melonjs 20.3.0 → 20.5.0
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/README.md +19 -19
- package/build/application/application.d.ts +0 -17
- package/build/application/application.d.ts.map +1 -1
- package/build/application/settings.d.ts +3 -0
- package/build/application/settings.d.ts.map +1 -1
- package/build/audio/audio.d.ts.map +1 -1
- package/build/audio/backend/engine.d.ts +0 -19
- package/build/audio/backend/engine.d.ts.map +1 -1
- package/build/audio/backend/sound.d.ts +1 -51
- package/build/audio/backend/sound.d.ts.map +1 -1
- package/build/audio/backend/spatial.d.ts.map +1 -1
- package/build/audio/backend/types.d.ts +11 -1
- package/build/audio/backend/types.d.ts.map +1 -1
- package/build/audio/backend/voice.d.ts +0 -25
- package/build/audio/backend/voice.d.ts.map +1 -1
- package/build/audio/playback.d.ts.map +1 -1
- package/build/audio/procedural.d.ts +7 -2
- package/build/audio/procedural.d.ts.map +1 -1
- package/build/audio/state.d.ts +6 -79
- package/build/audio/state.d.ts.map +1 -1
- package/build/audio/types.d.ts +22 -0
- package/build/audio/types.d.ts.map +1 -1
- package/build/camera/camera2d.d.ts +28 -68
- package/build/camera/camera2d.d.ts.map +1 -1
- package/build/camera/camera3d.d.ts +110 -82
- package/build/camera/camera3d.d.ts.map +1 -1
- package/build/camera/effects/fade_effect.d.ts +0 -5
- package/build/camera/effects/fade_effect.d.ts.map +1 -1
- package/build/camera/effects/mask_effect.d.ts +0 -5
- package/build/camera/effects/mask_effect.d.ts.map +1 -1
- package/build/camera/fog.d.ts +118 -0
- package/build/camera/fog.d.ts.map +1 -0
- package/build/geometries/box3d.d.ts +0 -28
- package/build/geometries/box3d.d.ts.map +1 -1
- package/build/geometries/ellipse.d.ts +0 -20
- package/build/geometries/ellipse.d.ts.map +1 -1
- package/build/geometries/observablePoint.d.ts +0 -3
- package/build/geometries/observablePoint.d.ts.map +1 -1
- package/build/geometries/path2d.d.ts +0 -19
- package/build/geometries/path2d.d.ts.map +1 -1
- package/build/geometries/polygon.d.ts +7 -13
- package/build/geometries/polygon.d.ts.map +1 -1
- package/build/geometries/roundrect.d.ts +0 -18
- package/build/geometries/roundrect.d.ts.map +1 -1
- package/build/geometries/sphere.d.ts +0 -9
- package/build/geometries/sphere.d.ts.map +1 -1
- package/build/geometries/toarccanvas.d.ts.map +1 -1
- package/build/index.d.ts +5 -0
- package/build/index.d.ts.map +1 -1
- package/build/index.js +3697 -563
- package/build/index.js.map +4 -4
- package/build/input/gamepad.d.ts.map +1 -1
- package/build/input/pointer.d.ts +0 -4
- package/build/input/pointer.d.ts.map +1 -1
- package/build/input/pointerevent.d.ts +0 -6
- package/build/input/pointerevent.d.ts.map +1 -1
- package/build/lang/deprecated.d.ts.map +1 -1
- package/build/level/gltf/GLTFModel.d.ts +44 -82
- package/build/level/gltf/GLTFModel.d.ts.map +1 -1
- package/build/level/gltf/GLTFScene.d.ts +1 -44
- package/build/level/gltf/GLTFScene.d.ts.map +1 -1
- package/build/level/gltf/gltf_sampler.d.ts +1 -48
- package/build/level/gltf/gltf_sampler.d.ts.map +1 -1
- package/build/level/level.d.ts +195 -113
- package/build/level/level.d.ts.map +1 -1
- package/build/level/tiled/TMXGroup.d.ts +1 -65
- package/build/level/tiled/TMXGroup.d.ts.map +1 -1
- package/build/level/tiled/TMXLayer.d.ts +0 -44
- package/build/level/tiled/TMXLayer.d.ts.map +1 -1
- package/build/level/tiled/TMXObject.d.ts +1 -136
- package/build/level/tiled/TMXObject.d.ts.map +1 -1
- package/build/level/tiled/TMXObjectFactory.d.ts +1 -40
- package/build/level/tiled/TMXObjectFactory.d.ts.map +1 -1
- package/build/level/tiled/TMXTile.d.ts +1 -30
- package/build/level/tiled/TMXTile.d.ts.map +1 -1
- package/build/level/tiled/TMXTileMap.d.ts +0 -10
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/level/tiled/TMXTileset.d.ts +0 -113
- package/build/level/tiled/TMXTileset.d.ts.map +1 -1
- package/build/level/tiled/TMXTilesetGroup.d.ts +0 -1
- package/build/level/tiled/TMXTilesetGroup.d.ts.map +1 -1
- package/build/level/tiled/TMXUtils.d.ts +1 -43
- package/build/level/tiled/TMXUtils.d.ts.map +1 -1
- package/build/level/tiled/factories/shape.d.ts +1 -7
- package/build/level/tiled/factories/shape.d.ts.map +1 -1
- package/build/level/tiled/factories/text.d.ts +1 -7
- package/build/level/tiled/factories/text.d.ts.map +1 -1
- package/build/level/tiled/factories/tile.d.ts +1 -7
- package/build/level/tiled/factories/tile.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts +0 -60
- package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts +0 -42
- package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +0 -5
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts +0 -31
- package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXRenderer.d.ts +2 -2
- package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXStaggeredRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/autodetect.d.ts +1 -6
- package/build/level/tiled/renderer/autodetect.d.ts.map +1 -1
- package/build/lighting/light2d.d.ts +0 -25
- package/build/lighting/light2d.d.ts.map +1 -1
- package/build/lighting/light3d.d.ts +20 -63
- package/build/lighting/light3d.d.ts.map +1 -1
- package/build/loader/loader.d.ts +146 -37
- package/build/loader/loader.d.ts.map +1 -1
- package/build/loader/loadingscreen.d.ts +0 -33
- package/build/loader/loadingscreen.d.ts.map +1 -1
- package/build/loader/parsers/aseprite.d.ts +0 -13
- package/build/loader/parsers/aseprite.d.ts.map +1 -1
- package/build/loader/parsers/audio.d.ts +1 -30
- package/build/loader/parsers/audio.d.ts.map +1 -1
- package/build/loader/parsers/binary.d.ts +1 -10
- package/build/loader/parsers/binary.d.ts.map +1 -1
- package/build/loader/parsers/compressed_textures/compressed_image.d.ts.map +1 -1
- package/build/loader/parsers/compressed_textures/parseDDS.d.ts +1 -7
- package/build/loader/parsers/compressed_textures/parseDDS.d.ts.map +1 -1
- package/build/loader/parsers/compressed_textures/parseKTX.d.ts +1 -7
- package/build/loader/parsers/compressed_textures/parseKTX.d.ts.map +1 -1
- package/build/loader/parsers/compressed_textures/parseKTX2.d.ts +1 -7
- package/build/loader/parsers/compressed_textures/parseKTX2.d.ts.map +1 -1
- package/build/loader/parsers/compressed_textures/parsePKM.d.ts +1 -7
- package/build/loader/parsers/compressed_textures/parsePKM.d.ts.map +1 -1
- package/build/loader/parsers/compressed_textures/parsePVR.d.ts +1 -7
- package/build/loader/parsers/compressed_textures/parsePVR.d.ts.map +1 -1
- package/build/loader/parsers/fontface.d.ts +1 -13
- package/build/loader/parsers/fontface.d.ts.map +1 -1
- package/build/loader/parsers/gltf.d.ts +1 -70
- package/build/loader/parsers/gltf.d.ts.map +1 -1
- package/build/loader/parsers/image.d.ts +1 -22
- package/build/loader/parsers/image.d.ts.map +1 -1
- package/build/loader/parsers/json.d.ts +1 -10
- package/build/loader/parsers/json.d.ts.map +1 -1
- package/build/loader/parsers/mtl.d.ts +1 -28
