@woosh/meep-engine 3.51.0 → 3.53.0

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 (433) hide show
  1. package/package.json +1 -1
  2. package/src/engine/ecs/animation/Animation.d.ts +4 -25
  3. package/src/engine/ecs/animation/Animation.d.ts.map +1 -1
  4. package/src/engine/ecs/animation/Animation.js +9 -41
  5. package/src/engine/ecs/ik/IKGoalSystem.d.ts +4 -5
  6. package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -1
  7. package/src/engine/ecs/ik/IKGoalSystem.js +4 -6
  8. package/src/engine/graphics/ecs/mesh/assetTypeByPath.js +1 -1
  9. package/src/engine/graphics3/AnimationGraphSystem.d.ts +9 -22
  10. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
  11. package/src/engine/graphics3/AnimationGraphSystem.js +58 -203
  12. package/src/engine/graphics3/AnimationSystem.d.ts +7 -18
  13. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
  14. package/src/engine/graphics3/AnimationSystem.js +62 -243
  15. package/src/engine/graphics3/FoliageWindSystem.d.ts +67 -0
  16. package/src/engine/graphics3/FoliageWindSystem.d.ts.map +1 -0
  17. package/src/engine/graphics3/FoliageWindSystem.js +257 -0
  18. package/src/engine/graphics3/GPUFluidSystem.d.ts +7 -0
  19. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  20. package/src/engine/graphics3/GPUFluidSystem.js +39 -1
  21. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +0 -1
  22. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  23. package/src/engine/graphics3/GPUParticleEmitterSystem.js +19 -5
  24. package/src/engine/graphics3/animation/AnimationClips.d.ts +107 -13
  25. package/src/engine/graphics3/animation/AnimationClips.d.ts.map +1 -1
  26. package/src/engine/graphics3/animation/AnimationClips.js +207 -10
  27. package/src/engine/graphics3/animation/AnimationClipsSink.d.ts +89 -0
  28. package/src/engine/graphics3/animation/AnimationClipsSink.d.ts.map +1 -0
  29. package/src/engine/graphics3/animation/AnimationClipsSink.js +205 -0
  30. package/src/engine/graphics3/animation/FoliageWindRigs.d.ts +43 -0
  31. package/src/engine/graphics3/animation/FoliageWindRigs.d.ts.map +1 -0
  32. package/src/engine/graphics3/animation/FoliageWindRigs.js +69 -0
  33. package/src/engine/graphics3/animation/write_clip_playback.d.ts +17 -11
  34. package/src/engine/graphics3/animation/write_clip_playback.d.ts.map +1 -1
  35. package/src/engine/graphics3/animation/write_clip_playback.js +36 -27
  36. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  37. package/src/engine/graphics3/decal/GPUDecalRenderer.js +8 -6
  38. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  39. package/src/engine/graphics3/decal/shader_decal_composite.js +11 -5
  40. package/src/engine/graphics3/pose/collect_entity_playbacks.d.ts +7 -7
  41. package/src/engine/graphics3/pose/collect_entity_playbacks.d.ts.map +1 -1
  42. package/src/engine/graphics3/pose/collect_entity_playbacks.js +14 -15
  43. package/src/engine/graphics3/prefab/Prefab.d.ts +6 -0
  44. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -1
  45. package/src/engine/graphics3/prefab/Prefab.js +169 -162
  46. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -1
  47. package/src/engine/graphics3/prefab/prefab_compile.js +369 -334
  48. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -1
  49. package/src/engine/graphics3/prefab/prefab_instantiate.js +43 -2
  50. package/src/engine/graphics3/terrain/chunk_terrain_material_surface.js +2 -2
  51. package/src/engine/physics/ecs/ContactProbeSystem.d.ts +2 -3
  52. package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -1
  53. package/src/engine/physics/ecs/ContactProbeSystem.js +2 -4
  54. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  55. package/src/engine/sound/simulation/PROBE_PLACEMENT.md +4 -4
  56. package/src/engine/sound/simulation/README.md +1 -1
  57. package/src/engine/sound/simulation/probe/bakeProbeField.d.ts +22 -8
  58. package/src/engine/sound/simulation/probe/bakeProbeField.d.ts.map +1 -1
  59. package/src/engine/sound/simulation/probe/bakeProbeField.js +60 -15
  60. package/src/engine/sound/simulation/probe/bakeProbeReflectors.d.ts.map +1 -1
  61. package/src/engine/sound/simulation/probe/bakeProbeReflectors.js +19 -23
  62. package/src/engine/sound/simulation/probe/probe_sdf_grid.d.ts +63 -17
  63. package/src/engine/sound/simulation/probe/probe_sdf_grid.d.ts.map +1 -1
  64. package/src/engine/sound/simulation/probe/probe_sdf_grid.js +67 -17
  65. package/src/generation/foliage/FOLIAGE_DESIGN.md +318 -0
  66. package/src/generation/foliage/FOLIAGE_PLAN.md +198 -0
  67. package/src/generation/foliage/animation/build_tree_wind_rig.d.ts +20 -0
  68. package/src/generation/foliage/animation/build_tree_wind_rig.d.ts.map +1 -0
  69. package/src/generation/foliage/animation/build_tree_wind_rig.js +108 -0
  70. package/src/generation/foliage/asset/TreeAsset.d.ts +86 -0
  71. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -0
  72. package/src/generation/foliage/asset/TreeAsset.js +111 -0
  73. package/src/generation/foliage/asset/TreeLODAsset.d.ts +115 -0
  74. package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -0
  75. package/src/generation/foliage/asset/TreeLODAsset.js +346 -0
  76. package/src/generation/foliage/asset/generate_tree.d.ts +15 -0
  77. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -0
  78. package/src/generation/foliage/asset/generate_tree.js +93 -0
  79. package/src/generation/foliage/asset/place_tree.d.ts +82 -0
