@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 +1,44 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+
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+ import { Database } from "@adobe/data/ecs";
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+ import { Camera } from "../camera.js";
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+ import type { Orbit } from "./orbit.js";
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+
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+ /**
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+ * Declarative orbit camera state — the authored surface.
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+ * Systems in `orbit-system-plugin.ts` drive the `camera` resource from this.
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+ */
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+ export const orbitData = Database.Plugin.create({
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+ extends: Camera.plugin,
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+ resources: {
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+ orbit: {
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+ default: {
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+ center: [0, 0, 0],
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+ radius: 3,
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+ height: 0,
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+ angle: 0,
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+ autoSpin: true,
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+ autoSpinSpeed: 0.5,
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+ nearFactor: 0.01,
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+ farFactor: 4,
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+ fitGeometry: 0,
25
+ fitRadiusFactor: 1.5,
26
+ fitHeightFactor: 0.25,
27
+ fitRadiusOffset: 0,
28
+ fitCenter: null,
29
+ } satisfies Orbit as Orbit,
30
+ },
31
+ },
32
+ transactions: {
33
+ setOrbit(t, args: Partial<Orbit>) {
34
+ t.resources.orbit = { ...t.resources.orbit, ...args };
35
+ },
36
+ addOrbitAngle(t, delta: number) {
37
+ const cur = t.resources.orbit;
38
+ t.resources.orbit = { ...cur, angle: cur.angle + delta, autoSpin: false };
39
+ },
40
+ resumeAutoSpin(t) {
41
+ t.resources.orbit = { ...t.resources.orbit, autoSpin: true };
42
+ },
43
+ },
44
+ });
@@ -0,0 +1,13 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Database } from "@adobe/data/ecs";
4
+ import { orbitData } from "./orbit-data-plugin.js";
5
+ import { orbitSystem } from "./orbit-system-plugin.js";
6
+
7
+ /**
8
+ * Orbit camera — data + systems combined. Add to any service that needs
9
+ * a draggable, auto-spinning, model-fitting camera.
10
+ *
11
+ * Exported as `Orbit.plugin` via orbit.ts → public.ts.
12
+ */
13
+ export const plugin = Database.Plugin.combine(orbitData, orbitSystem);
@@ -0,0 +1,74 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Database } from "@adobe/data/ecs";
4
+ import type { Aabb, Vec3 } from "@adobe/data/math";
5
+ import { orbitData } from "./orbit-data-plugin.js";
6
+
7
+ /**
8
+ * Systems that drive `camera` from the `orbit` resource each frame.
9
+ *
10
+ * - **_orbitCameraSystem**: updates camera position/target/near/far from the
11
+ * orbit polar coords; auto-spins when `orbit.autoSpin` is true.
12
+ * - **_orbitAutoFitSystem**: when `orbit.fitGeometry` is non-zero, reads that
13
+ * Geometry's `_bounds`, sizes the orbit to fit, and zeroes the field.
14
+ */
15
+ export const orbitSystem = Database.Plugin.create({
16
+ extends: orbitData,
17
+ systems: {
18
+ _orbitCameraSystem: {
19
+ create: db => {
20
+ return () => {
21
+ const { orbit, camera: cam } = db.store.resources;
22
+ if (!cam) return;
23
+ if (orbit.autoSpin) {
24
+ const dt = db.store.resources.frameTime.dt;
25
+ db.store.resources.orbit = { ...orbit, angle: orbit.angle + dt * orbit.autoSpinSpeed };
26
+ }
27
+ const angle = db.store.resources.orbit.angle;
28
+ db.store.resources.camera = {
29
+ ...cam,
30
+ position: [
31
+ orbit.center[0] + Math.sin(angle) * orbit.radius,
32
+ orbit.center[1] + orbit.height,
33
+ orbit.center[2] + Math.cos(angle) * orbit.radius,
34
+ ],
35
+ target: orbit.center,
36
+ nearPlane: Math.max(orbit.radius * orbit.nearFactor, 0.1),
37
+ farPlane: Math.max(orbit.radius * orbit.farFactor, 100),
38
+ };
39
+ };
40
+ },
41
+ schedule: { during: ["update"] },
42
+ },
43
+ _orbitAutoFitSystem: {
44
+ create: db => () => {
45
+ const orbit = db.store.resources.orbit;
46
+ if (!orbit.fitGeometry) return;
47
+ // orbit.fitGeometry holds a Geometry entity id. `_bounds` lives
48
+ // on modelLoader's schema, which orbit doesn't extend — read as
49
+ // unknown and narrow manually.
