@babylonjs/lite 1.0.1 → 1.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (212) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +51 -0
  3. package/THIRD_PARTY_NOTICES.txt +318 -0
  4. package/{_mat4-storage-f64-BW9sTaVh.js → _mat4-storage-f64-WeexU-hd.js} +2 -2
  5. package/{_mat4-storage-f64-BW9sTaVh.js.map → _mat4-storage-f64-WeexU-hd.js.map} +1 -1
  6. package/{alpha-test-fragment-eUG971h3.js → alpha-test-fragment-x2mnjLgC.js} +2 -2
  7. package/{alpha-test-fragment-eUG971h3.js.map → alpha-test-fragment-x2mnjLgC.js.map} +1 -1
  8. package/{background-dds-skybox-BwG0kYQP.js → background-dds-skybox-BpcDr-9c.js} +3 -3
  9. package/{background-dds-skybox-BwG0kYQP.js.map → background-dds-skybox-BpcDr-9c.js.map} +1 -1
  10. package/{background-ground-DiFpKJzF.js → background-ground-Bm6gjWqx.js} +2 -2
  11. package/{background-ground-DiFpKJzF.js.map → background-ground-Bm6gjWqx.js.map} +1 -1
  12. package/{background-hdr-skybox-DIgJhvfj.js → background-hdr-skybox-CSFo8RX6.js} +3 -3
  13. package/{background-hdr-skybox-DIgJhvfj.js.map → background-hdr-skybox-CSFo8RX6.js.map} +1 -1
  14. package/{background-solid-skybox--fqHdan_.js → background-solid-skybox-DOOBeDIz.js} +2 -2
  15. package/{background-solid-skybox--fqHdan_.js.map → background-solid-skybox-DOOBeDIz.js.map} +1 -1
  16. package/{billboard-renderable-HY2XCd52.js → billboard-renderable-IJfCpeDS.js} +2 -2
  17. package/{billboard-renderable-HY2XCd52.js.map → billboard-renderable-IJfCpeDS.js.map} +1 -1
  18. package/{clamp-block-XHdUk2Va.js → clamp-block-BD_t8I89.js} +2 -2
  19. package/{clamp-block-XHdUk2Va.js.map → clamp-block-BD_t8I89.js.map} +1 -1
  20. package/{clearcoat-fragment-CHYw8MPB.js → clearcoat-fragment-Dj7vGX2u.js} +2 -2
  21. package/{clearcoat-fragment-CHYw8MPB.js.map → clearcoat-fragment-Dj7vGX2u.js.map} +1 -1
  22. package/{create-skeleton-9tdiUjRP.js → create-skeleton-s0hjrC3A.js} +2 -2
  23. package/{create-skeleton-9tdiUjRP.js.map → create-skeleton-s0hjrC3A.js.map} +1 -1
  24. package/{cubemap-skybox-material-DqQ0dyz8.js → cubemap-skybox-material-8lzbgi7K.js} +2 -2
  25. package/{cubemap-skybox-material-DqQ0dyz8.js.map → cubemap-skybox-material-8lzbgi7K.js.map} +1 -1
  26. package/{curve-block-S27sXrJQ.js → curve-block-Ditr4R7V.js} +2 -2
  27. package/{curve-block-S27sXrJQ.js.map → curve-block-Ditr4R7V.js.map} +1 -1
  28. package/{emissive-fragment-CZMQ0_bF.js → emissive-fragment-BOAezkfk.js} +2 -2
  29. package/{emissive-fragment-CZMQ0_bF.js.map → emissive-fragment-BOAezkfk.js.map} +1 -1
  30. package/{esm-shadow-view-Cl36rOrK.js → esm-shadow-view-DRpyRAfa.js} +2 -2
  31. package/{esm-shadow-view-Cl36rOrK.js.map → esm-shadow-view-DRpyRAfa.js.map} +1 -1
  32. package/{esm-shadow-view-CUwxbnMR.js → esm-shadow-view-DmIORQGZ.js} +2 -2
  33. package/{esm-shadow-view-CUwxbnMR.js.map → esm-shadow-view-DmIORQGZ.js.map} +1 -1
  34. package/{esm-shadow-view-DKQ-FSoV.js → esm-shadow-view-JCPaOOi7.js} +2 -2
  35. package/{esm-shadow-view-DKQ-FSoV.js.map → esm-shadow-view-JCPaOOi7.js.map} +1 -1
  36. package/{gaussian-splatting-pipeline-sh-DDo7QQ8l.js → gaussian-splatting-pipeline-sh-B30Mu56i.js} +2 -2
  37. package/{gaussian-splatting-pipeline-sh-DDo7QQ8l.js.map → gaussian-splatting-pipeline-sh-B30Mu56i.js.map} +1 -1
  38. package/{geometry-texture-output-BmuAquio.js → geometry-texture-output-DURiaJ_n.js} +2 -2
  39. package/{geometry-texture-output-BmuAquio.js.map → geometry-texture-output-DURiaJ_n.js.map} +1 -1
  40. package/{geometry-view-xWZmq799.js → geometry-view-DRrscyWU.js} +4 -4
  41. package/{geometry-view-xWZmq799.js.map → geometry-view-DRrscyWU.js.map} +1 -1
  42. package/{gltf-animation-Bq7k_5HA.js → gltf-animation-BjnXkop6.js} +2 -2
  43. package/{gltf-animation-Bq7k_5HA.js.map → gltf-animation-BjnXkop6.js.map} +1 -1
  44. package/{gltf-ext-basisu-C5teqxzQ.js → gltf-ext-basisu-DtzVV1Xx.js} +2 -2
  45. package/{gltf-ext-basisu-C5teqxzQ.js.map → gltf-ext-basisu-DtzVV1Xx.js.map} +1 -1
  46. package/{gltf-ext-node-visibility-DnGTKkMf.js → gltf-ext-node-visibility-BhX0DmiP.js} +2 -2
  47. package/{gltf-ext-node-visibility-DnGTKkMf.js.map → gltf-ext-node-visibility-BhX0DmiP.js.map} +1 -1
  48. package/{gltf-ext-quantization-DheC7FhB.js → gltf-ext-quantization-DaymajCR.js} +2 -2
  49. package/{gltf-ext-quantization-DheC7FhB.js.map → gltf-ext-quantization-DaymajCR.js.map} +1 -1
  50. package/{gltf-ext-uv-transform-DljdVllE.js → gltf-ext-uv-transform-DFmNJ8kA.js} +2 -2
  51. package/{gltf-ext-uv-transform-DljdVllE.js.map → gltf-ext-uv-transform-DFmNJ8kA.js.map} +1 -1
  52. package/{gltf-feature-animation-pointer-DVhymFLK.js → gltf-feature-animation-pointer-C40tqOhL.js} +3 -3
  53. package/{gltf-feature-animation-pointer-DVhymFLK.js.map → gltf-feature-animation-pointer-C40tqOhL.js.map} +1 -1
  54. package/{gltf-feature-animations-hxC3y3bJ.js → gltf-feature-animations-v0S_yb4T.js} +2 -2
  55. package/{gltf-feature-animations-hxC3y3bJ.js.map → gltf-feature-animations-v0S_yb4T.js.map} +1 -1
  56. package/{gltf-feature-draco-B7Q_cMUv.js → gltf-feature-draco-CljWrsna.js} +2 -2
  57. package/{gltf-feature-draco-B7Q_cMUv.js.map → gltf-feature-draco-CljWrsna.js.map} +1 -1
  58. package/{gltf-feature-gpu-instancing-C7sRzWv7.js → gltf-feature-gpu-instancing-BoeSm6Tn.js} +2 -2
  59. package/{gltf-feature-gpu-instancing-C7sRzWv7.js.map → gltf-feature-gpu-instancing-BoeSm6Tn.js.map} +1 -1
  60. package/{gltf-feature-lights-punctual-DF7kya14.js → gltf-feature-lights-punctual-BCTwgyi_.js} +5 -5
  61. package/{gltf-feature-lights-punctual-DF7kya14.js.map → gltf-feature-lights-punctual-BCTwgyi_.js.map} +1 -1
  62. package/{gltf-feature-meshopt-DRG9hEqT.js → gltf-feature-meshopt-DItMkOMt.js} +2 -2
  63. package/{gltf-feature-meshopt-DRG9hEqT.js.map → gltf-feature-meshopt-DItMkOMt.js.map} +1 -1
  64. package/{gltf-feature-morph-DZydYgWp.js → gltf-feature-morph-Cv0mEYIq.js} +3 -3
  65. package/{gltf-feature-morph-DZydYgWp.js.map → gltf-feature-morph-Cv0mEYIq.js.map} +1 -1
  66. package/{gltf-feature-registry-DeYdy3DV.js → gltf-feature-registry-wNbt6UC-.js} +15 -15
  67. package/{gltf-feature-registry-DeYdy3DV.js.map → gltf-feature-registry-wNbt6UC-.js.map} +1 -1
  68. package/{gltf-feature-skeleton-B9och1W0.js → gltf-feature-skeleton-Deh2UBAn.js} +3 -3
  69. package/{gltf-feature-skeleton-B9och1W0.js.map → gltf-feature-skeleton-Deh2UBAn.js.map} +1 -1
  70. package/{gltf-feature-variants-CY_Qft7f.js → gltf-feature-variants-DGSdFNJq.js} +2 -2
  71. package/{gltf-feature-variants-CY_Qft7f.js.map → gltf-feature-variants-DGSdFNJq.js.map} +1 -1
  72. package/{gltf-glb-parser-CqOeXFOz.js → gltf-glb-parser-DSQWsT4r.js} +2 -2
  73. package/{gltf-glb-parser-CqOeXFOz.js.map → gltf-glb-parser-DSQWsT4r.js.map} +1 -1
  74. package/{gltf-interleave-DWf27t-h.js → gltf-interleave-OBqmlu-h.js} +11 -4
  75. package/gltf-interleave-OBqmlu-h.js.map +1 -0
  76. package/{gltf-normals-b2h74380.js → gltf-normals-D_P0KA4b.js} +10 -2
  77. package/gltf-normals-D_P0KA4b.js.map +1 -0
  78. package/{gltf-pbr-builder-ext-DvFxuOqN.js → gltf-pbr-builder-ext-3imk8Tev.js} +2 -2
  79. package/{gltf-pbr-builder-ext-DvFxuOqN.js.map → gltf-pbr-builder-ext-3imk8Tev.js.map} +1 -1
  80. package/{gltf-variants-CUvzYGYX.js → gltf-variants-Dyr54wwg.js} +4 -4
  81. package/{gltf-variants-CUvzYGYX.js.map → gltf-variants-Dyr54wwg.js.map} +1 -1
  82. package/{gpu-task-timer-Dgkff80h.js → gpu-task-timer-DVBNZfq5.js} +2 -2
  83. package/{gpu-task-timer-Dgkff80h.js.map → gpu-task-timer-DVBNZfq5.js.map} +1 -1
  84. package/{gs-picking-pipeline-55sM5LzV.js → gs-picking-pipeline-CERN-Trj.js} +2 -2
  85. package/{gs-picking-pipeline-55sM5LzV.js.map → gs-picking-pipeline-CERN-Trj.js.map} +1 -1
  86. package/{havok-floating-origin-5xp32P-C.js → havok-floating-origin-VVdJRUYc.js} +2 -2
  87. package/{havok-floating-origin-5xp32P-C.js.map → havok-floating-origin-VVdJRUYc.js.map} +1 -1
  88. package/{index-CYZDclhF.js → index-7Bk-uLSM.js} +2 -2
  89. package/{index-CYZDclhF.js.map → index-7Bk-uLSM.js.map} +1 -1
  90. package/{index-C-tEgwbZ.js → index-BgY3QEzL.js} +2817 -1166
  91. package/index-BgY3QEzL.js.map +1 -0
  92. package/{index-SMJ67XwT.js → index-Dr5LK2tg.js} +2 -2
  93. package/{index-SMJ67XwT.js.map → index-Dr5LK2tg.js.map} +1 -1
  94. package/index.d.ts +572 -18
  95. package/index.js +499 -464
  96. package/{input-block-DbRYCnet.js → input-block-DjdlndCL.js} +2 -2
  97. package/{input-block-DbRYCnet.js.map → input-block-DjdlndCL.js.map} +1 -1
  98. package/{iridescence-fragment-S3Ko1jvC.js → iridescence-fragment-kfsCs8lN.js} +2 -2
  99. package/{iridescence-fragment-S3Ko1jvC.js.map → iridescence-fragment-kfsCs8lN.js.map} +1 -1
  100. package/{light-block-CAqWkucp.js → light-block-qjCrz3de.js} +2 -2
  101. package/{light-block-CAqWkucp.js.map → light-block-qjCrz3de.js.map} +1 -1
  102. package/{loop-block-ch-biPFY.js → loop-block-C8vkQ2bz.js} +2 -2
  103. package/{loop-block-ch-biPFY.js.map → loop-block-C8vkQ2bz.js.map} +1 -1
  104. package/{manifold-AS8POaOr.js → manifold-DeXMNgxT.js} +3 -3
  105. package/{manifold-AS8POaOr.js.map → manifold-DeXMNgxT.js.map} +1 -1
  106. package/{morph-fragment-D9he3Ksk.js → morph-fragment-NpZYyIIU.js} +2 -2
  107. package/{morph-fragment-D9he3Ksk.js.map → morph-fragment-NpZYyIIU.js.map} +1 -1
  108. package/{multilight-wgsl-74aXpcJG.js → multilight-wgsl-I5SncF0q.js} +2 -2
  109. package/{multilight-wgsl-74aXpcJG.js.map → multilight-wgsl-I5SncF0q.js.map} +1 -1
  110. package/{node-env-B2bjGcMS.js → node-env-D7Aee08u.js} +2 -2
  111. package/{node-env-B2bjGcMS.js.map → node-env-D7Aee08u.js.map} +1 -1
  112. package/{node-geometry-view-CSXlEAhG.js → node-geometry-view-DfKXWNfV.js} +3 -3
  113. package/{node-geometry-view-CSXlEAhG.js.map → node-geometry-view-DfKXWNfV.js.map} +1 -1
  114. package/{node-registry-extra-compat-BEQH_ksg.js → node-registry-extra-compat-CDLeBR1P.js} +2 -2
  115. package/{node-registry-extra-compat-BEQH_ksg.js.map → node-registry-extra-compat-CDLeBR1P.js.map} +1 -1
  116. package/{node-registry-extra-math-Bm32WBAa.js → node-registry-extra-math-BA8_l4lB.js} +2 -2
  117. package/{node-registry-extra-math-Bm32WBAa.js.map → node-registry-extra-math-BA8_l4lB.js.map} +1 -1
  118. package/{node-renderable-BMHny4tC.js → node-renderable-EwLLnaL1.js} +2 -2
  119. package/{node-renderable-BMHny4tC.js.map → node-renderable-EwLLnaL1.js.map} +1 -1
  120. package/{node-shadow-BRiz7CT1.js → node-shadow-CeTmT6g4.js} +2 -2
  121. package/{node-shadow-BRiz7CT1.js.map → node-shadow-CeTmT6g4.js.map} +1 -1
  122. package/{normal-map-fragment-sE3TjF4U.js → normal-map-fragment-BHImLyM-.js} +2 -2
  123. package/{normal-map-fragment-sE3TjF4U.js.map → normal-map-fragment-BHImLyM-.js.map} +1 -1
  124. package/package.json +10 -3
  125. package/{parse-camera-CmZBS423.js → parse-camera-5IGdctAS.js} +2 -2
  126. package/{parse-camera-CmZBS423.js.map → parse-camera-5IGdctAS.js.map} +1 -1
  127. package/{pbr-geometry-view-T3vMABM8.js → pbr-geometry-view-Dthf9Aut.js} +3 -3
  128. package/{pbr-geometry-view-T3vMABM8.js.map → pbr-geometry-view-Dthf9Aut.js.map} +1 -1
  129. package/{pbr-metallic-roughness-block-full-CHC8w-Uv.js → pbr-metallic-roughness-block-full-DD6zI_Lx.js} +2 -2
