@woosh/meep-engine 3.14.4 → 3.14.6

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.
Files changed (717) hide show
  1. package/README.md +6 -0
  2. package/editor/Editor.d.ts +162 -0
  3. package/editor/Editor.d.ts.map +1 -0
  4. package/editor/EditorCameraNavigation.d.ts +22 -0
  5. package/editor/EditorCameraNavigation.d.ts.map +1 -0
  6. package/editor/EditorKeyMap.d.ts +28 -0
  7. package/editor/EditorKeyMap.d.ts.map +1 -0
  8. package/editor/SelectionVisualizer.d.ts +37 -0
  9. package/editor/SelectionVisualizer.d.ts.map +1 -0
  10. package/editor/actions/concrete/ActionInvalidateSampler.d.ts +18 -0
  11. package/editor/actions/concrete/ActionInvalidateSampler.d.ts.map +1 -0
  12. package/editor/actions/concrete/ActionUpdateTexture.d.ts +12 -0
  13. package/editor/actions/concrete/ActionUpdateTexture.d.ts.map +1 -0
  14. package/editor/actions/concrete/ActionUpdateTexture.js +1 -1
  15. package/editor/actions/concrete/ArrayCopyAction.d.ts +20 -0
  16. package/editor/actions/concrete/ArrayCopyAction.d.ts.map +1 -0
  17. package/editor/actions/concrete/ComponentAddAction.d.ts +15 -0
  18. package/editor/actions/concrete/ComponentAddAction.d.ts.map +1 -0
  19. package/editor/actions/concrete/ComponentRemoveAction.d.ts +11 -0
  20. package/editor/actions/concrete/ComponentRemoveAction.d.ts.map +1 -0
  21. package/editor/actions/concrete/EntityCreateAction.d.ts +18 -0
  22. package/editor/actions/concrete/EntityCreateAction.d.ts.map +1 -0
  23. package/editor/actions/concrete/EntityRemoveAction.d.ts +11 -0
  24. package/editor/actions/concrete/EntityRemoveAction.d.ts.map +1 -0
  25. package/editor/actions/concrete/ModifyPatchSampler2DAction.d.ts +47 -0
  26. package/editor/actions/concrete/ModifyPatchSampler2DAction.d.ts.map +1 -0
  27. package/editor/actions/concrete/ModifyPatchTextureArray2DAction.d.ts +38 -0
  28. package/editor/actions/concrete/ModifyPatchTextureArray2DAction.d.ts.map +1 -0
  29. package/editor/actions/concrete/PaintTerrainOverlayAction.d.ts +23 -0
  30. package/editor/actions/concrete/PaintTerrainOverlayAction.d.ts.map +1 -0
  31. package/editor/actions/concrete/PatchTerrainHeightAction.d.ts +32 -0
  32. package/editor/actions/concrete/PatchTerrainHeightAction.d.ts.map +1 -0
  33. package/editor/actions/concrete/SelectionAddAction.d.ts +19 -0
  34. package/editor/actions/concrete/SelectionAddAction.d.ts.map +1 -0
  35. package/editor/actions/concrete/SelectionClearAction.d.ts +9 -0
  36. package/editor/actions/concrete/SelectionClearAction.d.ts.map +1 -0
  37. package/editor/actions/concrete/SelectionRemoveAction.d.ts +10 -0
  38. package/editor/actions/concrete/SelectionRemoveAction.d.ts.map +1 -0
  39. package/editor/actions/concrete/TransformModifyAction.d.ts +17 -0
  40. package/editor/actions/concrete/TransformModifyAction.d.ts.map +1 -0
  41. package/editor/actions/concrete/WriteGridValueAction.d.ts +14 -0
  42. package/editor/actions/concrete/WriteGridValueAction.d.ts.map +1 -0
  43. package/editor/camera/camera_framing.d.ts +33 -0
  44. package/editor/camera/camera_framing.d.ts.map +1 -0
  45. package/editor/clipboard.d.ts +19 -0
  46. package/editor/clipboard.d.ts.map +1 -0
  47. package/editor/ecs/EditorEntity.d.ts +16 -0
  48. package/editor/ecs/EditorEntity.d.ts.map +1 -0
  49. package/editor/ecs/EditorEntitySystem.d.ts +8 -0
  50. package/editor/ecs/EditorEntitySystem.d.ts.map +1 -0
  51. package/editor/ecs/component/TypeEditor.d.ts +7 -1
  52. package/editor/ecs/component/TypeEditor.d.ts.map +1 -1
  53. package/editor/ecs/component/TypeEditor.js +5 -0
  54. package/editor/ecs/component/editors/ColorEditor.d.ts +7 -0
  55. package/editor/ecs/component/editors/ColorEditor.d.ts.map +1 -0
  56. package/editor/ecs/component/editors/HTMLElementEditor.d.ts +7 -0
  57. package/editor/ecs/component/editors/HTMLElementEditor.d.ts.map +1 -0
  58. package/editor/ecs/component/editors/ImagePathEditor.d.ts +7 -0
  59. package/editor/ecs/component/editors/ImagePathEditor.d.ts.map +1 -0
  60. package/editor/ecs/component/editors/LargeStringEditor.d.ts +16 -0
  61. package/editor/ecs/component/editors/LargeStringEditor.d.ts.map +1 -0
  62. package/editor/ecs/component/editors/NumericIntervalEditor.d.ts +7 -0
  63. package/editor/ecs/component/editors/NumericIntervalEditor.d.ts.map +1 -0
  64. package/editor/ecs/component/editors/ObservedBooleanEditor.d.ts +7 -0
  65. package/editor/ecs/component/editors/ObservedBooleanEditor.d.ts.map +1 -0
  66. package/editor/ecs/component/editors/ObservedEnumEditor.d.ts +7 -0
  67. package/editor/ecs/component/editors/ObservedEnumEditor.d.ts.map +1 -0
  68. package/editor/ecs/component/editors/ObservedIntegerEditor.d.ts +7 -0
  69. package/editor/ecs/component/editors/ObservedIntegerEditor.d.ts.map +1 -0
  70. package/editor/ecs/component/editors/ObservedStringEditor.d.ts +7 -0
  71. package/editor/ecs/component/editors/ObservedStringEditor.d.ts.map +1 -0
  72. package/editor/ecs/component/editors/Sampler2DEditor.d.ts +7 -0
  73. package/editor/ecs/component/editors/Sampler2DEditor.d.ts.map +1 -0
  74. package/editor/ecs/component/editors/collection/ListEditor.d.ts +8 -0
  75. package/editor/ecs/component/editors/collection/ListEditor.d.ts.map +1 -0
  76. package/editor/ecs/component/editors/common/BitFlagsEditor.d.ts +12 -0
  77. package/editor/ecs/component/editors/common/BitFlagsEditor.d.ts.map +1 -0
  78. package/editor/ecs/component/editors/common/EnumEditor.d.ts +8 -0
  79. package/editor/ecs/component/editors/common/EnumEditor.d.ts.map +1 -0
  80. package/editor/ecs/component/editors/common/makeV3_editor.d.ts +15 -0
  81. package/editor/ecs/component/editors/common/makeV3_editor.d.ts.map +1 -0
  82. package/editor/ecs/component/editors/common/noEditor.d.ts +3 -0
  83. package/editor/ecs/component/editors/common/noEditor.d.ts.map +1 -0
  84. package/editor/ecs/component/editors/common/two_way_sync.d.ts +22 -0
  85. package/editor/ecs/component/editors/common/two_way_sync.d.ts.map +1 -0
  86. package/editor/ecs/component/editors/ecs/GridObstacleEditor.d.ts +7 -0
  87. package/editor/ecs/component/editors/ecs/GridObstacleEditor.d.ts.map +1 -0
