@woosh/meep-engine 3.53.0 → 3.55.0
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.
- package/package.json +1 -1
- package/src/core/math/noise/worley_noise_2d.d.ts +14 -0
- package/src/core/math/noise/worley_noise_2d.d.ts.map +1 -0
- package/src/core/math/noise/worley_noise_2d.js +74 -0
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts +6 -1
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.js +363 -325
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts +93 -14
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.js +322 -183
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts +9 -0
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.js +110 -83
- package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts +42 -0
- package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts.map +1 -0
- package/src/engine/{graphics3/decal/DecalAtlas.js → graphics/texture/atlas/SpriteAtlas.js} +202 -194
- package/src/engine/{graphics3/decal/DecalAtlasFill.d.ts → graphics/texture/atlas/SpriteAtlasFill.d.ts} +4 -4
- package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts.map +1 -0
- package/src/engine/graphics/texture/atlas/SpriteAtlasFill.js +30 -0
- package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts +7 -0
- package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/TextureAtlas.js +11 -1
- package/src/engine/{graphics3/decal/decal_atlas_border.d.ts → graphics/texture/atlas/sprite_atlas_border.d.ts} +12 -12
- package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts.map +1 -0
- package/src/engine/{graphics3/decal/decal_atlas_border.js → graphics/texture/atlas/sprite_atlas_border.js} +69 -69
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem.js +447 -450
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +9 -22
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +892 -951
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/generation/foliage/FOLIAGE_DESIGN.md +2 -1
- package/src/generation/foliage/config/BarkMaterialConfig.d.ts +4 -3
- package/src/generation/foliage/config/BarkMaterialConfig.d.ts.map +1 -1
- package/src/generation/foliage/config/BarkMaterialConfig.js +6 -6
- package/src/generation/foliage/config/FoliageBarkType.d.ts +11 -0
- package/src/generation/foliage/config/FoliageBarkType.d.ts.map +1 -0
- package/src/generation/foliage/config/FoliageBarkType.js +16 -0
- package/src/generation/foliage/config/FoliageMaterialConfig.d.ts +58 -5
- package/src/generation/foliage/config/FoliageMaterialConfig.d.ts.map +1 -1
- package/src/generation/foliage/config/FoliageMaterialConfig.js +279 -181
- package/src/generation/foliage/index.d.ts +2 -1
- package/src/generation/foliage/index.js +44 -43
- package/src/generation/foliage/material/make_bark_material.d.ts.map +1 -1
- package/src/generation/foliage/material/make_bark_material.js +23 -95
- package/src/generation/foliage/material/make_foliage_material.d.ts +29 -3
- package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
- package/src/generation/foliage/material/make_foliage_material.js +605 -359
- package/src/generation/foliage/mesh/branch_collar_project.d.ts.map +1 -1
- package/src/generation/foliage/mesh/branch_collar_project.js +205 -203
- package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +15 -0
- package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
- package/src/generation/foliage/mesh/foliage_collect_attachments.js +569 -502
- package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
- package/src/generation/foliage/mesh/tree_mesh_build_bark.js +1049 -1047
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +2 -1
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +454 -415
- package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
- package/src/generation/foliage/presets/make_tree_species_preset.js +870 -837
- package/src/generation/foliage/skeleton/crown_envelope_evaluate.js +121 -121
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts +10 -7
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.js +206 -179
- package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
- package/src/generation/foliage/skeleton/tree_skeleton_grow.js +1871 -1104
- package/src/shade/RENDERER_CONTRACT.md +5 -2
- package/src/shade/device/SHADE_DEVICE_FLOOR.d.ts.map +1 -1
- package/src/shade/device/SHADE_DEVICE_FLOOR.js +2 -0
- package/src/shade/playground/foliage_wind/foliage_world.d.ts +6 -0
- package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
- package/src/shade/playground/foliage_wind/foliage_world.js +602 -593
- package/src/shade/playground/foliage_wind/index.html +260 -254
- package/src/shade/playground/foliage_wind/main.js +275 -263
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
- package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts +3 -3
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.js +350 -294
- package/src/shade/renderer/hiz/generate_downsampler_code.d.ts +0 -2
- package/src/shade/renderer/hiz/generate_downsampler_code.d.ts.map +1 -1
- package/src/shade/renderer/hiz/generate_downsampler_code.js +99 -100
- package/src/shade/renderer/hiz/hzb_pick_alignment.d.ts +15 -0
- package/src/shade/renderer/hiz/hzb_pick_alignment.d.ts.map +1 -0
- package/src/shade/renderer/hiz/hzb_pick_alignment.js +148 -0
- package/src/shade/renderer/hiz/hzb_plan_reduction_steps.d.ts +28 -0
- package/src/shade/renderer/hiz/hzb_plan_reduction_steps.d.ts.map +1 -0
- package/src/shade/renderer/hiz/hzb_plan_reduction_steps.js +58 -0
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts +5 -5
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +57 -67
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts +3 -3
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js +111 -112
- package/src/shade/renderer/hiz/shader_hzb_spd.d.ts +5 -0
- package/src/shade/renderer/hiz/shader_hzb_spd.d.ts.map +1 -0
- package/src/shade/renderer/hiz/shader_hzb_spd.js +160 -0
- package/src/shade/renderer/light/GPULightCollection.d.ts +8 -0
- package/src/shade/renderer/light/GPULightCollection.d.ts.map +1 -1
- package/src/shade/renderer/light/GPULightCollection.js +67 -0
- package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.d.ts +7 -0
- package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.d.ts.map +1 -0
- package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.js +13 -0
- package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.d.ts +10 -0
- package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.d.ts.map +1 -0
- package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.js +72 -0
- package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.d.ts +39 -0
- package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.js +90 -0
- package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.d.ts +12 -0
- package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.js +56 -0
- package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.d.ts +31 -0
- package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.js +196 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.d.ts +10 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.js +163 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.d.ts +4 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.d.ts.map +1 -0
- package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.js +137 -0
- package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
- package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
- package/src/shade/renderer/particles/GPUParticleSystem.js +4 -3
- package/src/shade/renderer/particles/graph_particles_avboit.d.ts +4 -3
- package/src/shade/renderer/particles/graph_particles_avboit.d.ts.map +1 -1
- package/src/shade/renderer/particles/graph_particles_avboit.js +28 -11
- package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts +9 -13
- package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/chunk_particle_lighting.js +25 -20
- package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js +21 -38
- package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.js +154 -147
- package/src/shade/renderer/postprocess/gtao/GTAO.d.ts +2 -1
- package/src/shade/renderer/postprocess/gtao/GTAO.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/GTAO.js +5 -1
- package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.d.ts +8 -0
- package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.js +10 -1
- package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.js +5 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.d.ts +22 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.js +33 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.d.ts +22 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.js +56 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.d.ts +13 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.d.ts.map +1 -0
- package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.js +42 -0
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts +2 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.js +382 -357
