@adobe/data-gpu 0.9.69

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Files changed (584) hide show
  1. package/CLAUDE.md +98 -0
  2. package/LICENSE +21 -0
  3. package/dist/core/core-plugin.d.ts +44 -0
  4. package/dist/core/core-plugin.js +90 -0
  5. package/dist/core/core-plugin.js.map +1 -0
  6. package/dist/core/frame-time/frame-time-plugin.d.ts +25 -0
  7. package/dist/core/frame-time/frame-time-plugin.js +41 -0
  8. package/dist/core/frame-time/frame-time-plugin.js.map +1 -0
  9. package/dist/core/frame-time/frame-time.d.ts +18 -0
  10. package/dist/core/frame-time/frame-time.js +3 -0
  11. package/dist/core/frame-time/frame-time.js.map +1 -0
  12. package/dist/core/frame-time/public.d.ts +1 -0
  13. package/dist/core/frame-time/public.js +3 -0
  14. package/dist/core/frame-time/public.js.map +1 -0
  15. package/dist/graphics/animation/animation-data-plugin.d.ts +216 -0
  16. package/dist/graphics/animation/animation-data-plugin.js +110 -0
  17. package/dist/graphics/animation/animation-data-plugin.js.map +1 -0
  18. package/dist/graphics/animation/animation-plugin.d.ts +214 -0
  19. package/dist/graphics/animation/animation-plugin.js +26 -0
  20. package/dist/graphics/animation/animation-plugin.js.map +1 -0
  21. package/dist/graphics/animation/animation-plugin.test.d.ts +1 -0
  22. package/dist/graphics/animation/animation-plugin.test.js +142 -0
  23. package/dist/graphics/animation/animation-plugin.test.js.map +1 -0
  24. package/dist/graphics/animation/animation-track/animation-track.d.ts +13 -0
  25. package/dist/graphics/animation/animation-track/animation-track.js +3 -0
  26. package/dist/graphics/animation/animation-track/animation-track.js.map +1 -0
  27. package/dist/graphics/animation/animation-track/componentwise-lerp.d.ts +7 -0
  28. package/dist/graphics/animation/animation-track/componentwise-lerp.js +22 -0
  29. package/dist/graphics/animation/animation-track/componentwise-lerp.js.map +1 -0
  30. package/dist/graphics/animation/animation-track/interpolate.d.ts +8 -0
  31. package/dist/graphics/animation/animation-track/interpolate.js +18 -0
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  33. package/dist/graphics/animation/animation-track/public.d.ts +1 -0
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  36. package/dist/graphics/animation/animation-track/sample.d.ts +7 -0
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  38. package/dist/graphics/animation/animation-track/sample.js.map +1 -0
  39. package/dist/graphics/animation/interpolation-mode/interpolation-mode.d.ts +4 -0
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  45. package/dist/graphics/animation/interpolation-mode/schema.d.ts +4 -0
  46. package/dist/graphics/animation/interpolation-mode/schema.js +3 -0
  47. package/dist/graphics/animation/interpolation-mode/schema.js.map +1 -0
  48. package/dist/graphics/camera/camera-plugin.d.ts +112 -0
  49. package/dist/graphics/camera/camera-plugin.js +36 -0
  50. package/dist/graphics/camera/camera-plugin.js.map +1 -0
  51. package/dist/graphics/camera/camera.d.ts +4 -0
  52. package/dist/graphics/camera/camera.js +3 -0
  53. package/dist/graphics/camera/camera.js.map +1 -0
  54. package/dist/graphics/camera/orbit/attach-orbit-drag.d.ts +31 -0
  55. package/dist/graphics/camera/orbit/attach-orbit-drag.js +44 -0
  56. package/dist/graphics/camera/orbit/attach-orbit-drag.js.map +1 -0
  57. package/dist/graphics/camera/orbit/orbit-data-plugin.d.ts +290 -0
  58. package/dist/graphics/camera/orbit/orbit-data-plugin.js +42 -0
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  60. package/dist/graphics/camera/orbit/orbit-plugin.d.ts +281 -0
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  63. package/dist/graphics/camera/orbit/orbit-system-plugin.d.ts +292 -0
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  66. package/dist/graphics/camera/orbit/orbit.d.ts +32 -0
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  72. package/dist/graphics/camera/public.d.ts +4 -0
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  75. package/dist/graphics/camera/schema.d.ts +65 -0
  76. package/dist/graphics/camera/schema.js +19 -0
  77. package/dist/graphics/camera/schema.js.map +1 -0
  78. package/dist/graphics/camera/screen-to-world-ray.d.ts +10 -0
  79. package/dist/graphics/camera/screen-to-world-ray.js +31 -0
  80. package/dist/graphics/camera/screen-to-world-ray.js.map +1 -0
  81. package/dist/graphics/camera/to-view-projection.d.ts +3 -0
  82. package/dist/graphics/camera/to-view-projection.js +23 -0
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  84. package/dist/graphics/graphics-plugin.d.ts +121 -0
  85. package/dist/graphics/graphics-plugin.js +106 -0
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  87. package/dist/graphics/picking/pick-hit.d.ts +10 -0
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  93. package/dist/graphics/rendering/bone-collider-plugin.d.ts +1619 -0
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  96. package/dist/graphics/rendering/display-transform-plugin.d.ts +52 -0
  97. package/dist/graphics/rendering/display-transform-plugin.js +25 -0
  98. package/dist/graphics/rendering/display-transform-plugin.js.map +1 -0
  99. package/dist/graphics/rendering/ibl-render/brdf.wgsl.d.ts +2 -0
  100. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js +42 -0
  101. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js.map +1 -0
  102. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.d.ts +1 -0
  103. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js +91 -0
  104. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js.map +1 -0
  105. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.d.ts +24 -0
  106. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js +34 -0
  107. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js.map +1 -0
  108. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.d.ts +1 -0
  109. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js +12 -0
  110. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js.map +1 -0