  88. package/editor/ecs/component/editors/ecs/MinimapMarkerEditor.d.ts +14 -0
  89. package/editor/ecs/component/editors/ecs/MinimapMarkerEditor.d.ts.map +1 -0
  90. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.d.ts +20 -0
  91. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.d.ts.map +1 -0
  92. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.d.ts +12 -0
  93. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.d.ts.map +1 -0
  94. package/editor/ecs/component/editors/ecs/ParameterTrackSetEditor.d.ts +14 -0
  95. package/editor/ecs/component/editors/ecs/ParameterTrackSetEditor.d.ts.map +1 -0
  96. package/editor/ecs/component/editors/ecs/ParticleEmitterEditor.d.ts +52 -0
  97. package/editor/ecs/component/editors/ecs/ParticleEmitterEditor.d.ts.map +1 -0
  98. package/editor/ecs/component/editors/ecs/ParticleEmitterLayerEditor.d.ts +47 -0
  99. package/editor/ecs/component/editors/ecs/ParticleEmitterLayerEditor.d.ts.map +1 -0
  100. package/editor/ecs/component/editors/ecs/SGMeshEditor.d.ts +21 -0
  101. package/editor/ecs/component/editors/ecs/SGMeshEditor.d.ts.map +1 -0
  102. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.d.ts +26 -0
  103. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.d.ts.map +1 -0
  104. package/editor/ecs/component/editors/ecs/SimulationStepDefinitionEditor.d.ts +16 -0
  105. package/editor/ecs/component/editors/ecs/SimulationStepDefinitionEditor.d.ts.map +1 -0
  106. package/editor/ecs/component/editors/ecs/Trail2DEditor.d.ts +15 -0
  107. package/editor/ecs/component/editors/ecs/Trail2DEditor.d.ts.map +1 -0
  108. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +42 -0
  109. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -0
  110. package/editor/ecs/component/editors/ecs/TransformEditor.d.ts +20 -0
  111. package/editor/ecs/component/editors/ecs/TransformEditor.d.ts.map +1 -0
  112. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.d.ts +8 -0
  113. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.d.ts.map +1 -0
  114. package/editor/ecs/component/editors/ecs/terrain/SplatMappingEditor.d.ts +19 -0
  115. package/editor/ecs/component/editors/ecs/terrain/SplatMappingEditor.d.ts.map +1 -0
  116. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.d.ts +27 -0
  117. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.d.ts.map +1 -0
  118. package/editor/ecs/component/editors/ecs/terrain/TerrainLayerEditor.d.ts +16 -0
  119. package/editor/ecs/component/editors/ecs/terrain/TerrainLayerEditor.d.ts.map +1 -0
  120. package/editor/ecs/component/editors/ecs/terrain/TerrainLayersEditor.d.ts +19 -0
  121. package/editor/ecs/component/editors/ecs/terrain/TerrainLayersEditor.d.ts.map +1 -0
  122. package/editor/ecs/component/editors/ecs/terrain/TerrainOverlayEditor.d.ts +18 -0
  123. package/editor/ecs/component/editors/ecs/terrain/TerrainOverlayEditor.d.ts.map +1 -0
  124. package/editor/ecs/component/editors/geom/QuaternionEditor.d.ts +6 -0
  125. package/editor/ecs/component/editors/geom/QuaternionEditor.d.ts.map +1 -0
  126. package/editor/ecs/component/editors/geom/Vector1Editor.d.ts +7 -0
  127. package/editor/ecs/component/editors/geom/Vector1Editor.d.ts.map +1 -0
  128. package/editor/ecs/component/editors/geom/Vector2Editor.d.ts +6 -0
  129. package/editor/ecs/component/editors/geom/Vector2Editor.d.ts.map +1 -0
  130. package/editor/ecs/component/editors/geom/Vector3Editor.d.ts +6 -0
  131. package/editor/ecs/component/editors/geom/Vector3Editor.d.ts.map +1 -0
  132. package/editor/ecs/component/editors/geom/Vector4Editor.d.ts +6 -0
  133. package/editor/ecs/component/editors/geom/Vector4Editor.d.ts.map +1 -0
  134. package/editor/ecs/component/editors/primitive/ArrayEditor.d.ts +8 -0
  135. package/editor/ecs/component/editors/primitive/ArrayEditor.d.ts.map +1 -0
  136. package/editor/ecs/component/editors/primitive/BooleanEditor.d.ts +7 -0
  137. package/editor/ecs/component/editors/primitive/BooleanEditor.d.ts.map +1 -0
  138. package/editor/ecs/component/editors/primitive/FunctionEditor.d.ts +7 -0
  139. package/editor/ecs/component/editors/primitive/FunctionEditor.d.ts.map +1 -0
  140. package/editor/ecs/component/editors/primitive/NumberEditor.d.ts +8 -0
  141. package/editor/ecs/component/editors/primitive/NumberEditor.d.ts.map +1 -0
  142. package/editor/ecs/component/editors/primitive/StringEditor.d.ts +7 -0
  143. package/editor/ecs/component/editors/primitive/StringEditor.d.ts.map +1 -0
  144. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.d.ts +28 -0
  145. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.d.ts.map +1 -0
  146. package/editor/ecs/component/editors/shade/ShadeImageEditor.d.ts +29 -0
  147. package/editor/ecs/component/editors/shade/ShadeImageEditor.d.ts.map +1 -0
  148. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.d.ts +28 -0
  149. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.d.ts.map +1 -0
  150. package/editor/ecs/component/editors/shade/ShadeTextureEditor.d.ts +41 -0
  151. package/editor/ecs/component/editors/shade/ShadeTextureEditor.d.ts.map +1 -0
  152. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.d.ts +31 -0
  153. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.d.ts.map +1 -0
  154. package/editor/ecs/component/prototypeObjectEditor.d.ts +2 -0
  155. package/editor/ecs/component/prototypeObjectEditor.d.ts.map +1 -0
  156. package/editor/ecs/component/registerBasicTypeEditors.d.ts +11 -0
  157. package/editor/ecs/component/registerBasicTypeEditors.d.ts.map +1 -0
  158. package/editor/ecs/component/registerEngineComponentEditors.d.ts +8 -0
  159. package/editor/ecs/component/registerEngineComponentEditors.d.ts.map +1 -0
  160. package/editor/enableEditor.d.ts +14 -0
  161. package/editor/enableEditor.d.ts.map +1 -0
  162. package/editor/entity_world_bounds.d.ts +17 -0
  163. package/editor/entity_world_bounds.d.ts.map +1 -0
  164. package/editor/library/MeshLibrary.d.ts +13 -0
  165. package/editor/library/MeshLibrary.d.ts.map +1 -0
  166. package/editor/particles/lut_ops.d.ts +34 -0
  167. package/editor/particles/lut_ops.d.ts.map +1 -0
  168. package/editor/particles/particleEditEvents.d.ts +11 -0
  169. package/editor/particles/particleEditEvents.d.ts.map +1 -0