- package/build/loader/parsers/mtl.d.ts.map +1 -1
- package/build/loader/parsers/obj.d.ts +1 -59
- package/build/loader/parsers/obj.d.ts.map +1 -1
- package/build/loader/parsers/pbr.d.ts +1 -62
- package/build/loader/parsers/pbr.d.ts.map +1 -1
- package/build/loader/parsers/script.d.ts +1 -10
- package/build/loader/parsers/script.d.ts.map +1 -1
- package/build/loader/parsers/shader.d.ts +1 -52
- package/build/loader/parsers/shader.d.ts.map +1 -1
- package/build/loader/parsers/tmx.d.ts +1 -10
- package/build/loader/parsers/tmx.d.ts.map +1 -1
- package/build/loader/parsers/video.d.ts +1 -10
- package/build/loader/parsers/video.d.ts.map +1 -1
- package/build/math/color.d.ts.map +1 -1
- package/build/math/noise.d.ts +0 -40
- package/build/math/noise.d.ts.map +1 -1
- package/build/math/observableVector2d.d.ts +0 -3
- package/build/math/observableVector2d.d.ts.map +1 -1
- package/build/math/observableVector3d.d.ts +0 -3
- package/build/math/observableVector3d.d.ts.map +1 -1
- package/build/math/vector2d.d.ts +0 -6
- package/build/math/vector2d.d.ts.map +1 -1
- package/build/math/vertex.d.ts +25 -0
- package/build/math/vertex.d.ts.map +1 -1
- package/build/particles/emitter.d.ts +0 -65
- package/build/particles/emitter.d.ts.map +1 -1
- package/build/particles/particle.d.ts +0 -81
- package/build/particles/particle.d.ts.map +1 -1
- package/build/physics/bounds.d.ts +0 -1
- package/build/physics/bounds.d.ts.map +1 -1
- package/build/physics/broadphase/broadphase.d.ts +0 -7
- package/build/physics/broadphase/broadphase.d.ts.map +1 -1
- package/build/physics/broadphase/octree.d.ts +0 -91
- package/build/physics/broadphase/octree.d.ts.map +1 -1
- package/build/physics/broadphase/quadtree.d.ts +0 -47
- package/build/physics/broadphase/quadtree.d.ts.map +1 -1
- package/build/physics/builtin/body.d.ts +2 -65
- package/build/physics/builtin/body.d.ts.map +1 -1
- package/build/physics/builtin/detector.d.ts +0 -312
- package/build/physics/builtin/detector.d.ts.map +1 -1
- package/build/physics/builtin/sat.d.ts +1 -48
- package/build/physics/builtin/sat.d.ts.map +1 -1
- package/build/physics/builtin/sat3d.d.ts +1 -56
- package/build/physics/builtin/sat3d.d.ts.map +1 -1
- package/build/physics/collision.d.ts +0 -2
- package/build/physics/collision.d.ts.map +1 -1
- package/build/physics/response.d.ts +0 -1
- package/build/physics/response.d.ts.map +1 -1
- package/build/physics/world.d.ts.map +1 -1
- package/build/renderable/anchorPoint.d.ts +1 -73
- package/build/renderable/anchorPoint.d.ts.map +1 -1
- package/build/renderable/animation.d.ts +21 -13
- package/build/renderable/animation.d.ts.map +1 -1
- package/build/renderable/colorlayer.d.ts +0 -5
- package/build/renderable/colorlayer.d.ts.map +1 -1
- package/build/renderable/container.d.ts +27 -60
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/draggable.d.ts +0 -5
- package/build/renderable/draggable.d.ts.map +1 -1
- package/build/renderable/dragndrop.d.ts +1 -12
- package/build/renderable/dragndrop.d.ts.map +1 -1
- package/build/renderable/entity/entity.d.ts +0 -8
- package/build/renderable/entity/entity.d.ts.map +1 -1
- package/build/renderable/frameAnimation.d.ts +0 -41
- package/build/renderable/frameAnimation.d.ts.map +1 -1
- package/build/renderable/groundshadow.d.ts +1 -91
- package/build/renderable/groundshadow.d.ts.map +1 -1
- package/build/renderable/imagelayer.d.ts +0 -29
- package/build/renderable/imagelayer.d.ts.map +1 -1
- package/build/renderable/instanced_mesh.d.ts +55 -108
- package/build/renderable/instanced_mesh.d.ts.map +1 -1
- package/build/renderable/mesh.d.ts +257 -231
- package/build/renderable/mesh.d.ts.map +1 -1
- package/build/renderable/nineslicesprite.d.ts +0 -4
- package/build/renderable/nineslicesprite.d.ts.map +1 -1
- package/build/renderable/renderable.d.ts +18 -44
- package/build/renderable/renderable.d.ts.map +1 -1
- package/build/renderable/sprite.d.ts +0 -45
- package/build/renderable/sprite.d.ts.map +1 -1
- package/build/renderable/sprite3d.d.ts +12 -97
- package/build/renderable/sprite3d.d.ts.map +1 -1
- package/build/renderable/text/bitmaptext.d.ts +32 -21
- package/build/renderable/text/bitmaptext.d.ts.map +1 -1
- package/build/renderable/text/bitmaptextdata.d.ts +0 -22
- package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
- package/build/renderable/text/glyph.d.ts +1 -39
- package/build/renderable/text/glyph.d.ts.map +1 -1
- package/build/renderable/text/text.d.ts +75 -20
- package/build/renderable/text/text.d.ts.map +1 -1
- package/build/renderable/text/textmetrics.d.ts +2 -0
- package/build/renderable/text/textmetrics.d.ts.map +1 -1
- package/build/renderable/text/textstyle.d.ts +1 -5
- package/build/renderable/text/textstyle.d.ts.map +1 -1
- package/build/renderable/trail.d.ts +0 -29
- package/build/renderable/trail.d.ts.map +1 -1
- package/build/renderable/trigger.d.ts +0 -6
- package/build/renderable/trigger.d.ts.map +1 -1
- package/build/renderable/ui/uibaseelement.d.ts +0 -40
- package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
- package/build/renderable/ui/uispriteelement.d.ts +0 -35
- package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
- package/build/state/stage.d.ts +5 -50
- package/build/state/stage.d.ts.map +1 -1
- package/build/state/state.d.ts.map +1 -1
- package/build/system/device.d.ts +1 -13
- package/build/system/device.d.ts.map +1 -1
- package/build/system/dom.d.ts +1 -8
- package/build/system/dom.d.ts.map +1 -1
- package/build/system/legacy_pool.d.ts +1 -6
- package/build/system/legacy_pool.d.ts.map +1 -1
- package/build/system/platform.d.ts +0 -1
- package/build/system/platform.d.ts.map +1 -1
- package/build/system/pool.d.ts +0 -9
- package/build/system/pool.d.ts.map +1 -1
- package/build/system/save.d.ts +44 -1
- package/build/system/save.d.ts.map +1 -1
- package/build/system/timer.d.ts +0 -20
- package/build/system/timer.d.ts.map +1 -1
- package/build/tweens/tween.d.ts +0 -62
- package/build/tweens/tween.d.ts.map +1 -1
- package/build/utils/array-multimap.d.ts +1 -13
- package/build/utils/array-multimap.d.ts.map +1 -1
- package/build/utils/decode.d.ts.map +1 -1
- package/build/utils/fetchdata.d.ts +1 -31
- package/build/utils/fetchdata.d.ts.map +1 -1
- package/build/utils/utils.d.ts +0 -13
- package/build/utils/utils.d.ts.map +1 -1
- package/build/video/blendmodes.d.ts +1 -106
- package/build/video/blendmodes.d.ts.map +1 -1
- package/build/video/buffer/index.d.ts +1 -39
- package/build/video/buffer/index.d.ts.map +1 -1
- package/build/video/buffer/vertex.d.ts +1 -82
- package/build/video/buffer/vertex.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +2 -23
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/canvas_factory.d.ts +1 -24
- package/build/video/canvas_factory.d.ts.map +1 -1
- package/build/video/effects/blendEffect.d.ts +0 -54
- package/build/video/effects/blendEffect.d.ts.map +1 -1
- package/build/video/effects/colorMatrix.d.ts +0 -10
