littlejsengine 1.23.1 → 1.24.0
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/CHANGELOG.md +234 -0
- package/COPYRIGHT.txt +0 -27
- package/FAQ.md +4 -9
- package/README.md +3 -2
- package/REFERENCE.md +30 -17
- package/dist/littlejs.d.ts +141 -97
- package/dist/littlejs.esm.js +407 -258
- package/dist/littlejs.esm.min.js +3 -3
- package/dist/littlejs.js +406 -254
- package/dist/littlejs.min.js +2 -2
- package/dist/littlejs.release.js +401 -253
- package/package.json +2 -1
- package/plugins/pluginExport.js +0 -4
- package/plugins/render3d.js +92 -17
- package/plugins/render3dEditor.js +5 -1
- package/plugins/render3dExtras.js +166 -70
- package/plugins/render3dLevel.js +24 -4
- package/src/engine.js +1 -1
- package/src/engineAudio.js +2 -2
- package/src/engineBuild.mjs +0 -1
- package/src/engineExport.js +1 -0
- package/src/engineTileLayer.js +117 -0
- package/plugins/zzfxm.js +0 -162
package/dist/littlejs.release.js
CHANGED
|
@@ -35,7 +35,7 @@ const engineName = 'LittleJS';
|
|
|
35
35
|
* @type {string}
|
|
36
36
|
* @default
|
|
37
37
|
* @memberof Engine */
|
|
38
|
-
const engineVersion = '1.
|
|
38
|
+
const engineVersion = '1.24.0';
|
|
39
39
|
|
|
40
40
|
/** Frames per second to update
|
|
41
41
|
* @type {number}
|
|
@@ -7557,7 +7557,7 @@ function touchGamepadPointerUp(e)
|
|
|
7557
7557
|
* - 2D spatial audio based on camera position with distance-based falloff
|
|
7558
7558
|
* - Sound instance management (pause, resume, stop)
|
|
7559
7559
|
* - Speech synthesis for text-to-speech
|
|
7560
|
-
* - Music playback
|
|
7560
|
+
* - Music playback from audio files, looping by default
|
|
7561
7561
|
* - Web Audio API integration with master gain control
|
|
7562
7562
|
* - Sounds and the master bus can route through effects, see the audio effects plugin
|
|
7563
7563
|
* @namespace Audio
|
|
@@ -8435,7 +8435,7 @@ function playAudioBuffer(buffer, volume=1, rate=1, pan=0, loop=false, gainNode,
|
|
|
8435
8435
|
}
|
|
8436
8436
|
|
|
8437
8437
|
///////////////////////////////////////////////////////////////////////////////
|
|
8438
|
-
//
|
|
8438
|
+
// ZzFX - Zuper Zmall Zound Zynth - v1.4.0 by Frank Force
|
|
8439
8439
|
|
|
8440
8440
|
/** Generate and play a ZzFX sound
|
|
8441
8441
|
*
|
|
@@ -8720,6 +8720,10 @@ const tileLayersTiledFlips = [[0,0], [3,1], [2,1], [3,0], [0,1], [1,0], [2,0], [
|
|
|
8720
8720
|
* Load tile layers from exported data
|
|
8721
8721
|
* - Tiled maps come in as they are, flipped and turned tiles included, from one tileset image (a second tileset's
|
|
8722
8722
|
* tiles continue its numbering), finite maps in the CSV or array layer format; layer offsets and parallax are not read
|
|
8723
|
+
* - A tileset kept in the map with a margin or a spacing, a sheet with gaps between its tiles, is read where its
|
|
8724
|
+
* tiles are, whatever padding the tile info has; one in a file of its own (a tsx) is not read, pass a tile info
|
|
8725
|
+
* with its padding
|
|
8726
|
+
* - An LDtk level loads through tileLayersFromLDtk, which makes it a map like these
|
|
8723
8727
|
* - Group layers are flattened in order, each replaced by the layers inside it, so the layer indices
|
|
8724
8728
|
* (collisionLayer and the returned array) count that flattened list; a group's tint, opacity and
|
|
8725
8729
|
* visibility carry to the layers inside it
|
|
@@ -8752,6 +8756,18 @@ function tileLayersLoad(tileMapData, tileInfo=tileLayerDefaultTile(), renderOrde
|
|
|
8752
8756
|
false&&ASSERT(tileMapData.width && tileMapData.height);
|
|
8753
8757
|
false&&ASSERT(tileMapData.layers && tileMapData.layers.length);
|
|
8754
8758
|
|
|
8759
|
+
// a sheet with a margin around its tiles or a spacing between them: the first tile is at the margin and each
|
|
8760
|
+
// cell is a tile and a spacing, which is a padding of half the spacing counted from there, by the tileset's
|
|
8761
|
+
// own count of columns, since the image's width does not say with a spacing that is not all around
|
|
8762
|
+
const tileset = tileMapData.tilesets?.[0];
|
|
8763
|
+
if (tileInfo && tileset && (tileset.margin > 0 || tileset.spacing > 0))
|
|
8764
|
+
{
|
|
8765
|
+
const margin = tileset.margin || 0, spacing = tileset.spacing || 0, size = tileInfo.size;
|
|
8766
|
+
const width = tileInfo.textureInfo?.size.x || 0;
|
|
8767
|
+
const columns = tileset.columns || max(1, floor((width - margin*2 + spacing) / (size.x + spacing)));
|
|
8768
|
+
tileInfo = new TileInfo(vec2(margin), size, tileInfo.textureInfo, spacing / 2, tileInfo.bleed, columns);
|
|
8769
|
+
}
|
|
8770
|
+
|
|
8755
8771
|
// flatten group layers in order, a group's color and visibility carry to the layers inside it
|
|
8756
8772
|
/** @type {Array<{dataLayer: Object, color?: Color, visible?: boolean}>} */
|
|
8757
8773
|
const layers = [];
|
|
@@ -8829,6 +8845,107 @@ function tileLayersLoad(tileMapData, tileInfo=tileLayerDefaultTile(), renderOrde
|
|
|
8829
8845
|
function tileLayersColor(hex)
|
|
8830
8846
|
{ return new Color().setHex(hex.length === 9 ? '#' + hex.slice(3) + hex.slice(1, 3) : hex); }
|
|
8831
8847
|
|
|
8848
|
+
// the Tiled property type of an LDtk field type, for the ones Tiled has a property for
|
|
8849
|
+
const tileLayersLDtkTypes = {Int: 'int', Float: 'float', Bool: 'bool', String: 'string', Multilines: 'string',
|
|
8850
|
+
Color: 'color', FilePath: 'file'};
|
|
8851
|
+
|
|
8852
|
+
/**
|
|
8853
|
+
* Make a Tiled map of a level of an LDtk project, to load with tileLayersLoad and objectLayersLoad
|
|
8854
|
+
* - Each Tiles, AutoLayer and IntGrid layer is a tile layer, the bottom one first as in Tiled, so the last layer
|
|
8855
|
+
* of the LDtk file is layer 0; where LDtk stacks tiles in a cell, an edge over a fill, each tile over another
|
|
8856
|
+
* goes in a layer of its own just above, named with (2), (3) and so on, so a layer of the first tiles has one
|
|
8857
|
+
* wherever the LDtk layer has any, which makes it the one for collision
|
|
8858
|
+
* - An IntGrid layer with no tiles is a hidden layer of its values, for collision: pass its index as collisionLayer
|
|
8859
|
+
* - An Entities layer is an object layer: an entity's name is its type for objectLayersAddType, it is placed at
|
|
8860
|
+
* its middle, and its Int, Float, Bool, String, Color and FilePath fields are its properties (an enum is a string)
|
|
8861
|
+
* - The tileset is the first tile layer's, with its padding and spacing; give tileLayersLoad a tile info of its image
|
|
8862
|
+
* - The level is in the project file (not saved as separate level files), its layers of one grid size; a layer of