  170. package/editor/particles/rebuildParticleEmitter.d.ts +11 -0
  171. package/editor/particles/rebuildParticleEmitter.d.ts.map +1 -0
  172. package/editor/persistence/EditorLayoutStore.d.ts +30 -0
  173. package/editor/persistence/EditorLayoutStore.d.ts.map +1 -0
  174. package/editor/persistence/SceneMetadata.d.ts +38 -0
  175. package/editor/persistence/SceneMetadata.d.ts.map +1 -0
  176. package/editor/persistence/SceneSlotManager.d.ts +40 -0
  177. package/editor/persistence/SceneSlotManager.d.ts.map +1 -0
  178. package/editor/persistence/buildNewSceneDataset.d.ts +10 -0
  179. package/editor/persistence/buildNewSceneDataset.d.ts.map +1 -0
  180. package/editor/persistence/files.d.ts +24 -0
  181. package/editor/persistence/files.d.ts.map +1 -0
  182. package/editor/persistence/scene_import.d.ts +45 -0
  183. package/editor/persistence/scene_import.d.ts.map +1 -0
  184. package/editor/persistence/scene_serialization.d.ts +36 -0
  185. package/editor/persistence/scene_serialization.d.ts.map +1 -0
  186. package/editor/persistence/string_buffer_codec.d.ts +20 -0
  187. package/editor/persistence/string_buffer_codec.d.ts.map +1 -0
  188. package/editor/process/DisableGameUIProcess.d.ts +8 -0
  189. package/editor/process/DisableGameUIProcess.d.ts.map +1 -0
  190. package/editor/process/EditorProcess.d.ts +19 -0
  191. package/editor/process/EditorProcess.d.ts.map +1 -0
  192. package/editor/process/GridDisplayProcess.d.ts +35 -0
  193. package/editor/process/GridDisplayProcess.d.ts.map +1 -0
  194. package/editor/process/ObstacleGridDisplayProcess.d.ts +13 -0
  195. package/editor/process/ObstacleGridDisplayProcess.d.ts.map +1 -0
  196. package/editor/process/ParticleEmitterRebuildProcess.d.ts +66 -0
  197. package/editor/process/ParticleEmitterRebuildProcess.d.ts.map +1 -0
  198. package/editor/process/ProcessEngine.d.ts +30 -0
  199. package/editor/process/ProcessEngine.d.ts.map +1 -0
  200. package/editor/process/SymbolicDisplayProcess.d.ts +23 -0
  201. package/editor/process/SymbolicDisplayProcess.d.ts.map +1 -0
  202. package/editor/process/symbolic/AudioEmitterSymbolicDisplay.d.ts +17 -0
  203. package/editor/process/symbolic/AudioEmitterSymbolicDisplay.d.ts.map +1 -0
  204. package/editor/process/symbolic/CameraSymbolicDisplay.d.ts +25 -0
  205. package/editor/process/symbolic/CameraSymbolicDisplay.d.ts.map +1 -0
  206. package/editor/process/symbolic/GridPositionSymbolicDisplay.d.ts +19 -0
  207. package/editor/process/symbolic/GridPositionSymbolicDisplay.d.ts.map +1 -0
  208. package/editor/process/symbolic/LightSymbolicDisplay.d.ts +19 -0
  209. package/editor/process/symbolic/LightSymbolicDisplay.d.ts.map +1 -0
  210. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts +18 -0
  211. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts.map +1 -0
  212. package/editor/process/symbolic/PathSymbolicDisplay.d.ts +20 -0
  213. package/editor/process/symbolic/PathSymbolicDisplay.d.ts.map +1 -0
  214. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.d.ts +25 -0
  215. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.d.ts.map +1 -0
  216. package/editor/process/symbolic/SymbolicDisplay.d.ts +48 -0
  217. package/editor/process/symbolic/SymbolicDisplay.d.ts.map +1 -0
  218. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.d.ts +13 -0
  219. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.d.ts.map +1 -0
  220. package/editor/process/symbolic/gizmo_draw_wire_circle.d.ts +18 -0
  221. package/editor/process/symbolic/gizmo_draw_wire_circle.d.ts.map +1 -0
  222. package/editor/prototypeEditorShell.d.ts +13 -0
  223. package/editor/prototypeEditorShell.d.ts.map +1 -0
  224. package/editor/selection/editor_pick.d.ts +43 -0
  225. package/editor/selection/editor_pick.d.ts.map +1 -0
  226. package/editor/selection/screen_rect_frustum.d.ts +32 -0
  227. package/editor/selection/screen_rect_frustum.d.ts.map +1 -0
  228. package/editor/templates/entity_templates.d.ts +19 -0
  229. package/editor/templates/entity_templates.d.ts.map +1 -0
  230. package/editor/tools/GridPaintTool.d.ts +18 -0
  231. package/editor/tools/GridPaintTool.d.ts.map +1 -0
  232. package/editor/tools/SelectionTool.d.ts +38 -0
  233. package/editor/tools/SelectionTool.d.ts.map +1 -0
  234. package/editor/tools/SelectionTool.js +2 -2
  235. package/editor/tools/TransformToolV2.d.ts +70 -0
  236. package/editor/tools/TransformToolV2.d.ts.map +1 -0
  237. package/editor/tools/engine/Tool.d.ts +88 -0
  238. package/editor/tools/engine/Tool.d.ts.map +1 -0
  239. package/editor/tools/engine/ToolEngine.d.ts +22 -0
  240. package/editor/tools/engine/ToolEngine.d.ts.map +1 -0
  241. package/editor/tools/engine/ToolState.d.ts +7 -0
  242. package/editor/tools/engine/ToolState.d.ts.map +1 -0
  243. package/editor/tools/paint/TerrainHeightPaintTool.d.ts +18 -0
  244. package/editor/tools/paint/TerrainHeightPaintTool.d.ts.map +1 -0
  245. package/editor/tools/paint/TerrainPaintTool.d.ts +82 -0
  246. package/editor/tools/paint/TerrainPaintTool.d.ts.map +1 -0
  247. package/editor/tools/paint/TerrainTexturePaintTool.d.ts +19 -0
  248. package/editor/tools/paint/TerrainTexturePaintTool.d.ts.map +1 -0
  249. package/editor/tools/v2/BlenderCameraOrientationGizmo.d.ts +139 -0
  250. package/editor/tools/v2/BlenderCameraOrientationGizmo.d.ts.map +1 -0
  251. package/editor/tools/v2/GizmoNode.d.ts +21 -0
  252. package/editor/tools/v2/GizmoNode.d.ts.map +1 -0
  253. package/editor/tools/v2/TransformControls.d.ts +219 -0
  254. package/editor/tools/v2/TransformControls.d.ts.map +1 -0
  255. package/editor/tools/v2/TransformMode.d.ts +7 -0
  256. package/editor/tools/v2/TransformMode.d.ts.map +1 -0
  257. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts +37 -0
  258. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -0
  259. package/editor/tools/v2/handle/gizmo_draw.d.ts +14 -0
  260. package/editor/tools/v2/handle/gizmo_draw.d.ts.map +1 -0
  261. package/editor/tools/v2/handle/gizmo_handles.d.ts +160 -0
  262. package/editor/tools/v2/handle/gizmo_handles.d.ts.map +1 -0
  263. package/editor/tools/v2/handle/gizmo_ray_shapes.d.ts +103 -0
