@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 +1,20 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+
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+ // Skinning attributes live in a separate vertex buffer from the StandardVertex
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+ // data so static meshes pay no per-vertex cost. Encoded as:
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+ //
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+ // joints (uint32 × 4) — joint indices into the skeleton (16 bytes)
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+ // weights (float32 × 4) — skinning weights, sum to 1.0 (16 bytes)
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+ //
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+ // Total stride: 32 bytes / vertex.
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+
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+ export const SKINNING_STRIDE = 32;
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+
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+ export const layout: GPUVertexBufferLayout = {
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+ arrayStride: SKINNING_STRIDE,
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+ stepMode: "vertex",
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+ attributes: [
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+ { format: "uint32x4", offset: 0, shaderLocation: 4 },
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+ { format: "float32x4", offset: 16, shaderLocation: 5 },
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+ ],
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+ };
@@ -0,0 +1,3 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export { layout, SKINNING_STRIDE } from "./layout.js";
@@ -0,0 +1,3 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export * as SkinningAttributes from "./public.js";
@@ -0,0 +1,213 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Database, Entity } from "@adobe/data/ecs";
4
+ import { Mat4x4 } from "@adobe/data/math";
5
+ import { modelLoader } from "../../scene/model/model-loader-plugin.js";
6
+ import { pbrCore } from "../pbr-core-plugin.js";
7
+ import { transform } from "../../scene/node/transform-plugin.js";
8
+ import { animation } from "../../animation/animation-plugin.js";
9
+ import type { JointTemplate } from "../../scene/model/gltf/parse-skin.js";
10
+
11
+ /**
12
+ * pbrSkinning
13
+ * query: Model+geometry, _Skeleton
14
+ * read:
15
+ * geometry
16
+ * _skinJointTemplate (from Geometry)
17
+ * _skinInverseBindMatrices (from Geometry)
18
+ * _animationClipRefs (from Geometry)
19
+ * _worldMatrix (from Model + joint Nodes)
20
+ * write:
21
+ * _Skeleton // new ephemeral entity, one per skinned Model
22
+ * Node // joint entities (TRS hierarchy)
23
+ * Animation // optional, when geometry has clips
24
+ * _skeletonInstanceBuffer
25
+ * _skeletonJointMatrixBuffer
26
+ * _skeletonJointMatrixBindGroup
27
+ */
28
+ export const pbrSkinning = Database.Plugin.create({
29
+ extends: Database.Plugin.combine(modelLoader, pbrCore, transform, animation),
30
+ components: {
31
+ _skeletonJoints: { default: [] as number[] },
32
+ _skeletonGeometry: Entity.schema,
33
+ /** 64 bytes — the Model's world matrix, refreshed each frame. */
34
+ _skeletonInstanceBuffer: { default: null as GPUBuffer | null },
35
+ /** N × 64 bytes — joint skinning matrices, refreshed each frame. */
36
+ _skeletonJointMatrixBuffer: { default: null as GPUBuffer | null },
37
+ },
38
+ archetypes: {
39
+ _Skeleton: [
40
+ "_skeletonJoints",
41
+ "_skeletonGeometry",
42
+ "_skeletonModelRef",
43
+ "_skeletonInstanceBuffer",
44
+ "_skeletonJointMatrixBuffer",
45
+ "_skeletonJointMatrixBindGroup",
46
+ ],
47
+ },
48
+ transactions: {
49
+ initSkeleton(t, args: {
50
+ modelRef: number;
51
+ geometryRef: number;
52
+ jointTemplate: readonly JointTemplate[];
53
+ instanceBuffer: GPUBuffer;
54
+ jointMatrixBuffer: GPUBuffer;
55
+ jointMatrixBindGroup: GPUBindGroup;
56
+ clipRef: number | null;
57
+ }) {
58
+ const jointIds: number[] = new Array(args.jointTemplate.length);
59
+ // jointTemplate is in glTF skin.joints[] order. Parents can come
60
+ // after children in glTF, so resolve parent entity ids in two passes:
61
+ // first insert with parent=0, then update each joint's parent.
