incanto 0.24.0 → 0.25.1
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/dist/2d.js +1 -1
- package/dist/3d.js +4 -4
- package/dist/{create-game-DrcEgRup.js → create-game-BkJ1SLbE.js} +1 -1
- package/dist/{create-game-DjWIgtQ_.js → create-game-CCT4p8Qd.js} +3 -3
- package/dist/{gameplay-BJ5gXIks.js → gameplay-Cj5Y89Xc.js} +108 -22
- package/dist/gameplay.js +1 -1
- package/dist/index.js +1 -1
- package/dist/{physics-3d-CpIB9C-F.js → physics-3d-BhH0Uu6c.js} +2 -2
- package/dist/react.js +1 -1
- package/dist/{register-CpJORtm4.js → register-Bed0raXR.js} +1 -1
- package/dist/test.js +4 -4
- package/editor/assets/{agent8-DlMVayXX.js → agent8-CczkxAgC.js} +1 -1
- package/editor/assets/{index-B5y_MdYb.js → index-COVjwWy3.js} +108 -24
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/skills/incanto-environment.md +20 -0
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/village-quest-3d/package.json +1 -1
package/dist/2d.js
CHANGED
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@@ -1,5 +1,5 @@
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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-
import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-
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import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-BkJ1SLbE.js";
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import { _ as RigidBody2D, a as parseCells, c as ColorRect2D, d as AnimatedSprite2D, f as Sprite2D, g as PhysicsBody2D, h as CharacterBody2D, i as mergeSolidRects, l as CharacterController2D, m as Area2D, n as UILayer, o as Particles2D, p as Joint2D, r as TileMap2D, s as Label, t as registerNodes2D, u as Camera2D, v as StaticBody2D, y as Node2D } from "./register-CvpSUU3O.js";
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import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-DiVFFlH3.js";
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//#region src/2d/library-sprite.ts
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package/dist/3d.js
CHANGED
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@@ -1,9 +1,9 @@
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { A as Water3D, F as StaticBody3D, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D, z as WATER_MAX_RIPPLES } from "./gameplay-
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import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-
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import { A as QUARTER_PITCH, C as BoneAttachment3D, D as TERRAIN_THEMES, E as DEFAULT_TERRAIN_TEXTURE_BASE, M as keyboardIntensity, N as movementState, O as terrainThemeLayers, P as rigPose, S as BoneLookAt3D, T as Terrain3D, _ as Flowers3D, a as Trail3D, b as CharacterController3D, c as Particles3D, d as DirectionalLight3D, f as OmniLight3D, g as DENSITY_PRESETS, h as Foliage3D, i as Tree3D, j as cameraRelative, k as Joint3D, l as ModelInstance3D, m as MeshInstance3D, n as VOXEL_PALETTE, o as River3D, p as InstancedMesh3D, r as VoxelGrid3D, s as traceDownhillPath, t as registerNodes3D, u as LoftMesh3D, v as resolveFlowerDensity, w as Billboard3D, x as Camera3D, y as FLOWER_VARIETIES } from "./register-
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import { A as Water3D, F as StaticBody3D, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D, z as WATER_MAX_RIPPLES } from "./gameplay-Cj5Y89Xc.js";
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import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-CCT4p8Qd.js";
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import { A as QUARTER_PITCH, C as BoneAttachment3D, D as TERRAIN_THEMES, E as DEFAULT_TERRAIN_TEXTURE_BASE, M as keyboardIntensity, N as movementState, O as terrainThemeLayers, P as rigPose, S as BoneLookAt3D, T as Terrain3D, _ as Flowers3D, a as Trail3D, b as CharacterController3D, c as Particles3D, d as DirectionalLight3D, f as OmniLight3D, g as DENSITY_PRESETS, h as Foliage3D, i as Tree3D, j as cameraRelative, k as Joint3D, l as ModelInstance3D, m as MeshInstance3D, n as VOXEL_PALETTE, o as River3D, p as InstancedMesh3D, r as VoxelGrid3D, s as traceDownhillPath, t as registerNodes3D, u as LoftMesh3D, v as resolveFlowerDensity, w as Billboard3D, x as Camera3D, y as FLOWER_VARIETIES } from "./register-Bed0raXR.js";
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import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
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import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-
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import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-BhH0Uu6c.js";
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//#region src/3d/environment-runtime.ts
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/**
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* Live environment editing — the renderer re-applies `scene.environment`
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@@ -3,7 +3,7 @@ import { _ as registerBehavior, n as loadScene, o as computeViewport, s as resol
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import { l as AudioPlayer, u as Engine } from "./register-nObreUQR.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
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import { n as registerGameplayBehaviors } from "./gameplay-
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import { n as registerGameplayBehaviors } from "./gameplay-Cj5Y89Xc.js";
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import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-CvpSUU3O.js";