|
|
8863
|
+
* another grid size or another tileset is left out, with a warning in debug builds
|
|
8864
|
+
* - The level editor edits the map this returns, and saves it as a Tiled map
|
|
8865
|
+
* @param {Object} ldtk - The LDtk project, its JSON
|
|
8866
|
+
* @param {number|string} [level] - Which level, by its index or its identifier
|
|
8867
|
+
* @return {Object} - A Tiled map: width, height, tilewidth, tileheight, tilesets and layers
|
|
8868
|
+
* @example
|
|
8869
|
+
* const map = tileLayersFromLDtk(await fetchJSON('world.ldtk'), 'Level_0');
|
|
8870
|
+
* const layers = tileLayersLoad(map, tile(0, 16), 0, 1); // layer 1 is solid
|
|
8871
|
+
* objectLayersLoad(map);
|
|
8872
|
+
* @memberof TileLayers */
|
|
8873
|
+
function tileLayersFromLDtk(ldtk, level=0)
|
|
8874
|
+
{
|
|
8875
|
+
const levels = ldtk?.levels || [];
|
|
8876
|
+
const data = typeof level === 'string' ? levels.find((l)=> l.identifier === level) : levels[level];
|
|
8877
|
+
false&&ASSERT(data, 'LDtk level not found', level);
|
|
8878
|
+
false&&ASSERT(isArray(data.layerInstances), 'LDtk level has no layers: levels saved as separate files are not read');
|
|
8879
|
+
const instances = data.layerInstances;
|
|
8880
|
+
const tiled = (l)=> l.__type !== 'Entities';
|
|
8881
|
+
const first = instances.find((l)=> tiled(l) && l.__tilesetDefUid != undefined) || instances.find(tiled) || instances[0];
|
|
8882
|
+
const grid = first?.__gridSize || 16;
|
|
8883
|
+
const width = first?.__cWid || ceil(data.pxWid / grid), height = first?.__cHei || ceil(data.pxHei / grid);
|
|
8884
|
+
const map = {width, height, tilewidth: grid, tileheight: grid, orientation: 'orthogonal', renderorder: 'right-down',
|
|
8885
|
+
infinite: false, layers: [], nextlayerid: 1, nextobjectid: 1};
|
|
8886
|
+
|
|
8887
|
+
// the tileset of the first layer that has one, where its tiles are in its image
|
|
8888
|
+
const tileset = (ldtk?.defs?.tilesets || []).find((t)=> t.uid === first?.__tilesetDefUid);
|
|
8889
|
+
if (tileset)
|
|
8890
|
+
map.tilesets = [{firstgid: 1, name: String(tileset.relPath || '').replace(/^.*[\\/]/, '').replace(/\.\w+$/, ''),
|
|
8891
|
+
image: tileset.relPath, imagewidth: tileset.pxWid, imageheight: tileset.pxHei,
|
|
8892
|
+
tilewidth: tileset.tileGridSize, tileheight: tileset.tileGridSize, margin: tileset.padding || 0,
|
|
8893
|
+
spacing: tileset.spacing || 0, columns: tileset.__cWid, tilecount: tileset.__cWid * tileset.__cHei}];
|
|
8894
|
+
|
|
8895
|
+
// LDtk lists the top layer first, Tiled the bottom one
|
|
8896
|
+
for (let i = instances.length; i--;)
|
|
8897
|
+
{
|
|
8898
|
+
const instance = instances[i], name = instance.__identifier, id = map.nextlayerid++;
|
|
8899
|
+
if (!tiled(instance))
|
|
8900
|
+
{
|
|
8901
|
+
const objects = (instance.entityInstances || []).map((entity)=>
|
|
8902
|
+
{
|
|
8903
|
+
// an entity is placed by its pivot, an object here by its middle
|
|
8904
|
+
const [pivotX=0, pivotY=0] = entity.__pivot || [], w = entity.width || 0, h = entity.height || 0;
|
|
8905
|
+
const properties = [];
|
|
8906
|
+
for (const field of entity.fieldInstances || [])
|
|
8907
|
+
{
|
|
8908
|
+
const type = tileLayersLDtkTypes[field.__type] || (/^(Local|Extern)Enum\./.test(field.__type) && 'string');
|
|
8909
|
+
type && field.__value != undefined && properties.push({name: field.__identifier, type, value: field.__value});
|
|
8910
|
+
}
|
|
8911
|
+
return {id: map.nextobjectid++, name: '', type: entity.__identifier, x: entity.px[0] + (.5 - pivotX) * w,
|
|
8912
|
+
y: entity.px[1] + (.5 - pivotY) * h, width: w, height: h, rotation: 0, visible: true, properties};
|
|
8913
|
+
});
|
|
8914
|
+
map.layers.push({id, name, type: 'objectgroup', objects, opacity: 1, visible: true, x: 0, y: 0});
|
|
8915
|
+
continue;
|
|
8916
|
+
}
|
|
8917
|
+
const tiles = [...(instance.autoLayerTiles || []), ...(instance.gridTiles || [])];
|
|
8918
|
+
const usable = instance.__gridSize === grid && instance.__cWid === width && instance.__cHei === height &&
|
|
8919
|
+
(!tiles.length || instance.__tilesetDefUid === tileset?.uid);
|
|
8920
|
+
if (!usable)
|
|
8921
|
+
{
|
|
8922
|
+
debug && console.warn(`tileLayersFromLDtk: layer ${name} has another grid or tileset, left out`);
|
|
8923
|
+
continue;
|
|
8924
|
+
}
|
|
8925
|
+
const empty = ()=> new Array(width * height).fill(0), stacks = [empty()];
|
|
8926
|
+
if (tiles.length)
|
|
8927
|
+
{
|
|
8928
|
+
// a tile's place in pixels, its tile in the sheet, and its flips: bit 0 across, bit 1 down, which are
|
|
8929
|
+
// Tiled's two top bits; LDtk lists them in the order it draws them, so the first in a cell is the
|
|
8930
|
+
// bottom one and each after it goes a layer higher
|
|
8931
|
+
const depth = new Uint16Array(width * height);
|
|
8932
|
+
for (const t of tiles)
|
|
8933
|
+
{
|
|
8934
|
+
const x = floor(t.px[0] / grid), y = floor(t.px[1] / grid), cell = x + y * width;
|
|
8935
|
+
if (x >= 0 && x < width && y >= 0 && y < height)
|
|
8936
|
+
(stacks[depth[cell]++] ||= empty())[cell] =
|
|
8937
|
+
(t.t + 1 | (t.f & 1 ? 0x80000000 : 0) | (t.f & 2 ? 0x40000000 : 0)) >>> 0;
|
|
8938
|
+
}
|
|
8939
|
+
}
|
|
8940
|
+
else
|
|
8941
|
+
(instance.intGridCsv || []).forEach((value, k)=> k < stacks[0].length && (stacks[0][k] = value));
|
|
8942
|
+
const visible = instance.__type === 'IntGrid' && !tiles.length ? false : instance.visible !== false;
|
|
8943
|
+
stacks.forEach((data, k)=> map.layers.push({id: k ? map.nextlayerid++ : id, name: k ? `${name} (${k + 1})` : name,
|
|
8944
|
+
type: 'tilelayer', width, height, data, opacity: instance.__opacity ?? 1, visible, x: 0, y: 0}));
|
|
8945
|
+
}
|
|
8946
|
+
return map;
|
|
8947
|
+
}
|
|
8948
|
+
|
|
8832
8949
|
///////////////////////////////////////////////////////////////////////////////
|
|
8833
8950
|
// Object layers
|
|
8834
8951
|
|
|
@@ -13570,166 +13687,6 @@ class Light extends EngineObject
|
|
|
13570
13687
|
}
|
|
13571
13688
|
}
|
|
13572
13689
|
|
|
13573
|
-
/**
|
|
13574
|
-
* LittleJS ZzFXM Plugin
|
|
13575
|
-
* - A port of ZzFXM, the Zuper Zmall Zound Zynth music player, by Keith Clark and Frank Force, MIT licensed,
|
|
13576
|
-
* https://github.com/keithclark/ZzFXM; its notice is in COPYRIGHT.txt
|
|
13577
|
-
* @namespace ZzFXM
|
|
13578
|
-
*/
|
|
13579
|
-
|
|
13580
|
-
/**
|
|
13581
|
-
* Music Object - Stores a zzfx music track for later use
|
|
13582
|
-
*
|
|
13583
|
-
* <a href=https://keithclark.github.io/ZzFXM/>Create music with the ZzFXM tracker.</a>
|
|
13584
|
-
* @extends Sound
|
|
13585
|
-
* @memberof ZzFXM
|
|
13586
|
-
* @example
