@woosh/meep-engine 2.43.47 → 2.43.48
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.
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@@ -31,3 +31,19 @@ test("createConnection returns a number", () => {
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expect(typeof g.createConnection(i0, pOut, i1, pInt)).toBe('number');
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});
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+
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test('getNode produces correct result', () => {
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const graph = new NodeGraph();
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//
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expect(graph.getNode(0)).toBe(undefined);
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const d = new NodeDescription();
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const node_id = graph.createNode(d);
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const node_instance = graph.getNode(node_id);
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expect(node_instance).toBeDefined();
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expect(node_instance.id).toBe(node_id);
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});
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@@ -7,7 +7,7 @@ const array_loader = new ArrayBufferLoader();
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array_loader.load('moicon/
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array_loader.load('moicon/ISO 7010 - Safety Signs (3)/ISO 7010 - Safety Signs/Emergency/400px/E001 – Emergency exit (left hand).png',(asset)=>{
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const array = asset.create();
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@@ -61,53 +61,15 @@ export const FP_SHADER_CHUNK_ACCUMULATION = `
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vec4 light_data_4 = texelFetch(fp_t_light_data, address_to_data_texture_coordinates(light_address+4u), 0);
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// compute normal of the decal, we get this by extracting rotation matrix and transforming (0,1,0) vector using that
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mat4 decal_view_transform = viewMatrix*decal_transform_matrix;
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// mat3 decal_view_transform = mat3(transpose(inverse(viewMatrix*decal_transform_matrix)));
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// mat3 decal_view_transform = mat3(transpose(inverse( decal_transform_matrix )));
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// vec3 decal_normal = normalize(vec3(
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// decal_view_transform[1][0], decal_view_transform[1][1], decal_view_transform[1][2]
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// ));
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// vec3 decal_normal = normalize(vec3(
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// decal_view_transform[0][2], decal_view_transform[1][2], decal_view_transform[2][2]
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// ));
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vec3 decal_normal = normalize(vec3(
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vec3 decal_normal = normalize(vec3(
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decal_transform_matrix[0][2], decal_transform_matrix[1][2], decal_transform_matrix[2][2]
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));
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//
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// vec3 decal_normal = normalize( ( decal_view_transform * vec3( 0.0, 1.0, 0.0 ) ).xyz );
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// vec3 decal_normal = normalize( ( transpose(inverse( decal_view_transform )) * vec4( 0.0, 1.0, 0.0, 0.0 ) ).xyz );
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// Get geometry normal in world-space
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vec3 g_normal = normalize( ( transpose(viewMatrix) * vec4( geometry.normal, 0.0 ) ).xyz );
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// material.diffuseColor = geometry.normal*0.5 + 0.5;
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// material.diffuseColor = normalize( ( viewMatrix * vec4( geometry.normal, 0.0 ) ).xyz )*0.5 + 0.5;
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// material.diffuseColor = decal_normal*0.5 + 0.5;
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// material.diffuseColor = mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), decal_normal.y*0.5 + 0.5);
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// material.diffuseColor = mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), g_normal.y*0.5 + 0.5);
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// material.diffuseColor = g_normal*0.5 + 0.5;
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// continue;
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// if(length(local_position.xyz) < 0.3){
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// // circle in the center
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// material.diffuseColor = g_normal*0.5 + 0.5;
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// }else{
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// material.diffuseColor = decal_normal*0.5 + 0.5;
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// }
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//
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// continue;
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float decal_surface_dot = dot(decal_normal, g_normal);
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// material.diffuseColor = mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), decal_surface_dot);
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// continue;
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// we fade out decals when the projection angle to the surface gets too steep
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// 0.7 is cos(45deg) and 0.5 is cos(60deg), dot returns cos of angle between two normals
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float decal_surface_angle_fade = smoothstep(-0.5,-0.7,decal_surface_dot);
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package/package.json
CHANGED
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@@ -5,7 +5,7 @@
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"productName": "Meep",
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"description": "production-ready JavaScript game engine based on Entity Component System Architecture",
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"author": "Alexander Goldring",
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"version": "2.43.
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"version": "2.43.48",
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"dependencies": {
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"gl-matrix": "3.4.3",
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"fast-levenshtein": "2.0.6",
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