  80. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -0
  81. package/src/generation/foliage/asset/place_tree.js +194 -0
  82. package/src/generation/foliage/config/BarkMaterialConfig.d.ts +120 -0
  83. package/src/generation/foliage/config/BarkMaterialConfig.d.ts.map +1 -0
  84. package/src/generation/foliage/config/BarkMaterialConfig.js +250 -0
  85. package/src/generation/foliage/config/BranchLevelConfig.d.ts +288 -0
  86. package/src/generation/foliage/config/BranchLevelConfig.d.ts.map +1 -0
  87. package/src/generation/foliage/config/BranchLevelConfig.js +536 -0
  88. package/src/generation/foliage/config/CrownConfig.d.ts +100 -0
  89. package/src/generation/foliage/config/CrownConfig.d.ts.map +1 -0
  90. package/src/generation/foliage/config/CrownConfig.js +186 -0
  91. package/src/generation/foliage/config/CrownEnvelopeType.d.ts +16 -0
  92. package/src/generation/foliage/config/CrownEnvelopeType.d.ts.map +1 -0
  93. package/src/generation/foliage/config/CrownEnvelopeType.js +17 -0
  94. package/src/generation/foliage/config/FoliageCardType.d.ts +12 -0
  95. package/src/generation/foliage/config/FoliageCardType.d.ts.map +1 -0
  96. package/src/generation/foliage/config/FoliageCardType.js +18 -0
  97. package/src/generation/foliage/config/FoliageConfig.d.ts +151 -0
  98. package/src/generation/foliage/config/FoliageConfig.d.ts.map +1 -0
  99. package/src/generation/foliage/config/FoliageConfig.js +283 -0
  100. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts +90 -0
  101. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts.map +1 -0
  102. package/src/generation/foliage/config/FoliageMaterialConfig.js +181 -0
  103. package/src/generation/foliage/config/PhyllotaxisMode.d.ts +13 -0
  104. package/src/generation/foliage/config/PhyllotaxisMode.d.ts.map +1 -0
  105. package/src/generation/foliage/config/PhyllotaxisMode.js +20 -0
  106. package/src/generation/foliage/config/TreeLODConfig.d.ts +87 -0
  107. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -0
  108. package/src/generation/foliage/config/TreeLODConfig.js +211 -0
  109. package/src/generation/foliage/config/TreePreset.d.ts +16 -0
  110. package/src/generation/foliage/config/TreePreset.d.ts.map +1 -0
  111. package/src/generation/foliage/config/TreePreset.js +17 -0
  112. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +109 -0
  113. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -0
  114. package/src/generation/foliage/config/TreeSpeciesConfig.js +400 -0
  115. package/src/generation/foliage/config/TreeWindConfig.d.ts +84 -0
  116. package/src/generation/foliage/config/TreeWindConfig.d.ts.map +1 -0
  117. package/src/generation/foliage/config/TreeWindConfig.js +157 -0
  118. package/src/generation/foliage/index.d.ts +38 -0
  119. package/src/generation/foliage/index.d.ts.map +1 -0
  120. package/src/generation/foliage/index.js +43 -0
  121. package/src/generation/foliage/material/make_bark_material.d.ts +37 -0
  122. package/src/generation/foliage/material/make_bark_material.d.ts.map +1 -0
  123. package/src/generation/foliage/material/make_bark_material.js +802 -0
  124. package/src/generation/foliage/material/make_foliage_material.d.ts +14 -0
  125. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -0
  126. package/src/generation/foliage/material/make_foliage_material.js +359 -0
  127. package/src/generation/foliage/mesh/branch_collar_project.d.ts +42 -0
  128. package/src/generation/foliage/mesh/branch_collar_project.d.ts.map +1 -0
  129. package/src/generation/foliage/mesh/branch_collar_project.js +203 -0
  130. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +35 -0
  131. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts.map +1 -0
  132. package/src/generation/foliage/mesh/branch_ring_triangulate.js +72 -0
  133. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +80 -0
  134. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -0
  135. package/src/generation/foliage/mesh/foliage_collect_attachments.js +502 -0
  136. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.d.ts +19 -0
  137. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.d.ts.map +1 -0
  138. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.js +150 -0
  139. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts +55 -0
  140. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -0
  141. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +1047 -0
  142. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +21 -0
  143. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -0
  144. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +415 -0
  145. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +13 -0
  146. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -0
  147. package/src/generation/foliage/presets/make_tree_species_preset.js +837 -0
  148. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +443 -0
  149. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -0
  150. package/src/generation/foliage/skeleton/TreeSkeleton.js +1100 -0
  151. package/src/generation/foliage/skeleton/crown_envelope_evaluate.d.ts +27 -0
  152. package/src/generation/foliage/skeleton/crown_envelope_evaluate.d.ts.map +1 -0
  153. package/src/generation/foliage/skeleton/crown_envelope_evaluate.js +121 -0
  154. package/src/generation/foliage/skeleton/spine_frame_double_reflection.d.ts +32 -0
  155. package/src/generation/foliage/skeleton/spine_frame_double_reflection.d.ts.map +1 -0
  156. package/src/generation/foliage/skeleton/spine_frame_double_reflection.js +87 -0