|
|
13587
|
-
* // create some music
|
|
13588
|
-
* const music_example = new ZzFXMusic(
|
|
13589
|
-
* [
|
|
13590
|
-
* [ // instruments
|
|
13591
|
-
* [,0,400] // simple note
|
|
13592
|
-
* ],
|
|
13593
|
-
* [ // patterns
|
|
13594
|
-
* [ // pattern 1
|
|
13595
|
-
* [ // channel 0
|
|
13596
|
-
* 0, -1, // instrument 0, left speaker
|
|
13597
|
-
* 1, 0, 9, 1 // channel notes
|
|
13598
|
-
* ],
|
|
13599
|
-
* [ // channel 1
|
|
13600
|
-
* 0, 1, // instrument 0, right speaker
|
|
13601
|
-
* 0, 12, 17, -1 // channel notes
|
|
13602
|
-
* ]
|
|
13603
|
-
* ],
|
|
13604
|
-
* ],
|
|
13605
|
-
* [0, 0, 0, 0], // sequence, play pattern 0 four times
|
|
13606
|
-
* 90 // BPM
|
|
13607
|
-
* ]);
|
|
13608
|
-
*
|
|
13609
|
-
* // play the music on a loop
|
|
13610
|
-
* music_example.playMusic();
|
|
13611
|
-
*/
|
|
13612
|
-
class ZzFXMusic extends Sound
|
|
13613
|
-
{
|
|
13614
|
-
/** Create a music object and cache the zzfx music samples for later use
|
|
13615
|
-
* @param {[Array, Array, Array, number?, ...any[]]} zzfxMusic - Array of zzfx music parameters: instruments, patterns, sequence, and an optional BPM; anything after it, like the tracker's metadata, is ignored
|
|
13616
|
-
*/
|
|
13617
|
-
constructor(zzfxMusic)
|
|
13618
|
-
{
|
|
13619
|
-
super(undefined);
|
|
13620
|
-
|
|
13621
|
-
if (!soundEnable || headlessMode) return;
|
|
13622
|
-
const [instruments, patterns, sequence, BPM] = zzfxMusic;
|
|
13623
|
-
super.sampleChannels = zzfxM(instruments, patterns, sequence, BPM); // the setter, without declaring a field that hides it in the typings
|
|
13624
|
-
this.buildSampleBuffer(); // hand the samples to an audio buffer now, like a zzfx sound, so the arrays are released
|
|
13625
|
-
this.loadedPercent = 1; // generated in place, so it is loaded like a zzfx sound
|
|
13626
|
-
}
|
|
13627
|
-
}
|
|
13628
|
-
|
|
13629
|
-
///////////////////////////////////////////////////////////////////////////////
|
|
13630
|
-
// ZzFX Music Renderer v2.0.3 by Keith Clark and Frank Force
|
|
13631
|
-
|
|
13632
|
-
/** Generate samples for a ZzFM song with given parameters
|
|
13633
|
-
* @param {Array} instruments - Array of ZzFX sound parameters
|
|
13634
|
-
* @param {Array} patterns - Array of pattern data
|
|
13635
|
-
* @param {Array} sequence - Array of pattern indexes
|
|
13636
|
-
* @param {number} [BPM] - Playback speed of the song in BPM
|
|
13637
|
-
* @return {Array} - Left and right channel sample data
|
|
13638
|
-
* @memberof ZzFXM */
|
|
13639
|
-
function zzfxM(instruments, patterns, sequence, BPM = 125)
|
|
13640
|
-
{
|
|
13641
|
-
let i, j, k;
|
|
13642
|
-
let instrumentParameters;
|
|
13643
|
-
let note;
|
|
13644
|
-
let sample;
|
|
13645
|
-
let patternChannel;
|
|
13646
|
-
let notFirstBeat;
|
|
13647
|
-
let stop;
|
|
13648
|
-
let instrument;
|
|
13649
|
-
let attenuation;
|
|
13650
|
-
let outSampleOffset;
|
|
13651
|
-
let isSequenceEnd;
|
|
13652
|
-
let sampleOffset = 0;
|
|
13653
|
-
let nextSampleOffset;
|
|
13654
|
-
let sampleBuffer = [];
|
|
13655
|
-
let leftChannelBuffer = [];
|
|
13656
|
-
let rightChannelBuffer = [];
|
|
13657
|
-
let channelIndex = 0;
|
|
13658
|
-
let panning = 0;
|
|
13659
|
-
let hasMore = 1;
|
|
13660
|
-
let sampleCache = {};
|
|
13661
|
-
let beatLength = audioDefaultSampleRate / BPM * 60 >> 2;
|
|
13662
|
-
|
|
13663
|
-
// for each channel in order until there are no more
|
|
13664
|
-
for (; hasMore; channelIndex++) {
|
|
13665
|
-
|
|
13666
|
-
// reset current values
|
|
13667
|
-
sampleBuffer = [hasMore = notFirstBeat = outSampleOffset = 0];
|
|
13668
|
-
|
|
13669
|
-
// for each pattern in sequence
|
|
13670
|
-
sequence.forEach((patternIndex, sequenceIndex)=> {
|
|
13671
|
-
// get pattern for current channel, use empty 1 note pattern if none found
|
|
13672
|
-
patternChannel = patterns[patternIndex][channelIndex] || [0, 0, 0];
|
|
13673
|
-
|
|
13674
|
-
// check if there are more channels
|
|
13675
|
-
hasMore |= patterns[patternIndex][channelIndex]&&1;
|
|
13676
|
-
|
|
13677
|
-
// get next offset, use the length of first channel
|
|
13678
|
-
nextSampleOffset = outSampleOffset + (patterns[patternIndex][0].length - 2 - (notFirstBeat?0:1)) * beatLength;
|
|
13679
|
-
// for each beat in pattern, plus one extra if end of sequence
|
|
13680
|
-
isSequenceEnd = sequenceIndex === sequence.length - 1;
|
|
13681
|
-
for (i = 2, k = outSampleOffset; i < patternChannel.length + isSequenceEnd; notFirstBeat = ++i) {
|
|
13682
|
-
|
|
13683
|
-
// <channel-note>
|
|
13684
|
-
note = patternChannel[i];
|
|
13685
|
-
|
|
13686
|
-
// stop if end, different instrument or new note
|
|
13687
|
-
stop = i === patternChannel.length + isSequenceEnd - 1 && isSequenceEnd ||
|
|
13688
|
-
instrument !== (patternChannel[0] || 0) || note | 0;
|
|
13689
|
-
|
|
13690
|
-
// fill buffer with samples for previous beat, most cpu intensive part
|
|
13691
|
-
for (j = 0; j < beatLength && notFirstBeat;
|
|
13692
|
-
|
|
13693
|
-
// fade off attenuation at end of beat if stopping note, prevents clicking
|
|
13694
|
-
j++ > beatLength - 99 && stop && attenuation < 1? attenuation += 1 / 99 : 0
|
|
13695
|
-
) {
|
|
13696
|
-
// copy sample to stereo buffers with panning
|
|
13697
|
-
sample = (1 - attenuation) * sampleBuffer[sampleOffset++] / 2 || 0;
|
|
13698
|
-
leftChannelBuffer[k] = (leftChannelBuffer[k] || 0) - sample * panning + sample;
|
|
13699
|
-
rightChannelBuffer[k] = (rightChannelBuffer[k++] || 0) + sample * panning + sample;
|
|
13700
|
-
}
|
|
13701
|
-
|
|
13702
|
-
// set up for next note
|
|
13703
|
-
if (note) {
|
|
13704
|
-
// set attenuation
|
|
13705
|
-
attenuation = note % 1;
|
|
13706
|
-
panning = patternChannel[1] || 0;
|
|
13707
|
-
if (note |= 0) {
|
|
13708
|
-
// get cached sample
|
|
13709
|
-
sampleBuffer = sampleCache[
|
|
13710
|
-
[
|
|
13711
|
-
instrument = patternChannel[sampleOffset = 0] || 0,
|
|
13712
|
-
note
|
|
13713
|
-
]
|
|
13714
|
-
] = sampleCache[[instrument, note]] || (
|
|
13715
|
-
// add sample to cache
|
|
13716
|
-
instrumentParameters = [...instruments[instrument]],
|
|
13717
|
-
instrumentParameters[2] = (instrumentParameters[2] || 220) * 2**(note / 12 - 1),
|
|
13718
|
-
|
|
13719
|
-
// allow negative values to stop notes
|
|
13720
|
-
note > 0 ? zzfxG(...instrumentParameters) : []
|
|
13721
|
-
);
|
|
13722
|
-
}
|
|
13723
|
-
}
|
|
13724
|
-
}
|
|
13725
|
-
|
|
13726
|
-
// update the sample offset
|
|
13727
|
-
outSampleOffset = nextSampleOffset;
|
|
13728
|
-
});
|
|
13729
|
-
}
|
|
13730
|
-
|
|
13731
|
-
return [leftChannelBuffer, rightChannelBuffer];