  130. package/{pbr-metallic-roughness-block-full-CHC8w-Uv.js.map → pbr-metallic-roughness-block-full-DD6zI_Lx.js.map} +1 -1
  131. package/{pbr-metallic-roughness-block-DbozMlHU.js → pbr-metallic-roughness-block-g7wjzwN_.js} +2 -2
  132. package/{pbr-metallic-roughness-block-DbozMlHU.js.map → pbr-metallic-roughness-block-g7wjzwN_.js.map} +1 -1
  133. package/{pbr-mr-helper-core-DGRgbRXl.js → pbr-mr-helper-core-CWROQ7OA.js} +2 -2
  134. package/{pbr-mr-helper-core-DGRgbRXl.js.map → pbr-mr-helper-core-CWROQ7OA.js.map} +1 -1
  135. package/{pbr-refraction-CquDP9JO.js → pbr-refraction-Dxsm_gii.js} +2 -2
  136. package/{pbr-refraction-CquDP9JO.js.map → pbr-refraction-Dxsm_gii.js.map} +1 -1
  137. package/{pbr-renderable-CaHKHU0g.js → pbr-renderable-CuKWalEM.js} +22 -22
  138. package/{pbr-renderable-CaHKHU0g.js.map → pbr-renderable-CuKWalEM.js.map} +1 -1
  139. package/{pbr-shadow-fragment-DmnNe6yz.js → pbr-shadow-fragment-waeIBQUq.js} +2 -2
  140. package/{pbr-shadow-fragment-DmnNe6yz.js.map → pbr-shadow-fragment-waeIBQUq.js.map} +1 -1
  141. package/{pbr-tracking-Bo7RTANK.js → pbr-tracking-CdeqbBrh.js} +2 -2
  142. package/{pbr-tracking-Bo7RTANK.js.map → pbr-tracking-CdeqbBrh.js.map} +1 -1
  143. package/{pbr-transmission-ext-CoGcJBGE.js → pbr-transmission-ext-BNiXngZc.js} +2 -2
  144. package/{pbr-transmission-ext-CoGcJBGE.js.map → pbr-transmission-ext-BNiXngZc.js.map} +1 -1
  145. package/{recast-navigation.wasm-DG_0AFuk.js → recast-navigation.wasm-VC4lGlEe.js} +3 -3
  146. package/{recast-navigation.wasm-DG_0AFuk.js.map → recast-navigation.wasm-VC4lGlEe.js.map} +1 -1
  147. package/{recast-navigation.wasm-compat-C-Bf2ylB.js → recast-navigation.wasm-compat-CTwYOzRz.js} +3 -3
  148. package/{recast-navigation.wasm-compat-C-Bf2ylB.js.map → recast-navigation.wasm-compat-CTwYOzRz.js.map} +1 -1
  149. package/{reflectance-fragment-CExe6qDY.js → reflectance-fragment-BQFZ_pgy.js} +2 -2
  150. package/{reflectance-fragment-CExe6qDY.js.map → reflectance-fragment-BQFZ_pgy.js.map} +1 -1
  151. package/{rgbd-decode-DkiiiIlt.js → rgbd-decode-duTlXMWd.js} +2 -2
  152. package/{rgbd-decode-DkiiiIlt.js.map → rgbd-decode-duTlXMWd.js.map} +1 -1
  153. package/{screenshot-readback-avr_tYGZ.js → screenshot-readback-DnxR4rhp.js} +2 -2
  154. package/{screenshot-readback-avr_tYGZ.js.map → screenshot-readback-DnxR4rhp.js.map} +1 -1
  155. package/{shader-composer-CZagsJDS.js → shader-composer-CBy2i8nU.js} +2 -2
  156. package/{shader-composer-CZagsJDS.js.map → shader-composer-CBy2i8nU.js.map} +1 -1
  157. package/{shader-renderable-D5sbgzxt.js → shader-renderable-DVMVD6zP.js} +4 -4
  158. package/{shader-renderable-D5sbgzxt.js.map → shader-renderable-DVMVD6zP.js.map} +1 -1
  159. package/{shader-thin-instance-CkQ8rrfH.js → shader-thin-instance-CsDo3ULk.js} +2 -2
  160. package/{shader-thin-instance-CkQ8rrfH.js.map → shader-thin-instance-CsDo3ULk.js.map} +1 -1
  161. package/{sheen-fragment-BEigjpTX.js → sheen-fragment-B_Jd7wrr.js} +2 -2
  162. package/{sheen-fragment-BEigjpTX.js.map → sheen-fragment-B_Jd7wrr.js.map} +1 -1
  163. package/{singlelight-directional-wgsl-Ccsk-ys3.js → singlelight-directional-wgsl-Bw84txva.js} +2 -2
  164. package/{singlelight-directional-wgsl-Ccsk-ys3.js.map → singlelight-directional-wgsl-Bw84txva.js.map} +1 -1
  165. package/{singlelight-hemispheric-wgsl-DL-jpc97.js → singlelight-hemispheric-wgsl-DjxhgI8r.js} +2 -2
  166. package/{singlelight-hemispheric-wgsl-DL-jpc97.js.map → singlelight-hemispheric-wgsl-DjxhgI8r.js.map} +1 -1
  167. package/{singlelight-point-wgsl-hYmiP6ys.js → singlelight-point-wgsl-iA1aRkXA.js} +2 -2
  168. package/{singlelight-point-wgsl-hYmiP6ys.js.map → singlelight-point-wgsl-iA1aRkXA.js.map} +1 -1
  169. package/{singlelight-spot-wgsl-DSjp1p1C.js → singlelight-spot-wgsl-MDdTdstF.js} +2 -2
  170. package/{singlelight-spot-wgsl-DSjp1p1C.js.map → singlelight-spot-wgsl-MDdTdstF.js.map} +1 -1
  171. package/{skeleton-fragment-B__bUbPK.js → skeleton-fragment-COdHWFcK.js} +2 -2
  172. package/{skeleton-fragment-B__bUbPK.js.map → skeleton-fragment-COdHWFcK.js.map} +1 -1
  173. package/{skybox-renderable-BH6uUkal.js → skybox-renderable-DJYkfw32.js} +2 -2
  174. package/{skybox-renderable-BH6uUkal.js.map → skybox-renderable-DJYkfw32.js.map} +1 -1
  175. package/{splat-ply-compressed-BGNK6dnh.js → splat-ply-compressed-SxMlsKNK.js} +2 -2
  176. package/{splat-ply-compressed-BGNK6dnh.js.map → splat-ply-compressed-SxMlsKNK.js.map} +1 -1
  177. package/{standard-pipeline-BvFynkwL.js → standard-pipeline-DXFOUqU_.js} +3 -3
  178. package/{standard-pipeline-BvFynkwL.js.map → standard-pipeline-DXFOUqU_.js.map} +1 -1
  179. package/{standard-renderable-1Q3zemys.js → standard-renderable-BAc-i-ig.js} +3 -3
  180. package/{standard-renderable-1Q3zemys.js.map → standard-renderable-BAc-i-ig.js.map} +1 -1
  181. package/{std-ambient-fragment-__F1KTEu.js → std-ambient-fragment-P8dHZ4An.js} +2 -2
  182. package/{std-ambient-fragment-__F1KTEu.js.map → std-ambient-fragment-P8dHZ4An.js.map} +1 -1
  183. package/{std-cube-reflection-fragment-DidM0byH.js → std-cube-reflection-fragment-CF03MuQt.js} +2 -2
  184. package/{std-cube-reflection-fragment-DidM0byH.js.map → std-cube-reflection-fragment-CF03MuQt.js.map} +1 -1
  185. package/{std-emissive-fragment-Bj62X4Np.js → std-emissive-fragment-P8yJGclx.js} +2 -2
  186. package/{std-emissive-fragment-Bj62X4Np.js.map → std-emissive-fragment-P8yJGclx.js.map} +1 -1
  187. package/{std-lightmap-fragment-DXvfWvKc.js → std-lightmap-fragment-CymEG79z.js} +9 -6
  188. package/std-lightmap-fragment-CymEG79z.js.map +1 -0
  189. package/{std-opacity-fragment-BzMMb1K_.js → std-opacity-fragment-DLa1zV06.js} +2 -2
  190. package/{std-opacity-fragment-BzMMb1K_.js.map → std-opacity-fragment-DLa1zV06.js.map} +1 -1
  191. package/{std-reflection-fragment-DC9Kvu1C.js → std-reflection-fragment-BLySsYos.js} +2 -2
  192. package/{std-reflection-fragment-DC9Kvu1C.js.map → std-reflection-fragment-BLySsYos.js.map} +1 -1
  193. package/{std-shadow-fragment-BnMHeF1-.js → std-shadow-fragment-C_q27Mdi.js} +2 -2
  194. package/{std-shadow-fragment-BnMHeF1-.js.map → std-shadow-fragment-C_q27Mdi.js.map} +1 -1
  195. package/{std-specular-fragment-Bio681OG.js → std-specular-fragment-CaBXyAWY.js} +2 -2
  196. package/{std-specular-fragment-Bio681OG.js.map → std-specular-fragment-CaBXyAWY.js.map} +1 -1
  197. package/{std-tracking-BTcrry2o.js → std-tracking-Bw61Dv98.js} +2 -2
  198. package/{std-tracking-BTcrry2o.js.map → std-tracking-Bw61Dv98.js.map} +1 -1
  199. package/{subsurface-fragment-DpKib445.js → subsurface-fragment-BNQoG9gr.js} +2 -2
  200. package/{subsurface-fragment-DpKib445.js.map → subsurface-fragment-BNQoG9gr.js.map} +1 -1
  201. package/{thin-instance-cull-binding-DwZi7mlE.js → thin-instance-cull-binding-BNC5JiGw.js} +3 -3
  202. package/{thin-instance-cull-binding-DwZi7mlE.js.map → thin-instance-cull-binding-BNC5JiGw.js.map} +1 -1
  203. package/{thin-instance-gpu-uY2NOv0J.js → thin-instance-gpu-C1DGstap.js} +2 -2
  204. package/{thin-instance-gpu-uY2NOv0J.js.map → thin-instance-gpu-C1DGstap.js.map} +1 -1
  205. package/{tracking-primitives-Ck5bgCuo.js → tracking-primitives-CMBWLxGr.js} +2 -2
  206. package/{tracking-primitives-Ck5bgCuo.js.map → tracking-primitives-CMBWLxGr.js.map} +1 -1
  207. package/{unlit-fragment-nc6hu3Mw.js → unlit-fragment-BsHrS9XX.js} +2 -2
  208. package/{unlit-fragment-nc6hu3Mw.js.map → unlit-fragment-BsHrS9XX.js.map} +1 -1
  209. package/gltf-interleave-DWf27t-h.js.map +0 -1
  210. package/gltf-normals-b2h74380.js.map +0 -1
  211. package/index-C-tEgwbZ.js.map +0 -1
  212. package/std-lightmap-fragment-DXvfWvKc.js.map +0 -1
@@ -1,9 +1,16 @@
1
- import { g as TYPE_SIZES, h as computeAabb, i as initMeshTransform, U as U32, a as F32, r as resolveAccessor, e as U8, j as U16, D as DV, k as createMappedBuffer, B as BU } from "./index-C-tEgwbZ.js";
1
+ import { g as TYPE_SIZES, h as computeAabb, i as initMeshTransform, U as U32, a as F32, r as resolveAccessor, e as U8, j as U16, D as DV, k as createMappedBuffer, B as BU } from "./index-BgY3QEzL.js";
2
2
  const FLOAT = 5126;
3
3
  const UNSIGNED_SHORT = 5123;
4
4
  const UNSIGNED_INT = 5125;
5
5
  const UNSIGNED_BYTE = 5121;
6
6
  const COMP_BYTES = { [UNSIGNED_BYTE]: 1, [UNSIGNED_SHORT]: 2, [UNSIGNED_INT]: 4, [FLOAT]: 4 };
7
+ function createSequentialIndices(vertexCount) {
8
+ const indices = vertexCount > 65535 ? new U32(vertexCount) : new U16(vertexCount);
9
+ for (let i = 0; i < vertexCount; i++) {
10
+ indices[i] = i;
11
+ }
12
+ return indices;
13
+ }
7
14
  function accessorIsStrided(json, idx) {
8
15
  const a = json.accessors[idx];
9
16
  const bv = json.bufferViews[a.bufferView];
@@ -95,7 +102,7 @@ function buildInterleavedPartial(json, binChunk, primitive, worldMatrix, nodeIdx
95
102
  uvs = new F32(vertexCount * 2);
96
103
  }
97
104
  const idxData = primitive.indices !== void 0 ? resolveAccessor(json, binChunk, primitive.indices) : null;
98
- const indices = idxData ? idxData._data instanceof U32 ? new U32(idxData._data) : idxData._data instanceof U8 ? Uint16Array.from(idxData._data) : new U16(idxData._data.buffer, idxData._data.byteOffset, idxData._count) : new U16(0);
105
+ const indices = idxData ? idxData._data instanceof U32 ? new U32(idxData._data) : idxData._data instanceof U8 ? Uint16Array.from(idxData._data) : new U16(idxData._data.buffer, idxData._data.byteOffset, idxData._count) : createSequentialIndices(vertexCount);
99
106
  return {
100
107
  _positions: positions,
101
108
  _normals: normals,
@@ -105,7 +112,7 @@ function buildInterleavedPartial(json, binChunk, primitive, worldMatrix, nodeIdx
105
112
  _colors: colors,
106
113
  _indices: indices,
107
114
  _vertexCount: vertexCount,
108
- _indexCount: (idxData == null ? void 0 : idxData._count) ?? 0,
115
+ _indexCount: indices.length,
109
116
  _worldMatrix: worldMatrix,
110
117
  _vb: vb,
111
118
  _nodeIndex: nodeIdx,
@@ -237,4 +244,4 @@ export {
237
244
  computeAabbStrided,
238
245
  installLazyCpu
239
246
  };
240
- //# sourceMappingURL=gltf-interleave-DWf27t-h.js.map
247
