@woosh/meep-engine 3.0.0 → 3.0.2
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/build/bundle-worker-terrain.js +1 -1
- package/editor/ecs/component/FieldDescriptor.d.ts +26 -26
- package/editor/ecs/component/FieldValueAdapter.d.ts +6 -6
- package/editor/ecs/component/TypeEditor.d.ts +24 -24
- package/editor/ecs/component/createFieldEditor.d.ts +8 -8
- package/editor/ecs/component/createObjectEditor.d.ts +13 -13
- package/editor/ecs/component/editors/primitive/ObjectEditor.d.ts +5 -5
- package/editor/ecs/component/findNearestRegisteredType.d.ts +7 -7
- package/editor/particles/rebuildParticleEmitter.js +8 -26
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/prototypeEditorShell.js +0 -2
- package/editor/tools/SelectionTool.js +1 -2
- package/editor/tools/TransformToolV2.js +2 -3
- package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
- package/editor/tools/v2/TransformControls.js +1 -1
- package/editor/view/ecs/components/color/GaugeView.d.ts +12 -12
- package/editor/view/ecs/components/common/AutoCanvasView.d.ts +29 -29
- package/editor/view/ecs/components/common/LineView.d.ts +11 -11
- package/editor/view/ecs/components/common/NumberController.d.ts +17 -17
- package/editor/view/ecs/components/common/TextController.d.ts +20 -20
- package/editor/view/node-graph/NodeGraphCamera.d.ts +47 -47
- package/editor/view/node-graph/NodeGraphEditorView.d.ts +54 -54
- package/editor/view/node-graph/NodeGraphSelection.d.ts +55 -55
- package/editor/view/node-graph/NodeGraphView.d.ts +97 -97
- package/editor/view/node-graph/NodeView.d.ts +25 -25
- package/editor/view/node-graph/PortView.d.ts +22 -22
- package/editor/view/node-graph/actions/ConnectionCreateAction.d.ts +33 -33
- package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +25 -25
- package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +46 -46
- package/editor/view/node-graph/actions/NodeParameterSetAction.d.ts +33 -33
- package/editor/view/node-graph/actions/NodesMoveAction.d.ts +37 -37
- package/editor/view/node-graph/actions/SelectionSetAction.d.ts +37 -37
- package/editor/view/node-graph/connection_wire_geometry.d.ts +45 -45
- package/package.json +94 -96
- package/src/avif/codec/dec/avif_dec.d.ts +3 -15
- package/src/avif/codec/enc/avif_enc.d.ts +3 -38
- package/src/avif/codec/enc/avif_enc_mt.d.ts +3 -1
- package/src/avif/decode.d.ts +2 -66
- package/src/avif/decode.d.ts.map +1 -1
- package/src/avif/encode.d.ts +2 -27
- package/src/avif/encode.d.ts.map +1 -1
- package/src/avif/index.d.ts +2 -2
- package/src/avif/index.d.ts.map +1 -1
- package/src/avif/meta.d.ts +23 -39
- package/src/avif/meta.d.ts.map +1 -1
- package/src/avif/utils.d.ts +16 -16
- package/src/avif/utils.d.ts.map +1 -1
- package/src/core/bvh2/visual/BVHGeometry.d.ts +13 -14
- package/src/core/bvh2/visual/BVHGeometry.d.ts.map +1 -1
- package/src/core/bvh2/visual/BVHGeometry.js +131 -129
- package/src/core/collection/array/typed/typed_array_value_denormalize.d.ts.map +1 -1
- package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -47
- package/src/core/collection/array/typed/typed_array_value_normalize.d.ts.map +1 -1
- package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -46
- package/src/core/geom/3d/aabb/AABB3.d.ts.map +1 -1
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts +9 -2
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +117 -110
- package/src/core/geom/3d/mat4/m4_look_at.d.ts +25 -0
- package/src/core/geom/3d/mat4/m4_look_at.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_look_at.js +96 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_x.d.ts +18 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_x.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_x.js +47 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_y.d.ts +18 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_y.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_y.js +47 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_z.d.ts +18 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_z.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_make_rotation_z.js +47 -0
- package/src/core/geom/3d/mat4/m4_perspective.d.ts +25 -0
- package/src/core/geom/3d/mat4/m4_perspective.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_perspective.js +66 -0
- package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.d.ts +14 -0
- package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.js +39 -0
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +171 -166
- package/src/engine/Engine.d.ts.map +1 -1
- package/src/engine/Engine.js +1 -2
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -1
- package/src/engine/animation/clip/ecd_bind_animation_curve.d.ts +0 -1
- package/src/engine/animation/clip/ecd_bind_animation_curve.d.ts.map +1 -1
- package/src/engine/asset/GameAssetType.js +5 -0