  111. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.d.ts +1 -0
  112. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js +11 -0
  113. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js.map +1 -0
  114. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.d.ts +1 -0
  115. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js +9 -0
  116. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js.map +1 -0
  117. package/dist/graphics/rendering/ibl-render/ibl/environment.d.ts +8 -0
  118. package/dist/graphics/rendering/ibl-render/ibl/environment.js +170 -0
  119. package/dist/graphics/rendering/ibl-render/ibl/environment.js.map +1 -0
  120. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.d.ts +2 -0
  121. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js +32 -0
  122. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js.map +1 -0
  123. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.d.ts +2 -0
  124. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js +59 -0
  125. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js.map +1 -0
  126. package/dist/graphics/rendering/ibl-render/ibl/irradiance.d.ts +1 -0
  127. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js +94 -0
  128. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js.map +1 -0
  129. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.d.ts +6 -0
  130. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js +106 -0
  131. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js.map +1 -0
  132. package/dist/graphics/rendering/ibl-render/ibl/prefilter.d.ts +5 -0
  133. package/dist/graphics/rendering/ibl-render/ibl/prefilter.js +103 -0
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  135. package/dist/graphics/rendering/ibl-render/ibl/render-helpers.d.ts +4 -0
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  138. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.d.ts +1028 -0
  139. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js +409 -0
  140. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js.map +1 -0
  141. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.d.ts +8 -0
  142. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.js +173 -0
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  144. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.d.ts +2 -0
  145. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js +50 -0
  146. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js.map +1 -0
  147. package/dist/graphics/rendering/interpolation-plugin.d.ts +485 -0
  148. package/dist/graphics/rendering/interpolation-plugin.js +98 -0
  149. package/dist/graphics/rendering/interpolation-plugin.js.map +1 -0
  150. package/dist/graphics/rendering/interpolation.test.d.ts +1 -0
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  152. package/dist/graphics/rendering/interpolation.test.js.map +1 -0
  153. package/dist/graphics/rendering/jolt-ragdoll-plugin.d.ts +1628 -0
  154. package/dist/graphics/rendering/jolt-ragdoll-plugin.js +218 -0
  155. package/dist/graphics/rendering/jolt-ragdoll-plugin.js.map +1 -0
  156. package/dist/graphics/rendering/material-gpu/material-arrays.d.ts +47 -0
  157. package/dist/graphics/rendering/material-gpu/material-arrays.js +83 -0
  158. package/dist/graphics/rendering/material-gpu/material-arrays.js.map +1 -0
  159. package/dist/graphics/rendering/material-gpu/material-bind-group.d.ts +9 -0
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  162. package/dist/graphics/rendering/material-gpu/material-gpu-plugin.d.ts +259 -0
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  168. package/dist/graphics/rendering/pbr-core-plugin.d.ts +75 -0
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  171. package/dist/graphics/rendering/pbr-render/pbr-array-shader.wgsl.d.ts +10 -0
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@@ -0,0 +1,284 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+ import RAPIER from "@dimforge/rapier3d-compat";
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+ import { Database } from "@adobe/data/ecs";
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+ import { True } from "@adobe/data/schema";
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+ import { physicsClock } from "../physics-clock-plugin.js";
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+ import { physicsData } from "../physics-data-plugin.js";
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+ import { jointData } from "../joint/joint-plugin.js";
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+ import { BodyType } from "../body/body-type/body-type.js";
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+ /**
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+ * A second rigid-body solver behind the same `physicsData` seam — the
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+ * battle-tested Rapier engine (dimforge, Rust→WASM). It reads the identical
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+ * authored components (`RigidBody` + `StaticCollider`) and writes back
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+ * `position`/`rotation`/velocity for dynamic bodies, exactly like `joltSolver`,
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+ * so the same scene runs unchanged on either solver.
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+ *
16
+ * Rapier's WASM must be initialised before use; per the repo's no-top-level-await
17
+ * rule, the init promise lives in the system closure and is awaited lazily — the
18
+ * system no-ops until the world exists, then runs every frame.
19
+ */
20
+ const GRAVITY = 18; // matches joltSolver so the two solvers are directly comparable
21
+ const RIGID = ["bodyType", "colliderShape", "halfExtents", "material", "position", "rotation", "linearVelocity", "angularVelocity"];
22
+ const STATIC = ["colliderShape", "halfExtents", "material", "position", "rotation"];
23
+ // Dynamic bodies carry the derived prev-pose snapshot (added on first sync) used
24
+ // for render interpolation; this query reads/writes it alongside the live pose.
