@woosh/meep-engine 2.43.47 → 2.43.48

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@@ -69,7 +69,7 @@ export class NodeGraph {
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  const n = nodes.length;
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  for (let i = 0; i < n; i++) {
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- const node = nodes[i];
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+ const node = nodes.get(i);
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  if (node.id === id) {
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  return node;
@@ -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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+ //
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+ expect(graph.getNode(0)).toBe(undefined);
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+
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+ const d = new NodeDescription();
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+
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+ const node_id = graph.createNode(d);
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+
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+ const node_instance = graph.getNode(node_id);
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+
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+ expect(node_instance).toBeDefined();
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+ expect(node_instance.id).toBe(node_id);
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+ });
@@ -7,7 +7,7 @@ const array_loader = new ArrayBufferLoader();
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- array_loader.load('moicon/bad_png_01/splat_height_2_messed_up (1).png',(asset)=>{
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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+
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  float decal_surface_dot = dot(decal_normal, g_normal);
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-
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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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-
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+
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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);
package/package.json CHANGED
@@ -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": "2.43.47",
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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",