- package/src/engine/asset/loaders/async_traverse_three_object.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +2045 -2052
- package/src/engine/ecs/fow/FogOfWarEdgeMode.d.ts +1 -1
- package/src/engine/ecs/fow/FogOfWarEdgeMode.js +40 -40
- package/src/engine/ecs/gui/hud/testHudEdgeStick.js +2 -2
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +265 -269
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -15
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/Terrain.js +0 -30
- package/src/engine/ecs/terrain/ecs/TerrainSystem.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/TerrainSystem.js +14 -29
- package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -126
- package/src/engine/ecs/transform/copy_three_transform.d.ts.map +1 -1
- package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.d.ts +2 -2
- package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.d.ts.map +1 -1
- package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.js +207 -207
- package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.d.ts +2 -2
- package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.d.ts.map +1 -1
- package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.js +151 -151
- package/src/engine/graphics/ecs/camera/Camera.d.ts +36 -48
- package/src/engine/graphics/ecs/camera/Camera.d.ts.map +1 -1
- package/src/engine/graphics/ecs/camera/Camera.js +165 -303
- package/src/engine/graphics/ecs/camera/camera_active_frustum.d.ts +14 -0
- package/src/engine/graphics/ecs/camera/camera_active_frustum.d.ts.map +1 -0
- package/src/engine/graphics/ecs/camera/camera_active_frustum.js +25 -0
- package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +16 -0
- package/src/engine/graphics/ecs/camera/camera_find_active.d.ts.map +1 -0
- package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -0
- package/src/engine/graphics/ecs/camera/camera_traverse_active.d.ts +12 -0
- package/src/engine/graphics/ecs/camera/camera_traverse_active.d.ts.map +1 -0
- package/src/engine/graphics/ecs/camera/camera_traverse_active.js +18 -0
- package/src/engine/graphics/ecs/camera/pp/PerfectPanner.js +170 -170
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts +5 -1
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts.map +1 -1
- package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js +296 -281
- package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts.map +1 -1
- package/src/engine/graphics/ecs/light/shadow/extend_shadow_camera_near_for_casters.d.ts.map +1 -1
- package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +1 -1
- package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +22 -13
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +29 -16
- package/src/engine/graphics/ecs/mesh-v2/render/adapters/AbstractRenderAdapter.d.ts +1 -1
- package/src/engine/graphics/ecs/mesh-v2/render/adapters/AbstractRenderAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/mesh-v2/three_object_to_entity_composition.d.ts.map +1 -1
- package/src/engine/graphics/ecs/render_layers_compute_depth_range.d.ts +1 -1
- package/src/engine/graphics/ecs/render_layers_compute_depth_range.js +1 -1
- package/src/engine/graphics/ecs/water/Water.d.ts +6 -19
- package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/Water.js +104 -215
- package/src/engine/graphics/geometry/AttributeData.d.ts +52 -0
- package/src/engine/graphics/geometry/AttributeData.d.ts.map +1 -0
- package/src/engine/graphics/geometry/AttributeData.js +84 -0
- package/src/engine/graphics/geometry/buffered/computeBufferAttributeHash.d.ts.map +1 -1
- package/src/engine/graphics/geometry/buffered/computeGeometryEquality.d.ts.map +1 -1
- package/src/engine/graphics/geometry/buffered/computeGeometryHash.d.ts.map +1 -1
- package/src/engine/graphics/geometry/buffered/compute_buffer_geometry_byte_size.d.ts.map +1 -1
- package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.d.ts +5 -1
- package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.d.ts.map +1 -1
- package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.js +49 -45
- package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.d.ts +36 -24
- package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.d.ts.map +1 -1
- package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.js +288 -288
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.d.ts +19 -0
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.d.ts.map +1 -0
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.js +52 -0
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.d.ts +1 -0
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.d.ts.map +1 -1
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.js +20 -32
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.d.ts +1 -0
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.d.ts.map +1 -1