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import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
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import { n as enablePhysics2D } from "./physics-2d-DiVFFlH3.js";
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@@ -3,10 +3,10 @@ import { _ as registerBehavior, n as loadScene } from "./loader-BZqOKfI2.js";
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import { l as AudioPlayer, u as Engine } from "./register-nObreUQR.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
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import { I as Node3D, N as PhysicsBody3D, R as createCausticsQuad, n as registerGameplayBehaviors } from "./gameplay-
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import { I as Node3D, N as PhysicsBody3D, R as createCausticsQuad, n as registerGameplayBehaviors } from "./gameplay-Cj5Y89Xc.js";
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import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
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import { d as DirectionalLight3D, l as ModelInstance3D, t as registerNodes3D, x as Camera3D } from "./register-
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import { n as enablePhysics3D } from "./physics-3d-
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import { d as DirectionalLight3D, l as ModelInstance3D, t as registerNodes3D, x as Camera3D } from "./register-Bed0raXR.js";
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import { n as enablePhysics3D } from "./physics-3d-BhH0Uu6c.js";
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import { ACESFilmicToneMapping, AmbientLight, Box3, BufferAttribute, BufferGeometry, Color, DepthTexture, EquirectangularReflectionMapping, FloatType, Fog, HalfFloatType, LineBasicMaterial, LineSegments, Matrix4, Mesh, PCFShadowMap, PMREMGenerator, PerspectiveCamera, PlaneGeometry, Quaternion, Raycaster, Scene, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer } from "three";
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import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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@@ -1014,6 +1014,18 @@ uniform float uCausticsAbove;
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// incanto presets: per-preset reflection ceiling (the old hard 0.6) — lakes
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// push toward mirror, pools stay glassy-clear.
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uniform float uReflectivityMax;
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// incanto: the scene pre-pass runs at HALF resolution, so everything read from
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// its depth texture arrives quantised to those texels. Derivatives of a
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// quantised signal are garbage (they alternate between ~0 inside a texel and a
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// spike at its edge — the "barcode" on a shoreline), and a threshold crossed
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// inside one texel is a STAIRCASE (the sand-coloured line across open water).
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// Both cures are the same: filter the depth over its own texel footprint and
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// estimate gradients from those taps instead of from fwidth().
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uniform vec2 uScenePassTexel;
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/** Shoreline dissolve width, in DEPTH TEXELS (≈2 screen px each). */
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const float SHORE_FADE_TEXELS = 11.0;
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/** Deepest water that can still be a shoreline (m) — past this the fade is off. */
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const float SHORE_MAX_COLUMN = 2.2;
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// incanto: 1 while the camera EYE is under THIS surface — the underside is a
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// different optical world (Snell's window), not the top shaded darker.
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uniform float uCameraSubmerged;
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@@ -1163,11 +1175,16 @@ vec3 detailNormal(vec3 n, vec2 worldXZ, float strength, float camDist) {
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float fadeFine = 1.0 - smoothstep(18.0, 80.0, camDist);
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float fadeMicro = 1.0 - smoothstep(8.0, 34.0, camDist);
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vec2 dMid = normalize(vec2(0.62, 0.78));
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-
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// LOD: the fades used to scale a result that had already been PAID FOR — a
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// pixel of horizon water evaluated four noise octaves to multiply three of
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// them by zero. Branch instead. camDist barely varies across a quad, so
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// these are warp-coherent: distant water genuinely skips the work, and the
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// near look is bit-identical because a skipped layer was contributing < 1%.