  264. package/editor/tools/v2/handle/gizmo_ray_shapes.d.ts.map +1 -0
  265. package/editor/view/GridPickCoordinateView.d.ts +22 -0
  266. package/editor/view/GridPickCoordinateView.d.ts.map +1 -0
  267. package/editor/view/ecs/ComponentControlView.d.ts +24 -0
  268. package/editor/view/ecs/ComponentControlView.d.ts.map +1 -0
  269. package/editor/view/ecs/EntityEditor.d.ts +25 -0
  270. package/editor/view/ecs/EntityEditor.d.ts.map +1 -0
  271. package/editor/view/ecs/EntityList.d.ts +22 -0
  272. package/editor/view/ecs/EntityList.d.ts.map +1 -0
  273. package/editor/view/ecs/HierarchicalEntityListView.d.ts +25 -0
  274. package/editor/view/ecs/HierarchicalEntityListView.d.ts.map +1 -0
  275. package/editor/view/ecs/components/DatGuiController.d.ts +2 -0
  276. package/editor/view/ecs/components/DatGuiController.d.ts.map +1 -0
  277. package/editor/view/ecs/components/color/GaugeView.d.ts +9 -5
  278. package/editor/view/ecs/components/color/GaugeView.d.ts.map +1 -1
  279. package/editor/view/ecs/components/color/GaugeView.js +4 -4
  280. package/editor/view/ecs/components/common/NumberController.d.ts +9 -5
  281. package/editor/view/ecs/components/common/NumberController.d.ts.map +1 -1
  282. package/editor/view/ecs/components/common/NumberController.js +4 -4
  283. package/editor/view/ecs/components/common/NumericIntervalController.d.ts +10 -0
  284. package/editor/view/ecs/components/common/NumericIntervalController.d.ts.map +1 -0
  285. package/editor/view/ecs/components/common/TextController.d.ts.map +1 -1
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  582. package/src/shade/playground/skinned_mesh_soup/main.d.ts.map +1 -1
  583. package/src/shade/playground/skinned_mesh_soup/main.js +16 -13
  584. package/src/shade/playground/skinned_mesh_soup/verify_clone_vertices.d.ts +8 -2
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@@ -0,0 +1,23 @@
1
+ /**
2
+ * Draws a symbol for everything in a level that has no picture of its own.
3
+ *
4
+ * **Immediate mode, and that is the whole of what this process now is.** Every display used to
5
+ * build a helper entity per subject — a `Renderable` around a three `Object3D` (I-6's retirement
6
+ * list), kept in step through signal bindings and torn down again by an observer when the component
7
+ * went — which is why this process had to spawn a `RenderSystem` to draw at all and had to check
8
+ * whether each display's component types were even registered before starting it. None of that
9
+ * survives: the displays are asked once a frame what the scene looks like and answer with shapes
10
+ * in {@link Gizmo}, and `DebugDrawSystem` turns them into pixels.
11
+ */
12
+ export class SymbolicDisplayProcess extends EditorProcess {
13
+ /**
14
+ * @type {SymbolicDisplay[]}
15
+ */
16
+ displays: SymbolicDisplay[];
17
+ #private;
18
+ }
19
+ export namespace SymbolicDisplayProcess {
20
+ let Id: string;
21
+ }
22
+ import { EditorProcess } from "./EditorProcess.js";
23
+ //# sourceMappingURL=SymbolicDisplayProcess.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SymbolicDisplayProcess.d.ts","sourceRoot":"","sources":["../../../editor/process/SymbolicDisplayProcess.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;GAUG;AACH;IAGI;;OAEG;IACH,UAFU,iBAAiB,CAEb;;CAgEjB;;;;8BA9F6B,oBAAoB"}
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The two distances a native audio emitter rolls off between.
3
+ *
4
+ * The same pair of spheres and the same two colours the three version drew, because what they mean is
5
+ * the attenuation model rather than anything about a component or a renderer: inside the near one there
6
+ * is no attenuation, past the far one there is no sound.
7
+ *
8
+ * Only drawn for a 3D event. A 2D one is position-independent — it sounds the same wherever the
9
+ * entity is — so its distance pair is inert data and drawing it would claim a rolloff that is not
10
+ * there.
11
+ *
12
+ * @see SymbolicDisplay
13
+ */
14
+ export class AudioEmitterSymbolicDisplay extends SymbolicDisplay {
15
+ }
16
+ import { SymbolicDisplay } from "./SymbolicDisplay.js";
17
+ //# sourceMappingURL=AudioEmitterSymbolicDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AudioEmitterSymbolicDisplay.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/AudioEmitterSymbolicDisplay.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;GAYG;AACH;CA6BC;gCA/DuD,sBAAsB"}
@@ -0,0 +1,25 @@
1
+ /**
2
+ * The volume a camera entity can see.
3
+ *
4
+ * **Built from the component rather than from a renderer's camera object.** A camera entity has no
5
+ * renderer object of its own, which is why the three `CameraHelper` this replaces could not survive
6
+ * the port; everything the frustum needs — field of view, the two clip planes — is on the component,
7
+ * and where the camera is and which way it faces is its `Transform`.
8
+ * The one thing that is not is the aspect ratio, which belongs to the frame rather than to the
9
+ * camera: it is the viewport's, exactly as the renderer's own is.
10
+ *
11
+ * **Perspective always, because that is what gets drawn.** `Camera.projectionType` carries an
12
+ * orthographic option and no renderer in the program reads it — `CameraSystem` copies the field of
13
+ * view and the clip planes and nothing else — so a symbol that branched on it would be drawing a
14
+ * projection the game cannot render.
15
+ *
16
+ * The transform's scale is deliberately not applied. A camera has no size, and a scaled entity
17
+ * carrying one still sees exactly as far as its clip planes say.
18
+ *
19
+ * @see SymbolicDisplay
20
+ */
21
+ export class CameraSymbolicDisplay extends SymbolicDisplay {
22
+ #private;
23
+ }
24
+ import { SymbolicDisplay } from "./SymbolicDisplay.js";
25
+ //# sourceMappingURL=CameraSymbolicDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CameraSymbolicDisplay.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/CameraSymbolicDisplay.js"],"names":[],"mappings":"AA+CA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;;CA8EC;gCA5IuD,sBAAsB"}
@@ -0,0 +1,19 @@
1
+ /**
2
+ * A tether from an entity to the ground of the grid cell it claims to be standing on.