- package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.js +19 -30
- package/src/engine/graphics/geometry/compute_geometry_polycount.d.ts.map +1 -1
- package/src/engine/graphics/impostors/card_cluster/FacePlaneAssignment.d.ts.map +1 -1
- package/src/engine/graphics/impostors/octahedral/ImpostorDescription.d.ts.map +1 -1
- package/src/engine/graphics/particles/particular/engine/ParticularEngine.d.ts +1 -14
- package/src/engine/graphics/particles/particular/engine/ParticularEngine.d.ts.map +1 -1
- package/src/engine/graphics/particles/particular/engine/ParticularEngine.js +229 -253
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +25 -12
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts.map +1 -1
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1149 -1194
- package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.d.ts +4 -8
- package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.d.ts.map +1 -1
- package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.js +472 -540
- package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.d.ts +19 -90
- package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.d.ts.map +1 -1
- package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.js +135 -514
- package/src/engine/graphics/render/layers/RenderLayer.d.ts.map +1 -1
- package/src/engine/graphics/render/layers/RenderLayer.js +95 -95
- package/src/engine/graphics/sh3/fromCubeRenderTarget.d.ts.map +1 -1
- package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.d.ts +77 -0
- package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.d.ts.map +1 -0
- package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.js +507 -0
- package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.d.ts +2 -2
- package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.d.ts.map +1 -1
- package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.js +161 -161
- package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.d.ts +6 -6
- package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.d.ts.map +1 -1
- package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.js +31 -12
- package/src/engine/graphics/sh3/path_tracer/PathTracedScene.d.ts +113 -0
- package/src/engine/graphics/sh3/path_tracer/PathTracedScene.d.ts.map +1 -0
- package/src/engine/graphics/sh3/path_tracer/PathTracedScene.js +699 -0
- package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +10 -0
- package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts.map +1 -1
- package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +73 -63
- package/src/engine/graphics/sh3/path_tracer/texture/sample_material.d.ts.map +1 -1
- package/src/engine/graphics/sh3/path_tracer/texture/sample_material.js +10 -13
- package/src/engine/graphics/shadows/vsm.glsl.d.ts.map +1 -1
- package/src/engine/graphics/shadows/vsm.glsl.js +43 -41
- package/src/engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.d.ts.map +1 -1
- package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/CameraSystem3.js +10 -1
- package/src/engine/graphics3/GraphicsEngine3.d.ts +3 -3
- package/src/engine/graphics3/GraphicsEngine3.js +3 -3
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +11 -0
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticleEmitterSystem3.js +289 -265
- package/src/engine/graphics3/ShadeCameraAdapter.d.ts +3 -3
- package/src/engine/graphics3/ShadeCameraAdapter.js +3 -3
- package/src/engine/graphics3/WaterSystem3.js +1 -1
- package/src/engine/graphics3/camera_sync_from_transform.d.ts +2 -2
- package/src/engine/graphics3/camera_sync_from_transform.js +2 -2
- package/src/engine/graphics3/shade_camera_projection_ray.js +2 -2
- package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts +2 -2
- package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/renderer/camera/Camera.d.ts +3 -5
- package/src/shade/renderer/camera/Camera.d.ts.map +1 -1
- package/src/shade/renderer/camera/Camera.js +281 -280
- package/src/shade/renderer/camera/GPUCameraContext.js +233 -233
- package/src/shade/renderer/geometry/Geometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/Geometry.js +6 -5
- package/src/shade/renderer/geometry/primitives/make_box_geometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/primitives/make_box_geometry.js +6 -1
- package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts +19 -0
- package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.js +240 -0
- package/src/shade/renderer/geometry/primitives/make_plane_geometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/primitives/make_plane_geometry.js +6 -1
- package/src/shade/renderer/geometry/primitives/make_polyhedron_geometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/primitives/make_polyhedron_geometry.js +327 -322
- package/src/shade/renderer/geometry/primitives/make_torus_geometry.d.ts +13 -0