|
|
13732
|
-
}
|
|
13733
13690
|
/**
|
|
13734
13691
|
* LittleJS Audio Effects Plugin
|
|
13735
13692
|
* - Web Audio effects with a wet/dry mix: filter, reverb, delay, distortion, compressor
|
|
@@ -23152,8 +23109,8 @@ class Render3DPlugin
|
|
|
23152
23109
|
}
|
|
23153
23110
|
|
|
23154
23111
|
/** Find the nearest object under a screen position or along a ray, for clicking on things
|
|
23155
|
-
* -
|
|
23156
|
-
*
|
|
23112
|
+
* - A mesh is hit on its triangles, the ones that face the ray as they are drawn, both sides of a doubleSided
|
|
23113
|
+
* mesh; a sprite is hit as the quad it draws, and a height map or a voxel map on its surface
|
|
23157
23114
|
* - engineObjectsRaycast3D is the other half of this, every object along a ray instead of the nearest
|
|
23158
23115
|
* @param {Vector2|Ray3D} from - A screen position like mousePosScreen, or a ray to look along
|
|
23159
23116
|
* @param {Array<EngineObject>} [objects] - Defaults to every object; only those with a mesh or a sprite count
|
|
@@ -26520,8 +26477,8 @@ function engineObjectsCollect3D(pos, size, objects=engineObjects, testCenters=fa
|
|
|
26520
26477
|
return collected;
|
|
26521
26478
|
}
|
|
26522
26479
|
|
|
26523
|
-
// how far along a ray an object is hit, or undefined for a miss;
|
|
26524
|
-
//
|
|
26480
|
+
// how far along a ray an object is hit, or undefined for a miss; a mesh is hit on its triangles, in its own space,
|
|
26481
|
+
// and a sprite as the quad it draws
|
|
26525
26482
|
function render3DRaycastObject(ray, o)
|
|
26526
26483
|
{
|
|
26527
26484
|
if (o.destroyed || !(o instanceof EngineObject3D)) return;
|
|
@@ -26538,25 +26495,55 @@ function render3DRaycastObject(ray, o)
|
|
|
26538
26495
|
const distance = raycastSphere(ray, center, radius);
|
|
26539
26496
|
if (distance === undefined) return;
|
|
26540
26497
|
|
|
26541
|
-
// the sphere
|
|
26542
|
-
//
|
|
26498
|
+
// the sphere and then the box in the mesh's own space are quick rejects, and a ray that meets the box is tested
|
|
26499
|
+
// against the triangles; the direction is not made unit length, so the distance holds in the world;
|
|
26543
26500
|
// a mesh flattened to nothing on an axis has no inverse, it is hit as a disc like a sprite
|
|
26544
26501
|
if (!matrix.determinant()) return render3DRaycastDisc(ray, center, radius);
|
|
26545
26502
|
const inverse = matrix.copy().invert(), bounds = mesh.bounds || mesh.getBounds();
|
|
26546
26503
|
const local = new Ray3D(inverse.transformPoint(ray.origin), inverse.transformDirection(ray.direction));
|
|
26547
26504
|
const hit = raycastBox(local, bounds.min.add(bounds.max).scale(.5), bounds.max.subtract(bounds.min));
|
|
26548
|
-
if (hit
|
|
26549
|
-
|
|
26550
|
-
|
|
26551
|
-
|
|
26552
|
-
|
|
26553
|
-
|
|
26505
|
+
if (hit === undefined || !ray.direction.lengthSquared())
|
|
26506
|
+
return hit; // a ray of no length is where it starts, inside the box
|
|
26507
|
+
return render3DRaycastMesh(local, mesh);
|
|
26508
|
+
}
|
|
26509
|
+
|
|
26510
|
+
// how far along a ray, in the mesh's own space, its nearest triangle is hit, or undefined: the triangles that face
|
|
26511
|
+
// the ray as the pass draws them, clockwise from the front, and the back faces too of a doubleSided mesh; a strip's
|
|
26512
|
+
// triangle i is (i-2, i-1, i), the odd ones read the other way, and a join between its pieces has no area and is
|
|
26513
|
+
// never hit; nothing is kept between calls, so a mesh that changed is hit as it is now
|
|
26514
|
+
function render3DRaycastMesh(ray, mesh)
|
|
26515
|
+
{
|
|
26516
|
+
const points = mesh.points, indices = mesh.indices, both = mesh.doubleSided;
|
|
26517
|
+
const ox = ray.origin.x, oy = ray.origin.y, oz = ray.origin.z;
|
|
26518
|
+
const dx = ray.direction.x, dy = ray.direction.y, dz = ray.direction.z;
|
|
26519
|
+
const count = indices ? indices.length / 3 | 0 : points.length - 2;
|
|
26520
|
+
let nearest;
|
|
26521
|
+
for (let i = 0; i < count; ++i)
|
|
26554
26522
|
{
|
|
26555
|
-
|
|
26556
|
-
|
|
26557
|
-
|
|
26523
|
+
// the corners clockwise from the front: an indexed list is written the other way round
|
|
26524
|
+
let a, b, c;
|
|
26525
|
+
if (indices)
|
|
26526
|
+
a = points[indices[i*3]], b = points[indices[i*3+2]], c = points[indices[i*3+1]];
|
|
26527
|
+
else
|
|
26528
|
+
a = points[i & 1 ? i + 1 : i], b = points[i & 1 ? i : i + 1], c = points[i + 2];
|
|
26529
|
+
|
|
26530
|
+
// Moller and Trumbore: the determinant is the ray along the face's normal, below zero from the front
|
|
26531
|
+
const e1x = b.x - a.x, e1y = b.y - a.y, e1z = b.z - a.z;
|
|
26532
|
+
const e2x = c.x - a.x, e2y = c.y - a.y, e2z = c.z - a.z;
|
|
26533
|
+
const hx = dy * e2z - dz * e2y, hy = dz * e2x - dx * e2z, hz = dx * e2y - dy * e2x;
|
|
26534
|
+
const det = e1x * hx + e1y * hy + e1z * hz;
|
|
26535
|
+
if (both ? !det : !(det < 0)) continue;
|
|
26536
|
+
const sx = ox - a.x, sy = oy - a.y, sz = oz - a.z;
|
|
26537
|
+
const u = (sx * hx + sy * hy + sz * hz) / det;
|
|
26538
|
+
if (!(u >= 0 && u <= 1)) continue;
|
|
26539
|
+
const qx = sy * e1z - sz * e1y, qy = sz * e1x - sx * e1z, qz = sx * e1y - sy * e1x;
|
|
26540
|
+
const v = (dx * qx + dy * qy + dz * qz) / det;
|
|
26541
|
+
if (!(v >= 0 && u + v <= 1)) continue;
|
|
26542
|
+
const t = (e2x * qx + e2y * qy + e2z * qz) / det;
|
|
26543
|
+
if (t >= 0 && !(t >= nearest))
|
|
26544
|
+
nearest = t;
|
|
26558
26545
|
}
|
|
26559
|
-
return
|
|
26546
|
+
return nearest;
|
|
26560
26547
|
}
|
|
26561
26548
|
|
|
26562
26549
|
// a sprite is the quad drawBillboard draws, its size3D grown by the x and y scale as the draw does, facing the camera
|
|
@@ -26934,10 +26921,12 @@ class InstancedMesh3D extends EngineObject3D
|
|
|
26934
26921
|
* - radius is a world distance, so scale3D does not change it
|
|
26935
26922
|
* - An alpha, an intensity or a radius of 0 switches it off, and a light that is off takes none of those slots
|
|
26936
26923
|
* - Draws nothing but its glow, when it has one; add a small emissive mesh if the lamp itself should be seen
|
|
26924
|
+
* - addFlare gives it a lens flare, see LensFlare3D
|
|
26937
26925
|
* @extends EngineObject3D
|
|
26938
26926
|
* @memberof Render3D
|
|
26939
26927
|
* @example
|
|
26940
26928
|
* const torch = new Light3D(vec3(0, 3, 0), 10, hsl(.1, 1, .65));
|
|
26929
|
+
* torch.addFlare(); // light in the lens when the torch is in view
|
|
26941
26930
|
*/
|
|
26942
26931
|
class Light3D extends EngineObject3D
|
|
26943
26932
|
{
|
|
@@ -26972,6 +26961,49 @@ class Light3D extends EngineObject3D
