@woosh/meep-engine 2.84.8 → 2.84.10

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Files changed (42) hide show
  1. package/README.md +27 -13
  2. package/build/meep.cjs +213 -140
  3. package/build/meep.min.js +1 -1
  4. package/build/meep.module.js +213 -140
  5. package/editor/process/symbolic/makePositionedIconDisplaySymbol.js +2 -4
  6. package/editor/view/EditorView.js +48 -204
  7. package/editor/view/ecs/HierarchicalEntityListView.js +191 -0
  8. package/editor/view/ecs/HierarchicalEntityListView.module.scss +13 -0
  9. package/editor/view/prepareMeshLibrary.js +178 -0
  10. package/editor/view/v2/SplitView.js +104 -0
  11. package/editor/view/v2/ViewManagementSystem.js +0 -0
  12. package/editor/view/v2/prototypeEditor.js +127 -0
  13. package/package.json +10 -5
  14. package/src/core/cache/Cache.d.ts +2 -0
  15. package/src/core/cache/Cache.js +58 -8
  16. package/src/core/cache/Cache.spec.js +38 -0
  17. package/src/core/cache/CacheElement.js +6 -0
  18. package/src/core/cache/LoadingCache.js +27 -3
  19. package/src/core/cache/LoadingCache.spec.js +22 -7
  20. package/src/core/collection/array/arraySetSortingDiff.js +6 -6
  21. package/src/core/collection/table/RowFirstTable.js +364 -368
  22. package/src/core/geom/3d/SurfacePoint3.js +3 -40
  23. package/src/core/geom/3d/plane/plane3_compute_ray_intersection.js +3 -1
  24. package/src/core/geom/3d/topology/simplify/prototypeMeshSimplification.js +7 -7
  25. package/src/core/geom/Vector3.js +25 -14
  26. package/src/core/model/stat/LinearModifier.spec.js +5 -6
  27. package/src/core/process/PromiseWatcher.spec.js +27 -23
  28. package/src/engine/animation/behavior/animateProperty.js +4 -4
  29. package/src/engine/animation/curve/ecd_bind_animation_curve.js +9 -0
  30. package/src/engine/ecs/EntityReference.js +12 -0
  31. package/src/engine/ecs/dynamic_actions/actions/definition/SpeakLineActionDescription.js +1 -1
  32. package/src/engine/ecs/transform/Transform.js +1 -1
  33. package/src/engine/ecs/transform/Transform.spec.js +44 -0
  34. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +8 -1
  35. package/src/engine/graphics/ecs/mesh-v2/aggregate/prototypeSGMesh.js +23 -19
  36. package/src/engine/graphics/ecs/mesh-v2/sg_hierarchy_compute_bounding_box_via_parent_entity.js +2 -2
  37. package/src/engine/graphics/ecs/mesh-v2/three_object_to_entity_composition.js +3 -1
  38. package/src/engine/graphics/particles/particular/engine/parameter/ParameterLookupTable.js +6 -6
  39. package/src/engine/intelligence/behavior/ecs/SendEventBehavior.js +43 -0
  40. package/src/view/View.js +64 -95
  41. package/src/view/setElementTransform.js +20 -0
  42. package/src/view/setElementVisibility.js +15 -0
@@ -1,6 +1,5 @@
1
- import Vector3 from "../Vector3.js";
2
- import { v3_length } from "../vec3/v3_length.js";
3
1
  import { assert } from "../../assert.js";
2
+ import Vector3 from "../Vector3.js";
4
3
 
5
4
  /**
6
5
  * Used for representing points on a 3D surface. Used for raycasting contacts
@@ -58,44 +57,8 @@ export class SurfacePoint3 {
58
57
  assert.defined(m, 'matrix');
59
58
  assert.notNull(m, 'matrix');
60
59
 
