quake2ts 0.0.410 → 0.0.412

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Files changed (30) hide show
  1. package/package.json +1 -1
  2. package/packages/client/dist/browser/index.global.js +6 -6
  3. package/packages/client/dist/browser/index.global.js.map +1 -1
  4. package/packages/client/dist/cjs/index.cjs +30 -8
  5. package/packages/client/dist/cjs/index.cjs.map +1 -1
  6. package/packages/client/dist/esm/index.js +30 -8
  7. package/packages/client/dist/esm/index.js.map +1 -1
  8. package/packages/client/dist/tsconfig.tsbuildinfo +1 -1
  9. package/packages/engine/dist/browser/index.global.js +7 -7
  10. package/packages/engine/dist/browser/index.global.js.map +1 -1
  11. package/packages/engine/dist/cjs/index.cjs +52 -8
  12. package/packages/engine/dist/cjs/index.cjs.map +1 -1
  13. package/packages/engine/dist/esm/index.js +52 -8
  14. package/packages/engine/dist/esm/index.js.map +1 -1
  15. package/packages/engine/dist/tsconfig.tsbuildinfo +1 -1
  16. package/packages/engine/dist/types/assets/vfs.d.ts +1 -0
  17. package/packages/engine/dist/types/assets/vfs.d.ts.map +1 -1
  18. package/packages/engine/dist/types/editor/bsp-inspector.d.ts +28 -0
  19. package/packages/engine/dist/types/editor/bsp-inspector.d.ts.map +1 -0
  20. package/packages/engine/dist/types/render/camera.d.ts +4 -0
  21. package/packages/engine/dist/types/render/camera.d.ts.map +1 -1
  22. package/packages/engine/dist/types/render/cameraController.d.ts +5 -0
  23. package/packages/engine/dist/types/render/cameraController.d.ts.map +1 -1
  24. package/packages/game/dist/tsconfig.tsbuildinfo +1 -1
  25. package/packages/game/dist/types/editor/metadata.d.ts +31 -0
  26. package/packages/game/dist/types/editor/metadata.d.ts.map +1 -0
  27. package/packages/game/dist/types/editor/search.d.ts +9 -0
  28. package/packages/game/dist/types/editor/search.d.ts.map +1 -0
  29. package/packages/game/dist/types/editor/selection.d.ts +19 -0
  30. package/packages/game/dist/types/editor/selection.d.ts.map +1 -0
@@ -3563,6 +3563,25 @@ var Camera = class {
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  );
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  return projectionMatrix;
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  }
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+ screenToWorldRay(screenX, screenY) {
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+ const ndcX = screenX * 2 - 1;
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+ const ndcY = 1 - screenY * 2;
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+ const clipStart = vec3_exports.fromValues(ndcX, ndcY, -1);
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+ const clipEnd = vec3_exports.fromValues(ndcX, ndcY, 1);
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+ const invViewProj = mat4_exports.create();
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+ mat4_exports.invert(invViewProj, this.viewProjectionMatrix);
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+ const worldStart = vec3_exports.create();
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+ const worldEnd = vec3_exports.create();
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+ vec3_exports.transformMat4(worldStart, clipStart, invViewProj);
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+ vec3_exports.transformMat4(worldEnd, clipEnd, invViewProj);
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+ const direction = vec3_exports.create();
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+ vec3_exports.subtract(direction, worldEnd, worldStart);
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+ vec3_exports.normalize(direction, direction);
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+ return {
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+ origin: vec3_exports.clone(this._position),
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+ direction
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+ };
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+ }
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  updateMatrices() {
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  if (!this._dirty) {
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  return;
@@ -3576,20 +3595,20 @@ var Camera = class {
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  );
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  const quakeToGl = mat4_exports.fromValues(
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  0,
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- -1,
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  0,
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+ -1,
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  0,
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- // column 0: Quake X -> WebGL (0, -1, 0)
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+ // column 0: Quake X -> WebGL -Z
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+ -1,
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  0,
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  0,
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- 1,
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  0,
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- // column 1: Quake Y -> WebGL (0, 0, 1)
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- -1,
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+ // column 1: Quake Y -> WebGL -X
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  0,
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+ 1,
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  0,
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  0,
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- // column 2: Quake Z -> WebGL (-1, 0, 0)
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+ // column 2: Quake Z -> WebGL Y
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  0,
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  0,
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  0,
@@ -3614,9 +3633,12 @@ var Camera = class {
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  const rotatedPosQuake = vec3_exports.create();
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  vec3_exports.transformMat4(rotatedPosQuake, negativePosition, rotationQuake);
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  const translationGl = vec3_exports.fromValues(
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- rotatedPosQuake[1] || 0,
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+ rotatedPosQuake[1] ? -rotatedPosQuake[1] : 0,
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+ // Y in Quake -> -X in WebGL
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  rotatedPosQuake[2] || 0,
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- rotatedPosQuake[0] || 0
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+ // Z in Quake -> Y in WebGL
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+ rotatedPosQuake[0] ? -rotatedPosQuake[0] : 0
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+ // X in Quake -> -Z in WebGL
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  );
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  mat4_exports.copy(this._viewMatrix, rotationGl);
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  this._viewMatrix[12] = translationGl[0];