50
+ const entity = db.store.read(orbit.fitGeometry) as { _bounds?: Aabb } | null;
51
+ const bounds = entity?._bounds;
52
+ if (!bounds) return;
53
+ const size = Math.max(
54
+ bounds.max[0] - bounds.min[0],
55
+ bounds.max[1] - bounds.min[1],
56
+ bounds.max[2] - bounds.min[2],
57
+ );
58
+ const center = orbit.fitCenter ?? [
59
+ (bounds.min[0] + bounds.max[0]) / 2,
60
+ (bounds.min[1] + bounds.max[1]) / 2,
61
+ (bounds.min[2] + bounds.max[2]) / 2,
62
+ ] as Vec3;
63
+ db.store.resources.orbit = {
64
+ ...orbit,
65
+ center,
66
+ radius: size * orbit.fitRadiusFactor + orbit.fitRadiusOffset,
67
+ height: size * orbit.fitHeightFactor,
68
+ fitGeometry: 0,
69
+ };
70
+ },
71
+ schedule: { during: ["preUpdate"] },
72
+ },
73
+ },
74
+ });
@@ -0,0 +1,36 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import type { Vec3 } from "@adobe/data/math";
4
+
5
+ /**
6
+ * Orbit camera state — a polar arrangement around a center point with an
7
+ * auto-spin and a one-shot auto-fit to a Geometry's bounds.
8
+ *
9
+ * - `center` / `radius` / `height` / `angle` define the camera placement.
10
+ * - `nearFactor` / `farFactor` scale the near and far planes so they
11
+ * track the orbit radius (models authored in any unit render without
12
+ * clipping).
13
+ * - `autoSpin` / `autoSpinSpeed` rotate the camera each frame when the
14
+ * user isn't dragging.
15
+ * - `fitGeometry` is an entity id; when non-zero, the auto-fit system
16
+ * reads that Geometry's bounds on the first available frame, sizes the
17
+ * orbit, and zeros the field. `fitRadiusFactor` / `fitHeightFactor` /
18
+ * `fitRadiusOffset` / `fitCenter` shape the fit.
19
+ */
20
+ export interface Orbit {
21
+ center: Vec3;
22
+ radius: number;
23
+ height: number;
24
+ angle: number;
25
+ autoSpin: boolean;
26
+ autoSpinSpeed: number;
27
+ nearFactor: number;
28
+ farFactor: number;
29
+ fitGeometry: number;
30
+ fitRadiusFactor: number;
31
+ fitHeightFactor: number;
32
+ fitRadiusOffset: number;
33
+ fitCenter: Vec3 | null;
34
+ }
35
+
36
+ export * as Orbit from "./public.js";
@@ -0,0 +1,7 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export { plugin } from "./orbit-plugin.js";
4
+ export { orbitData } from "./orbit-data-plugin.js";
5
+ export { orbitSystem } from "./orbit-system-plugin.js";
6
+ export { attachOrbitDrag } from "./attach-orbit-drag.js";
7
+ export type { OrbitDragService } from "./attach-orbit-drag.js";
@@ -0,0 +1,6 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export * from "./schema.js";
4
+ export * from "./to-view-projection.js";
5
+ export * from "./screen-to-world-ray.js";
6
+ export { plugin } from "./camera-plugin.js";
@@ -0,0 +1,21 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { F32, Vec3 } from "@adobe/data/math";
4
+ import { Schema } from "@adobe/data/schema";
5
+
6
+ export const schema = {
7
+ type: "object",
8
+ properties: {
9
+ aspect: F32.schema,
10
+ fieldOfView: F32.schema,
11
+ nearPlane: F32.schema,
12
+ farPlane: F32.schema,
13
+ position: Vec3.schema,
14
+ target: Vec3.schema,
15
+ up: Vec3.schema,
16
+ // 0 = perspective, 1 = orthographic, fractional = hybrid blend
17
+ orthographic: F32.schema,
18
+ },
19
+ required: ["aspect", "fieldOfView", "nearPlane", "farPlane", "position", "target", "up", "orthographic"],
20
+ additionalProperties: false,
21
+ } as const satisfies Schema;
@@ -0,0 +1,47 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Mat4x4, Vec3, Vec4, Line3 } from "@adobe/data/math";
4
+ import type { Camera } from "./camera.js";
5
+ import { toViewProjection } from "./to-view-projection.js";
6
+
7
+ /**
8
+ * Builds a world-space ray from a canvas pixel coordinate.