- package/src/shade/renderer/geometry/primitives/make_torus_geometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/primitives/make_torus_geometry.js +107 -0
- package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.d.ts +15 -0
- package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.d.ts.map +1 -0
- package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.js +165 -0
- package/src/shade/renderer/loader/usd/parse_usda.js +1 -1
- package/src/shade/renderer/loader/usd/usd_build_scene.d.ts.map +1 -1
- package/src/shade/renderer/loader/usd/usd_build_scene.js +658 -652
- package/src/shade/renderer/loader/usd/usd_compose_transform.d.ts.map +1 -1
- package/src/shade/renderer/loader/usd/usd_compose_transform.js +58 -23
- package/src/shade/renderer/particles/prototypeParticleSystem.js +450 -443
- package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.d.ts +5 -1
- package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.js +51 -47
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
- package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.d.ts +2 -0
- package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.js +225 -223
- package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +7 -3
- package/src/view/minimap/dom/MinimapCameraView.d.ts +2 -2
- package/src/view/minimap/dom/MinimapCameraView.js +206 -206
- package/editor/Editor.d.ts +0 -162
- package/editor/Editor.d.ts.map +0 -1
- package/editor/EditorCameraNavigation.d.ts +0 -21
- package/editor/EditorCameraNavigation.d.ts.map +0 -1
- package/editor/EditorKeyMap.d.ts +0 -28
- package/editor/EditorKeyMap.d.ts.map +0 -1
- package/editor/SelectionVisualizer.d.ts +0 -49
- package/editor/SelectionVisualizer.d.ts.map +0 -1
- package/editor/actions/concrete/ActionUpdateTexture.d.ts +0 -12
- package/editor/actions/concrete/ActionUpdateTexture.d.ts.map +0 -1
- package/editor/actions/concrete/ArrayCopyAction.d.ts +0 -20
- package/editor/actions/concrete/ArrayCopyAction.d.ts.map +0 -1
- package/editor/actions/concrete/ComponentAddAction.d.ts +0 -15
- package/editor/actions/concrete/ComponentAddAction.d.ts.map +0 -1
- package/editor/actions/concrete/ComponentRemoveAction.d.ts +0 -11
- package/editor/actions/concrete/ComponentRemoveAction.d.ts.map +0 -1
- package/editor/actions/concrete/EntityCreateAction.d.ts +0 -18
- package/editor/actions/concrete/EntityCreateAction.d.ts.map +0 -1
- package/editor/actions/concrete/EntityRemoveAction.d.ts +0 -11
- package/editor/actions/concrete/EntityRemoveAction.d.ts.map +0 -1
- package/editor/actions/concrete/ModifyPatchSampler2DAction.d.ts +0 -47
- package/editor/actions/concrete/ModifyPatchSampler2DAction.d.ts.map +0 -1
- package/editor/actions/concrete/ModifyPatchTextureArray2DAction.d.ts +0 -38
- package/editor/actions/concrete/ModifyPatchTextureArray2DAction.d.ts.map +0 -1
- package/editor/actions/concrete/PaintTerrainOverlayAction.d.ts +0 -23
- package/editor/actions/concrete/PaintTerrainOverlayAction.d.ts.map +0 -1
- package/editor/actions/concrete/PatchTerrainHeightAction.d.ts +0 -32
- package/editor/actions/concrete/PatchTerrainHeightAction.d.ts.map +0 -1
- package/editor/actions/concrete/SelectionAddAction.d.ts +0 -19
- package/editor/actions/concrete/SelectionAddAction.d.ts.map +0 -1
- package/editor/actions/concrete/SelectionClearAction.d.ts +0 -9
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- package/src/engine/graphics/particles/particular/engine/renderers/billboard/ParticleBillboardMaterial.js +0 -497
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- package/src/engine/graphics/particles/particular/engine/shader/MaterialRecord.js +0 -47
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- package/src/engine/graphics/sh3/path_tracer/prepare_scene_gltf.js +0 -109
- package/src/engine/graphics/sh3/path_tracer/three_object_to_path_traced_scene.d.ts +0 -7
- package/src/engine/graphics/sh3/path_tracer/three_object_to_path_traced_scene.d.ts.map +0 -1
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- package/src/engine/graphics/texture/CheckersTexture.js +0 -25
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import { assert } from "../../core/assert.js";
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import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
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import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
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import { SceneColor } from "../../shade/renderer/extension/SceneColor.js";
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import { ViewTextures } from "../../shade/renderer/extension/ViewTextures.js";
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import { ImageRGBADataLoader } from "../asset/loaders/image/ImageRGBADataLoader.js";