62
+ for (let i = 0; i < args.jointTemplate.length; i++) {
63
+ const j = args.jointTemplate[i];
64
+ jointIds[i] = t.archetypes.Node.insert({
65
+ position: j.position,
66
+ rotation: j.rotation,
67
+ scale: j.scale,
68
+ visible: true,
69
+ parent: 0,
70
+ });
71
+ }
72
+ for (let i = 0; i < args.jointTemplate.length; i++) {
73
+ const parentJoint = args.jointTemplate[i].parentJointIndex;
74
+ const parentId = parentJoint >= 0 ? jointIds[parentJoint] : args.modelRef;
75
+ t.update(jointIds[i], { parent: parentId });
76
+ }
77
+ t.archetypes._Skeleton.insert({
78
+ _skeletonJoints: jointIds,
79
+ _skeletonGeometry: args.geometryRef,
80
+ _skeletonModelRef: args.modelRef,
81
+ _skeletonInstanceBuffer: args.instanceBuffer,
82
+ _skeletonJointMatrixBuffer: args.jointMatrixBuffer,
83
+ _skeletonJointMatrixBindGroup: args.jointMatrixBindGroup,
84
+ });
85
+ if (args.clipRef !== null) {
86
+ t.archetypes.Animation.insert({
87
+ animationClipRef: args.clipRef,
88
+ animationTargets: jointIds,
89
+ animationTime: 0,
90
+ animationSpeed: 1,
91
+ animationLoop: true,
92
+ animationPlaying: true,
93
+ });
94
+ }
95
+ },
96
+ },
97
+ systems: {
98
+ skinningInitSystem: {
99
+ create: db => {
100
+ const initialized = new Set<number>();
101
+ let layoutCache: GPUBindGroupLayout | null = null;
102
+ return () => {
103
+ const { device } = db.store.resources;
104
+ if (!device) return;
105
+ if (!layoutCache) {
106
+ layoutCache = device.createBindGroupLayout({
107
+ entries: [
108
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
109
+ { binding: 1, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
110
+ ],
111
+ });
112
+ }
113
+ for (const arch of db.store.queryArchetypes(["geometry"])) {
114
+ const ids = arch.columns.id;
115
+ const geoRefs = arch.columns.geometry;
116
+ for (let i = 0; i < arch.rowCount; i++) {
117
+ const modelId = ids.get(i);
118
+ if (initialized.has(modelId)) continue;
119
+ const geoId = geoRefs.get(i);
120
+ const geo = db.store.read(geoId);
121
+ const template = geo?._skinJointTemplate;
122
+ if (!template || template.length === 0) continue;
123
+ initialized.add(modelId);
124
+
125
+ const instanceBuffer = device.createBuffer({
126
+ size: 64,
127
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
128
+ });
129
+ const matrixBuffer = device.createBuffer({
130
+ size: template.length * 64,
131
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
132
+ });
133
+ const matrixBindGroup = device.createBindGroup({
134
+ layout: layoutCache,
135
+ entries: [
136
+ { binding: 0, resource: { buffer: instanceBuffer } },
137
+ { binding: 1, resource: { buffer: matrixBuffer } },
138
+ ],
139
+ });
140
+ db.transactions.initSkeleton({
141
+ modelRef: modelId,
142
+ geometryRef: geoId,
143
+ jointTemplate: template,
144
+ instanceBuffer,
145
+ jointMatrixBuffer: matrixBuffer,
146
+ jointMatrixBindGroup: matrixBindGroup,
147
+ clipRef: geo?._animationClipRefs?.[0] ?? null,
148
+ });
149
+ }
150
+ }
151
+ };
152
+ },
153
+ schedule: { during: ["preUpdate"] },
154
+ },
155
+ skinningMatrixSystem: {
156
+ create: db => {
157
+ let scratch = new Float32Array(0);
158
+ return () => {
159