  157. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +33 -0
  158. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -0
  159. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +205 -0
  160. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts +14 -0
  161. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts.map +1 -0
  162. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.js +179 -0
  163. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +18 -0
  164. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -0
  165. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +1104 -0
  166. package/src/shade/playground/additive_blending/index.html +197 -0
  167. package/src/shade/playground/additive_blending/main.d.ts +2 -0
  168. package/src/shade/playground/additive_blending/main.d.ts.map +1 -0
  169. package/src/shade/playground/additive_blending/main.js +529 -0
  170. package/src/shade/playground/foliage_wind/README.md +18 -0
  171. package/src/shade/playground/foliage_wind/foliage_world.d.ts +127 -0
  172. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -0
  173. package/src/shade/playground/foliage_wind/foliage_world.js +593 -0
  174. package/src/shade/playground/foliage_wind/index.html +254 -0
  175. package/src/shade/playground/foliage_wind/main.d.ts +2 -0
  176. package/src/shade/playground/foliage_wind/main.d.ts.map +1 -0
  177. package/src/shade/playground/foliage_wind/main.js +263 -0
  178. package/src/shade/playground/tonemap_sdr/README.md +5 -3
  179. package/src/shade/renderer/Renderer.d.ts +1 -1
  180. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  181. package/src/shade/renderer/Renderer.js +88 -31
  182. package/src/shade/renderer/ShadeToneMappingMode.d.ts +3 -2
  183. package/src/shade/renderer/ShadeToneMappingMode.js +15 -4
  184. package/src/shade/renderer/animation/ADDITIVE_BLENDING_PLAN.md +145 -0
  185. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.d.ts +9 -1
  186. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.d.ts.map +1 -1
  187. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.js +53 -1
  188. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.d.ts +8 -0
  189. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.d.ts.map +1 -0
  190. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.js +71 -0
  191. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.d.ts +11 -0
  192. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.d.ts.map +1 -0
  193. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.js +32 -0
  194. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +30 -3
  195. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  196. package/src/shade/renderer/animation/GPUAnimationManager.js +532 -79
  197. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +19 -12
  198. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
  199. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +20 -13
  200. package/src/shade/renderer/animation/ShadeAnimationClip.d.ts +35 -8
  201. package/src/shade/renderer/animation/ShadeAnimationClip.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/ShadeAnimationClip.js +433 -2
  203. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/chunk_pose_accumulator.js +40 -32
  205. package/src/shade/renderer/animation/foliage/FoliageWindJoint.d.ts +97 -0
  206. package/src/shade/renderer/animation/foliage/FoliageWindJoint.d.ts.map +1 -0
  207. package/src/shade/renderer/animation/foliage/FoliageWindJoint.js +161 -0
  208. package/src/shade/renderer/animation/foliage/FoliageWindRig.d.ts +65 -0
  209. package/src/shade/renderer/animation/foliage/FoliageWindRig.d.ts.map +1 -0
  210. package/src/shade/renderer/animation/foliage/FoliageWindRig.js +89 -0
  211. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.d.ts +19 -0
  212. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.d.ts.map +1 -0
  213. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.js +143 -0
  214. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.d.ts +14 -0
  215. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.d.ts.map +1 -0
  216. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.js +116 -0
  217. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
  218. package/src/shade/renderer/animation/pose/pose_evaluate_local.js +39 -29
  219. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +37 -37
  220. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +2 -2
  221. package/src/shade/renderer/deferred/tonemap/TonemapAces2Tables.d.ts +38 -0
  222. package/src/shade/renderer/deferred/tonemap/TonemapAces2Tables.d.ts.map +1 -0
  223. package/src/shade/renderer/deferred/tonemap/TonemapAces2Tables.js +97 -0
  224. package/src/shade/renderer/deferred/{TonemapDisplaySettings.d.ts → tonemap/TonemapDisplaySettings.d.ts} +1 -1
  225. package/src/shade/renderer/deferred/tonemap/TonemapDisplaySettings.d.ts.map +1 -0
  226. package/src/shade/renderer/deferred/{TonemapDisplaySettings.js → tonemap/TonemapDisplaySettings.js} +5 -5
  227. package/src/shade/renderer/deferred/{shader_tonemap_HDR.d.ts → tonemap/shader_tonemap_HDR.d.ts} +1 -1
  228. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR.d.ts.map +1 -0
  229. package/src/shade/renderer/deferred/{shader_tonemap_HDR.js → tonemap/shader_tonemap_HDR.js} +9 -9
  230. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_aces.d.ts +17 -0
  231. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_aces.d.ts.map +1 -0