9
+ * Pixel origin is top-left (matching `offsetX`/`offsetY` on pointer events).
10
+ * Internally converts to NDC (Normalized Device Coordinates: x/y ∈ [-1, 1],
11
+ * origin at canvas center, y-up) before unprojecting via the inverse
12
+ * view-projection matrix.
13
+ */
14
+ export const screenToWorldRay = (
15
+ cam: Camera,
16
+ screenX: number,
17
+ screenY: number,
18
+ canvasWidth: number,
19
+ canvasHeight: number,
20
+ rayLength = 1000,
21
+ ): Line3 => {
22
+ // NDC: x ∈ [-1, 1] left→right, y ∈ [-1, 1] bottom→top.
23
+ const ndcX = (screenX / canvasWidth) * 2 - 1;
24
+ const ndcY = 1 - (screenY / canvasHeight) * 2;
25
+
26
+ // WebGPU NDC z ∈ [0, 1]: near plane at 0, far plane at 1.
27
+ const nearPoint: Vec4 = [ndcX, ndcY, 0, 1];
28
+ const farPoint: Vec4 = [ndcX, ndcY, 1, 1];
29
+
30
+ const invVP = Mat4x4.inverse(toViewProjection(cam));
31
+
32
+ const nearW = Mat4x4.multiplyVec4(invVP, nearPoint);
33
+ const farW = Mat4x4.multiplyVec4(invVP, farPoint);
34
+
35
+ const near: Vec3 = [nearW[0] / nearW[3], nearW[1] / nearW[3], nearW[2] / nearW[3]];
36
+ const far: Vec3 = [farW[0] / farW[3], farW[1] / farW[3], farW[2] / farW[3]];
37
+
38
+ const dir: Vec3 = [near[0] - far[0], near[1] - far[1], near[2] - far[2]];
39
+ const len = Math.sqrt(dir[0] ** 2 + dir[1] ** 2 + dir[2] ** 2);
40
+
41
+ if (len < 0.0001) return { a: near, b: far };
42
+
43
+ const norm: Vec3 = [dir[0] / len, dir[1] / len, dir[2] / len];
44
+ const end: Vec3 = [near[0] + norm[0] * rayLength, near[1] + norm[1] * rayLength, near[2] + norm[2] * rayLength];
45
+
46
+ return { a: near, b: end };
47
+ };
@@ -0,0 +1,29 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Mat4x4, Vec3 } from "@adobe/data/math";
4
+ import type { Camera } from "./camera.js";
5
+
6
+ export const toViewProjection = (cam: Camera): Mat4x4 => {
7
+ const lookAt = Mat4x4.lookAt(cam.position, cam.target, cam.up);
8
+
9
+ const f = 1.0 / Math.tan(cam.fieldOfView / 2);
10
+ const d = Vec3.distance(cam.position, cam.target);
11
+
12
+ // WebGPU clip-space convention: z_ndc ∈ [0, 1].