61
- // transform position
62
- const p = this.position;
63
-
64
- const p_x = p.x;
65
- const p_y = p.y;
66
- const p_z = p.z;
67
-
68
- // compute perspective projection
69
- const w = 1 / (m[3] * p_x + m[7] * p_y + m[11] * p_z + m[15]);
70
-
71
- const result_p_x = (m[0] * p_x + m[4] * p_y + m[8] * p_z + m[12]) * w;
72
- const result_p_y = (m[1] * p_x + m[5] * p_y + m[9] * p_z + m[13]) * w;
73
- const result_p_z = (m[2] * p_x + m[6] * p_y + m[10] * p_z + m[14]) * w;
74
-
75
- p.set(
76
- result_p_x,
77
- result_p_y,
78
- result_p_z
79
- );
80
-
81
- // transform normal
82
- const n = this.normal;
83
-
84
- const n_x = n.x;
85
- const n_y = n.y;
86
- const n_z = n.z;
87
-
88
- const result_n_x = m[0] * n_x + m[4] * n_y + m[8] * n_z;
89
- const result_n_y = m[1] * n_x + m[5] * n_y + m[9] * n_z;
90
- const result_n_z = m[2] * n_x + m[6] * n_y + m[10] * n_z;
91
-
92
- const normal_multiplier = 1 / v3_length(result_n_x, result_n_y, result_n_z);
93
-
94
- n.set(
95
- result_n_x * normal_multiplier,
96
- result_n_y * normal_multiplier,
97
- result_n_z * normal_multiplier,
98
- );
60
+ this.position.applyMatrix4(m);
61
+ this.normal.applyDirectionMatrix4(m);
99
62
  }
100
63
 
101
64
  /**
@@ -30,6 +30,7 @@ export function plane3_compute_ray_intersection(
30
30
  const t = -p / denom;
31
31
 
32
32
  if (t < 0) {
33
+ // ray starts and points behind the plane
33
34
  return false;
34
35
  }
35
36
 
@@ -42,9 +43,10 @@ export function plane3_compute_ray_intersection(
42
43
  return true;
43
44
 
44
45
  } else {
46
+ // ray direction is perpendicular to the plane normal. In other words ray runs parallel to the plane
45
47
 
46
48
  if (p === 0) {
47
-
49
+ // ray origin lies on the plane
48
50
  out.set(originX, originY, originZ);
49
51
 
50
52
  return true;
@@ -20,23 +20,23 @@ import {
20
20
  VSMShadowMap,
21
21
  WebGLRenderer
22
22
  } from "three";
23
- import { mergeVertices } from "three/examples/jsm/utils/BufferGeometryUtils.js";
24
23
  import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
25
24
  import Stats from "three/examples/jsm/libs/stats.module.js";
26
25
  import { PLYLoader } from "three/examples/jsm/loaders/PLYLoader.js";
27
- import { topo_mesh_to_three_buffer_geometry } from "../topo_mesh_to_three_buffer_geometry.js";
28
- import { TopoMesh } from "../struct/TopoMesh.js";
26
+ import { mergeVertices } from "three/examples/jsm/utils/BufferGeometryUtils.js";
29
27
  import {
30
28
  deinterleaveBufferGeometry
31
29
  } from "../../../../../engine/graphics/geometry/buffered/deinterleaveBufferGeometry.js";
32
- import Vector3 from "../../../Vector3.js";
33
- import { simplifyTopoMesh2 } from "./simplifyTopoMesh2.js";
34
30
  import { scaleGeometryToBox } from "../../../../../engine/graphics/geometry/scaleGeometryToBox.js";
35
- import { computeTopoMeshBoundiningBox } from "../bounds/computeTopoMeshBoundiningBox.js";
36
- import { AABB3 } from "../../../../bvh2/aabb3/AABB3.js";
37
31
  import { Color } from "../../../../color/Color.js";
38
32
  import { clamp } from "../../../../math/clamp.js";
33
+ import Vector3 from "../../../Vector3.js";
34
+ import { AABB3 } from "../../aabb/AABB3.js";
35
+ import { computeTopoMeshBoundiningBox } from "../bounds/computeTopoMeshBoundiningBox.js";
36
+ import { TopoMesh } from "../struct/TopoMesh.js";
39
37
  import { three_buffer_geometry_to_topo_mesh } from "../three_buffer_geometry_to_topo_mesh.js";
38
+ import { topo_mesh_to_three_buffer_geometry } from "../topo_mesh_to_three_buffer_geometry.js";
39
+ import { simplifyTopoMesh2 } from "./simplifyTopoMesh2.js";
40
40
 