- package/build/video/effects/colorMatrix.d.ts.map +1 -1
- package/build/video/effects/glsl_realization.d.ts +1 -17
- package/build/video/effects/glsl_realization.d.ts.map +1 -1
- package/build/video/effects/mesh_splice.d.ts +2 -0
- package/build/video/effects/mesh_splice.d.ts.map +1 -0
- package/build/video/effects/radialGradient.d.ts +0 -1
- package/build/video/effects/radialGradient.d.ts.map +1 -1
- package/build/video/effects/shadereffect.d.ts +12 -241
- package/build/video/effects/shadereffect.d.ts.map +1 -1
- package/build/video/effects/wgsl/layout.d.ts +1 -27
- package/build/video/effects/wgsl/layout.d.ts.map +1 -1
- package/build/video/effects/wgsl/parse.d.ts +1 -8
- package/build/video/effects/wgsl/parse.d.ts.map +1 -1
- package/build/video/effects/wgsl/scaffold.d.ts +1 -42
- package/build/video/effects/wgsl/scaffold.d.ts.map +1 -1
- package/build/video/effects/wgsl_realization.d.ts +1 -82
- package/build/video/effects/wgsl_realization.d.ts.map +1 -1
- package/build/video/gpu/batcher.d.ts +1 -13
- package/build/video/gpu/batcher.d.ts.map +1 -1
- package/build/video/gpu/instancerecord.d.ts +1 -163
- package/build/video/gpu/instancerecord.d.ts.map +1 -1
- package/build/video/gpu/meshchunk.d.ts +1 -48
- package/build/video/gpu/meshchunk.d.ts.map +1 -1
- package/build/video/gpu/meshvertex.d.ts +1 -53
- package/build/video/gpu/meshvertex.d.ts.map +1 -1
- package/build/video/gpu/primitives.d.ts +1 -59
- package/build/video/gpu/primitives.d.ts.map +1 -1
- package/build/video/gpu/quadcorners.d.ts +1 -10
- package/build/video/gpu/quadcorners.d.ts.map +1 -1
- package/build/video/gpu/textureslots.d.ts +1 -121
- package/build/video/gpu/textureslots.d.ts.map +1 -1
- package/build/video/gpu/texturestore.d.ts +1 -138
- package/build/video/gpu/texturestore.d.ts.map +1 -1
- package/build/video/gpu/topology.d.ts.map +1 -1
- package/build/video/gpu/vertexformat.d.ts +0 -28
- package/build/video/gpu/vertexformat.d.ts.map +1 -1
- package/build/video/gradient.d.ts +15 -77
- package/build/video/gradient.d.ts.map +1 -1
- package/build/video/renderer.d.ts +21 -102
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/renderstate.d.ts +0 -51
- package/build/video/renderstate.d.ts.map +1 -1
- package/build/video/rendertarget/canvasrendertarget.d.ts +0 -10
- package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
- package/build/video/rendertarget/render_target_pool.d.ts +1 -82
- package/build/video/rendertarget/render_target_pool.d.ts.map +1 -1
- package/build/video/rendertarget/webglrendertarget.d.ts +1 -64
- package/build/video/rendertarget/webglrendertarget.d.ts.map +1 -1
- package/build/video/rendertarget/webgpurendertarget.d.ts +0 -8
- package/build/video/rendertarget/webgpurendertarget.d.ts.map +1 -1
- package/build/video/texture/atlas.d.ts +1 -75
- package/build/video/texture/atlas.d.ts.map +1 -1
- package/build/video/texture/cache.d.ts +0 -136
- package/build/video/texture/cache.d.ts.map +1 -1
- package/build/video/texture/frametexture.d.ts +1 -71
- package/build/video/texture/frametexture.d.ts.map +1 -1
- package/build/video/texture/noise_texture2d.d.ts +101 -77
- package/build/video/texture/noise_texture2d.d.ts.map +1 -1
- package/build/video/texture/parser/aseprite.d.ts +1 -8
- package/build/video/texture/parser/aseprite.d.ts.map +1 -1
- package/build/video/texture/parser/spritesheet.d.ts +1 -8
- package/build/video/texture/parser/spritesheet.d.ts.map +1 -1
- package/build/video/texture/parser/texturepacker.d.ts +1 -8
- package/build/video/texture/parser/texturepacker.d.ts.map +1 -1
- package/build/video/texture/resource.d.ts +0 -9
- package/build/video/texture/resource.d.ts.map +1 -1
- package/build/video/texture/texture2d.d.ts +0 -11
- package/build/video/texture/texture2d.d.ts.map +1 -1
- package/build/video/utils/autodetect.d.ts +1 -5
- package/build/video/utils/autodetect.d.ts.map +1 -1
- package/build/video/webgl/batchers/batcher.d.ts +0 -55
- package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/lit_mesh_batcher.d.ts +0 -14
- package/build/video/webgl/batchers/lit_mesh_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/lit_quad_batcher.d.ts +0 -72
- package/build/video/webgl/batchers/lit_quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/material_batcher.d.ts +0 -89
- package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/mesh_batcher.d.ts +14 -343
- package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/primitive_batcher.d.ts +0 -10
- package/build/video/webgl/batchers/primitive_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/quad_batcher.d.ts +0 -30
- package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/buffer/index.d.ts +1 -36
- package/build/video/webgl/buffer/index.d.ts.map +1 -1
- package/build/video/webgl/buffer/instance_buffer.d.ts +1 -53
- package/build/video/webgl/buffer/instance_buffer.d.ts.map +1 -1
- package/build/video/webgl/buffer/retained_geometry.d.ts +1 -81
- package/build/video/webgl/buffer/retained_geometry.d.ts.map +1 -1
- package/build/video/webgl/buffer/uniformblock.d.ts +1 -80
- package/build/video/webgl/buffer/uniformblock.d.ts.map +1 -1
- package/build/video/webgl/buffer/vertexstate.d.ts +1 -100
- package/build/video/webgl/buffer/vertexstate.d.ts.map +1 -1
- package/build/video/webgl/glshader.d.ts +7 -51
- package/build/video/webgl/glshader.d.ts.map +1 -1
- package/build/video/webgl/lighting/pack3d.d.ts +1 -47
- package/build/video/webgl/lighting/pack3d.d.ts.map +1 -1
- package/build/video/webgl/lighting/std140.d.ts +1 -109
- package/build/video/webgl/lighting/std140.d.ts.map +1 -1
- package/build/video/webgl/renderers/tmxlayer/orthogonal.d.ts +1 -103
- package/build/video/webgl/renderers/tmxlayer/orthogonal.d.ts.map +1 -1
- package/build/video/webgl/shaders/multitexture-lit.d.ts +1 -26
- package/build/video/webgl/shaders/multitexture-lit.d.ts.map +1 -1
- package/build/video/webgl/shaders/multitexture.d.ts +1 -9
- package/build/video/webgl/shaders/multitexture.d.ts.map +1 -1
- package/build/video/webgl/texture/store.d.ts +1 -50
- package/build/video/webgl/texture/store.d.ts.map +1 -1
- package/build/video/webgl/utils/attributes.d.ts +1 -11
- package/build/video/webgl/utils/attributes.d.ts.map +1 -1
- package/build/video/webgl/utils/maxtextures.d.ts +1 -36
- package/build/video/webgl/utils/maxtextures.d.ts.map +1 -1
- package/build/video/webgl/utils/precision.d.ts +1 -14
- package/build/video/webgl/utils/precision.d.ts.map +1 -1
- package/build/video/webgl/utils/program.d.ts +1 -5
- package/build/video/webgl/utils/program.d.ts.map +1 -1
- package/build/video/webgl/utils/samplercache.d.ts +1 -68
- package/build/video/webgl/utils/samplercache.d.ts.map +1 -1
- package/build/video/webgl/utils/string.d.ts +1 -21
- package/build/video/webgl/utils/string.d.ts.map +1 -1
- package/build/video/webgl/utils/topology.d.ts +1 -23
- package/build/video/webgl/utils/topology.d.ts.map +1 -1