  232. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_aces.js +101 -0
  233. package/src/shade/renderer/deferred/{shader_tonemap_HDR_none.d.ts → tonemap/shader_tonemap_HDR_none.d.ts} +1 -1
  234. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_none.d.ts.map +1 -0
  235. package/src/shade/renderer/deferred/{shader_tonemap_HDR_none.js → tonemap/shader_tonemap_HDR_none.js} +6 -6
  236. package/src/shade/renderer/deferred/{shader_tonemap_HDR_pbr_neutral.d.ts → tonemap/shader_tonemap_HDR_pbr_neutral.d.ts} +1 -1
  237. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_pbr_neutral.d.ts.map +1 -0
  238. package/src/shade/renderer/deferred/{shader_tonemap_HDR_pbr_neutral.js → tonemap/shader_tonemap_HDR_pbr_neutral.js} +8 -8
  239. package/src/shade/renderer/deferred/{shader_tonemap_LDR.d.ts → tonemap/shader_tonemap_LDR.d.ts} +1 -1
  240. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR.d.ts.map +1 -0
  241. package/src/shade/renderer/deferred/{shader_tonemap_LDR.js → tonemap/shader_tonemap_LDR.js} +10 -10
  242. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_aces.d.ts +10 -0
  243. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_aces.d.ts.map +1 -0
  244. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_aces.js +77 -0
  245. package/src/shade/renderer/deferred/{shader_tonemap_LDR_none.d.ts → tonemap/shader_tonemap_LDR_none.d.ts} +1 -1
  246. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_none.d.ts.map +1 -0
  247. package/src/shade/renderer/deferred/{shader_tonemap_LDR_none.js → tonemap/shader_tonemap_LDR_none.js} +7 -7
  248. package/src/shade/renderer/deferred/{shader_tonemap_LDR_pbr_neutral.d.ts → tonemap/shader_tonemap_LDR_pbr_neutral.d.ts} +1 -1
  249. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_pbr_neutral.d.ts.map +1 -0
  250. package/src/shade/renderer/deferred/{shader_tonemap_LDR_pbr_neutral.js → tonemap/shader_tonemap_LDR_pbr_neutral.js} +8 -8
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@@ -0,0 +1,593 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { Quaternion } from "../../../core/geom/Quaternion.js";
3
+ import { Vector3 } from "../../../core/geom/Vector3.js";
4
+ import { DEG_TO_RAD } from "../../../core/math/DEG_TO_RAD.js";
5
+ import { PI2 } from "../../../core/math/PI2.js";
6
+ import { seededRandom } from "../../../core/math/random/seededRandom.js";
7
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
8
+ import { EntityManager } from "../../../engine/ecs/EntityManager.js";
9
+ import { ParentEntitySystem } from "../../../engine/ecs/parent/ParentEntitySystem.js";
10
+ import { TransformAttachmentSystem } from "../../../engine/ecs/transform-attachment/TransformAttachmentSystem.js";
11
+ import { t64_announce_change } from "../../../engine/ecs/transform/t64_announce_change.js";
12
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
13
+ import { Light } from "../../../engine/graphics/ecs/light/Light.js";
14
+ import { DrawMode } from "../../../engine/graphics/ecs/mesh-v2/DrawMode.js";
15
+ import { ShadedGeometry } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
16
+ import { FoliageWindRigs } from "../../../engine/graphics3/animation/FoliageWindRigs.js";
17
+ import { FoliageWindSystem } from "../../../engine/graphics3/FoliageWindSystem.js";
18
+ import { GPUFluidSystem } from "../../../engine/graphics3/GPUFluidSystem.js";
19
+ import { LightSystem } from "../../../engine/graphics3/LightSystem.js";
20
+ import { MeshSkinSystem } from "../../../engine/graphics3/MeshSkinSystem.js";
21
+ import { prefab_instance_destroy, prefab_instantiate } from "../../../engine/graphics3/prefab/prefab_instantiate.js";
22
+ import { ShadedGeometrySystem } from "../../../engine/graphics3/ShadedGeometrySystem.js";
23
+ import { FluidEffectorsComponent } from "../../../engine/physics/fluid/ecs/FluidEffectorsComponent.js";
24
+ import { FluidEffectorsSystem } from "../../../engine/physics/fluid/ecs/FluidEffectorsSystem.js";
25
+ import { GPUFluidComponent } from "../../../engine/physics/fluid/ecs/GPUFluidComponent.js";
26
+ import { GlobalFluidEffector } from "../../../engine/physics/fluid/effector/GlobalFluidEffector.js";
27
+ import { ImpulseFluidEffector } from "../../../engine/physics/fluid/effector/ImpulseFluidEffector.js";
28
+ import { VortexFluidEffector } from "../../../engine/physics/fluid/effector/VortexFluidEffector.js";
29
+ import { TreePreset } from "../../../generation/foliage/config/TreePreset.js";
30
+ import { generate_tree } from "../../../generation/foliage/asset/generate_tree.js";
31
+ import { Attribute } from "../../renderer/geometry/Attribute.js";
32
+ import { Geometry } from "../../renderer/geometry/Geometry.js";
33
+ import { MeshoptClusterizer } from "../../renderer/geometry/meshlet/build/meshoptimizer/meshopt_clusterizer.js";
34
+ import { meshlet_geometry_build_from_geometry } from "../../renderer/geometry/meshlet_geometry_build_from_geometry.js";
35
+ import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
36
+
37
+ /**
38
+ * Ordered list of all species presets available in the playground.
39
+ * @type {string[]}
40
+ */
41
+ export const FOLIAGE_PLAYGROUND_PRESETS = [
42
+ TreePreset.Oak,
43
+ TreePreset.Pine,
44
+ TreePreset.Birch,
45
+ TreePreset.Willow,
46
+ TreePreset.Maple,
47
+ TreePreset.Spruce,
48
+ TreePreset.Palm,
49
+ TreePreset.Shrub,
50
+ TreePreset.Fern,
51
+ ];
52
+
53
+ /**
54
+ * Builds a subdivided meadow ground grid `MeshletGeometry` with subtle organic height undulation.
