","wheels","DynamicDrawUsage","blobTex","blobGeo","PlaneGeometry","blobMat","MeshBasicMaterial","blobs","tanks","shieldGeo","shieldMat","AdditiveBlending","shieldClock","v1","v2","mtx","Matrix4","scl","ensureTank","key","rt","removeTank","index","blowTurret","animate","a","updateBlown","dt","g","shellSlots","freeSlots","syncShells","seen","terrainBase","slot","cam","portrait","updateFov","aspect","shake","reducedMotion","amount","updateCamera","focus","back","up","ahead","diff","dx","dz","celebrate","handleEvent","kind","near","chained","lastStats","dtMs","state","wheelCount","blobCount","hullYaw","fwd","turn","moved","shieldMs","level","e","info","raycaster","Raycaster","ndc","Vector2","Plane","hit","screenToGround","nx","ny","resize","ro"],"sources":["../../src/games/tanks-live/scene/liveMapScene.js","../../src/games/tanks-live/scene/createLiveScene.js"],"sourcesContent":["// TANQUES LIVE 3D — generated map layer (logic/maps.js): per-map palette, rect/circle obstacles,\n// destructibles (crates, red barrels) and visual-only decor. Only used when the arena has a map id;\n// the legacy arena keeps the original createLiveScene path untouched.\n// Rects follow simulation.js: width `w` along (cos rot, sin rot) on x/z → three rotation.y = -rot.\nimport {\n BoxGeometry,\n Color,\n ConeGeometry,\n CylinderGeometry,\n DodecahedronGeometry,\n Group,\n IcosahedronGeometry,\n InstancedMesh,\n Mesh,\n MeshLambertMaterial,\n MeshStandardMaterial,\n Object3D,\n} from 'three'\nimport { createCarModels } from '../../../effects/avalanche/models/cars.js'\nimport { hash2, lin } from '../../tanks/scene/util.js'\nimport { mapDestructibles, mapObstacles } from './liveView.js'\n\n// ground: luminance recolor of the shared terrain (mix 0 = original grass).\nexport const MAP_PALETTES = {\n meadow: null,\n forest: {\n ground: '#55803a', mix: 0.45, gain: 4.2,\n sky: { top: '#3d5a7a', mid: '#9fb3a0', horizon: '#d9d2a8', bottom: '#a9b49a', sun: '#ffe2a8' },\n fog: '#9fae94', fogNear: 50, fogFar: 250, hemiSky: '#d6e6c0', hemiGround: '#2c3a26', sun: '#ffd9a0', hills: '#9fb898', treeTint: '#e0f0d8', border: 'tree',\n },\n desert: {\n ground: '#d9b77a', mix: 0.9, gain: 4.4,\n sky: { top: '#3f7cc4', mid: '#9fc4e0', horizon: '#f4dcb0', bottom: '#e6c79a', sun: '#fff1c8' },\n fog: '#e8cfa2', fogNear: 80, fogFar: 340, hemiSky: '#fff0d0', hemiGround: '#6b5534', sun: '#fff0cc', hills: '#ffd9a8', treeTint: '#c8b878', border: 'rock',\n },\n ruins: {\n ground: '#8d8475', mix: 0.8, gain: 4.2,\n sky: { top: '#3b4250', mid: '#8a8c93', horizon: '#c9b9a0', bottom: '#9b9086', sun: '#f0d8b0' },\n fog: '#a69c91', fogNear: 50, fogFar: 260, hemiSky: '#d8d4cc', hemiGround: '#3a342e', sun: '#f2d2a8', hills: '#a8a4a4', treeTint: '#9c9a80', border: 'rock',\n },\n arctic: {\n ground: '#eef5fb', mix: 0.93, gain: 5,\n sky: { top: '#5f86c4', mid: '#b8cde6', horizon: '#eaf2fa', bottom: '#d6e2ee', sun: '#ffffff' },\n fog: '#dbe7f2', fogNear: 60, fogFar: 300, hemiSky: '#eaf4ff', hemiGround: '#6f8094', sun: '#f4f8ff', hills: '#d8e6f6', treeTint: '#dceaf2', border: 'tree',\n },\n}\n\nexport const paletteFor = (map) => (map && MAP_PALETTES[map.id]) || null\n\n/** Recolors sky, fog, lights, hills and the terrain material for a generated map (meadow: no-op). */\nexport function applyPalette(palette, { renderer, scene, sky, hills, hemi, sun, terrain }) {\n if (!palette) return\n const u = sky.mesh.material.uniforms\n u.uTop.value = lin(palette.sky.top)\n u.uMid.value = lin(palette.sky.mid)\n u.uHorizon.value = lin(palette.sky.horizon)\n u.uBottom.value = lin(palette.sky.bottom)\n u.uSunColor.value = lin(palette.sky.sun)\n scene.fog.color = lin(palette.fog)\n scene.fog.near = palette.fogNear\n scene.fog.far = palette.fogFar\n renderer.setClearColor(lin(palette.sky.horizon), 1)\n hemi.color = lin(palette.hemiSky)\n hemi.groundColor = lin(palette.hemiGround)\n sun.color = lin(palette.sun)\n if (hills.mesh.material.color) hills.mesh.material.color = lin(palette.hills)\n const tint = lin(palette.ground)\n const material = terrain.material || terrain.mesh.material\n material.onBeforeCompile = (shader) => {\n shader.uniforms.uMapTint = { value: tint }\n shader.uniforms.uMapMix = { value: palette.mix }\n shader.uniforms.uMapGain = { value: palette.gain }\n shader.fragmentShader = shader.fragmentShader\n .replace('#include <common>', '#include <common>\\nuniform vec3 uMapTint;\\nuniform float uMapMix;\\nuniform float uMapGain;')\n .replace('#include <color_fragment>', '#include <color_fragment>\\n{ float l = dot(diffuseColor.rgb, vec3(0.2126, 0.7152, 0.0722));\\n diffuseColor.rgb = mix(diffuseColor.rgb, min(uMapTint * l * uMapGain, vec3(1.0)), uMapMix); }')\n }\n material.customProgramCacheKey = () => `tl-map-${palette.ground}`\n material.needsUpdate = true\n}\n\n/** Tints every vertex-colored instanced mesh a decor builder added to `parent` (e.g. frosty trees). */\nexport function tintAdded(parent, before, hex) {\n if (!hex) return\n const c = lin(hex)\n for (const child of parent.children) if (!before.has(child) && child.isInstancedMesh && child.material?.color) child.material.color = c\n}\n\nconst WALL_COLORS = ['#9a8f84', '#a69a8a', '#8b7f74', '#b0a493']\nconst HOUSE_COLORS = ['#b9a58a', '#a8927a', '#c2b097', '#9d8b78']\nconst RUST = ['#6b4a35', '#7a5a3e', '#5a4a40', '#8a6a4a', '#6a6058']\nconst DECOR = {\n grass: { geo: 'cone', color: '#5f8f3c', h: 0.7, r: 0.25 },\n weed: { geo: 'cone', color: '#6b7a3a', h: 0.6, r: 0.25 },\n dry_grass: { geo: 'cone', color: '#b8a060', h: 0.6, r: 0.25 },\n flower: { geo: 'blob', color: '#e8d24a', alt: ['#e86a8a', '#f2f2f2', '#9a7ae8'], h: 0.3, r: 0.22 },\n bush: { geo: 'blob', color: '#3f6f32', h: 0.9, r: 0.9 },\n pebble: { geo: 'rock', color: '#8d877e', h: 0.25, r: 0.35 },\n rubble: { geo: 'rock', color: '#8a8278', alt: ['#7a5a48', '#a09a90'], h: 0.35, r: 0.55 },\n bones: { geo: 'rock', color: '#ece2cc', h: 0.15, r: 0.4 },\n snow: { geo: 'blob', color: '#f4f8fc', h: 0.25, r: 0.9 },\n ice_shard: { geo: 'cone', color: '#bfe4f4', h: 1.1, r: 0.3 },\n cactus: { geo: 'cactus', color: '#4f8a46', h: 1.8, r: 0.35 },\n}\n\n/**\n * Builds the map layer into `world` (scene coords = arena + (ox, oz)).\n * Returns { destructibles: Map(id → { x, z, kind, mesh }), breakDestructible(id), syncBroken(set), dispose() }.\n */\nexport function createLiveMap(world, map, terrain, { ox, oz, lowPower = false, shadows = false } = {}) {\n const group = new Group()\n world.add(group)\n const disposables = []\n const own = (x) => { disposables.push(x); return x }\n const dummy = new Object3D()\n const color = new Color()\n const ground = (x, z, w = 0, d = 0, rot = 0) => {\n let m = terrain.heightAt(x, z)\n const c = Math.cos(rot); const s = Math.sin(rot)\n for (const [a, b] of [[-0.5, -0.5], [0.5, -0.5], [0.5, 0.5], [-0.5, 0.5]]) {\n const lx = a * w; const lz = b * d\n m = Math.min(m, terrain.heightAt(x + lx * c - lz * s, z + lx * s + lz * c))\n }\n return m\n }\n const lambert = (opts) => own(lowPower ? new MeshLambertMaterial(opts) : new MeshStandardMaterial({ roughness: 0.85, metalness: 0.05, ...opts }))\n\n // unit geometries (base at y = 0)\n const box = own(new BoxGeometry(1, 1, 1).translate(0, 0.5, 0))\n const roof = own(new CylinderGeometry(0.5, 0.5, 1, 3, 1).rotateX(-Math.PI / 2).translate(0, 0.25, 0).rotateY(Math.PI / 2))\n const cyl = own(new CylinderGeometry(1, 1, 1, lowPower ? 8 : 14).translate(0, 0.5, 0))\n const rock = own(new DodecahedronGeometry(1, 0))\n const blob = own(new IcosahedronGeometry(1, 0))\n const logGeo = own(new CylinderGeometry(1, 1, 1, lowPower ? 6 : 10).rotateZ(Math.PI / 2))\n const cone = own(new ConeGeometry(1, 1, lowPower ? 4 : 6).translate(0, 0.5, 0))\n\n function instanced(geo, mat, items, place) {\n if (!items.length) return null\n const mesh = new InstancedMesh(geo, mat, items.length)\n mesh.castShadow = shadows\n mesh.receiveShadow = shadows\n items.forEach((item, i) => {\n const tint = place(item, i)\n dummy.updateMatrix()\n mesh.setMatrixAt(i, dummy.matrix)\n if (tint) mesh.setColorAt(i, color.set(tint).convertSRGBToLinear())\n })\n mesh.instanceMatrix.needsUpdate = true\n if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true\n group.add(mesh)\n disposables.push({ dispose: () => mesh.dispose() })\n return mesh\n }\n\n const obstacles = mapObstacles(map).map((o) => ({ ...o, x: o.x + ox, z: o.z + oz }))\n const byKind = (shape, kinds) => obstacles.filter((o) => o.shape === shape && kinds.includes(o.kind))\n const placeRect = (o, h, inflate = 1, sink = 0.3) => {\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) - sink, o.z)\n dummy.rotation.set(0, -o.rot, 0)\n dummy.scale.set(o.w * inflate, h + sink, o.d * inflate)\n }\n\n // ---- rect obstacles\n const white = { color: 0xffffff }\n instanced(box, lambert(white), byKind('rect', ['wall']), (o) => {\n placeRect(o, 2.6 + hash2(o.x, o.z) * 0.8)\n return WALL_COLORS[Math.floor(hash2(o.z, o.x) * WALL_COLORS.length) % WALL_COLORS.length]\n })\n const houses = byKind('rect', ['house'])\n instanced(box, lambert(white), houses, (o) => { placeRect(o, 3.4); return HOUSE_COLORS[Math.floor(hash2(o.x, o.z) * 4) % 4] })\n instanced(roof, lambert(white), houses, (o) => {\n const wide = o.w >= o.d\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) + 3.35, o.z)\n dummy.rotation.set(0, -o.rot + (wide ? 0 : Math.PI / 2), 0)\n const len = wide ? o.w : o.d\n const span = wide ? o.d : o.w\n dummy.scale.set(len * 1.04, 2.2, span * 1.1)\n return hash2(o.z, o.x) < 0.5 ? '#8a3a2a' : '#5a4038'\n })\n instanced(box, lambert({ color: lin('#a89468') }), byKind('rect', ['low']), (o) => { placeRect(o, 1.1, 1, 0.15); return null })\n const iceMat = own(new MeshStandardMaterial({ color: lin('#cfeefa'), roughness: 0.15, metalness: 0.05, transparent: true, opacity: 0.88 }))\n instanced(box, iceMat, byKind('rect', ['ice_block']), (o) => { placeRect(o, 2.4 + hash2(o.x, o.z) * 1.2); return null })\n instanced(rock, iceMat, byKind('circle', ['ice']), (o) => {\n dummy.position.set(o.x, terrain.heightAt(o.x, o.z) + o.r * 0.25, o.z)\n dummy.rotation.set(0, hash2(o.x, o.z) * 6.28, 0)\n dummy.scale.set(o.r, o.r * 0.9, o.r)\n return null\n })\n instanced(logGeo, lambert({ color: lin('#6b4a2e') }), byKind('circle', ['log']), (o) => {\n dummy.position.set(o.x, terrain.heightAt(o.x, o.z) + 0.6, o.z)\n dummy.rotation.set(0, hash2(o.x, o.z) * 6.28, 0)\n dummy.scale.set(o.r * 2, 0.7, 0.7)\n return null\n })\n\n // ---- wrecked cars (Avalancha models), scaled to the rect, rusty and slightly tilted\n const cars = byKind('rect', ['car'])\n if (cars.length) {\n const models = createCarModels({ lowPower })\n const mats = new Set()\n models.forEach((model, k) => {\n const list = cars.filter((o) => Math.floor(hash2(o.x * 1.7, o.z) * models.length) % models.length === k)\n for (const part of model.parts) {\n part.geometry.computeBoundingBox()\n mats.add(part.material)\n disposables.push(part.geometry)\n }\n if (!list.length) return\n let sx = 0; let sy = 0; let minY = Infinity\n for (const part of model.parts) {\n const b = part.geometry.boundingBox\n sx = Math.max(sx, b.max.x - b.min.x); sy = Math.max(sy, b.max.y); minY = Math.min(minY, b.min.y)\n }\n for (const part of model.parts) {\n