- package/build/video/webgl/utils/uniforms.d.ts +1 -25
- package/build/video/webgl/utils/uniforms.d.ts.map +1 -1
- package/build/video/webgl/utils/vertexformat.d.ts +1 -26
- package/build/video/webgl/utils/vertexformat.d.ts.map +1 -1
- package/build/video/webgl/webgl_renderer.d.ts +22 -285
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/build/video/webgpu/batchers/lit_mesh_batcher.d.ts +0 -6
- package/build/video/webgpu/batchers/lit_mesh_batcher.d.ts.map +1 -1
- package/build/video/webgpu/batchers/lit_quad_batcher.d.ts +0 -8
- package/build/video/webgpu/batchers/lit_quad_batcher.d.ts.map +1 -1
- package/build/video/webgpu/batchers/mesh_batcher.d.ts +7 -231
- package/build/video/webgpu/batchers/mesh_batcher.d.ts.map +1 -1
- package/build/video/webgpu/batchers/primitive_batcher.d.ts.map +1 -1
- package/build/video/webgpu/batchers/quad_batcher.d.ts +0 -82
- package/build/video/webgpu/batchers/quad_batcher.d.ts.map +1 -1
- package/build/video/webgpu/buffer/arena.d.ts +1 -63
- package/build/video/webgpu/buffer/arena.d.ts.map +1 -1
- package/build/video/webgpu/buffer/instance_buffer.d.ts +1 -64
- package/build/video/webgpu/buffer/instance_buffer.d.ts.map +1 -1
- package/build/video/webgpu/buffer/retained_geometry.d.ts +1 -54
- package/build/video/webgpu/buffer/retained_geometry.d.ts.map +1 -1
- package/build/video/webgpu/buffer/uniformring.d.ts +1 -67
- package/build/video/webgpu/buffer/uniformring.d.ts.map +1 -1
- package/build/video/webgpu/effect_binding.d.ts +1 -16
- package/build/video/webgpu/effect_binding.d.ts.map +1 -1
- package/build/video/webgpu/pipeline/bindgroups.d.ts +1 -32
- package/build/video/webgpu/pipeline/bindgroups.d.ts.map +1 -1
- package/build/video/webgpu/pipeline/cache.d.ts +1 -163
- package/build/video/webgpu/pipeline/cache.d.ts.map +1 -1
- package/build/video/webgpu/renderers/tmxlayer/orthogonal.d.ts +1 -87
- package/build/video/webgpu/renderers/tmxlayer/orthogonal.d.ts.map +1 -1
- package/build/video/webgpu/shaders/mesh-instanced.d.ts +1 -43
- package/build/video/webgpu/shaders/mesh-instanced.d.ts.map +1 -1
- package/build/video/webgpu/texture/compressed.d.ts +1 -32
- package/build/video/webgpu/texture/compressed.d.ts.map +1 -1
- package/build/video/webgpu/texture/frametexture.d.ts +1 -62
- package/build/video/webgpu/texture/frametexture.d.ts.map +1 -1
- package/build/video/webgpu/texture/store.d.ts +1 -147
- package/build/video/webgpu/texture/store.d.ts.map +1 -1
- package/build/video/webgpu/webgpu_renderer.d.ts +1 -88
- package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
- package/package.json +5 -4
- package/skills/melonjs/SKILL.md +1 -1
- package/skills/melonjs-3d/SKILL.md +453 -5
- package/skills/melonjs-3d-assets/SKILL.md +164 -6
- package/skills/melonjs-audio/SKILL.md +38 -0
- package/skills/melonjs-camera-and-drawing/SKILL.md +49 -0
- package/skills/melonjs-effects-and-shaders/SKILL.md +95 -2
- package/skills/melonjs-loading-assets/SKILL.md +127 -2
- package/skills/melonjs-performance/SKILL.md +60 -1
- package/skills/melonjs-physics/SKILL.md +78 -0
- package/skills/melonjs-renderables/SKILL.md +63 -1
- package/skills/melonjs-renderer-backends/SKILL.md +19 -0
- package/skills/melonjs-scenes-and-state/SKILL.md +56 -0
- package/skills/melonjs-tilemaps/SKILL.md +31 -11
- package/skills/melonjs-ui-and-text/SKILL.md +131 -117
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---
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name: melonjs-3d
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description: "Use this skill for anything 3D or 2.5D in melonJS — Camera3d, Mesh, InstancedMesh, Sprite3d billboards, Light3d, ground shadows, glTF/GLB scenes, and depth sorting. Covers the Y-down/+Z-forward convention that is the inverse of OpenGL, the cameraClass opt-in, clip planes, and what does not work on the Canvas fallback. Triggers on: Camera3d, Mesh, InstancedMesh, Sprite3d, Light3d, billboard, glTF, glb, 3D, 2.5D, depth, cameraClass, fov, setClipPlanes, castGroundShadow, lit."
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description: "Use this skill for anything 3D or 2.5D in melonJS — Camera3d, Mesh, InstancedMesh, Sprite3d billboards, Light3d, ground shadows, glTF/GLB scenes, and depth sorting. Covers the Y-down/+Z-forward convention that is the inverse of OpenGL, the cameraClass opt-in, clip planes, and what does not work on the Canvas fallback. Triggers on: Camera3d, Mesh, InstancedMesh, Sprite3d, Light3d, billboard, glTF, glb, 3D, 2.5D, depth, cameraClass, fov, setClipPlanes, setFog, fog, distance fog, height fog, heightFalloff, transparent, transparency, alpha, blendMode, fade, castGroundShadow, lit."
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license: MIT
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---
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@@ -20,9 +20,15 @@ This is the single most important thing on this page.
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| vertical | **Y-down** — higher `y` is *lower* on screen | Y-up |
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| depth | **+Z forward** — higher `z` is *farther* away | −Z forward |
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Rotations are extrinsic XYZ
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(X, look up/down)
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Rotations are extrinsic XYZ, and `Camera3d` exposes all three: `camera.pitch`
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(X, look up/down), `camera.yaw` (Y, look left/right) and `camera.roll` (Z, bank
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the horizon). The view is `R(yaw) ∘ R(pitch) ∘ R(roll)` inverted, and the frustum
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planes come off that same matrix — so culling follows a banked view.
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`camera.rotate()` is NOT the way to bank a 3D camera. It writes the inherited
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`currentTransform`, which a 3D view never reads, so the call is silently inert.
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Set `roll`. (On a `Camera2d` it is the other way round: roll IS that transform's
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rotation, which is why `worldToLocal` / `localToWorld` compensate for it.)
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The payoff is that 2D code translates directly — anywhere you used `pos.x` /
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`pos.y`, add `pos.z` and the maths still holds. The cost is that every
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`camera.setClipPlanes(near, far)`.
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- **`camera.pos.set(x, y)` is 2-argument and zeroes z.** Use `camera.depth` —
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the documented z accessor — or assign `pos.x`/`pos.y` individually.