55
+ *
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+ * @param {number} [half_extent=32]
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+ * @param {number} [subdivisions=24]
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+ * @returns {import("../../renderer/geometry/MeshletGeometry.js").MeshletGeometry}
59
+ */
60
+ export function build_meadow_ground_geometry(half_extent = 32, subdivisions = 24) {
61
+ const stride = subdivisions + 1;
62
+ const vertex_count = stride * stride;
63
+ const quad_count = subdivisions * subdivisions;
64
+
65
+ const positions = new Float32Array(vertex_count * 3);
66
+ const normals = new Float32Array(vertex_count * 3);
67
+ const uvs = new Float32Array(vertex_count * 2);
68
+ const indices = new Uint32Array(quad_count * 6);
69
+
70
+ let v = 0;
71
+ for (let iz = 0; iz <= subdivisions; iz++) {
72
+ const tz = iz / subdivisions;
73
+ const z = (tz * 2 - 1) * half_extent;
74
+ for (let ix = 0; ix <= subdivisions; ix++) {
75
+ const tx = ix / subdivisions;
76
+ const x = (tx * 2 - 1) * half_extent;
77
+
78
+ positions[v * 3] = x;
79
+ positions[v * 3 + 1] = 0;
80
+ positions[v * 3 + 2] = z;
81
+
82
+ normals[v * 3] = 0;
83
+ normals[v * 3 + 1] = 1;
84
+ normals[v * 3 + 2] = 0;
85
+
86
+ uvs[v * 2] = tx * 8;
87
+ uvs[v * 2 + 1] = tz * 8;
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+ v++;
89
+ }
90
+ }
91
+
92
+ let idx = 0;
93
+ for (let iz = 0; iz < subdivisions; iz++) {
94
+ for (let ix = 0; ix < subdivisions; ix++) {
95
+ const i00 = iz * stride + ix;
96
+ const i10 = i00 + 1;
97
+ const i01 = (iz + 1) * stride + ix;
98
+ const i11 = i01 + 1;
99
+
100
+ indices[idx++] = i00;
101
+ indices[idx++] = i01;
102
+ indices[idx++] = i10;
103
+
104
+ indices[idx++] = i10;
105
+ indices[idx++] = i01;
106
+ indices[idx++] = i11;
107
+ }
108
+ }
109
+
110
+ const geometry = new Geometry();
111
+ geometry.index = Attribute.from(indices, 1, "index");
112
+ geometry.addAttribute(Attribute.from(positions, 3, "position"));
113
+ geometry.addAttribute(Attribute.from(normals, 3, "normal"));
114
+ geometry.addAttribute(Attribute.from(uvs, 2, "uv"));
115
+ geometry.ensureTangents();
116
+
117
+ return meshlet_geometry_build_from_geometry(geometry);
118
+ }
119
+
120
+ /**
121
+ * Creates a full ECS world (`EntityManager` + `EntityComponentDataset`) for the Foliage & Wind
122
+ * Playground, wiring:
123
+ * - `ParentEntitySystem`
124
+ * - `TransformAttachmentSystem`
125
+ * - `ShadedGeometrySystem`
126
+ * - `MeshSkinSystem`
127
+ * - `FoliageWindSystem`
128
+ * - `LightSystem`
129
+ * - `FluidEffectorsSystem`
130
+ * - `GPUFluidSystem`
131
+ *
132
+ * @param {import("../../../engine/graphics3/GraphicsEngine.js").GraphicsEngine} graphics
133
+ * @param {import("../../renderer/scene/Scene.js").Scene} scene
134
+ * @param {object} [initial_options]
135
+ * @param {"specimen"|"grove"} [initial_options.mode="specimen"]
136
+ * @param {string} [initial_options.preset="oak"]
137
+ * @param {number} [initial_options.seed=1337]
138
+ * @param {number} [initial_options.lod=0]
139
+ * @param {number} [initial_options.windSpeed=6.5]
140
+ * @param {number} [initial_options.headingDeg=25]
141
+ * @param {number} [initial_options.gustStrength=4.5]
142
+ * @param {number} [initial_options.gustPeriod=5.5]
143
+ * @param {number} [initial_options.windWeight=1.0]
144
+ * @param {boolean} [initial_options.enableGPUFluid=true]
145
+ */
146
+ export async function createFoliageWindWorld(graphics, scene, initial_options = {}) {
147
+ assert.defined(graphics, 'graphics');
148
+ assert.defined(scene, 'scene');
149
+
150
+ await MeshoptClusterizer.ready;
151
+
152
+ const enable_gpu_fluid = initial_options.enableGPUFluid !== false;
153
+
154
+ const entities = new EntityManager();
155
+ entities.fixedUpdateStepSize = 1 / 60;
156
+
157
+ const dataset = new EntityComponentDataset();
158
+ dataset.registerComponentType(GPUFluidComponent);
159
+
160
+ entities.addSystem(new ParentEntitySystem());
161
+ entities.addSystem(new TransformAttachmentSystem());
162
+ entities.addSystem(new ShadedGeometrySystem(graphics, scene));
163
+ entities.addSystem(new MeshSkinSystem(graphics, scene));
164
+ entities.addSystem(new FoliageWindSystem(graphics, scene));
165
+ entities.addSystem(new LightSystem(graphics, scene));
166
+ entities.addSystem(new FluidEffectorsSystem());
167
+
168
+ if (enable_gpu_fluid && typeof graphics.add_extension === "function") {
169
+ entities.addSystem(new GPUFluidSystem(graphics, scene));
170
+ }
171
+
172
+ entities.attachDataset(dataset);
173
+
174
+ await new Promise((resolve, reject) => entities.startup(resolve, reject));
175
+
176
+ // --- 1. ECS Lighting Entities ---
177
+ const sun_entity = dataset.createEntity();
178
+ const sun_light = new Light();
179
+ sun_light.type.set(Light.Type.DIRECTION);
180
+ sun_light.color.setRGB(1.0, 0.96, 0.88);
181
+ sun_light.intensity.set(2.2);
182
+ sun_light.radius.set(0.006475);
183
+ sun_light.castShadow.set(true);
184
+ sun_light.maxShadowDistance.set(60);
185
+
186
+ const sun_transform = new Transform64();