instanced(part.geometry, part.material, list, (o) => {\n const s = o.w / Math.max(0.01, sx)\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) - minY * s - 0.1, o.z)\n dummy.rotation.set((hash2(o.x, o.z) - 0.5) * 0.12, -o.rot, (hash2(o.z, o.x) - 0.5) * 0.1)\n dummy.scale.setScalar(s)\n return part.tinted ? RUST[Math.floor(hash2(o.x, o.z) * RUST.length) % RUST.length] : null\n })\n }\n })\n mats.forEach((m) => disposables.push(m))\n }\n\n // ---- decor (visual only); lowPower draws half\n const decor = (map.decor || []).filter((d, i) => DECOR[d?.kind] && Number.isFinite(d.x) && Number.isFinite(d.z) && (!lowPower || i % 2 === 0))\n const decorMat = lambert(white)\n const decorGeos = { cone, blob, rock, cactus: cyl }\n for (const geoName of Object.keys(decorGeos)) {\n const items = decor.filter((d) => DECOR[d.kind].geo === geoName)\n instanced(decorGeos[geoName], decorMat, items, (d) => {\n const spec = DECOR[d.kind]\n const s = Number.isFinite(d.s) ? d.s : 1\n const x = d.x + ox; const z = d.z + oz\n const y = terrain.heightAt(x, z)\n dummy.position.set(x, geoName === 'cone' || geoName === 'cactus' ? y - 0.05 : y + spec.h * s * 0.3, z)\n dummy.rotation.set(0, Number.isFinite(d.rot) ? d.rot : 0, 0)\n dummy.scale.set(spec.r * s, spec.h * s, spec.r * s)\n const alt = spec.alt && hash2(d.x, d.z) < 0.6 ? spec.alt[Math.floor(hash2(d.z, d.x) * spec.alt.length) % spec.alt.length] : null\n return alt || spec.color\n })\n }\n\n // ---- destructibles: individual meshes so they can be removed\n const crateGeo = own(new BoxGeometry(1, 1, 1).translate(0, 0.5, 0))\n const crateMat = lambert({ color: lin('#a7773f') })\n const barrelMat = lambert({ color: lin('#c62d24') })\n const bandMat = lambert({ color: lin('#3a2a24') })\n const destructibles = new Map()\n for (const d of mapDestructibles(map)) {\n const x = d.x + ox; const z = d.z + oz\n const y = terrain.heightAt(x, z) - 0.05\n let mesh\n if (d.kind === 'barrel') {\n mesh = new Group()\n const body = new Mesh(cyl, barrelMat)\n body.scale.set(d.r * 0.85, d.r * 2.2, d.r * 0.85)\n const band = new Mesh(cyl, bandMat)\n band.scale.set(d.r * 0.88, d.r * 0.18, d.r * 0.88)\n band.position.y = d.r * 1.4\n mesh.add(body, band)\n } else {\n mesh = new Mesh(crateGeo, crateMat)\n const side = d.r * 1.55\n mesh.scale.set(side, side, side)\n mesh.rotation.y = hash2(d.x, d.z) * 1.5\n }\n mesh.position.set(x, y, z)\n mesh.traverse((m) => { m.castShadow = shadows; m.receiveShadow = shadows })\n group.add(mesh)\n destructibles.set(d.id, { ...d, x, z, y, mesh, broken: false })\n }\n\n function breakDestructible(id) {\n const d = destructibles.get(String(id))\n if (!d || d.broken) return null\n d.broken = true\n d.mesh.visible = false\n return d\n }\n\n return {\n destructibles,\n breakDestructible,\n /** Mirrors the render state without effects: hides broken ones (late join / resync), restores alive ones (rematch). */\n sync(render) {\n for (const d of render?.destructibles || []) {\n const entry = d && d.id != null ? destructibles.get(String(d.id)) : null\n if (!entry) continue\n const gone = d.alive === false || (Number.isFinite(d.hp) && d.hp <= 0)\n if (gone) breakDestructible(entry.id)\n else if (entry.broken) { entry.broken = false; entry.mesh.visible = true }\n }\n },\n /** Nearest unbroken destructible to (x, z) in scene coords (for events without an id). */\n nearest(x, z, maxD = 3) {\n let best = null; let bestD = maxD\n for (const d of destructibles.values()) {\n if (d.broken) continue\n const dist = Math.hypot(d.x - x, d.z - z)\n if (dist < bestD) { bestD = dist; best = d }\n }\n return best\n },\n dispose() {\n group.removeFromParent()\n for (const x of disposables) x.dispose?.()\n },\n }\n}\n","// TANQUES LIVE 3D — real-time arena scene (three >=0.134 <0.138). Framework-agnostic.\n//\n// createLiveScene(container, { arena, lowPower, reducedMotion, onEvent }) → {\n// render(renderState, dtMs), screenToGround(nx, ny), resize(), getStats(), dispose()\n// }\n// Reuses the turn-based Tanks look (terrain, tank model, decor, FX) through their modules.\n// The host drives every frame (no internal loop): render() draws once. World meters 1:1;\n// render-state yaw is radians, forward = (cos, sin) on x/z.\nimport {\n ACESFilmicToneMapping,\n DirectionalLight,\n DynamicDrawUsage,\n Fog,\n Group,\n HemisphereLight,\n InstancedMesh,\n AdditiveBlending,\n IcosahedronGeometry,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n MeshLambertMaterial,\n MeshStandardMaterial,\n PCFSoftShadowMap,\n PerspectiveCamera,\n Plane,\n PlaneGeometry,\n Raycaster,\n Scene,\n sRGBEncoding,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three'\nimport { createTerrain, createSky, createHills, SKY } from '../../tanks/scene/terrain.js'\nimport { createDecor } from '../../tanks/scene/decor.js'\nimport { createTank, createTankGeometries, createTankShared, WHEELS } from '../../tanks/scene/tank.js'\nimport { createFx } from '../../tanks/scene/fx.js'\nimport { blobTexture, clamp, dampK, DEG, lin, rng } from '../../tanks/scene/util.js'\nimport { arenaBounds, arenaObstacles, damageLevel, eventKind, isMapArena, mapObstacles, RAD_TO_DEG, shieldOf, shooterOf, tankById, wrapAngle } from './liveView.js'\nimport { applyPalette, createLiveMap, paletteFor, tintAdded } from './liveMapScene.js'\n\nconst MAX_TANKS = 4\nconst MAX_SHELLS = 8 // fx projectile pool\nconst MARGIN = 14 // decorative ground around the arena\nconst CELL = 2\nconst MAX_DT = 1 / 15\nconst SUN_DIR = new Vector3(0.62, 0.42, 0.66).normalize()\nconst COLORS = { green: 'green', red: 'red' }\nconst SHIELD_COLOR = lin('#7fdcff')\nconst FIREWORK = { green: lin('#22c55e'), red: lin('#ef4444'), gold: lin('#fbbf24') }\n\n// Gentle rolling ground: tanks drive on a 2D plane, so relief stays under ~1 m.\nfunction makeHeights(n, size, seed) {\n const r = rng(seed)\n const p = [r() * 6.28, r() * 6.28, r() * 6.28, r() * 6.28]\n const h = new Float32Array(n * n)\n const cell = size / (n - 1)\n for (let iz = 0; iz < n; iz++) {\n for (let ix = 0; ix < n; ix++) {\n const x = ix * cell\n const z = iz * cell\n h[iz * n + ix] = 2 +\n 0.45 * Math.sin(x * 0.07 + p[0]) * Math.cos(z * 0.06 + p[1]) +\n 0.3 * Math.sin(x * 0.16 + z * 0.11 + p[2]) +\n 0.18 * Math.cos(x * 0.23 - z * 0.19 + p[3])\n }\n }\n return h\n}\n\nexport function createLiveScene(container, { arena, lowPower = false, reducedMotion = false, onEvent } = {}) {\n if (!container) throw new Error('createLiveScene: container element required')\n const emit = (e) => {\n try { onEvent?.(e) } catch { /* listener errors must never break rendering */ }\n }\n const quality = lowPower ? 'low' : 'high'\n const bounds = arenaBounds(arena)\n const size = Math.ceil((Math.max(bounds.width, bounds.depth) + MARGIN * 2) / CELL) * CELL\n // logical (arena) → scene coordinates\n const ox = MARGIN - bounds.minX\n const oz = MARGIN - bounds.minZ\n let disposed = false\n\n // ------------------------------------------------------------------ renderer\n const dpr = (typeof window !== 'undefined' && window.devicePixelRatio) || 1\n const renderer = new WebGLRenderer({ antialias: !lowPower || dpr < 2, alpha: false, stencil: false, powerPreference: 'high-performance' })\n renderer.outputEncoding = sRGBEncoding\n renderer.toneMapping = ACESFilmicToneMapping\n renderer.toneMappingExposure = 1.05\n renderer.shadowMap.enabled = !lowPower\n renderer.shadowMap.type = PCFSoftShadowMap\n renderer.setPixelRatio(Math.min(dpr, lowPower ? 1.25 : 1.75))\n renderer.setClearColor(SKY.horizon, 1)\n const canvas = renderer.domElement\n canvas.style.display = 'block'\n canvas.style.width = '100%'\n canvas.style.height = '100%'\n canvas.style.outline = 'none'\n container.appendChild(canvas)\n let width = Math.max(1, container.clientWidth)\n let height = Math.max(1, container.clientHeight)\n renderer.setSize(width, height, false)\n\n let contextLost = false\n const onContextLost = (e) => {\n e?.preventDefault?.()\n contextLost = true\n emit({ type: 'context_lost' })\n }\n canvas.addEventListener('webglcontextlost', onContextLost)\n\n // ------------------------------------------------------------------ scene\n const scene = new Scene()\n scene.fog = new Fog(SKY.fog.clone(), 70, 320)\n const camera = new PerspectiveCamera(55, width / height, 0.5, 1400)\n const world = new Group()\n scene.add(world)\n\n const hemi = new HemisphereLight(lin('#ffd2b0'), lin('#33402f'), lowPower ? 0.8 : 0.6)\n const sun = new DirectionalLight(lin('#ffbe7a'), 1.9)\n if (!lowPower) {\n sun.castShadow = true\n sun.shadow.mapSize.set(1024, 1024)\n sun.shadow.bias = -0.0006\n sun.shadow.normalBias = 0.04\n const sc = sun.shadow.camera\n sc.left = -42\n sc.right = 42\n sc.top = 42\n sc.bottom = -42\n sc.near = 20\n sc.far = 320\n sc.updateProjectionMatrix()\n }\n scene.add(hemi, sun, sun.target)\n\n const center = new Vector3(size / 2, 0, size / 2)\n const sky = createSky(SUN_DIR)\n scene.add(sky.mesh)\n const hills = createHills(center, SUN_DIR)\n scene.add(hills.mesh)\n\n const terrain = createTerrain()\n const grid = size / CELL + 1\n terrain.setHeights({ heights: makeHeights(grid, size, Number(arena?.seed) || 7), grid, size })\n world.add(terrain.mesh)\n\n // Generated maps (logic/maps.js) recolor the world and add their own layer; the legacy arena (no map id) is untouched.\n const map = isMapArena(arena) ? arena : null\n const palette = paletteFor(map)\n applyPalette(palette, { renderer, scene, sky, hills, hemi, sun, terrain })\n\n // Obstacles: trees block as trees, everything else as rocks; plus decorative trees outside the arena.\n const decor = createDecor()\n decor.setQuality(quality)\n decor.setShadows(!lowPower)\n const obstacles = map\n ? mapObstacles(arena).filter((o) => o.shape === 'circle' && (o.kind === 'tree' || o.kind === 'rock'))\n : arenaObstacles(arena)\n const decorList = []\n const rockList = []\n for (const o of obstacles) {\n const x = o.x + ox\n const z = o.z + oz\n if (o.kind === 'tree') decorList.push({ kind: 'tree', x, z, scale: clamp(o.r / 1.3, 0.7, 2.2) })\n else rockList.push({ kind: 'rock', x, z, w: o.r * 2, d: o.r * 2, h: o.r * 1.2 })\n }\n {\n const r = rng(31)\n const count = lowPower ? 40 : 90\n for (let i = 0; i < count; i++) {\n const side = i % 4\n const t = r() * size\n const inset = 2 + r() * (MARGIN - 5)\n const x = side === 0 ? inset : side === 1 ? size - inset : t\n const z = side === 2 ? inset : side === 3 ? size - inset : t\n if (palette?.border === 'rock') { if (i % 2 === 0) decorList.push({ kind: 'rock', x, z, scale: 0.8 + r() * 1.4 }) }\n else decorList.push({ kind: 'tree', x, z, scale: 0.8 + r() * 0.7 })\n }\n }\n const beforeDecor = new Set(world.children)\n decor.build(world, { decor: decorList, obstacles: rockList }, terrain)\n tintAdded(world, beforeDecor, palette?.treeTint)\n const liveMap = map ? createLiveMap(world, map, terrain, { ox, oz, lowPower, shadows: !lowPower }) : null\n\n // Arena border: a low line of stones marking the playable area.\n const borderRocks = []\n {\n const r = rng(53)\n const step = lowPower ? 