+ //# sourceMappingURL=gltf-interleave-OBqmlu-h.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gltf-interleave-OBqmlu-h.js","sources":["../src/loader-gltf/gltf-interleave.ts"],"sourcesContent":["/**\n * Interleaved (strided) glTF vertex-buffer support — dynamically imported.\n *\n * The engine renders interleaved attributes genuinely: the raw strided\n * bufferView slice is uploaded ONCE as a shared GPU buffer and bound to each\n * attribute at its byte offset with the pipeline's vertex `arrayStride` set to\n * the bufferView byteStride. The loader never rewrites the asset.\n *\n * This whole module is loaded via `await import()` only when an asset actually\n * contains an interleaved bufferView, so non-interleaved scenes pay ZERO bundle\n * cost. The tight CPU copy of position/normal/uv (for AABB, picking, CSG, …) is\n * de-strided LAZILY — only on first CPU read via `installLazyCpu` — so scenes\n * that only render never materialize it.\n */\n\nimport { F32, U32, U16, U8, DV } from \"../engine/typed-arrays.js\";\nimport { BU } from \"../engine/gpu-flags.js\";\nimport type { Mat4 } from \"../math/types.js\";\nimport type { Aabb } from \"../math/aabb.js\";\nimport { computeAabb } from \"../math/compute-aabb.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { Mesh, MeshGPU } from \"../mesh/mesh.js\";\nimport { initMeshTransform } from \"../mesh/mesh.js\";\nimport type { PbrMaterialProps } from \"../material/pbr/pbr-material.js\";\nimport { createMappedBuffer } from \"../resource/gpu-buffers.js\";\nimport { resolveAccessor, TYPE_SIZES } from \"./gltf-parser.js\";\nimport type { GltfMeshData } from \"./load-gltf.js\";\n\nconst FLOAT = 5126;\nconst UNSIGNED_SHORT = 5123;\nconst UNSIGNED_INT = 5125;\nconst UNSIGNED_BYTE = 5121;\n\nconst COMP_BYTES: Record<number, number> = { [UNSIGNED_BYTE]: 1, [UNSIGNED_SHORT]: 2, [UNSIGNED_INT]: 4, [FLOAT]: 4 };\n\nfunction createSequentialIndices(vertexCount: number): Uint16Array | Uint32Array {\n const indices = vertexCount > 0xffff ? new U32(vertexCount) : new U16(vertexCount);\n for (let i = 0; i < vertexCount; i++) {\n indices[i] = i;\n }\n return indices;\n}\n\n/** Interleave descriptor for one attribute sourced from a strided bufferView.\n * The raw slice is shared across attributes of the same bufferView; the\n * pipeline uses `_stride` as arrayStride and binds at `_offset`. */\nexport interface AccessorInterleave {\n /** @internal glTF bufferView index — shared-buffer key (same view → one GPU buffer). */\n _bufferView: number;\n /** @internal Interleave byte stride (bufferView.byteStride) → pipeline arrayStride. */\n _stride: number;\n /** @internal Attribute byte offset within the bufferView → setVertexBuffer bind offset. */\n _offset: number;\n /** @internal glTF component type (FLOAT, UNSIGNED_SHORT, …). */\n _componentType: number;\n /** @internal Components per vertex. */\n _componentCount: number;\n /** @internal Vertex count. */\n _count: number;\n /** @internal Raw bufferView bytes (shared across attributes). Retained after GPU upload\n * so the CPU copy can be de-strided lazily on demand. */\n _slice?: Uint8Array;\n}\n\n/** Per-attribute interleave sources for a primitive (keys mirror MeshVbLayout). */\nexport interface GltfVb {\n /** @internal */\n _p?: AccessorInterleave;\n /** @internal */\n _n?: AccessorInterleave;\n /** @internal */\n _t?: AccessorInterleave;\n /** @internal */\n _u?: AccessorInterleave;\n /** @internal */\n _u2?: AccessorInterleave;\n /** @internal */\n _c?: AccessorInterleave;\n}\n\n/** True if accessor `idx`'s bufferView is interleaved (byteStride present and\n * larger than the attribute's tightly-packed element size). */\nexport function accessorIsStrided(json: any, idx: number): boolean {\n const a = json.accessors[idx];\n const bv = json.bufferViews[a.bufferView];\n const stride: number | undefined = bv.byteStride;\n if (stride === undefined) {\n return false;\n }\n const elemBytes = (TYPE_SIZES[a.type] ?? 1) * (COMP_BYTES[a.componentType] ?? 4);\n return stride !== elemBytes;\n}\n\n/** Resolve a strided accessor into an {@link AccessorInterleave} descriptor. */\nfunction resolveStrided(json: any, binChunk: DataView, accessorIdx: number): AccessorInterleave {\n const accessor = json.accessors[accessorIdx];\n const bufferView = json.bufferViews[accessor.bufferView];\n const ab = binChunk.buffer as ArrayBuffer;\n return {\n _bufferView: accessor.bufferView,\n _stride: bufferView.byteStride,\n _offset: accessor.byteOffset ?? 0,\n _componentType: accessor.componentType,\n _componentCount: TYPE_SIZES[accessor.type] ?? 1,\n _count: accessor.count,\n _slice: new U8(ab, binChunk.byteOffset + (bufferView.byteOffset ?? 0), bufferView.byteLength),\n };\n}\n\n/** De-stride an interleaved attribute into a tight Float32Array, reading raw\n * component values (no normalization) so the result matches what a tight\n * accessor view would have produced. */\nfunction destrideToTight(il: AccessorInterleave): Float32Array {\n const dv = new DV(il._slice!.buffer, il._slice!.byteOffset, il._slice!.byteLength);\n const cb = COMP_BYTES[il._componentType] ?? 4;\n const ct = il._componentType;\n const cc = il._componentCount;\n const out = new F32(il._count * cc);\n for (let v = 0; v < il._count; v++) {\n const rowBase = il._offset + v * il._stride;\n for (let c = 0; c < cc; c++) {\n const off = rowBase + c * cb;\n out[v * cc + c] =\n ct === FLOAT ? dv.getFloat32(off, true) : ct === UNSIGNED_SHORT ? dv.getUint16(off, true) : ct === UNSIGNED_INT ? dv.getUint32(off, true) : dv.getUint8(off);\n }\n }\n return out;\n}\n\n/** Build a mesh-data partial for a primitive, but ONLY if it actually sources\n * ≥1 attribute from an interleaved (strided) bufferView. Returns `undefined`\n * for fully-tight primitives so the caller falls back to its tight path.\n *\n * Strided POSITION/NORMAL/TEXCOORD_0 attributes keep their raw slice in `_vb`\n * (for genuine GPU interleaving) and leave the tight CPU field `null` — the\n * de-strided copy is materialized lazily on first CPU read (see\n * {@link installLazyCpu}). Strided TANGENT/TEXCOORD_1/COLOR are eagerly\n * de-strided (they feed device-lost recovery), but no current asset interleaves\n * them. Tight attributes resolve exactly like the core loader. */\nexport function buildInterleavedPartial(json: any, binChunk: DataView, primitive: any, worldMatrix: Mat4, nodeIdx: number): Omit<GltfMeshData, \"_material\"> | undefined {\n const attrs = primitive.attributes;\n\n // Per-primitive gate: bail (→ tight path) unless a vertex attribute is strided.\n let anyStrided = false;\n for (const name in attrs) {\n if (accessorIsStrided(json, attrs[name])) {\n anyStrided = true;\n break;\n }\n }\n if (!anyStrided) {\n return undefined;\n }\n\n const vb: GltfVb = {};\n let vertexCount = 0;\n\n // Resolve one attribute. Returns the interleave descriptor (when the source is\n // strided) and/or a tight CPU array. `eager` de-strides strided sources up-front\n // (TANGENT/UV2/COLOR feed device-lost recovery); lazy ones leave `_tight` null and\n // are de-strided on demand. The caller assigns `vb.<attr>` with a STATIC property\n // name (never a computed `vb[key]`) — a computed write would stay an unmangled\n // literal while every reader uses the mangled static name, corrupting the object\n // across the dynamic-import chunk boundary.\n const resolveOne = (name: string, eager: boolean): { _tight: Float32Array | null; _il?: AccessorInterleave; _count: number } => {\n const idx = attrs[name];\n if (idx === undefined) {\n return { _tight: null, _count: 0 };\n }\n if (accessorIsStrided(json, idx)) {\n const il = resolveStrided(json, binChunk, idx);\n return { _tight: eager ? destrideToTight(il) : null, _il: il, _count: il._count };\n }\n const av = resolveAccessor(json, binChunk, idx);\n return { _tight: av._data as Float32Array, _count: av._count };\n };\n\n const pos = resolveOne(\"POSITION\", false);\n vb._p = pos._il;\n vertexCount = pos._count;\n const nrm = resolveOne(\"NORMAL\", false);\n vb._n = nrm._il;\n const uv = resolveOne(\"TEXCOORD_0\", false);\n vb._u = uv._il;\n const tan = resolveOne(\"TANGENT\", true);\n vb._t = tan._il;\n const uv2 = resolveOne(\"TEXCOORD_1\", true);\n vb._u2 = uv2._il;\n const col = resolveOne(\"COLOR_0\", true);\n vb._c = col._il;\n\n const positions = pos._tight;\n let normals = nrm._tight;\n let uvs = uv._tight;\n const tangents = tan._tight;\n const uv2s = uv2._tight;\n const colors = col._tight;\n\n // Absent (not merely strided) NORMAL/UV need a tight zero-filled buffer so the\n // GPU has a bindable vertex buffer — matches the core loader's tight path.\n if (!normals && !vb._n) {\n normals = new F32(vertexCount * 3);\n }\n if (!uvs && !vb._u) {\n uvs = new F32(vertexCount * 2);\n }\n\n const idxData = primitive.indices !== undefined ? resolveAccessor(json, binChunk, primitive.indices) : null;\n const indices = idxData\n ? idxData._data instanceof U32\n ? new U32(idxData._data)\n : idxData._data instanceof U8\n ? Uint16Array.from(idxData._data)\n : new U16(idxData._data.buffer, idxData._data.byteOffset, idxData._count)\n : createSequentialIndices(vertexCount);\n\n return {\n _positions: positions,\n _normals: normals,\n _tangents: tangents,\n _uvs: uvs,\n _uv2s: uv2s,\n _colors: colors,\n _indices: indices,\n _vertexCount: vertexCount,\n _indexCount: indices.length,\n _worldMatrix: worldMatrix,\n _vb: vb,\n _nodeIndex: nodeIdx,\n _primitive: primitive,\n };\n}\n\n/** Build the GPU geometry for an interleaved mesh: one shared buffer per\n * bufferView for strided attributes (bound at offset with arrayStride), tight\n * attributes get their own buffer — byte-identical to non-interleaved meshes.\n * The raw `_slice` is intentionally retained on `_vb` so the CPU copy can be\n * de-strided lazily later (see {@link installLazyCpu}). */\nfunction buildInterleavedGpu(engine: EngineContext, m: GltfMeshData): MeshGPU {\n const vbsrc = m._vb!;\n const shared = new Map<number, GPUBuffer>();\n const vbuf = (a: AccessorInterleave | undefined, tight: Float32Array | null): GPUBuffer | null => {\n if (!a) {\n return tight ? createMappedBuffer(engine, tight, BU.VERTEX) : null;\n }\n let b = shared.get(a._bufferView);\n if (!b) {\n shared.set(a._bufferView, (b = createMappedBuffer(engine, a._slice!, BU.VERTEX)));\n }\n return b;\n };\n return {\n positionBuffer: vbuf(vbsrc._p, m._positions)!,\n normalBuffer: vbuf(vbsrc._n, m._normals)!,\n tangentBuffer: m._tangents ? vbuf(vbsrc._t, m._tangents) : null,\n uvBuffer: vbuf(vbsrc._u, m._uvs)!,\n uv2Buffer: m._uv2s ? vbuf(vbsrc._u2, m._uv2s) : null,\n colorBuffer: m._colors ? vbuf(vbsrc._c, m._colors) : null,\n indexBuffer: createMappedBuffer(engine, m._indices, BU.INDEX),\n indexCount: m._indexCount,\n indexFormat: (m._indices instanceof U32 ? \"uint32\" : \"uint16\") as GPUIndexFormat,\n _vbLayout: vbsrc,\n _vbKey: `vb${vbsrc._p?._stride ?? 0}.${vbsrc._n?._stride ?? 0}.${vbsrc._t?._stride ?? 0}.${vbsrc._u?._stride ?? 0}`,\n };\n}\n\n/** Build a complete engine mesh from interleaved glTF mesh-data. Owns ALL\n * interleave-specific work (GPU upload, AABB fold, lazy CPU install, device-lost\n * retention) so the core loader's tight path stays byte-identical to the\n * non-interleaved engine — keeping interleave bytes out of every glTF scene that\n * doesn't use it. */\nexport function buildInterleavedMesh(engine: EngineContext, m: GltfMeshData, index: number, material: PbrMaterialProps): Mesh {\n const gpu = buildInterleavedGpu(engine, m);\n\n // AABB: fold strided positions straight from the slice; tight positions normally.\n const [boundMin, boundMax] = m._vb!._p ? computeAabbStrided(m._vb!._p, m._worldMatrix) : computeAabb(m._positions!, m._worldMatrix);\n\n const mesh = {\n name: `gltf_mesh_${index}`,\n material,\n receiveShadows: false,\n boundMin,\n boundMax,\n skeleton: null,\n morphTargets: null,\n _gpu: gpu,\n } as unknown as Mesh;\n initMeshTransform(mesh);\n\n // Lazy CPU geometry: the de-strided tight copy is built only on first read.