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.js +414 -410
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
- package/src/shade/renderer/postprocess/ssr/prefilter/NOTES.md +0 -7
- package/src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js +62 -62
- package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.d.ts +6 -0
- package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.js +19 -0
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.js +16 -10
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.js +118 -117
- package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.d.ts +41 -7
- package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.d.ts.map +1 -1
- package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.js +162 -58
- package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.js +1 -1
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts +10 -12
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +583 -606
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +640 -640
- package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts +113 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.js +484 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.d.ts +50 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.js +60 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.d.ts +25 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.js +47 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.d.ts +74 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.js +173 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts +26 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js +83 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.d.ts +36 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.js +129 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.d.ts +121 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.js +370 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts +16 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.js +191 -0
- package/src/shade/renderer/wind/GPUSceneWind.d.ts +1 -1
- package/src/shade/renderer/wind/GPUSceneWind.js +1 -1
- package/src/engine/graphics3/decal/DecalAtlas.d.ts +0 -43
- package/src/engine/graphics3/decal/DecalAtlas.d.ts.map +0 -1
- package/src/engine/graphics3/decal/DecalAtlasFill.d.ts.map +0 -1
- package/src/engine/graphics3/decal/DecalAtlasFill.js +0 -32
- package/src/engine/graphics3/decal/decal_atlas_border.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.d.ts +0 -26
- package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.js +0 -268
- package/src/shade/renderer/postprocess/ssr/copy_shader_f32.d.ts +0 -3
- package/src/shade/renderer/postprocess/ssr/copy_shader_f32.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/copy_shader_f32.js +0 -32
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts +0 -17
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.js +0 -98
- package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.d.ts +0 -23
- package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.js +0 -118
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.d.ts +0 -15
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.js +0 -49
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts +0 -17
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +0 -50
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts +0 -35
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js +0 -105
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts +0 -35
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +0 -80
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js +0 -51
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts +0 -28
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js +0 -39
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts +0 -48
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +0 -121
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts +0 -28
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +0 -237
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import { assert } from "../../../core/assert.js";
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import { Quaternion } from "../../../core/geom/Quaternion.js";
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import { Vector3 } from "../../../core/geom/Vector3.js";
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import { DEG_TO_RAD } from "../../../core/math/DEG_TO_RAD.js";
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import { PI2 } from "../../../core/math/PI2.js";
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import { seededRandom } from "../../../core/math/random/seededRandom.js";
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import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
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import { EntityManager } from "../../../engine/ecs/EntityManager.js";
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import { ParentEntitySystem } from "../../../engine/ecs/parent/ParentEntitySystem.js";
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import { TransformAttachmentSystem } from "../../../engine/ecs/transform-attachment/TransformAttachmentSystem.js";
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import { t64_announce_change } from "../../../engine/ecs/transform/t64_announce_change.js";
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import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
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import { Light } from "../../../engine/graphics/ecs/light/Light.js";
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import { DrawMode } from "../../../engine/graphics/ecs/mesh-v2/DrawMode.js";
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import { ShadedGeometry } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
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import { FoliageWindRigs } from "../../../engine/graphics3/animation/FoliageWindRigs.js";
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import { FoliageWindSystem } from "../../../engine/graphics3/FoliageWindSystem.js";
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import { GPUFluidSystem } from "../../../engine/graphics3/GPUFluidSystem.js";
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import { LightSystem } from "../../../engine/graphics3/LightSystem.js";
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import { MeshSkinSystem } from "../../../engine/graphics3/MeshSkinSystem.js";
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import { prefab_instance_destroy, prefab_instantiate } from "../../../engine/graphics3/prefab/prefab_instantiate.js";
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import { ShadedGeometrySystem } from "../../../engine/graphics3/ShadedGeometrySystem.js";
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import { FluidEffectorsComponent } from "../../../engine/physics/fluid/ecs/FluidEffectorsComponent.js";
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import { FluidEffectorsSystem } from "../../../engine/physics/fluid/ecs/FluidEffectorsSystem.js";
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import { GPUFluidComponent } from "../../../engine/physics/fluid/ecs/GPUFluidComponent.js";
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import { GlobalFluidEffector } from "../../../engine/physics/fluid/effector/GlobalFluidEffector.js";
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import { ImpulseFluidEffector } from "../../../engine/physics/fluid/effector/ImpulseFluidEffector.js";
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import { VortexFluidEffector } from "../../../engine/physics/fluid/effector/VortexFluidEffector.js";
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import { TreePreset } from "../../../generation/foliage/config/TreePreset.js";
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import { generate_tree } from "../../../generation/foliage/asset/generate_tree.js";
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import { Attribute } from "../../renderer/geometry/Attribute.js";
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import { Geometry } from "../../renderer/geometry/Geometry.js";
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import { MeshoptClusterizer } from "../../renderer/geometry/meshlet/build/meshoptimizer/meshopt_clusterizer.js";
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import { meshlet_geometry_build_from_geometry } from "../../renderer/geometry/meshlet_geometry_build_from_geometry.js";
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import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
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/**
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* Ordered list of all species presets available in the playground.