|
|
|
26972
26961
|
* bright core */
|
|
26973
26962
|
this.glowFalloff = 1;
|
|
26974
26963
|
this.additive = true; // the glow is added on, in the transparent stage; a light with none draws nothing
|
|
26964
|
+
/** @type {LensFlare3D|undefined} */
|
|
26965
|
+
this.flareObject = undefined;
|
|
26966
|
+
}
|
|
26967
|
+
|
|
26968
|
+
/** Give the light a lens flare, made with the arguments of LensFlare3D, in place of the one it had
|
|
26969
|
+
* @param {number} [size] - Scales every part of it
|
|
26970
|
+
* @param {number} [count] - How many ghosts there are, besides the glow at the light
|
|
26971
|
+
* @param {number} [intensity] - How bright it is
|
|
26972
|
+
* @param {number} [saturation] - How colorful the ghosts are
|
|
26973
|
+
* @return {LensFlare3D} - The flare, to change: light.addFlare().shapes = ['hex'] */
|
|
26974
|
+
addFlare(size, count, intensity, saturation)
|
|
26975
|
+
{
|
|
26976
|
+
const flare = new LensFlare3D(size, count, intensity, saturation);
|
|
26977
|
+
this.flare = flare;
|
|
26978
|
+
return flare;
|
|
26979
|
+
}
|
|
26980
|
+
|
|
26981
|
+
/** The light's lens flare, undefined for none: addFlare makes it, or set a LensFlare3D of your own, and
|
|
26982
|
+
* destroying the flare takes it away
|
|
26983
|
+
* - The flare is the light's: it is attached to the light as its child, so it stays through a scene change
|
|
26984
|
+
* when the light does, and is destroyed with the light or when another takes its place
|
|
26985
|
+
* @type {LensFlare3D|undefined} */
|
|
26986
|
+
get flare() { return this.flareObject && !this.flareObject.destroyed ? this.flareObject : undefined; }
|
|
26987
|
+
|
|
26988
|
+
set flare(flare)
|
|
26989
|
+
{
|
|
26990
|
+
const old = this.flare; // a flare that was destroyed on its own is no flare
|
|
26991
|
+
if (flare === old) return;
|
|
26992
|
+
old && old.destroy();
|
|
26993
|
+
if (flare)
|
|
26994
|
+
{
|
|
26995
|
+
flare.light = this;
|
|
26996
|
+
flare.parent || this.addChild(flare);
|
|
26997
|
+
}
|
|
26998
|
+
this.flareObject = flare || undefined;
|
|
26999
|
+
}
|
|
27000
|
+
|
|
27001
|
+
/** Destroy the light, and its flare with it
|
|
27002
|
+
* @param {boolean} [immediate] */
|
|
27003
|
+
destroy(immediate)
|
|
27004
|
+
{
|
|
27005
|
+
this.flare = undefined;
|
|
27006
|
+
super.destroy(immediate);
|
|
26975
27007
|
}
|
|
26976
27008
|
|
|
26977
27009
|
/** Draw the glow, a quad facing the camera with a soft round glow on it, pulled toward the camera by half its
|
|
@@ -28490,31 +28522,74 @@ class Trail3D extends EngineObject3D
|
|
|
28490
28522
|
// lens flare
|
|
28491
28523
|
|
|
28492
28524
|
// the shapes a flare is made of, white on clear on one smooth texture made the first time it is asked for: a soft
|
|
28493
|
-
// glow, a flat disc with a brighter rim,
|
|
28525
|
+
// glow, a flat disc with a brighter rim, a ring, a hexagon like the blades of a lens, a streak across, and a star
|
|
28526
|
+
// of six rays; undefined headless or without a canvas
|
|
28527
|
+
const render3DFlareShapes = ['glow', 'disc', 'ring', 'hex', 'streak', 'star'];
|
|
28494
28528
|
let render3DFlareTiles;
|
|
28495
28529
|
function render3DFlareTile(shape)
|
|
28496
28530
|
{
|
|
28497
28531
|
if (!render3DFlareTiles)
|
|
28498
28532
|
{
|
|
28499
28533
|
if (headlessMode || !glContext || typeof OffscreenCanvas == 'undefined') return;
|
|
28500
|
-
const cell = 128, shapes =
|
|
28534
|
+
const cell = 128, shapes = render3DFlareShapes, context = createCanvasContext(cell * shapes.length, cell);
|
|
28501
28535
|
// each shape is how see-through it is from its middle out
|
|
28502
28536
|
const alpha =
|
|
28503
28537
|
{
|
|
28504
28538
|
glow: (t)=> engineGlowAlpha(t, 1),
|
|
28505
28539
|
disc: (t)=> t < .8 ? .4 + .1 * t : t < .92 ? .48 + (t - .8) * 3 : (1 - t) / .08 * .84,
|
|
28506
28540
|
ring: (t)=> max(0, 1 - abs(t - .86) / .12),
|
|
28541
|
+
hex: (t)=> t < .8 ? .4 + .1 * t : t < .92 ? .48 + (t - .8) * 3 : (1 - t) / .08 * .84,
|
|
28542
|
+
streak: (t)=> (1 - t) ** 1.5,
|
|
28507
28543
|
};
|
|
28508
|
-
|
|
28544
|
+
// a round gradient from the middle of the cell out, squashed for a ray and cut to a path for the hexagon
|
|
28545
|
+
const fill = (shape, r, path)=>
|
|
28509
28546
|
{
|
|
28510
|
-
const
|
|
28511
|
-
const gradient = context.createRadialGradient(x, y, 0, x, y, r);
|
|
28547
|
+
const steps = 32, gradient = context.createRadialGradient(0, 0, 0, 0, 0, r);
|
|
28512
28548
|
for (let k = 0; k <= steps; ++k)
|
|
28513
28549
|
gradient.addColorStop(k / steps, 'rgba(255,255,255,' + clamp(alpha[shape](k / steps)).toFixed(4) + ')');
|
|
28514
28550
|
context.fillStyle = gradient;
|
|
28515
28551
|
context.beginPath();
|
|
28516
|
-
context.arc(
|
|
28552
|
+
path ? path() : context.arc(0, 0, r, 0, 2 * PI);
|
|
28517
28553
|
context.fill();
|
|
28554
|
+
};
|
|
28555
|
+
const ray = (r, angle)=>
|
|
28556
|
+
{
|
|
28557
|
+
context.save();
|
|
28558
|
+
context.rotate(angle);
|
|
28559
|
+
context.scale(1, .07);
|
|
28560
|
+
fill('streak', r);
|
|
28561
|
+
context.restore();
|
|
28562
|
+
};
|
|
28563
|
+
shapes.forEach((shape, i)=>
|
|
28564
|
+
{
|
|
28565
|
+
const r = cell / 2 - 2;
|
|
28566
|
+
context.save();
|
|
28567
|
+
context.translate(i * cell + cell / 2, cell / 2);
|
|
28568
|
+
if (shape == 'hex')
|
|
28569
|
+
{
|
|
28570
|
+
// a gradient is round, so the hexagon is set pixel by pixel, by how far each is toward a side
|
|
28571
|
+
const image = context.createImageData(cell, cell), data = image.data, apothem = r * cos(PI / 6);
|
|
28572
|
+
for (let k = 0; k < cell * cell; ++k)
|
|
28573
|
+
{
|
|
28574
|
+
const x = abs(k % cell + .5 - cell / 2), y = abs((k / cell | 0) + .5 - cell / 2);
|
|
28575
|
+
const t = max(y, x * cos(PI / 6) + y / 2) / apothem;
|
|
28576
|
+
data[k * 4] = data[k * 4 + 1] = data[k * 4 + 2] = 255;
|
|
28577
|
+
data[k * 4 + 3] = t < 1 ? clamp(alpha.hex(t)) * 255 : 0;
|
|
28578
|
+
}
|
|
28579
|
+
context.putImageData(image, i * cell, 0);
|
|
28580
|
+
}
|
|
28581
|
+
else if (shape == 'streak')
|
|
28582
|
+
ray(r, 0);
|
|
28583
|
+
else if (shape == 'star')
|
|
28584
|
+
{
|
|
28585
|
+
for (let k = 3; k--;)
|
|
28586
|
+
ray(r, k * PI / 3 + PI / 2);
|
|
28587
|
+
context.scale(.3, .3);
|
|
28588
|
+
fill('glow', r);
|
|
28589
|
+
}
|
|
28590
|
+
else
|
|
28591
|
+
fill(shape, r);
|
|
28592
|
+
context.restore();
|
|
28518
28593
|
});
|
|
28519
28594
|
const texture = new TextureInfo(context.canvas, true, false, false); // smooth even in a pixel art game
|
|
28520
28595
|
render3DFlareTiles = new Map(shapes.map((shape, i)=>