\n installLazyCpu(mesh, m);\n mesh._cpuIndices = m._indices instanceof U32 ? m._indices : new U32(m._indices);\n engine._dlr?.m(mesh, m._uv2s, m._tangents, m._colors, m._indices, gpu.indexFormat);\n\n return mesh as Mesh;\n}\n\n/** Fold an AABB directly over an interleaved (strided) FLOAT vec3 position\n * source — no tight copy is materialized. Mirrors {@link computeAabb}'s\n * world-transform handling. All current interleaved assets use FLOAT positions. */\nexport function computeAabbStrided(il: AccessorInterleave, world?: Mat4): Aabb {\n const dv = new DV(il._slice!.buffer, il._slice!.byteOffset, il._slice!.byteLength);\n let minX = Infinity,\n minY = Infinity,\n minZ = Infinity;\n let maxX = -Infinity,\n maxY = -Infinity,\n maxZ = -Infinity;\n for (let v = 0; v < il._count; v++) {\n const base = il._offset + v * il._stride;\n const lx = dv.getFloat32(base, true);\n const ly = dv.getFloat32(base + 4, true);\n const lz = dv.getFloat32(base + 8, true);\n let x = lx,\n y = ly,\n z = lz;\n if (world) {\n x = world[0]! * lx + world[4]! * ly + world[8]! * lz + world[12]!;\n y = world[1]! * lx + world[5]! * ly + world[9]! * lz + world[13]!;\n z = world[2]! * lx + world[6]! * ly + world[10]! * lz + world[14]!;\n }\n if (x < minX) {\n minX = x;\n }\n if (x > maxX) {\n maxX = x;\n }\n if (y < minY) {\n minY = y;\n }\n if (y > maxY) {\n maxY = y;\n }\n if (z < minZ) {\n minZ = z;\n }\n if (z > maxZ) {\n maxZ = z;\n }\n }\n return [\n [minX, minY, minZ],\n [maxX, maxY, maxZ],\n ];\n}\n\n/** Install lazy CPU-geometry accessors on an interleaved mesh. Each of\n * `_cpuPositions/_cpuNormals/_cpuUvs` that comes from a strided source is\n * defined as a getter that de-strides a tight copy on first access and caches\n * it; tight attributes are assigned directly. A mesh that is never picked /\n * CSG'd / navigated never materializes the de-strided arrays.\n *\n * The property names are written as STATIC literals (not a computed key) so the\n * minifier mangles them identically to the static reads in the picking /\n * device-lost code — a computed `defineProperty(mesh, key)` would leave the name\n * an unmangled literal and mismatch those reads across the chunk boundary. */\nexport function installLazyCpu(mesh: any, m: GltfMeshData): void {\n const vb = m._vb!;\n if (vb._p) {\n Object.defineProperty(mesh, \"_cpuPositions\", lazyCpuDesc(vb._p));\n } else if (m._positions) {\n mesh._cpuPositions = m._positions;\n }\n if (vb._n) {\n Object.defineProperty(mesh, \"_cpuNormals\", lazyCpuDesc(vb._n));\n } else if (m._normals) {\n mesh._cpuNormals = m._normals;\n }\n if (vb._u) {\n Object.defineProperty(mesh, \"_cpuUvs\", lazyCpuDesc(vb._u));\n } else if (m._uvs) {\n mesh._cpuUvs = m._uvs;\n }\n}\n\n/** Build a caching lazy-getter descriptor that de-strides `il` on first read. */\nfunction lazyCpuDesc(il: AccessorInterleave): PropertyDescriptor {\n let cached: Float32Array | undefined;\n return {\n configurable: true,\n enumerable: true,\n get(): Float32Array {\n return (cached ??= destrideToTight(il));\n },\n set(v: Float32Array): void {\n cached = v;\n },\n };\n}\n"],"names":[],"mappings":";AA4BA,MAAM,QAAQ;AACd,MAAM,iBAAiB;AACvB,MAAM,eAAe;AACrB,MAAM,gBAAgB;AAEtB,MAAM,aAAqC,EAAE,CAAC,aAAa,GAAG,GAAG,CAAC,cAAc,GAAG,GAAG,CAAC,YAAY,GAAG,GAAG,CAAC,KAAK,GAAG,EAAA;AAElH,SAAS,wBAAwB,aAAgD;AAC7E,QAAM,UAAU,cAAc,QAAS,IAAI,IAAI,WAAW,IAAI,IAAI,IAAI,WAAW;AACjF,WAAS,IAAI,GAAG,IAAI,aAAa,KAAK;AAClC,YAAQ,CAAC,IAAI;AAAA,EACjB;AACA,SAAO;AACX;AAyCO,SAAS,kBAAkB,MAAW,KAAsB;AAC/D,QAAM,IAAI,KAAK,UAAU,GAAG;AAC5B,QAAM,KAAK,KAAK,YAAY,EAAE,UAAU;AACxC,QAAM,SAA6B,GAAG;AACtC,MAAI,WAAW,QAAW;AACtB,WAAO;AAAA,EACX;AACA,QAAM,aAAa,WAAW,EAAE,IAAI,KAAK,MAAM,WAAW,EAAE,aAAa,KAAK;AAC9E,SAAO,WAAW;AACtB;AAGA,SAAS,eAAe,MAAW,UAAoB,aAAyC;AAC5F,QAAM,WAAW,KAAK,UAAU,WAAW;AAC3C,QAAM,aAAa,KAAK,YAAY,SAAS,UAAU;AACvD,QAAM,KAAK,SAAS;AACpB,SAAO;AAAA,IACH,aAAa,SAAS;AAAA,IACtB,SAAS,WAAW;AAAA,IACpB,SAAS,SAAS,cAAc;AAAA,IAChC,gBAAgB,SAAS;AAAA,IACzB,iBAAiB,WAAW,SAAS,IAAI,KAAK;AAAA,IAC9C,QAAQ,SAAS;AAAA,IACjB,QAAQ,IAAI,GAAG,IAAI,SAAS,cAAc,WAAW,cAAc,IAAI,WAAW,UAAU;AAAA,EAAA;AAEpG;AAKA,SAAS,gBAAgB,IAAsC;AAC3D,QAAM,KAAK,IAAI,GAAG,GAAG,OAAQ,QAAQ,GAAG,OAAQ,YAAY,GAAG,OAAQ,UAAU;AACjF,QAAM,KAAK,WAAW,GAAG,cAAc,KAAK;AAC5C,QAAM,KAAK,GAAG;AACd,QAAM,KAAK,GAAG;AACd,QAAM,MAAM,IAAI,IAAI,GAAG,SAAS,EAAE;AAClC,WAAS,IAAI,GAAG,IAAI,GAAG,QAAQ,KAAK;AAChC,UAAM,UAAU,GAAG,UAAU,IAAI,GAAG;AACpC,aAAS,IAAI,GAAG,IAAI,IAAI,KAAK;AACzB,YAAM,MAAM,UAAU,IAAI;AAC1B,UAAI,IAAI,KAAK,CAAC,IACV,OAAO,QAAQ,GAAG,WAAW,KAAK,IAAI,IAAI,OAAO,iBAAiB,GAAG,UAAU,KAAK,IAAI,IAAI,OAAO,eAAe,GAAG,UAAU,KAAK,IAAI,IAAI,GAAG,SAAS,GAAG;AAAA,IACnK;AAAA,EACJ;AACA,SAAO;AACX;AAYO,SAAS,wBAAwB,MAAW,UAAoB,WAAgB,aAAmB,SAA8D;AACpK,QAAM,QAAQ,UAAU;AAGxB,MAAI,aAAa;AACjB,aAAW,QAAQ,OAAO;AACtB,QAAI,kBAAkB,MAAM,MAAM,IAAI,CAAC,GAAG;AACtC,mBAAa;AACb;AAAA,IACJ;AAAA,EACJ;AACA,MAAI,CAAC,YAAY;AACb,WAAO;AAAA,EACX;AAEA,QAAM,KAAa,CAAA;AACnB,MAAI,cAAc;AASlB,QAAM,aAAa,CAAC,MAAc,UAA8F;AAC5H,UAAM,MAAM,MAAM,IAAI;AACtB,QAAI,QAAQ,QAAW;AACnB,aAAO,EAAE,QAAQ,MAAM,QAAQ,EAAA;AAAA,IACnC;AACA,QAAI,kBAAkB,MAAM,GAAG,GAAG;AAC9B,YAAM,KAAK,eAAe,MAAM,UAAU,GAAG;AAC7C,aAAO,EAAE,QAAQ,QAAQ,gBAAgB,EAAE,IAAI,MAAM,KAAK,IAAI,QAAQ,GAAG,OAAA;AAAA,IAC7E;AACA,UAAM,KAAK,gBAAgB,MAAM,UAAU,GAAG;AAC9C,WAAO,EAAE,QAAQ,GAAG,OAAuB,QAAQ,GAAG,OAAA;AAAA,EAC1D;AAEA,QAAM,MAAM,WAAW,YAAY,KAAK;AACxC,KAAG,KAAK,IAAI;AACZ,gBAAc,IAAI;AAClB,QAAM,MAAM,WAAW,UAAU,KAAK;AACtC,KAAG,KAAK,IAAI;AACZ,QAAM,KAAK,WAAW,cAAc,KAAK;AACzC,KAAG,KAAK,GAAG;AACX,QAAM,MAAM,WAAW,WAAW,IAAI;AACtC,KAAG,KAAK,IAAI;AACZ,QAAM,MAAM,WAAW,cAAc,IAAI;AACzC,KAAG,MAAM,IAAI;AACb,QAAM,MAAM,WAAW,WAAW,IAAI;AACtC,KAAG,KAAK,IAAI;AAEZ,QAAM,YAAY,IAAI;AACtB,MAAI,UAAU,IAAI;AAClB,MAAI,MAAM,GAAG;AACb,QAAM,WAAW,IAAI;AACrB,QAAM,OAAO,IAAI;AACjB,QAAM,SAAS,IAAI;AAInB,MAAI,CAAC,WAAW,CAAC,GAAG,IAAI;AACpB,cAAU,IAAI,IAAI,cAAc,CAAC;AAAA,EACrC;AACA,MAAI,CAAC,OAAO,CAAC,GAAG,IAAI;AAChB,UAAM,IAAI,IAAI,cAAc,CAAC;AAAA,EACjC;AAEA,QAAM,UAAU,UAAU,YAAY,SAAY,gBAAgB,MAAM,UAAU,UAAU,OAAO,IAAI;AACvG,QAAM,UAAU,UACV,QAAQ,iBAAiB,MACrB,IAAI,IAAI,QAAQ,KAAK,IACrB,QAAQ,iBAAiB,KACvB,YAAY,KAAK,QAAQ,KAAK,IAC9B,IAAI,IAAI,QAAQ,MAAM,QAAQ,QAAQ,MAAM,YAAY,QAAQ,MAAM,IAC5E,wBAAwB,WAAW;AAEzC,SAAO;AAAA,IACH,YAAY;AAAA,IACZ,UAAU;AAAA,IACV,WAAW;AAAA,IACX,MAAM;AAAA,IACN,OAAO;AAAA,IACP,SAAS;AAAA,IACT,UAAU;AAAA,IACV,cAAc;AAAA,IACd,aAAa,QAAQ;AAAA,IACrB,cAAc;AAAA,IACd,KAAK;AAAA,IACL,YAAY;AAAA,IACZ,YAAY;AAAA,EAAA;AAEpB;AAOA,SAAS,oBAAoB,QAAuB,GAA0B;;AAC1E,QAAM,QAAQ,EAAE;AAChB,QAAM,6BAAa,IAAA;AACnB,QAAM,OAAO,CAAC,GAAmC,UAAiD;AAC9F,QAAI,CAAC,GAAG;AACJ,aAAO,QAAQ,mBAAmB,QAAQ,OAAO,GAAG,MAAM,IAAI;AAAA,IAClE;AACA,QAAI,IAAI,OAAO,IAAI,EAAE,WAAW;AAChC,QAAI,CAAC,GAAG;AACJ,aAAO,IAAI,EAAE,aAAc,IAAI,mBAAmB,QAAQ,EAAE,QAAS,GAAG,MAAM,CAAE;AAAA,IACpF;AACA,WAAO;AAAA,EACX;AACA,SAAO;AAAA,IACH,gBAAgB,KAAK,MAAM,IAAI,EAAE,UAAU;AAAA,IAC3C,cAAc,KAAK,MAAM,IAAI,EAAE,QAAQ;AAAA,IACvC,eAAe,EAAE,YAAY,KAAK,MAAM,IAAI,EAAE,SAAS,IAAI;AAAA,IAC3D,UAAU,KAAK,MAAM,IAAI,EAAE,IAAI;AAAA,IAC/B,WAAW,EAAE,QAAQ,KAAK,MAAM,KAAK,EAAE,KAAK,IAAI;AAAA,IAChD,aAAa,EAAE,UAAU,KAAK,MAAM,IAAI,EAAE,OAAO,IAAI;AAAA,IACrD,aAAa,mBAAmB,QAAQ,EAAE,UAAU,GAAG,KAAK;AAAA,IAC5D,YAAY,EAAE;AAAA,IACd,aAAc,EAAE,oBAAoB,MAAM,WAAW;AAAA,IACrD,WAAW;AAAA,IACX,QAAQ,OAAK,WAAM,OAAN,mBAAU,YAAW,CAAC,MAAI,WAAM,OAAN,mBAAU,YAAW,CAAC,MAAI,WAAM,OAAN,mBAAU,YAAW,CAAC,MAAI,WAAM,OAAN,mBAAU,YAAW,CAAC;AAAA,EAAA;AAEzH;AAOO,SAAS,qBAAqB,QAAuB,GAAiB,OAAe,UAAkC;;AAC1H,QAAM,MAAM,oBAAoB,QAAQ,CAAC;AAGzC,QAAM,CAAC,UAAU,QAAQ,IAAI,EAAE,IAAK,KAAK,mBAAmB,EAAE,IAAK,IAAI,EAAE,YAAY,IAAI,YAAY,EAAE,YAAa,EAAE,YAAY;AAElI,QAAM,OAAO;AAAA,IACT,MAAM,aAAa,KAAK;AAAA,IACxB;AAAA,IACA,gBAAgB;AAAA,IAChB;AAAA,IACA;AAAA,IACA,UAAU;AAAA,IACV,cAAc;AAAA,IACd,MAAM;AAAA,EAAA;AAEV,oBAAkB,IAAI;AAGtB,iBAAe,MAAM,CAAC;AACtB,OAAK,cAAc,EAAE,oBAAoB,MAAM,EAAE,WAAW,IAAI,IAAI,EAAE,QAAQ;AAC9E,eAAO,SAAP,mBAAa,EAAE,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,IAAI;AAEtE,SAAO;AACX;AAKO,SAAS,mBAAmB,IAAwB,OAAoB;AAC3E,QAAM,KAAK,IAAI,GAAG,GAAG,OAAQ,QAAQ,GAAG,OAAQ,YAAY,GAAG,OAAQ,UAAU;AACjF,MAAI,OAAO,UACP,OAAO,UACP,OAAO;AACX,MAAI,OAAO,WACP,OAAO,WACP,OAAO;AACX,WAAS,IAAI,GAAG,IAAI,GAAG,QAAQ,KAAK;AAChC,UAAM,OAAO,GAAG,UAAU,IAAI,GAAG;AACjC,UAAM,KAAK,GAAG,WAAW,MAAM,IAAI;AACnC,UAAM,KAAK,GAAG,WAAW,OAAO,GAAG,IAAI;AACvC,UAAM,KAAK,GAAG,WAAW,OAAO,GAAG,IAAI;AACvC,QAAI,IAAI,IACJ,IAAI,IACJ,IAAI;AACR,QAAI,OAAO;AACP,UAAI,MAAM,CAAC,IAAK,KAAK,MAAM,CAAC,IAAK,KAAK,MAAM,CAAC,IAAK,KAAK,MAAM,EAAE;AAC/D,UAAI,MAAM,CAAC,IAAK,KAAK,MAAM,CAAC,IAAK,KAAK,MAAM,CAAC,IAAK,KAAK,MAAM,EAAE;AAC/D,UAAI,MAAM,CAAC,IAAK,KAAK,MAAM,CAAC,IAAK,KAAK,MAAM,EAAE,IAAK,KAAK,MAAM,EAAE;AAAA,IACpE;AACA,QAAI,IAAI,MAAM;AACV,aAAO;AAAA,IACX;AACA,QAAI,IAAI,MAAM;AACV,aAAO;AAAA,IACX;AACA,QAAI,IAAI,MAAM;AACV,aAAO;AAAA,IACX;AACA,QAAI,IAAI,MAAM;AACV,aAAO;AAAA,IACX;AACA,QAAI,IAAI,MAAM;AACV,aAAO;AAAA,IACX;AACA,QAAI,IAAI,MAAM;AACV,aAAO;AAAA,IACX;AAAA,EACJ;AACA,SAAO;AAAA,IACH,CAAC,MAAM,MAAM,IAAI;AAAA,IACjB,CAAC,MAAM,MAAM,IAAI;AAAA,EAAA;AAEzB;AAYO,SAAS,eAAe,MAAW,GAAuB;AAC7D,QAAM,KAAK,EAAE;AACb,MAAI,GAAG,IAAI;AACP,WAAO,eAAe,MAAM,iBAAiB,YAAY,GAAG,EAAE,CAAC;AAAA,EACnE,WAAW,EAAE,YAAY;AACrB,SAAK,gBAAgB,EAAE;AAAA,EAC3B;AACA,MAAI,GAAG,IAAI;AACP,WAAO,eAAe,MAAM,eAAe,YAAY,GAAG,EAAE,CAAC;AAAA,EACjE,WAAW,EAAE,UAAU;AACnB,SAAK,cAAc,EAAE;AAAA,EACzB;AACA,MAAI,GAAG,IAAI;AACP,WAAO,eAAe,MAAM,WAAW,YAAY,GAAG,EAAE,CAAC;AAAA,EAC7D,WAAW,EAAE,MAAM;AACf,SAAK,UAAU,EAAE;AAAA,EACrB;AACJ;AAGA,SAAS,YAAY,IAA4C;AAC7D,MAAI;AACJ,SAAO;AAAA,IACH,cAAc;AAAA,IACd,YAAY;AAAA,IACZ,MAAoB;AAChB,aAAQ,oBAAW,gBAAgB,EAAE;AAAA,IACzC;AAAA,IACA,IAAI,GAAuB;AACvB,eAAS;AAAA,IACb;AAAA,EAAA;AAER;"}
@@ -1,3 +1,10 @@
1
+ function createSequentialIndices(vertexCount) {
2
+ const indices = vertexCount > 65535 ? new Uint32Array(vertexCount) : new Uint16Array(vertexCount);
3
+ for (let i = 0; i < vertexCount; i++) {
4
+ indices[i] = i;
5
+ }
6
+ return indices;
7
+ }
1
8
  function computeSmoothNormals(positions, indices, vertexCount) {
2
9
  const normals = new Float32Array(vertexCount * 3);
3
10
  const indexed = indices.length > 0;
@@ -32,6 +39,7 @@ function computeSmoothNormals(positions, indices, vertexCount) {
32
39
  return normals;
33
40
  }
34
41
  export {
35
- computeSmoothNormals
42
+ computeSmoothNormals,
43
+ createSequentialIndices
36
44
  };
37
- //# sourceMappingURL=gltf-normals-b2h74380.js.map
45