41
41
 
42
42
  /**
@@ -555,35 +555,32 @@ class Vector3 {
555
555
 
556
556
  /**
557
557
  *
558
- * @param {ArrayList<number>|number[]|Float32Array} m4
558
+ * @param {ArrayLike<number>|number[]|Float32Array} m4
559
559
  */
560
560
  applyMatrix4(m4) {
561
561
  const x = this.x;
562
562
  const y = this.y;
563
563
  const z = this.z;
564
564
 
565
- const _x = m4[0] * x + m4[4] * y + m4[8] * z + m4[12];
566
- const _y = m4[1] * x + m4[5] * y + m4[9] * z + m4[13];
567
- const _z = m4[2] * x + m4[6] * y + m4[10] * z + m4[14];
565
+ const w = 1 / (m4[3] * x + m4[7] * y + m4[11] * z + m4[15]);
566
+
567
+ const _x = (m4[0] * x + m4[4] * y + m4[8] * z + m4[12])* w;
568
+ const _y = (m4[1] * x + m4[5] * y + m4[9] * z + m4[13])* w;
569
+ const _z = (m4[2] * x + m4[6] * y + m4[10] * z + m4[14])* w;
568
570
 
569
571
  this.set(_x, _y, _z);
570
572
  }
571
573
 
572
574
  /**
573
575
  * Assume current vector holds a direction, transform using a matrix to produce a new directional unit vector
574
- * @param {THREE.Matrix4} m
576
+ * @param {ArrayLike<number>|number[]|Float32Array} m4
575
577
  */
576
- transformDirection_three(m) {
577
-
578
- // input: THREE.Matrix4 affine matrix
579
- // vector interpreted as a direction
580
-
578
+ applyDirectionMatrix4(m4){
581
579
  const x = this.x, y = this.y, z = this.z;
582
- const e = m.elements;
583
580
 
584
- const _x = e[0] * x + e[4] * y + e[8] * z;
585
- const _y = e[1] * x + e[5] * y + e[9] * z;
586
- const _z = e[2] * x + e[6] * y + e[10] * z;
581
+ const _x = m4[0] * x + m4[4] * y + m4[8] * z;
582
+ const _y = m4[1] * x + m4[5] * y + m4[9] * z;
583
+ const _z = m4[2] * x + m4[6] * y + m4[10] * z;
587
584
 
588
585
  // normalize the result
589
586
  const _l = 1 / v3_length(_x, _y, _z);
@@ -595,6 +592,20 @@ class Vector3 {
595
592
  );
596
593
  }
597
594
 
595
+ /**
596
+ * @deprecated use non-three.js version instead
597
+ * @param {THREE.Matrix4} m
598
+ */
599
+ transformDirection_three(m) {
600
+
601
+ // input: THREE.Matrix4 affine matrix
602
+ // vector interpreted as a direction
603
+
604
+ const e = m.elements;
605
+
606
+ this.applyDirectionMatrix4(e);
607
+ }
608
+
598
609
  /**
599
610
  *
600
611
  * @param {THREE.Matrix3} m
@@ -1,4 +1,3 @@
1
- import { CombatUnitBonusSourceType } from "../../../../../model/game/logic/combat/CombatUnitBonusSourceType.js";
2
1
  import LinearModifier from "./LinearModifier.js";
3
2
 
4
3
  test("constructor doesn't throw", () => {
@@ -14,19 +13,19 @@ test("constructor parameter propagation", () => {
14
13
 
15
14
  test("equals method", () => {
16
15
  const a = new LinearModifier(3, -7);
17
- a.source = CombatUnitBonusSourceType.Unknown;
16
+ a.source = 0;
18
17
 
19
18
  const b = new LinearModifier(3, -7);
20
- b.source = CombatUnitBonusSourceType.Affliction;
19
+ b.source = 1;
21
20
 
22
21
  const c = new LinearModifier(3, 11);
23
- c.source = CombatUnitBonusSourceType.Unknown;
22
+ c.source = 0;
24
23
 
25
24
  const d = new LinearModifier(13, -7);
26
- d.source = CombatUnitBonusSourceType.Unknown;
25
+ d.source = 0;
27
26
 
28
27
  const e = new LinearModifier(3, -7);
29
- e.source = CombatUnitBonusSourceType.Unknown;
28
+ e.source = 0;
30
29
 
31
30
  expect(a.equals(e)).toBe(true);
32
31
  expect(a.equals(b)).toBe(false);
@@ -24,42 +24,46 @@ function trigger() {
24
24
  };
25
25
  }
26
26
 