7 : 4.5\n const edge = (x0, z0, x1, z1) => {\n const len = Math.hypot(x1 - x0, z1 - z0)\n const n = Math.max(1, Math.round(len / step))\n for (let i = 0; i <= n; i++) {\n const t = i / n\n borderRocks.push({ kind: 'rock', x: x0 + (x1 - x0) * t, z: z0 + (z1 - z0) * t, scale: 0.45 + r() * 0.35 })\n }\n }\n const a = MARGIN - 1\n const bx = MARGIN + bounds.width + 1\n const bz = MARGIN + bounds.depth + 1\n edge(a, a, bx, a)\n edge(bx, a, bx, bz)\n edge(bx, bz, a, bz)\n edge(a, bz, a, a)\n }\n const borderDecor = createDecor()\n borderDecor.setQuality(quality)\n borderDecor.build(world, { decor: borderRocks, obstacles: [] }, terrain)\n\n const fx = createFx(scene, { quality, reducedMotion, heightAt: terrain.heightAt })\n\n // ------------------------------------------------------------------ tanks\n const tankGeos = createTankGeometries()\n const tankShared = createTankShared()\n tankShared.wheelMat = lowPower\n ? new MeshLambertMaterial({ vertexColors: true })\n : new MeshStandardMaterial({ vertexColors: true, roughness: 0.7, metalness: 0.25 })\n const wheels = new InstancedMesh(tankGeos.wheel, tankShared.wheelMat, MAX_TANKS * WHEELS.length)\n wheels.instanceMatrix.setUsage(DynamicDrawUsage)\n wheels.frustumCulled = false\n wheels.count = 0\n world.add(wheels)\n\n const blobTex = blobTexture(64)\n const blobGeo = new PlaneGeometry(1, 1)\n blobGeo.rotateX(-Math.PI / 2)\n const blobMat = new MeshBasicMaterial({ map: blobTex, transparent: true, depthWrite: false, polygonOffset: true, polygonOffsetFactor: -2, polygonOffsetUnits: -2 })\n const blobs = new InstancedMesh(blobGeo, blobMat, MAX_TANKS)\n blobs.frustumCulled = false\n blobs.count = 0\n blobs.renderOrder = 2\n world.add(blobs)\n\n const tanks = new Map() // id → { t, alive, last:{x,z}, dust, exhaust, bubble }\n // Spawn shield: one translucent bubble per tank, created on first use.\n const shieldGeo = new IcosahedronGeometry(1, lowPower ? 1 : 2)\n const shieldMat = new MeshBasicMaterial({ color: SHIELD_COLOR, transparent: true, opacity: 0.3, depthWrite: false, blending: AdditiveBlending })\n let shieldClock = 0\n const v1 = new Vector3()\n const v2 = new Vector3()\n const mtx = new Matrix4()\n const scl = new Vector3()\n\n function ensureTank(rt, index) {\n const key = String(rt.id)\n let entry = tanks.get(key)\n if (entry && entry.alive === false && rt.alive !== false) {\n // revived (rematch): rebuild cleanly\n removeTank(key)\n entry = null\n }\n if (entry) return entry\n const color = COLORS[rt.color] || (index === 0 ? 'green' : 'red')\n const t = createTank(tankGeos, tankShared, { id: key, color, quality })\n t.setShadows(!lowPower)\n world.add(t.root)\n t.state.pitch = 4\n entry = { t, color, alive: true, last: null, dustAcc: 0, exhaustAcc: 0, seen: true }\n tanks.set(key, entry)\n return entry\n }\n\n function removeTank(key) {\n const entry = tanks.get(key)\n if (!entry) return\n if (entry.t.state.blown) entry.t.turret.removeFromParent()\n entry.bubble?.removeFromParent()\n entry.t.dispose()\n tanks.delete(key)\n }\n\n function blowTurret(t, animate) {\n const s = t.state\n if (s.blown) return\n world.attach(t.turret)\n if (!animate) {\n const a = (s.hullYaw + 120) * DEG\n const x = s.x + Math.cos(a) * 4.5\n const z = s.z + Math.sin(a) * 4.5\n t.turret.position.set(x, terrain.heightAt(x, z) + 0.2, z)\n t.turret.rotation.set(0.5, a, 2.6)\n s.blown = { p: t.turret.position.clone(), v: new Vector3(), w: new Vector3(), landed: true }\n return\n }\n const a = Math.random() * Math.PI * 2\n s.blown = {\n p: t.turret.position.clone(),\n v: new Vector3(Math.cos(a) * 3.5, 15, Math.sin(a) * 3.5),\n w: new Vector3((Math.random() - 0.5) * 6, (Math.random() - 0.5) * 5, (Math.random() - 0.5) * 6),\n landed: false,\n }\n }\n\n function updateBlown(t, dt) {\n const b = t.state.blown\n if (!b || b.landed) return\n b.v.y -= 20 * dt\n b.p.addScaledVector(b.v, dt)\n t.turret.rotation.x += b.w.x * dt\n t.turret.rotation.y += b.w.y * dt\n t.turret.rotation.z += b.w.z * dt\n const g = terrain.heightAt(b.p.x, b.p.z) + 0.25\n if (b.p.y < g && b.v.y < 0) {\n b.p.y = g\n if (b.v.y < -5) {\n b.v.y *= -0.25\n b.v.x *= 0.5\n b.v.z *= 0.5\n b.w.multiplyScalar(0.4)\n fx.dust(b.p.x, g, b.p.z, 2)\n } else b.landed = true\n }\n t.turret.position.copy(b.p)\n }\n\n // ------------------------------------------------------------------ shells\n const shellSlots = new Map() // shell id → fx slot\n const freeSlots = Array.from({ length: MAX_SHELLS }, (_, i) => i)\n\n function syncShells(list) {\n const seen = new Set()\n for (const s of list || []) {\n const id = String(s.id)\n seen.add(id)\n const x = s.x + ox\n const z = s.z + oz\n const y = Number.isFinite(s.y) ? s.y + terrainBase : terrain.heightAt(x, z) + 1.8\n let slot = shellSlots.get(id)\n if (slot == null) {\n if (!freeSlots.length) continue\n slot = freeSlots.pop()\n shellSlots.set(id, slot)\n fx.projShow(slot, x, y, z, false)\n } else fx.projMove(slot, x, y, z)\n }\n for (const [id, slot] of shellSlots) {\n if (seen.has(id)) continue\n fx.projHide(slot)\n shellSlots.delete(id)\n freeSlots.push(slot)\n }\n }\n\n // Shell heights in the render state are relative to a flat ground at 0; the terrain sits ~2 m up.\n const terrainBase = 2\n\n // ------------------------------------------------------------------ camera\n const cam = { pos: new Vector3(), target: new Vector3(), yaw: 0, snap: true, shake: 0, orbit: 0 }\n let portrait = false\n function updateFov() {\n const aspect = width / height\n portrait = aspect < 0.85\n camera.fov = portrait ? 68 : aspect < 1.25 ? 60 : 52\n camera.aspect = aspect\n camera.updateProjectionMatrix()\n }\n updateFov()\n\n function shake(amount) {\n if (reducedMotion) return\n cam.shake = Math.max(cam.shake, amount)\n }\n\n function updateCamera(dt, focus) {\n if (!focus) {\n cam.pos.set(center.x, 70, center.z + size * 0.55)\n cam.target.set(center.x, 2, center.z)\n } else {\n const s = focus.t.state\n const back = portrait ? 19 : 15\n const up = portrait ? 15 : 10.5\n const ahead = portrait ? 14 : 12\n if (focus.alive) {\n let diff = wrapAngle(s.hullYaw * DEG - cam.yaw)\n cam.yaw += diff * (cam.snap ? 1 : dampK(2.6, dt))\n const dx = Math.cos(cam.yaw)\n const dz = Math.sin(cam.yaw)\n v1.set(s.x - dx * back, s.y + up, s.z - dz * back)\n v2.set(s.x + dx * ahead, s.y + 1, s.z + dz * ahead)\n } else {\n // own wreck: slow orbit\n cam.orbit += dt * (reducedMotion ? 0 : 0.3)\n v1.set(s.x + Math.cos(cam.orbit) * 20, s.y + 9, s.z + Math.sin(cam.orbit) * 20)\n v2.set(s.x, s.y + 2, s.z)\n }\n const g = terrain.heightAt(v1.x, v1.z) + 2.5\n if (v1.y < g) v1.y = g\n if (cam.snap) {\n cam.pos.copy(v1)\n cam.target.copy(v2)\n cam.orbit = Math.atan2(cam.pos.z - s.z, cam.pos.x - s.x)\n } else {\n cam.pos.lerp(v1, dampK(6, dt))\n cam.target.lerp(v2, dampK(8, dt))\n }\n cam.snap = false\n }\n camera.position.copy(cam.pos)\n if (cam.shake > 0.002) {\n const k = cam.shake\n camera.position.x += (Math.random() - 0.5) * k\n camera.position.y += (Math.random() - 0.5) * k\n camera.position.z += (Math.random() - 0.5) * k\n cam.shake *= Math.exp(-7 * dt)\n } else cam.shake = 0\n camera.lookAt(cam.target)\n if (!lowPower) {\n sun.target.position.copy(cam.target)\n sun.position.copy(cam.target).addScaledVector(SUN_DIR, 200)\n }\n }\n\n // ------------------------------------------------------------------ events\n let celebrate = null\n function handleEvent(e, list) {\n const kind = eventKind(e)\n if (kind === 'fire') {\n const rt = shooterOf(e, list)\n const entry = rt ? tanks.get(String(rt.id)) : null\n if (!entry) return\n entry.t.state.recoil = 1\n entry.t.muzzleWorld(v1)\n entry.t.gunDirWorld(v2)\n fx.muzzle(v1, v2)\n if (rt.self) shake(0.18)\n } else if (kind === 'impact') {\n if (!Number.isFinite(e.x) || !Number.isFinite(e.z)) return\n const x = e.x + ox\n const z = e.z + oz\n const y = terrain.heightAt(x, z)\n if (e.kind === 'shield') {\n // shot absorbed by a spawn shield: no crater\n fx.flash(x, y + 1.6, z, 6, SHIELD_COLOR, 0.25)\n fx.hitSparks(x, y + 1.4, z)\n return\n }\n fx.explosion(x, y, z, 3, e.kind === 'obstacle' ? 'obstacle' : 'terrain')\n terrain.crater(x, z, 2.2, 0)\n decor.blast(terrain, x, z, 2.5)\n } else if (kind === 'hit') {\n const rt = tankById(list, e.target)\n const entry = rt ? tanks.get(String(rt.id)) : null\n const x = Number.isFinite(e.x) ? e.x + ox : entry?.t.state.x\n const z = Number.isFinite(e.z) ? e.z + oz : entry?.t.state.z\n if (x == null) return\n const y = (entry ? entry.t.state.y : terrain.heightAt(x, z)) + 1.6\n fx.hitSparks(x, y, z)\n fx.explosion(x, y, z, 2.6, 'tank')\n if (entry) entry.t.state.hitFlash = 1\n shake(rt?.self ? 0.9 : 0.25)\n } else if (kind === 'destroyed') {\n const rt = tankById(list, e.target)\n const entry = rt ? tanks.get(String(rt.id)) : null\n if (!entry) return\n const s = entry.t.state\n fx.bigExplosion(s.x, s.y, s.z)\n decor.blast(terrain, s.x, s.z, 6)\n terrain.crater(s.x, s.z, 4, 0)\n entry.t.setCharred(true)\n blowTurret(entry.t, !reducedMotion)\n entry.alive = false\n shake(rt.self ? 1.4 : 0.6)\n } else if (liveMap && (kind === 'crate_break' || kind === 'barrel_explode')) {\n const x0 = Number.isFinite(e.x) ? e.x + ox : null\n const z0 = Number.isFinite(e.z) ? e.z + oz : null\n const d = liveMap.breakDestructible(e.id ?? e.target) || (x0 != null ? liveMap.nearest(x0, z0) : null)\n if (d && !d.broken) liveMap.breakDestructible(d.id)\n const x = x0 ?? d?.x\n const z = z0 ?? d?.z\n if (x == null) return\n const y = terrain.heightAt(x, z)\n if (kind === 'crate_break') {\n fx.explosion(x, y + 0.4, z, 1.6, 'obstacle')\n fx.dust(x, y, z, 1.5)\n } else {\n fx.explosion(x, y + 0.6, z, 6, 'tank')\n terrain.crater(x, z, 3, 0)\n decor.blast(terrain, x, z, 6)\n const near = (list || []).find((t) => t.self)\n shake(near && Math.hypot(near.x + ox - x, near.z + oz - z) < 14 ? 0.8 : 0.3)\n const chained = e.chained && typeof e.chained === 'object' ? liveMap.breakDestructible(e.chained.id) : null\n if (chained) {\n fx.explosion(chained.x, chained.y + 0.6, chained.z, 6, 'tank')\n terrain.crater(chained.x, chained.z, 3, 0)\n decor.blast(terrain, chained.x, chained.z, 6)\n }\n }\n } else if (liveMap && kind === 'destructible_hit') {\n const d = liveMap.destructibles.get(String(e.target ?? e.id))\n if (d && !d.broken) {\n fx.dust(d.x, d.y + 0.5, d.z, 1)\n d.mesh.rotation.y += 0.25\n }\n } else if (kind === 'wall_hit') {\n if (!Number.isFinite(e.x) || !Number.isFinite(e.z)) return\n const x = e.x + ox\n const z = e.z + oz\n fx.dust(x, terrain.heightAt(x, z) + 1, z, 1.2)\n } else if (kind === 'respawn') {\n const rt = tankById(list, e.target ?? e.tank)\n const x = Number.isFinite(e.x) ? e.x + ox : rt ? rt.x + ox : null\n const z = Number.isFinite(e.z) ? e.z + oz : rt ? rt.z + oz : null\n if (x == null) return\n const y = terrain.heightAt(x, z)\n fx.ring(x, y + 0.2, z, 7, 0.8, SHIELD_COLOR)\n fx.flash(x, y + 1.6, z, 7, SHIELD_COLOR, 0.35)\n if (!reducedMotion) fx.dust(x, y, z, 2)\n if (rt?.self) cam.snap = true\n } else if (kind === 'over') {\n celebrate = { id: e.winner != null ? String(e.winner) : null, t: 0, next: 0.2 }\n }\n }\n\n // ------------------------------------------------------------------ frame\n let lastStats = { tanks: 0, shells: 0, particles: 0, calls: 0, triangles: 0 }\n let focus = null\n\n function render(state, dtMs = 16) {\n if (disposed || contextLost) return\n const dt = clamp((Number(dtMs) || 16) / 1000, 0.001, MAX_DT)\n const list = (state && state.tanks) || []\n shieldClock += dt\n if (!reducedMotion) shieldMat.opacity = 0.24 + Math.sin(shieldClock * 5) * 0.06\n\n // tanks\n for (const entry of tanks.values()) entry.seen = false\n let wheelCount = 0\n let blobCount = 0\n focus = null\n list.forEach((rt, index) => {\n if (!Number.isFinite(rt.x) || !Number.isFinite(rt.z)) return\n const entry = ensureTank(rt, index)\n entry.seen = true\n const t = entry.t\n const s = t.state\n const x = rt.x + ox\n const z = rt.z + oz\n const hullYaw = (rt.yaw ?? 