+ //# sourceMappingURL=gltf-normals-D_P0KA4b.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gltf-normals-D_P0KA4b.js","sources":["../src/loader-gltf/gltf-normals.ts"],"sourcesContent":["/** glTF smooth-normal generation — dynamically imported.\n *\n * Isolated from the core loader so scenes whose assets always provide NORMAL and\n * indices (the common case) never bundle or fetch this code. Loaded lazily by\n * `load-gltf.ts` only when a primitive omits NORMAL or `indices`.\n *\n * Zero module-level side effects — safe for tree-shaking.\n */\n\n/** Build an identity index buffer for non-indexed triangle primitives.\n * This keeps the renderer's indexed draw path branch-free. */\nexport function createSequentialIndices(vertexCount: number): Uint16Array | Uint32Array {\n const indices = vertexCount > 0xffff ? new Uint32Array(vertexCount) : new Uint16Array(vertexCount);\n for (let i = 0; i < vertexCount; i++) {\n indices[i] = i;\n }\n return indices;\n}\n\n/** Compute smooth (area-weighted) vertex normals from positions + indices. Used when a glTF\n * primitive omits the NORMAL attribute (the spec allows this and requires clients to generate\n * normals — e.g. THREE.GLTFExporter output for morph-only meshes). */\nexport function computeSmoothNormals(positions: Float32Array, indices: Uint16Array | Uint32Array, vertexCount: number): Float32Array {\n const normals = new Float32Array(vertexCount * 3);\n const indexed = indices.length > 0;\n const triCount = indexed ? (indices.length / 3) | 0 : (vertexCount / 3) | 0;\n for (let f = 0; f < triCount; f++) {\n const ia = indexed ? indices[f * 3]! : f * 3;\n const ib = indexed ? indices[f * 3 + 1]! : f * 3 + 1;\n const ic = indexed ? indices[f * 3 + 2]! : f * 3 + 2;\n const ax = positions[ia * 3]!,\n ay = positions[ia * 3 + 1]!,\n az = positions[ia * 3 + 2]!;\n const bx = positions[ib * 3]!,\n by = positions[ib * 3 + 1]!,\n bz = positions[ib * 3 + 2]!;\n const cx = positions[ic * 3]!,\n cy = positions[ic * 3 + 1]!,\n cz = positions[ic * 3 + 2]!;\n const e1x = bx - ax,\n e1y = by - ay,\n e1z = bz - az;\n const e2x = cx - ax,\n e2y = cy - ay,\n e2z = cz - az;\n const nx = e1y * e2z - e1z * e2y,\n ny = e1z * e2x - e1x * e2z,\n nz = e1x * e2y - e1y * e2x;\n normals[ia * 3]! += nx;\n normals[ia * 3 + 1]! += ny;\n normals[ia * 3 + 2]! += nz;\n normals[ib * 3]! += nx;\n normals[ib * 3 + 1]! += ny;\n normals[ib * 3 + 2]! += nz;\n normals[ic * 3]! += nx;\n normals[ic * 3 + 1]! += ny;\n normals[ic * 3 + 2]! += nz;\n }\n for (let i = 0; i < vertexCount; i++) {\n const x = normals[i * 3]!,\n y = normals[i * 3 + 1]!,\n z = normals[i * 3 + 2]!;\n const len = Math.hypot(x, y, z) || 1;\n normals[i * 3] = x / len;\n normals[i * 3 + 1] = y / len;\n normals[i * 3 + 2] = z / len;\n }\n return normals;\n}\n"],"names":[],"mappings":"AAWO,SAAS,wBAAwB,aAAgD;AACpF,QAAM,UAAU,cAAc,QAAS,IAAI,YAAY,WAAW,IAAI,IAAI,YAAY,WAAW;AACjG,WAAS,IAAI,GAAG,IAAI,aAAa,KAAK;AAClC,YAAQ,CAAC,IAAI;AAAA,EACjB;AACA,SAAO;AACX;AAKO,SAAS,qBAAqB,WAAyB,SAAoC,aAAmC;AACjI,QAAM,UAAU,IAAI,aAAa,cAAc,CAAC;AAChD,QAAM,UAAU,QAAQ,SAAS;AACjC,QAAM,WAAW,UAAW,QAAQ,SAAS,IAAK,IAAK,cAAc,IAAK;AAC1E,WAAS,IAAI,GAAG,IAAI,UAAU,KAAK;AAC/B,UAAM,KAAK,UAAU,QAAQ,IAAI,CAAC,IAAK,IAAI;AAC3C,UAAM,KAAK,UAAU,QAAQ,IAAI,IAAI,CAAC,IAAK,IAAI,IAAI;AACnD,UAAM,KAAK,UAAU,QAAQ,IAAI,IAAI,CAAC,IAAK,IAAI,IAAI;AACnD,UAAM,KAAK,UAAU,KAAK,CAAC,GACvB,KAAK,UAAU,KAAK,IAAI,CAAC,GACzB,KAAK,UAAU,KAAK,IAAI,CAAC;AAC7B,UAAM,KAAK,UAAU,KAAK,CAAC,GACvB,KAAK,UAAU,KAAK,IAAI,CAAC,GACzB,KAAK,UAAU,KAAK,IAAI,CAAC;AAC7B,UAAM,KAAK,UAAU,KAAK,CAAC,GACvB,KAAK,UAAU,KAAK,IAAI,CAAC,GACzB,KAAK,UAAU,KAAK,IAAI,CAAC;AAC7B,UAAM,MAAM,KAAK,IACb,MAAM,KAAK,IACX,MAAM,KAAK;AACf,UAAM,MAAM,KAAK,IACb,MAAM,KAAK,IACX,MAAM,KAAK;AACf,UAAM,KAAK,MAAM,MAAM,MAAM,KACzB,KAAK,MAAM,MAAM,MAAM,KACvB,KAAK,MAAM,MAAM,MAAM;AAC3B,YAAQ,KAAK,CAAC,KAAM;AACpB,YAAQ,KAAK,IAAI,CAAC,KAAM;AACxB,YAAQ,KAAK,IAAI,CAAC,KAAM;AACxB,YAAQ,KAAK,CAAC,KAAM;AACpB,YAAQ,KAAK,IAAI,CAAC,KAAM;AACxB,YAAQ,KAAK,IAAI,CAAC,KAAM;AACxB,YAAQ,KAAK,CAAC,KAAM;AACpB,YAAQ,KAAK,IAAI,CAAC,KAAM;AACxB,YAAQ,KAAK,IAAI,CAAC,KAAM;AAAA,EAC5B;AACA,WAAS,IAAI,GAAG,IAAI,aAAa,KAAK;AAClC,UAAM,IAAI,QAAQ,IAAI,CAAC,GACnB,IAAI,QAAQ,IAAI,IAAI,CAAC,GACrB,IAAI,QAAQ,IAAI,IAAI,CAAC;AACzB,UAAM,MAAM,KAAK,MAAM,GAAG,GAAG,CAAC,KAAK;AACnC,YAAQ,IAAI,CAAC,IAAI,IAAI;AACrB,YAAQ,IAAI,IAAI,CAAC,IAAI,IAAI;AACzB,YAAQ,IAAI,IAAI,CAAC,IAAI,IAAI;AAAA,EAC7B;AACA,SAAO;AACX;"}
@@ -1,4 +1,4 @@
1
- import { s as pbrGroupBuilder, u as uploadTex, e as U8, t as linearToSrgbByte, v as cloneTexture2D } from "./index-C-tEgwbZ.js";
1
+ import { s as pbrGroupBuilder, u as uploadTex, e as U8, t as linearToSrgbByte, v as cloneTexture2D } from "./index-BgY3QEzL.js";
2
2
  function wrapTexCoord(tex, texInfo) {
3
3
  var _a, _b;
4
4
  if (!texInfo) {
@@ -82,4 +82,4 @@ export {
82
82
  assemblePbrPropsExt,
83
83
  buildDefaultPbrTexturesExt
84
84
  };
85
- //# sourceMappingURL=gltf-pbr-builder-ext-DvFxuOqN.js.map
85
+ //# sourceMappingURL=gltf-pbr-builder-ext-3imk8Tev.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gltf-pbr-builder-ext-DvFxuOqN.js","sources":["../src/loader-gltf/gltf-pbr-builder-ext.ts"],"sourcesContent":["/** Lazy-loaded slow path for PBR material assembly.\n * Only pulled into bundles whose glTF uses features that require per-texture\n * wrapping (e.g. KHR_texture_transform) or occlusion on UV2 (texCoord=1 with\n * no shared MR image). Scene1 (BoomBox) and any vanilla-PBR glTF skip this\n * module entirely. */\n\nimport { U8 } from \"../engine/typed-arrays.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { Texture2D } from \"../texture/texture-2d.js\";\nimport { cloneTexture2D } from \"../texture/texture-2d.js\";\nimport type { PbrMaterialProps } from \"../material/pbr/pbr-material.js\";\nimport { pbrGroupBuilder } from \"../material/pbr/pbr-material.js\";\nimport type { GltfMaterialData } from \"./gltf-material.js\";\nimport { linearToSrgbByte } from \"../math/color.js\";\nimport type { TextureWrapFn, GenerateMipmapsFn } from \"./gltf-pbr-builder.js\";\nimport { uploadTex } from \"./gltf-pbr-builder.js\";\n\nexport interface PbrTexturesExt {\n baseColorTexture: Texture2D;\n ormTexture: Texture2D;\n normalTexture: Texture2D | undefined;\n emissiveTexture: Texture2D | undefined;\n occlusionTexture: Texture2D | undefined;\n}\n\n/** Stamp `_texCoord=1` on a clone when textureInfo selects UV1 and the\n * wrapTex layer didn't already set it (i.e. scene has no KHR_texture_transform). */\nfunction wrapTexCoord(tex: Texture2D, texInfo: unknown): Texture2D {\n if (!texInfo) {\n return tex;\n }\n if ((tex as { _texCoord?: 0 | 1 })._texCoord === 1) {\n return tex;\n }\n const ti = texInfo as { texCoord?: number; extensions?: { KHR_texture_transform?: { texCoord?: number } } };\n const tc = ti.extensions?.KHR_texture_transform?.texCoord ?? ti.texCoord;\n return tc === 1 ? cloneTexture2D(tex, { _texCoord: 1 }) : tex;\n}\n\n/** Build textures with wrapTex + occlusionOnUv2 support. Mirrors master's\n * default texture building but honors per-textureInfo wrapping so\n * KHR_texture_transform can attach per-texture UV state. */\nexport function buildDefaultPbrTexturesExt(\n engine: EngineContext,\n mat: GltfMaterialData,\n sampler: GPUSampler,\n generateMipmaps: GenerateMipmapsFn,\n getCachedTex: (bitmap: ImageBitmap, srgb: boolean) => Texture2D,\n wrapTex: TextureWrapFn\n): PbrTexturesExt {\n const wrap: TextureWrapFn = (tex, ti) => wrapTexCoord(wrapTex(tex, ti), ti);\n const raw = mat._rawMatDef ?? {};\n const pbr = raw.pbrMetallicRoughness ?? {};\n const baseColorTexture = mat._baseColorImage\n ? wrap(getCachedTex(mat._baseColorImage, true), pbr.baseColorTexture)\n : (() => {\n const f = mat._baseColorFactor;\n return uploadTex(\n engine,\n null,\n true,\n sampler,\n generateMipmaps,\n new U8([linearToSrgbByte(f[0]), linearToSrgbByte(f[1]), linearToSrgbByte(f[2]), Math.round(Math.max(0, Math.min(1, f[3])) * 255)])\n );\n })();\n const normalTexture = mat._normalImage ? wrap(getCachedTex(mat._normalImage, false), raw.normalTexture) : undefined;\n const emissiveTexture = mat._emissiveImage ? wrap(getCachedTex(mat._emissiveImage, true), raw.emissiveTexture) : undefined;\n\n const occlusionOnUv2 = mat._occlusionTexCoord !== 0 && mat._occlusionImage && !mat._metallicRoughnessImage;\n let occlusionTexture: Texture2D | undefined;\n const single = mat._metallicRoughnessImage ?? (occlusionOnUv2 ? null : mat._occlusionImage);\n let ormTexture: Texture2D;\n if (occlusionOnUv2) {\n const clamp = (v: number) => Math.round(Math.max(0, Math.min(1, v)) * 255);\n ormTexture = uploadTex(engine, null, false, sampler, generateMipmaps, new U8([255, clamp(mat._roughnessFactor), clamp(mat._metallicFactor), 255]));\n occlusionTexture = wrap(getCachedTex(mat._occlusionImage!, false), raw.occlusionTexture);\n } else if (single && (!mat._metallicRoughnessImage || !mat._occlusionImage || mat._metallicRoughnessImage === mat._occlusionImage)) {\n const ormTi = mat._metallicRoughnessImage ? pbr.metallicRoughnessTexture : raw.occlusionTexture;\n ormTexture = wrap(getCachedTex(single, false), ormTi);\n } else if (!single) {\n const clamp = (v: number) => Math.round(Math.max(0, Math.min(1, v)) * 255);\n ormTexture = uploadTex(engine, null, false, sampler, generateMipmaps, new U8([255, clamp(mat._roughnessFactor), clamp(mat._metallicFactor), 255]));\n } else {\n ormTexture = wrap(getCachedTex(mat._metallicRoughnessImage!, false), pbr.metallicRoughnessTexture);\n }\n return { baseColorTexture, ormTexture, normalTexture, emissiveTexture, occlusionTexture };\n}\n\n/** Slow-path assembly: adds occlusionTexCoord and occlusionTexture props. */\nexport function assemblePbrPropsExt(mat: GltfMaterialData, tex: PbrTexturesExt, extLayers: Partial<PbrMaterialProps> | undefined): PbrMaterialProps {\n const ef = mat._emissiveFactor;\n const defaultFactor = (ef[0] === 1 && ef[1] === 1 && ef[2] === 1) || (ef[0] === 0 && ef[1] === 0 && ef[2] === 0);\n // Precompute UV-transform presence so the renderer doesn't scan 5 textures\n // per mesh. Any wrapped texture with `_hasTx=true` (set by gltf-ext-uv-transform)\n // flips this once at build time; omitted entirely on fast path.\n const hasAnyUvTx =\n !!(tex.baseColorTexture as { _hasTx?: true })._hasTx ||\n !!(tex.normalTexture as { _hasTx?: true } | undefined)?._hasTx ||\n !!(tex.ormTexture as { _hasTx?: true })._hasTx ||\n !!(tex.emissiveTexture as { _hasTx?: true } | undefined)?._hasTx ||\n !!(tex.occlusionTexture as { _hasTx?: true } | undefined)?._hasTx;\n return {\n baseColorTexture: tex.baseColorTexture,\n normalTexture: tex.normalTexture,\n ormTexture: tex.ormTexture,\n emissiveTexture: tex.emissiveTexture,\n ...(mat._baseColorImage && !isDefaultBaseColorFactor(mat._baseColorFactor) ? { baseColorFactor: mat._baseColorFactor } : undefined),\n doubleSided: mat._doubleSided,\n occlusionStrength: mat._occlusionImage ? 1.0 : 0,\n ...(mat._occlusionTexCoord ? { occlusionTexCoord: mat._occlusionTexCoord } : undefined),\n ...(tex.occlusionTexture ? { occlusionTexture: tex.occlusionTexture } : undefined),\n ...(mat._normalScale !== 1 ? { normalTextureScale: mat._normalScale } : undefined),\n ...(mat._metallicRoughnessImage ? { metallicFactor: mat._metallicFactor, roughnessFactor: mat._roughnessFactor } : undefined),\n ...(!defaultFactor ? { emissiveColor: [ef[0], ef[1], ef[2]] as [number, number, number] } : undefined),\n enableSpecularAA: true,\n ...(mat._alphaMode === \"BLEND\" ? { alphaBlend: true, alpha: mat._baseColorFactor[3] } : undefined),\n ...(mat._alphaMode === \"MASK\" ? { alpha: mat._baseColorFactor[3], alphaCutOff: mat._alphaCutoff } : undefined),\n ...(hasAnyUvTx ? { _hasUvTx: true } : undefined),\n ...