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vec2 slope = vec2(0.0);
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if (fadeCoarse > 0.01) slope += octaveSlope(worldXZ, WIND_DIR, 6.0, uTime) * (0.085 * fadeCoarse);
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if (fadeMid > 0.01) slope += octaveSlope(worldXZ, dMid, 2.2, uTime) * (0.10 * fadeMid);
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if (fadeFine > 0.01) slope += octavePair(worldXZ, WIND_DIR, 0.9, uTime) * (0.055 * fadeFine);
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if (fadeMicro > 0.01) slope += octavePair(worldXZ, dMid, 0.38, uTime) * (0.042 * fadeMicro);
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slope *= strength * 3.0; // spectrum norm: default strength 0.26 ≈ calm-lively
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return normalize(vec3(n.x - slope.x, n.y, n.z - slope.y));
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}
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@@ -1181,9 +1198,9 @@ vec3 glossNormal(vec3 n, vec2 worldXZ, float strength, float camDist) {
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float fadeCoarse = 1.0 - smoothstep(90.0, 420.0, camDist);
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float fadeMid = 1.0 - smoothstep(40.0, 170.0, camDist);
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vec2 dMid = normalize(vec2(0.62, 0.78));
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vec2 slope =
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vec2 slope = vec2(0.0);
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if (fadeCoarse > 0.01) slope += octaveSlope(worldXZ, WIND_DIR, 6.0, uTime) * (0.085 * fadeCoarse);
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if (fadeMid > 0.01) slope += octaveSlope(worldXZ, dMid, 2.2, uTime) * (0.075 * fadeMid);
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slope *= strength * 3.0;
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return normalize(vec3(n.x - slope.x, n.y, n.z - slope.y));
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}
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@@ -1194,6 +1211,17 @@ float linearizeDepth(float depth, float near, float far) {
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return (2.0 * near * far) / (far + near - z * (far - near));
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}
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/**
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* Vertical water column under a screen point, reconstructed from the scene
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* depth along the view ray. Split out so the shoreline can sample it in a
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* cross and filter the half-res quantisation away.
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*/
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float waterColumnAt(vec2 uv, float linearWaterDepth, float camDist, vec3 viewDir) {
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float sceneD = linearizeDepth(texture2D(uDepthTexture, uv).r, uCameraNear, uCameraFar);
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float t = camDist * (sceneD / max(linearWaterDepth, 1e-4));
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return max(uWaterCenter.y - (cameraPosition.y + viewDir.y * t), 0.0);
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}
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// incanto: splash WHITEWATER. The look that read as FAKE was a clean radial
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// disc/ring × speckle. Real foam is irregular clumps + tendrils that drift with
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// the water and break apart at the edges. So: a soft COVERAGE envelope (where
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@@ -1525,7 +1553,13 @@ void main() {
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float refrT = camDist * (refractedSceneDepth / max(linearWaterDepth, 1e-4));
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offsetReject = max(offsetReject, smoothstep(0.02, 0.25,
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cameraPosition.y + viewDirection.y * refrT - uWaterCenter.y));
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// SILHOUETTE reject: a refracted sample that lands across a depth cliff
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// (a bed's rim, a hull, a swimmer's edge) drags that surface's colour
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// into the water as a hard sliver — and the half-res grab quantises the
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// sliver into a staircase. Snap those samples back to the straight ray.
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float silhouette = smoothstep(0.05, 0.22,
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abs(refractedSceneDepth - linearSceneDepth) / max(linearWaterDepth, 1e-3));
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refractedUV = mix(refractedUV, screenUV, max(offsetReject, silhouette));
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// mip-biased grab read: the pre-pass target carries mips (see
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// Water3D._onRender3D) — biasing ~1.75 levels samples a pre-blurred
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// underwater scene. Real water blurs what it refracts; the crisp
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@@ -1540,9 +1574,11 @@ void main() {
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if (uCausticsAbove > 0.0) {
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vec3 bottomWorld = cameraPosition + viewDirection * refrT;
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float below = uWaterCenter.y - bottomWorld.y;
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float causticFade = 1.0 - smoothstep(28.0, 90.0, camDist);
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// LOD: two 5-iteration caustic loops are the most expensive thing in
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// this shader — never run them for a contribution that has faded out
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if (below > 0.05 && causticFade > 0.01) {
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float reach = smoothstep(0.05, 0.5, below) * (1.0 - smoothstep(0.2, 9.0, below));
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float causticFade = 1.0 - smoothstep(28.0, 90.0, camDist);
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float cw = caustic(bottomWorld.xz * 0.42, uTime * 0.7) * 0.65
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+ caustic(bottomWorld.xz * 0.72 + 30.0, uTime * 0.55) * 0.35;
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sceneColor += vec3(0.87, 0.96, 1.0) * (cw * uCausticsAbove * reach * causticFade);
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@@ -1566,9 +1602,21 @@ void main() {
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// shows the occluder behind this fragment, so a translucent ramp tint
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// over it is the honest shallow-water look; compositing the clipped
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// grab instead painted ref-26's background-colored band.