0) * RAD_TO_DEG\n if (entry.last) {\n const dx = x - entry.last.x\n const dz = z - entry.last.z\n const fwd = dx * Math.cos(hullYaw * DEG) + dz * Math.sin(hullYaw * DEG)\n const turn = wrapAngle((hullYaw - entry.last.yaw) * DEG) * 1.4\n if (Math.abs(fwd) > 1e-4 || Math.abs(turn) > 1e-4) t.scrollTracks(Math.abs(fwd) > 1e-4 ? fwd : turn)\n const moved = Math.hypot(dx, dz) / dt\n if (moved > 1 && entry.alive) {\n entry.dustAcc += dt * moved * (lowPower ? 0.5 : 1)\n while (entry.dustAcc > 1.4) {\n entry.dustAcc -= 1.4\n t.localToWorld(v1, -2.6, 0, (Math.random() - 0.5) * 2.6)\n fx.dust(v1.x, terrain.heightAt(v1.x, v1.z), v1.z, 0.9)\n }\n }\n }\n entry.last = { x, z, yaw: hullYaw }\n if (entry.alive && rt.alive !== false) {\n entry.exhaustAcc += dt * (lowPower ? 3 : 6)\n while (entry.exhaustAcc > 1) {\n entry.exhaustAcc -= 1\n t.localToWorld(v1, -2.9, 1.3, 0.8)\n fx.exhaust(v1.x, v1.y, v1.z)\n }\n }\n s.x = x\n s.z = z\n s.y = terrain.heightAt(x, z)\n s.hullYaw = hullYaw\n s.yaw = (rt.turretYaw ?? rt.yaw ?? 0) * RAD_TO_DEG\n s.hp = rt.hp ?? s.hp\n if (rt.alive === false && entry.alive) {\n // dead without a destroyed event (late join / resync): show the wreck as is\n entry.alive = false\n t.setCharred(true)\n blowTurret(t, false)\n }\n if (s.recoil > 0) s.recoil = Math.max(0, s.recoil - dt * 4)\n if (s.hitFlash > 0) {\n s.hitFlash = Math.max(0, s.hitFlash - dt * 3)\n t.setFlash(s.hitFlash)\n }\n t.place(terrain, dt)\n updateBlown(t, dt)\n const shieldMs = entry.alive && rt.alive !== false ? shieldOf(state, rt) : 0\n if (shieldMs > 0 && !entry.bubble) {\n entry.bubble = new Mesh(shieldGeo, shieldMat)\n entry.bubble.renderOrder = 3\n world.add(entry.bubble)\n }\n if (entry.bubble) {\n entry.bubble.visible = shieldMs > 0 && (shieldMs > 500 || Math.floor(shieldClock * 8) % 2 === 0)\n if (entry.bubble.visible) {\n const k = 3.6 + (reducedMotion ? 0 : Math.sin(shieldClock * 6) * 0.12)\n entry.bubble.position.set(s.x, s.y + 1.3, s.z)\n entry.bubble.scale.set(k * 1.1, k * 0.75, k * 1.1)\n }\n }\n const level = damageLevel(rt.hp ?? 100, entry.alive)\n if (level > 0) {\n t.localToWorld(v1, -0.6, 2.2, 0)\n fx.emitDamage(v1.x, v1.y, v1.z, dt, level, s)\n }\n if (wheelCount + WHEELS.length <= MAX_TANKS * WHEELS.length) {\n t.writeWheels(wheels, wheelCount)\n wheelCount += WHEELS.length\n }\n if (lowPower && blobCount < MAX_TANKS) {\n scl.set(8, 1, 6)\n mtx.makeRotationY(-hullYaw * DEG).scale(scl).setPosition(x, s.y + 0.05, z)\n blobs.setMatrixAt(blobCount++, mtx)\n }\n if (rt.self) focus = entry\n })\n for (const [key, entry] of tanks) if (!entry.seen) removeTank(key)\n wheels.count = wheelCount\n wheels.instanceMatrix.needsUpdate = true\n blobs.count = blobCount\n if (blobCount) blobs.instanceMatrix.needsUpdate = true\n if (!focus && list.length) focus = tanks.get(String(list[0].id)) || null\n\n // events after tank poses so muzzle positions are current\n for (const e of (state && state.events) || []) handleEvent(e, list)\n if (liveMap) liveMap.sync(state)\n syncShells(state && state.shells)\n\n if (celebrate) {\n celebrate.t += dt\n const w = celebrate.id != null ? tanks.get(celebrate.id) : null\n if (w && celebrate.t < 4 && celebrate.t >= celebrate.next && !reducedMotion) {\n celebrate.next += 0.45\n const s = w.t.state\n fx.firework(s.x + (Math.random() - 0.5) * 8, s.y + 9 + Math.random() * 4, s.z + (Math.random() - 0.5) * 8,\n Math.random() < 0.5 ? FIREWORK[w.color] || FIREWORK.gold : FIREWORK.gold)\n }\n if (celebrate.t > 4) celebrate = null\n }\n\n updateCamera(dt, focus)\n fx.update(dt, camera, renderer, false)\n renderer.render(scene, camera)\n const info = renderer.info.render\n lastStats = { tanks: tanks.size, shells: shellSlots.size, particles: fx.particleCount, calls: info.calls, triangles: info.triangles }\n }\n\n // ------------------------------------------------------------------ picking\n const raycaster = new Raycaster()\n const ndc = new Vector2()\n const ground = new Plane(new Vector3(0, 1, 0), 0)\n const hit = new Vector3()\n /** Normalized device coords (-1..1, y up) → arena ground point { x, z } or null. */\n function screenToGround(nx, ny) {\n if (disposed) return null\n ndc.set(nx, ny)\n raycaster.setFromCamera(ndc, camera)\n const y = focus ? focus.t.state.y + 1 : terrainBase\n ground.constant = -y\n if (!raycaster.ray.intersectPlane(ground, hit)) return null\n return { x: hit.x - ox, z: hit.z - oz }\n }\n\n // ------------------------------------------------------------------ resize\n function resize() {\n if (disposed) return\n const w = container.clientWidth\n const h = container.clientHeight\n if (!w || !h) return\n width = w\n height = h\n renderer.setSize(w, h, false)\n updateFov()\n }\n const ro = typeof ResizeObserver !== 'undefined' ? new ResizeObserver(resize) : null\n if (ro) ro.observe(container)\n else if (typeof window !== 'undefined') window.addEventListener('resize', resize)\n\n return {\n kind: '3d',\n render,\n screenToGround,\n resize,\n getStats() {\n return { ...lastStats }\n },\n dispose() {\n if (disposed) return\n disposed = true\n if (ro) ro.disconnect()\n else if (typeof window !== 'undefined') window.removeEventListener('resize', resize)\n canvas.removeEventListener('webglcontextlost', onContextLost)\n for (const key of Array.from(tanks.keys())) removeTank(key)\n wheels.dispose()\n tankShared.wheelMat.dispose()\n tankShared.dispose()\n tankGeos.dispose()\n blobs.dispose()\n blobGeo.dispose()\n blobMat.dispose()\n blobTex.dispose()\n fx.dispose()\n decor.dispose()\n borderDecor.dispose()\n liveMap?.dispose()\n shieldGeo.dispose()\n shieldMat.dispose()\n terrain.dispose()\n sky.dispose()\n hills.dispose()\n if (sun.shadow && sun.shadow.map) sun.shadow.map.dispose()\n scene.clear()\n renderer.dispose()\n renderer.forceContextLoss()\n if (canvas.parentNode) canvas.parentNode.removeChild(canvas)\n },\n }\n}\n\nexport default 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@@ -1,5 +1,6 @@
1
- import { n as e, t } from "./fx-UZwhOmdl.js";
2
- import { a as n, c as r, i, n as a, o, r as s, s as c } from "./RacingLiveGameCard-c1G7uoDI.js";
1
+ import { t as e } from "./cars-D1PM7mVD.js";
2
+ import { t } from "./fx-DhXerGyt.js";
3
+ import { a as n, c as r, i, n as a, o, r as s, s as c } from "./RacingLiveGameCard-8j9QLnxW.js";
3
4
  import { i as l, n as u, r as d, t as f } from "./decor-CyyCnmct.js";
4
5
  import { ACESFilmicToneMapping as ee, Box3 as te, BoxGeometry as ne, BufferAttribute as p, BufferGeometry as m, CanvasTexture as h, Color as g, DirectionalLight as re, DoubleSide as _, Fog as ie, Group as v, HemisphereLight as ae, Mesh as y, MeshBasicMaterial as oe, MeshLambertMaterial as b, NearestFilter as x, PCFSoftShadowMap as se, PerspectiveCamera as ce, PlaneGeometry as le, Scene as ue, Vector3 as S, WebGLRenderer as de, sRGBEncoding as fe } from "three";
5
6
  // src/games/racing-live/scene/createRaceScene.js
@@ -302,4 +303,4 @@ function E(h, { track: x, lowPower: E = !1, reducedMotion: D = !1, onEvent: ve }
302
303
  }
303
304
  export { E as createRaceScene, E as default };
304
305
 
305
- //# sourceMappingURL=createRaceScene-C7Rw89kj.js.map
306
+ //# sourceMappingURL=createRaceScene-BiEtQsVs.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"createRaceScene-C7Rw89kj.js","names":["createCarModels","placeDecor","trackFrames","CAR_KINDS","carColor","trackBounds","createSky","SKY","createHills","createDecor","MAX_DT","CAR_LENGTH","SUN_DIR","Vector3","dampK","rate","dt","FLAT","ribbon","n","frames","pos","col","nor","c","Color","i","b","v","inner","outer","colorAt","o","j","k","y","geometry","BufferGeometry","BufferAttribute","wall","line","a","height","checkerTexture","canvas","cols","rows","ctx","x","texture","CanvasTexture","NearestFilter","sRGBEncoding","createRaceScene","container","track","emit","disposed","disposables","keep","items","dpr","renderer","WebGLRenderer","lowPower","ACESFilmicToneMapping","PCFSoftShadowMap","width","contextLost","onContextLost","scene","Scene","Fog","camera","PerspectiveCamera","hemi","HemisphereLight","sun","DirectionalLight","sky","hills","half","margin","groundSize","groundGeo","PlaneGeometry","groundMat","MeshLambertMaterial","ground","Mesh","ribbonMat","DoubleSide","addRibbon","mesh","wallMat","barrierLines","offsetLine","start","sx","normal","sz","d","w","corner","center","s","t","quad","geo","tex","MeshBasicMaterial","gantry","Group","span","postGeo","BoxGeometry","postMat","side","post","bannerTex","banner","decor","decorGroup","fx","createAvalancheFx","models","modelByKind","m","cars","ensureCar","key","rc","index","entry","model","box","Box3","size","scale","group","body","tintMat","p","part","removeCar","camPos","camLook","tmp","tmpLook","camReady","camSpeed","speedBoost","reducedMotion","updateFov","updateCamera","grid","focus","z","h","fx2","fz2","back","celebrate","lastStats","render","dtMs","list","state","heading","vx","vz","lateral","speed","event","name","raceEventName","info","resize","ro","material","item"],"sources":["../../src/games/racing-live/scene/createRaceScene.js"],"sourcesContent":["// CARRERAS LIVE 3D — race scene (three >=0.134 <0.138). Framework-agnostic, loaded lazily.\n//\n// createRaceScene(container, { track, lowPower, reducedMotion, onEvent }) → {\n// kind: '3d', render(renderState, dtMs), resize(), getStats(), dispose()\n// }\n// The card drives every frame (no internal loop). World metres 1:1 with logic/track.js.\n// Reuses (import only): Avalancha car models + dust FX, Tanks sky/hills/decor.