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- **`worldToLocal` does not project.** It is a 2D camera's offset subtraction.
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To pin a label or marker to a point in the scene use
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`camera.worldToScreen(x, y, z)`, which applies the projection and returns
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`null` behind the camera. See `melonjs-camera-and-drawing`.
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## Depth sorting
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it (`world.addChild(mesh, z)`), or set `mesh.depth` afterwards. The glTF
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importer turns `autoDepth` off on the container it loads into for this reason.
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**`floating` does not opt out of this sort.** It skips the camera *transform*,
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not the depth *order*. A floating child is ordered by `|pos.z|` alone — its
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`pos.x/y` are screen pixels, and the camera does not move relative to it — so
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the magnitude is the distance and the sign is ignored:
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```js
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world.addChild(hud, -150); // small -> nearer than anything -> on top
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world.addChild(skybox, -10000); // large -> farther -> behind everything
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world.addChild(skybox, 100000); // equally far: sign does not matter
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```
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Both hold at any camera position. A HUD given the huge z that would put it on
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top in 2D lands at the far end of the level instead, with the scenery drawing
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over it.
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## Transparency
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A mesh fades by setting its opacity — there is nothing else to switch on:
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```js
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ghost.setOpacity(0.4);
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```
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Meshes render in two phases. The **opaque pass** writes depth in sort order; the
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**transparent pass** replays afterwards, back-to-front, blending and writing no
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depth. A draw lands in the second whenever its alpha is fractional.
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That default matters because the opaque path writes premultiplied colour with
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blending off, so before this a faded mesh came out **darkened toward black**
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rather than see-through — the background contributed nothing.
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**`transparent: true`** when the transparency is in the TEXTURE rather than the
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opacity — a soft-edged glow, smoke, a glTF material with `alphaMode: "BLEND"`.
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The automatic check reads the draw's alpha and cannot see into a texture. Watch
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`alphaCutoff` here: it discards texels *before* blending sees them, so a soft
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edge needs a low cutoff (`Sprite3d` drops its own default to `1/255` when you
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set `transparent: true`). The cutoff thresholds the MATERIAL's alpha, not the
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drawn alpha, so a fading cutout mesh keeps its shape instead of disappearing at
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its own threshold.
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The glTF loader does **not** set this for you: one loaded mesh can merge several
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materials and the flag routes the whole mesh, so a `"BLEND"` material sharing
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geometry with an opaque one would drag the opaque half into the transparent pass.
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**`transparent: false`** pins a mesh to the opaque pass however it is faded.
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Blending uses the renderable's existing `blendMode`, so a glow is one property.
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The advanced modes (`"overlay"`, `"difference"`, and the rest that need a
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compositing pass) fall back to `"normal"` here, on both backends:
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```js
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const glow = new Mesh(0, 0, {
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...quad, texture: glowTexture,
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});
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```
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| sorting | **per object**, by distance from the camera |
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| intersecting transparent meshes | may pop as the camera moves — split them, or accept it |
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| `InstancedMesh` | sorts as **one** object; instances draw in buffer order |
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| needs | a GPU backend and a `Camera3d` |
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Ground shadows ride the same pass — a blob is a decal, and decals are its first
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client rather than a feature of their own.
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## Distance fog
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Off until you ask for it, and one call on the camera:
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```js
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camera.setFog({ near: 2000, far: 7000 }); // linear: name the two distances
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camera.setFog({ mode: "exp2", density: 4e-4 }); // or one density
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camera.setFog(null); // off
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```
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It is the cheapest thing that stops a 3D scene reading as flat cut-outs, and it
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lets props arrive at the far plane without a visible edge.
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**Every parameter is optional, and the omitted ones track live.** Distances
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default to the camera's own clip planes, so fog cannot silently disagree with
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them after a later `setClipPlanes`. The colour defaults to
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`renderer.backgroundColor` and follows it, so geometry dissolves into whatever
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sky you already set — including through a day/night fade. Pass `color` only
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when the fog should deliberately differ from the backdrop:
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```js
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camera.setFog({ far: 5000, color: "#8899aa" });
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```
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A `Color` is held by reference, so mutating it animates the fog.
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**Height falloff** makes mist pool in low ground instead of hanging at every
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altitude equally — the difference between fog reading as weather and as a global
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desaturation:
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```js
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camera.setFog({ near: 1200, far: 7000, fogHeight: 0, heightFalloff: 0.0015 });
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```
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`heightFalloff` defaults to **0**, which is uniform fog — not a special case,
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the same integral with the dial at zero, so leaving it out changes nothing.
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Render space is **Y-down**, so `fogHeight` is the floor and density rises
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*below* it; every published form of this formula assumes Y-up and has the
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opposite sign.
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Fog is measured **radially** from the camera and applied **per fragment**, so
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it does not slide as the camera turns and does not band across large triangles.
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It lives on the camera, so a split-screen or minimap view fogs independently —
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and a `Camera2d` never fogs at all.
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**Per object:** `fog: false` exempts a mesh however far away it is — for a
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waypoint or objective marker that has to stay readable. It exempts the mesh and
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not the ground shadow it casts: a blob is a mark on the floor and fogs with the
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floor. Emissive surfaces fog
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like everything else (light travelling through fog is attenuated too), so a
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neon sign that should punch through wants `fog: false`, not a brighter
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emissive.
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Only meshes fog. 2D content, HUDs and `floating` renderables never reach the
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mesh shaders, so a screen-space overlay stays clean with no work.
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**A custom mesh shader is not fogged unless it asks to be.** Fog is compiled
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into the engine's own mesh programs — `#define FOG` on WebGL, an `enable_fog`
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overridable constant on WebGPU — and a shader you supply is yours: the engine
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binds it as written and never substitutes a fogged variant. So a mesh carrying a
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— nothing throws, and the camera's fog is simply not applied — but it is usually
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surprising.
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To opt in, declare the same uniforms and the engine will feed them, because the
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the built-in ones:
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```glsl
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uniform vec3 uFogColor; // straight (unpremultiplied) fog colour
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uniform vec4 uFogParams; // x = mode (0 off / 1 linear / 2 exp2),
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// y = near, z = 1/(far - near), w = density
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```
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Your vertex stage computes the distance itself — `length((uViewMatrix *
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uModelMatrix * vec4(aVertex, 1.0)).xyz)`, radially so it does not swim as the
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alpha, `mix(uFogColor * a, rgb, f)`, because `vColor` arrives premultiplied.
|
|
255
|
+
Mixing toward the unscaled colour haloes every alpha-cutout edge.
|
|
256
|
+
|
|
257
|
+
The flip side is the reason fog costs nothing when unused: with no camera fog,
|
|
258
|
+
the mesh programs are compiled without any of it, on both backends. It is not a
|
|
259
|
+
branch that is skipped at runtime — the code is not there.
|
|
260
|
+
|
|
100
261
|
## Meshes
|
|
101
262
|
|
|
102
263
|
```js
|
|
@@ -115,9 +276,188 @@ there — place the origin where you want the pivot at authoring time, or nest t
|
|
|
115
276
|
mesh under a transformed parent. The anchor is only honoured on the legacy
|
|
116
277
|
2D-camera path.