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-
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// the above-water test crosses inside ONE half-res texel, and a hard
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// crossing there draws a stepped sand-coloured seam across open water —
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// average the neighbours so the transition spans the texel instead
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float aboveC = cameraPosition.y + viewDirection.y *
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(camDist * (linearSceneDepth / max(linearWaterDepth, 1e-4))) - uWaterCenter.y;
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float aboveL = -waterColumnAt(screenUV - vec2(uScenePassTexel.x, 0.0),
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linearWaterDepth, camDist, viewDirection);
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float aboveR = -waterColumnAt(screenUV + vec2(uScenePassTexel.x, 0.0),
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linearWaterDepth, camDist, viewDirection);
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float aboveU = -waterColumnAt(screenUV + vec2(0.0, uScenePassTexel.y),
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linearWaterDepth, camDist, viewDirection);
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float aboveD = -waterColumnAt(screenUV - vec2(0.0, uScenePassTexel.y),
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linearWaterDepth, camDist, viewDirection);
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float sceneAbove = smoothstep(0.02, 0.25,
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-
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(aboveC * 2.0 + aboveL + aboveR + aboveU + aboveD) / 6.0);
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float meanAbsorbed = 1.0 - dot(transmittance, vec3(0.299, 0.587, 0.114));
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float alphaOpacity = mix(uOpacity * 0.45, max(uOpacity, 0.95), meanAbsorbed);
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bodyColor = mix(mix(sceneColor, mixedColor2, body), mixedColor2, sceneAbove);
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@@ -1683,10 +1731,14 @@ void main() {
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if (uWhitecaps > 0.0 && uWaveEnvelope > 0.001) {
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float crestN = (vWorldPosition.y - uWaterCenter.y) / uWaveEnvelope;
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float cap = smoothstep(0.5, 0.85, crestN);
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vec2 capUV = vWorldPosition.xz * 0.3;
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float capNoise = noise(capUV * 2.2 + uTime * vec2(0.10, 0.06)) * 0.65
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+ noise(capUV * 6.5 - uTime * vec2(0.05, 0.14)) * 0.35;
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float capFade = 1.0 - smoothstep(220.0, 640.0, camDist);
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// LOD: no cap, no distance, no noise — the patch field is two octaves
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float capNoise = 0.0;
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if (capFade > 0.01 && max(cap, vFold) > 0.001) {
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vec2 capUV = vWorldPosition.xz * 0.3;
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+
capNoise = noise(capUV * 2.2 + uTime * vec2(0.10, 0.06)) * 0.65
|
|
1740
|
+
+ noise(capUV * 6.5 - uTime * vec2(0.05, 0.14)) * 0.35;
|
|
1741
|
+
}
|
|
1690
1742
|
// height says WHERE the crest is; the Jacobian says where it is actually
|
|
1691
1743
|
// breaking. Taking the max keeps the tuned height-based caps and adds the
|
|
1692
1744
|
// ones physics insists on — the pinched crest faces about to spill.
|
|
@@ -1755,12 +1807,44 @@ void main() {
|
|
|
1755
1807
|
// foam toggle — a beach without foam still has a waterline.
|
|
1756
1808
|
float shoreDissolve = 1.0;
|
|
1757
1809
|
if (uUseSceneDepth > 0.5 && waterViewDepth >= 0.0) {
|
|
1758
|
-
|
|
1759
|
-
|
|
1760
|
-
|
|
1761
|
-
//
|
|
1762
|
-
|
|
1763
|
-
|
|
1810
|
+
// FIVE taps, one depth texel apart. The centre says how deep the water is;
|
|
1811
|
+
// the cross says how fast that is changing across the screen — a
|
|
1812
|
+
// derivative-free gradient, because fwidth() of a half-res depth read
|
|
1813
|
+
// alternates between nothing and a spike and bars the shoreline like a
|
|
1814
|
+
// barcode. Filtering also dissolves the texel staircase that otherwise
|
|
1815
|
+
// draws a hard sand-coloured line wherever a threshold is crossed inside
|
|
1816
|
+
// one texel.