25
+ const SNAPSHOT = ["bodyType", "position", "rotation", "_prevPosition", "_prevRotation"];
26
+ // Sync only over bodies not yet mirrored into Rapier: a private `_rapierBody`
27
+ // tag is added once a body is created, and excluded here, so steady state
28
+ // iterates zero rows (archetype-level) instead of re-scanning every body each
29
+ // frame — the win for the "many static, few dynamic" target.
30
+ const NEW_RIGID = { exclude: ["_rapierBody"] };
31
+ const NEW_STATIC = { exclude: ["linearVelocity", "_rapierBody"] };
32
+ // Kinematic bodies, by archetype shape (no per-row value test): they have
33
+ // `bodyType` (so not a StaticCollider) and are mirrored (`_rapierBody`) but never
34
+ // gained `_prevPosition` (only dynamics do) — so excluding it isolates kinematics.
35
+ const KINEMATIC = ["bodyType", "position", "rotation", "_rapierBody"];
36
+ const KINEMATIC_ONLY = { exclude: ["_prevPosition"] };
37
+ const JOINT = ["jointType", "jointBodyA", "jointBodyB", "jointAnchorA", "jointAnchorB", "jointAxis", "jointMinLimit", "jointMaxLimit", "jointSwingLimit"];
38
+ const NEW_JOINT = { exclude: ["_rapierJoint"] };
39
+ export const rapierSolver = Database.Plugin.create({
40
+ extends: Database.Plugin.combine(physicsData, jointData, physicsClock),
41
+ components: {
42
+ _rapierBody: True.schema, // tag: this body has been mirrored into the Rapier world
43
+ _rapierJoint: True.schema, // tag: this joint has been mirrored into the Rapier world
44
+ },
45
+ systems: {
46
+ rapierStep: {
47
+ schedule: { during: ["physics"], after: ["advancePhysicsClock"] },
48
+ create: db => {
49
+ let world = null;
50
+ let initStarted = false;
51
+ const bodies = new Map(); // entity → Rapier body
52
+ const matPropsOf = (id) => {
53
+ // Material entities carry density/restitution/friction (read once at body creation).
54
+ const m = db.store.read(id);
55
+ return { density: m?.density ?? 1, restitution: m?.restitution ?? 0.2, friction: m?.friction ?? 0.5 };
56
+ };
57
+ // hull/mesh colliders may be auto-generated from a model that's still
58
+ // loading — defer mirroring such a body until its collision data exists.
59
+ const colliderReady = (id, shape) => {
60
+ if (shape !== "hull" && shape !== "mesh")
61
+ return true;
62
+ const r = db.store.read(id);
63
+ return !!(r?.convexPoints || r?.colliderMesh);
64
+ };
65
+ const ensureBody = (id, motion, shape, hx, hy, hz, mat, px, py, pz, q, vx, vy, vz, wx, wy, wz) => {
66
+ if (!world || bodies.has(id))
67
+ return;
68
+ const m = matPropsOf(mat);
69
+ // dynamic = simulated; kinematic = position-driven (pushes dynamics,
70
+ // isn't pushed back); fixed = immovable collider.
71
+ const desc = motion === "dynamic" ? RAPIER.RigidBodyDesc.dynamic()
72
+ : motion === "kinematic" ? RAPIER.RigidBodyDesc.kinematicPositionBased()
73
+ : RAPIER.RigidBodyDesc.fixed();
74
+ desc.setTranslation(px, py, pz).setRotation({ x: q[0], y: q[1], z: q[2], w: q[3] });
75
+ if (motion === "dynamic") {
76
+ desc.setLinvel(vx, vy, vz);
77
+ desc.setAngvel({ x: wx, y: wy, z: wz });
78
+ }
79
+ const body = world.createRigidBody(desc);
80
+ // capsule: Y-aligned, halfHeight = cylinder half (hy), radius = hx.
81
+ // hull: convex hull of the authored point cloud (read once here).
82
+ let col;
83
+ if (shape === "sphere")
84
+ col = RAPIER.ColliderDesc.ball(hx);
85
+ else if (shape === "capsule")
86
+ col = RAPIER.ColliderDesc.capsule(hy, hx);
87
+ else if (shape === "hull") {
88
+ const pts = db.store.read(id).convexPoints;
89
+ col = pts ? RAPIER.ColliderDesc.convexHull(pts) : null;
90
+ if (!col)
91
+ col = RAPIER.ColliderDesc.ball(Math.max(hx, 0.1)); // degenerate cloud fallback
92
+ }
93
+ else if (shape === "mesh") {
94
+ const cm = db.store.read(id).colliderMesh;
95
+ col = cm ? RAPIER.ColliderDesc.trimesh(cm.positions, cm.indices) : RAPIER.ColliderDesc.cuboid(0.1, 0.1, 0.1);
96
+ }
97
+ else
98
+ col = RAPIER.ColliderDesc.cuboid(hx, hy, hz);
99
+ col.setRestitution(m.restitution).setFriction(m.friction).setDensity(m.density);
100
+ // collisionGroup g (>0): membership bit g, collide with everything
101
+ // except bit g — so same-group bodies (e.g. a ragdoll's bones) skip
102
+ // each other but still hit the world (group 0).