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import { System } from "../ecs/System.js";
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import { Transform } from "../ecs/transform/Transform.js";
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import { ParticleEmitter } from "../graphics/particles/particular/engine/emitter/ParticleEmitter.js";
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import { ParticleEmitterFlag } from "../graphics/particles/particular/engine/emitter/ParticleEmitterFlag.js";
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import { ParticularEngine } from "../graphics/particles/particular/engine/ParticularEngine.js";
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import { GPUParticularRenderer } from "./particles/GPUParticularRenderer.js";
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/**
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* Draws the game's particle effects under Shade.
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*
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* **The simulation does not move.** `particular` emits, ages, integrates and colours particles on
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* the CPU, and that is where it stays: the plan makes Shade's GPU particle system a later, opt-in
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* upgrade rather than this port. What changes is only what happens to the state it produces each
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* frame — instead of a three `Points` object per emitter, it is packed into the layout Shade's own
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* billboard renderer reads.
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*
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* **No visibility layer comes across.** The legacy system drives a render layer backed by a BVH and
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* puts emitters to sleep when they leave the visible set; §4.5 retires CPU render culling, so every
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* linked emitter simulates and the GPU decides what is on screen. An emitter that should not
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* simulate says so itself, through {@link ParticleEmitterFlag.Emitting}.
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*/
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export class ParticleEmitterSystem3 extends System {
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dependencies = [ParticleEmitter, Transform];
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/**
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* @type {GraphicsEngine3}
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*/
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#graphics;
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/**
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* @type {AssetManager}
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*/
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#assets;
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/**
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* @type {ParticularEngine}
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*/
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#engine;
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/**
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* @type {GPUParticularRenderer}
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*/
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#renderer = new GPUParticularRenderer();
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/**
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* The emitters to simulate and draw, in link order.
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*
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* @type {ParticleEmitter[]}
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*/
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#emitters = [];
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/**
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* @type {Map<number, {emitter: ParticleEmitter, position: Function, rotation: Function, scale: Function}>}
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*/
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#entries = new Map();
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/**
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* @type {RenderExtension|null}
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*/
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#extension = null;
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/**
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* What the pass draws. Read-only — the emitters follow the entities.