13
+ // Perspective wants m[2][2] = far/(near-far); orthographic wants d/(near-far)
14
+ // so that z_clip(z_view = -far) = (perspective: far / w_clip=far → 1)
15
+ // (orthographic: d / w_clip=d → 1).
16
+ // Blend the two cases by the orthographic factor.
17
+ const m22 = ((1 - cam.orthographic) * cam.farPlane + cam.orthographic * d) / (cam.nearPlane - cam.farPlane);
18
+ const m23 = cam.nearPlane * m22;
19
+
20
+ // Fourth row blends: w' = (1 - orthographic) * (-z) + orthographic * d
21
+ const perspective: Mat4x4 = [
22
+ f / cam.aspect, 0, 0, 0,
23
+ 0, f, 0, 0,
24
+ 0, 0, m22, -(1 - cam.orthographic),
25
+ 0, 0, m23, cam.orthographic * d,
26
+ ];
27
+
28
+ return Mat4x4.multiply(perspective, lookAt);
29
+ };
@@ -0,0 +1,108 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Database } from "@adobe/data/ecs";
4
+ import { Vec4 } from "@adobe/data/math";
5
+ import { core } from "../core/core-plugin.js";
6
+
7
+ /**
8
+ * Graphics presentation — extends the `core` GPU runtime with everything
9
+ * about drawing to a canvas: the swap-chain context, color/depth formats,
10
+ * the depth texture, and the per-frame render pass.
11
+ *
12
+ * Render-pass lifecycle, sandwiched between core's phase anchors with hard
13
+ * ordering edges (`during` is only a soft hint, so we use after/before):
14
+ * `beginRenderPass` runs after `preRender` and before `render` (pass open
15
+ * before draws); draw systems run `during: ["render"]`; `endRenderPass` runs
16
+ * after `render` and before `postRender` (pass closed after draws, before
17
+ * core submits the encoder). Compute-only consumers (e.g. `physics`) depend
18
+ * on `core` directly and never touch any of this.
19
+ */
20
+ export const graphics = Database.Plugin.create({
21
+ extends: core,
22
+ resources: {
23
+ renderPassEncoder: { default: null as GPURenderPassEncoder | null, transient: true },
24
+ depthTexture: { default: null as GPUTexture | null, transient: true },
25
+ clearColor: { default: [0, 0, 0, 1] as Vec4, transient: true },
26
+ canvas: { default: null as HTMLCanvasElement | null, transient: true },
27
+ canvasContext: { default: null as GPUCanvasContext | null, transient: true },
28
+ // Guarded for headless hosts (Node): this default is evaluated at module
29
+ // load, and `navigator` is browser-only. Rendering re-derives the real
30
+ // preferred format when a canvas is configured; the placeholder is unused.
31
+ canvasFormat: {
32
+ default: (typeof navigator !== "undefined" && navigator.gpu
33
+ ? navigator.gpu.getPreferredCanvasFormat()
34
+ : "bgra8unorm") as GPUTextureFormat,
35
+ transient: true,
36
+ },
37
+ depthFormat: { default: "depth24plus" as GPUTextureFormat, transient: true },
38
+ },
39
+ transactions: {
40
+ setCanvas(t, canvas: HTMLCanvasElement | null) {
41
+ t.resources.canvas = canvas;
42
+ },
43
+ },
44
+ systems: {
45
+ configureCanvas: {
46
+ create: db => () => {
47
+ const { device } = db.store.resources;
48
+ if (!device) return;
49
+ let { canvasContext } = db.store.resources;
50
+ const { canvas, canvasFormat } = db.store.resources;
51
+ if (canvas && !canvasContext) {
52
+ canvasContext = db.store.resources.canvasContext = canvas.getContext("webgpu");
53
+ if (!canvasContext) {
54
+ throw new Error("No WebGPU context");
55
+ }
56
+ canvasContext.configure({
57
+ device,
58
+ format: canvasFormat,
59
+ alphaMode: "premultiplied",
60
+ });
61
+ }
62
+ },
63