|
|
117
278
|
|
|
279
|
+
### InstancedMesh, and when it is the wrong tool
|
|
280
|
+
|
|
118
281
|
**`InstancedMesh`** draws one mesh many times in a single draw call — the
|
|
119
282
|
difference between a hundred trees and a hundred thousand. glTF scenes using
|
|
120
|
-
`EXT_mesh_gpu_instancing` load as
|
|
283
|
+
`EXT_mesh_gpu_instancing` load as one automatically; by hand it is a `Mesh`
|
|
284
|
+
with a count:
|
|
285
|
+
|
|
286
|
+
```js
|
|
287
|
+
const trees = new InstancedMesh(0, 0, { ...treeGeometry, instanceCount: 400 });
|
|
288
|
+
const at = new Matrix3d(); // one scratch, reused
|
|
289
|
+
for (let i = 0; i < trees.instanceCount; i++) {
|
|
290
|
+
at.identity().translate(x, y, z);
|
|
291
|
+
trees.setInstance(i, at);
|
|
292
|
+
}
|
|
293
|
+
world.addChild(trees, 0);
|
|
294
|
+
|
|
295
|
+
trees.visibleInstanceCount = 120; // draw fewer, without re-uploading
|
|
296
|
+
```
|
|
297
|
+
|
|
298
|
+
It is not a free upgrade. One `InstancedMesh` is **one geometry and one
|
|
299
|
+
material**, and four things move from per-object to per-group:
|
|
300
|
+
|
|
301
|
+
| | with `Mesh` | with `InstancedMesh` |
|
|
302
|
+
| --- | --- | --- |
|
|
303
|
+
| depth sort | each object sorts on its own `pos` | the whole set has **one** sort key |
|
|
304
|
+
| ground shadow | one blob per object | one instanced draw for the set |
|
|
305
|
+
| removal | `removeChild`, indices unaffected | `removeInstance(i)` swaps the **last** instance into the hole, so any index you were holding is now wrong |
|
|
306
|
+
| colour | `tint` per object | needs `instanceColors: true` and `setInstanceColor(i, …)` |
|
|
307
|
+
|
|
308
|
+
So the question is not "how many are there" but **"does the game address them
|
|
309
|
+
individually"**:
|
|
310
|
+
|
|
311
|
+
- **Scenery — instance it.** Trees, rocks, grass, debris: the game never asks
|
|
312
|
+
about one of them.
|
|
313
|
+
- **Collision-tested props — still fine.** You test against positions you
|
|
314
|
+
already own; instancing only changes how they are *drawn*.
|
|
315
|
+
- **Collectibles and enemies — usually not.** Anything removed one at a time
|
|
316
|
+
makes `removeInstance`'s swap your problem: you have to keep an index↔object
|
|
317
|
+
map and repair it on every removal. At small counts a pooled `Mesh` each is
|
|
318
|
+
less code and no slower.
|
|
319
|
+
|
|
320
|
+
Under a few hundred objects the draw-call saving is not what limits you
|
|
321
|
+
anyway — reach for it when the count is in the thousands, or when the objects
|
|
322
|
+
are pure scenery and it costs nothing to.
|
|
323
|
+
|
|
324
|
+
## Normals are generated for you
|
|
325
|
+
|
|
326
|
+
A `lit` mesh needs per-vertex normals for the shader to light with. Supply them
|
|
327
|
+
if you have them; **omit them and the engine computes them from the geometry**:
|
|
328
|
+
|
|
329
|
+
```js
|
|
330
|
+
const mesh = new Mesh(x, y, { vertices, uvs, indices, lit: true });
|
|
331
|
+
// normals derived from the triangles — nothing else to do
|
|
332
|
+
```
|
|
333
|
+
|
|
334
|
+
You do not choose flat or smooth, because the geometry already decides. Face
|
|
335
|
+
normals accumulate into their vertices weighted by area, so where faces **share**
|
|
336
|
+
a vertex they average and the surface shades smoothly, and where every triangle
|
|
337
|
+
carries its **own** three vertices — a triangle soup, which is how most
|
|
338
|
+
hand-built geometry comes out — each vertex belongs to one face and the result
|
|
339
|
+
is that face's normal, so it shades flat. Want faceted edges: duplicate the
|
|
340
|
+
vertices. Want smooth: share them.
|
|
341
|
+
|
|
342
|
+
An explicit `settings.normals` always wins, and an unlit mesh gets none — there
|
|
343
|
+
would be nothing to read them.
|
|
344
|
+
|
|
345
|
+
**A lit mesh with no normals used to render fullbright**, which looks like the
|
|
346
|
+
lighting is broken rather than absent. If an older scene suddenly picks up
|
|
347
|
+
shading, that is why.
|
|
348
|
+
|
|
349
|
+
## Colouring a mesh
|
|
350
|
+
|
|
351
|
+
There are four levels, and picking the wrong one is the usual reason a colour
|
|
352
|
+
"does not apply". They all multiply together.
|
|
353
|
+
|
|
354
|
+
| level | how | use for |
|
|
355
|
+
|---|---|---|
|
|
356
|
+
| whole object | `mesh.tint.setColor(r, g, b)` | flash on hit, team colour, fading one object |
|
|
357
|
+
| per vertex | `settings.vertexColors`, or `mesh.setVertexColor(i, color)` | a gradient *within* one mesh — distance haze, a darker crease |
|
|
358
|
+
| per material | `textureGroups`, from a multi-material OBJ + MTL | a model whose parts differ, in one draw call |
|
|
359
|
+
| per instance | `new InstancedMesh(…, { instanceColors: true })` then `setInstanceColor(i, color)` | a thousand copies that differ |
|
|
360
|
+
|
|
361
|
+
**`tint` is per object.** That is the trap: build a terrain as one big mesh and
|
|
362
|
+
you can tint the whole valley or none of it. Anything that varies *across* a
|
|
363
|
+
single mesh is per-vertex.
|
|
364
|
+
|
|
365
|
+
```js
|
|
366
|
+
// fade a procedural terrain toward the sky the further out it goes
|
|
367
|
+
const ground = new Color(217, 230, 244);
|
|
368
|
+
const sky = new Color(207, 230, 247);
|
|
369
|
+
const haze = new Color();
|
|
370
|
+
for (let i = 0; i < mesh.vertexCount; i++) {
|
|
371
|
+
const t = Math.min(1, mesh.originalVertices[i * 3 + 2] / 6000);
|
|
372
|
+
mesh.setVertexColor(i, haze.copy(ground).lerp(sky, t));
|
|
373
|
+
}
|
|
374
|
+
```
|
|
375
|
+
|
|
376
|
+
Supply the whole array at construction when you already have it —
|
|
377
|
+
`vertexColors` takes a packed `Uint32Array` (the form the batchers read, so no
|
|
378
|
+
conversion) or one `Color` per vertex. A length that does not match
|
|
379
|
+
`vertexCount` **throws**; it is not padded, because a short array would leave
|
|
380
|
+
the tail of the mesh mis-coloured and that reads as a lighting bug.
|
|
381
|
+
|
|
382
|
+
Mutating the array directly is fine, but say so afterwards:
|
|
383
|
+
|
|
384
|
+
```js
|
|
385
|
+
mesh.vertexColors[i] = color.toUint32(color.alpha);
|
|
386
|
+
mesh.needsUpdate = true; // the retained Camera3d path uploads once
|
|
387
|
+
```
|
|
388
|
+
|
|
389
|
+
`setVertexColor` does that for you. Skip it and the colour applies under a 2D
|
|
390
|
+
camera and silently does not under `Camera3d`.
|
|
391
|
+
|
|
392
|
+
On a lit mesh the colour multiplies the **lit** result, so it behaves as albedo
|
|
393
|
+
rather than as an emissive override — a vertex colour will not make an unlit
|
|
394
|
+
face bright.
|
|
395
|
+
|
|
396
|
+
`alpha` hides a mesh as it hides anything else: at 0 the draw is skipped. There
|
|
397
|
+
is no *partial* mesh transparency though — the mesh path renders opaque, so a
|
|
398
|
+
mesh at `alpha = 0.5` draws fully opaque rather than half see-through. Fade a
|
|
399
|
+
mesh out and it will stay solid until it vanishes.