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* @type {string[]}
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*/
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export const FOLIAGE_PLAYGROUND_PRESETS = [
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TreePreset.Oak,
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TreePreset.Pine,
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TreePreset.Birch,
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TreePreset.Willow,
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TreePreset.Maple,
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TreePreset.Spruce,
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TreePreset.Palm,
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TreePreset.Shrub,
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TreePreset.Fern,
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];
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/**
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* Builds a subdivided meadow ground grid `MeshletGeometry` with subtle organic height undulation.
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*
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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}
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*/
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export function build_meadow_ground_geometry(half_extent = 32, subdivisions = 24) {
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const stride = subdivisions + 1;
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const vertex_count = stride * stride;
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const positions = new Float32Array(vertex_count * 3);
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const normals = new Float32Array(vertex_count * 3);
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const uvs = new Float32Array(vertex_count * 2);
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const indices = new Uint32Array(quad_count * 6);
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let v = 0;
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for (let iz = 0; iz <= subdivisions; iz++) {
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const z = (tz * 2 - 1) * half_extent;
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for (let ix = 0; ix <= subdivisions; ix++) {
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const x = (tx * 2 - 1) * half_extent;
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positions[v * 3] = x;
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positions[v * 3 + 2] = z;
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normals[v * 3] = 0;
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normals[v * 3 + 1] = 1;
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normals[v * 3 + 2] = 0;
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uvs[v * 2] = tx * 8;
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uvs[v * 2 + 1] = tz * 8;
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v++;
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}
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}
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for (let ix = 0; ix < subdivisions; ix++) {
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const i00 = iz * stride + ix;
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const i01 = (iz + 1) * stride + ix;
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indices[idx++] = i00;
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indices[idx++] = i01;
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indices[idx++] = i10;
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indices[idx++] = i10;
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indices[idx++] = i01;
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indices[idx++] = i11;
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}
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}
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const geometry = new Geometry();
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geometry.index = Attribute.from(indices, 1, "index");
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geometry.addAttribute(Attribute.from(positions, 3, "position"));
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geometry.addAttribute(Attribute.from(normals, 3, "normal"));
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geometry.addAttribute(Attribute.from(uvs, 2, "uv"));
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geometry.ensureTangents();
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return meshlet_geometry_build_from_geometry(geometry);
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}
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/**
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* Creates a full ECS world (`EntityManager` + `EntityComponentDataset`) for the Foliage & Wind
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* Playground, wiring:
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* - `FoliageWindSystem`
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* - `GPUFluidSystem`
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*
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* @param {import("../../../engine/graphics3/GraphicsEngine.js").GraphicsEngine} graphics
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* @param {import("../../renderer/scene/Scene.js").Scene} scene
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* @param {object} [initial_options]
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* @param {"specimen"|"grove"} [initial_options.mode="specimen"]
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* @param {string} [initial_options.preset="oak"]
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* @param {number} [initial_options.seed=1337]
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* @param {number} [initial_options.lod=0]
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* @param {
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* @param {
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assert.defined(
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dataset
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entities.addSystem(new
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entities.addSystem(new
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entities.addSystem(new
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entities.addSystem(new
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entities.addSystem(new
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sun_light
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sun_light.
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sun_light.
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sun_light.
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sun_light.
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sun_light.
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sun_transform.
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dataset.addComponentToEntity(sun_entity,
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fill_light.
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fill_light.
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fill_light.
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fill_transform.
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ground_material
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ground_material.
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ground_material.
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ground_material.
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ground_material.ambient_factors.
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fluid_component.
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fluid_component.
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fluid_component.
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global_wind
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global_wind.
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global_wind.
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global_wind.