+ schedule: { after: ["preUpdate"], before: ["update"] },
64
+ },
65
+ beginRenderPass: {
66
+ create: db => () => {
67
+ const { canvas, commandEncoder, clearColor, canvasContext, device, depthFormat } = db.store.resources;
68
+ let { depthTexture } = db.store.resources;
69
+ if (!commandEncoder || !canvasContext || !device || !canvas) return;
70
+
71
+ const canvasSize: [number, number] = [canvas.width, canvas.height];
72
+ if (!depthTexture || depthTexture.width !== canvasSize[0] || depthTexture.height !== canvasSize[1]) {
73
+ depthTexture = db.store.resources.depthTexture = device.createTexture({
74
+ size: canvasSize,
75
+ format: depthFormat,
76
+ usage: GPUTextureUsage.RENDER_ATTACHMENT,
77
+ });
78
+ }
79
+
80
+ db.store.resources.renderPassEncoder = commandEncoder.beginRenderPass({
81
+ colorAttachments: [{
82
+ clearValue: clearColor,
83
+ loadOp: "clear",
84
+ storeOp: "store",
85
+ view: canvasContext.getCurrentTexture().createView(),
86
+ }],
87
+ depthStencilAttachment: {
88
+ view: depthTexture.createView(),
89
+ depthClearValue: 1.0,
90
+ depthLoadOp: "clear",
91
+ depthStoreOp: "store",
92
+ },
93
+ });
94
+ },
95
+ schedule: { after: ["preRender"], before: ["render"] },
96
+ },
97
+ endRenderPass: {
98
+ create: db => () => {
99
+ const { renderPassEncoder } = db.store.resources;
100
+ if (renderPassEncoder) {
101
+ renderPassEncoder.end();
102
+ db.store.resources.renderPassEncoder = null;
103
+ }
104
+ },
105
+ schedule: { after: ["render"], before: ["postRender"] },
106
+ },
107
+ },
108
+ });
@@ -0,0 +1,13 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import type { Entity } from "@adobe/data/ecs";
4
+
5
+ /**
6
+ * One ray-pick result — the Model the ray hit and the parametric distance
7
+ * along the ray segment (`alpha ∈ [0,1]` where 0 is the ray's near point
8
+ * `a` and 1 is the far point `b` from `screenToWorldRay`).
9
+ */
10
+ export interface PickHit {
11
+ readonly entity: Entity;
12
+ readonly distance: number;
13
+ }
@@ -0,0 +1,101 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Database } from "@adobe/data/ecs";
4
+ import { Aabb, type Line3 } from "@adobe/data/math";
5
+ import { True } from "@adobe/data/schema";
6
+ import { Camera } from "../camera/camera.js";
7
+ import { screenToWorldRay } from "../camera/screen-to-world-ray.js";
8
+ import { worldBounds } from "../scene/model/world-bounds-plugin.js";
9
+ import type { PickHit } from "./pick-hit.js";
10
+
11
+ /**
12
+ * Picking — ray-against-PickableModel hit testing.
13
+ *
14
+ * `PickableModel` extends `Model` with a `pickable` flag. The archetype
15
+ * gives a clean opt-in: insert via `insertPickableModel` and the entity
16
+ * participates in picking; plain `Model` entities are invisible to the
17
+ * ray-caster.
18
+ *
19
+ * `pickRay(ray)` scans every visible PickableModel with a `_worldBounds`
20
+ * column. `pickFromScreen({ x, y })` takes pixel coords (e.g. from
21
+ * `offsetX` / `offsetY` on a pointer event), converts them to NDC
22
+ * (Normalized Device Coordinates, x/y ∈ [-1, 1], origin at center),
23
+ * then reconstructs the eye→cursor ray and delegates to `pickRay`.
24
+ *
25
+ * Exposed as **actions** (not transactions) because picks return a
26
+ * `PickHit | null` value — transactions are restricted to `Entity | void`.
27
+ *
28
+ * Future: replace the linear scan with a `broadphase` resource of type
29
+ * `Broadphase` exposing `queryRay(ray, cb)` and `queryAabb(box, cb)`.