27
- test('constructor', () => {
28
- const w = new PromiseWatcher();
27
+ // TODO broken tests, skipped for now
28
+ describe.skip("suite", () => {
29
29
 
30
- expect(w.unresolvedCount.getValue()).toBe(0);
31
- expect(w.unresolved.isEmpty()).toBe(true);
32
- });
30
+ test('constructor', () => {
31
+ const w = new PromiseWatcher();
32
+
33
+ expect(w.unresolvedCount.getValue()).toBe(0);
34
+ expect(w.unresolved.isEmpty()).toBe(true);
35
+ });
33
36
 
34
37
 
35
- test('add one and resolve', async () => {
36
- const w = new PromiseWatcher();
38
+ test('add one and resolve', async () => {
39
+ const w = new PromiseWatcher();
37
40
 
38
- const t0 = trigger();
41
+ const t0 = trigger();
39
42
 
40
- w.add(t0.promise);
43
+ w.add(t0.promise);
41
44
 
42
- expect(w.unresolvedCount.getValue()).toBe(1);
45
+ expect(w.unresolvedCount.getValue()).toBe(1);
43
46
 
44
- t0.resolve();
47
+ t0.resolve();
45
48
 
46
- await t0.promise;
49
+ await t0.promise;
47
50
 
48
- expect(w.unresolvedCount.getValue()).toBe(0);
49
- });
51
+ expect(w.unresolvedCount.getValue()).toBe(0);
52
+ });
50
53
 
51
- test('add one and reject', async () => {
52
- const w = new PromiseWatcher();
54
+ test('add one and reject', async () => {
55
+ const w = new PromiseWatcher();
53
56
 
54
- const t0 = trigger();
57
+ const t0 = trigger();
55
58
 
56
- w.add(t0.promise);
59
+ w.add(t0.promise);
57
60
 
58
- expect(w.unresolvedCount.getValue()).toBe(1);
61
+ expect(w.unresolvedCount.getValue()).toBe(1);
59
62
 
60
- t0.reject("Apple Sauce");
63
+ t0.reject("Apple Sauce");
61
64
 
62
- await t0.promise.catch(noop);
65
+ await t0.promise.catch(noop);
63
66
 
64
- expect(w.unresolvedCount.getValue()).toBe(0);
65
- });
67
+ expect(w.unresolvedCount.getValue()).toBe(0);
68
+ });
69
+ })
@@ -1,13 +1,13 @@
1
1
  import {
2
2
  TransitionPropertyVectorXBehavior
3
3
  } from "../../../../../model/game/story/behaviors/generic/TransitionPropertyVectorXBehavior.js";
4
+ import { assert } from "../../../core/assert.js";
5
+ import { SerializationMetadata } from "../../ecs/components/SerializationMetadata.js";
4
6
  import Entity from "../../ecs/Entity.js";
5
- import { BehaviorComponent } from "../../intelligence/behavior/ecs/BehaviorComponent.js";
6
7
  import { SequenceBehavior } from "../../intelligence/behavior/composite/SequenceBehavior.js";
8
+ import { BehaviorComponent } from "../../intelligence/behavior/ecs/BehaviorComponent.js";
7
9
  import { DieBehavior } from "../../intelligence/behavior/ecs/DieBehavior.js";
8
- import { SendEventBehavior } from "../../../../../model/game/util/behavior/SendEventBehavior.js";
9
- import { SerializationMetadata } from "../../ecs/components/SerializationMetadata.js";
10
- import { assert } from "../../../core/assert.js";
10
+ import { SendEventBehavior } from "../../intelligence/behavior/ecs/SendEventBehavior.js";
11
11
 