\nimport {\n ACESFilmicToneMapping, BoxGeometry, BufferAttribute, BufferGeometry, CanvasTexture, Color, DirectionalLight,\n DoubleSide, Fog, Group, HemisphereLight, Mesh, MeshBasicMaterial, MeshLambertMaterial, NearestFilter,\n PCFSoftShadowMap, PerspectiveCamera, PlaneGeometry, Scene, sRGBEncoding, Vector3, WebGLRenderer, Box3,\n} from 'three';\nimport { createSky, createHills, SKY } from '../../tanks/scene/terrain.js';\nimport { createDecor } from '../../tanks/scene/decor.js';\nimport { createCarModels } from '../../../effects/avalanche/models/cars.js';\nimport { createAvalancheFx } from '../../../effects/avalanche/fx.js';\nimport { CAR_KINDS, carColor, offsetLine, placeDecor, raceEventName, trackBounds, trackFrames } from './trackView.js';\n\nconst MAX_DT = 1 / 15;\nconst CAR_LENGTH = 4.4;\nconst SUN_DIR = new Vector3(0.55, 0.62, 0.4).normalize();\nconst dampK = (rate, dt) => 1 - Math.exp(-rate * dt);\nconst FLAT = { heightAt: () => 0 };\n\nfunction ribbon(frames, inner, outer, y, colorAt) {\n const n = frames.length - 1;\n const pos = new Float32Array(n * 18); const col = new Float32Array(n * 18); const nor = new Float32Array(n * 18);\n const c = new Color();\n for (let i = 0; i < n; i += 1) {\n const a = frames[i]; const b = frames[i + 1];\n const v = [\n [a.x + a.sx * inner, a.z + a.sz * inner], [a.x + a.sx * outer, a.z + a.sz * outer],\n [b.x + b.sx * outer, b.z + b.sz * outer], [b.x + b.sx * inner, b.z + b.sz * inner],\n ];\n c.set(colorAt(i));\n [0, 1, 2, 0, 2, 3].forEach((k, j) => {\n const o = i * 18 + j * 3;\n pos[o] = v[k][0]; pos[o + 1] = y; pos[o + 2] = v[k][1];\n col[o] = c.r; col[o + 1] = c.g; col[o + 2] = c.b;\n nor[o + 1] = 1;\n });\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute('position', new BufferAttribute(pos, 3));\n geometry.setAttribute('normal', new BufferAttribute(nor, 3));\n geometry.setAttribute('color', new BufferAttribute(col, 3));\n return geometry;\n}\n\nfunction wall(line, height, colorAt) {\n const n = line.length - 1;\n const pos = new Float32Array(n * 18); const col = new Float32Array(n * 18);\n const c = new Color();\n for (let i = 0; i < n; i += 1) {\n const a = line[i]; const b = line[i + 1];\n const v = [[a.x, 0, a.z], [b.x, 0, b.z], [b.x, height, b.z], [a.x, height, a.z]];\n c.set(colorAt(i));\n [0, 1, 2, 0, 2, 3].forEach((k, j) => {\n const o = i * 18 + j * 3;\n pos.set(v[k], o);\n col[o] = c.r; col[o + 1] = c.g; col[o + 2] = c.b;\n });\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute('position', new BufferAttribute(pos, 3));\n geometry.setAttribute('color', new BufferAttribute(col, 3));\n geometry.computeVertexNormals();\n return geometry;\n}\n\nfunction checkerTexture(cols = 8, rows = 2) {\n const canvas = document.createElement('canvas');\n canvas.width = cols * 8; canvas.height = rows * 8;\n const ctx = canvas.getContext('2d');\n for (let y = 0; y < rows; y += 1) for (let x = 0; x < cols; x += 1) {\n ctx.fillStyle = (x + y) % 2 ? '#111' : '#f4f4f4'; ctx.fillRect(x * 8, y * 8, 8, 8);\n }\n const texture = new CanvasTexture(canvas);\n texture.magFilter = NearestFilter;\n texture.encoding = sRGBEncoding;\n return texture;\n}\n\nexport function createRaceScene(container, { track, lowPower = false, reducedMotion = false, onEvent } = {}) {\n if (!container || !track) throw new Error('createRaceScene: container and track required');\n const emit = (e) => { try { onEvent?.(e); } catch { /* never break rendering */ } };\n let disposed = false;\n const disposables = [];\n const keep = (...items) => { disposables.push(...items); return items[0]; };\n\n // ---------------------------------------------------------------- renderer\n const dpr = (typeof window !== 'undefined' && window.devicePixelRatio) || 1;\n const renderer = new WebGLRenderer({ antialias: !lowPower || dpr < 2, alpha: false, stencil: false, powerPreference: 'high-performance' });\n renderer.outputEncoding = sRGBEncoding;\n renderer.toneMapping = ACESFilmicToneMapping;\n renderer.toneMappingExposure = 1.05;\n renderer.shadowMap.enabled = !lowPower;\n renderer.shadowMap.type = PCFSoftShadowMap;\n renderer.setPixelRatio(Math.min(dpr, lowPower ? 1.25 : 1.75));\n renderer.setClearColor(SKY.horizon, 1);\n const canvas = renderer.domElement;\n canvas.style.cssText = 'display:block;width:100%;height:100%;outline:none';\n container.appendChild(canvas);\n let width = Math.max(1, container.clientWidth);\n let height = Math.max(1, container.clientHeight);\n renderer.setSize(width, height, false);\n let contextLost = false;\n const onContextLost = (e) => { e?.preventDefault?.(); contextLost = true; emit({ type: 'context_lost' }); };\n canvas.addEventListener('webglcontextlost', onContextLost);\n\n // ---------------------------------------------------------------- scene\n const scene = new Scene();\n scene.fog = new Fog(SKY.fog.clone(), 90, 430);\n const camera = new PerspectiveCamera(60, width / height, 0.3, 1400);\n const hemi = new HemisphereLight(new Color('#ffe2c4'), new Color('#3a4a32'), lowPower ? 0.85 : 0.65);\n const sun = new DirectionalLight(new Color('#ffd09a'), 1.8);\n if (!lowPower) {\n sun.castShadow = true;\n sun.shadow.mapSize.set(1024, 1024);\n sun.shadow.bias = -0.0006;\n sun.shadow.normalBias = 0.04;\n Object.assign(sun.shadow.camera, { left: -32, right: 32, top: 32, bottom: -32, near: 10, far: 260 });\n sun.shadow.camera.updateProjectionMatrix();\n }\n scene.add(hemi, sun, sun.target);\n const sky = createSky(SUN_DIR); scene.add(sky.mesh);\n const hills = createHills(new Vector3(0, 0, 0), SUN_DIR); scene.add(hills.mesh);\n\n // ---------------------------------------------------------------- ground + track\n const frames = trackFrames(track);\n const half = track.width / 2;\n const margin = track.barrierMargin ?? 3;\n const groundSize = Math.max(1000, Math.ceil(Math.max(trackBounds(track, 0).width, trackBounds(track, 0).depth) + 400));\n const groundGeo = keep(new PlaneGeometry(groundSize, groundSize)); groundGeo.rotateX(-Math.PI / 2);\n const groundMat = keep(new MeshLambertMaterial({ color: new Color('#4f7d3b') }));\n const ground = new Mesh(groundGeo, groundMat); ground.receiveShadow = !lowPower; scene.add(ground);\n\n const ribbonMat = keep(new MeshLambertMaterial({ vertexColors: true, side: DoubleSide }));\n const addRibbon = (geometry) => { keep(geometry); const mesh = new Mesh(geometry, ribbonMat); mesh.receiveShadow = !lowPower; scene.add(mesh); };\n addRibbon(ribbon(frames, -half - margin, half + margin, 0.01, () => '#bba981'));\n addRibbon(ribbon(frames, -half, half, 0.025, (i) => (i % 2 ? '#3b3e46' : '#383b42')));\n // Dashed centre line, then red/white curbs on both edges.\n addRibbon(ribbon(frames, -0.12, 0.12, 0.03, (i) => (i % 4 < 2 ? '#e9e6d8' : '#383b42')));\n addRibbon(ribbon(frames, half - 0.15, half + 0.85, 0.035, (i) => (i % 2 ? '#f4f4f6' : '#e0303a')));\n addRibbon(ribbon(frames, -half - 0.85, -half + 0.15, 0.035, (i) => (i % 2 ? '#f4f4f6' : '#e0303a')));\n\n const wallMat = keep(new MeshLambertMaterial({ vertexColors: true, side: DoubleSide }));\n const barrierLines = (track.colliders || []).map((c) => c.points);\n if (!barrierLines.length) barrierLines.push(offsetLine(frames, half + margin), offsetLine(frames, -half - margin));\n for (const line of barrierLines) {\n const mesh = new Mesh(keep(wall(line, 0.9, (i) => (i % 2 ? '#f2f2f2' : '#d6303a'))), wallMat);\n mesh.castShadow = !lowPower; scene.add(mesh);\n }\n\n // Start/finish: checkered strip across the road and a simple gantry.\n const start = track.startFinish || track.checkpoints?.[0];\n if (start?.center && start?.normal) {\n const { center, normal } = start;\n const sx = -normal.z; const sz = normal.x;\n const d = 1.2; const w = half + 0.2;\n const corner = (s, t) => [center.x + sx * s + normal.x * t, 0.045, center.z + sz * s + normal.z * t];\n const quad = [corner(w, -d), corner(-w, -d), corner(-w, d), corner(w, -d), corner(-w, d), corner(w, d)];\n const geo = keep(new BufferGeometry());\n geo.setAttribute('position', new BufferAttribute(new Float32Array(quad.flat()), 3));\n geo.setAttribute('uv', new BufferAttribute(new Float32Array([0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1]), 2));\n geo.computeVertexNormals();\n const tex = keep(checkerTexture(10, 2));\n scene.add(new Mesh(geo, keep(new MeshBasicMaterial({ map: tex, side: DoubleSide }))));\n const gantry = new Group();\n gantry.position.set(center.x, 0, center.z);\n gantry.rotation.y = Math.atan2(-sz, sx);\n const span = (half + margin) * 2 + 1;\n const postGeo = keep(new BoxGeometry(0.5, 6, 0.5));\n const postMat = keep(new MeshLambertMaterial({ color: new Color('#2a2c33') }));\n for (const side of [-1, 1]) { const post = new Mesh(postGeo, postMat); post.position.set(side * span / 2, 3, 0); post.castShadow = !lowPower; gantry.add(post); }\n const bannerTex = keep(checkerTexture(16, 2));\n const banner = new Mesh(keep(new BoxGeometry(span + 0.5, 1.2, 0.3)), keep(new MeshBasicMaterial({ map: bannerTex })));\n banner.position.set(0, 6.2, 0); gantry.add(banner);\n scene.add(gantry);\n }\n\n const decor = createDecor();\n decor.setQuality(lowPower ? 'low' : 'medium');\n decor.setShadows(!lowPower);\n const decorGroup = new Group(); scene.add(decorGroup);\n decor.build(decorGroup, { decor: placeDecor(track, { count: Math.round((lowPower ? 70 : 150) * Math.min(2, Math.sqrt((track.length || 600) / 600))) }), obstacles: [] }, FLAT);\n\n const fx = createAvalancheFx(scene, { lowPower });\n\n // ---------------------------------------------------------------- cars\n const models = createCarModels({ lowPower });\n const modelByKind = Object.fromEntries(models.map((m) => [m.kind, m]));\n const cars = new Map();\n function ensureCar(rc, index) {\n const key = String(rc.id ?? index);\n let entry = cars.get(key);\n if (entry) return entry;\n const model = modelByKind[CAR_KINDS[index % CAR_KINDS.length]] || models[0];\n const box = new Box3();\n model.parts.forEach(({ geometry }) => { geometry.computeBoundingBox(); box.union(geometry.boundingBox); });\n const size = box.getSize(new Vector3());\n const scale = CAR_LENGTH / Math.max(0.01, size.x);\n const group = new Group();\n const body = new Group(); body.scale.setScalar(scale);\n body.position.y = -box.min.y * scale;\n const tintMat = model.parts.find((p) => p.tinted)?.material.clone();\n if (tintMat) tintMat.color = new Color(carColor(rc, index));\n for (const part of model.parts) {\n const mesh = new Mesh(part.geometry, part.tinted ? tintMat : part.material);\n mesh.castShadow = !lowPower;\n body.add(mesh);\n }\n group.add(body);\n scene.add(group);\n entry = { key, group, body, tintMat, last: null, dustAcc: 0, seen: true };\n cars.set(key, entry);\n return entry;\n }\n function removeCar(key) {\n const entry = cars.get(key);\n if (!entry) return;\n entry.group.removeFromParent();\n entry.tintMat?.dispose();\n cars.delete(key);\n }\n\n // ---------------------------------------------------------------- camera\n const camPos = new Vector3(); const camLook = new Vector3(); const tmp = new Vector3(); const tmpLook = new Vector3();\n let camReady = false; let camSpeed = 0;\n // Sense of speed: FOV widens and the chase camera drops back slightly with absolute speed (m/s).\n const speedBoost = () => (reducedMotion ? 0 : Math.min(1, camSpeed / 100));\n function updateFov() {\n camera.aspect = width / height;\n camera.fov = (camera.aspect < 0.9 ? 72 : 60) + speedBoost() * 14;\n camera.updateProjectionMatrix();\n }\n updateFov();\n function updateCamera(dt, focus) {\n const grid = track.grid?.[0];\n const x = focus ? focus.x : grid?.x ?? 0; const z = focus ? focus.z : grid?.z ?? 0;\n const h = focus ? focus.heading : grid?.heading ?? 0;\n const fx2 = Math.sin(h); const fz2 = Math.cos(h);\n camSpeed += ((focus?.speed || 0) - camSpeed) * dampK(2, dt);\n updateFov();\n const back = (camera.aspect < 0.9 ? 11 : 9.5) + speedBoost() * 4;\n tmp.set(x - fx2 * back, 4.2, z - fz2 * back);\n tmpLook.set(x + fx2 * 6, 1.1, z + fz2 * 6);\n if (!camReady) { camPos.copy(tmp); camLook.copy(tmpLook); camReady = true; }\n const k = reducedMotion ? 1 : dampK(5, dt);\n camPos.lerp(tmp, k); camLook.lerp(tmpLook, reducedMotion ? 