(mat._rawMatDef?.name ? { name: mat._rawMatDef.name as string } : undefined),\n ...extLayers,\n _buildGroup: pbrGroupBuilder,\n _uboVersion: 0,\n } as PbrMaterialProps;\n}\n\nfunction isDefaultBaseColorFactor(f: readonly number[]): boolean {\n return f[0] === 1 && f[1] === 1 && f[2] === 1 && f[3] === 1;\n}\n"],"names":[],"mappings":";AA2BA,SAAS,aAAa,KAAgB,SAA6B;;AAC/D,MAAI,CAAC,SAAS;AACV,WAAO;AAAA,EACX;AACA,MAAK,IAA8B,cAAc,GAAG;AAChD,WAAO;AAAA,EACX;AACA,QAAM,KAAK;AACX,QAAM,OAAK,cAAG,eAAH,mBAAe,0BAAf,mBAAsC,aAAY,GAAG;AAChE,SAAO,OAAO,IAAI,eAAe,KAAK,EAAE,WAAW,EAAA,CAAG,IAAI;AAC9D;AAKO,SAAS,2BACZ,QACA,KACA,SACA,iBACA,cACA,SACc;AACd,QAAM,OAAsB,CAAC,KAAK,OAAO,aAAa,QAAQ,KAAK,EAAE,GAAG,EAAE;AAC1E,QAAM,MAAM,IAAI,cAAc,CAAA;AAC9B,QAAM,MAAM,IAAI,wBAAwB,CAAA;AACxC,QAAM,mBAAmB,IAAI,kBACvB,KAAK,aAAa,IAAI,iBAAiB,IAAI,GAAG,IAAI,gBAAgB,KACjE,MAAM;AACH,UAAM,IAAI,IAAI;AACd,WAAO;AAAA,MACH;AAAA,MACA;AAAA,MACA;AAAA,MACA;AAAA,MACA;AAAA,MACA,IAAI,GAAG,CAAC,iBAAiB,EAAE,CAAC,CAAC,GAAG,iBAAiB,EAAE,CAAC,CAAC,GAAG,iBAAiB,EAAE,CAAC,CAAC,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;AAAA,IAAA;AAAA,EAEzI,GAAA;AACN,QAAM,gBAAgB,IAAI,eAAe,KAAK,aAAa,IAAI,cAAc,KAAK,GAAG,IAAI,aAAa,IAAI;AAC1G,QAAM,kBAAkB,IAAI,iBAAiB,KAAK,aAAa,IAAI,gBAAgB,IAAI,GAAG,IAAI,eAAe,IAAI;AAEjH,QAAM,iBAAiB,IAAI,uBAAuB,KAAK,IAAI,mBAAmB,CAAC,IAAI;AACnF,MAAI;AACJ,QAAM,SAAS,IAAI,4BAA4B,iBAAiB,OAAO,IAAI;AAC3E,MAAI;AACJ,MAAI,gBAAgB;AAChB,UAAM,QAAQ,CAAC,MAAc,KAAK,MAAM,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,CAAC,CAAC,IAAI,GAAG;AACzE,iBAAa,UAAU,QAAQ,MAAM,OAAO,SAAS,iBAAiB,IAAI,GAAG,CAAC,KAAK,MAAM,IAAI,gBAAgB,GAAG,MAAM,IAAI,eAAe,GAAG,GAAG,CAAC,CAAC;AACjJ,uBAAmB,KAAK,aAAa,IAAI,iBAAkB,KAAK,GAAG,IAAI,gBAAgB;AAAA,EAC3F,WAAW,WAAW,CAAC,IAAI,2BAA2B,CAAC,IAAI,mBAAmB,IAAI,4BAA4B,IAAI,kBAAkB;AAChI,UAAM,QAAQ,IAAI,0BAA0B,IAAI,2BAA2B,IAAI;AAC/E,iBAAa,KAAK,aAAa,QAAQ,KAAK,GAAG,KAAK;AAAA,EACxD,WAAW,CAAC,QAAQ;AAChB,UAAM,QAAQ,CAAC,MAAc,KAAK,MAAM,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,CAAC,CAAC,IAAI,GAAG;AACzE,iBAAa,UAAU,QAAQ,MAAM,OAAO,SAAS,iBAAiB,IAAI,GAAG,CAAC,KAAK,MAAM,IAAI,gBAAgB,GAAG,MAAM,IAAI,eAAe,GAAG,GAAG,CAAC,CAAC;AAAA,EACrJ,OAAO;AACH,iBAAa,KAAK,aAAa,IAAI,yBAA0B,KAAK,GAAG,IAAI,wBAAwB;AAAA,EACrG;AACA,SAAO,EAAE,kBAAkB,YAAY,eAAe,iBAAiB,iBAAA;AAC3E;AAGO,SAAS,oBAAoB,KAAuB,KAAqB,WAAoE;;AAChJ,QAAM,KAAK,IAAI;AACf,QAAM,gBAAiB,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM,KAAO,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM;AAI9G,QAAM,aACF,CAAC,CAAE,IAAI,iBAAuC,UAC9C,CAAC,GAAE,SAAI,kBAAJ,mBAAqD,WACxD,CAAC,CAAE,IAAI,WAAiC,UACxC,CAAC,GAAE,SAAI,oBAAJ,mBAAuD,WAC1D,CAAC,GAAE,SAAI,qBAAJ,mBAAwD;AAC/D,SAAO;AAAA,IACH,kBAAkB,IAAI;AAAA,IACtB,eAAe,IAAI;AAAA,IACnB,YAAY,IAAI;AAAA,IAChB,iBAAiB,IAAI;AAAA,IACrB,GAAI,IAAI,mBAAmB,CAAC,yBAAyB,IAAI,gBAAgB,IAAI,EAAE,iBAAiB,IAAI,iBAAA,IAAqB;AAAA,IACzH,aAAa,IAAI;AAAA,IACjB,mBAAmB,IAAI,kBAAkB,IAAM;AAAA,IAC/C,GAAI,IAAI,qBAAqB,EAAE,mBAAmB,IAAI,uBAAuB;AAAA,IAC7E,GAAI,IAAI,mBAAmB,EAAE,kBAAkB,IAAI,qBAAqB;AAAA,IACxE,GAAI,IAAI,iBAAiB,IAAI,EAAE,oBAAoB,IAAI,iBAAiB;AAAA,IACxE,GAAI,IAAI,0BAA0B,EAAE,gBAAgB,IAAI,iBAAiB,iBAAiB,IAAI,iBAAA,IAAqB;AAAA,IACnH,GAAI,CAAC,gBAAgB,EAAE,eAAe,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,MAAkC;AAAA,IAC5F,kBAAkB;AAAA,IAClB,GAAI,IAAI,eAAe,UAAU,EAAE,YAAY,MAAM,OAAO,IAAI,iBAAiB,CAAC,EAAA,IAAM;AAAA,IACxF,GAAI,IAAI,eAAe,SAAS,EAAE,OAAO,IAAI,iBAAiB,CAAC,GAAG,aAAa,IAAI,iBAAiB;AAAA,IACpG,GAAI,aAAa,EAAE,UAAU,SAAS;AAAA,IACtC,KAAI,SAAI,eAAJ,mBAAgB,QAAO,EAAE,MAAM,IAAI,WAAW,KAAA,IAAmB;AAAA,IACrE,GAAG;AAAA,IACH,aAAa;AAAA,IACb,aAAa;AAAA,EAAA;AAErB;AAEA,SAAS,yBAAyB,GAA+B;AAC7D,SAAO,EAAE,CAAC,MAAM,KAAK,EAAE,CAAC,MAAM,KAAK,EAAE,CAAC,MAAM,KAAK,EAAE,CAAC,MAAM;AAC9D;"}
1
+ {"version":3,"file":"gltf-pbr-builder-ext-3imk8Tev.js","sources":["../src/loader-gltf/gltf-pbr-builder-ext.ts"],"sourcesContent":["/** Lazy-loaded slow path for PBR material assembly.\n * Only pulled into bundles whose glTF uses features that require per-texture\n * wrapping (e.g. KHR_texture_transform) or occlusion on UV2 (texCoord=1 with\n * no shared MR image). Scene1 (BoomBox) and any vanilla-PBR glTF skip this\n * module entirely. */\n\nimport { U8 } from \"../engine/typed-arrays.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { Texture2D } from \"../texture/texture-2d.js\";\nimport { cloneTexture2D } from \"../texture/texture-2d.js\";\nimport type { PbrMaterialProps } from \"../material/pbr/pbr-material.js\";\nimport { pbrGroupBuilder } from \"../material/pbr/pbr-material.js\";\nimport type { GltfMaterialData } from \"./gltf-material.js\";\nimport { linearToSrgbByte } from \"../math/color.js\";\nimport type { TextureWrapFn, GenerateMipmapsFn } from \"./gltf-pbr-builder.js\";\nimport { uploadTex } from \"./gltf-pbr-builder.js\";\n\nexport interface PbrTexturesExt {\n baseColorTexture: Texture2D;\n ormTexture: Texture2D;\n normalTexture: Texture2D | undefined;\n emissiveTexture: Texture2D | undefined;\n occlusionTexture: Texture2D | undefined;\n}\n\n/** Stamp `_texCoord=1` on a clone when textureInfo selects UV1 and the\n * wrapTex layer didn't already set it (i.e. scene has no KHR_texture_transform). */\nfunction wrapTexCoord(tex: Texture2D, texInfo: unknown): Texture2D {\n if (!texInfo) {\n return tex;\n }\n if ((tex as { _texCoord?: 0 | 1 })._texCoord === 1) {\n return tex;\n }\n const ti = texInfo as { texCoord?: number; extensions?: { KHR_texture_transform?: { texCoord?: number } } };\n const tc = ti.extensions?.KHR_texture_transform?.texCoord ?? ti.texCoord;\n return tc === 1 ? cloneTexture2D(tex, { _texCoord: 1 }) : tex;\n}\n\n/** Build textures with wrapTex + occlusionOnUv2 support. Mirrors master's\n * default texture building but honors per-textureInfo wrapping so\n * KHR_texture_transform can attach per-texture UV state. */\nexport function buildDefaultPbrTexturesExt(\n engine: EngineContext,\n mat: GltfMaterialData,\n sampler: GPUSampler,\n generateMipmaps: GenerateMipmapsFn,\n getCachedTex: (bitmap: ImageBitmap, srgb: boolean) => Texture2D,\n wrapTex: TextureWrapFn\n): PbrTexturesExt {\n const wrap: TextureWrapFn = (tex, ti) => wrapTexCoord(wrapTex(tex, ti), ti);\n const raw = mat._rawMatDef ?? {};\n const pbr = raw.pbrMetallicRoughness ?? {};\n const baseColorTexture = mat._baseColorImage\n ? wrap(getCachedTex(mat._baseColorImage, true), pbr.baseColorTexture)\n : (() => {\n const f = mat._baseColorFactor;\n return uploadTex(\n engine,\n null,\n true,\n sampler,\n generateMipmaps,\n new U8([linearToSrgbByte(f[0]), linearToSrgbByte(f[1]), linearToSrgbByte(f[2]), Math.round(Math.max(0, Math.min(1, f[3])) * 255)])\n );\n })();\n const normalTexture = mat._normalImage ? wrap(getCachedTex(mat._normalImage, false), raw.normalTexture) : undefined;\n const emissiveTexture = mat._emissiveImage ? wrap(getCachedTex(mat._emissiveImage, true), raw.emissiveTexture) : undefined;\n\n const occlusionOnUv2 = mat._occlusionTexCoord !== 0 && mat._occlusionImage && !mat._metallicRoughnessImage;\n let occlusionTexture: Texture2D | undefined;\n const single = mat._metallicRoughnessImage ?? (occlusionOnUv2 ? null : mat._occlusionImage);\n let ormTexture: Texture2D;\n if (occlusionOnUv2) {\n const clamp = (v: number) => Math.round(Math.max(0, Math.min(1, v)) * 255);\n ormTexture = uploadTex(engine, null, false, sampler, generateMipmaps, new U8([255, clamp(mat._roughnessFactor), clamp(mat._metallicFactor), 255]));\n occlusionTexture = wrap(getCachedTex(mat._occlusionImage!, false), raw.occlusionTexture);\n } else if (single && (!mat._metallicRoughnessImage || !mat._occlusionImage || mat._metallicRoughnessImage === mat._occlusionImage)) {\n const ormTi = mat._metallicRoughnessImage ? pbr.metallicRoughnessTexture : raw.occlusionTexture;\n ormTexture = wrap(getCachedTex(single, false), ormTi);\n } else if (!single) {\n const clamp = (v: number) => Math.round(Math.max(0, Math.min(1, v)) * 255);\n ormTexture = uploadTex(engine, null, false, sampler, generateMipmaps, new U8([255, clamp(mat._roughnessFactor), clamp(mat._metallicFactor), 255]));\n } else {\n ormTexture = wrap(getCachedTex(mat._metallicRoughnessImage!, false), pbr.metallicRoughnessTexture);\n }\n return { baseColorTexture, ormTexture, normalTexture, emissiveTexture, occlusionTexture };\n}\n\n/** Slow-path assembly: adds occlusionTexCoord and occlusionTexture props. */\nexport function assemblePbrPropsExt(mat: GltfMaterialData, tex: PbrTexturesExt, extLayers: Partial<PbrMaterialProps> | undefined): PbrMaterialProps {\n const ef = mat._emissiveFactor;\n const defaultFactor = (ef[0] === 1 && ef[1] === 1 && ef[2] === 1) || (ef[0] === 0 && ef[1] === 0 && ef[2] === 0);\n // Precompute UV-transform presence so the renderer doesn't scan 5 textures\n // per mesh. Any wrapped texture with `_hasTx=true` (set by gltf-ext-uv-transform)\n // flips this once at build time; omitted entirely on fast path.\n const hasAnyUvTx =\n !!(tex.baseColorTexture as { _hasTx?: true })._hasTx ||\n !!(tex.normalTexture as { _hasTx?: true } | undefined)?._hasTx ||\n !!(tex.ormTexture as { _hasTx?: true })._hasTx ||\n !!(tex.emissiveTexture as { _hasTx?: true } | undefined)?._hasTx ||\n !!(tex.occlusionTexture as { _hasTx?: true } | undefined)?._hasTx;\n return {\n baseColorTexture: tex.baseColorTexture,\n normalTexture: tex.normalTexture,\n ormTexture: tex.ormTexture,\n emissiveTexture: tex.emissiveTexture,\n ...(mat._baseColorImage && !isDefaultBaseColorFactor(mat._baseColorFactor) ? { baseColorFactor: mat._baseColorFactor } : undefined),\n doubleSided: mat._doubleSided,\n occlusionStrength: mat._occlusionImage ? 1.0 : 0,\n ...(mat._occlusionTexCoord ? { occlusionTexCoord: mat._occlusionTexCoord } : undefined),\n ...(tex.occlusionTexture ? { occlusionTexture: tex.occlusionTexture } : undefined),\n ...(mat._normalScale !== 1 ? { normalTextureScale: mat._normalScale } : undefined),\n ...(mat._metallicRoughnessImage ? { metallicFactor: mat._metallicFactor, roughnessFactor: mat._roughnessFactor } : undefined),\n ...(!defaultFactor ? { emissiveColor: [ef[0], ef[1], ef[2]] as [number, number, number] } : undefined),\n enableSpecularAA: true,\n ...(mat._alphaMode === \"BLEND\" ? { alphaBlend: true, alpha: mat._baseColorFactor[3] } : undefined),\n ...(mat._alphaMode === \"MASK\" ? { alpha: mat._baseColorFactor[3], alphaCutOff: mat._alphaCutoff } : undefined),\n ...(hasAnyUvTx ? { _hasUvTx: true } : undefined),\n ...