103
+ const g = db.store.read(id)?.collisionGroup ?? 0;
104
+ if (g > 0) {
105
+ const bit = 1 << (g & 15);
106
+ col.setCollisionGroups(((bit << 16) | (0xffff & ~bit)) >>> 0);
107
+ }
108
+ world.createCollider(col, body);
109
+ bodies.set(id, body);
110
+ };
111
+ return () => {
112
+ if (!world) {
113
+ if (!initStarted) {
114
+ initStarted = true;
115
+ RAPIER.init().then(() => { world = new RAPIER.World({ x: 0, y: -GRAVITY, z: 0 }); });
116
+ }
117
+ return; // WASM not ready yet
118
+ }
119
+ // sync: mirror only bodies not yet in Rapier (excluded by tag),
120
+ // then tag them. Iterate tail→head since every row migrates out
121
+ // on tagging. Reads use column accessors (robust to the migration;
122
+ // this loop only touches genuinely-new bodies, so it's cold).
123
+ for (const arch of db.store.queryArchetypes(RIGID, NEW_RIGID)) {
124
+ const ids = arch.columns.id, bt = arch.columns.bodyType, cs = arch.columns.colliderShape, mat = arch.columns.material;
125
+ const he = arch.columns.halfExtents, pos = arch.columns.position, ori = arch.columns.rotation, lv = arch.columns.linearVelocity, av = arch.columns.angularVelocity;
126
+ for (let r = arch.rowCount - 1; r >= 0; r--) {
127
+ const id = ids.get(r), bodyType = bt.get(r), shape = cs.get(r), h = he.get(r), p = pos.get(r), o = ori.get(r), v = lv.get(r), w = av.get(r);
128
+ if (!colliderReady(id, shape))
129
+ continue; // auto-collider not generated yet
130
+ ensureBody(id, bodyType, shape, h[0], h[1], h[2], mat.get(r), p[0], p[1], p[2], o, v[0], v[1], v[2], w[0], w[1], w[2]);
131
+ // Tag as mirrored. Dynamics also migrate onto the derived prev-pose
132
+ // snapshot (the interpolator reads it); kinematic bodies are authored
133
+ // each frame, so they render at the live pose with no snapshot — the
134
+ // _prevPosition absence is exactly what the kinematic-drive query keys on.
135
+ db.store.update(id, BodyType.isDynamic(bodyType) ? { _rapierBody: true, _prevPosition: p, _prevRotation: o } : { _rapierBody: true });
136
+ }
137
+ }
138
+ for (const arch of db.store.queryArchetypes(STATIC, NEW_STATIC)) {
139
+ const ids = arch.columns.id, cs = arch.columns.colliderShape, mat = arch.columns.material;
140
+ const he = arch.columns.halfExtents, pos = arch.columns.position, ori = arch.columns.rotation;
141
+ for (let r = arch.rowCount - 1; r >= 0; r--) {
142
+ const id = ids.get(r), shape = cs.get(r), h = he.get(r), p = pos.get(r);
143
+ if (!colliderReady(id, shape))
144
+ continue; // auto-collider not generated yet
145
+ ensureBody(id, "static", shape, h[0], h[1], h[2], mat.get(r), p[0], p[1], p[2], ori.get(r), 0, 0, 0, 0, 0, 0);
146
+ db.store.update(id, { _rapierBody: true });
147
+ }
148
+ }
149
+ // Mirror new joints once both their bodies exist (tag + exclude;
150
+ // tail→head since tagging migrates the row). Anchors are body-local.
151
+ for (const arch of db.store.queryArchetypes(JOINT, NEW_JOINT)) {
152
+ const ids = arch.columns.id, jt = arch.columns.jointType;
153
+ const ba = arch.columns.jointBodyA, bb = arch.columns.jointBodyB;
154
+ const aa = arch.columns.jointAnchorA, ab = arch.columns.jointAnchorB, axc = arch.columns.jointAxis;
155
+ const lo = arch.columns.jointMinLimit, hi = arch.columns.jointMaxLimit;
156
+ for (let r = arch.rowCount - 1; r >= 0; r--) {
157
+ const a = bodies.get(ba.get(r)), b = bodies.get(bb.get(r));
158
+ if (!a || !b)
159
+ continue; // a body isn't mirrored yet — retry next frame
160
+ const type = jt.get(r), pa = aa.get(r), pb = ab.get(r), ax = axc.get(r), min = lo.get(r), max = hi.get(r);
161
+ const A = { x: pa[0], y: pa[1], z: pa[2] }, B = { x: pb[0], y: pb[1], z: pb[2] };
162
+ let jd;
163
+ if (type === "fixed")
164
+ jd = RAPIER.JointData.fixed(A, { x: 0, y: 0, z: 0, w: 1 }, B, { x: 0, y: 0, z: 0, w: 1 });
165
+ else if (type === "hinge") {
166
+ jd = RAPIER.JointData.revolute(A, B, { x: ax[0], y: ax[1], z: ax[2] });
167
+ if (min < max) {
168
+ jd.limitsEnabled = true;
169
+ jd.limits = [min, max];
170
+ }
171
+ }
172
+ // point — and cone: the rapier3d-compat binding has no cone/swing-twist
173
+ // limit, so a `cone` joint is approximated as a free spherical (use joltSolver
174
+ // for anatomical ragdoll limits; see physics/README.md).