187
+ const sun_dir = new Vector3(-0.48, -0.78, -0.40).normalize();
188
+ const sun_rot = new Quaternion().fromUnitVectors(Vector3.forward, sun_dir);
189
+ sun_transform.setRotation(sun_rot.x, sun_rot.y, sun_rot.z, sun_rot.w);
190
+ sun_transform.updateMatrix();
191
+ dataset.addComponentToEntity(sun_entity, sun_light);
192
+ dataset.addComponentToEntity(sun_entity, sun_transform);
193
+
194
+ const fill_entity = dataset.createEntity();
195
+ const fill_light = new Light();
196
+ fill_light.type.set(Light.Type.DIRECTION);
197
+ fill_light.color.setRGB(0.55, 0.72, 0.95);
198
+ fill_light.intensity.set(0.65);
199
+ fill_light.castShadow.set(false);
200
+
201
+ const fill_transform = new Transform64();
202
+ const fill_dir = new Vector3(0.55, -0.55, 0.62).normalize();
203
+ const fill_rot = new Quaternion().fromUnitVectors(Vector3.forward, fill_dir);
204
+ fill_transform.setRotation(fill_rot.x, fill_rot.y, fill_rot.z, fill_rot.w);
205
+ fill_transform.updateMatrix();
206
+ dataset.addComponentToEntity(fill_entity, fill_light);
207
+ dataset.addComponentToEntity(fill_entity, fill_transform);
208
+
209
+ // --- 2. ECS Meadow Ground Entity ---
210
+ const ground_entity = dataset.createEntity();
211
+ const ground_material = new StandardShadeMaterial();
212
+ ground_material.diffuse_color.setRGB(0.22, 0.32, 0.15);
213
+ ground_material.roughness_factor = 0.92;
214
+ ground_material.metallic_factor = 0.0;
215
+ ground_material.ambient_factors.a = 1.0;
216
+ ground_material.ambient_factors.b = 0.0;
217
+ const ground_geometry = build_meadow_ground_geometry(36, 20);
218
+ const ground_shaded = ShadedGeometry.from(ground_geometry, ground_material, DrawMode.Triangles);
219
+ const ground_transform = new Transform64();
220
+ ground_transform.updateMatrix();
221
+ dataset.addComponentToEntity(ground_entity, ground_shaded);
222
+ dataset.addComponentToEntity(ground_entity, ground_transform);
223
+
224
+ // --- 3. ECS Fluid Wind & Cascade Simulation Entities ---
225
+ const fluid_entity = dataset.createEntity();
226
+ const fluid_transform = new Transform64();
227
+ fluid_transform.setTranslation(0, 6, 0);
228
+ fluid_transform.updateMatrix();
229
+
230
+ const fluid_component = new GPUFluidComponent();
231
+ fluid_component.resolution = [64, 32, 64];
232
+ fluid_component.cascade_count = 3;
233
+ fluid_component.cell_size = 0.5;
234
+ fluid_component.vorticity_confinement = 1.5;
235
+
236
+ const global_wind = new GlobalFluidEffector();
237
+ global_wind.wind = [6.5, 0, 2.5];
238
+ global_wind.drag = 1.5;
239
+ global_wind.gust = 0.5;
240
+ global_wind.gust_period = 5.5;
241
+
242
+ const fluid_effectors = new FluidEffectorsComponent();
243
+ fluid_effectors.addEffector(global_wind);
244
+ dataset.addComponentToEntity(fluid_entity, fluid_component);
245
+ dataset.addComponentToEntity(fluid_entity, fluid_effectors);
246
+ dataset.addComponentToEntity(fluid_entity, fluid_transform);
247
+
248
+ // Local travelling gust + vortex effector entity
249
+ const gust_entity = dataset.createEntity();
250
+ const gust_transform = new Transform64();
251
+ gust_transform.setTranslation(-20, 4, 0);
252
+ gust_transform.updateMatrix();
253
+
254
+ const impulse_effector = new ImpulseFluidEffector();
255
+ impulse_effector.radius = 0; // Inactive until triggered
256
+ impulse_effector.spread = 0.35;
257
+ impulse_effector.force = [0, 0, 0];
258
+
259
+ const vortex_effector = new VortexFluidEffector();
260
+ vortex_effector.radius = 0; // Inactive until triggered
261
+ vortex_effector.length = 8;
262
+ vortex_effector.strength = 0;
263
+
264
+ const local_effectors = new FluidEffectorsComponent();
265
+ local_effectors.addEffector(impulse_effector);
266
+ local_effectors.addEffector(vortex_effector);
267
+ dataset.addComponentToEntity(gust_entity, local_effectors);
268
+ dataset.addComponentToEntity(gust_entity, gust_transform);
269
+
270
+ // --- 4. Tree Management & Wind State ---
271
+ const state = {
272
+ mode: initial_options.mode ?? "specimen",
273
+ preset: initial_options.preset ?? TreePreset.Oak,
274
+ seed: initial_options.seed ?? 1337,
275
+ lod: initial_options.lod ?? 0,
276
+ windSpeed: initial_options.windSpeed ?? 6.5,
277
+ headingDeg: initial_options.headingDeg ?? 25,
278
+ gustStrength: initial_options.gustStrength ?? 4.5,
279
+ gustPeriod: initial_options.gustPeriod ?? 5.5,
280
+ windWeight: initial_options.windWeight ?? 1.0,
281
+ };
282
+
283
+ /**
284
+ * Cache of generated `TreeAsset`s keyed by `${preset}:${seed}` so switching LODs or modes is instant.
285
+ * @type {Map<string, import("../../../generation/foliage/asset/TreeAsset.js").TreeAsset>}
286
+ */
287
+ const asset_cache = new Map();
288
+
289
+ /**
290
+ * Active spawned tree instances in `dataset`.
291
+ * @type {Array<{root: number, instance: import("../../../engine/graphics3/prefab/PrefabInstance.js").PrefabInstance, lod_asset: import("../../../generation/foliage/asset/TreeLODAsset.js").TreeLODAsset, preset: string}>}
292
+ */
293
+ const active_trees = [];
294
+
295
+ /**
296
+ * Active local gust wave state.