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dataset.addComponentToEntity(fluid_entity,
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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
|
+
*
|
|
56
|
+
* @param {number} [half_extent=32]
|
|
57
|
+
* @param {number} [subdivisions=24]
|
|
58
|
+
* @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;
|
|
88
|
+
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 {boolean} [initial_options.showLeaves=true]
|
|
140
|
+
* @param {number} [initial_options.windSpeed=6.5]
|
|
141
|
+
* @param {number} [initial_options.headingDeg=25]
|
|
142
|
+
* @param {number} [initial_options.gustStrength=4.5]
|
|
143
|
+
* @param {number} [initial_options.gustPeriod=5.5]
|
|
144
|
+
* @param {number} [initial_options.windWeight=1.0]
|
|
145
|
+
* @param {boolean} [initial_options.enableGPUFluid=true]
|
|
146
|
+
*/
|
|
147
|
+
export async function createFoliageWindWorld(graphics, scene, initial_options = {}) {
|
|
148
|
+
assert.defined(graphics, 'graphics');
|
|
149
|
+
assert.defined(scene, 'scene');
|
|
150
|
+
|
|
151
|
+
await MeshoptClusterizer.ready;
|
|
152
|
+
|
|
153
|
+
const enable_gpu_fluid = initial_options.enableGPUFluid !== false;
|
|
154
|
+
|
|
155
|
+
const entities = new EntityManager();
|
|
156
|
+
entities.fixedUpdateStepSize = 1 / 60;
|
|
157
|
+
|
|
158
|
+
const dataset = new EntityComponentDataset();
|
|
159
|
+
dataset.registerComponentType(GPUFluidComponent);
|
|
160
|
+
|
|
161
|
+
entities.addSystem(new ParentEntitySystem());
|
|
162
|
+
entities.addSystem(new TransformAttachmentSystem());
|
|
163
|
+
entities.addSystem(new ShadedGeometrySystem(graphics, scene));
|
|
164
|
+
entities.addSystem(new MeshSkinSystem(graphics, scene));
|
|
165
|
+
entities.addSystem(new FoliageWindSystem(graphics, scene));
|
|
166
|
+
entities.addSystem(new LightSystem(graphics, scene));
|
|
167
|
+
entities.addSystem(new FluidEffectorsSystem());
|
|
168
|
+
|
|
169
|
+
if (enable_gpu_fluid && typeof graphics.add_extension === "function") {
|
|
170
|
+
entities.addSystem(new GPUFluidSystem(graphics, scene));
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
entities.attachDataset(dataset);
|
|
174
|
+
|
|
175
|
+
await new Promise((resolve, reject) => entities.startup(resolve, reject));
|
|
176
|
+
|
|
177
|
+
// --- 1. ECS Lighting Entities ---
|
|
178
|
+
const sun_entity = dataset.createEntity();
|
|
179
|
+
const sun_light = new Light();
|
|
180
|
+
sun_light.type.set(Light.Type.DIRECTION);
|
|
181
|
+
sun_light.color.setRGB(1.0, 0.96, 0.88);
|
|
182
|
+
sun_light.intensity.set(2.2);
|
|
183
|
+
sun_light.radius.set(0.006475);
|
|
184
|
+
sun_light.castShadow.set(true);
|
|
185
|
+
sun_light.maxShadowDistance.set(60);
|
|
186
|
+
|
|
187
|
+
const sun_transform = new Transform64();
|
|
188
|
+
const sun_dir = new Vector3(-0.48, -0.78, -0.40).normalize();
|
|
189
|
+
const sun_rot = new Quaternion().fromUnitVectors(Vector3.forward, sun_dir);
|
|
190
|
+
sun_transform.setRotation(sun_rot.x, sun_rot.y, sun_rot.z, sun_rot.w);
|
|
191
|
+
sun_transform.updateMatrix();
|
|
192
|
+
dataset.addComponentToEntity(sun_entity, sun_light);
|
|
193
|
+
dataset.addComponentToEntity(sun_entity, sun_transform);
|
|
194
|
+
|
|
195
|
+
const fill_entity = dataset.createEntity();
|
|
196
|
+
const fill_light = new Light();
|
|
197
|
+
fill_light.type.set(Light.Type.DIRECTION);
|
|
198
|
+
fill_light.color.setRGB(0.55, 0.72, 0.95);
|
|
199
|
+
fill_light.intensity.set(0.65);
|
|
200
|
+
fill_light.castShadow.set(false);
|
|
201
|
+
|
|
202
|
+
const fill_transform = new Transform64();
|
|
203
|
+
const fill_dir = new Vector3(0.55, -0.55, 0.62).normalize();
|
|
204
|
+
const fill_rot = new Quaternion().fromUnitVectors(Vector3.forward, fill_dir);
|
|
205
|
+
fill_transform.setRotation(fill_rot.x, fill_rot.y, fill_rot.z, fill_rot.w);
|
|
206
|
+
fill_transform.updateMatrix();
|
|
207
|
+
dataset.addComponentToEntity(fill_entity, fill_light);
|
|
208
|
+
dataset.addComponentToEntity(fill_entity, fill_transform);
|
|
209
|
+
|
|
210
|
+
// --- 2. ECS Meadow Ground Entity ---
|
|
211
|
+
const ground_entity = dataset.createEntity();
|
|
212
|
+
const ground_material = new StandardShadeMaterial();
|
|
213
|
+
ground_material.diffuse_color.setRGB(0.22, 0.32, 0.15);
|
|
214
|
+