3
+ *
4
+ * The two are separate facts — a `Transform` is where the entity is drawn and a `GridPosition` is
5
+ * which cell the game's rules place it in — and the whole use of the symbol is seeing where they
6
+ * disagree.
7
+ *
8
+ * **The ground is asked for every frame and a miss is simply not drawn.** The three version could
9
+ * not do that: it built a line geometry once, and a cell whose terrain had not been built yet went
10
+ * onto a retry queue driven by a background task, which then had to be started and stopped with the
11
+ * display and purged when it stopped. A frame that finds no ground under a cell contributes
12
+ * nothing, and the frame after the tile is built draws the line — no queue, no task, no lifetime.
13
+ *
14
+ * @see SymbolicDisplay
15
+ */
16
+ export class GridPositionSymbolicDisplay extends SymbolicDisplay {
17
+ }
18
+ import { SymbolicDisplay } from "./SymbolicDisplay.js";
19
+ //# sourceMappingURL=GridPositionSymbolicDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GridPositionSymbolicDisplay.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/GridPositionSymbolicDisplay.js"],"names":[],"mappings":"AAyCA;;;;;;;;;;;;;;GAcG;AACH;CAgDC;gCAlGuD,sBAAsB"}
@@ -0,0 +1,19 @@
1
+ /**
2
+ * What a light reaches, drawn as the shape of its own type.
3
+ *
4
+ * **Range rather than a fixed-size badge.** three's `PointLightHelper` drew a unit sphere whatever
5
+ * the light's distance was, so the symbol said where the light was and nothing about what it lit;
6
+ * the useful question in an editor is the second one, and the component already answers it. Where
7
+ * the light *is* stays answered too — the positioned marker draws that, on the same entity.
8
+ *
9
+ * **A light shines along its forward**, which is `LightSystem`'s stated convention and puts it on
10
+ * the transform's local +Z. The spot cone and the directional arrow are both built from that, so a
11
+ * light that is turned in the editor turns its symbol with it.
12
+ *
13
+ * @see SymbolicDisplay
14
+ */
15
+ export class LightSymbolicDisplay extends SymbolicDisplay {
16
+ #private;
17
+ }
18
+ import { SymbolicDisplay } from "./SymbolicDisplay.js";
19
+ //# sourceMappingURL=LightSymbolicDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"LightSymbolicDisplay.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/LightSymbolicDisplay.js"],"names":[],"mappings":"AAiEA;;;;;;;;;;;;;GAaG;AACH;;CA4FC;gCArKuD,sBAAsB"}
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Where a particle emitter's layers are and what volume each of them emits from.
3
+ *
4
+ * One marker per layer wherever the layer sits, and the emission volume around it: a sphere for a
5
+ * spherical emission shape, a box for a box one, and for a point shape the marker alone, because a
6
+ * point has no volume to draw.
7
+ *
8
+ * **The box is twelve segments rather than the recording's own wire cube.** A layer's box is in the
9
+ * emitter's frame and turns with the entity; `draw_wire_cube` takes a centre and a size and is
10
+ * therefore axis-aligned. See {@link gizmo_draw_wire_box_oriented}.
11
+ *
12
+ * @see SymbolicDisplay
13
+ */
14
+ export class ParticleEmitterSymbolicDisplay extends SymbolicDisplay {
15
+ #private;
16
+ }
17
+ import { SymbolicDisplay } from "./SymbolicDisplay.js";
18
+ //# sourceMappingURL=ParticleEmitterSymbolicDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticleEmitterSymbolicDisplay.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/ParticleEmitterSymbolicDisplay.js"],"names":[],"mappings":"AAsEA;;;;;;;;;;;;GAYG;AACH;;CAqDC;gCA3HuD,sBAAsB"}
@@ -0,0 +1,20 @@
1
+ /**
2
+ * The line a `Path` describes.
3
+ *
4
+ * **Subdivided per span rather than per world unit.** The three version stepped along the path
5
+ * every hundredth of a world unit and rebuilt a `BufferGeometry` whenever a point moved, which was
6
+ * affordable because the geometry was built once and kept. Recording is per frame, so the density
7
+ * has to be worth paying for every frame: a linear path is exactly its own points and is drawn as
8
+ * them, and a curved one gets a fixed number of samples per authored span, which is where its
9
+ * curvature actually lives.
10
+ *
11
+ * A `Path` has no `Transform` and is not given one here — its points are world-space, which is what
12
+ * the navigation code that reads them expects.
13
+ *
14
+ * @see SymbolicDisplay
15
+ */
16
+ export class PathSymbolicDisplay extends SymbolicDisplay {
17
+ #private;
18
+ }
19
+ import { SymbolicDisplay } from "./SymbolicDisplay.js";
20
+ //# sourceMappingURL=PathSymbolicDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PathSymbolicDisplay.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/PathSymbolicDisplay.js"],"names":[],"mappings":"AAmCA;;;;;;;;;;;;;;GAcG;AACH;;CAmEC;gCAjHuD,sBAAsB"}
@@ -0,0 +1,25 @@
1
+ /**
2
+ * A blob on every entity carrying one kind of component, so that a thing with nothing to see —
3
+ * a light, a camera, a sound — can still be seen and clicked.
4
+ *
5
+ * **It is a coloured shape rather than an icon, and the reason is the draw path.** The three
6
+ * version was a textured `Sprite`; the dynamic-mesh path every piece of generated content in this
7
+ * phase draws on has one vertex layout, position and colour (D5/D11), and no texture at any point
8
+ * along it. Widening it for four editor icons is the trade that decision refuses, so what carries
9
+ * the identity is the colour the registration site picks — which is the same thing the icon URL
10
+ * used to be, said in the vocabulary the recording has.
11
+ *
12
+ * The marker is world-sized and so shrinks with distance, which the sprite did too: three's
13
+ * `SpriteMaterial` attenuates by default.
14
+ */
15
+ export class PositionedMarkerSymbolicDisplay extends SymbolicDisplay {
16
+ /**
17
+ * @param {Engine} engine
18
+ * @param {Function} component the component type an entity must carry to be marked
19
+ * @param {number[]} color RGBA
20
+ */
21
+ constructor(engine: Engine, component: Function, color: number[]);
22
+ #private;
23
+ }
24
+ import { SymbolicDisplay } from "./SymbolicDisplay.js";
25
+ //# sourceMappingURL=PositionedMarkerSymbolicDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PositionedMarkerSymbolicDisplay.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/PositionedMarkerSymbolicDisplay.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;GAaG;AACH;IAWI;;;;OAIG;IACH,wDAFW,MAAM,EAAE,EAUlB;;CAsBJ;gCA3EuD,sBAAsB"}
@@ -0,0 +1,48 @@
1
+ /**
2
+ * Whether an entity is one the editor made rather than one it is editing.
3
+ *
4
+ * The editor's own camera carries a {@link Camera} like any other entity, and drawing a symbol for
5
+ * the thing the view is being drawn from is a symbol in the middle of the screen forever. The three
6
+ * displays skipped these too, and for the same reason.
7
+ *
8
+ * @param {EntityComponentDataset} dataset
9
+ * @param {number} entity
10
+ * @returns {boolean}
11
+ */
12
+ export function entity_is_editor_owned(dataset: EntityComponentDataset, entity: number): boolean;
13
+ /**
14
+ * One kind of symbol the editor draws for the entities carrying one kind of component.