175
+ else
176
+ jd = RAPIER.JointData.spherical(A, B);
177
+ world.createImpulseJoint(jd, a, b, true);
178
+ db.store.update(ids.get(r), { _rapierJoint: true });
179
+ }
180
+ }
181
+ // Step on the fixed clock: 0..N steps of `fixedDt` this frame
182
+ // (decoupled from the render rate). On a stepping frame, snapshot
183
+ // the pose entering the final step into `_prevPosition`/`_prevRotation`
184
+ // first, so the pre-render interpolator can blend prev→current.
185
+ const clock = db.store.resources.physicsClock;
186
+ const steps = clock.steps;
187
+ if (steps === 0)
188
+ return; // no sim time accrued — leave pose + snapshot intact
189
+ // Drive kinematic bodies to their authored pose: Rapier moves a
190
+ // position-based kinematic toward the target over the step, deriving
191
+ // the velocity that pushes dynamics. (Author the pose however you like —
192
+ // a system, animation, input — the solver just follows it.)
193
+ const toFlip = []; // kinematic bodies whose bodyType became "dynamic" (ragdoll)
194
+ for (const arch of db.store.queryArchetypes(KINEMATIC, KINEMATIC_ONLY)) {
195
+ const ids = arch.columns.id, bt = arch.columns.bodyType;
196
+ const pos = arch.columns.position.getTypedArray(), ori = arch.columns.rotation.getTypedArray();
197
+ for (let r = 0; r < arch.rowCount; r++) {
198
+ const body = bodies.get(ids.get(r));
199
+ if (!body)
200
+ continue;
201
+ if (bt.get(r) === "dynamic") {
202
+ toFlip.push(ids.get(r));
203
+ continue;
204
+ }
205
+ const r3 = r * 3, r4 = r * 4;
206
+ body.setNextKinematicTranslation({ x: pos[r3], y: pos[r3 + 1], z: pos[r3 + 2] });
207
+ body.setNextKinematicRotation({ x: ori[r4], y: ori[r4 + 1], z: ori[r4 + 2], w: ori[r4 + 3] });
208
+ }
209
+ }
210
+ // Flip kinematic→dynamic (after the loop, since migrating the row moves the
211
+ // typed arrays): the engine body becomes dynamic and it gains the prev-pose
212
+ // snapshot, so from now on it's simulated + written back like any dynamic body.
213
+ for (const id of toFlip) {
214
+ const body = bodies.get(id);
215
+ if (!body)
216
+ continue;
217
+ body.setBodyType(RAPIER.RigidBodyType.Dynamic, true);
218
+ const rec = db.store.read(id);
219
+ db.store.update(id, {
220
+ _prevPosition: [rec.position[0], rec.position[1], rec.position[2]],
221
+ _prevRotation: [rec.rotation[0], rec.rotation[1], rec.rotation[2], rec.rotation[3]],
222
+ });
223
+ }
224
+ for (const arch of db.store.queryArchetypes(SNAPSHOT)) {
225
+ const bt = arch.columns.bodyType;
226
+ const pos = arch.columns.position.getTypedArray(), ori = arch.columns.rotation.getTypedArray();
227
+ const pp = arch.columns._prevPosition.getTypedArray(), pr = arch.columns._prevRotation.getTypedArray();
228
+ for (let r = 0; r < arch.rowCount; r++) {
229
+ if (!BodyType.isDynamic(bt.get(r)))
230
+ continue;
231
+ const r3 = r * 3, r4 = r * 4;
232
+ pp[r3] = pos[r3];
233
+ pp[r3 + 1] = pos[r3 + 1];
234
+ pp[r3 + 2] = pos[r3 + 2];
235
+ pr[r4] = ori[r4];
236
+ pr[r4 + 1] = ori[r4 + 1];
237
+ pr[r4 + 2] = ori[r4 + 2];
238
+ pr[r4 + 3] = ori[r4 + 3];
239
+ }
240
+ }
241
+ world.timestep = clock.fixedDt;
242
+ for (let s = 0; s < steps; s++)
243
+ world.step();
244
+ // write the dynamic bodies' new pose + velocity back onto the canonical columns
245
+ for (const arch of db.store.queryArchetypes(RIGID)) {
246
+ const ids = arch.columns.id, bt = arch.columns.bodyType;
247
+ const pos = arch.columns.position.getTypedArray(), ori = arch.columns.rotation.getTypedArray();
248
+ const lv = arch.columns.linearVelocity.getTypedArray(), av = arch.columns.angularVelocity.getTypedArray();
249
+ for (let r = 0; r < arch.rowCount; r++) {
250
+ if (!BodyType.isDynamic(bt.get(r)))
251
+ continue;
252
+ const body = bodies.get(ids.get(r));
253
+ if (!body)
254
+ continue;
255
+ // PERF residual: rapier3d-compat returns a fresh {x,y,z}/{x,y,z,w}
256
+ // object from each of these getters → ~4 small allocations per
257
+ // dynamic body per frame (GC pressure). It scales with the *dynamic*
258
+ // count only (small for our target), and the compat binding offers
259
+ // no out-param read, so it's left as-is. If dynamic counts ever get
260
+ // large, drop to rapier's raw bindings (rawBodies / a flat buffer)
261
+ // to read straight into our typed arrays with zero allocation.