ground_material.roughness_factor = 0.92;
|
|
215
|
+
ground_material.metallic_factor = 0.0;
|
|
216
|
+
ground_material.ambient_factors.a = 1.0;
|
|
217
|
+
ground_material.ambient_factors.b = 0.0;
|
|
218
|
+
const ground_geometry = build_meadow_ground_geometry(36, 20);
|
|
219
|
+
const ground_shaded = ShadedGeometry.from(ground_geometry, ground_material, DrawMode.Triangles);
|
|
220
|
+
const ground_transform = new Transform64();
|
|
221
|
+
ground_transform.updateMatrix();
|
|
222
|
+
dataset.addComponentToEntity(ground_entity, ground_shaded);
|
|
223
|
+
dataset.addComponentToEntity(ground_entity, ground_transform);
|
|
224
|
+
|
|
225
|
+
// --- 3. ECS Fluid Wind & Cascade Simulation Entities ---
|
|
226
|
+
const fluid_entity = dataset.createEntity();
|
|
227
|
+
const fluid_transform = new Transform64();
|
|
228
|
+
fluid_transform.setTranslation(0, 6, 0);
|
|
229
|
+
fluid_transform.updateMatrix();
|
|
230
|
+
|
|
231
|
+
const fluid_component = new GPUFluidComponent();
|
|
232
|
+
fluid_component.resolution = [64, 32, 64];
|
|
233
|
+
fluid_component.cascade_count = 3;
|
|
234
|
+
fluid_component.cell_size = 0.5;
|
|
235
|
+
fluid_component.vorticity_confinement = 1.5;
|
|
236
|
+
|
|
237
|
+
const global_wind = new GlobalFluidEffector();
|
|
238
|
+
global_wind.wind = [6.5, 0, 2.5];
|
|
239
|
+
global_wind.drag = 1.5;
|
|
240
|
+
global_wind.gust = 0.5;
|
|
241
|
+
global_wind.gust_period = 5.5;
|
|
242
|
+
|
|
243
|
+
const fluid_effectors = new FluidEffectorsComponent();
|
|
244
|
+
fluid_effectors.addEffector(global_wind);
|
|
245
|
+
dataset.addComponentToEntity(fluid_entity, fluid_component);
|
|
246
|
+
dataset.addComponentToEntity(fluid_entity, fluid_effectors);
|
|
247
|
+
dataset.addComponentToEntity(fluid_entity, fluid_transform);
|
|
248
|
+
|
|
249
|
+
// Local travelling gust + vortex effector entity
|
|
250
|
+
const gust_entity = dataset.createEntity();
|
|
251
|
+
const gust_transform = new Transform64();
|
|
252
|
+
gust_transform.setTranslation(-20, 4, 0);
|
|
253
|
+
gust_transform.updateMatrix();
|
|
254
|
+
|
|
255
|
+
const impulse_effector = new ImpulseFluidEffector();
|
|
256
|
+
impulse_effector.radius = 0; // Inactive until triggered
|
|
257
|
+
impulse_effector.spread = 0.35;
|
|
258
|
+
impulse_effector.force = [0, 0, 0];
|
|
259
|
+
|
|
260
|
+
const vortex_effector = new VortexFluidEffector();
|
|
261
|
+
vortex_effector.radius = 0; // Inactive until triggered
|
|
262
|
+
vortex_effector.length = 8;
|
|
263
|
+
vortex_effector.strength = 0;
|
|
264
|
+
|
|
265
|
+
const local_effectors = new FluidEffectorsComponent();
|
|
266
|
+
local_effectors.addEffector(impulse_effector);
|
|
267
|
+
local_effectors.addEffector(vortex_effector);
|
|
268
|
+
dataset.addComponentToEntity(gust_entity, local_effectors);
|
|
269
|
+
dataset.addComponentToEntity(gust_entity, gust_transform);
|
|
270
|
+
|
|
271
|
+
// --- 4. Tree Management & Wind State ---
|
|
272
|
+
const state = {
|
|
273
|
+
mode: initial_options.mode ?? "specimen",
|
|
274
|
+
preset: initial_options.preset ?? TreePreset.Oak,
|
|
275
|
+
seed: initial_options.seed ?? 1337,
|
|
276
|
+
lod: initial_options.lod ?? 0,
|
|
277
|
+
showLeaves: initial_options.showLeaves ?? true,
|
|
278
|
+
windSpeed: initial_options.windSpeed ?? 6.5,
|
|
279
|
+
headingDeg: initial_options.headingDeg ?? 25,
|
|
280
|
+
gustStrength: initial_options.gustStrength ?? 4.5,
|
|
281
|
+
gustPeriod: initial_options.gustPeriod ?? 5.5,
|
|
282
|
+
windWeight: initial_options.windWeight ?? 1.0,
|
|
283
|
+
};
|
|
284
|
+
|
|
285
|
+
/**
|
|
286
|
+
* Cache of generated `TreeAsset`s keyed by `${preset}:${seed}:${showLeaves ? 1 : 0}` so switching LODs, modes, or leaves visibility is instant.
|
|
287
|
+
* @type {Map<string, import("../../../generation/foliage/asset/TreeAsset.js").TreeAsset>}
|
|
288
|
+
*/
|
|
289
|
+
const asset_cache = new Map();
|
|
290
|
+
|
|
291
|
+
/**
|
|
292
|
+
* Active spawned tree instances in `dataset`.
|
|
293
|
+
* @type {Array<{root: number, instance: import("../../../engine/graphics3/prefab/PrefabInstance.js").PrefabInstance, lod_asset: import("../../../generation/foliage/asset/TreeLODAsset.js").TreeLODAsset, preset: string}>}
|
|
294
|
+
*/
|
|
295
|
+
const active_trees = [];
|
|
296
|
+
|
|
297
|
+
/**
|
|
298
|
+
* Active local gust wave state.