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*
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* @returns {ParticleEmitter[]}
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*/
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get emitters() {
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return this.#emitters;
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}
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/**
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* @param {GraphicsEngine3} graphics
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* @param {AssetManager} assets
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*/
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constructor(graphics, assets) {
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super();
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assert.defined(graphics, 'graphics');
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assert.defined(assets, 'assets');
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this.#graphics = graphics;
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this.#assets = assets;
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this.#engine = new ParticularEngine(assets);
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}
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async startup(entityManager) {
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this.entityManager = entityManager;
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this.#extension = this.#graphics.add_extension(new ParticleExtension(this));
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const assets = this.#assets;
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if (!assets.hasLoaderForType('image')) {
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await assets.registerLoader('image', new ImageRGBADataLoader());
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}
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}
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async shutdown(entityManager) {
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if (this.#extension !== null) {
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this.#graphics.remove_extension(this.#extension);
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this.#extension = null;
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}
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this.#renderer.destroy();
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// every emitter has been unlinked by this point — both teardown paths detach the dataset or
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// remove the system observer first — so what is left is the shared sprite atlas
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this.#engine.dispose();
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this.#emitters.length = 0;
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this.#entries.clear();
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}
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/**
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* @param {ParticleEmitter} emitter
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* @param {Transform} transform
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* @param {number} entity
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*/
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link(emitter, transform, entity) {
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const position = (x, y, z) => emitter.position.set(x, y, z);
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const rotation = (x, y, z, w) => emitter.rotation.set(x, y, z, w);
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const scale = (x, y, z) => emitter.scale.set(x, y, z);
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transform.position.process(position);
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transform.rotation.process(rotation);
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transform.scale.process(scale);
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this.#entries.set(entity, { emitter, position, rotation, scale });
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emitter.id = entity;
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+
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/*
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Awake from the start. The legacy system links emitters asleep and lets its visibility layer
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wake them; there is no such layer here, and an emitter that never wakes never emits.
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*/
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emitter.clearFlag(ParticleEmitterFlag.Sleeping);
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+
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this.#engine.add(emitter);
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this.#emitters.push(emitter);
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}
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/**
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* Rebuild an emitter that has been edited structurally — layers added or removed, a sprite
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* changed, a parameter curve redrawn.
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*
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* The pool, the parameter tracks and the atlas references are all built from the emitter's
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* description, so an edit to that description is only visible once they are built again. Sleep
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* state is preserved because it is the editor's, not the emitter's.
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*
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* @param {ParticleEmitter} emitter one this system has linked
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*/
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rebuild(emitter) {
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assert.ok(this.#emitters.includes(emitter), 'emitter is not linked to this system');
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const engine = this.#engine;
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const sleeping = emitter.getFlag(ParticleEmitterFlag.Sleeping);
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+
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engine.remove(emitter);
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emitter.clearFlag(ParticleEmitterFlag.Built | ParticleEmitterFlag.Initialized);
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emitter.registerLayerParameters();
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emitter.build();
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emitter.initialize();
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emitter.computeBoundingBox();
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engine.add(emitter);
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+
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emitter.writeFlag(ParticleEmitterFlag.Sleeping, sleeping);
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}
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+
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/**
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* @param {ParticleEmitter} emitter
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* @param {Transform} transform
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* @param {number} entity
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*/
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187
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unlink(emitter, transform, entity) {
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const entry = this.#entries.get(entity);
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+
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190
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if (entry === undefined) {
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return;
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+
}
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+
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transform.position.onChanged.remove(entry.position);
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transform.rotation.onChanged.remove(entry.rotation);
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transform.scale.onChanged.remove(entry.scale);
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+
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this.#entries.delete(entity);
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+
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200
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const index = this.#emitters.indexOf(emitter);
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201
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+
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202
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if (index !== -1) {
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this.#emitters.splice(index, 1);
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}
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205
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+
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206
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+
this.#engine.remove(emitter);
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+
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208
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+
emitter.dispose();
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+
}
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210
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+
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211
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update(timeDelta) {
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this.#engine.advance(timeDelta);
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213
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+
|
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214
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+
const emitters = this.#emitters;
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215
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+
|
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216
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+
for (let i = 0; i < emitters.length; i++) {
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217
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+
// retires dead particles and compacts the pool, which is what makes the live ones a
|
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218
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// contiguous run for the packer
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219
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+
emitters[i].update();
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220
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+
}
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221
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+
|
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222
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+
// repacks the sprite atlas when an effect has brought a new sprite in
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223
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+
this.#engine.shaderManager.spriteAtlas.atlas.update();
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224
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+
}
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225
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+
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226
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+
/**
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227
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* @param {FrameContext} frame
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228
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+
*/
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229
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+
record(frame) {
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230
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+
const emitters = this.#emitters;
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231
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+
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232
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+
if (emitters.length === 0) {
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+
return;
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234
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+
}
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235
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+
|
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236
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+
const camera_context = frame.view.camera;
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237
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+
|
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238
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+
// the camera's world transform, whose first two columns are the axes a billboard is built on
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239
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+
const m = camera_context.camera.transform.matrix;
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240
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+
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241
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+
/*
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242
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+
The particles are packed and uploaded inside the pass rather than here: that needs a
|
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243
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+
`GraphicsContext`, which the frame graph hands out at execution time and the frame does not
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+
carry. So the pass is recorded whether or not anything is alive, and draws nothing when
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+
nothing is — which leaves the frame's colour exactly as it was either way.