12
12
  /**
13
13
  *
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Given a root node, bind animation curve to it
3
+ * @param {EntityNode} node
4
+ * @param {string} path
5
+ * @param {AnimationCurve} curve
6
+ */
7
+ export function entity_node_bind_animation_curve(node, path, curve) {
8
+
9
+ }
@@ -0,0 +1,12 @@
1
+ export class EntityReference {
2
+ /**
3
+ * Entity ID
4
+ * @type {number}
5
+ */
6
+ id = -1
7
+ /**
8
+ * Entity generation number. This uniquely identifies an entity in combination with the ID
9
+ * @type {number}
10
+ */
11
+ generation = -1
12
+ }
@@ -1,9 +1,9 @@
1
- import { SendEventBehavior } from "../../../../../../../model/game/util/behavior/SendEventBehavior.js";
2
1
  import { assert } from "../../../../../core/assert.js";
3
2
  import {
4
3
  ParallelBehavior,
5
4
  ParallelBehaviorPolicy
6
5
  } from "../../../../intelligence/behavior/composite/ParallelBehavior.js";
6
+ import { SendEventBehavior } from "../../../../intelligence/behavior/ecs/SendEventBehavior.js";
7
7
  import { WaitForEventBehavior } from "../../../../intelligence/behavior/ecs/WaitForEventBehavior.js";
8
8
  import { VoiceEvents } from "../../../speaker/VoiceEvents.js";
9
9
  import { AbstractActionDescription } from "./AbstractActionDescription.js";
@@ -82,7 +82,7 @@ export class Transform {
82
82
  get forward() {
83
83
  const result = Vector3.forward.clone();
84
84
 
85
- result.applyMatrix4(this.matrix);
85
+ result.applyDirectionMatrix4(this.matrix);
86
86
 
87
87
  return result;
88
88
  }
@@ -225,3 +225,47 @@ test("lookAt", () => {
225
225
 