+ const { device } = db.store.resources;
160
+ if (!device) return;
161
+ for (const arch of db.store.queryArchetypes([
162
+ "_skeletonJoints",
163
+ "_skeletonGeometry",
164
+ "_skeletonModelRef",
165
+ "_skeletonInstanceBuffer",
166
+ "_skeletonJointMatrixBuffer",
167
+ ])) {
168
+ const jointsCol = arch.columns._skeletonJoints;
169
+ const geoCol = arch.columns._skeletonGeometry;
170
+ const modelCol = arch.columns._skeletonModelRef;
171
+ const instBufCol = arch.columns._skeletonInstanceBuffer;
172
+ const bufCol = arch.columns._skeletonJointMatrixBuffer;
173
+ for (let i = 0; i < arch.rowCount; i++) {
174
+ const joints = jointsCol.get(i);
175
+ const geoId = geoCol.get(i);
176
+ const modelId = modelCol.get(i);
177
+ const instanceBuffer = instBufCol.get(i);
178
+ const buffer = bufCol.get(i);
179
+ if (!buffer || !instanceBuffer) continue;
180
+ const ibm = db.store.get(geoId, "_skinInverseBindMatrices");
181
+ if (!ibm) continue;
182
+ const modelWorld = db.store.get(modelId, "_worldMatrix");
183
+ if (!modelWorld) continue;
184
+
185
+ // The vertex shader's `instances[0]` slot.
186
+ device.queue.writeBuffer(instanceBuffer, 0, new Float32Array(modelWorld));
187
+
188
+ const invModelWorld = Mat4x4.inverse(modelWorld);
189
+ if (scratch.length < joints.length * 16) {
190
+ scratch = new Float32Array(joints.length * 16);
191
+ }
192
+ for (let j = 0; j < joints.length; j++) {
193
+ const jw = db.store.get(joints[j], "_worldMatrix") ?? Mat4x4.identity;
194
+ // inverse(modelWorld) × jointWorld × IBM — leaves vertices in
195
+ // model-local space; vertex shader applies modelWorld separately.
196
+ const ibmJoint: Mat4x4 = [
197
+ ibm[j * 16 + 0], ibm[j * 16 + 1], ibm[j * 16 + 2], ibm[j * 16 + 3],
198
+ ibm[j * 16 + 4], ibm[j * 16 + 5], ibm[j * 16 + 6], ibm[j * 16 + 7],
199
+ ibm[j * 16 + 8], ibm[j * 16 + 9], ibm[j * 16 + 10], ibm[j * 16 + 11],
200
+ ibm[j * 16 + 12], ibm[j * 16 + 13], ibm[j * 16 + 14], ibm[j * 16 + 15],
201
+ ];
202
+ const m = Mat4x4.multiply(Mat4x4.multiply(invModelWorld, jw), ibmJoint);
203
+ scratch.set(m, j * 16);
204
+ }
205
+ device.queue.writeBuffer(buffer, 0, scratch, 0, joints.length * 16);
206
+ }
207
+ }
208
+ };
209
+ },
210
+ schedule: { during: ["preRender"], after: ["transformSystem"] },
211
+ },
212
+ },
213
+ });
@@ -0,0 +1,19 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { getStructLayout } from "@adobe/data/typed-buffer";
4
+ import { schema } from "./schema.js";
5
+
6
+ const sl = getStructLayout(schema);
7
+
8
+ export const layout: GPUVertexBufferLayout = {
9
+ arrayStride: sl.size,
10
+ stepMode: "vertex",
11
+ attributes: [
12
+ { format: "float32x3", offset: sl.fields["position"]!.offset, shaderLocation: 0 },
13
+ { format: "float32x3", offset: sl.fields["normal"]!.offset, shaderLocation: 1 },
14
+ { format: "float32x4", offset: sl.fields["tangent"]!.offset, shaderLocation: 2 },
15
+ { format: "float32x2", offset: sl.fields["uv"]!.offset, shaderLocation: 3 },
16
+ ],
17
+ };
18
+
19
+ export const stride = sl.size;
@@ -0,0 +1,4 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export * from "./schema.js";
4
+ export * from "./layout.js";