262
+ const t = body.translation(), rot = body.rotation(), v = body.linvel(), w = body.angvel();
263
+ const r3 = r * 3, r4 = r * 4;
264
+ pos[r3] = t.x;
265
+ pos[r3 + 1] = t.y;
266
+ pos[r3 + 2] = t.z;
267
+ ori[r4] = rot.x;
268
+ ori[r4 + 1] = rot.y;
269
+ ori[r4 + 2] = rot.z;
270
+ ori[r4 + 3] = rot.w;
271
+ lv[r3] = v.x;
272
+ lv[r3 + 1] = v.y;
273
+ lv[r3 + 2] = v.z;
274
+ av[r3] = w.x;
275
+ av[r3 + 1] = w.y;
276
+ av[r3 + 2] = w.z;
277
+ }
278
+ }
279
+ };
280
+ },
281
+ },
282
+ },
283
+ });
284
+ //# sourceMappingURL=rapier-solver-plugin.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,45 @@
1
+ import { Database } from "@adobe/data/ecs";
2
+ /**
3
+ * Headless benchmark harness for a physics **solver plugin** (anything built on
4
+ * the `physicsData` seam — `rapierSolver`, `joltSolver`, …). It builds a fixed,
5
+ * deterministic scene (a floor + a grid of bodies dropped to pile up), then
6
+ * advances the simulation at a fixed timestep as fast as the CPU allows and
7
+ * reports the wall-clock cost per frame. No rendering, no rAF, no GPU — so the
8
+ * numbers reflect solver compute only and are directly comparable across plugins.
9
+ *
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+ * Async because some solvers (Rapier) initialise WASM lazily; the warm-up phase
11
+ * yields to the event loop so that init + scene settling complete before timing.
12
+ */
13
+ export interface SolverBenchmarkOptions {
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+ /** Dynamic bodies dropped into the scene (≈ workload size). Default 256. */
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+ bodies?: number;
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+ /** Timed frames. Default 300. */
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+ frames?: number;
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+ /** Warm-up frames before timing (lets async init finish + the pile settle). Default 90. */
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+ warmupFrames?: number;
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+ /** Fixed timestep per frame (seconds). Default 1/60. */
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+ dt?: number;
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+ /** Fraction of `bodies` that are spheres (rest are boxes). Default 0.5. */
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+ sphereFraction?: number;
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+ /** Extra *static* collider boxes laid out as resting scenery. They barely
25
+ * cost the engine (nothing moves) but they ARE mirrored once and then scanned
26
+ * by a naive per-frame sync — so this isolates the gather/sync overhead, which
27
+ * is the realistic "many static, few dynamic" target workload. Default 0. */
28
+ staticBodies?: number;
29
+ }
30
+ export interface SolverBenchmarkResult {
31
+ bodies: number;
32
+ frames: number;
33
+ /** Total wall-clock time of the timed frames (ms). */
34
+ totalMs: number;
35
+ /** Mean cost of one frame (ms) — the headline number. */
36
+ msPerFrame: number;
37
+ /** Simulation frames per real second (1000 / msPerFrame). */
38
+ simFps: number;
39
+ /** Slowest single frame (ms) — surfaces hitches. */
40
+ maxFrameMs: number;
41
+ avgY: number;
42
+ maxSpeed: number;
43
+ belowFloor: number;
44
+ }
45
+ export declare function runSolverBenchmark(solver: Database.Plugin, opts?: SolverBenchmarkOptions): Promise<SolverBenchmarkResult>;
@@ -0,0 +1,115 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { Database } from "@adobe/data/ecs";
3
+ const yieldToEventLoop = () => new Promise(r => setTimeout(r, 0));
4
+ export async function runSolverBenchmark(solver, opts = {}) {
5
+ const bodies = opts.bodies ?? 256;
6
+ const frames = opts.frames ?? 300;
7
+ const warmupFrames = opts.warmupFrames ?? 90;
8
+ const dt = opts.dt ?? 1 / 60;
9
+ const sphereFraction = opts.sphereFraction ?? 0.5;
10
+ const staticBodies = opts.staticBodies ?? 0;
11
+ // The solver plugin extends `physicsData`, so the RigidBody / StaticCollider
12
+ // archetypes and the `frameTime` resource exist on the created database. The
13
+ // benchmark drives the sim dynamically, so the store is used through a loose
14
+ // shape (runtime invariant: these members exist on any physicsData solver).
15
+ const db = Database.create(solver);
16
+ buildScene(db, bodies, sphereFraction, staticBodies);
17
+ // Drive one frame: set a fixed dt, then run every system except the rAF/clock
18
+ // ones (we supply dt ourselves so timing is deterministic and high-rate).