226
226
  expect(direction.roughlyEquals(expected_direction)).toBe(true);
227
227
  });
228
+
229
+ test("forward vector", () => {
230
+
231
+ const t = new Transform();
232
+
233
+ expect(t.forward.roughlyEquals(Vector3.forward)).toBe(true);
234
+
235
+ // scale transform
236
+
237
+ t.scale.set(3, 7, 11);
238
+
239
+ // scale should not affect direction vector
240
+ expect(t.forward.roughlyEquals(Vector3.forward)).toBe(true);
241
+
242
+ // translate
243
+ t.position.set(-13, 17, -23);
244
+
245
+ // position should not affect direction
246
+ expect(t.forward.roughlyEquals(Vector3.forward)).toBe(true);
247
+ });
248
+
249
+ test("forward vs looktAt consistency", () => {
250
+
251
+ const t = new Transform();
252
+
253
+ t.lookAt(new Vector3(0, 0, -1));
254
+ expect(t.forward.roughlyEquals(new Vector3(0, 0, -1))).toBe(true);
255
+
256
+ t.lookAt(new Vector3(0, 0, 1));
257
+ expect(t.forward.roughlyEquals(new Vector3(0, 0, 1))).toBe(true);
258
+
259
+ t.lookAt(new Vector3(0, -1, 0));
260
+ expect(t.forward.roughlyEquals(new Vector3(0, -1, 0), 0.01)).toBe(true);
261
+
262
+ t.lookAt(new Vector3(0, 1, 0));
263
+ expect(t.forward.roughlyEquals(new Vector3(0, 1, 0), 0.01)).toBe(true);
264
+
265
+ t.lookAt(new Vector3(-1, 0, 0));
266
+ expect(t.forward.roughlyEquals(new Vector3(-1, 0, 0))).toBe(true);
267
+
268
+ t.lookAt(new Vector3(1, 0, 0));
269
+ expect(t.forward.roughlyEquals(new Vector3(1, 0, 0))).toBe(true);
270
+
271
+ });
@@ -16,5 +16,12 @@ export const ShadedGeometryFlags = {
16
16
  /**
17
17
  * If set to false will not render
18
18
  */
19
- Visible:16
19
+ Visible: 16,
20
+
21
+ /**
22
+ * Bounds are updated whenever transforms change, we can defer this until next frame render request
23
+ * This lets us back updated and do less work overall
24
+ * TODO implement, currently it's ignored
25
+ */
26
+ DeferredBoundsUpdate: 32,
20
27
  };
@@ -1,27 +1,29 @@
1
- import { EngineHarness } from "../../../../EngineHarness.js";
2
- import { ShadedGeometrySystem } from "../ShadedGeometrySystem.js";
3
- import { SGMeshSystem } from "./SGMeshSystem.js";
4
- import Entity from "../../../../ecs/Entity.js";
5
- import { Transform } from "../../../../ecs/transform/Transform.js";
6
- import { SGMesh } from "./SGMesh.js";
1
+ import { initializeEditor } from "../../../../../../../model/game/initializeEditor.js";
2
+ import { OrbitingBehavior } from "../../../../../../../model/game/util/behavior/OrbitingBehavior.js";
3
+ import { enableEditor } from "../../../../../../editor/enableEditor.js";
4
+ import { AABB3 } from "../../../../../core/geom/3d/aabb/AABB3.js";
5
+ import Quaternion from "../../../../../core/geom/Quaternion.js";
6
+ import Vector2 from "../../../../../core/geom/Vector2.js";
7
+ import Vector3 from "../../../../../core/geom/Vector3.js";
8
+ import { randomFloatBetween } from "../../../../../core/math/random/randomFloatBetween.js";
9
+ import { seededRandom } from "../../../../../core/math/random/seededRandom.js";
7
10
  import { GameAssetType } from "../../../../asset/GameAssetType.js";
8
11
  import { GLTFAssetLoader } from "../../../../asset/loaders/GLTFAssetLoader.js";
9
- import Vector3 from "../../../../../core/geom/Vector3.js";
10
- import { BehaviorSystem } from "../../../../intelligence/behavior/ecs/BehaviorSystem.js";
12
+ import Entity from "../../../../ecs/Entity.js";
11
13
  import { TransformAttachmentSystem } from "../../../../ecs/transform-attachment/TransformAttachmentSystem.js";
12
- import { SGMeshEvents } from "./SGMeshEvents.js";
13
- import { ShadedGeometry } from "../ShadedGeometry.js";
14
- import { MeshSystem } from "../../mesh/MeshSystem.js";
15
- import { SGMeshHighlightSystem } from "./SGMeshHighlightSystem.js";
14
+ import { Transform } from "../../../../ecs/transform/Transform.js";
15
+ import { EngineHarness } from "../../../../EngineHarness.js";
16
+ import { BehaviorComponent } from "../../../../intelligence/behavior/ecs/BehaviorComponent.js";
17
+ import { BehaviorSystem } from "../../../../intelligence/behavior/ecs/BehaviorSystem.js";
16
18
  import Highlight from "../../highlight/Highlight.js";
17
19
  import { ShadedGeometryHighlightSystem } from "../../highlight/system/ShadedGeometryHighlightSystem.js";
18
- import Quaternion from "../../../../../core/geom/Quaternion.js";
19
- import { seededRandom } from "../../../../../core/math/random/seededRandom.js";
20
- import { BehaviorComponent } from "../../../../intelligence/behavior/ecs/BehaviorComponent.js";
21
- import { OrbitingBehavior } from "../../../../../../../model/game/util/behavior/OrbitingBehavior.js";
22
- import Vector2 from "../../../../../core/geom/Vector2.js";
23
- import { AABB3 } from "../../../../../core/bvh2/aabb3/AABB3.js";
24
- import { randomFloatBetween } from "../../../../../core/math/random/randomFloatBetween.js";
20
+ import { MeshSystem } from "../../mesh/MeshSystem.js";
21
+ import { ShadedGeometry } from "../ShadedGeometry.js";
22
+ import { ShadedGeometrySystem } from "../ShadedGeometrySystem.js";
23
+ import { SGMesh } from "./SGMesh.js";
24
+ import { SGMeshEvents } from "./SGMeshEvents.js";
25
+ import { SGMeshHighlightSystem } from "./SGMeshHighlightSystem.js";
26
+ import { SGMeshSystem } from "./SGMeshSystem.js";
25
27
 
26
28
  new EngineHarness().initialize({
27
29
  configuration(config, engine) {
@@ -137,6 +139,8 @@ function main(engine) {
137
139
  terrainSize: new Vector2(100, 100)
138
140
  });
139
141
 
142
+ enableEditor(engine, initializeEditor);
143
+
140
144
  const ecd = engine.entityManager.dataset;
141
145
 
142
146
  // const mesh = SGMesh.fromURL("data/models/RTS_Buildings_Humans/18/Building_R_18_out/Building_R_18.gltf");
@@ -1,6 +1,6 @@
1
- import { ShadedGeometry } from "./ShadedGeometry.js";
2
- import { AABB3 } from "../../../../core/bvh2/aabb3/AABB3.js";
1
+ import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js";
3
2
  import { ParentEntitySystem } from "../../../ecs/parent/ParentEntitySystem.js";
3
+ import { ShadedGeometry } from "./ShadedGeometry.js";
4
4
 