@@ -0,0 +1,17 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Vec2, Vec3, Vec4 } from "@adobe/data/math";
4
+ import { Schema } from "@adobe/data/schema";
5
+
6
+ export const schema = {
7
+ type: "object",
8
+ properties: {
9
+ position: Vec3.schema,
10
+ normal: Vec3.schema,
11
+ tangent: Vec4.schema,
12
+ uv: Vec2.schema,
13
+ },
14
+ required: ["position", "normal", "tangent", "uv"],
15
+ additionalProperties: false,
16
+ layout: "packed",
17
+ } as const satisfies Schema;
@@ -0,0 +1,8 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Schema } from "@adobe/data/schema";
4
+ import { schema } from "./schema.js";
5
+
6
+ export type StandardVertex = Schema.ToType<typeof schema>;
7
+
8
+ export * as StandardVertex from "./public.js";
@@ -0,0 +1,10 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import type { Vec3 } from "@adobe/data/math";
4
+
5
+ export interface ColorMaterialOptions {
6
+ color: readonly [number, number, number, number];
7
+ emissive?: Vec3;
8
+ metallic?: number;
9
+ roughness?: number;
10
+ }
@@ -0,0 +1,35 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ /**
4
+ * Bind group layout for a visible (PBR-style) material: a uniform buffer
5
+ * with the material factors, five 2D textures (baseColor, metallicRoughness,
6
+ * normal, occlusion, emissive), and a filtering sampler. Stable across
7
+ * renderer pipeline creation and the bind-group builders in `_modelLoader`
8
+ * and `VisibleMaterial.createColorBindGroup`.
9
+ */
10
+ export function createBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
11
+ const textureEntry = (binding: number): GPUBindGroupLayoutEntry => ({
12
+ binding,
13
+ visibility: GPUShaderStage.FRAGMENT,
14
+ texture: { sampleType: "float", viewDimension: "2d" },
15
+ });
16
+ return device.createBindGroupLayout({
17
+ entries: [
18
+ {
19
+ binding: 0,
20
+ visibility: GPUShaderStage.FRAGMENT,
21
+ buffer: { type: "uniform" },
22
+ },
23
+ textureEntry(1),
24
+ textureEntry(2),
25
+ textureEntry(3),
26
+ textureEntry(4),
27
+ textureEntry(5),
28
+ {
29
+ binding: 6,
30
+ visibility: GPUShaderStage.FRAGMENT,
31
+ sampler: { type: "filtering" },
32
+ },
33
+ ],
34
+ });
35
+ }
@@ -0,0 +1,40 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { createBindGroupLayout } from "./create-bind-group-layout.js";
4
+ import type { ColorMaterialOptions } from "./color-material-options.js";
5
+ import { createColorMaterial } from "../../scene/model/gltf/create-color-material.js";
6
+ import { createFallbackTextures } from "../../scene/model/gltf/decode-images.js";
7
+ import type { FallbackViews } from "../../scene/model/gltf/build-material-bind-group.js";
8
+
9
+ interface DeviceCache {
10
+ layout: GPUBindGroupLayout;
11
+ sampler: GPUSampler;
12
+ fallback: FallbackViews;
13
+ }
14
+
15
+ const cacheByDevice = new WeakMap<GPUDevice, DeviceCache>();
16
+
17
+ /**
18
+ * Builds a PBR material bind group from a flat color spec. The layout,
19
+ * sampler, and fallback textures are cached per-device, so calling this
20
+ * once per sphere/cube is cheap.
21
+ *
22
+ * The returned bind group is layout-compatible with the standard PBR
23
+ * pipeline (same layout structure as glTF-loaded materials).