|
|
1817
|
+
vec2 tx = uScenePassTexel;
|
|
1818
|
+
float cC = waterColumnAt(screenUV, linearWaterDepth, camDist, viewDirection);
|
|
1819
|
+
float cL = waterColumnAt(screenUV - vec2(tx.x, 0.0), linearWaterDepth, camDist, viewDirection);
|
|
1820
|
+
float cR = waterColumnAt(screenUV + vec2(tx.x, 0.0), linearWaterDepth, camDist, viewDirection);
|
|
1821
|
+
float cD = waterColumnAt(screenUV - vec2(0.0, tx.y), linearWaterDepth, camDist, viewDirection);
|
|
1822
|
+
float cU = waterColumnAt(screenUV + vec2(0.0, tx.y), linearWaterDepth, camDist, viewDirection);
|
|
1823
|
+
float column = (cC * 2.0 + cL + cR + cD + cU) / 6.0;
|
|
1824
|
+
float grad = max(max(abs(cR - cL), abs(cU - cD)) * 0.5, 1e-5);
|
|
1825
|
+
float edgeT = clamp(column / (grad * SHORE_FADE_TEXELS), 0.0, 1.0);
|
|
1826
|
+
// A SHORELINE is where the water is ankle-to-knee deep. Any other place
|
|
1827
|
+
// the column changes fast — the seabed's own horizon, a hull's silhouette,
|
|
1828
|
+
// a cliff under water — has a huge gradient too, and without this gate the
|
|
1829
|
+
// fade fired there and drew a frothy translucent band across open sea.
|
|
1830
|
+
float shoreBand = 1.0 - smoothstep(SHORE_MAX_COLUMN * 0.55, SHORE_MAX_COLUMN, column);
|
|
1831
|
+
edgeT = mix(1.0, edgeT, shoreBand);
|
|
1832
|
+
|
|
1833
|
+
// the wash LINE is ragged and it breathes: a still contour reads as a cut
|
|
1834
|
+
// no matter how soft it is
|
|
1835
|
+
float lacy = noise(vWorldPosition.xz * 2.3 + uTime * 0.05) * 0.6
|
|
1836
|
+
+ noise(vWorldPosition.xz * 6.1 - uTime * 0.08) * 0.4;
|
|
1837
|
+
float surge = uShoreWaves > 0.0
|
|
1838
|
+
? (sin(uTime * 0.5) * 0.5 + sin(uTime * 0.31 + 1.7) * 0.5) * 0.22 * uShoreWaves
|
|
1839
|
+
: 0.0;
|
|
1840
|
+
edgeT = clamp(edgeT * (1.0 + surge) + (lacy - 0.5) * 0.45, 0.0, 1.0);
|
|
1841
|
+
shoreDissolve = smoothstep(0.0, 1.0, edgeT);
|
|
1842
|
+
|
|
1843
|
+
// FROTH gathers where the sheet is thinning out — the last band of a wash
|
|
1844
|
+
// is white, and that white is what makes water read as meeting ground
|
|
1845
|
+
// rather than ending at a line.