30
+ */
31
+
32
+ const pickingBase = Database.Plugin.create({
33
+ extends: Database.Plugin.combine(worldBounds, Camera.plugin),
34
+ components: {
35
+ pickable: True.schema,
36
+ },
37
+ archetypes: {
38
+ PickableModel: ["geometry", "position", "rotation", "scale", "visible", "parent", "pickable"],
39
+ },
40
+ transactions: {
41
+ insertPickableModel(t, args: {
42
+ geometry: number;
43
+ position?: readonly [number, number, number];
44
+ rotation?: readonly [number, number, number, number];
45
+ scale?: readonly [number, number, number];
46
+ parent?: number;
47
+ }): number {
48
+ return t.archetypes.PickableModel.insert({
49
+ geometry: args.geometry,
50
+ position: args.position ?? [0, 0, 0],
51
+ rotation: args.rotation ?? [0, 0, 0, 1],
52
+ scale: args.scale ?? [1, 1, 1],
53
+ visible: true,
54
+ parent: args.parent ?? 0,
55
+ pickable: true,
56
+ });
57
+ },
58
+ },
59
+ });
60
+
61
+ // `picking` adds only actions (no new C/R/A), so the `db` passed to every
62
+ // action is structurally assignable to this type — full component typing
63
+ // with no `any`.
64
+ type PickingDB = Database.Plugin.ToDatabase<typeof pickingBase>;
65
+
66
+ const pickRayImpl = (db: PickingDB, ray: Line3): PickHit | null => {
67
+ let best: PickHit | null = null;
68
+ for (const arch of db.queryArchetypes([
69
+ "geometry", "visible", "pickable", "_worldBounds",
70
+ ])) {
71
+ const ids = arch.columns.id;
72
+ const vis = arch.columns.visible;
73
+ const bounds = arch.columns._worldBounds;
74
+ for (let i = 0; i < arch.rowCount; i++) {
75
+ if (!vis.get(i)) continue;
76
+ const alpha = Aabb.lineIntersection(bounds.get(i), ray);
77
+ if (alpha < 0) continue;
78
+ if (best === null || alpha < best.distance) {
79
+ best = { entity: ids.get(i), distance: alpha };
80
+ }
81
+ }
82
+ }
83
+ return best;
84
+ };
85
+
86
+ export const picking = Database.Plugin.create({
87
+ extends: pickingBase,
88
+ actions: {
89
+ pickRay(db, ray: Line3): PickHit | null {
90
+ return pickRayImpl(db, ray);
91
+ },
92
+ pickFromScreen(db, args: { x: number; y: number }): PickHit | null {
93
+ const cam = db.resources.camera;
94
+ const canvas = db.resources.canvas;
95
+ if (!cam || !canvas) return null;
96
+ // Convert pixel coords → NDC (x/y ∈ [-1, 1], origin at canvas center).
97
+ const ray = screenToWorldRay(cam, args.x, args.y, canvas.width, canvas.height);
98
+ return pickRayImpl(db, ray);
99
+ },
100
+ },
101
+ });
@@ -0,0 +1,120 @@
1
+ ```mermaid
2
+ graph LR
3
+
4
+ %% ── Infrastructure ───────────────────────────────────────────────────────────
5
+ graphics["**graphics**
6
+ res: device, canvas, commandEncoder
7
+ renderPassEncoder, clearColor, depthTexture
8
+ phases: input › preUpdate › update
9
+ physics › preRender › render"]
10
+
11
+ %% ── Core model plugins ───────────────────────────────────────────────────────
12
+ Node["**Node.plugin**
13
+ comp: position, rotation, scale
14
+ parent, visible, pickable
15
+ arch: Node"]
16
+
17
+ Camera["**Camera.plugin**
18
+ res: camera: Camera"]
19
+
20
+ Light["**Light.plugin**
21
+ res: light: Light
22
+ {direction, color, ambientStrength, environmentUrl}"]
23
+
24