1 : dampK(8, dt));\n camera.position.copy(camPos);\n camera.lookAt(camLook);\n sun.target.position.set(x, 0, z);\n sun.position.set(x + SUN_DIR.x * 120, SUN_DIR.y * 120, z + SUN_DIR.z * 120);\n }\n\n // ---------------------------------------------------------------- frame\n let celebrate = null;\n let lastStats = { cars: 0, calls: 0, triangles: 0 };\n function render(state, dtMs = 16) {\n if (disposed || contextLost) return;\n const dt = Math.min(MAX_DT, Math.max(0.001, (Number(dtMs) || 16) / 1000));\n const list = state?.cars || [];\n for (const entry of cars.values()) entry.seen = false;\n let focus = null;\n list.forEach((rc, index) => {\n if (!Number.isFinite(rc.x) || !Number.isFinite(rc.z)) return;\n const entry = ensureCar(rc, index);\n entry.seen = true;\n const heading = Number.isFinite(rc.heading) ? rc.heading : 0;\n entry.group.position.set(rc.x, 0, rc.z);\n entry.group.rotation.y = heading - Math.PI / 2; // model +X front → heading convention\n if (entry.last) {\n const vx = (rc.x - entry.last.x) / dt; const vz = (rc.z - entry.last.z) / dt;\n const lateral = Math.abs(vx * Math.cos(heading) - vz * Math.sin(heading));\n const speed = Math.hypot(vx, vz);\n // Slight body roll from lateral slip; dust while drifting or off-road.\n entry.body.rotation.x = reducedMotion ? 0 : Math.max(-0.08, Math.min(0.08, (entry.last.heading - heading) / dt * 0.02));\n if (speed < 80 && (lateral > 4 || (speed > 6 && rc.offRoad))) {\n entry.dustAcc += dt * (lowPower ? 4 : 9);\n while (entry.dustAcc > 1) {\n entry.dustAcc -= 1;\n fx.puff(rc.x - Math.sin(heading) * 1.8, 0.1, rc.z - Math.cos(heading) * 1.8, 0.45);\n }\n }\n }\n entry.last = { x: rc.x, z: rc.z, heading };\n if (rc.self) focus = { x: rc.x, z: rc.z, heading, speed: Math.abs(rc.speed || 0) };\n });\n for (const [key, entry] of cars) if (!entry.seen) removeCar(key);\n if (!focus && list.length && Number.isFinite(list[0].x)) focus = { x: list[0].x, z: list[0].z, heading: list[0].heading || 0 };\n\n for (const event of state?.events || []) {\n const name = raceEventName(event);\n if (name === 'collision' && focus) {\n fx.puff(Number.isFinite(event.x) ? event.x : focus.x, 0.3, Number.isFinite(event.z) ? event.z : focus.z, 1.1);\n fx.sparkle(focus.x, 0.8, focus.z, 0.6);\n } else if (name === 'finish' && !celebrate) celebrate = { t: 0, next: 0 };\n }\n if (celebrate && focus) {\n celebrate.t += dt;\n if (!reducedMotion && celebrate.t >= celebrate.next && celebrate.t < 3) {\n celebrate.next += 0.25;\n fx.sparkle(focus.x + (Math.random() - 0.5) * 6, 2 + Math.random() * 3, focus.z + (Math.random() - 0.5) * 6, 1.6);\n }\n if (celebrate.t > 3) celebrate = null;\n }\n updateCamera(dt, focus);\n fx.update(dt);\n renderer.render(scene, camera);\n const info = renderer.info.render;\n lastStats = { cars: cars.size, calls: info.calls, triangles: info.triangles };\n }\n\n function resize() {\n if (disposed) return;\n const w = container.clientWidth; const h = container.clientHeight;\n if (!w || !h) return;\n width = w; height = h;\n renderer.setSize(w, h, false);\n updateFov();\n }\n const ro = typeof ResizeObserver !== 'undefined' ? new ResizeObserver(resize) : null;\n if (ro) ro.observe(container); else window.addEventListener('resize', resize);\n\n return {\n kind: '3d',\n render,\n resize,\n getStats() { return { ...lastStats }; },\n dispose() {\n if (disposed) return;\n disposed = true;\n if (ro) ro.disconnect(); else window.removeEventListener('resize', resize);\n canvas.removeEventListener('webglcontextlost', onContextLost);\n for (const key of Array.from(cars.keys())) removeCar(key);\n models.forEach((model) => model.parts.forEach(({ geometry }) => geometry.dispose()));\n const shared = new Set(models.flatMap((m) => m.parts.map((p) => p.material)));\n shared.forEach((material) => material.dispose());\n fx.dispose();\n decor.dispose();\n sky.dispose();\n hills.dispose();\n disposables.forEach((item) => item.dispose?.());\n if (sun.shadow?.map) sun.shadow.map.dispose();\n scene.clear();\n renderer.dispose();\n renderer.forceContextLoss();\n canvas.remove();\n },\n };\n}\n\nexport default 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Framework-agnostic, loaded lazily.\n//\n// createRaceScene(container, { track, lowPower, reducedMotion, onEvent }) → {\n// kind: '3d', render(renderState, dtMs), resize(), getStats(), dispose()\n// }\n// The card drives every frame (no internal loop). World metres 1:1 with logic/track.js.\n// Reuses (import only): Avalancha car models + dust FX, Tanks sky/hills/decor.\nimport {\n ACESFilmicToneMapping, BoxGeometry, BufferAttribute, BufferGeometry, CanvasTexture, Color, DirectionalLight,\n DoubleSide, Fog, Group, HemisphereLight, Mesh, MeshBasicMaterial, MeshLambertMaterial, NearestFilter,\n PCFSoftShadowMap, PerspectiveCamera, PlaneGeometry, Scene, sRGBEncoding, Vector3, WebGLRenderer, Box3,\n} from 'three';\nimport { createSky, createHills, SKY } from '../../tanks/scene/terrain.js';\nimport { createDecor } from '../../tanks/scene/decor.js';\nimport { createCarModels } from '../../../effects/avalanche/models/cars.js';\nimport { createAvalancheFx } from '../../../effects/avalanche/fx.js';\nimport { CAR_KINDS, carColor, offsetLine, placeDecor, raceEventName, trackBounds, trackFrames } from './trackView.js';\n\nconst MAX_DT = 1 / 15;\nconst CAR_LENGTH = 4.4;\nconst SUN_DIR = new Vector3(0.55, 0.62, 0.4).normalize();\nconst dampK = (rate, dt) => 1 - Math.exp(-rate * dt);\nconst FLAT = { heightAt: () => 0 };\n\nfunction ribbon(frames, inner, outer, y, colorAt) {\n const n = frames.length - 1;\n const pos = new Float32Array(n * 18); const col = new Float32Array(n * 18); const nor = new Float32Array(n * 18);\n const c = new Color();\n for (let i = 0; i < n; i += 1) {\n const a = frames[i]; const b = frames[i + 1];\n const v = [\n [a.x + a.sx * inner, a.z + a.sz * inner], [a.x + a.sx * outer, a.z + a.sz * outer],\n [b.x + b.sx * outer, b.z + b.sz * outer], [b.x + b.sx * inner, b.z + b.sz * inner],\n ];\n c.set(colorAt(i));\n [0, 1, 2, 0, 2, 3].forEach((k, j) => {\n const o = i * 18 + j * 3;\n pos[o] = v[k][0]; pos[o + 1] = y; pos[o + 2] = v[k][1];\n col[o] = c.r; col[o + 1] = c.g; col[o + 2] = c.b;\n nor[o + 1] = 1;\n });\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute('position', new BufferAttribute(pos, 3));\n geometry.setAttribute('normal', new BufferAttribute(nor, 3));\n geometry.setAttribute('color', new BufferAttribute(col, 3));\n return geometry;\n}\n\nfunction wall(line, height, colorAt) {\n const n = line.length - 1;\n const pos = new Float32Array(n * 18); const col = new Float32Array(n * 18);\n const c = new Color();\n for (let i = 0; i < n; i += 1) {\n const a = line[i]; const b = line[i + 1];\n const v = [[a.x, 0, a.z], [b.x, 0, b.z], [b.x, height, b.z], [a.x, height, a.z]];\n c.set(colorAt(i));\n [0, 1, 2, 0, 2, 3].forEach((k, j) => {\n const o = i * 18 + j * 3;\n pos.set(v[k], o);\n col[o] = c.r; col[o + 1] = c.g; col[o + 2] = c.b;\n });\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute('position', new BufferAttribute(pos, 3));\n geometry.setAttribute('color', new BufferAttribute(col, 3));\n geometry.computeVertexNormals();\n return geometry;\n}\n\nfunction checkerTexture(cols = 8, rows = 2) {\n const canvas = document.createElement('canvas');\n canvas.width = cols * 8; canvas.height = rows * 8;\n const ctx = canvas.getContext('2d');\n for (let y = 0; y < rows; y += 1) for (let x = 0; x < cols; x += 1) {\n ctx.fillStyle = (x + y) % 2 ? '#111' : '#f4f4f4'; ctx.fillRect(x * 8, y * 8, 8, 8);\n }\n const texture = new CanvasTexture(canvas);\n texture.magFilter = NearestFilter;\n texture.encoding = sRGBEncoding;\n return texture;\n}\n\nexport function createRaceScene(container, { track, lowPower = false, reducedMotion = false, onEvent } = {}) {\n if (!container || !track) throw new Error('createRaceScene: container and track required');\n const emit = (e) => { try { onEvent?.(e); } catch { /* never break rendering */ } };\n let disposed = false;\n const disposables = [];\n const keep = (...items) => { disposables.push(...items); return items[0]; };\n\n // ---------------------------------------------------------------- renderer\n const dpr = (typeof window !== 'undefined' && window.devicePixelRatio) || 1;\n const renderer = new WebGLRenderer({ antialias: !lowPower || dpr < 2, alpha: false, stencil: false, powerPreference: 'high-performance' });\n renderer.outputEncoding = sRGBEncoding;\n renderer.toneMapping = ACESFilmicToneMapping;\n renderer.toneMappingExposure = 1.05;\n renderer.shadowMap.enabled = !lowPower;\n renderer.shadowMap.type = PCFSoftShadowMap;\n renderer.setPixelRatio(Math.min(dpr, lowPower ? 1.25 : 1.75));\n renderer.setClearColor(SKY.horizon, 1);\n const canvas = renderer.domElement;\n canvas.style.cssText = 'display:block;width:100%;height:100%;outline:none';\n container.appendChild(canvas);\n let width = Math.max(1, container.clientWidth);\n let height = Math.max(1, container.clientHeight);\n renderer.setSize(width, height, false);\n let contextLost = false;\n const onContextLost = (e) => { e?.preventDefault?.(); contextLost = true; emit({ type: 'context_lost' }); };\n canvas.addEventListener('webglcontextlost', onContextLost);\n\n // ---------------------------------------------------------------- scene\n const scene = new Scene();\n scene.fog = new Fog(SKY.fog.clone(), 90, 430);\n const camera = new PerspectiveCamera(60, width / height, 0.3, 1400);\n const hemi = new HemisphereLight(new Color('#ffe2c4'), new Color('#3a4a32'), lowPower ? 0.85 : 0.65);\n const sun = new DirectionalLight(new Color('#ffd09a'), 1.8);\n if (!lowPower) {\n sun.castShadow = true;\n sun.shadow.mapSize.set(1024, 1024);\n sun.shadow.bias = -0.0006;\n sun.shadow.normalBias = 0.04;\n Object.assign(sun.shadow.camera, { left: -32, right: 32, top: 32, bottom: -32, near: 10, far: 260 });\n sun.shadow.camera.updateProjectionMatrix();\n }\n scene.add(hemi, sun, sun.target);\n const sky = createSky(SUN_DIR); scene.add(sky.mesh);\n const hills = createHills(new Vector3(0, 0, 0), SUN_DIR); scene.add(hills.mesh);\n\n // ---------------------------------------------------------------- ground + track\n const frames = trackFrames(track);\n const half = track.width / 2;\n const margin = track.barrierMargin ?? 3;\n const groundSize = Math.max(1000, Math.ceil(Math.max(trackBounds(track, 0).width, trackBounds(track, 0).depth) + 400));\n const groundGeo = keep(new PlaneGeometry(groundSize, groundSize)); groundGeo.rotateX(-Math.PI / 2);\n const groundMat = keep(new MeshLambertMaterial({ color: new Color('#4f7d3b') }));\n const ground = new Mesh(groundGeo, groundMat); ground.receiveShadow = !lowPower; scene.add(ground);\n\n const ribbonMat = keep(new MeshLambertMaterial({ vertexColors: true, side: DoubleSide }));\n const addRibbon = (geometry) => { keep(geometry); const mesh = new Mesh(geometry, ribbonMat); mesh.receiveShadow = !lowPower; scene.add(mesh); };\n addRibbon(ribbon(frames, -half - margin, half + margin, 0.01, () => '#bba981'));\n addRibbon(ribbon(frames, -half, half, 0.025, (i) => (i % 2 ? '#3b3e46' : '#383b42')));\n // Dashed centre line, then red/white curbs on both edges.