@woosh/meep-engine 2.34.7 → 2.34.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/core/assert.js
CHANGED
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@@ -268,7 +268,10 @@ assert.isFunction = function (value, name = 'value') {
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268
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*/
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269
269
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assert.isNonNegativeInteger = function (value, name = 'value') {
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270
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assert.isNumber(value, name);
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271
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-
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271
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+
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272
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+
if (value < 0) {
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273
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throw new Error(`${name} must be >= 0, instead was ${value}`);
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274
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+
}
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275
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if (!Number.isInteger(value)) {
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throw new Error(`${name} must be an integer, instead was ${value}`);
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package/core/binary/BitSet.js
CHANGED
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@@ -472,11 +472,11 @@ BitSet.prototype.get = function (bitIndex) {
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472
472
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const byteOffset = bitIndex >> 5;
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473
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const bitOffset = bitIndex & 31;
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474
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475
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-
const
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475
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+
const word = this.__data_uint32[byteOffset];
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476
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477
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-
const
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477
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const masked_word = word & (1 << bitOffset);
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478
478
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479
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-
return
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479
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return masked_word !== 0;
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};
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/**
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@@ -1057,7 +1057,7 @@ export class EntityComponentDataset {
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1057
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if (!ENV_PRODUCTION) {
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1058
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assert.isArray(classes, "classes");
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1059
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// assert.notOk(classes.some((c, i) => classes.indexOf(c) !== i), 'classes contains duplicates');
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1060
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-
assert.
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1060
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+
assert.isFunction(visitor, "visitor");
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1061
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}
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1062
1062
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1063
1063
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let entityIndex, i;
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@@ -1093,18 +1093,23 @@ export class EntityComponentDataset {
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1093
1093
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const entityOccupancy = this.entityOccupancy;
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1096
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+
const component_type_count = this.componentTypeCount;
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1097
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const component_occupancy = this.componentOccupancy;
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1098
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const components = this.components;
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1099
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+
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1096
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entity_loop: for (entityIndex = entityOccupancy.nextSetBit(0); entityIndex !== -1; entityIndex = entityOccupancy.nextSetBit(entityIndex + 1)) {
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1097
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-
const componentOccupancyAddress = entityIndex *
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1101
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+
const componentOccupancyAddress = entityIndex * component_type_count;
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1102
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+
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1098
1103
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for (i = 0; i < numClasses; i++) {
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const componentIndex = indices[i];
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1100
1105
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1101
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-
const componentPresent =
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1106
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const componentPresent = component_occupancy.get(componentOccupancyAddress + componentIndex);
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1102
1107
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1103
1108
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if (!componentPresent) {
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1104
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continue entity_loop;
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1105
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}
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1106
1111
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1107
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-
args[i] =
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1112
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+
args[i] = components[componentIndex][entityIndex];
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}
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1109
1114
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args[numClasses] = entityIndex;
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@@ -184,10 +184,11 @@ export class IncrementalDeltaSet {
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*/
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push(element) {
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//check if element is already in the set
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187
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-
const
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+
const elements = this.elements;
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const i = elements.indexOf(element); //TODO this can probably be done faster. Maybe use a bloom filter? or some kind of a hash
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if (i === -1) {
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-
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+
elements.push(element);
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this.size++;
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this.onAdded.send1(element);
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@@ -95,7 +95,7 @@ export class VisibilityComputer {
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* @param {Object3D} object3d
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*/
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__includeObject(object3d) {
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98
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-
assert.equal(object3d.isObject3D, true,
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98
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assert.equal(object3d.isObject3D, true, 'object3d.isObject3D !== true');
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// mark object, this is a hack, needs to be fixed at some point
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object3d[SOURCE_RENDER_LAYER_PROPERTY] = this.__activeLayer;
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package/package.json
CHANGED
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@@ -5,7 +5,7 @@
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5
5
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"productName": "Meep",
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6
6
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"description": "production-ready JavaScript game engine based on Entity Component System Architecture",
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7
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"author": "Alexander Goldring",
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8
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-
"version": "2.34.
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8
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+
"version": "2.34.8",
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9
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"dependencies": {
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10
10
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"gl-matrix": "3.4.3",
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11
11
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"fast-levenshtein": "2.0.6",
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