|
|
1846
|
+
float hem = (1.0 - edgeT) * smoothstep(0.25, 0.75, lacy) * 0.85 * shoreBand;
|
|
1847
|
+
foamAmount = max(foamAmount, hem * shoreDissolve);
|
|
1764
1848
|
}
|
|
1765
1849
|
|
|
1766
1850
|
// 🔥 Final fundamental solution: Apply depth mask
|
|
@@ -2940,6 +3024,7 @@ var Water3D = class Water3D extends Node3D {
|
|
|
2940
3024
|
mesh.visible = wasVisible;
|
|
2941
3025
|
if (u.uDepthTexture && u.uSceneColor && u.uCameraNear && u.uCameraFar && u.uUseSceneDepth) {
|
|
2942
3026
|
u.uDepthTexture.value = this.scenePassTarget.depthTexture;
|
|
3027
|
+
(u.uScenePassTexel?.value)?.set(1 / passW, 1 / passH);
|
|
2943
3028
|
u.uSceneColor.value = this.scenePassTarget.texture;
|
|
2944
3029
|
u.uCameraNear.value = ctx.camera.near;
|
|
2945
3030
|
u.uCameraFar.value = ctx.camera.far;
|
|
@@ -3054,6 +3139,7 @@ var Water3D = class Water3D extends Node3D {
|
|
|
3054
3139
|
uFoamRange: { value: foamRangeFor(this.size[0] ?? 1, this.size[1] ?? 1) },
|
|
3055
3140
|
uFoamScale: { value: FOAM_LOOK.scale },
|
|
3056
3141
|
uDepthTexture: { value: null },
|
|
3142
|
+
uScenePassTexel: { value: new Vector2(1 / 512, 1 / 512) },
|
|
3057
3143
|
uCameraNear: { value: .1 },
|
|
3058
3144
|
uCameraFar: { value: 1e3 },
|
|
3059
3145
|
uEdgeColor: { value: new Color(FOAM_LOOK.edgeColor) },
|
package/dist/gameplay.js
CHANGED
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
import { C as FollowCamera, D as Health, E as DamageOnContact, O as Collector, S as restartScene, T as phaseOf, _ as hitStop, a as Wander, b as GameFlow, c as Projectile, d as PathFollow, f as Oscillate, g as Cooldown, h as CameraShake, i as WaveSpawner, k as Chase, l as Pickup, m as Lifetime, n as registerGameplayBehaviors, o as Spawner, p as MoveTo, r as ZombieAI, s as ScoreKeeper, t as GAMEPLAY_BEHAVIORS, u as Patrol, v as screenFlash, w as DayNight, x as goToScene, y as Interactable } from "./gameplay-
|
|
1
|
+
import { C as FollowCamera, D as Health, E as DamageOnContact, O as Collector, S as restartScene, T as phaseOf, _ as hitStop, a as Wander, b as GameFlow, c as Projectile, d as PathFollow, f as Oscillate, g as Cooldown, h as CameraShake, i as WaveSpawner, k as Chase, l as Pickup, m as Lifetime, n as registerGameplayBehaviors, o as Spawner, p as MoveTo, r as ZombieAI, s as ScoreKeeper, t as GAMEPLAY_BEHAVIORS, u as Patrol, v as screenFlash, w as DayNight, x as goToScene, y as Interactable } from "./gameplay-Cj5Y89Xc.js";
|
|
2
2
|
export { CameraShake, Chase, Collector, Cooldown, DamageOnContact, DayNight, FollowCamera, GAMEPLAY_BEHAVIORS, GameFlow, Health, Interactable, Lifetime, MoveTo, Oscillate, PathFollow, Patrol, Pickup, Projectile, ScoreKeeper, Spawner, Wander, WaveSpawner, ZombieAI, goToScene, hitStop, phaseOf, registerGameplayBehaviors, restartScene, screenFlash };
|
package/dist/index.js
CHANGED
|
@@ -295,6 +295,6 @@ function newUid() {
|
|
|
295
295
|
//#endregion
|
|
296
296
|
//#region src/index.ts
|
|
297
297
|
/** Engine version. Kept in sync with package.json by the release pipeline. */
|
|
298
|
-
const VERSION = "0.