\n addRibbon(ribbon(frames, -0.12, 0.12, 0.03, (i) => (i % 4 < 2 ? '#e9e6d8' : '#383b42')));\n addRibbon(ribbon(frames, half - 0.15, half + 0.85, 0.035, (i) => (i % 2 ? '#f4f4f6' : '#e0303a')));\n addRibbon(ribbon(frames, -half - 0.85, -half + 0.15, 0.035, (i) => (i % 2 ? '#f4f4f6' : '#e0303a')));\n\n const wallMat = keep(new MeshLambertMaterial({ vertexColors: true, side: DoubleSide }));\n const barrierLines = (track.colliders || []).map((c) => c.points);\n if (!barrierLines.length) barrierLines.push(offsetLine(frames, half + margin), offsetLine(frames, -half - margin));\n for (const line of barrierLines) {\n const mesh = new Mesh(keep(wall(line, 0.9, (i) => (i % 2 ? '#f2f2f2' : '#d6303a'))), wallMat);\n mesh.castShadow = !lowPower; scene.add(mesh);\n }\n\n // Start/finish: checkered strip across the road and a simple gantry.\n const start = track.startFinish || track.checkpoints?.[0];\n if (start?.center && start?.normal) {\n const { center, normal } = start;\n const sx = -normal.z; const sz = normal.x;\n const d = 1.2; const w = half + 0.2;\n const corner = (s, t) => [center.x + sx * s + normal.x * t, 0.045, center.z + sz * s + normal.z * t];\n const quad = [corner(w, -d), corner(-w, -d), corner(-w, d), corner(w, -d), corner(-w, d), corner(w, d)];\n const geo = keep(new BufferGeometry());\n geo.setAttribute('position', new BufferAttribute(new Float32Array(quad.flat()), 3));\n geo.setAttribute('uv', new BufferAttribute(new Float32Array([0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1]), 2));\n geo.computeVertexNormals();\n const tex = keep(checkerTexture(10, 2));\n scene.add(new Mesh(geo, keep(new MeshBasicMaterial({ map: tex, side: DoubleSide }))));\n const gantry = new Group();\n gantry.position.set(center.x, 0, center.z);\n gantry.rotation.y = Math.atan2(-sz, sx);\n const span = (half + margin) * 2 + 1;\n const postGeo = keep(new BoxGeometry(0.5, 6, 0.5));\n const postMat = keep(new MeshLambertMaterial({ color: new Color('#2a2c33') }));\n for (const side of [-1, 1]) { const post = new Mesh(postGeo, postMat); post.position.set(side * span / 2, 3, 0); post.castShadow = !lowPower; gantry.add(post); }\n const bannerTex = keep(checkerTexture(16, 2));\n const banner = new Mesh(keep(new BoxGeometry(span + 0.5, 1.2, 0.3)), keep(new MeshBasicMaterial({ map: bannerTex })));\n banner.position.set(0, 6.2, 0); gantry.add(banner);\n scene.add(gantry);\n }\n\n const decor = createDecor();\n decor.setQuality(lowPower ? 'low' : 'medium');\n decor.setShadows(!lowPower);\n const decorGroup = new Group(); scene.add(decorGroup);\n decor.build(decorGroup, { decor: placeDecor(track, { count: Math.round((lowPower ? 70 : 150) * Math.min(2, Math.sqrt((track.length || 600) / 600))) }), obstacles: [] }, FLAT);\n\n const fx = createAvalancheFx(scene, { lowPower });\n\n // ---------------------------------------------------------------- cars\n const models = createCarModels({ lowPower });\n const modelByKind = Object.fromEntries(models.map((m) => [m.kind, m]));\n const cars = new Map();\n function ensureCar(rc, index) {\n const key = String(rc.id ?? index);\n let entry = cars.get(key);\n if (entry) return entry;\n const model = modelByKind[CAR_KINDS[index % CAR_KINDS.length]] || models[0];\n const box = new Box3();\n model.parts.forEach(({ geometry }) => { geometry.computeBoundingBox(); box.union(geometry.boundingBox); });\n const size = box.getSize(new Vector3());\n const scale = CAR_LENGTH / Math.max(0.01, size.x);\n const group = new Group();\n const body = new Group(); body.scale.setScalar(scale);\n body.position.y = -box.min.y * scale;\n const tintMat = model.parts.find((p) => p.tinted)?.material.clone();\n if (tintMat) tintMat.color = new Color(carColor(rc, index));\n for (const part of model.parts) {\n const mesh = new Mesh(part.geometry, part.tinted ? tintMat : part.material);\n mesh.castShadow = !lowPower;\n body.add(mesh);\n }\n group.add(body);\n scene.add(group);\n entry = { key, group, body, tintMat, last: null, dustAcc: 0, seen: true };\n cars.set(key, entry);\n return entry;\n }\n function removeCar(key) {\n const entry = cars.get(key);\n if (!entry) return;\n entry.group.removeFromParent();\n entry.tintMat?.dispose();\n cars.delete(key);\n }\n\n // ---------------------------------------------------------------- camera\n const camPos = new Vector3(); const camLook = new Vector3(); const tmp = new Vector3(); const tmpLook = new Vector3();\n let camReady = false; let camSpeed = 0;\n // Sense of speed: FOV widens and the chase camera drops back slightly with absolute speed (m/s).\n const speedBoost = () => (reducedMotion ? 0 : Math.min(1, camSpeed / 100));\n function updateFov() {\n camera.aspect = width / height;\n camera.fov = (camera.aspect < 0.9 ? 72 : 60) + speedBoost() * 14;\n camera.updateProjectionMatrix();\n }\n updateFov();\n function updateCamera(dt, focus) {\n const grid = track.grid?.[0];\n const x = focus ? focus.x : grid?.x ?? 0; const z = focus ? focus.z : grid?.z ?? 0;\n const h = focus ? focus.heading : grid?.heading ?? 0;\n const fx2 = Math.sin(h); const fz2 = Math.cos(h);\n camSpeed += ((focus?.speed || 0) - camSpeed) * dampK(2, dt);\n updateFov();\n const back = (camera.aspect < 0.9 ? 11 : 9.5) + speedBoost() * 4;\n tmp.set(x - fx2 * back, 4.2, z - fz2 * back);\n tmpLook.set(x + fx2 * 6, 1.1, z + fz2 * 6);\n if (!camReady) { camPos.copy(tmp); camLook.copy(tmpLook); camReady = true; }\n const k = reducedMotion ? 1 : dampK(5, dt);\n camPos.lerp(tmp, k); camLook.lerp(tmpLook, reducedMotion ? 1 : dampK(8, dt));\n camera.position.copy(camPos);\n camera.lookAt(camLook);\n sun.target.position.set(x, 0, z);\n sun.position.set(x + SUN_DIR.x * 120, SUN_DIR.y * 120, z + SUN_DIR.z * 120);\n }\n\n // ---------------------------------------------------------------- frame\n let celebrate = null;\n let lastStats = { cars: 0, calls: 0, triangles: 0 };\n function render(state, dtMs = 16) {\n if (disposed || contextLost) return;\n const dt = Math.min(MAX_DT, Math.max(0.001, (Number(dtMs) || 16) / 1000));\n const list = state?.cars || [];\n for (const entry of cars.values()) entry.seen = false;\n let focus = null;\n list.forEach((rc, index) => {\n if (!Number.isFinite(rc.x) || !Number.isFinite(rc.z)) return;\n const entry = ensureCar(rc, index);\n entry.seen = true;\n const heading = Number.isFinite(rc.heading) ? rc.heading : 0;\n entry.group.position.set(rc.x, 0, rc.z);\n entry.group.rotation.y = heading - Math.PI / 2; // model +X front → heading convention\n if (entry.last) {\n const vx = (rc.x - entry.last.x) / dt; const vz = (rc.z - entry.last.z) / dt;\n const lateral = Math.abs(vx * Math.cos(heading) - vz * Math.sin(heading));\n const speed = Math.hypot(vx, vz);\n // Slight body roll from lateral slip; dust while drifting or off-road.\n entry.body.rotation.x = reducedMotion ? 0 : Math.max(-0.08, Math.min(0.08, (entry.last.heading - heading) / dt * 0.02));\n if (speed < 80 && (lateral > 4 || (speed > 6 && rc.offRoad))) {\n entry.dustAcc += dt * (lowPower ? 4 : 9);\n while (entry.dustAcc > 1) {\n entry.dustAcc -= 1;\n fx.puff(rc.x - Math.sin(heading) * 1.8, 0.1, rc.z - Math.cos(heading) * 1.8, 0.45);\n }\n }\n }\n entry.last = { x: rc.x, z: rc.z, heading };\n if (rc.self) focus = { x: rc.x, z: rc.z, heading, speed: Math.abs(rc.speed || 0) };\n });\n for (const [key, entry] of cars) if (!entry.seen) removeCar(key);\n if (!focus && list.length && Number.isFinite(list[0].x)) focus = { x: list[0].x, z: list[0].z, heading: list[0].heading || 0 };\n\n for (const event of state?.events || []) {\n const name = raceEventName(event);\n if (name === 'collision' && focus) {\n fx.puff(Number.isFinite(event.x) ? event.x : focus.x, 0.3, Number.isFinite(event.z) ? event.z : focus.z, 1.1);\n fx.sparkle(focus.x, 0.8, focus.z, 0.6);\n } else if (name === 'finish' && !celebrate) celebrate = { t: 0, next: 0 };\n }\n if (celebrate && focus) {\n celebrate.t += dt;\n if (!reducedMotion && celebrate.t >= celebrate.next && celebrate.t < 3) {\n celebrate.next += 0.25;\n fx.sparkle(focus.x + (Math.random() - 0.5) * 6, 2 + Math.random() * 3, focus.z + (Math.random() - 0.5) * 6, 1.6);\n }\n if (celebrate.t > 3) celebrate = null;\n }\n updateCamera(dt, focus);\n fx.update(dt);\n renderer.render(scene, camera);\n const info = renderer.info.render;\n lastStats = { cars: cars.size, calls: info.calls, triangles: info.triangles };\n }\n\n function resize() {\n if (disposed) return;\n const w = container.clientWidth; const h = container.clientHeight;\n if (!w || !h) return;\n width = w; height = h;\n renderer.setSize(w, h, false);\n updateFov();\n }\n const ro = typeof ResizeObserver !== 'undefined' ? new ResizeObserver(resize) : null;\n if (ro) ro.observe(container); else window.addEventListener('resize', resize);\n\n return {\n kind: '3d',\n render,\n resize,\n getStats() { return { ...lastStats }; },\n dispose() {\n if (disposed) return;\n disposed = true;\n if (ro) ro.disconnect(); else window.removeEventListener('resize', resize);\n canvas.removeEventListener('webglcontextlost', onContextLost);\n for (const key of Array.from(cars.keys())) removeCar(key);\n models.forEach((model) => model.parts.forEach(({ geometry }) => geometry.dispose()));\n const shared = new Set(models.flatMap((m) => m.parts.map((p) => p.material)));\n shared.forEach((material) => material.dispose());\n fx.dispose();\n decor.dispose();\n sky.dispose();\n hills.dispose();\n disposables.forEach((item) => item.dispose?.());\n if (sun.shadow?.map) sun.shadow.map.dispose();\n scene.clear();\n renderer.dispose();\n renderer.forceContextLoss();\n canvas.remove();\n },\n };\n}\n\nexport default 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@@ -0,0 +1,248 @@
1
+ import { AdditiveBlending as e, BufferAttribute as t, BufferGeometry as n, CanvasTexture as r, Color as i, DynamicDrawUsage as a, Group as o, NormalBlending as s, Points as c, ShaderMaterial as l, Sprite as u, SpriteMaterial as d, Vector2 as f } from "three";
2
+ // src/effects/avalanche/fx.js
3
+ var p = 22, m = 0, h = 1, g = 2, _ = 3, v = 4, y = 5, b = 6, x = 7, S = 8, C = 9, w = 10, T = 11, E = 12, D = 13, O = 14, k = 15, A = 16, j = 17, M = 18, N = 19, P = 20, F = 21, I = {
4
+ dust: new i("#e6d6b8"),
5
+ dustGrey: new i("#a39b90"),
6
+ smokeDark: new i("#3a3432"),
7
+ smoke: new i("#76706b"),
8
+ fireCore: new i("#fff3b0"),
9
+ fire: new i("#ffc23a"),
10
+ fireRed: new i("#e8471c"),
11
+ spark: new i("#fff6cf"),
12
+ ember: new i("#ff8a2a"),
13
+ glintWhite: new i("#fffbe8"),
14
+ gold: new i("#ffc53a"),
15
+ flash: new i("#ffe2a6")
16
+ }, L = "\nuniform float uScale;\nattribute vec4 aColor;\nattribute float aSize;\nattribute float aRot;\nvarying vec4 vColor;\nvarying vec2 vRot;\nvoid main() {\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mv;\n gl_PointSize = aColor.a > 0.003 ? min(aSize * uScale / max(-mv.z, 0.5), 1024.0) : 0.0;\n vColor = aColor;\n vRot = vec2(cos(aRot), sin(aRot));\n}\n", R = "\nuniform sampler2D uMap;\nvarying vec4 vColor;\nvarying vec2 vRot;\nvoid main() {\n vec2 uv = gl_PointCoord - 0.5;\n uv = vec2(vRot.x * uv.x - vRot.y * uv.y, vRot.y * uv.x + vRot.x * uv.y) + 0.5;\n float a = texture2D(uMap, uv).a * vColor.a;\n if (a < 0.004) discard;\n gl_FragColor = vec4(vColor.rgb, a);\n #include <encodings_fragment>\n}\n", z = (e, t) => e + Math.random() * (t - e), B = (e) => Number.isFinite(e) ? Math.min(2.5, Math.max(.2, e)) : 1;
17
+ function V(e) {
18
+ let t = document.createElement("canvas");