297
+ */
298
+ const active_gust = {
299
+ remaining: 0,
300
+ duration: 2.4,
301
+ dir_x: 1,
302
+ dir_z: 0,
303
+ speed: 14,
304
+ strength: 28,
305
+ vortex_strength: 12,
306
+ radius: 6.5,
307
+ };
308
+
309
+ function obtainTreeAsset(preset, seed) {
310
+ const key = `${preset}:${seed | 0}`;
311
+ let asset = asset_cache.get(key);
312
+ if (!asset) {
313
+ asset = generate_tree({ preset, seed: seed | 0 });
314
+ asset_cache.set(key, asset);
315
+ }
316
+ return asset;
317
+ }
318
+
319
+ function clearTrees() {
320
+ for (let i = active_trees.length - 1; i >= 0; i--) {
321
+ const entry = active_trees[i];
322
+ prefab_instance_destroy(dataset, entry.instance);
323
+ if (dataset.entityExists(entry.root)) {
324
+ dataset.removeEntity(entry.root);
325
+ }
326
+ }
327
+ active_trees.length = 0;
328
+ }
329
+
330
+ function spawnTreeInstance(preset, seed, lod, x, y, z, yaw_rad, uniform_scale) {
331
+ const tree_asset = obtainTreeAsset(preset, seed);
332
+ const clamped_lod = Math.max(0, Math.min(tree_asset.lods.length - 1, lod | 0));
333
+ const lod_asset = tree_asset.lods[clamped_lod];
334
+
335
+ const root = dataset.createEntity();
336
+ const placement = new Transform64();
337
+ placement.setTranslation(x, y, z);
338
+ const half_yaw = yaw_rad * 0.5;
339
+ placement.setRotation(0, Math.sin(half_yaw), 0, Math.cos(half_yaw));
340
+ placement.setScale(uniform_scale, uniform_scale, uniform_scale);
341
+ placement.updateMatrix();
342
+ dataset.addComponentToEntity(root, placement);
343
+
344
+ const instance = prefab_instantiate(lod_asset.prefab, dataset, root);
345
+
346
+ const rigs_comp = dataset.getComponent(root, FoliageWindRigs);
347
+ if (rigs_comp !== undefined) {
348
+ rigs_comp.weight = state.windWeight;
349
+ }
350
+
351
+ active_trees.push({
352
+ root,
353
+ instance,
354
+ lod_asset,
355
+ preset,
356
+ });
357
+ }
358
+
359
+ /**
360
+ * Rebuilds the spawned ECS tree entities for the current or updated configuration.
361
+ *
362
+ * @param {Partial<typeof state>} [overrides]
363
+ */
364
+ function rebuildTrees(overrides = {}) {
365
+ if (overrides.mode !== undefined) state.mode = overrides.mode;
366
+ if (overrides.preset !== undefined) state.preset = overrides.preset;
367
+ if (overrides.seed !== undefined) state.seed = overrides.seed | 0;
368
+ if (overrides.lod !== undefined) state.lod = overrides.lod | 0;
369
+ if (overrides.windWeight !== undefined) state.windWeight = overrides.windWeight;
370
+
371
+ clearTrees();
372
+
373
+ if (state.mode === "grove") {
374
+ // Hero specimen in the center
375
+ spawnTreeInstance(state.preset, state.seed, state.lod, 0, 0, 0, 0, 1.0);
376
+
377
+ // Ring of botanical companions around the meadow
378
+ const grove_species = [
379
+ TreePreset.Oak,
380
+ TreePreset.Pine,
381
+ TreePreset.Birch,
382
+ TreePreset.Willow,
383
+ TreePreset.Maple,
384
+ TreePreset.Spruce,
385
+ TreePreset.Palm,
386
+ TreePreset.Shrub,
387
+ ];
388
+ const rng = seededRandom((state.seed ^ 0x5A17C9) | 0);
389
+ const ring_count = grove_species.length;
390
+
391
+ for (let i = 0; i < ring_count; i++) {
392
+ const angle = (i / ring_count) * PI2 + (rng() - 0.5) * 0.25;
393
+ const radius = 9.5 + rng() * 5.0;
394
+ const x = Math.cos(angle) * radius;
395
+ const z = Math.sin(angle) * radius;
396
+ const yaw = rng() * PI2;
397
+ const scale = 0.85 + rng() * 0.3;
398
+ const species = grove_species[i];
399
+ const tree_seed = (state.seed + (i + 1) * 97) | 0;
400
+
401
+ spawnTreeInstance(species, tree_seed, state.lod, x, 0, z, yaw, scale);
402
+ }
403
+ } else {
404
+ // Single hero specimen at the origin
405
+ spawnTreeInstance(state.preset, state.seed, state.lod, 0, 0, 0, 0, 1.0);
406
+ }
407
+ }
408
+
409
+ /**
410
+ * Updates the ECS `GlobalFluidEffector` wind parameters and tree `FoliageWindRigs` blend weights.
411
+ *
412
+ * @param {Partial<typeof state>} [overrides]
413
+ */
414
+ function setWind(overrides = {}) {
415
+ if (overrides.windSpeed !== undefined) state.windSpeed = overrides.windSpeed;
416
+ if (overrides.headingDeg !== undefined) state.headingDeg = overrides.headingDeg;
417
+ if (overrides.gustStrength !== undefined) state.gustStrength = overrides.gustStrength;
418
+ if (overrides.gustPeriod !== undefined) state.gustPeriod = overrides.gustPeriod;
419
+ if (overrides.windWeight !== undefined) state.windWeight = overrides.windWeight;
420
+
421
+ const heading_rad = state.headingDeg * DEG_TO_RAD;
422
+ const dir_x = Math.cos(heading_rad);
423
+ const dir_z = Math.sin(heading_rad);
424
+
425
+ const eff_speed = state.windSpeed > 0.05
426
+ ? state.windSpeed
427
+ : (state.gustStrength > 0 ? 0.05 : 0);
428
+
429
+ global_wind.wind[0] = dir_x * eff_speed;
430
+ global_wind.wind[1] = 0.0;
431
+ global_wind.wind[2] = dir_z * eff_speed;
432
+ global_wind.drag = 1.5;
433
+ global_wind.gust = eff_speed > 0 ? state.gustStrength / eff_speed : 0;
434
+ global_wind.gust_period = Math.max(0.5, state.gustPeriod);
435
+
436
+ for (let i = 0; i < active_trees.length; i++) {
437
+ const rigs_comp = dataset.getComponent(active_trees[i].root, FoliageWindRigs);
438
+ if (rigs_comp !== undefined) {
439
+ rigs_comp.weight = state.windWeight;
440
+ }
441
+ }
442
+ }
443
+
444
+ /**
445
+ * Launches a localized 3D wind gust + vortex swirl across the grove through the ECS
446
+ * `ImpulseFluidEffector` and `VortexFluidEffector` entities.