15
+ *
16
+ * **A display records, it does not build anything.** The three version of these hung a helper
17
+ * *entity* off every entity it watched — a `Renderable` wrapping a three `Object3D`, kept in step
18
+ * with its subject through a fistful of signal bindings and torn down again when the component
19
+ * went. That machinery existed because the picture was an object with a lifetime. On an
20
+ * immediate-mode surface it is not: {@link record} is asked once a frame what the scene looks like
21
+ * and answers with shapes, so a component that has gone contributes nothing for the same reason it
22
+ * contributes nothing to the traversal — there is no object to unwind, and nothing that can be
23
+ * left behind.
24
+ *
25
+ * That is also why a display holds no per-entity state. Anything it did hold would be a second
26
+ * answer to "what is in the scene", and the dataset is already the first one.
27
+ */
28
+ export class SymbolicDisplay {
29
+ /**
30
+ * @param {Engine} engine
31
+ */
32
+ constructor(engine: Engine);
33
+ /**
34
+ * @type {Engine}
35
+ */
36
+ engine: Engine;
37
+ /**
38
+ * Record this frame's symbols into {@link Gizmo}.
39
+ *
40
+ * Called once per frame with the dataset the editor is attached to. A component type this
41
+ * dataset does not carry costs a returned traversal and nothing else, so a display never has to
42
+ * ask whether it applies.
43
+ *
44
+ * @param {EntityComponentDataset} dataset
45
+ */
46
+ record(dataset: EntityComponentDataset): void;
47
+ }
48
+ //# sourceMappingURL=SymbolicDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SymbolicDisplay.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/SymbolicDisplay.js"],"names":[],"mappings":"AAgDA;;;;;;;;;;GAUG;AACH,gFAHW,MAAM,GACJ,OAAO,CAInB;AA1DD;;;;;;;;;;;;;;GAcG;AACH;IAMI;;OAEG;IACH,4BAKC;IAbD;;OAEG;IACH,eAAO;IAYP;;;;;;;;OAQG;IACH,8CAEC;CACJ"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * A box that is turned, as twelve segments in {@link Gizmo}'s current colour.
3
+ *
4
+ * {@link GizmoShapeRenderingInterface.draw_wire_cube} takes a centre and a size and is therefore
5
+ * axis-aligned — which is right for what it is for, a box around some bounds, and wrong for a box
6
+ * that belongs to an entity's own frame. Rather than widen the recording with a second box layout
7
+ * that only one caller wants, the corners are transformed here and the edges drawn as what they
8
+ * are.
9
+ *
10
+ * @param {ArrayLike<number>} matrix column-major 4x4 placing the unit cube
11
+ */
12
+ export function gizmo_draw_wire_box_oriented(matrix: ArrayLike<number>): void;
13
+ //# sourceMappingURL=gizmo_draw_wire_box_oriented.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gizmo_draw_wire_box_oriented.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/gizmo_draw_wire_box_oriented.js"],"names":[],"mappings":"AA8CA;;;;;;;;;;GAUG;AACH,qDAFW,UAAU,MAAM,CAAC,QA6B3B"}
@@ -0,0 +1,18 @@
1
+ /**
2
+ * A circle, as a closed run of straight segments in {@link Gizmo}'s current colour.
3
+ *
4
+ * The recording API has no curve and should not grow one — a circle is a symbol's vocabulary rather
5
+ * than a debug primitive, and the two backends that read the recording would each need a way to
6
+ * draw it. Segments they both already have.
7
+ *
8
+ * The plane is given as its two in-plane axes, which is what the callers have: a cone's rim and a
9
+ * directional light's disc both know where their circle faces before they know how big it is.
10
+ *
11
+ * @param {ArrayLike<number>} center
12
+ * @param {ArrayLike<number>} axis_u unit vector in the circle's plane
13
+ * @param {ArrayLike<number>} axis_v unit vector in the circle's plane, perpendicular to `axis_u`
14
+ * @param {number} radius
15
+ * @param {number} segments how many straight pieces the circle is made of
16
+ */
17
+ export function gizmo_draw_wire_circle(center: ArrayLike<number>, axis_u: ArrayLike<number>, axis_v: ArrayLike<number>, radius: number, segments: number): void;
18
+ //# sourceMappingURL=gizmo_draw_wire_circle.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gizmo_draw_wire_circle.d.ts","sourceRoot":"","sources":["../../../../editor/process/symbolic/gizmo_draw_wire_circle.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;GAeG;AACH,+CANW,UAAU,MAAM,CAAC,UACjB,UAAU,MAAM,CAAC,UACjB,UAAU,MAAM,CAAC,UACjB,MAAM,YACN,MAAM,QAyBhB"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * The shell, booting. Exported as the promise it is so that a probe driving this page has something
3
+ * to await — the module boots when it is loaded either way, which is what makes it an entry.
4
+ *
5
+ * @type {Promise<{engine: Engine, editor: Editor, editorControl: object, terrain: Terrain}>}
6
+ */
7
+ export const editor_shell: Promise<{
8
+ engine: Engine;
9
+ editor: Editor;
10
+ editorControl: object;
11
+ terrain: Terrain;
12
+ }>;
13
+ //# sourceMappingURL=prototypeEditorShell.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"prototypeEditorShell.d.ts","sourceRoot":"","sources":["../../editor/prototypeEditorShell.js"],"names":[],"mappings":"AAmLA;;;;;GAKG;AACH,2BAFU,QAAQ;IAAC,MAAM,SAAS;IAAC,MAAM,SAAS;IAAC,aAAa,EAAE,MAAM,CAAC;IAAC,OAAO,UAAS;CAAC,CAAC,CAEzD"}
@@ -0,0 +1,43 @@
1
+ /**
2
+ * What the editor's pointer and marquee search, and why it is not the game's picking index.
3
+ *
4
+ * `PickingSystem` indexes entities that carry a `Pickable`, which is an opt-in the game spends on
5
+ * fourteen tooltip sites — and deliberately so: the per-entity duplication that index costs is the
6
+ * thing the component exists to bound (I-9). **An editor has to be able to select a thing nobody
7
+ * thought to make pickable**, so widening that opt-in to everything would spend exactly what it was
8
+ * written to save, on a tool that is second-class by decision (D7).
9
+ *
10
+ * So the editor asks instead of indexing: every entity placed in the world is offered its bounds,
11
+ * and the ones that have any are tested. A click happens once, a level holds thousands of entities
12
+ * rather than millions, and nothing is kept between clicks that could be stale.
13
+ *
14
+ * **Bounds arrive through a reader** — `entity_world_bounds_reader` on a real editor — because where
15
+ * a world box lives is the one thing that genuinely differs per renderer, and it is resolved once,
16
+ * there.
17
+ */
18
+ /**
19
+ * The entity a ray reaches first.