19
+ const order = db.system.order;
20
+ const names = order ? order.flat() : Object.keys(db.system.functions);
21
+ const runNames = names.filter(n => n !== "_frameTime" && n !== "schedulerSystem");
22
+ const tick = (f) => {
23
+ db.store.resources.frameTime = { now: f * dt * 1000, dt, elapsed: f * dt };
24
+ for (const n of runNames) {
25
+ const fn = db.system.functions[n];
26
+ if (fn)
27
+ fn();
28
+ }
29
+ };
30
+ // Warm-up: yield to the event loop so lazy WASM init (Rapier) completes and
31
+ // the pile settles into a steady-state contact count before we measure.
32
+ for (let f = 0; f < warmupFrames; f++) {
33
+ tick(f);
34
+ await yieldToEventLoop();
35
+ }
36
+ // Timed run: tight synchronous loop — pure solver compute.
37
+ let maxFrameMs = 0;
38
+ const t0 = performance.now();
39
+ for (let f = 0; f < frames; f++) {
40
+ const a = performance.now();
41
+ tick(warmupFrames + f);
42
+ const ms = performance.now() - a;
43
+ if (ms > maxFrameMs)
44
+ maxFrameMs = ms;
45
+ }
46
+ const totalMs = performance.now() - t0;
47
+ const { avgY, maxSpeed, belowFloor } = sampleState(db);
48
+ return {
49
+ bodies, frames,
50
+ totalMs, msPerFrame: totalMs / frames, simFps: 1000 / (totalMs / frames), maxFrameMs,
51
+ avgY, maxSpeed, belowFloor,
52
+ };
53
+ }
54
+ /** A thick static floor + `bodies` dynamic bodies in a compact cube grid that
55
+ * drops a short distance and piles up — a steady-state contact workload. The
56
+ * floor is deliberately thick (a finite box has a far side) and the drop is
57
+ * short, so a correct solver never tunnels: end-state avgY/maxV then cleanly
58
+ * separate a stable solver from an exploding one. Optional `staticBodies` adds
59
+ * resting static scenery to exercise the sync/gather path at scale. */
60
+ function buildScene(db, bodies, sphereFraction, staticBodies) {
61
+ db.store.archetypes.StaticCollider.insert({
62
+ colliderShape: "box", halfExtents: [12, 2, 12], material: 0,
63
+ position: [0, -2, 0], rotation: [0, 0, 0, 1], // top face at y = 0
64
+ });
65
+ // resting static scenery far from the action (negligible engine cost, but it
66
+ // is mirrored once and then scanned every frame by a naive per-frame sync)
67
+ if (staticBodies > 0) {
68
+ const side = Math.ceil(Math.cbrt(staticBodies));
69
+ let n = 0;
70
+ for (let x = 0; x < side && n < staticBodies; x++)
71
+ for (let y = 0; y < side && n < staticBodies; y++)
72
+ for (let z = 0; z < side && n < staticBodies; z++, n++)
73
+ db.store.archetypes.StaticCollider.insert({
74
+ colliderShape: "box", halfExtents: [0.4, 0.4, 0.4], material: 0,
75
+ position: [100 + x, y, z], rotation: [0, 0, 0, 1],
76
+ });
77
+ }
78
+ const side = Math.ceil(Math.cbrt(bodies));
79
+ const gap = 1.5, base = -((side - 1) / 2) * gap; // spaced so the initial drop is non-overlapping
80
+ let n = 0;
81
+ for (let y = 0; y < side && n < bodies; y++) {
82
+ for (let x = 0; x < side && n < bodies; x++) {
83
+ for (let z = 0; z < side && n < bodies; z++, n++) {
84
+ const sphere = ((n * 0x9e3779b1) >>> 0) / 4294967296 < sphereFraction;
85
+ db.store.archetypes.RigidBody.insert({
86
+ bodyType: "dynamic",
87
+ colliderShape: sphere ? "sphere" : "box",
88
+ halfExtents: sphere ? [0.45, 0, 0] : [0.45, 0.45, 0.45],
89
+ material: 0,
90
+ position: [base + x * gap, 0.6 + y * gap, base + z * gap],
91
+ rotation: [0, 0, 0, 1],
92
+ linearVelocity: [0, 0, 0],
93
+ angularVelocity: [0, 0, 0],
94
+ });
95
+ }
96
+ }
97
+ }
98
+ }
99
+ function sampleState(db) {
100
+ let count = 0, sumY = 0, maxSpeed = 0, belowFloor = 0;
101
+ for (const arch of db.store.queryArchetypes(["linearVelocity", "position"])) {
102
+ const pos = arch.columns.position.getTypedArray(), lv = arch.columns.linearVelocity.getTypedArray();
103
+ for (let r = 0; r < arch.rowCount; r++, count++) {
104
+ const r3 = r * 3, y = pos[r3 + 1];
105
+ sumY += y;
106
+ if (y < -0.5)
107
+ belowFloor++; // floor top is y = 0; a resting body sits above it
108
+ const sp = Math.hypot(lv[r3], lv[r3 + 1], lv[r3 + 2]);
109
+ if (sp > maxSpeed)
110
+ maxSpeed = sp;
111
+ }
112
+ }
113
+ return { avgY: count ? sumY / count : 0, maxSpeed, belowFloor };
114
+ }
115
+ //# sourceMappingURL=solver-benchmark.js.map