|
|
@@ -28523,16 +28598,32 @@ function render3DFlareTile(shape)
|
|
|
28523
28598
|
return render3DFlareTiles.get(shape) || render3DFlareTiles.get('glow');
|
|
28524
28599
|
}
|
|
28525
28600
|
|
|
28601
|
+
/**
|
|
28602
|
+
* A part of a lens flare
|
|
28603
|
+
* @typedef {Object} LensFlareElement
|
|
28604
|
+
* @property {number} at - Where along the line: 0 the sun, 1 the middle of the screen, 2 as far past it
|
|
28605
|
+
* @property {number|Vector2} size - How big across, as a part of the screen's height, a vector for a part wider
|
|
28606
|
+
* than it is tall
|
|
28607
|
+
* @property {Color} color - Its color, the alpha how bright
|
|
28608
|
+
* @property {string} [shape] - glow, disc, ring, hex, streak or star, a glow when left out
|
|
28609
|
+
* @property {TileInfo} [tileInfo] - A tile of the game's own to draw in place of a shape, best white on clear
|
|
28610
|
+
* @property {number} [angle] - How far it is turned, in radians
|
|
28611
|
+
* @memberof Render3D
|
|
28612
|
+
*/
|
|
28613
|
+
|
|
28526
28614
|
/**
|
|
28527
28615
|
* LensFlare3D - The sun's lens flare, the old kind: a glow at the sun and a row of discs and rings of different
|
|
28528
28616
|
* sizes along the line from the sun through the middle of the screen
|
|
28529
28617
|
* - Make one and it shows, over the 3D scene and under what the game draws after, a HUD; destroy it to take it away
|
|
28530
28618
|
* - It follows render3D.sunDirection, and fades out as the sun leaves the screen or goes behind something
|
|
28619
|
+
* - A Light3D gets one of its own with light.addFlare()
|
|
28531
28620
|
* - flareSize, count, intensity and saturation set its look, seed picks another arrangement, and its color tints it,
|
|
28532
|
-
* with the sun's own color;
|
|
28533
|
-
*
|
|
28621
|
+
* with the sun's own color; shapes says what its ghosts are, glowSize and ghostSize how big its parts are; or
|
|
28622
|
+
* give it elements of your own, which may be tiles of the game's
|
|
28623
|
+
* - visible is how much of the sun shows, 0 to 1, eased over fadeTime, there for a game to read; it is 0 while the
|
|
28624
|
+
* sun is off the screen, where nothing is tested
|
|
28534
28625
|
* - What hides the sun is found with a ray from the camera, against the level and every object that is not see
|
|
28535
|
-
* through, each
|
|
28626
|
+
* through, each on the triangles of its mesh, see render3D.pick; turn it off with occlusion
|
|
28536
28627
|
* - It needs WebGL, and it draws nothing in the shadow of renderAfter2D
|
|
28537
28628
|
* @extends EngineObject3D
|
|
28538
28629
|
* @memberof Render3D
|
|
@@ -28562,48 +28653,61 @@ class LensFlare3D extends EngineObject3D
|
|
|
28562
28653
|
this.saturation = saturation;
|
|
28563
28654
|
/** @property {number} - Picks the arrangement of the ghosts, another seed is another flare */
|
|
28564
28655
|
this.seed = 1;
|
|
28565
|
-
/** @property {Array<
|
|
28566
|
-
*
|
|
28567
|
-
*
|
|
28568
|
-
*
|
|
28569
|
-
|
|
28656
|
+
/** @property {Array<string>|undefined} - The shapes the ghosts are picked from, glow, disc, ring, hex,
|
|
28657
|
+
* streak or star: ['hex'] makes every ghost a hexagon, and a shape listed twice is picked twice as often;
|
|
28658
|
+
* discs, rings and glows when not set
|
|
28659
|
+
* @type {Array<string>|undefined} */
|
|
28660
|
+
this.shapes = undefined;
|
|
28661
|
+
/** @property {number} - Scales the glow at the sun, 0 for none */
|
|
28662
|
+
this.glowSize = 1;
|
|
28663
|
+
/** @property {number} - Scales the ghosts */
|
|
28664
|
+
this.ghostSize = 1;
|
|
28665
|
+
/** @property {Array<LensFlareElement>|undefined} - The parts of the flare, to set your own in place of the
|
|
28666
|
+
* ones made from count, seed, saturation, shapes, glowSize and ghostSize
|
|
28667
|
+
* @type {Array<LensFlareElement>|undefined} */
|
|
28570
28668
|
this.elements = undefined;
|
|
28571
28669
|
/** @property {Light3D|undefined} - A light the flare is of in place of the sun, a lamp or a spotlight: the
|
|
28572
28670
|
* flare is at the light and in its color, smaller from farther than the light reaches, hidden by what is
|
|
28573
|
-
* in front of the light, and a spotlight's shows from inside its beam only
|
|
28671
|
+
* in front of the light, and a spotlight's shows from inside its beam only; a DirectionalLight3D's is far
|
|
28672
|
+
* away where it shines from, like the sun's; the flare is destroyed when its light is; light.addFlare
|
|
28673
|
+
* sets this
|
|
28574
28674
|
* @type {Light3D|undefined} */
|
|
28575
28675
|
this.light = undefined;
|
|
28576
28676
|
/** @property {boolean} - Fade out when something is between the camera and the sun */
|
|
28577
28677
|
this.occlusion = true;
|
|
28578
28678
|
/** @property {number} - Seconds the flare takes to fade out or in when the sun is hidden or shows again */
|
|
28579
28679
|
this.fadeTime = .15;
|
|
28580
|
-
/** @property {number} - How much of the sun shows, 0 hidden or behind the camera to 1 in
|
|
28680
|
+
/** @property {number} - How much of the sun shows, 0 hidden, off the screen or behind the camera to 1 in
|
|
28681
|
+
* plain view, eased */
|
|
28581
28682
|
this.visible = 1;
|
|
28582
28683
|
this.renderOrder = 1e9; // over the game's sprites, it is light in the lens
|
|
28583
28684
|
this.madeKey = '';
|
|
28584
|
-
/** @type {Array<
|
|
28685
|
+
/** @type {Array<LensFlareElement>} */
|
|
28585
28686
|
this.made = [];
|
|
28586
28687
|
}
|
|
28587
28688
|
|
|
28588
|
-
/** The parts of the flare: the elements set by hand, or the ones made from count, seed
|
|
28589
|
-
* and a core at the sun and the ghosts, made again when one of those changes
|
|
28590
|
-
* @return {Array<
|
|
28689
|
+
/** The parts of the flare: the elements set by hand, or the ones made from count, seed, saturation, shapes,
|
|
28690
|
+
* glowSize and ghostSize, a glow and a core at the sun and the ghosts, made again when one of those changes
|
|
28691
|
+
* @return {Array<LensFlareElement>} */
|
|
28591
28692
|
getElements()
|
|
28592
28693
|
{
|
|
28593
28694
|
if (this.elements) return this.elements;
|
|
28594
|
-
const
|
|
28695
|
+
const shapes = this.shapes?.length ? this.shapes : undefined, glow = this.glowSize, ghost = this.ghostSize;
|
|
28696
|
+
const key = [this.count, this.seed, this.saturation, glow, ghost, shapes?.length, shapes].join();
|
|
28595
28697
|
if (key !== this.madeKey)
|
|
28596
28698
|
{
|
|
28597
28699
|
const random = new RandomGenerator(this.seed * 7919 + 1), s = clamp(this.saturation);
|
|
28598
|
-
|
|
28599
|
-
|
|
28600
|
-
{at: 0, size: .