|
|
298
|
+
const VERSION = "0.25.1";
|
|
299
299
|
//#endregion
|
|
300
300
|
export { AudioBuses, AudioPlayer, Behavior, CONST_REF_KEY, Engine, HudLayer, IncantoError, InputMap, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, Scene, SceneTree, SfxEngine, Signal, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiText, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, mergeStaticSignals, newUid, parseNodePath, preloadUrls, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveConstants, resolveRendering, resolveViewport, serializeNode, spatialGain, spatialPan, startRecording, synthSfx };
|
|
@@ -1,8 +1,8 @@
|
|
|
1
1
|
import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
|
|
2
2
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
3
|
-
import { I as Node3D, L as validateCollider3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D } from "./gameplay-
|
|
3
|
+
import { I as Node3D, L as validateCollider3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D } from "./gameplay-Cj5Y89Xc.js";
|
|
4
4
|
import { n as registerDebugSource } from "./debug-draw-CZmOYjL2.js";
|
|
5
|
-
import { T as Terrain3D, k as Joint3D } from "./register-
|
|
5
|
+
import { T as Terrain3D, k as Joint3D } from "./register-Bed0raXR.js";
|
|
6
6
|
import { Euler, Quaternion } from "three";
|
|
7
7
|
//#region src/3d/physics/physics-3d.ts
|
|
8
8
|
var physics_3d_exports = /* @__PURE__ */ __exportAll({
|
package/dist/react.js
CHANGED
|
@@ -156,7 +156,7 @@ function IncantoCanvas(props) {
|
|
|
156
156
|
pointer: latest.pointer,
|
|
157
157
|
...keyboard !== void 0 ? { keyboard } : {}
|
|
158
158
|
};
|
|
159
|
-
const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-
|
|
159
|
+
const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-CCT4p8Qd.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-BkJ1SLbE.js").then((n) => n.n)).createGame2D(o)))(opts);
|
|
160
160
|
if (disposed) {
|
|
161
161
|
next.dispose();
|
|
162
162
|
return;
|
|
@@ -4,7 +4,7 @@ import { t as Rng } from "./rng-DP-SR7eg.js";
|
|
|
4
4
|
import { i as getNodeSchema, l as registerNode } from "./registry-BVJ2HbCn.js";
|
|
5
5
|
import { t as createNoise2D } from "./noise-CGUMx44x.js";
|
|
6
6
|
import { i as applyParticlePreset, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-Bw7hB93B.js";
|
|
7
|
-
import { A as Water3D, B as colliderFootDrop, F as StaticBody3D, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D } from "./gameplay-
|
|
7
|
+
import { A as Water3D, B as colliderFootDrop, F as StaticBody3D, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D } from "./gameplay-Cj5Y89Xc.js";
|
|
8
8
|
import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
|
|
9
9
|
import { AdditiveBlending, AnimationClip, AnimationMixer, Box3, BoxGeometry, BufferAttribute, BufferGeometry, CanvasTexture, CapsuleGeometry, Color, ConeGeometry, CylinderGeometry, DataTexture, DirectionalLight, DoubleSide, DynamicDrawUsage, Euler, Group, IcosahedronGeometry, ImageBitmapLoader, InstancedBufferAttribute, InstancedMesh, LinearFilter, LoopOnce, LoopRepeat, Matrix4, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshPhysicalMaterial, MeshStandardMaterial, NearestFilter, NoBlending, NormalBlending, PerspectiveCamera, PlaneGeometry, PointLight, Points, PointsMaterial, Quaternion, QuaternionKeyframeTrack, RGBADepthPacking, RGBAFormat, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, SphereGeometry, Texture, TextureLoader, UniformsLib, UniformsUtils, Vector3, Vector4, VectorKeyframeTrack } from "three";
|
|
10
10
|
import { clone } from "three/addons/utils/SkeletonUtils.js";
|
package/dist/test.js
CHANGED
|
@@ -4,9 +4,9 @@ import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
|
4
4
|
import { t as auditScene } from "./audit-C6rMyict.js";
|
|
5
5
|
import { n as jsonEquals, t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
6
6
|
import { i as getNodeSchema, s as mergeStaticProps } from "./registry-BVJ2HbCn.js";
|
|
7
|
-
import { n as registerGameplayBehaviors } from "./gameplay-
|
|
7
|
+