5
5
  const scratch_aabb3 = new AABB3();
6
6
 
@@ -1,7 +1,8 @@
1
+ import Name from "../../../../../../model/game/ecs/component/Name.js";
1
2
  import { EntityNode } from "../../../ecs/parent/EntityNode.js";
3
+ import { copy_three_transform } from "../../../ecs/transform/copy_three_transform.js";
2
4
  import { Transform } from "../../../ecs/transform/Transform.js";
3
5
  import { ShadedGeometry } from "./ShadedGeometry.js";
4
- import { copy_three_transform } from "../../../ecs/transform/copy_three_transform.js";
5
6
 
6
7
  /**
7
8
  *
@@ -23,6 +24,7 @@ export function three_object_to_entity_composition(root) {
23
24
  transform.fromMatrix4(root.matrixWorld.elements);
24
25
 
25
26
  entity.add(transform);
27
+ entity.add(new Name(root.name));
26
28
 
27
29
  if (root.isMesh) {
28
30
  if (root.isSkinnedMesh) {
@@ -1,12 +1,12 @@
1
- import { inverseLerp } from "../../../../../../core/math/inverseLerp.js";
2
1
  import { assert } from "../../../../../../core/assert.js";
2
+ import { computeHashIntegerArray } from "../../../../../../core/collection/array/computeHashIntegerArray.js";
3
+ import { isArrayEqualStrict } from "../../../../../../core/collection/array/isArrayEqualStrict.js";
4
+ import { computeHashFloatArray } from "../../../../../../core/math/hash/computeHashFloatArray.js";
5
+ import { inverseLerp } from "../../../../../../core/math/inverseLerp.js";
3
6
  import { max2 } from "../../../../../../core/math/max2.js";
4
7
  import { min2 } from "../../../../../../core/math/min2.js";
5
- import { ParameterLookupTableFlags } from "./ParameterLookupTableFlags.js";
6
8
  import { ParameterLookupTableSerializationAdapter } from "../emitter/serde/ParameterLookupTableSerializationAdapter.js";
7
- import { computeHashIntegerArray } from "../../../../../../core/collection/array/computeHashIntegerArray.js";
8
- import { computeHashFloatArray } from "../../../../../../core/math/hash/computeHashFloatArray.js";
9
- import { isArrayEqualStrict } from "../../../../../../core/collection/array/isArrayEqualStrict.js";
9
+ import { ParameterLookupTableFlags } from "./ParameterLookupTableFlags.js";
10
10
 
11
11
 
12
12
  export class ParameterLookupTable {
@@ -174,7 +174,7 @@ export class ParameterLookupTable {
174
174
  const lowValue = data[low_offset + i];
175
175
  const highValue = data[high_offset + i];
176
176
 
177
- // inlined for speed: mix(low, high, fraction)
177
+ // inlined for speed: lerp(low, high, fraction)
178
178
  const value = lowValue * (1 - fraction) + highValue * fraction;
179
179
 
180
180
  result[i] = value;
@@ -0,0 +1,43 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { BehaviorStatus } from "../BehaviorStatus.js";
3
+ import { EntityBehavior } from "./EntityBehavior.js";
4
+
5
+ export class SendEventBehavior extends EntityBehavior {
6
+ constructor() {
7
+ super();
8
+
9
+ this.event = "";
10
+ this.data = {};
11
+ this.target = -1;
12
+ }
13
+
14
+ fromJSON({ event, data = {}, target = -1 }) {
15
+ assert.typeOf(event, 'string', 'event');
16
+
17
+ this.event = event;
18
+ this.data = data;
19
+ this.target = target;
20
+ }
21
+
22
+ static fromJSON(j) {
23
+ const r = new SendEventBehavior();
24
+
25
+ r.fromJSON(j);
26
+
27
+ return r;
28
+ }
29
+
30
+ toString() {
31
+ return `SendEventBehavior{ event: ${this.event}, data:${this.data}, target:${this.target} }`;
32
+ }
33
+
34
+ tick(timeDelta) {
35
+ // console.log(`-> ${this}`);
36
+
37
+ const target = this.target !== -1 ? this.target : this.entity;
38
+
39
+ this.ecd.sendEvent(target, this.event, this.data);
40
+
41
+ return BehaviorStatus.Succeeded;
42
+ }
43
+ }