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246
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+
*/
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247
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+
const scene = frame.get(SceneColor);
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248
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+
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249
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+
scene.color = this.#renderer.graph_draw({
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250
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+
graph: frame.graph,
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251
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+
color: scene.color,
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252
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+
depth: frame.get(ViewTextures).depth,
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253
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+
camera: camera_context.buffer,
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254
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+
emitters,
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255
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+
atlas: this.#engine.shaderManager.spriteAtlas.atlas.sampler,
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256
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+
camera_position: [m[12], m[13], m[14]],
|
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257
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+
camera_right: [m[0], m[1], m[2]],
|
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258
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+
camera_up: [m[4], m[5], m[6]]
|
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259
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});
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260
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+
}
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261
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+
}
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262
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+
|
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263
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+
/**
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264
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* Emitters draw into the scene, so they are subject to the fog of war that conceals it — which is
|
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265
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+
* a declaration on the fog rather than a placement here.
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266
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+
*/
|
|
267
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+
export class ParticleExtension extends RenderExtension {
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268
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+
name = "particles";
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269
|
+
|
|
270
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+
phase = FramePhase.AfterTransparency;
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271
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+
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272
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+
/**
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273
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* @type {ParticleEmitterSystem3}
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274
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+
*/
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275
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+
#system;
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276
|
+
|
|
277
|
+
/**
|
|
278
|
+
* @param {ParticleEmitterSystem3} system
|
|
279
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+
*/
|
|
280
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+
constructor(system) {
|
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281
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+
super();
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282
|
+
|
|
283
|
+
this.#system = system;
|
|
284
|
+
}
|
|
285
|
+
|
|
286
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+
record(frame) {
|
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287
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+
this.#system.record(frame);
|
|
288
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+
}
|
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289
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+
}
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|
@@ -6,9 +6,9 @@
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|
6
6
|
* projects every tracked entity through the result. That is three's spelling, and it is baked into
|
|
7
7
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* gameplay code the migration is not rewriting yet.
|
|
8
8
|
*
|
|
9
|
-
* **Nothing is converted.** Shade keeps `projection_matrix` and `view_matrix` as
|
|
10
|
-
*
|
|
11
|
-
*
|
|
9
|
+
* **Nothing is converted.** Shade keeps `projection_matrix` and `view_matrix` as column-major
|
|
10
|
+
* `Float32Array(16)`, which is exactly what three's `.elements` already is — so the two are handed
|
|
11
|
+
* over as they stand, no copy and no per-frame work. Phase 1.5 measured the result:
|
|
12
12
|
* HUD viewport positions matched three's to four decimal places across scattered world points.
|
|
13
13
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*
|
|
14
14
|
* The matrices are held by reference because Shade allocates them once and writes into them; a
|
|
@@ -6,9 +6,9 @@
|
|
|
6
6
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* projects every tracked entity through the result. That is three's spelling, and it is baked into
|
|
7
7
|
* gameplay code the migration is not rewriting yet.