19
+ return t.width = e, t.height = e, {
20
+ canvas: t,
21
+ ctx: t.getContext("2d")
22
+ };
23
+ }
24
+ function H(e = 64) {
25
+ let { canvas: t, ctx: n } = V(e), i = e / 2, a = n.createRadialGradient(i, i, 0, i, i, i);
26
+ return a.addColorStop(0, "rgba(255,255,255,1)"), a.addColorStop(.35, "rgba(255,255,255,.6)"), a.addColorStop(1, "rgba(255,255,255,0)"), n.fillStyle = a, n.fillRect(0, 0, e, e), new r(t);
27
+ }
28
+ function U(e = 64) {
29
+ let { canvas: t, ctx: n } = V(e), i = e / 2, a = 11, o = () => (a = a * 16807 % 2147483647, a / 2147483647);
30
+ for (let t = 0; t < 7; t += 1) {
31
+ let t = o() * Math.PI * 2, r = o() * i * .3, a = i + Math.cos(t) * r, s = i + Math.sin(t) * r, c = i * (.45 + o() * .22), l = n.createRadialGradient(a, s, 0, a, s, c);
32
+ l.addColorStop(0, "rgba(255,255,255,.55)"), l.addColorStop(.6, "rgba(255,255,255,.25)"), l.addColorStop(1, "rgba(255,255,255,0)"), n.fillStyle = l, n.fillRect(0, 0, e, e);
33
+ }
34
+ return new r(t);
35
+ }
36
+ function W(e = 64) {
37
+ let { canvas: t, ctx: n } = V(e), i = e / 2;
38
+ n.globalCompositeOperation = "lighter";
39
+ let a = n.createRadialGradient(i, i, 0, i, i, i * .42);
40
+ a.addColorStop(0, "rgba(255,255,255,1)"), a.addColorStop(.3, "rgba(255,255,255,.55)"), a.addColorStop(1, "rgba(255,255,255,0)"), n.fillStyle = a, n.fillRect(0, 0, e, e);
41
+ let o = (e, t, r) => {
42
+ n.save(), n.translate(i, i), n.rotate(e);
43
+ let a = n.createLinearGradient(-t, 0, t, 0);
44
+ a.addColorStop(0, "rgba(255,255,255,0)"), a.addColorStop(.5, "rgba(255,255,255,1)"), a.addColorStop(1, "rgba(255,255,255,0)"), n.fillStyle = a, n.beginPath(), n.moveTo(-t, 0), n.lineTo(0, -r), n.lineTo(t, 0), n.lineTo(0, r), n.closePath(), n.fill(), n.restore();
45
+ };
46
+ return o(0, i * .94, e * .05), o(Math.PI / 2, i * .94, e * .05), o(Math.PI / 4, i * .5, e * .03), o(-Math.PI / 4, i * .5, e * .03), new r(t);
47
+ }
48
+ var G = {
49
+ x: 0,
50
+ y: 0,
51
+ z: 0,
52
+ vx: 0,
53
+ vy: 0,
54
+ vz: 0,
55
+ life: 1,
56
+ delay: 0,
57
+ s0: 1,
58
+ s1: 1,
59
+ c0: I.dust,
60
+ c1: I.dust,
61
+ shade: 1,
62
+ alpha: 1,
63
+ drag: 0,
64
+ grav: 0,
65
+ hot: 0,
66
+ rot: 0,
67
+ spin: 0,
68
+ twinkle: 0
69
+ };
70
+ function K(e, t, n) {
71
+ return G.x = e, G.y = t, G.z = n, G.vx = 0, G.vy = 0, G.vz = 0, G.life = 1, G.delay = 0, G.s0 = 1, G.s1 = 1, G.shade = 1, G.alpha = 1, G.drag = 0, G.grav = 0, G.hot = 0, G.rot = Math.random() * Math.PI * 2, G.spin = 0, G.twinkle = 0, G;
72
+ }
73
+ function q(r, { map: i, additive: o, scale: u, renderOrder: d, fadeIn: f }) {
74
+ let I = new Float32Array(r * p), z = new Float32Array(r), B = new Float32Array(r * 3), V = new Float32Array(r * 4), H = new Float32Array(r), U = new Float32Array(r), W = new n(), G = (e, n) => new t(e, n).setUsage(a);
75
+ W.setAttribute("position", G(B, 3)), W.setAttribute("aColor", G(V, 4)), W.setAttribute("aSize", G(H, 1)), W.setAttribute("aRot", G(U, 1)), W.setDrawRange(0, 0);
76
+ let K = new l({
77
+ uniforms: {
78
+ uScale: u,
79
+ uMap: { value: i }
80
+ },
81
+ vertexShader: L,
82
+ fragmentShader: R,
83
+ transparent: !0,
84
+ depthWrite: !1,
85
+ blending: o ? e : s
86
+ }), q = new c(W, K);
87
+ q.frustumCulled = !1, q.visible = !1, q.renderOrder = d;
88
+ let J = [
89
+ W.attributes.position,
90
+ W.attributes.aColor,
91
+ W.attributes.aSize,
92
+ W.attributes.aRot
93
+ ], Y = J.map((e) => e.itemSize), X = 0, Z = 0;
94
+ return {
95
+ points: q,
96
+ emit(e) {
97
+ let t;
98
+ X < r ? (t = X, X += 1) : (t = Z, Z = (Z + 1) % r);
99
+ let n = t * p;
100
+ I[n + m] = e.x, I[n + h] = e.y, I[n + g] = e.z, I[n + _] = e.vx, I[n + v] = e.vy, I[n + y] = e.vz, I[n + b] = -e.delay, I[n + x] = e.life, I[n + S] = e.s0, I[n + C] = e.s1, I[n + w] = e.c0.r * e.shade, I[n + T] = e.c0.g * e.shade, I[n + E] = e.c0.b * e.shade, I[n + D] = e.c1.r * e.shade, I[n + O] = e.c1.g * e.shade, I[n + k] = e.c1.b * e.shade, I[n + A] = e.alpha, I[n + j] = e.drag, I[n + M] = e.grav, I[n + N] = e.hot, I[n + P] = e.spin, I[n + F] = e.twinkle, z[t] = Math.random() * Math.PI * 2, U[t] = e.rot, V[t * 4 + 3] = 0;
101
+ },
102
+ update(e) {
103
+ let t = 0;
104
+ for (; t < X;) {
105
+ let n = t * p, r = I[n + b] + e, i = I[n + x];
106
+ if (r >= i) {
107
+ --X, t !== X && (I.copyWithin(n, X * p, X * p + p), z[t] = z[X], U[t] = U[X]);
108
+ continue;
109
+ }
110
+ I[n + b] = r;
111
+ let a = t * 3, o = t * 4;
112
+ if (r < 0) {
113
+ B[a] = I[n + m], B[a + 1] = I[n + h], B[a + 2] = I[n + g], V[o + 3] = 0, H[t] = 0, t += 1;
114
+ continue;
115
+ }
116
+ let s = Math.exp(-I[n + j] * e);
117
+ I[n + _] *= s, I[n + v] = I[n + v] * s - I[n + M] * e, I[n + y] *= s, I[n + m] += I[n + _] * e, I[n + h] += I[n + v] * e, I[n + g] += I[n + y] * e, U[t] += I[n + P] * e;
118
+ let c = r / i, l = c < .7 ? c / .7 : 1, u = l * l * (3 - 2 * l), d = 1 - c, L = 1 + I[n + N] * d * d * d;
119
+ B[a] = I[n + m], B[a + 1] = I[n + h], B[a + 2] = I[n + g], V[o] = (I[n + w] + (I[n + D] - I[n + w]) * u) * L, V[o + 1] = (I[n + T] + (I[n + O] - I[n + T]) * u) * L, V[o + 2] = (I[n + E] + (I[n + k] - I[n + E]) * u) * L;
120
+ let R = c < f ? c / f : 1, W = c > .5 ? d * 2 : 1, G = I[n + F] > 0 ? .35 + .65 * (.5 + .5 * Math.sin(r * I[n + F] + z[t])) : 1;
121
+ V[o + 3] = I[n + A] * R * W * G, H[t] = I[n + S] + (I[n + C] - I[n + S]) * (1 - d * d), t += 1;
122
+ }
123
+ if (W.setDrawRange(0, X), q.visible = X > 0, X > 0) for (let e = 0; e < J.length; e += 1) J[e].updateRange.offset = 0, J[e].updateRange.count = X * Y[e], J[e].needsUpdate = !0;
124
+ },
125
+ dispose() {
126
+ W.dispose(), K.dispose();
127
+ }
128
+ };
129
+ }
130
+ function J(t, { lowPower: n = !1 } = {}) {
131
+ let r = n ? .5 : 1, i = (e, t, n = 1) => Math.max(n, Math.round(e * t * r)), a = H(64), s = U(64), c = W(64), l = { value: 600 }, p = new f(), m = (e, t, n) => {
132
+ e.getDrawingBufferSize(p), l.value = p.y * .5 * n.projectionMatrix.elements[5];
133
+ }, h = q(Math.round(360 * r), {
134
+ map: s,
135
+ additive: !1,
136
+ scale: l,
137
+ renderOrder: 20,
138
+ fadeIn: .12
139
+ }), g = q(Math.round(260 * r), {
140
+ map: a,
141
+ additive: !0,
142
+ scale: l,
143
+ renderOrder: 21,
144
+ fadeIn: .05
145
+ }), _ = q(Math.round(240 * r), {
146
+ map: c,
147
+ additive: !0,
148
+ scale: l,
149
+ renderOrder: 22,
150
+ fadeIn: .08
151
+ }), v = [
152
+ h,
153
+ g,
154
+ _
155
+ ], y = new o();
156
+ y.name = "avalanche-fx", v.forEach((e) => {
157
+ e.points.onBeforeRender = m, y.add(e.points);
158
+ });
159
+ let b = Array.from({ length: n ? 2 : 4 }, () => {
160
+ let t = new u(new d({
161
+ map: a,
162
+ color: I.flash,
163
+ blending: e,
164
+ transparent: !0,
165
+ depthWrite: !1
166
+ }));
167
+ return t.visible = !1, t.renderOrder = 23, t.frustumCulled = !1, y.add(t), {
168
+ sprite: t,
169
+ t: 0,
170
+ dur: .2,
171
+ size: 1
172
+ };
173
+ }), x = 0;
174
+ t.add(y);
175
+ let S = !1;
176
+ function C(e, t, n, r, i) {
177
+ let a = b[x];
178
+ x = (x + 1) % b.length, a.t = 0, a.dur = i, a.size = r, a.sprite.position.set(e, t, n), a.sprite.scale.setScalar(r * .55), a.sprite.material.opacity = 1, a.sprite.visible = !0;
179
+ }
180
+ function w(e, t, n, r = 1) {
181
+ if (S) return;
182
+ let a = B(r), o = .7 + .3 * a, s = i(18, a, 4);
183
+ for (let r = 0; r < s; r += 1) {
184
+ let i = r / s * Math.PI * 2 + z(-.15, .15), a = Math.cos(i), c = Math.sin(i), l = .3 * o, u = z(2.2, 3.8) * o, d = K(e + a * l, t + z(.05, .2), n + c * l * .6);
185
+ d.vx = a * u, d.vy = z(.3, 1.1), d.vz = c * u * .6, d.life = z(.45, .7), d.s0 = z(.3, .5) * o, d.s1 = z(1.1, 1.6) * o, d.c0 = I.dust, d.c1 = I.dustGrey, d.shade = z(.88, 1.06), d.alpha = z(.45, .6), d.drag = 3.6, d.grav = -.6, d.spin = z(-1.5, 1.5), h.emit(d);
186
+ }
187
+ let c = i(5, a, 1);
188
+ for (let r = 0; r < c; r += 1) {
189
+ let r = K(e + z(-.35, .35) * o, t + .15, n + z(-.2, .2));
190
+ r.vx = z(-.5, .5), r.vy = z(1, 1.8) * o, r.vz = z(-.3, .3), r.life = z(.5, .65), r.s0 = .5 * o, r.s1 = z(1.3, 1.8) * o, r.c0 = I.dust, r.c1 = I.dustGrey, r.shade = z(.9, 1.04), r.alpha = .42, r.drag = 2.4, r.grav = -.4, r.spin = z(-1, 1), h.emit(r);
191
+ }
192
+ }
193
+ function T(e, t, n, r = 1) {
194
+ if (S) return;
195
+ let a = B(r), o = i(10, a, 2);
196
+ for (let r = 0; r < o; r += 1) {
197
+ let r = K(e + z(-.3, .3), t + z(-.2, .3), n + z(-.2, .3)), i = Math.random() * Math.PI * 2, o = z(1.5, 3.5) * (.6 + .4 * a);
198
+ r.vx = Math.cos(i) * o, r.vy = Math.sin(i) * o * .8 + 1.2, r.vz = z(-1, 1) * o * .5, r.life = z(.35, .6), r.delay = z(0, .08), r.s0 = z(.35, .6), r.s1 = .08, r.c0 = I.glintWhite, r.c1 = I.gold, r.alpha = 1, r.hot = .4, r.drag = 2.6, r.grav = 2.5, r.spin = z(-6, 6), r.twinkle = z(24, 40), _.emit(r);
199
+ }
200
+ let s = K(e, t + .1, n + .2);
201
+ s.life = .28, s.s0 = .9 * (.7 + .3 * a), s.s1 = .25, s.c0 = I.glintWhite, s.c1 = I.gold, s.alpha = 1, s.rot = 0, s.spin = 3, _.emit(s);
202
+ }
203
+ function E(e, t, n, r = 1) {
204
+ if (S) return;
205
+ let a = B(r);
206
+ C(e, t + .5 * a, n + .4, 3.4 * a, .2);
207
+ let o = i(26, a, 6);
208
+ for (let r = 0; r < o; r += 1) {
209
+ let r = Math.random() * Math.PI * 2, i = Math.acos(Math.random() * .9), o = z(2.5, 6) * a, s = K(e + z(-.3, .3), t + .3, n + z(-.3, .3));
210
+ s.vx = Math.cos(r) * Math.sin(i) * o, s.vy = Math.cos(i) * o * .9 + 1.5, s.vz = Math.sin(r) * Math.sin(i) * o * .6, s.life = z(.35, .6), s.s0 = z(.5, .75) * a, s.s1 = z(1.2, 1.6) * a, s.c0 = Math.random() < .3 ? I.fireCore : I.fire, s.c1 = I.fireRed, s.alpha = .9, s.drag = 4, s.grav = -1, s.hot = 1.4, s.spin = z(-2, 2), g.emit(s);
211
+ }
212
+ let s = i(12, a, 3);
213
+ for (let r = 0; r < s; r += 1) {
214
+ let r = Math.random() * Math.PI * 2, i = z(6, 11) * a, o = K(e, t + .4, n);
215
+ o.vx = Math.cos(r) * i * .7, o.vy = z(4, 9) * a, o.vz = Math.sin(r) * i * .4, o.life = z(.4, .7), o.s0 = .2, o.s1 = .06, o.c0 = I.spark, o.c1 = I.ember, o.alpha = 1, o.drag = 1, o.grav = 14, o.hot = 1, g.emit(o);
216
+ }
217
+ let c = i(14, a, 4);
218
+ for (let r = 0; r < c; r += 1) {
219
+ let r = K(e + z(-.6, .6) * a, t + z(.3, .9) * a, n + z(-.4, .4));
220
+ r.vx = z(-1, 1) * a, r.vy = z(1.6, 3) * a, r.vz = z(-.5, .5), r.life = z(.75, 1), r.delay = z(.02, .12), r.s0 = z(.6, .8) * a, r.s1 = z(1.9, 2.5) * a, r.c0 = I.smokeDark, r.c1 = I.smoke, r.shade = z(.85, 1.1), r.alpha = z(.55, .7), r.drag = 1.3, r.grav = -.5, r.spin = z(-1.2, 1.2), h.emit(r);
221
+ }
222
+ }
223
+ function D(e) {
224
+ if (S) return;
225
+ let t = Math.min(Math.max(e || 0, 0), .1);
226
+ for (let e = 0; e < v.length; e += 1) v[e].update(t);
227
+ for (let e = 0; e < b.length; e += 1) {
228
+ let n = b[e];
229
+ if (!n.sprite.visible) continue;
230
+ n.t += t;
231
+ let r = n.t / n.dur;
232
+ r >= 1 ? n.sprite.visible = !1 : (n.sprite.material.opacity = (1 - r) * (1 - r), n.sprite.scale.setScalar(n.size * (.55 + .65 * r)));
233
+ }
234
+ }
235
+ function O() {
236
+ S || (S = !0, t.remove(y), v.forEach((e) => e.dispose()), b.forEach(({ sprite: e }) => e.material.dispose()), y.clear(), a.dispose(), s.dispose(), c.dispose());
237
+ }
238
+ return {
239
+ puff: w,
240
+ sparkle: T,
241
+ blast: E,
242
+ update: D,
243
+ dispose: O
244
+ };
245
+ }
246
+ export { J as t };
247
+
248
+ //# sourceMappingURL=fx-DhXerGyt.js.map