20
+ *
21
+ * @param {EntityComponentDataset} dataset
22
+ * @param {function(ArrayLike<number>, number): boolean} read_bounds
23
+ * @param {Vector3} origin
24
+ * @param {Vector3} direction unit length
25
+ * @param {number} max_distance
26
+ * @returns {number} the entity, or `-1` when the ray reaches nothing
27
+ */
28
+ export function editor_pick_ray(dataset: EntityComponentDataset, read_bounds: (arg0: ArrayLike<number>, arg1: number) => boolean, origin: Vector3, direction: Vector3, max_distance: number): number;
29
+ /**
30
+ * Every entity a volume overlaps.
31
+ *
32
+ * Overlap rather than containment: half a thing inside a marquee is inside it, which is what a
33
+ * marquee has always meant.
34
+ *
35
+ * @param {number[]} result appended to
36
+ * @param {EntityComponentDataset} dataset
37
+ * @param {function(ArrayLike<number>, number): boolean} read_bounds
38
+ * @param {ArrayLike<number>|Float64Array} planes `nx, ny, nz, w` each, interior positive
39
+ * @param {number} plane_count
40
+ * @returns {number} how many were written
41
+ */
42
+ export function editor_pick_frustum(result: number[], dataset: EntityComponentDataset, read_bounds: (arg0: ArrayLike<number>, arg1: number) => boolean, planes: ArrayLike<number> | Float64Array, plane_count: number): number;
43
+ //# sourceMappingURL=editor_pick.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"editor_pick.d.ts","sourceRoot":"","sources":["../../../editor/selection/editor_pick.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;GAgBG;AAEH;;;;;;;;;GASG;AACH,qFANoB,UAAU,MAAM,CAAC,QAAE,MAAM,KAAG,OAAO,qDAG5C,MAAM,GACJ,MAAM,CA8ClB;AAED;;;;;;;;;;;;GAYG;AACH,4CAPW,MAAM,EAAE,uDAEC,UAAU,MAAM,CAAC,QAAE,MAAM,KAAG,OAAO,UAC5C,UAAU,MAAM,CAAC,GAAC,YAAY,eAC9B,MAAM,GACJ,MAAM,CA6BlB"}
@@ -0,0 +1,32 @@
1
+ /**
2
+ * The volume a rectangle drawn on the screen means.
3
+ *
4
+ * **Built from the facade's own projection rays rather than from a camera object**, which is what
5
+ * makes it renderer-neutral: `viewportProjectionRay` is on both engines, answers in world space, and
6
+ * takes its origin from the eye — so the four corners of the rectangle give four directions from one
7
+ * point, and four side planes follow. The three version of this unprojected eight corners through a
8
+ * `THREE.Camera` and could only ever run on one renderer.
9
+ *
10
+ * **Each side plane's orientation is decided against the rectangle's own middle**, not against a
11
+ * winding convention. Which way a cross product points depends on the order the corners come in and
12
+ * on the handedness of the projection, and neither is a thing this should have an opinion about; the
13
+ * direction through the centre of the rectangle is inside the volume by construction, so it settles
14
+ * every sign in one step.
15
+ *
16
+ * Planes are written `nx, ny, nz, w` with the interior **positive**, which is what
17
+ * `aabb3_intersects_clipping_volume_array` tests for.
18
+ *
19
+ * @param {ArrayLike<number>|Float64Array} result at least `SCREEN_RECT_FRUSTUM_PLANES * 4` long
20
+ * @param {GraphicsEngine|GraphicsEngine} graphics
21
+ * @param {AABB2} rect clip space, −1…1, +Y up
22
+ * @param {number} near world units from the eye
23
+ * @param {number} far world units from the eye
24
+ */
25
+ export function screen_rect_frustum(result: ArrayLike<number> | Float64Array, graphics: GraphicsEngine | GraphicsEngine, rect: AABB2, near: number, far: number): void;
26
+ /**
27
+ * Planes the volume is made of: four sides, a near and a far.
28
+ *
29
+ * @type {number}
30
+ */
31
+ export const SCREEN_RECT_FRUSTUM_PLANES: number;
32
+ //# sourceMappingURL=screen_rect_frustum.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"screen_rect_frustum.d.ts","sourceRoot":"","sources":["../../../editor/selection/screen_rect_frustum.js"],"names":[],"mappings":"AAgCA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,4CANW,UAAU,MAAM,CAAC,GAAC,YAAY,YAC9B,+BAA6B,qBAE7B,MAAM,OACN,MAAM,QAiDhB;AApGD;;;;GAIG;AACH,yCAFU,MAAM,CAE4B"}
@@ -0,0 +1,19 @@
1
+ /**
2
+ * Create an entity from a list of components as one undoable group, select it.
3
+ *
4
+ * @param {Editor} editor
5
+ * @param {string} name template name, used for the undo mark and the Name component
6
+ * @param {[]} components
7
+ * @returns {Promise<number>} the created entity
8
+ */
9
+ export function spawnEntityFromTemplate(editor: Editor, name: string, components: []): Promise<number>;
10
+ /**
11
+ * The entity creation menu. Every template attaches a Transform and a Name.
12
+ *
13
+ * @type {ReadonlyArray<{name: string, build: function(Editor): Promise<number>}>}
14
+ */
15
+ export const ENTITY_TEMPLATES: ReadonlyArray<{
16
+ name: string;
17
+ build: (arg0: Editor) => Promise<number>;
18
+ }>;
19
+ //# sourceMappingURL=entity_templates.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"entity_templates.d.ts","sourceRoot":"","sources":["../../../editor/templates/entity_templates.js"],"names":[],"mappings":"AAkBA;;;;;;;GAOG;AACH,8DAJW,MAAM,cACN,EAAE,GACA,QAAQ,MAAM,CAAC,CA4B3B;AAED;;;;GAIG;AACH,+BAFU,cAAc;IAAC,MAAM,MAAM,CAAC;IAAC,KAAK,oBAAoB,QAAQ,MAAM,CAAC,CAAA;CAAC,CAAC,CA6G/E"}
@@ -0,0 +1,18 @@
1
+ export default GridPaintTool;
2
+ declare class GridPaintTool extends Tool {
3
+ name: string;
4
+ terrain: import("../../src/engine/ecs/terrain/ecs/Terrain.js").default;
5
+ terrainEntity: number;
6
+ cameraController: {
7
+ start: Function;
8
+ stop: Function;
9
+ };
10
+ buildColor(): Vector4;
11
+ paint(): void;
12
+ traverse(callback: any): void;
13
+ affectTile(_x: any, _y: any): void;
14
+ affectTileByMousePosition(position: any): void;
15
+ }
16
+ import Tool from "./engine/Tool.js";
17
+ import Vector4 from "../../src/core/geom/Vector4.js";
18
+ //# sourceMappingURL=GridPaintTool.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GridPaintTool.d.ts","sourceRoot":"","sources":["../../../editor/tools/GridPaintTool.js"],"names":[],"mappings":";AAkBA;IACI,aAAoB;IAgBhB,uEAEE;IADE,sBAA2B;IAe/B;;;MAA2E;IAI/E,sBAQC;IAED,cAyBC;IAED,8BAyBC;IAiBD,mCAuCC;IAED,+CAQC;CAcJ;iBArLgB,kBAAkB;oBAbf,gCAAgC"}
@@ -0,0 +1,38 @@
1
+ /**
2
+ * What a click at a point on the viewport selects.