|
|
400
|
+
|
|
401
|
+
## Moving a mesh in 3D
|
|
402
|
+
|
|
403
|
+
`Mesh` and `Sprite3d` inherit the ordinary `Renderable` transform helpers, and
|
|
404
|
+
both are already 3D:
|
|
405
|
+
|
|
406
|
+
```js
|
|
407
|
+
mesh.rotate(Math.PI / 2, new Vector3d(1, 0, 0)); // axis overload
|
|
408
|
+
mesh.scale(2, 1, 0.5); // z is a real argument
|
|
409
|
+
```
|
|
410
|
+
|
|
411
|
+
`rotate(angle)` alone is the 2D case (about Z); pass a `Vector3d` and it
|
|
412
|
+
rotates about that axis. Both write to `currentTransform`, a **`Matrix3d`**,
|
|
413
|
+
which `Mesh` folds into its model matrix — so orienting a mesh costs a matrix
|
|
414
|
+
update, not new geometry.
|
|
415
|
+
|
|
416
|
+
This matters most for the case it is least obvious for: a horizontal plane.
|
|
417
|
+
`Sprite3d` with `billboard: false` is a quad in the sprite plane — upright —
|
|
418
|
+
and the way to lay one flat (water, a road, a shadow decal) is to rotate it a
|
|
419
|
+
quarter turn about X, **not** to hand-build vertices. The one reason to build
|
|
420
|
+
geometry instead is tiling: a `Sprite3d` bakes its UVs 0..1 from its atlas
|
|
421
|
+
frame, so a surface that needs `textureRepeat` across many world units still
|
|
422
|
+
wants an explicit `vertices`/`uvs` mesh.
|
|
423
|
+
|
|
424
|
+
## The mesh pass is opaque
|
|
425
|
+
|
|
426
|
+
Worth stating plainly, because the symptom does not look like a blending
|
|
427
|
+
problem: **the mesh pass disables blending**. A soft-edged texture — a glow, a
|
|
428
|
+
sun, a halo, anything with a gradient alpha — composites as a hard-edged disc
|
|
429
|
+
with a grey rim, which reads as a broken texture rather than as a missing
|
|
430
|
+
feature.
|
|
431
|
+
|
|
432
|
+
`transparent: true` routes it through the transparent pass, and `blendMode:
|
|
433
|
+
"additive"` on top of that makes a light source add to the sky instead of
|
|
434
|
+
sitting on it. This is the same feature a translucent water surface needs.
|
|
435
|
+
|
|
436
|
+
## Textures under a perspective camera
|
|
437
|
+
|
|
438
|
+
A tiling texture on a large ground plane is seen at a grazing angle, and that
|
|
439
|
+
changes which detail survives:
|
|
440
|
+
|
|
441
|
+
- **Nothing straight and parallel to the direction of travel.** Every such run
|
|
442
|
+
converges on the vanishing point, so a few current bands on a river become a
|
|
443
|
+
fan of rays radiating out of the horizon. Narrowing them and tiling more
|
|
444
|
+
often only multiplies the rays. Short, scattered, direction-free detail
|
|
445
|
+
minifies into an even shimmer instead.
|
|
446
|
+
- **`textureFilter: "linear"`** for a floor — `"nearest"` opts out of mipmaps
|
|
447
|
+
and anisotropy, and detail aliases into a wash exactly where the camera looks
|
|
448
|
+
most.
|
|
449
|
+
|
|
450
|
+
## Ground must outlast the props standing on it
|
|
451
|
+
|
|
452
|
+
Scenery scattered up a slope is placed by its own rule, and terrain is built by
|
|
453
|
+
another. When the planting reaches further than the mesh does, a low camera
|
|
454
|
+
sees trees standing over open sky at the corners of the frame. Build the ground
|
|
455
|
+
wider than the widest thing planted on it — past the profile's clamp it is a
|
|
456
|
+
flat plateau, so the extra columns cost two triangles and no silhouette.
|
|
457
|
+
|
|
458
|
+
Recycling has the same trap in Z: an endless runner that recycles tiles a fixed
|
|
459
|
+
distance behind the *player* forgets that the camera trails further back still,
|
|
460
|
+
and the bottom of the frame falls off the world.
|
|
121
461
|
|
|
122
462
|
## Sprite3d and billboards
|
|
123
463
|
|
|
@@ -144,8 +484,37 @@ default), `"ambient"`, `"point"` and `"spot"`.
|
|
|
144
484
|
```js
|
|
145
485
|
world.addChild(new Light3d({ type: "directional", direction: [0.3, 1, 0.2] }));
|
|
146
486
|
world.addChild(new Light3d({ type: "ambient", intensity: 0.3 }));
|
|
487
|
+
// a Vector3d works too, wherever the game already has one
|
|
488
|
+
world.addChild(new Light3d({ type: "spot", position: torch.pos, range: 400 }));
|
|
147
489
|
```
|
|
148
490
|
|
|
491
|
+
`direction` and `position` take an `[x, y, z]` array **or** a `Vector3d`, and
|
|
492
|
+
`color` takes a `Color`, a CSS string or an `[r, g, b]` array — so a value the
|
|
493
|
+
game already holds can go straight in. Each is read, not retained: move your
|
|
494
|
+
vector afterwards and the light stays where it was.
|
|
495
|
+
|
|
496
|
+
Two things still bite, both silently:
|
|
497
|
+
|
|
498
|
+
- `new Light3d(0, 0, {…})` — the constructor takes **options alone**. JavaScript
|
|
499
|
+
drops the extra arguments, so `options` becomes the number `0` and every
|
|
500
|
+
setting in your literal is discarded. The light still appears, on pure
|
|
501
|
+
defaults: a `type: "ambient"` written this way is a second DIRECTIONAL light,
|
|
502
|
+
and the scene looks plausible enough that nobody checks. TypeScript stops
|
|
503
|
+
checking a literal once the argument count is wrong, so nothing inside it is
|
|
504
|
+
verified either.
|
|
505
|
+
- **`direction` is where the light GOES, and this is a Y-down space** — so a sun
|
|
506
|
+
overhead travels *downward* and its Y is **positive**. Get the sign wrong and
|
|
507
|
+
the scene is lit from underneath: faces that should be in shade are bright,
|
|
508
|
+
the ground glows and the sky-facing surfaces go dark.
|
|
509
|
+
|
|
510
|
+
```js
|
|
511
|
+
direction: [-0.35, 0.8, 0.45] // sun overhead, late afternoon
|
|
512
|
+
direction: [-0.35, -0.8, 0.45] // lit from below — almost never what you want
|
|
513
|
+
```
|
|
514
|
+
|
|
515
|
+
`position` follows the same convention: a lamp above the floor has a
|
|
516
|
+
**smaller** y than the floor.
|
|
517
|
+
|
|
149
518
|
Use **both halves**: with a key light but no ambient, the shadow side of a mesh
|
|
150
519
|
goes black. With no `Light3d` in the world at all, a `lit: true` mesh falls back
|
|
151
520
|
to a white ambient and renders fullbright — indistinguishable from unlit, which
|
|
@@ -164,6 +533,49 @@ skip geometry with no vertical extent — a ground plane. Per object,
|
|
|
164
533
|
`castGroundShadow: true`/`false` overrides the app setting and is obeyed as
|
|
165
534
|
given, safeguard included; `shadowGroundY` names the floor the blob lands on.
|
|
166
535
|
|
|
536
|
+
The blob is an ellipse sized to the caster's own footprint and placed at the
|
|
537
|
+
caster's x/z — it is **never offset by light direction**. So a tall or narrow
|
|
538
|
+
object (a character, a tree, a pickup) shows its shadow clearly, while a wide,
|
|
539
|
+
flat-bottomed one resting on the floor covers its own completely from a camera
|
|
540
|
+
looking down at it. That is the shadow behaving correctly, not a bug.