|
|
28700
|
+
/** @type {Array<LensFlareElement>} */
|
|
28701
|
+
const made = this.made = glow > 0 ? [
|
|
28702
|
+
{at: 0, size: .7 * glow, color: hsl(0, 0, 1, .5), shape: 'glow'},
|
|
28703
|
+
{at: 0, size: .25 * glow, color: hsl(0, 0, 1, .9), shape: 'glow'}] : [];
|
|
28601
28704
|
for (let i = 0; i < this.count; ++i)
|
|
28602
28705
|
{
|
|
28603
28706
|
// spread along the line, each a place of its own, the far ones bigger
|
|
28604
28707
|
const at = (i + random.float(.2, .8)) / max(this.count, 1) * 1.9 + .2;
|
|
28605
|
-
const pick = random.float(), shape = pick
|
|
28606
|
-
|
|
28708
|
+
const pick = random.float(), shape = shapes ? shapes[min(pick * shapes.length | 0, shapes.length - 1)] :
|
|
28709
|
+
pick < .5 ? 'disc' : pick < .8 ? 'ring' : 'glow';
|
|
28710
|
+
made.push({at, size: random.float(.04, .1) * (1 + at) * ghost, shape,
|
|
28607
28711
|
color: hsl(random.float(), s * .9, .6, random.float(.15, .4))});
|
|
28608
28712
|
}
|
|
28609
28713
|
this.madeKey = key;
|
|
@@ -28611,69 +28715,85 @@ class LensFlare3D extends EngineObject3D
|
|
|
28611
28715
|
return this.made;
|
|
28612
28716
|
}
|
|
28613
28717
|
|
|
28614
|
-
// what the flare is of, seen from the camera: the way to it, how far it is, Infinity for the sun
|
|
28615
|
-
//
|
|
28718
|
+
// what the flare is of, seen from the camera: the way to it, how far it is, Infinity for the sun and for a
|
|
28719
|
+
// directional light, which shines from its place toward the origin, and a point to find it on the screen by;
|
|
28720
|
+
// undefined with no direction, or a light that is gone or at the camera
|
|
28616
28721
|
flareSource()
|
|
28617
28722
|
{
|
|
28618
28723
|
const camera = render3D.camera.pos, light = this.light;
|
|
28619
|
-
if (
|
|
28724
|
+
if (light?.destroyed) return;
|
|
28725
|
+
if (!light || light.directional)
|
|
28620
28726
|
{
|
|
28621
|
-
const
|
|
28622
|
-
if (!
|
|
28623
|
-
const direction =
|
|
28727
|
+
const from = light ? light.getWorldPos3D() : render3D.sunDirection;
|
|
28728
|
+
if (!from.lengthSquared()) return;
|
|
28729
|
+
const direction = from.normalize();
|
|
28624
28730
|
return {direction, distance: Infinity, pos: camera.add(direction.scale(100))};
|
|
28625
28731
|
}
|
|
28626
|
-
if (light.destroyed) return;
|
|
28627
28732
|
const pos = light.getWorldPos3D(), offset = pos.subtract(camera), distance = offset.length();
|
|
28628
28733
|
return distance ? {direction: offset.scale(1 / distance), distance, pos} : undefined;
|
|
28629
28734
|
}
|
|
28630
28735
|
|
|
28631
|
-
|
|
28632
|
-
|
|
28633
|
-
|
|
28634
|
-
|
|
28635
|
-
{
|
|
28636
|
-
const source = this.flareSource();
|
|
28637
|
-
return source && render3D.worldToScreen(source.pos);
|
|
28638
|
-
}
|
|
28639
|
-
|
|
28640
|
-
/** The parts of the flare as they are drawn now: each one's place on the screen, its size in pixels and its
|
|
28641
|
-
* color, dimmed by how much of the sun shows; empty when there is nothing to draw
|
|
28642
|
-
* @return {Array<{pos: Vector2, size: number, color: Color, shape: string}>} */
|
|
28643
|
-
getScreenElements()
|
|
28736
|
+
// how the flare would show with nothing in the way: where its source is on the screen, how strong it is there,
|
|
28737
|
+
// fading as it leaves the screen, its tint and the height its sizes are parts of; undefined when it would not
|
|
28738
|
+
// show at all, behind the camera, off the screen, or of a light that is off or seen from outside its cone
|
|
28739
|
+
flareLook()
|
|
28644
28740
|
{
|
|
28645
|
-
const
|
|
28646
|
-
|
|
28741
|
+
const source = this.flareSource(), center = mainCanvasSize.scale(.5);
|
|
28742
|
+
const sun = source && render3D.worldToScreen(source.pos);
|
|
28743
|
+
if (!sun || !center.x || !center.y) return;
|
|
28647
28744
|
// it fades as the sun leaves the screen, gone when it is a third of the screen past the edge
|
|
28648
28745
|
const off = max(abs(sun.x - center.x) / center.x, abs(sun.y - center.y) / center.y);
|
|
28649
|
-
const strength =
|
|
28650
|
-
if (!(strength > 0)) return
|
|
28746
|
+
const strength = clamp((1.3 - off) / .5) * this.intensity;
|
|
28747
|
+
if (!(strength > 0)) return;
|
|
28651
28748
|
let tint = this.color.multiply(render3D.sunColor), height = mainCanvasSize.y * this.flareSize;
|
|
28652
|
-
const light = this.light
|
|
28749
|
+
const light = this.light;
|
|
28653
28750
|
if (light)
|
|
28654
28751
|
{
|
|
28655
|
-
if (!source) return [];
|
|
28656
28752
|
// a light's flare is the light's color, as bright as the light up to 1, and only from inside its cone
|
|
28657
28753
|
const cone = render3DLightCone(light), d = source.direction;
|
|
28658
28754
|
const inCone = clamp(-(cone[0] * d.x + cone[1] * d.y + cone[2] * d.z) - cone[3]);
|
|
28659
28755
|
const c = light.color, bright = c.a * clamp(light.intensity) * inCone;
|
|
28660
|
-
if (!(bright > 0)) return
|
|
28756
|
+
if (!(bright > 0)) return;
|
|
28661
28757
|
tint = this.color.multiply(rgb(c.r, c.g, c.b, bright));
|
|
28662
|
-
|
|
28758
|
+
if (!light.directional)
|
|
28759
|
+
height *= min(1, light.radius / source.distance); // smaller from farther than it reaches
|
|
28663
28760
|
}
|
|
28761
|
+
return height > 0 ? {sun, center, strength, tint, height} : undefined;
|
|
28762
|
+
}
|
|
28763
|
+
|
|
28764
|
+
/** Where the sun, or the flare's light, is on the screen, in pixels like mousePosScreen, undefined when it is
|
|
28765
|
+
* behind the camera
|
|
28766
|
+
* @return {Vector2|undefined} */
|
|
28767
|
+
getScreenPos()
|
|
28768
|
+
{
|
|
28769
|
+
const source = this.flareSource();
|
|
28770
|
+
return source && render3D.worldToScreen(source.pos);
|
|
28771
|
+
}
|
|
28772
|
+
|
|
28773
|
+
/** The parts of the flare as they are drawn now: each one's place on the screen, its size in pixels, a vector
|
|
28774
|
+
* when the element's is, and its color, dimmed by how much of the sun shows; empty when there is nothing to draw
|
|
28775
|
+
* @return {Array<{pos: Vector2, size: number|Vector2, color: Color, shape: string|undefined,
|
|
28776
|
+
* tileInfo: TileInfo|undefined, angle: number}>} */
|
|
28777
|
+
getScreenElements()
|
|
28778
|
+
{
|
|
28779
|
+
const look = this.visible > 0 && this.flareLook();
|
|
28780
|
+
if (!look) return [];
|
|
28781
|
+
const {sun, center, tint, height} = look, strength = look.strength * this.visible;
|
|
28664
28782
|
return this.getElements().map((e)=>
|
|
28665
28783
|
{
|
|
28666
28784
|
const c = e.color.multiply(tint);
|
|
28667
28785
|
// along the line and past the middle, a lerp would stop there
|
|
28668
|
-
|
|
28669
|
-
|
|
28786
|
+
const size = typeof e.size == 'number' ? e.size * height : e.size.scale(height);
|
|
28787
|
+
return {pos: sun.add(center.subtract(sun).scale(e.at)), size, shape: e.shape, tileInfo: e.tileInfo,
|
|
28788
|
+
angle: e.angle || 0, color: rgb(c.r, c.g, c.b, c.a * strength)};
|
|
28670
28789
|
});
|
|
28671
28790
|
}
|
|
28672
28791
|
|
|
28673
28792
|
/** Is something between the camera and the sun, or the flare's light: the level, or an object that is not see