447
+ *
448
+ * @param {object} [options]
449
+ * @param {number} [options.strength=32]
450
+ * @param {number} [options.vortexStrength=14]
451
+ * @param {number} [options.radius=7.5]
452
+ * @param {number} [options.duration=2.2]
453
+ */
454
+ function triggerLocalGust({
455
+ strength = 32,
456
+ vortexStrength = 14,
457
+ radius = 7.5,
458
+ duration = 2.2,
459
+ } = {}) {
460
+ const heading_rad = state.headingDeg * DEG_TO_RAD;
461
+ const dir_x = Math.cos(heading_rad);
462
+ const dir_z = Math.sin(heading_rad);
463
+
464
+ active_gust.remaining = duration;
465
+ active_gust.duration = duration;
466
+ active_gust.dir_x = dir_x;
467
+ active_gust.dir_z = dir_z;
468
+ active_gust.strength = strength;
469
+ active_gust.vortex_strength = vortexStrength;
470
+ active_gust.radius = radius;
471
+
472
+ // Start upstream of the grove and sweep across the center
473
+ const start_dist = -14;
474
+ gust_transform.setTranslation(dir_x * start_dist, 3.5, dir_z * start_dist);
475
+ gust_transform.updateMatrix();
476
+ t64_announce_change(dataset, gust_entity);
477
+
478
+ impulse_effector.radius = radius;
479
+ impulse_effector.force[0] = dir_x * strength;
480
+ impulse_effector.force[1] = 2.5;
481
+ impulse_effector.force[2] = dir_z * strength;
482
+
483
+ vortex_effector.radius = radius * 0.85;
484
+ vortex_effector.strength = vortexStrength;
485
+ }
486
+
487
+ /**
488
+ * Advances the ECS world by `dt` seconds.
489
+ *
490
+ * @param {number} dt
491
+ */
492
+ function step(dt) {
493
+ const clamped_dt = Math.min(Math.max(dt, 0), 0.1);
494
+
495
+ if (active_gust.remaining > 0) {
496
+ active_gust.remaining = Math.max(0, active_gust.remaining - clamped_dt);
497
+ const progress = 1.0 - active_gust.remaining / active_gust.duration;
498
+ const envelope = Math.sin(progress * Math.PI);
499
+ const dist = -14 + progress * 28;
500
+
501
+ gust_transform.setTranslation(
502
+ active_gust.dir_x * dist,
503
+ 3.5,
504
+ active_gust.dir_z * dist
505
+ );
506
+ gust_transform.updateMatrix();
507
+ t64_announce_change(dataset, gust_entity);
508
+
509
+ impulse_effector.radius = active_gust.radius;
510
+ impulse_effector.force[0] = active_gust.dir_x * active_gust.strength * envelope;
511
+ impulse_effector.force[1] = 2.0 * envelope;
512
+ impulse_effector.force[2] = active_gust.dir_z * active_gust.strength * envelope;
513
+
514
+ vortex_effector.radius = active_gust.radius * 0.85;
515
+ vortex_effector.strength = active_gust.vortex_strength * envelope;
516
+
517
+ if (active_gust.remaining === 0) {
518
+ impulse_effector.radius = 0;
519
+ impulse_effector.force[0] = 0;
520
+ impulse_effector.force[1] = 0;
521
+ impulse_effector.force[2] = 0;
522
+ vortex_effector.radius = 0;
523
+ vortex_effector.strength = 0;
524
+ }
525
+ }
526
+
527
+ entities.update(clamped_dt);
528
+ }
529
+
530
+ /**
531
+ * Returns live statistics for the HUD and tests.
532
+ */
533
+ function getStats() {
534
+ let total_joints = 0;
535
+ let total_vertices = 0;
536
+ let total_triangles = 0;
537
+
538
+ for (let i = 0; i < active_trees.length; i++) {
539
+ const lod_asset = active_trees[i].lod_asset;
540
+ total_joints += lod_asset.joint_count;
541
+ total_vertices += lod_asset.vertex_count;
542
+ total_triangles += lod_asset.triangle_count;
543
+ }
544
+
545
+ const context = graphics.scene_context(scene);
546
+ const active_rig_count = context
547
+ ? context.animation_manager.database.get('animation_foliage_rigs').occupancy.cardinality()
548
+ : 0;
549
+
550
+ return {
551
+ mode: state.mode,
552
+ preset: state.preset,
553
+ seed: state.seed,
554
+ lod: state.lod,
555
+ treeCount: active_trees.length,
556
+ totalJoints: total_joints,
557
+ totalVertices: total_vertices,
558
+ totalTriangles: total_triangles,
559
+ activeRigCount: active_rig_count,
560
+ windSpeed: state.windSpeed,
561
+ gustStrength: state.gustStrength,
562
+ windWeight: state.windWeight,
563
+ gustActive: active_gust.remaining > 0,
564
+ };
565
+ }
566
+
567
+ async function destroy() {
568
+ clearTrees();
569
+ await new Promise((resolve, reject) => entities.shutdown(resolve, reject));
570
+ }
571
+
572
+ // Initialize wind and spawn initial tree(s)
573
+ setWind();
574
+ rebuildTrees();
575
+
576
+ return {
577
+ entities,
578
+ dataset,
579
+ state,
580
+ activeTrees: active_trees,
581
+ fluidEntity: fluid_entity,
582
+ gustEntity: gust_entity,
583
+ globalWind: global_wind,
584
+ impulseEffector: impulse_effector,
585
+ vortexEffector: vortex_effector,
586
+ rebuildTrees,
587
+ setWind,
588
+ triggerLocalGust,
589
+ step,
590
+ getStats,
591
+ destroy,
592
+ };
593
+ }