24
+ */
25
+ export function createColorBindGroup(
26
+ device: GPUDevice,
27
+ options: ColorMaterialOptions,
28
+ ): GPUBindGroup {
29
+ let cache = cacheByDevice.get(device);
30
+ if (!cache) {
31
+ cache = {
32
+ layout: createBindGroupLayout(device),
33
+ sampler: device.createSampler({ magFilter: "linear", minFilter: "linear", mipmapFilter: "linear" }),
34
+ fallback: createFallbackTextures(device),
35
+ };
36
+ cacheByDevice.set(device, cache);
37
+ }
38
+ return createColorMaterial(device, cache.layout, cache.sampler, cache.fallback, options);
39
+ }
40
+
@@ -0,0 +1,6 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ export * from "./schema.js";
4
+ export { createBindGroupLayout } from "./create-bind-group-layout.js";
5
+ export { createColorBindGroup } from "./create-color-bind-group.js";
6
+ export type { ColorMaterialOptions } from "./color-material-options.js";
@@ -0,0 +1,25 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { F32, Vec3, Vec4 } from "@adobe/data/math";
4
+ import { Schema } from "@adobe/data/schema";
5
+
6
+ export const schema = {
7
+ type: "object",
8
+ properties: {
9
+ baseColorFactor: Vec4.schema,
10
+ emissiveFactor: Vec3.schema,
11
+ metallicFactor: F32.schema,
12
+ roughnessFactor: F32.schema,
13
+ normalScale: F32.schema,
14
+ occlusionStrength: F32.schema,
15
+ },
16
+ required: [
17
+ "baseColorFactor",
18
+ "emissiveFactor",
19
+ "metallicFactor",
20
+ "roughnessFactor",
21
+ "normalScale",
22
+ "occlusionStrength",
23
+ ],
24
+ additionalProperties: false,
25
+ } as const satisfies Schema;
@@ -0,0 +1,8 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Schema } from "@adobe/data/schema";
4
+ import { schema } from "./schema.js";
5
+
6
+ export type VisibleMaterial = Schema.ToType<typeof schema>;
7
+
8
+ export * as VisibleMaterial from "./public.js";
@@ -0,0 +1,37 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import { Database } from "@adobe/data/ecs";
4
+ import { Vec3 } from "@adobe/data/math";
5
+ import type { Light } from "./light.js";
6
+
7
+ /**
8
+ * Authored lighting state — a directional light plus optional image-based
9
+ * lighting from an HDR environment.
10
+ *
11
+ * The `sceneUniforms` system packs these into the GPU uniform buffer the
12
+ * renderers consume; the `iblInitSystem` fetches and bakes the IBL textures
13
+ * from `light.environmentUrl`.
14
+ */
15
+ export const light = Database.Plugin.create({
16
+ resources: {
17
+ light: {
18
+ default: {
19
+ direction: Vec3.normalize([-1, -3, -10]),
20
+ color: [1.0, 1.0, 1.0],
21
+ ambientStrength: 0.5,
22
+ environmentUrl: null,
23
+ } satisfies Light as Light,
24
+ },
25
+ },
26
+ transactions: {
27
+ setLight(t, args: Partial<Light>) {
28
+ const cur = t.resources.light;
29
+ t.resources.light = {
30
+ direction: args.direction !== undefined ? Vec3.normalize(args.direction) : cur.direction,
31
+ color: args.color ?? cur.color,
32
+ ambientStrength: args.ambientStrength ?? cur.ambientStrength,
33
+ environmentUrl: args.environmentUrl !== undefined ? args.environmentUrl : cur.environmentUrl,
34
+ };
35
+ },
36
+ },
37
+ });
@@ -0,0 +1,18 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import type { Vec3 } from "@adobe/data/math";
4
+
5
+ /**
6
+ * Lighting state — one directional light plus optional image-based lighting
7
+ * from an HDR environment map. Setting `environmentUrl` triggers the IBL
8
+ * bake; it's the only field consumed for setup rather than as direct shader
9
+ * input.