(mat._rawMatDef?.name ? { name: mat._rawMatDef.name as string } : undefined),\n ...extLayers,\n _buildGroup: pbrGroupBuilder,\n _uboVersion: 0,\n } as PbrMaterialProps;\n}\n\nfunction isDefaultBaseColorFactor(f: readonly number[]): boolean {\n return f[0] === 1 && f[1] === 1 && f[2] === 1 && f[3] === 1;\n}\n"],"names":[],"mappings":";AA2BA,SAAS,aAAa,KAAgB,SAA6B;;AAC/D,MAAI,CAAC,SAAS;AACV,WAAO;AAAA,EACX;AACA,MAAK,IAA8B,cAAc,GAAG;AAChD,WAAO;AAAA,EACX;AACA,QAAM,KAAK;AACX,QAAM,OAAK,cAAG,eAAH,mBAAe,0BAAf,mBAAsC,aAAY,GAAG;AAChE,SAAO,OAAO,IAAI,eAAe,KAAK,EAAE,WAAW,EAAA,CAAG,IAAI;AAC9D;AAKO,SAAS,2BACZ,QACA,KACA,SACA,iBACA,cACA,SACc;AACd,QAAM,OAAsB,CAAC,KAAK,OAAO,aAAa,QAAQ,KAAK,EAAE,GAAG,EAAE;AAC1E,QAAM,MAAM,IAAI,cAAc,CAAA;AAC9B,QAAM,MAAM,IAAI,wBAAwB,CAAA;AACxC,QAAM,mBAAmB,IAAI,kBACvB,KAAK,aAAa,IAAI,iBAAiB,IAAI,GAAG,IAAI,gBAAgB,KACjE,MAAM;AACH,UAAM,IAAI,IAAI;AACd,WAAO;AAAA,MACH;AAAA,MACA;AAAA,MACA;AAAA,MACA;AAAA,MACA;AAAA,MACA,IAAI,GAAG,CAAC,iBAAiB,EAAE,CAAC,CAAC,GAAG,iBAAiB,EAAE,CAAC,CAAC,GAAG,iBAAiB,EAAE,CAAC,CAAC,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,EAAE,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;AAAA,IAAA;AAAA,EAEzI,GAAA;AACN,QAAM,gBAAgB,IAAI,eAAe,KAAK,aAAa,IAAI,cAAc,KAAK,GAAG,IAAI,aAAa,IAAI;AAC1G,QAAM,kBAAkB,IAAI,iBAAiB,KAAK,aAAa,IAAI,gBAAgB,IAAI,GAAG,IAAI,eAAe,IAAI;AAEjH,QAAM,iBAAiB,IAAI,uBAAuB,KAAK,IAAI,mBAAmB,CAAC,IAAI;AACnF,MAAI;AACJ,QAAM,SAAS,IAAI,4BAA4B,iBAAiB,OAAO,IAAI;AAC3E,MAAI;AACJ,MAAI,gBAAgB;AAChB,UAAM,QAAQ,CAAC,MAAc,KAAK,MAAM,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,CAAC,CAAC,IAAI,GAAG;AACzE,iBAAa,UAAU,QAAQ,MAAM,OAAO,SAAS,iBAAiB,IAAI,GAAG,CAAC,KAAK,MAAM,IAAI,gBAAgB,GAAG,MAAM,IAAI,eAAe,GAAG,GAAG,CAAC,CAAC;AACjJ,uBAAmB,KAAK,aAAa,IAAI,iBAAkB,KAAK,GAAG,IAAI,gBAAgB;AAAA,EAC3F,WAAW,WAAW,CAAC,IAAI,2BAA2B,CAAC,IAAI,mBAAmB,IAAI,4BAA4B,IAAI,kBAAkB;AAChI,UAAM,QAAQ,IAAI,0BAA0B,IAAI,2BAA2B,IAAI;AAC/E,iBAAa,KAAK,aAAa,QAAQ,KAAK,GAAG,KAAK;AAAA,EACxD,WAAW,CAAC,QAAQ;AAChB,UAAM,QAAQ,CAAC,MAAc,KAAK,MAAM,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,CAAC,CAAC,IAAI,GAAG;AACzE,iBAAa,UAAU,QAAQ,MAAM,OAAO,SAAS,iBAAiB,IAAI,GAAG,CAAC,KAAK,MAAM,IAAI,gBAAgB,GAAG,MAAM,IAAI,eAAe,GAAG,GAAG,CAAC,CAAC;AAAA,EACrJ,OAAO;AACH,iBAAa,KAAK,aAAa,IAAI,yBAA0B,KAAK,GAAG,IAAI,wBAAwB;AAAA,EACrG;AACA,SAAO,EAAE,kBAAkB,YAAY,eAAe,iBAAiB,iBAAA;AAC3E;AAGO,SAAS,oBAAoB,KAAuB,KAAqB,WAAoE;;AAChJ,QAAM,KAAK,IAAI;AACf,QAAM,gBAAiB,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM,KAAO,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM;AAI9G,QAAM,aACF,CAAC,CAAE,IAAI,iBAAuC,UAC9C,CAAC,GAAE,SAAI,kBAAJ,mBAAqD,WACxD,CAAC,CAAE,IAAI,WAAiC,UACxC,CAAC,GAAE,SAAI,oBAAJ,mBAAuD,WAC1D,CAAC,GAAE,SAAI,qBAAJ,mBAAwD;AAC/D,SAAO;AAAA,IACH,kBAAkB,IAAI;AAAA,IACtB,eAAe,IAAI;AAAA,IACnB,YAAY,IAAI;AAAA,IAChB,iBAAiB,IAAI;AAAA,IACrB,GAAI,IAAI,mBAAmB,CAAC,yBAAyB,IAAI,gBAAgB,IAAI,EAAE,iBAAiB,IAAI,iBAAA,IAAqB;AAAA,IACzH,aAAa,IAAI;AAAA,IACjB,mBAAmB,IAAI,kBAAkB,IAAM;AAAA,IAC/C,GAAI,IAAI,qBAAqB,EAAE,mBAAmB,IAAI,uBAAuB;AAAA,IAC7E,GAAI,IAAI,mBAAmB,EAAE,kBAAkB,IAAI,qBAAqB;AAAA,IACxE,GAAI,IAAI,iBAAiB,IAAI,EAAE,oBAAoB,IAAI,iBAAiB;AAAA,IACxE,GAAI,IAAI,0BAA0B,EAAE,gBAAgB,IAAI,iBAAiB,iBAAiB,IAAI,iBAAA,IAAqB;AAAA,IACnH,GAAI,CAAC,gBAAgB,EAAE,eAAe,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,MAAkC;AAAA,IAC5F,kBAAkB;AAAA,IAClB,GAAI,IAAI,eAAe,UAAU,EAAE,YAAY,MAAM,OAAO,IAAI,iBAAiB,CAAC,EAAA,IAAM;AAAA,IACxF,GAAI,IAAI,eAAe,SAAS,EAAE,OAAO,IAAI,iBAAiB,CAAC,GAAG,aAAa,IAAI,iBAAiB;AAAA,IACpG,GAAI,aAAa,EAAE,UAAU,SAAS;AAAA,IACtC,KAAI,SAAI,eAAJ,mBAAgB,QAAO,EAAE,MAAM,IAAI,WAAW,KAAA,IAAmB;AAAA,IACrE,GAAG;AAAA,IACH,aAAa;AAAA,IACb,aAAa;AAAA,EAAA;AAErB;AAEA,SAAS,yBAAyB,GAA+B;AAC7D,SAAO,EAAE,CAAC,MAAM,KAAK,EAAE,CAAC,MAAM,KAAK,EAAE,CAAC,MAAM,KAAK,EAAE,CAAC,MAAM;AAC9D;"}
@@ -1,8 +1,8 @@
1
- import { bt as identityTexWrap, bu as getOrCreateSampler, bv as assembleMaterial, bw as runMatExts, u as uploadTex, bx as makeImageFetcher } from "./index-C-tEgwbZ.js";
2
- import { buildDefaultPbrTexturesExt, assemblePbrPropsExt } from "./gltf-pbr-builder-ext-DvFxuOqN.js";
1
+ import { bv as identityTexWrap, bw as getOrCreateSampler, bx as assembleMaterial, by as runMatExts, u as uploadTex, bz as makeImageFetcher } from "./index-BgY3QEzL.js";
2
+ import { buildDefaultPbrTexturesExt, assemblePbrPropsExt } from "./gltf-pbr-builder-ext-3imk8Tev.js";
3
3
  async function loadVariantMaterials(json, binChunk, baseUrl, variantNames, meshes, engine, exts, wrapTex = identityTexWrap) {
4
4
  var _a;
5
- const generateMipmaps = (await import("./index-C-tEgwbZ.js").then((n) => n.jw)).generateMipmaps;
5
+ const generateMipmaps = (await import("./index-BgY3QEzL.js").then((n) => n.k3)).generateMipmaps;
6
6
  const sampler = getOrCreateSampler(engine, {
7
7
  magFilter: "linear",
8
8
  minFilter: "linear",
@@ -85,4 +85,4 @@ async function loadVariantMaterials(json, binChunk, baseUrl, variantNames, meshe
85
85
  export {
86
86
  loadVariantMaterials
87
87
  };
88
- //# sourceMappingURL=gltf-variants-CUvzYGYX.js.map
88
+ //# sourceMappingURL=gltf-variants-Dyr54wwg.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gltf-variants-CUvzYGYX.js","sources":["../src/loader-gltf/gltf-variants.ts"],"sourcesContent":["/**\n * KHR_materials_variants — glTF parsing + GPU upload for variant materials.\n *\n * Dynamically imported by load-gltf.ts ONLY when the extension is present.\n * This keeps variant code fully tree-shaken from bundles that don't use it.\n */\n\nimport type { Mesh } from \"../mesh/mesh.js\";\nimport type { PbrMaterialProps } from \"../material/pbr/pbr-material.js\";\nimport type { GltfMaterialData, GltfMatExtCtx } from \"./gltf-material.js\";\nimport { assembleMaterial, makeImageFetcher } from \"./gltf-material.js\";\nimport type { GltfFeature } from \"./gltf-feature.js\";\nimport type { MaterialVariantData, VariantMeshEntry } from \"./material-variants.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport { getOrCreateSampler } from \"../resource/gpu-pool.js\";\nimport { runMatExts, uploadTex, type GenerateMipmapsFn, type TextureWrapFn, identityTexWrap } from \"./gltf-pbr-builder.js\";\nimport { buildDefaultPbrTexturesExt, assemblePbrPropsExt } from \"./gltf-pbr-builder-ext.js\";\n\n/**\n * Self-contained variant material loader.\n * Parses variant mappings from glTF JSON primitives, assembles + uploads variant materials,\n * and builds MaterialVariantData. Called only when KHR_materials_variants is present.\n */\nexport async function loadVariantMaterials(\n json: any,\n binChunk: DataView,\n baseUrl: string,\n variantNames: string[],\n meshes: Mesh[],\n engine: EngineContext,\n exts: GltfFeature[],\n wrapTex: TextureWrapFn = identityTexWrap\n): Promise<MaterialVariantData> {\n const generateMipmaps: GenerateMipmapsFn = (await import(\"../texture/generate-mipmaps.js\")).generateMipmaps;\n\n const sampler = getOrCreateSampler(engine, {\n magFilter: \"linear\",\n minFilter: \"linear\",\n mipmapFilter: \"linear\",\n addressModeU: \"repeat\",\n addressModeV: \"repeat\",\n maxAnisotropy: 4,\n });\n\n const matCache = new Map<number, Promise<GltfMaterialData>>();\n const imageCache = new Map<number, Promise<ImageBitmap>>();\n const fetchImg = makeImageFetcher(json, binChunk, baseUrl, imageCache);\n const getCachedTex = (bitmap: ImageBitmap, srgb: boolean) => uploadTex(engine, bitmap, srgb, sampler, generateMipmaps);\n const extCtx: GltfMatExtCtx = {\n _engine: engine,\n async _texture(texInfo, sRGB) {\n if (!texInfo) {\n return undefined;\n }\n const img = await fetchImg(texInfo);\n return img ? wrapTex(uploadTex(engine, img, sRGB, sampler, generateMipmaps), texInfo) : undefined;\n },\n _uploadImage(bitmap, sRGB) {\n return uploadTex(engine, bitmap, sRGB, sampler, generateMipmaps);\n },\n };\n const getMat = (matIdx: number): Promise<GltfMaterialData> => {\n let p = matCache.get(matIdx);\n if (!p) {\n p = assembleMaterial(json, binChunk, matIdx, baseUrl, imageCache);\n matCache.set(matIdx, p);\n }\n return p;\n };\n\n const pbrCache = new Map<GltfMaterialData, Promise<PbrMaterialProps>>();\n const getPbr = (gltfMat: GltfMaterialData): Promise<PbrMaterialProps> => {\n let p = pbrCache.get(gltfMat);\n if (!p) {\n p = (async () => {\n const tex = buildDefaultPbrTexturesExt(engine, gltfMat, sampler, generateMipmaps, getCachedTex, wrapTex);\n const layers = await runMatExts(gltfMat, exts, extCtx);\n return assemblePbrPropsExt(gltfMat, tex, layers);\n })();\n pbrCache.set(gltfMat, p);\n }\n return p;\n };\n\n const originals: VariantMeshEntry[] = [];\n const variants: Record<string, VariantMeshEntry[]> = {};\n for (const name of variantNames) {\n variants[name] = [];\n }\n\n let meshIdx = 0;\n for (let nodeIdx = 0; nodeIdx < json.nodes.length; nodeIdx++) {\n const node = json.nodes[nodeIdx];\n if (node.mesh === undefined) {\n continue;\n }\n const gltfMesh = json.meshes[node.mesh];\n for (const primitive of gltfMesh.primitives) {\n const mesh = meshes[meshIdx]!;\n const variantExt = primitive.extensions?.KHR_materials_variants;\n if (variantExt?.mappings) {\n originals.push({ mesh, material: mesh.material });\n for (const mapping of variantExt.mappings as { material: number; variants: number[] }[]) {\n const gltfMat = await getMat(mapping.material);\n const pbrMat = await getPbr(gltfMat);\n for (const vi of mapping.variants) {\n const name = variantNames[vi];\n if (name) {\n variants[name]!.push({ mesh, material: pbrMat });\n }\n }\n }\n }\n meshIdx++;\n }\n }\n\n return { names: variantNames, variants, originals };\n}\n"],"names":[],"mappings":";;AAuBA,eAAsB,qBAClB,MACA,UACA,SACA,cACA,QACA,QACA,MACA,UAAyB,iBACG;;AAC5B,QAAM,mBAAsC,MAAM,OAAO,qBAAgC,EAAA,KAAA,OAAA,EAAA,EAAA,GAAG;AAE5F,QAAM,UAAU,mBAAmB,QAAQ;AAAA,IACvC,WAAW;AAAA,IACX,WAAW;AAAA,IACX,cAAc;AAAA,IACd,cAAc;AAAA,IACd,cAAc;AAAA,IACd,eAAe;AAAA,EAAA,CAClB;AAED,QAAM,+BAAe,IAAA;AACrB,QAAM,iCAAiB,IAAA;AACvB,QAAM,WAAW,iBAAiB,MAAM,UAAU,SAAS,UAAU;AACrE,QAAM,eAAe,CAAC,QAAqB,SAAkB,UAAU,QAAQ,QAAQ,MAAM,SAAS,eAAe;AACrH,QAAM,SAAwB;AAAA,IAC1B,SAAS;AAAA,IACT,MAAM,SAAS,SAAS,MAAM;AAC1B,UAAI,CAAC,SAAS;AACV,eAAO;AAAA,MACX;AACA,YAAM,MAAM,MAAM,SAAS,OAAO;AAClC,aAAO,MAAM,QAAQ,UAAU,QAAQ,KAAK,MAAM,SAAS,eAAe,GAAG,OAAO,IAAI;AAAA,IAC5F;AAAA,IACA,aAAa,QAAQ,MAAM;AACvB,aAAO,UAAU,QAAQ,QAAQ,MAAM,SAAS,eAAe;AAAA,IACnE;AAAA,EAAA;AAEJ,QAAM,SAAS,CAAC,WAA8C;AAC1D,QAAI,IAAI,SAAS,IAAI,MAAM;AAC3B,QAAI,CAAC,GAAG;AACJ,UAAI,iBAAiB,MAAM,UAAU,QAAQ,SAAS,UAAU;AAChE,eAAS,IAAI,QAAQ,CAAC;AAAA,IAC1B;AACA,WAAO;AAAA,EACX;AAEA,QAAM,+BAAe,IAAA;AACrB,QAAM,SAAS,CAAC,YAAyD;AACrE,QAAI,IAAI,SAAS,IAAI,OAAO;AAC5B,QAAI,CAAC,GAAG;AACJ,WAAK,YAAY;AACb,cAAM,MAAM,2BAA2B,QAAQ,SAAS,SAAS,iBAAiB,cAAc,OAAO;AACvG,cAAM,SAAS,MAAM,WAAW,SAAS,MAAM,MAAM;AACrD,eAAO,oBAAoB,SAAS,KAAK,MAAM;AAAA,MACnD,GAAA;AACA,eAAS,IAAI,SAAS,CAAC;AAAA,IAC3B;AACA,WAAO;AAAA,EACX;AAEA,QAAM,YAAgC,CAAA;AACtC,QAAM,WAA+C,CAAA;AACrD,aAAW,QAAQ,cAAc;AAC7B,aAAS,IAAI,IAAI,CAAA;AAAA,EACrB;AAEA,MAAI,UAAU;AACd,WAAS,UAAU,GAAG,UAAU,KAAK,MAAM,QAAQ,WAAW;AAC1D,UAAM,OAAO,KAAK,MAAM,OAAO;AAC/B,QAAI,KAAK,SAAS,QAAW;AACzB;AAAA,IACJ;AACA,UAAM,WAAW,KAAK,OAAO,KAAK,IAAI;AACtC,eAAW,aAAa,SAAS,YAAY;AACzC,YAAM,OAAO,OAAO,OAAO;AAC3B,YAAM,cAAa,eAAU,eAAV,mBAAsB;AACzC,UAAI,yCAAY,UAAU;AACtB,kBAAU,KAAK,EAAE,MAAM,UAAU,KAAK,UAAU;AAChD,mBAAW,WAAW,WAAW,UAAwD;AACrF,gBAAM,UAAU,MAAM,OAAO,QAAQ,QAAQ;AAC7C,gBAAM,SAAS,MAAM,OAAO,OAAO;AACnC,qBAAW,MAAM,QAAQ,UAAU;AAC/B,kBAAM,OAAO,aAAa,EAAE;AAC5B,gBAAI,MAAM;AACN,uBAAS,IAAI,EAAG,KAAK,EAAE,MAAM,UAAU,QAAQ;AAAA,YACnD;AAAA,UACJ;AAAA,QACJ;AAAA,MACJ;AACA;AAAA,IACJ;AAAA,EACJ;AAEA,SAAO,EAAE,OAAO,cAAc,UAAU,UAAA;AAC5C;"}
1