+ Model["**Model.plugin**
25
+ comp: geometry, modelUrl
26
+ arch: Geometry, Model"]
27
+
28
+ scene["**scene**
29
+ (combines Node, Camera, Light, Model)"]
30
+
31
+ %% ── Authoring abstractions ───────────────────────────────────────────────────
32
+ animation["**animation**
33
+ comp: animationClipTracks, animationClipDuration
34
+ animationClipRef, animationTargets, animationTime
35
+ animationSpeed, animationLoop, animationPlaying
36
+ arch: AnimationClip, Animation, AnimationObservable"]
37
+
38
+ Orbit["**Orbit.plugin**
39
+ res: orbit: Orbit
40
+ {center, radius, height, angle, autoSpin, fitGeometry…}"]
41
+
42
+ %% ── System plugins ───────────────────────────────────────────────────────────
43
+ sceneUniforms["**SceneUniforms.plugin**
44
+ (packs camera + light into GPU uniform buffer)"]
45
+
46
+ transform["**transform**
47
+ (derives _worldMatrix per-frame from TRS)"]
48
+
49
+ pbrCore["**pbrCore**
50
+ arch: _VisibleMaterial, _PbrPrimitive"]
51
+
52
+ modelLoader["**modelLoader**
53
+ (async glTF → GPU primitives,
54
+ writes _bounds to Geometry)"]
55
+
56
+ pbrSkinning["**pbrSkinning**
57
+ (joint matrices per-frame, arch: _Skeleton)"]
58
+
59
+ picking["**picking**
60
+ actions: pickRay, pickFromNdc → PickHit"]
61
+
62
+ %% ── Render aggregators ───────────────────────────────────────────────────────
63
+ pbrIblRender["**pbrIblRender**
64
+ res: _iblEnvironment, _iblIrradiance
65
+ _iblPrefiltered, _iblBrdfLut"]
66
+
67
+ pbrDirectRender["**pbrDirectRender**
68
+ (direct lighting, no IBL)"]
69
+
70
+ %% ── Extends edges ────────────────────────────────────────────────────────────
71
+ Camera --> graphics
72
+ Light --> graphics
73
+ modelLoader --> graphics
74
+ Model --> Node
75
+ scene --> Node
76
+ scene --> Camera
77
+ scene --> Light
78
+ scene --> Model
79
+
80
+ Orbit --> Camera
81
+ sceneUniforms --> Camera
82
+ sceneUniforms --> Light
83
+
84
+ transform --> Node
85
+ modelLoader --> pbrCore
86
+ modelLoader --> Model
87
+ modelLoader --> animation
88
+
89
+ pbrSkinning --> modelLoader
90
+ pbrSkinning --> pbrCore
91
+ pbrSkinning --> transform
92
+ pbrSkinning --> animation
93
+
94
+ picking --> modelLoader
95
+ picking --> transform
96
+ picking --> Camera
97
+
98
+ pbrIblRender --> pbrCore
99
+ pbrIblRender --> modelLoader
100
+ pbrIblRender --> sceneUniforms
101
+ pbrIblRender --> transform
102
+
103
+ pbrDirectRender --> pbrCore
104
+ pbrDirectRender --> modelLoader
105
+ pbrDirectRender --> sceneUniforms
106
+ pbrDirectRender --> transform
107
+
108
+ %% ── Styling ──────────────────────────────────────────────────────────────────
109
+ classDef core fill:#1a3a5c,stroke:#4a8fc4,color:#fff
110
+ classDef authoring fill:#2a4a2a,stroke:#6ab06a,color:#fff
111
+ classDef system fill:#3a2a1a,stroke:#c48a4a,color:#fff
112
+ classDef renderer fill:#3a1a3a,stroke:#c46ab0,color:#fff
113
+ classDef infra fill:#1a1a3a,stroke:#6a6ab0,color:#fff
114
+
115
+ class Node,Camera,Light,Model,scene core
116
+ class animation,Orbit authoring
117
+ class transform,pbrCore,modelLoader,pbrSkinning,sceneUniforms,picking system
118
+ class pbrIblRender,pbrDirectRender renderer
119
+ class graphics infra
120
+ ```