@@ -0,0 +1 @@
1
+ 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package/package.json ADDED
@@ -0,0 +1,34 @@
1
+ {
2
+ "name": "@adobe/data-gpu",
3
+ "version": "0.9.69",
4
+ "description": "Adobe data WebGPU plugins and types for graphics and compute",
5
+ "type": "module",
6
+ "private": false,
7
+ "publishConfig": {
8
+ "registry": "https://registry.npmjs.org/",
9
+ "access": "public"
10
+ },
11
+ "sideEffects": false,
12
+ "dependencies": {
13
+ "@dimforge/rapier3d-compat": "^0.19.3",
14
+ "jolt-physics": "^1.0.0",
15
+ "@adobe/data": "0.9.69"
16
+ },
17
+ "devDependencies": {
18
+ "@webgpu/types": "^0.1.61",
19
+ "typescript": "^5.8.3",
20
+ "vitest": "^1.6.0"
21
+ },
22
+ "exports": {
23
+ ".": {
24
+ "import": "./dist/index.js",
25
+ "types": "./dist/index.d.ts"
26
+ }
27
+ },
28
+ "scripts": {
29
+ "build": "cp ../../LICENSE . && tsc -b",
30
+ "dev": "tsc -b -w",
31
+ "test": "vitest --run --passWithNoTests",
32
+ "publish-public": "pnpm build && pnpm publish --no-git-checks --access public"
33
+ }
34
+ }
@@ -0,0 +1,92 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Database, scheduler } from "@adobe/data/ecs";
4
+ import { FrameTime } from "./frame-time/frame-time.js";
5
+
6
+ async function getWebGPUDevice() {
7
+ // Guard for headless hosts (Node) where `navigator` doesn't exist: the
8
+ // simulation runs without a GPU device; only rendering needs one.
9
+ if (typeof navigator === "undefined" || !navigator.gpu) {
10
+ return null;
11
+ }
12
+ const adapter = await navigator.gpu.requestAdapter();
13
+ if (!adapter) {
14
+ return null;
15
+ }
16
+ return adapter.requestDevice();
17
+ }
18
+
19
+ /**
20
+ * GPU runtime + frame scheduler — the shared base for both `graphics`
21
+ * (presentation) and `physics` (compute). Owns the WebGPU device, the
22
+ * per-frame command encoder, and the ordered frame phases. Contains nothing
23
+ * about canvases or render passes — those live in `graphics`.
24
+ *
25
+ * Phase order: input → preUpdate → update → postUpdate → physics → preRender
26
+ * → render → postRender. The command encoder is created at `preUpdate` and
27
+ * submitted at `postRender`; consumers record render passes (graphics) or
28
+ * compute passes (physics) into it during the phases between.
29
+ *
30
+ * Composes `FrameTime` over the scheduler so every downstream system has the
31
+ * `frameTime` resource — per-frame `dt` / `elapsed` — without re-deriving it.
32
+ */
33
+ export const core = Database.Plugin.create({
34
+ extends: Database.Plugin.combine(scheduler, FrameTime.plugin),
35
+ resources: {
36
+ device: { default: null as GPUDevice | null, transient: true },
37
+ commandEncoder: { default: null as GPUCommandEncoder | null, transient: true },
38
+ },
39
+ systems: {
40
+ input: {
41
+ create: _db => () => {},
42
+ },
43
+ preUpdate: {
44
+ create: db => () => {
45
+ const { device } = db.store.resources;
46
+ if (device) {
47
+ db.store.resources.commandEncoder = device.createCommandEncoder();
48
+ }
49
+ },
50
+ schedule: { after: ["input"] },
51
+ },
52
+ update: {
53
+ create: _db => () => {},
54
+ schedule: { after: ["preUpdate"] },
55
+ },
56
+ postUpdate: {
57
+ create: _db => () => {},
58
+ schedule: { after: ["update"] },
59
+ },
60
+ physics: {
61
+ create: _db => () => {},
62
+ schedule: { after: ["postUpdate"] },
63
+ },
64
+ preRender: {
65
+ create: _db => () => {},
66
+ schedule: { after: ["physics"] },
67
+ },
68
+ render: {
69
+ create: db => {
70
+ getWebGPUDevice().then(device => {
71
+ db.store.resources.device = device;
72
+ });
73
+ return () => {};
74
+ },
75
+ schedule: { after: ["preRender"] },
76
+ },
77
+ // Submits the frame's command encoder. Graphics ends its render pass
78
+ // `before: ["postRender"]` (so the pass is closed first); physics
79
+ // finishes its compute passes during the `physics` phase — both record
80
+ // into this encoder beforehand.
81
+ postRender: {
82
+ create: db => () => {
83
+ const { commandEncoder, device } = db.store.resources;
84
+ if (commandEncoder && device) {
85
+ device.queue.submit([commandEncoder.finish()]);
86
+ db.store.resources.commandEncoder = null;
87
+ }
88
+ },
89
+ schedule: { after: ["render"] },
90
+ },
91
+ },
92
+ });