|
|
541
|
+
|
|
542
|
+
**Do not chase it by raising `shadowGroundY`.** Lifting the plane does not slide
|
|
543
|
+
the blob out from under the object, it floats the blob *up* — and past a few
|
|
544
|
+
units it projects over the top of the caster as a dark halo ringing it. If an
|
|
545
|
+
object needs a visible shadow, give it a smaller footprint relative to its
|
|
546
|
+
height, or accept that a boulder bedded in the ground has none.
|
|
547
|
+
|
|
548
|
+
### Get the sign right: the floor is a GREATER y
|
|
549
|
+
|
|
550
|
+
Render space is **Y-down**, so the floor an object stands on is a *larger* y
|
|
551
|
+
than the object itself. Nudging a shadow plane below a surface is therefore a
|
|
552
|
+
**plus**:
|
|
553
|
+
|
|
554
|
+
```js
|
|
555
|
+
mesh.shadowGroundY = WATER_LEVEL + 8; // just under the surface — correct
|
|
556
|
+
mesh.shadowGroundY = mesh.pos.y - 8; // eight units ABOVE its own base — wrong
|
|
557
|
+
```
|
|
558
|
+
|
|
559
|
+
Get it backwards and the blob becomes a horizontal quad slicing through the
|
|
560
|
+
caster's own body. It is still drawn at full strength — the height fade sees a
|
|
561
|
+
*negative* height and clamps to 1, so nothing warns you — but the depth test
|
|
562
|
+
hides every part of it that falls inside the caster's silhouette. What survives
|
|
563
|
+
is a thin ring, only as wide as the blob overhangs the object.
|
|
564
|
+
|
|
565
|
+
The symptom is distinctive and easy to misread: **shadows appear to switch on as
|
|
566
|
+
casters approach the camera.** That ring is a few pixels on the nearest object
|
|
567
|
+
and sub-pixel further out, so a scene reads as "only nearby things have
|
|
568
|
+
shadows" — which looks like culling, an LOD stage or a fog problem, none of
|
|
569
|
+
which it is. Before chasing any of those, dump `shadowGroundY` against the
|
|
570
|
+
caster's own y and check which one is larger.
|
|
571
|
+
|
|
572
|
+
## Collision in 3D
|
|
573
|
+
|
|
574
|
+
Use `Box3d` bodies, not a hand-rolled distance check. `Box3d`-vs-`Box3d` is
|
|
575
|
+
the engine's 3D narrowphase and the only contact that pushes back along Z; the
|
|
576
|
+
response carries `overlapNZ` / `overlapZ` for the depth axis. See the physics
|
|
577
|
+
skill for the contract and the mixed-pair caveat.
|
|
578
|
+
|
|
167
579
|
## glTF / GLB scenes
|
|
168
580
|
|
|
169
581
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Loaded through the same level director as everything else:
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@@ -175,6 +587,23 @@ level.load("diorama", { scale, castGroundShadow, shadowGroundY, onLoaded });
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175
587
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176
588
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`.obj` / `.mtl` are also supported loader types.
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177
589
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590
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+
An **animated** asset instantiates as a `GLTFModel`, which is a game object as
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591
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+
much as a scene: construct it straight from the parsed descriptor, and place it
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592
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+
with `pos` / `depth` / `rotate` / `scale` like any other renderable — the
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593
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+
placement drives the whole rig and composes with the playing clip.
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594
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+
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595
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+
```js
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596
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+
const model = new GLTFModel(loader.getGLTF("boat"), { scale: 40, lit: false });
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597
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+
model.setCurrentAnimation("paddle", { loop: true });
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598
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+
model.pos.set(x, y);
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599
|
+
model.depth = z;
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|
600
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+
```
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601
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+
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602
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+
To scatter an authored mesh yourself, read the geometry off the descriptor and
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603
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+
hand it to an `InstancedMesh` — `loader.getGLTF(name).nodes[0]` carries
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604
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+
`vertices` / `uvs` / `normals` / `indices`. That wants a single merged
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605
|
+
primitive exported at the origin; see `melonjs-3d-assets`.
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606
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+
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178
607
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`melonjs-3d-assets` covers the rest: every `level.load` option, which material
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179
608
|
features are imported, imported lights and their intensity units, node-TRS
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180
609
|
animation (and the skinning that is out of scope), and OBJ/MTL.
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@@ -209,11 +638,30 @@ To branch rather than fail, read `app.renderer.supportsDepthBuffer` after
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209
638
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210
639
|
| symptom | cause |
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211
640
|
|---|---|
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|
641
|
+
| scene lit from underneath | `direction` Y sign — this is Y-down, so a sun overhead is **+Y** |
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642
|
+
| a `lit` mesh renders fullbright | it had no normals — supply them, or let the engine generate them |
|
|
643
|
+
| a gradient across one mesh is impossible | `tint` is per object — use `vertexColors` / `setVertexColor` |
|
|
644
|
+
| a mesh stays solid as you fade it out | meshes render opaque; only `alpha` 0 (hidden) and 1 differ |
|
|
645
|
+
| vertex colour applies under a 2D camera but not `Camera3d` | wrote the array directly without setting `needsUpdate` |
|
|
646
|
+
| `Mesh: vertexColors has N entries, expected M` | one colour per *vertex*, not per triangle or per index |
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212
647
|
| nothing renders, or a backdrop covers everything | wrong depth sign — "far" is *larger* z when looking along +Z |
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213
648
|
| distant objects vanish or warp | scene exceeds the default far plane; `setClipPlanes` |
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214
649
|
| distant surfaces z-fight | `near` too small for the scene scale |
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|
215
650
|
| black canvas under `Camera3d` | Canvas renderer (no depth buffer) — check the `console.warn` |
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216
651
|
| everything flat and unlit | `lit: true` with no `Light3d` in the world (falls back to fullbright), or a mesh under a 2D camera |
|
|
652
|
+
| a faded mesh goes dark instead of see-through | `transparent: false` on it, or a 2D camera — the transparent pass needs a `Camera3d` |
|
|
653
|
+
| a soft-edged glow has hard edges | `alphaCutoff` discarded the soft texels; lower it |
|
|
654
|
+
| a glTF `alphaMode: "BLEND"` material draws opaque | the loader does not set `transparent` — one mesh can merge several materials, so set it yourself |
|
|
655
|
+
| two transparent objects pop as the camera moves | per-object sorting cannot order intersecting geometry |
|
|
656
|
+
| a `floating` HUD draws behind the scenery | a large \|z\| is *far* under `Camera3d` — use a small depth |
|
|
657
|
+
| fog hangs in the sky as thickly as in the valley | uniform fog — add `heightFalloff` so it pools low |
|
|
658
|
+
| mist sits on the ridges instead of the valley floor | the `fogHeight` sign — Y is DOWN here, density rises below it |
|
|
659
|
+
| distant geometry pops in against the sky | no fog — `camera.setFog({})` picks up the clip planes and background colour |
|
|
660
|
+
| fog does not match the sky after a background fade | an explicit `color` was passed; omit it to track `renderer.backgroundColor` |
|
|
661
|
+
| geometry clips before it has finished fading | fog `far` beyond the clip far — omit the distances and they default to the clip planes |
|
|
662
|
+
| one marker must stay readable in fog | `fog: false` on that mesh |
|
|
663
|
+
| an object casts no visible shadow | wide and flat-bottomed — its own blob is underneath it; raising `shadowGroundY` haloes it instead of revealing it |
|
|
664
|
+
| a dark ring around the top of an object | `shadowGroundY` lifted too far, floating the blob up into the caster |
|
|
217
665
|
| a mesh sits at the wrong depth after being added | `autoDepth` overwrote `pos.z` with the child index — pass `addChild(mesh, z)` |
|
|
218
666
|
| a mesh sits half its size off | `anchorPoint` — only on the 2D-camera path; a `Camera3d` mesh pivots on its model origin |
|
|
219
667
|
| a billboard tips over when the camera looks down | `"spherical"`, or a mistyped mode string falling through to it — use `true` / `"cylindrical"` |
|