|
|
299
|
+
*/
|
|
300
|
+
const active_gust = {
|
|
301
|
+
remaining: 0,
|
|
302
|
+
duration: 2.4,
|
|
303
|
+
dir_x: 1,
|
|
304
|
+
dir_z: 0,
|
|
305
|
+
speed: 14,
|
|
306
|
+
strength: 28,
|
|
307
|
+
vortex_strength: 12,
|
|
308
|
+
radius: 6.5,
|
|
309
|
+
};
|
|
310
|
+
|
|
311
|
+
function obtainTreeAsset(preset, seed, show_leaves = state.showLeaves) {
|
|
312
|
+
const leaves_flag = Boolean(show_leaves);
|
|
313
|
+
const key = `${preset}:${seed | 0}:${leaves_flag ? 1 : 0}`;
|
|
314
|
+
let asset = asset_cache.get(key);
|
|
315
|
+
if (!asset) {
|
|
316
|
+
asset = generate_tree({
|
|
317
|
+
preset,
|
|
318
|
+
seed: seed | 0,
|
|
319
|
+
foliage: leaves_flag,
|
|
320
|
+
});
|
|
321
|
+
asset_cache.set(key, asset);
|
|
322
|
+
}
|
|
323
|
+
return asset;
|
|
324
|
+
}
|
|
325
|
+
|
|
326
|
+
function clearTrees() {
|
|
327
|
+
for (let i = active_trees.length - 1; i >= 0; i--) {
|
|
328
|
+
const entry = active_trees[i];
|
|
329
|
+
prefab_instance_destroy(dataset, entry.instance);
|
|
330
|
+
if (dataset.entityExists(entry.root)) {
|
|
331
|
+
dataset.removeEntity(entry.root);
|
|
332
|
+
}
|
|
333
|
+
}
|
|
334
|
+
active_trees.length = 0;
|
|
335
|
+
}
|
|
336
|
+
|
|
337
|
+
function spawnTreeInstance(preset, seed, lod, x, y, z, yaw_rad, uniform_scale) {
|
|
338
|
+
const tree_asset = obtainTreeAsset(preset, seed, state.showLeaves);
|
|
339
|
+
const clamped_lod = Math.max(0, Math.min(tree_asset.lods.length - 1, lod | 0));
|
|
340
|
+
const lod_asset = tree_asset.lods[clamped_lod];
|
|
341
|
+
|
|
342
|
+
const root = dataset.createEntity();
|
|
343
|
+
const placement = new Transform64();
|
|
344
|
+
placement.setTranslation(x, y, z);
|
|
345
|
+
const half_yaw = yaw_rad * 0.5;
|
|
346
|
+
placement.setRotation(0, Math.sin(half_yaw), 0, Math.cos(half_yaw));
|
|
347
|
+
placement.setScale(uniform_scale, uniform_scale, uniform_scale);
|
|
348
|
+
placement.updateMatrix();
|
|
349
|
+
dataset.addComponentToEntity(root, placement);
|
|
350
|
+
|
|
351
|
+
const instance = prefab_instantiate(lod_asset.prefab, dataset, root);
|
|
352
|
+
|
|
353
|
+
const rigs_comp = dataset.getComponent(root, FoliageWindRigs);
|
|
354
|
+
if (rigs_comp !== undefined) {
|
|
355
|
+
rigs_comp.weight = state.windWeight;
|
|
356
|
+
}
|
|
357
|
+
|
|
358
|
+
active_trees.push({
|
|
359
|
+
root,
|
|
360
|
+
instance,
|
|
361
|
+
lod_asset,
|
|
362
|
+
preset,
|
|
363
|
+
});
|
|
364
|
+
}
|
|
365
|
+
|
|
366
|
+
/**
|
|
367
|
+
* Rebuilds the spawned ECS tree entities for the current or updated configuration.
|
|
368
|
+
*
|
|
369
|
+
* @param {Partial<typeof state>} [overrides]
|
|
370
|
+
*/
|
|
371
|
+
function rebuildTrees(overrides = {}) {
|
|
372
|
+
if (overrides.mode !== undefined) state.mode = overrides.mode;
|
|
373
|
+
if (overrides.preset !== undefined) state.preset = overrides.preset;
|
|
374
|
+
if (overrides.seed !== undefined) state.seed = overrides.seed | 0;
|
|
375
|
+
if (overrides.lod !== undefined) state.lod = overrides.lod | 0;
|
|
376
|
+
if (overrides.showLeaves !== undefined) state.showLeaves = Boolean(overrides.showLeaves);
|
|
377
|
+
if (overrides.windWeight !== undefined) state.windWeight = overrides.windWeight;
|
|
378
|
+
|
|
379
|
+
clearTrees();
|
|
380
|
+
|
|
381
|
+
if (state.mode === "grove") {
|
|
382
|
+
// Hero specimen in the center
|
|
383
|
+
spawnTreeInstance(state.preset, state.seed, state.lod, 0, 0, 0, 0, 1.0);
|
|
384
|
+
|
|
385
|
+
// Ring of botanical companions around the meadow
|
|
386
|
+
const grove_species = [
|
|
387
|
+
TreePreset.Oak,
|
|
388
|
+
TreePreset.Pine,
|
|
389
|
+
TreePreset.Birch,
|
|
390
|
+
TreePreset.Willow,
|
|
391
|
+
TreePreset.Maple,
|
|
392
|
+
TreePreset.Spruce,
|
|
393
|
+
TreePreset.Palm,
|
|
394
|
+
TreePreset.Shrub,
|
|
395
|
+
];
|
|
396
|
+
const rng = seededRandom((state.seed ^ 0x5A17C9) | 0);
|
|
397
|
+
const ring_count = grove_species.length;
|
|
398
|
+
|
|
399
|
+
for (let i = 0; i < ring_count; i++) {
|
|
400
|
+
const angle = (i / ring_count) * PI2 + (rng() - 0.5) * 0.25;
|
|
401
|
+
const radius = 9.5 + rng() * 5.0;
|
|
402
|
+
const x = Math.cos(angle) * radius;
|
|
403
|
+
const z = Math.sin(angle) * radius;
|
|
404
|
+
const yaw = rng() * PI2;
|
|
405
|
+
const scale = 0.85 + rng() * 0.3;
|
|
406
|
+
const species = grove_species[i];
|
|
407
|
+
const tree_seed = (state.seed + (i + 1) * 97) | 0;
|
|
408
|
+
|
|
409
|
+
spawnTreeInstance(species, tree_seed, state.lod, x, 0, z, yaw, scale);
|
|
410
|
+
}
|
|
411
|
+
} else {
|
|
412
|
+
// Single hero specimen at the origin
|
|
413
|
+
spawnTreeInstance(state.preset, state.seed, state.lod, 0, 0, 0, 0, 1.0);
|
|
414
|
+
}
|
|
415
|
+
}
|
|
416
|
+
|
|
417
|
+
/**
|
|
418
|
+
* Updates the ECS `GlobalFluidEffector` wind parameters and tree `FoliageWindRigs` blend weights.