10
+ */
11
+ export interface Light {
12
+ direction: Vec3;
13
+ color: Vec3;
14
+ ambientStrength: number;
15
+ environmentUrl: string | null;
16
+ }
17
+
18
+ export * as Light from "./public.js";
@@ -0,0 +1 @@
1
+ export { light as plugin } from "./light-plugin.js";
@@ -0,0 +1,12 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ /**
4
+ * One row of the `Geometry` archetype — an asset identified by URL. The
5
+ * model loader fetches the URL, then writes derived state (`_bounds`,
6
+ * primitive entities, animation clips) onto the same row.
7
+ */
8
+ export interface Geometry {
9
+ modelUrl: string;
10
+ }
11
+
12
+ export * as Geometry from "./public.js";
@@ -0,0 +1,4 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ // Reserved for future Geometry helpers (e.g. bounds queries).
4
+ export {};
@@ -0,0 +1,53 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+
3
+ import {
4
+ ACCESSOR_TYPE_COMPONENTS,
5
+ COMPONENT_TYPE,
6
+ type GltfAccessor,
7
+ type GltfAsset,
8
+ } from "./gltf-schema.js";
9
+
10
+ /**
11
+ * Returns a typed-array view over the buffer slice referenced by an accessor.
12
+ * Assumes tightly packed data (no byteStride). For interleaved attributes a
13
+ * different reader would be needed — glTF primitives commonly use separate buffer
14
+ * views per attribute so this is sufficient for the standard case.
15
+ */
16
+ export function readAccessor(
17
+ gltf: GltfAsset,
18
+ bin: ArrayBuffer,
19
+ accessorIndex: number,
20
+ ): Float32Array | Uint16Array | Uint32Array | Uint8Array {
21
+ const accessor = gltf.accessors?.[accessorIndex];
22
+ if (!accessor) throw new Error(`Accessor ${accessorIndex} not found`);
23
+ const bv = gltf.bufferViews?.[accessor.bufferView ?? -1];
24
+ if (!bv) throw new Error(`BufferView for accessor ${accessorIndex} not found`);
25
+
26
+ const componentCount = ACCESSOR_TYPE_COMPONENTS[accessor.type];
27
+ const totalElements = accessor.count * componentCount;
28
+ const offset = (bv.byteOffset ?? 0) + (accessor.byteOffset ?? 0);
29
+
30
+ switch (accessor.componentType) {
31
+ case COMPONENT_TYPE.FLOAT:
32
+ return new Float32Array(bin, offset, totalElements);
33
+ case COMPONENT_TYPE.UNSIGNED_SHORT:
34
+ return new Uint16Array(bin, offset, totalElements);
35
+ case COMPONENT_TYPE.UNSIGNED_INT:
36
+ return new Uint32Array(bin, offset, totalElements);
37
+ case COMPONENT_TYPE.UNSIGNED_BYTE:
38
+ return new Uint8Array(bin, offset, totalElements);
39
+ default:
40
+ throw new Error(`Unsupported componentType ${accessor.componentType}`);
41
+ }
42
+ }
43
+
44
+ export function readImageBytes(gltf: GltfAsset, bin: ArrayBuffer, imageIndex: number): Uint8Array {
45
+ const image = gltf.images?.[imageIndex];
46
+ if (!image) throw new Error(`Image ${imageIndex} not found`);
47
+ if (image.bufferView === undefined) {
48
+ throw new Error(`Image ${imageIndex} has no bufferView (external URIs not supported)`);
49
+ }
50
+ const bv = gltf.bufferViews?.[image.bufferView];
51
+ if (!bv) throw new Error(`BufferView for image ${imageIndex} not found`);
52
+ return new Uint8Array(bin, bv.byteOffset ?? 0, bv.byteLength);
53
+ }