import { n as registerGameplayBehaviors } from "./gameplay-Cj5Y89Xc.js";
|
|
8
8
|
import { t as registerNodes2D } from "./register-CvpSUU3O.js";
|
|
9
|
-
import { t as registerNodes3D } from "./register-
|
|
9
|
+
import { t as registerNodes3D } from "./register-Bed0raXR.js";
|
|
10
10
|
import { t as registerNodesNet } from "./register-BFFE1Mh1.js";
|
|
11
11
|
//#region src/test/index.ts
|
|
12
12
|
/**
|
|
@@ -127,7 +127,7 @@ async function runScript(json, opts) {
|
|
|
127
127
|
const { enablePhysics2D } = await import("./physics-2d-DiVFFlH3.js").then((n) => n.r);
|
|
128
128
|
await enablePhysics2D(engine);
|
|
129
129
|
} else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
|
|
130
|
-
const { enablePhysics3D } = await import("./physics-3d-
|
|
130
|
+
const { enablePhysics3D } = await import("./physics-3d-BhH0Uu6c.js").then((n) => n.r);
|
|
131
131
|
await enablePhysics3D(engine);
|
|
132
132
|
}
|
|
133
133
|
const failures = [];
|
|
@@ -232,7 +232,7 @@ async function createPlaySession(json, opts = {}) {
|
|
|
232
232
|
const { enablePhysics2D } = await import("./physics-2d-DiVFFlH3.js").then((n) => n.r);
|
|
233
233
|
await enablePhysics2D(engine);
|
|
234
234
|
} else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
|
|
235
|
-
const { enablePhysics3D } = await import("./physics-3d-
|
|
235
|
+
const { enablePhysics3D } = await import("./physics-3d-BhH0Uu6c.js").then((n) => n.r);
|
|
236
236
|
await enablePhysics3D(engine);
|
|
237
237
|
}
|
|
238
238
|
const stepMs = 1e3 / (opts.fixedHz ?? 60);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
import{t as e}from"./index-
|
|
1
|
+
import{t as e}from"./index-COVjwWy3.js";async function t(t){return new n((await e(()=>import(`./GameServer-C56iOUgF.js`),[],import.meta.url)).GameServer,t)}var n=class{raw;active=new Map;reconnecting=!1;disposed=!1;constructor(e,t){this.raw=new e({...t})}get account(){return this.raw.account}get connected(){return this.raw.connected}connect(){return this.raw.connected?Promise.resolve(!0):(this.disposed=!1,this.rawConnect())}rawConnect(){return this.raw.connect({onDisconnect:()=>void this.reconnect()})}disconnect(){this.disposed=!0;for(let e of this.active.values())e.off();return this.active.clear(),this.raw.disconnect()}remoteFunction(e,t,n){return this.raw.remoteFunction(e,t,n)}track(e){let t=Symbol(`sub`),n={make:e,off:e()};return this.active.set(t,n),()=>{n.off(),this.active.delete(t)}}async reconnect(){if(!this.disposed&&!this.reconnecting){this.reconnecting=!0;try{await this.rawConnect();for(let e of this.active.values())e.off(),e.off=e.make()}finally{this.reconnecting=!1}}}subscribeRoomState(e,t){return this.track(()=>this.raw.subscribeRoomState(e,t))}subscribeRoomMyState(e,t){return this.track(()=>this.raw.subscribeRoomMyState(e,t))}subscribeRoomAllUserStates(e,t){return this.track(()=>this.raw.subscribeRoomAllUserStates(e,e=>{let n={};for(let t of e??[]){if(!t||typeof t.account!=`string`||t.__leaved)continue;let{account:e,__updated:r,__leaved:i,...a}=t;n[e]=a}t(n)}))}subscribeRoomCollection(e,t,n){return this.track(()=>this.raw.subscribeRoomCollection(e,t,({items:e})=>{let t={};for(let n of e??[])n&&typeof n.__id==`string`&&(t[n.__id]=n);n(t)}))}onRoomMessage(e,t,n){return this.track(()=>this.raw.onRoomMessage(e,t,n))}onRoomUserJoin(e,t){return this.track(()=>this.raw.onRoomUserJoin(e,t))}onRoomUserLeave(e,t){return this.track(()=>this.raw.onRoomUserLeave(e,t))}subscribeGlobalState(e){return this.track(()=>this.raw.subscribeGlobalState(e))}subscribeGlobalMyState(e){return this.track(()=>this.raw.subscribeGlobalMyState(e))}subscribeGlobalUserState(e,t){return this.track(()=>this.raw.subscribeGlobalUserState(e,t))}subscribeGlobalCollection(e,t){return this.track(()=>this.raw.subscribeGlobalCollection(e,({items:e})=>{let n={};for(let t of e??[])t&&typeof t.__id==`string`&&(n[t.__id]=t);t(n)}))}subscribeAsset(e,t){return this.track(()=>this.raw.subscribeAsset(e,t))}onGlobalMessage(e,t){return this.track(()=>this.raw.onGlobalMessage(e,t))}};export{t as createAgent8Server};
|