|
|
419
|
+
*
|
|
420
|
+
* @param {Partial<typeof state>} [overrides]
|
|
421
|
+
*/
|
|
422
|
+
function setWind(overrides = {}) {
|
|
423
|
+
if (overrides.windSpeed !== undefined) state.windSpeed = overrides.windSpeed;
|
|
424
|
+
if (overrides.headingDeg !== undefined) state.headingDeg = overrides.headingDeg;
|
|
425
|
+
if (overrides.gustStrength !== undefined) state.gustStrength = overrides.gustStrength;
|
|
426
|
+
if (overrides.gustPeriod !== undefined) state.gustPeriod = overrides.gustPeriod;
|
|
427
|
+
if (overrides.windWeight !== undefined) state.windWeight = overrides.windWeight;
|
|
428
|
+
|
|
429
|
+
const heading_rad = state.headingDeg * DEG_TO_RAD;
|
|
430
|
+
const dir_x = Math.cos(heading_rad);
|
|
431
|
+
const dir_z = Math.sin(heading_rad);
|
|
432
|
+
|
|
433
|
+
const eff_speed = state.windSpeed > 0.05
|
|
434
|
+
? state.windSpeed
|
|
435
|
+
: (state.gustStrength > 0 ? 0.05 : 0);
|
|
436
|
+
|
|
437
|
+
global_wind.wind[0] = dir_x * eff_speed;
|
|
438
|
+
global_wind.wind[1] = 0.0;
|
|
439
|
+
global_wind.wind[2] = dir_z * eff_speed;
|
|
440
|
+
global_wind.drag = 1.5;
|
|
441
|
+
global_wind.gust = eff_speed > 0 ? state.gustStrength / eff_speed : 0;
|
|
442
|
+
global_wind.gust_period = Math.max(0.5, state.gustPeriod);
|
|
443
|
+
|
|
444
|
+
for (let i = 0; i < active_trees.length; i++) {
|
|
445
|
+
const rigs_comp = dataset.getComponent(active_trees[i].root, FoliageWindRigs);
|
|
446
|
+
if (rigs_comp !== undefined) {
|
|
447
|
+
rigs_comp.weight = state.windWeight;
|
|
448
|
+
}
|
|
449
|
+
}
|
|
450
|
+
}
|
|
451
|
+
|
|
452
|
+
/**
|
|
453
|
+
* Launches a localized 3D wind gust + vortex swirl across the grove through the ECS
|
|
454
|
+
* `ImpulseFluidEffector` and `VortexFluidEffector` entities.
|
|
455
|
+
*
|
|
456
|
+
* @param {object} [options]
|
|
457
|
+
* @param {number} [options.strength=32]
|
|
458
|
+
* @param {number} [options.vortexStrength=14]
|
|
459
|
+
* @param {number} [options.radius=7.5]
|
|
460
|
+
* @param {number} [options.duration=2.2]
|
|
461
|
+
*/
|
|
462
|
+
function triggerLocalGust({
|
|
463
|
+
strength = 32,
|
|
464
|
+
vortexStrength = 14,
|
|
465
|
+
radius = 7.5,
|
|
466
|
+
duration = 2.2,
|
|
467
|
+
} = {}) {
|
|
468
|
+
const heading_rad = state.headingDeg * DEG_TO_RAD;
|
|
469
|
+
const dir_x = Math.cos(heading_rad);
|
|
470
|
+
const dir_z = Math.sin(heading_rad);
|
|
471
|
+
|
|
472
|
+
active_gust.remaining = duration;
|
|
473
|
+
active_gust.duration = duration;
|
|
474
|
+
active_gust.dir_x = dir_x;
|
|
475
|
+
active_gust.dir_z = dir_z;
|
|
476
|
+
active_gust.strength = strength;
|
|
477
|
+
active_gust.vortex_strength = vortexStrength;
|
|
478
|
+
active_gust.radius = radius;
|
|
479
|
+
|
|
480
|
+
// Start upstream of the grove and sweep across the center
|
|
481
|
+
const start_dist = -14;
|
|
482
|
+
gust_transform.setTranslation(dir_x * start_dist, 3.5, dir_z * start_dist);
|
|
483
|
+
gust_transform.updateMatrix();
|
|
484
|
+
t64_announce_change(dataset, gust_entity);
|
|
485
|
+
|
|
486
|
+
impulse_effector.radius = radius;
|
|
487
|
+
impulse_effector.force[0] = dir_x * strength;
|
|
488
|
+
impulse_effector.force[1] = 2.5;
|
|
489
|
+
impulse_effector.force[2] = dir_z * strength;
|
|
490
|
+
|
|
491
|
+
vortex_effector.radius = radius * 0.85;
|
|
492
|
+
vortex_effector.strength = vortexStrength;
|
|
493
|
+
}
|
|
494
|
+
|
|
495
|
+
/**
|
|
496
|
+
* Advances the ECS world by `dt` seconds.