|
|
28674
|
-
* through
|
|
28793
|
+
* through, hit on its triangles as render3D.pick hits it, so a mesh the camera is inside hides nothing unless
|
|
28794
|
+
* it is doubleSided
|
|
28675
28795
|
* @return {boolean} */
|
|
28676
|
-
|
|
28796
|
+
isHidden()
|
|
28677
28797
|
{
|
|
28678
28798
|
const source = this.flareSource();
|
|
28679
28799
|
if (!source) return true;
|
|
@@ -28687,22 +28807,29 @@ class LensFlare3D extends EngineObject3D
|
|
|
28687
28807
|
for (const map of maps)
|
|
28688
28808
|
if (map.raycast(ray, reach, (type)=> !map.blockType(type).seeThrough))
|
|
28689
28809
|
return true;
|
|
28690
|
-
//
|
|
28691
|
-
//
|
|
28692
|
-
|
|
28693
|
-
|
|
28694
|
-
|
|
28695
|
-
|
|
28696
|
-
|
|
28697
|
-
|
|
28810
|
+
// a light's lamp, the mesh the light is inside, does not hide it: one whose box, in its own space, the light
|
|
28811
|
+
// is in
|
|
28812
|
+
const lamp = (o)=>
|
|
28813
|
+
{
|
|
28814
|
+
if (!this.light || reach === Infinity || !o.mesh || o instanceof HeightMap) return false;
|
|
28815
|
+
const matrix = render3DObjectMatrix(o);
|
|
28816
|
+
if (!matrix.determinant()) return false;
|
|
28817
|
+
const p = matrix.copy().invert().transformPoint(source.pos), b = o.mesh.bounds || o.mesh.getBounds();
|
|
28818
|
+
return p.x >= b.min.x && p.x <= b.max.x && p.y >= b.min.y && p.y <= b.max.y &&
|
|
28819
|
+
p.z >= b.min.z && p.z <= b.max.z;
|
|
28820
|
+
};
|
|
28821
|
+
const hit = render3D.pick(ray, blockers.filter((o)=> !maps.some((map)=> map === o) && !lamp(o)));
|
|
28698
28822
|
return !!hit && hit.distance < reach;
|
|
28699
28823
|
}
|
|
28700
28824
|
|
|
28701
|
-
/** Ease visible toward whether the sun shows, called automatically each frame
|
|
28825
|
+
/** Ease visible toward whether the sun shows, called automatically each frame; a flare that would not show
|
|
28826
|
+
* wherever the sun is, off the screen or its light off, looks for nothing in the way */
|
|
28702
28827
|
update()
|
|
28703
28828
|
{
|
|
28704
28829
|
super.update();
|
|
28705
|
-
|
|
28830
|
+
if (this.light?.destroyed)
|
|
28831
|
+
return this.destroy(); // the flare of a light that is gone
|
|
28832
|
+
const shows = !!this.flareLook() && !(this.occlusion && this.isHidden());
|
|
28706
28833
|
const step = this.fadeTime > 0 ? timeDelta / this.fadeTime : 1;
|
|
28707
28834
|
this.visible = clamp(this.visible + (shows ? step : -step));
|
|
28708
28835
|
}
|
|
@@ -28716,8 +28843,9 @@ class LensFlare3D extends EngineObject3D
|
|
|
28716
28843
|
setAdditiveBlendMode(true);
|
|
28717
28844
|
for (const e of elements)
|
|
28718
28845
|
{
|
|
28719
|
-
const tileInfo = render3DFlareTile(e.shape);
|
|
28720
|
-
|
|
28846
|
+
const tileInfo = e.tileInfo || render3DFlareTile(e.shape);
|
|
28847
|
+
const size = typeof e.size == 'number' ? vec2(e.size) : e.size;
|
|
28848
|
+
tileInfo && drawTile(e.pos, size, tileInfo, e.color, e.angle, false, undefined, true, true);
|
|
28721
28849
|
}
|
|
28722
28850
|
setAdditiveBlendMode(false);
|
|
28723
28851
|
}
|
|
@@ -29831,8 +29959,9 @@ function level3DAddMesh(name, mesh, tileInfo, color=WHITE)
|
|
|
29831
29959
|
* are added before its objects are made, one the game added itself keeps its place
|
|
29832
29960
|
* - A level may set the scene too, in a scene block beside its objects: sky, three colors for straight up, the
|
|
29833
29961
|
* horizon and straight down, ambient, how much of them lights the scene, .5 when not given, sunDirection and
|
|
29834
|
-
* sunColor, fog, its start and end, fogColor, the horizon color when not given, and
|
|
29835
|
-
* leaves out stays as the game set it, and a level with no block changes
|
|
29962
|
+
* sunColor, fog, its start and end, fogColor, the horizon color when not given, shadows, and lensFlare, the
|
|
29963
|
+
* sun's lens flare; what the block leaves out stays as the game set it, and a level with no block changes
|
|
29964
|
+
* nothing
|
|
29836
29965
|
* @param {Object} level - The level, the level editor edits this same object
|
|
29837
29966
|
* @return {Array<any>} - What each object's type made, a function that made nothing is left out
|
|
29838
29967
|
* @memberof Level3D */
|
|
@@ -30057,7 +30186,24 @@ function level3DSceneApply(scene)
|
|
|
30057
30186
|
r.fogColor = color(scene.fogColor) || r.fogColor;
|
|
30058
30187
|
if (typeof scene.shadows === 'boolean')
|
|
30059
30188
|
r.shadows = scene.shadows;
|
|
30189
|
+
if (typeof scene.lensFlare === 'boolean')
|
|
30190
|
+
level3DSceneFlare(scene.lensFlare);
|
|
30191
|
+
}
|
|
30192
|
+
|
|
30193
|
+
// the sun's lens flare as a scene sets it: on makes one unless the sun has a flare already, the game's own or an
|
|
30194
|
+
// earlier level's, and off takes away the one a scene made, never the game's
|
|
30195
|
+
let level3DSunFlare;
|
|
30196
|
+
function level3DSceneFlare(on)
|
|
30197
|
+
{
|
|
30198
|
+
if (!on)
|
|
30199
|
+
{
|
|
30200
|
+
level3DSunFlare && !level3DSunFlare.destroyed && level3DSunFlare.destroy();
|
|
30201
|
+
level3DSunFlare = undefined;
|
|
30202
|
+
}
|
|
30203
|
+
else if (!level3DSunHasFlare())
|
|
30204
|
+
level3DSunFlare = new LensFlare3D;
|
|
30060
30205
|
}
|
|
30206
|
+
const level3DSunHasFlare = ()=> engineObjects.some((o)=> o instanceof LensFlare3D && !o.destroyed && !o.light);
|
|
30061
30207
|
|
|
30062
30208
|
// a vec3 of an array of three numbers, as the file has them, or the fallback
|
|
30063
30209
|
function level3DVector(value, fallback)
|
|
@@ -30407,7 +30553,8 @@ level3DAddType('Cylinder', function(pos, properties)
|
|
|
30407
30553
|
{ return level3DMakeShape(pos, properties, level3DCylinderMesh ||= buildCylinder()); },
|
|
30408
30554
|
{color: WHITE, tile: -1, solid: true});
|
|
30409
30555
|
// a light, a spotlight with a cone: cone is the angle in degrees from its forward out to the edge of its beam, the
|
|
30410
|
-
// object's rotation aims it, softness is how much of the cone fades,
|
|
30556
|
+
// object's rotation aims it, softness is how much of the cone fades, shadows makes it the one that casts them, and
|
|
30557
|
+
// lensFlare gives it a lens flare; not flare, since a property is also set on the object, where flare is the flare
|
|
30411
30558
|
level3DAddType('Light', function(pos, properties)
|
|
30412
30559
|
{
|
|
30413
30560
|
const light = new Light3D(pos, properties.radius, properties.color, properties.intensity);
|
|
@@ -30415,8 +30562,9 @@ level3DAddType('Light', function(pos, properties)
|
|
|
30415
30562
|
light.coneSoftness = properties.softness;
|
|
30416
30563
|
if (properties.shadows && render3D)
|
|
30417
30564
|
render3D.shadowLight = light;
|
|
30565
|
+
properties.lensFlare && light.addFlare();
|
|
30418
30566
|
return light;
|
|
30419
|
-
}, {color: WHITE, radius: 5, intensity: 1, cone: 0, softness: .2, shadows: false});
|
|
30567
|
+
}, {color: WHITE, radius: 5, intensity: 1, cone: 0, softness: .2, shadows: false, lensFlare: false});
|
|
30420
30568
|
|
|
30421
30569
|
/**
|
|
30422
30570
|
* LittleJS Particle Effects Plugin
|