3
+ *
4
+ * @param {Vector2} point viewport pixels
5
+ * @param {Engine} engine
6
+ * @param {number} reach world units — the camera's own far distance, since nothing further is drawn
7
+ * @returns {number[]} entities
8
+ */
9
+ export function pickingEntitySelection(point: Vector2, engine: Engine, reach: number): number[];
10
+ export default SelectionTool;
11
+ import Vector2 from '../../src/core/geom/Vector2.js';
12
+ declare class SelectionTool extends Tool {
13
+ name: string;
14
+ anchorPoint: Vector2;
15
+ targetPoint: Vector2;
16
+ box: AABB2;
17
+ selectionMarker: SelectionView;
18
+ /**
19
+ * Where the pointer is, in the viewport's own pixels.
20
+ *
21
+ * **Converted, not offset.** `View.position` is a layout property nothing sets when a view is
22
+ * placed by CSS, so subtracting it leaves page coordinates — and the editor shell docks its
23
+ * viewport inside panels, so every click was picked at the pointer's position *plus* the
24
+ * viewport's offset. Measured in the shell: a click at viewport 640, 400 was picked at 946, 464
25
+ * and selected nothing. `positionGlobalToLocal` reads the element's own box, which is what
26
+ * `GridPaintTool` and `TerrainPaintTool` already did.
27
+ *
28
+ * @param {Vector2} target
29
+ */
30
+ readPosition(target: Vector2): void;
31
+ }
32
+ import Tool from './engine/Tool.js';
33
+ import AABB2 from '../../src/core/geom/2d/aabb/AABB2.js';
34
+ declare class SelectionView extends View {
35
+ el: HTMLDivElement;
36
+ }
37
+ import View from '../../src/view/View.js';
38
+ //# sourceMappingURL=SelectionTool.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SelectionTool.d.ts","sourceRoot":"","sources":["../../../editor/tools/SelectionTool.js"],"names":[],"mappings":"AA8NA;;;;;;;GAOG;AACH,8CALW,OAAO,yBAEP,MAAM,GACJ,MAAM,EAAE,CA4BpB;;oBA/PmB,gCAAgC;AAmCpD;IACI,aAA2B;IAE3B,qBAA4B;IAC5B,qBAA4B;IAC5B,WAAkB;IAClB,+BAAsC;IAEtC;;;;;;;;;;;OAWG;IACH,qBAFW,OAAO,QAIjB;CA4GJ;iBAvJgB,kBAAkB;kBAfjB,sCAAsC;AAiBxD;IAGQ,mBAAuC;CAa9C;iBA7BgB,wBAAwB"}
@@ -177,9 +177,9 @@ const scratch_marker_position = new Vector2();
177
177
 
178
178
  /**
179
179
  *
180
- * @param {int} entity
180
+ * @param {number} entity
181
181
  * @param {EntityComponentDataset} dataset
182
- * @returns {int}
182
+ * @returns {number}
183
183
  */
184
184
  function dereferenceEntity(entity, dataset) {
185
185
  if (dataset.componentTypeMap.indexOf(EditorEntity) === -1) {
@@ -0,0 +1,70 @@
1
+ /**
2
+ * Selection transform gizmo on the engine-native TransformControls.
3
+ *
4
+ * The gizmo attaches to the primary (most recent) selection. During a drag the primary's
5
+ * delta is applied uniformly to every selected entity: translation as a shared world
6
+ * offset, rotation as the same world-frame delta about each entity's own pivot, scale as
7
+ * the same per-axis ratio. A drag commits as one undo mark of per-entity
8
+ * TransformModifyActions.
9
+ *
10
+ * Keys (via the editor keymap forwarding): W/E/R switch mode, Q toggles world/local
11
+ * space, Escape cancels a drag in flight.
12
+ */
13
+ export class TransformToolV2 extends Tool {
14
+ name: string;
15
+ /**
16
+ * @type {ObservedValue<string>} one of {@link TransformMode}
17
+ */
18
+ mode: any;
19
+ /**
20
+ * @type {TransformControls|null}
21
+ */
22
+ __controls: TransformControls | null;
23
+ /**
24
+ * dragging state at the previous update tick
25
+ * @type {boolean}
26
+ */
27
+ __was_dragging: boolean;
28
+ /**
29
+ * Transform state per selected entity at drag start
30
+ * @type {Map<number, Transform>}
31
+ */
32
+ __drag_snapshots: Map<number, Transform>;
33
+ /**
34
+ * The underlying gizmo; exposed so hosts and specs can drive or configure it
35
+ * @returns {TransformControls|null}
36
+ */
37
+ get controls(): TransformControls;
38
+ /**
39
+ * @returns {EntityComponentDataset}
40
+ */
41
+ get __dataset(): EntityComponentDataset;
42
+ /**
43
+ * Most recent selection entry carrying a Transform, -1 when none
44
+ * @returns {number}
45
+ */
46
+ __primaryEntity(): number;
47
+ __handleSelectionChanged(): void;
48
+ __handleDragStart(): void;
49
+ /**
50
+ * Mirror the primary's in-flight delta onto the rest of the selection.
51
+ */
52
+ __handleObjectChange(): void;
53
+ /**
54
+ * Commit the finished drag as one undo group.
55
+ */
56
+ __handleDragEnd(): void;
57
+ update(timeDelta: any): void;
58
+ __handleModeChanged(): void;
59
+ __handleSpaceChanged(): void;
60
+ __applySnapSettings(): void;
61
+ /**
62
+ *
63
+ * @param {KeyboardEvent} event
64
+ */
65
+ handleKeyboardEvent(event: KeyboardEvent): void;
66
+ }
67
+ import Tool from "./engine/Tool.js";
68
+ import { TransformControls } from "./v2/TransformControls.js";
69
+ import { Transform } from "../../src/engine/ecs/transform/Transform.js";
70
+ //# sourceMappingURL=TransformToolV2.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TransformToolV2.d.ts","sourceRoot":"","sources":["../../../editor/tools/TransformToolV2.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;;GAWG;AACH;IACI,aAA2B;IAE3B;;OAEG;IACH,UAAkD;IAElD;;OAEG;IACH,YAFU,iBAAiB,GAAC,IAAI,CAEd;IAElB;;;OAGG;IACH,gBAFU,OAAO,CAEM;IAuBnB;;;OAGG;IACH,kBAFU,IAAI,MAAM,EAAE,SAAS,CAAC,CAEC;IAGrC;;;OAGG;IACH,kCAEC;IAED;;OAEG;IACH,wCAEC;IAED;;;OAGG;IACH,mBAFa,MAAM,CAclB;IAED,iCAUC;IAED,0BAiCC;IAED;;OAEG;IACH,6BAiDC;IAED;;OAEG;IACH,wBA+BC;IA2DD,6BAgCC;IAED,4BAEC;IAED,6BAEC;IAED,4BAQC;IAED;;;OAGG;IACH,2BAFW,aAAa,QAkBvB;CACJ;iBAlXgB,kBAAkB;kCACD,2BAA2B;0BAJnC,6CAA6C"}