|
|
497
|
+
*
|
|
498
|
+
* @param {number} dt
|
|
499
|
+
*/
|
|
500
|
+
function step(dt) {
|
|
501
|
+
const clamped_dt = Math.min(Math.max(dt, 0), 0.1);
|
|
502
|
+
|
|
503
|
+
if (active_gust.remaining > 0) {
|
|
504
|
+
active_gust.remaining = Math.max(0, active_gust.remaining - clamped_dt);
|
|
505
|
+
const progress = 1.0 - active_gust.remaining / active_gust.duration;
|
|
506
|
+
const envelope = Math.sin(progress * Math.PI);
|
|
507
|
+
const dist = -14 + progress * 28;
|
|
508
|
+
|
|
509
|
+
gust_transform.setTranslation(
|
|
510
|
+
active_gust.dir_x * dist,
|
|
511
|
+
3.5,
|
|
512
|
+
active_gust.dir_z * dist
|
|
513
|
+
);
|
|
514
|
+
gust_transform.updateMatrix();
|
|
515
|
+
t64_announce_change(dataset, gust_entity);
|
|
516
|
+
|
|
517
|
+
impulse_effector.radius = active_gust.radius;
|
|
518
|
+
impulse_effector.force[0] = active_gust.dir_x * active_gust.strength * envelope;
|
|
519
|
+
impulse_effector.force[1] = 2.0 * envelope;
|
|
520
|
+
impulse_effector.force[2] = active_gust.dir_z * active_gust.strength * envelope;
|
|
521
|
+
|
|
522
|
+
vortex_effector.radius = active_gust.radius * 0.85;
|
|
523
|
+
vortex_effector.strength = active_gust.vortex_strength * envelope;
|
|
524
|
+
|
|
525
|
+
if (active_gust.remaining === 0) {
|
|
526
|
+
impulse_effector.radius = 0;
|
|
527
|
+
impulse_effector.force[0] = 0;
|
|
528
|
+
impulse_effector.force[1] = 0;
|
|
529
|
+
impulse_effector.force[2] = 0;
|
|
530
|
+
vortex_effector.radius = 0;
|
|
531
|
+
vortex_effector.strength = 0;
|
|
532
|
+
}
|
|
533
|
+
}
|
|
534
|
+
|
|
535
|
+
entities.update(clamped_dt);
|
|
536
|
+
}
|
|
537
|
+
|
|
538
|
+
/**
|
|
539
|
+
* Returns live statistics for the HUD and tests.
|
|
540
|
+
*/
|
|
541
|
+
function getStats() {
|
|
542
|
+
let total_joints = 0;
|
|
543
|
+
let total_vertices = 0;
|
|
544
|
+
let total_triangles = 0;
|
|
545
|
+
|
|
546
|
+
for (let i = 0; i < active_trees.length; i++) {
|
|
547
|
+
const lod_asset = active_trees[i].lod_asset;
|
|
548
|
+
total_joints += lod_asset.joint_count;
|
|
549
|
+
total_vertices += lod_asset.vertex_count;
|
|
550
|
+
total_triangles += lod_asset.triangle_count;
|
|
551
|
+
}
|
|
552
|
+
|
|
553
|
+
const context = graphics.scene_context(scene);
|
|
554
|
+
const active_rig_count = context
|
|
555
|
+
? context.animation_manager.database.get('animation_foliage_rigs').occupancy.cardinality()
|
|
556
|
+
: 0;
|
|
557
|
+
|
|
558
|
+
return {
|
|
559
|
+
mode: state.mode,
|
|
560
|
+
preset: state.preset,
|
|
561
|
+
seed: state.seed,
|
|
562
|
+
lod: state.lod,
|
|
563
|
+
showLeaves: state.showLeaves,
|
|
564
|
+
treeCount: active_trees.length,
|
|
565
|
+
totalJoints: total_joints,
|
|
566
|
+
totalVertices: total_vertices,
|
|
567
|
+
totalTriangles: total_triangles,
|
|
568
|
+
activeRigCount: active_rig_count,
|
|
569
|
+
windSpeed: state.windSpeed,
|
|
570
|
+
gustStrength: state.gustStrength,
|
|
571
|
+
windWeight: state.windWeight,
|
|
572
|
+
gustActive: active_gust.remaining > 0,
|
|
573
|
+
};
|
|
574
|
+
}
|
|
575
|
+
|
|
576
|
+
async function destroy() {
|
|
577
|
+
clearTrees();
|
|
578
|
+
await new Promise((resolve, reject) => entities.shutdown(resolve, reject));
|
|
579
|
+
}
|
|
580
|
+
|
|
581
|
+
// Initialize wind and spawn initial tree(s)
|
|
582
|
+
setWind();
|
|
583
|
+
rebuildTrees();
|
|
584
|
+
|
|
585
|
+
return {
|
|
586
|
+
entities,
|
|
587
|
+
dataset,
|
|
588
|
+
state,
|
|
589
|
+
activeTrees: active_trees,
|
|
590
|
+
fluidEntity: fluid_entity,
|
|
591
|
+
gustEntity: gust_entity,
|
|
592
|
+
globalWind: global_wind,
|
|
593
|
+
impulseEffector: impulse_effector,
|
|
594
|
+
vortexEffector: vortex_effector,
|
|
595
|
+
rebuildTrees,
|
|
596
|
+
setWind,
|
|
597
|
+
triggerLocalGust,
|
|
598
|
+
step,
|
|
599
|
+
getStats,
|
|
600
|
+
destroy,
|
|
601
|
+
};
|
|
602
|
+
}
|