|
|
8
8
|
*
|
|
9
|
-
* **Nothing is converted.** Shade keeps `projection_matrix` and `view_matrix` as
|
|
10
|
-
*
|
|
11
|
-
*
|
|
9
|
+
* **Nothing is converted.** Shade keeps `projection_matrix` and `view_matrix` as column-major
|
|
10
|
+
* `Float32Array(16)`, which is exactly what three's `.elements` already is — so the two are handed
|
|
11
|
+
* over as they stand, no copy and no per-frame work. Phase 1.5 measured the result:
|
|
12
12
|
* HUD viewport positions matched three's to four decimal places across scattered world points.
|
|
13
13
|
*
|
|
14
14
|
* The matrices are held by reference because Shade allocates them once and writes into them; a
|
|
@@ -226,7 +226,7 @@ export class WaterSystem3 extends System {
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|
226
226
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past the terrain the height map clamps — which is what lets the shore line continue instead
|
|
227
227
|
of stopping at the boundary.
|
|
228
228
|
|
|
229
|
-
|
|
229
|
+
The three path stated the same thing as a UV transform,
|
|
230
230
|
`(uv - 0.25) * (WATER_SIZE / terrain_size)`, and the two agree by construction: world
|
|
231
231
|
position is `(u - 0.25) * WATER_SIZE`, and terrain uv is that over the terrain's own size.
|
|
232
232
|
*/
|
|
@@ -2,8 +2,8 @@
|
|
|
2
2
|
* Point a Shade camera at whatever an entity's transform says.
|
|
3
3
|
*
|
|
4
4
|
* **There is no inversion here, and that is the whole content of this function.** Driving a three
|
|
5
|
-
* camera
|
|
6
|
-
*
|
|
5
|
+
* camera required one — the legacy camera system inverted the orientation, on the grounds that
|
|
6
|
+
* three's camera points the opposite way to a normal object. Shade takes the object
|
|
7
7
|
* convention instead: forward *is* the viewing direction. Phase 1.5 measured that rather than
|
|
8
8
|
* assuming it — with the orientation `Transform.lookAt` produces, 64 of 64 instances landed inside
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9
9
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* Shade's frustum, and inverted, 0 of 64.
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@@ -4,8 +4,8 @@ import { assert } from "../../core/assert.js";
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4
4
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* Point a Shade camera at whatever an entity's transform says.
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5
5
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*
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6
6
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* **There is no inversion here, and that is the whole content of this function.** Driving a three
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7
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-
* camera
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8
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-
*
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7
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+
* camera required one — the legacy camera system inverted the orientation, on the grounds that
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8
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+
* three's camera points the opposite way to a normal object. Shade takes the object
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9
9
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* convention instead: forward *is* the viewing direction. Phase 1.5 measured that rather than
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10
10
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* assuming it — with the orientation `Transform.lookAt` produces, 64 of 64 instances landed inside
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11
11
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* Shade's frustum, and inverted, 0 of 64.
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@@ -1,4 +1,4 @@
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1
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-
import {
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1
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+
import { m4_invert } from "../../core/geom/3d/mat4/m4_invert.js";
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2
2
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import { v3_matrix4_multiply } from "../../core/geom/vec3/v3_matrix4_multiply.js";
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3
3
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4
4
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/**
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@@ -51,7 +51,7 @@ const SAMPLE_DEPTH = 0.5;
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51
51
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* @param {Vector3} out_direction written with a unit direction
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52
52
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*/
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53
53
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export function shade_camera_projection_ray(camera, x, y, out_source, out_direction) {
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54
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-
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54
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+
m4_invert(SCRATCH_INVERSE, camera.view_projection_matrix);
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55
55
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56
56
|
SCRATCH_CLIP[0] = x;
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57
57
|
SCRATCH_CLIP[1] = y;
|