+ {"version":3,"file":"gltf-variants-Dyr54wwg.js","sources":["../src/loader-gltf/gltf-variants.ts"],"sourcesContent":["/**\n * KHR_materials_variants — glTF parsing + GPU upload for variant materials.\n *\n * Dynamically imported by load-gltf.ts ONLY when the extension is present.\n * This keeps variant code fully tree-shaken from bundles that don't use it.\n */\n\nimport type { Mesh } from \"../mesh/mesh.js\";\nimport type { PbrMaterialProps } from \"../material/pbr/pbr-material.js\";\nimport type { GltfMaterialData, GltfMatExtCtx } from \"./gltf-material.js\";\nimport { assembleMaterial, makeImageFetcher } from \"./gltf-material.js\";\nimport type { GltfFeature } from \"./gltf-feature.js\";\nimport type { MaterialVariantData, VariantMeshEntry } from \"./material-variants.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport { getOrCreateSampler } from \"../resource/gpu-pool.js\";\nimport { runMatExts, uploadTex, type GenerateMipmapsFn, type TextureWrapFn, identityTexWrap } from \"./gltf-pbr-builder.js\";\nimport { buildDefaultPbrTexturesExt, assemblePbrPropsExt } from \"./gltf-pbr-builder-ext.js\";\n\n/**\n * Self-contained variant material loader.\n * Parses variant mappings from glTF JSON primitives, assembles + uploads variant materials,\n * and builds MaterialVariantData. Called only when KHR_materials_variants is present.\n */\nexport async function loadVariantMaterials(\n json: any,\n binChunk: DataView,\n baseUrl: string,\n variantNames: string[],\n meshes: Mesh[],\n engine: EngineContext,\n exts: GltfFeature[],\n wrapTex: TextureWrapFn = identityTexWrap\n): Promise<MaterialVariantData> {\n const generateMipmaps: GenerateMipmapsFn = (await import(\"../texture/generate-mipmaps.js\")).generateMipmaps;\n\n const sampler = getOrCreateSampler(engine, {\n magFilter: \"linear\",\n minFilter: \"linear\",\n mipmapFilter: \"linear\",\n addressModeU: \"repeat\",\n addressModeV: \"repeat\",\n maxAnisotropy: 4,\n });\n\n const matCache = new Map<number, Promise<GltfMaterialData>>();\n const imageCache = new Map<number, Promise<ImageBitmap>>();\n const fetchImg = makeImageFetcher(json, binChunk, baseUrl, imageCache);\n const getCachedTex = (bitmap: ImageBitmap, srgb: boolean) => uploadTex(engine, bitmap, srgb, sampler, generateMipmaps);\n const extCtx: GltfMatExtCtx = {\n _engine: engine,\n async _texture(texInfo, sRGB) {\n if (!texInfo) {\n return undefined;\n }\n const img = await fetchImg(texInfo);\n return img ? wrapTex(uploadTex(engine, img, sRGB, sampler, generateMipmaps), texInfo) : undefined;\n },\n _uploadImage(bitmap, sRGB) {\n return uploadTex(engine, bitmap, sRGB, sampler, generateMipmaps);\n },\n };\n const getMat = (matIdx: number): Promise<GltfMaterialData> => {\n let p = matCache.get(matIdx);\n if (!p) {\n p = assembleMaterial(json, binChunk, matIdx, baseUrl, imageCache);\n matCache.set(matIdx, p);\n }\n return p;\n };\n\n const pbrCache = new Map<GltfMaterialData, Promise<PbrMaterialProps>>();\n const getPbr = (gltfMat: GltfMaterialData): Promise<PbrMaterialProps> => {\n let p = pbrCache.get(gltfMat);\n if (!p) {\n p = (async () => {\n const tex = buildDefaultPbrTexturesExt(engine, gltfMat, sampler, generateMipmaps, getCachedTex, wrapTex);\n const layers = await runMatExts(gltfMat, exts, extCtx);\n return assemblePbrPropsExt(gltfMat, tex, layers);\n })();\n pbrCache.set(gltfMat, p);\n }\n return p;\n };\n\n const originals: VariantMeshEntry[] = [];\n const variants: Record<string, VariantMeshEntry[]> = {};\n for (const name of variantNames) {\n variants[name] = [];\n }\n\n let meshIdx = 0;\n for (let nodeIdx = 0; nodeIdx < json.nodes.length; nodeIdx++) {\n const node = json.nodes[nodeIdx];\n if (node.mesh === undefined) {\n continue;\n }\n const gltfMesh = json.meshes[node.mesh];\n for (const primitive of gltfMesh.primitives) {\n const mesh = meshes[meshIdx]!;\n const variantExt = primitive.extensions?.KHR_materials_variants;\n if (variantExt?.mappings) {\n originals.push({ mesh, material: mesh.material });\n for (const mapping of variantExt.mappings as { material: number; variants: number[] }[]) {\n const gltfMat = await getMat(mapping.material);\n const pbrMat = await getPbr(gltfMat);\n for (const vi of mapping.variants) {\n const name = variantNames[vi];\n if (name) {\n variants[name]!.push({ mesh, material: pbrMat });\n }\n }\n }\n }\n meshIdx++;\n }\n }\n\n return { names: variantNames, variants, originals };\n}\n"],"names":[],"mappings":";;AAuBA,eAAsB,qBAClB,MACA,UACA,SACA,cACA,QACA,QACA,MACA,UAAyB,iBACG;;AAC5B,QAAM,mBAAsC,MAAM,OAAO,qBAAgC,EAAA,KAAA,OAAA,EAAA,EAAA,GAAG;AAE5F,QAAM,UAAU,mBAAmB,QAAQ;AAAA,IACvC,WAAW;AAAA,IACX,WAAW;AAAA,IACX,cAAc;AAAA,IACd,cAAc;AAAA,IACd,cAAc;AAAA,IACd,eAAe;AAAA,EAAA,CAClB;AAED,QAAM,+BAAe,IAAA;AACrB,QAAM,iCAAiB,IAAA;AACvB,QAAM,WAAW,iBAAiB,MAAM,UAAU,SAAS,UAAU;AACrE,QAAM,eAAe,CAAC,QAAqB,SAAkB,UAAU,QAAQ,QAAQ,MAAM,SAAS,eAAe;AACrH,QAAM,SAAwB;AAAA,IAC1B,SAAS;AAAA,IACT,MAAM,SAAS,SAAS,MAAM;AAC1B,UAAI,CAAC,SAAS;AACV,eAAO;AAAA,MACX;AACA,YAAM,MAAM,MAAM,SAAS,OAAO;AAClC,aAAO,MAAM,QAAQ,UAAU,QAAQ,KAAK,MAAM,SAAS,eAAe,GAAG,OAAO,IAAI;AAAA,IAC5F;AAAA,IACA,aAAa,QAAQ,MAAM;AACvB,aAAO,UAAU,QAAQ,QAAQ,MAAM,SAAS,eAAe;AAAA,IACnE;AAAA,EAAA;AAEJ,QAAM,SAAS,CAAC,WAA8C;AAC1D,QAAI,IAAI,SAAS,IAAI,MAAM;AAC3B,QAAI,CAAC,GAAG;AACJ,UAAI,iBAAiB,MAAM,UAAU,QAAQ,SAAS,UAAU;AAChE,eAAS,IAAI,QAAQ,CAAC;AAAA,IAC1B;AACA,WAAO;AAAA,EACX;AAEA,QAAM,+BAAe,IAAA;AACrB,QAAM,SAAS,CAAC,YAAyD;AACrE,QAAI,IAAI,SAAS,IAAI,OAAO;AAC5B,QAAI,CAAC,GAAG;AACJ,WAAK,YAAY;AACb,cAAM,MAAM,2BAA2B,QAAQ,SAAS,SAAS,iBAAiB,cAAc,OAAO;AACvG,cAAM,SAAS,MAAM,WAAW,SAAS,MAAM,MAAM;AACrD,eAAO,oBAAoB,SAAS,KAAK,MAAM;AAAA,MACnD,GAAA;AACA,eAAS,IAAI,SAAS,CAAC;AAAA,IAC3B;AACA,WAAO;AAAA,EACX;AAEA,QAAM,YAAgC,CAAA;AACtC,QAAM,WAA+C,CAAA;AACrD,aAAW,QAAQ,cAAc;AAC7B,aAAS,IAAI,IAAI,CAAA;AAAA,EACrB;AAEA,MAAI,UAAU;AACd,WAAS,UAAU,GAAG,UAAU,KAAK,MAAM,QAAQ,WAAW;AAC1D,UAAM,OAAO,KAAK,MAAM,OAAO;AAC/B,QAAI,KAAK,SAAS,QAAW;AACzB;AAAA,IACJ;AACA,UAAM,WAAW,KAAK,OAAO,KAAK,IAAI;AACtC,eAAW,aAAa,SAAS,YAAY;AACzC,YAAM,OAAO,OAAO,OAAO;AAC3B,YAAM,cAAa,eAAU,eAAV,mBAAsB;AACzC,UAAI,yCAAY,UAAU;AACtB,kBAAU,KAAK,EAAE,MAAM,UAAU,KAAK,UAAU;AAChD,mBAAW,WAAW,WAAW,UAAwD;AACrF,gBAAM,UAAU,MAAM,OAAO,QAAQ,QAAQ;AAC7C,gBAAM,SAAS,MAAM,OAAO,OAAO;AACnC,qBAAW,MAAM,QAAQ,UAAU;AAC/B,kBAAM,OAAO,aAAa,EAAE;AAC5B,gBAAI,MAAM;AACN,uBAAS,IAAI,EAAG,KAAK,EAAE,MAAM,UAAU,QAAQ;AAAA,YACnD;AAAA,UACJ;AAAA,QACJ;AAAA,MACJ;AACA;AAAA,IACJ;AAAA,EACJ;AAEA,SAAO,EAAE,OAAO,cAAc,UAAU,UAAA;AAC5C;"}
@@ -1,4 +1,4 @@
1
- import { m as makeTimingSnapshot } from "./index-C-tEgwbZ.js";
1
+ import { m as makeTimingSnapshot } from "./index-BgY3QEzL.js";
2
2
  const INITIAL_TASK_CAPACITY = 64;
3
3
  const MAX_IN_FLIGHT_READBACKS = 3;
4
4
  function createGpuTaskTimer(device) {
@@ -233,4 +233,4 @@ export {
233
233
  createGpuTaskTimer,
234
234
  installGpuTaskTimer
235
235
  };
236
- //# sourceMappingURL=gpu-task-timer-Dgkff80h.js.map
236
+ //# sourceMappingURL=gpu-task-timer-DVBNZfq5.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpu-task-timer-Dgkff80h.js","sources":["../src/engine/gpu-task-timer.ts"],"sourcesContent":["import type { EngineContext, RenderingContext } from \"./engine.js\";\nimport type { FrameGraph } from \"../frame-graph/frame-graph.js\";\nimport type { Task } from \"../frame-graph/task.js\";\nimport type { SurfaceContext } from \"./surface.js\";\nimport { makeTimingSnapshot, type RenderTaskGpuTiming, type RenderTaskGpuTimings } from \"./gpu-task-timing.js\";\n\nconst INITIAL_TASK_CAPACITY = 64;\nconst MAX_IN_FLIGHT_READBACKS = 3;\n\ninterface TaskTimingRecord {\n readonly index: number;\n readonly name: string;\n readonly beginQueryIndex: number;\n readonly endQueryIndex: number;\n}\n\ninterface PendingTaskTimingReadback {\n readonly buffer: GPUBuffer;\n readonly byteLength: number;\n readonly frameIndex: number;\n readonly records: readonly TaskTimingRecord[];\n readonly droppedTaskCount: number;\n readonly publish: (snapshot: RenderTaskGpuTimings) => void;\n}\n\ninterface WrappedFrameGraph {\n readonly graph: FrameGraph;\n readonly execute: () => number;\n}\n\ninterface PatchedContextList {\n readonly list: RenderingContext[];\n readonly push: (...items: RenderingContext[]) => number;\n}\n\ninterface PatchedSurfaceList {\n readonly list: SurfaceContext[];\n readonly push: (...items: SurfaceContext[]) => number;\n}\n\n/** @internal GPU resources/state for opt-in per-frame-graph-task timestamp queries. */\nexport interface GpuTaskTimer {\n readonly device: GPUDevice;\n readonly querySet: GPUQuerySet;\n readonly resolveBuffer: GPUBuffer;\n readonly readbackPool: GPUBuffer[];\n readonly records: TaskTimingRecord[];\n readonly wrappedGraphs: WrappedFrameGraph[];\n readonly patchedContextLists: PatchedContextList[];\n readonly patchedSurfaceLists: PatchedSurfaceList[];\n readonly taskCapacity: number;\n currentEncoder: GPUCommandEncoder | null;\n frameIndex: number;\n droppedTaskCount: number;\n inFlight: number;\n skipFrame: boolean;\n}\n\n/** Create the per-task GPU timer, or null when timestamp queries are unsupported. */\nexport function createGpuTaskTimer(device: GPUDevice): GpuTaskTimer | null {\n if (!device.features.has(\"timestamp-query\")) {\n return null;\n }\n const queryCount = INITIAL_TASK_CAPACITY * 2;\n return {\n device,\n querySet: device.createQuerySet({ type: \"timestamp\", count: queryCount }),\n resolveBuffer: device.createBuffer({\n size: queryCount * 8,\n usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,\n }),\n readbackPool: [],\n records: [],\n wrappedGraphs: [],\n patchedContextLists: [],\n patchedSurfaceLists: [],\n taskCapacity: INITIAL_TASK_CAPACITY,\n currentEncoder: null,\n frameIndex: 0,\n droppedTaskCount: 0,\n inFlight: 0,\n skipFrame: false,\n };\n}\n\n/** Install timed frame-graph execute wrappers on all contexts currently registered with the engine. */\nexport function installGpuTaskTimer(timer: GpuTaskTimer, engine: EngineContext, publish: (snapshot: RenderTaskGpuTimings) => void): () => void {\n patchSurfaceList(timer, engine._surfaces);\n for (const surface of engine.surfaces) {\n patchSurface(timer, surface);\n }\n const previousResolve = engine._gpuTimerResolve;\n const resolveTaskTiming = () => finishTaskTimingFrame(timer, publish);\n const resolveBoth = () => {\n previousResolve?.();\n resolveTaskTiming();\n };\n engine._gpuTaskTimerResolve = resolveTaskTiming;\n engine._gpuTimerResolve = resolveBoth;\n return () => restoreWrappedFrameGraphs(timer, engine, previousResolve, resolveTaskTiming, resolveBoth);\n}\n\nfunction patchSurfaceList(timer: GpuTaskTimer, list: SurfaceContext[]): void {\n for (const patched of timer.patchedSurfaceLists) {\n if (patched.list === list) {\n return;\n }\n }\n const push = list.push;\n list.push = (...items: SurfaceContext[]) => {\n const length = push.apply(list, items);\n for (const surface of items) {\n patchSurface(timer, surface);\n }\n return length;\n };\n timer.patchedSurfaceLists.push({ list, push });\n}\n\nfunction patchSurface(timer: GpuTaskTimer, surface: SurfaceContext): void {\n const contexts = surface._renderingContexts;\n patchContextList(timer, contexts);\n for (const context of contexts) {\n const graph = getFrameGraphFromContext(context);\n if (graph) {\n wrapFrameGraph(timer, graph);\n }\n }\n}\n\nfunction patchContextList(timer: GpuTaskTimer, list: RenderingContext[]): void {\n for (const patched of timer.patchedContextLists) {\n if (patched.list === list) {\n return;\n }\n }\n const push = list.push;\n list.push = (...items: RenderingContext[]) => {\n const length = push.apply(list, items);\n for (const context of items) {\n const graph = getFrameGraphFromContext(context);\n if (graph) {\n wrapFrameGraph(timer, graph);\n }\n }\n return length;\n };\n timer.patchedContextLists.push({ list, push });\n}\n\nfunction wrapFrameGraph(timer: GpuTaskTimer, graph: FrameGraph): void {\n for (const wrapped of timer.wrappedGraphs) {\n if (wrapped.graph === graph) {\n return;\n }\n }\n const original = graph.execute;\n const timed = () => executeTimedFrameGraph(timer, graph);\n graph.execute = timed;\n timer.wrappedGraphs.push({ graph, execute: original });\n}\n\nfunction restoreWrappedFrameGraphs(\n timer: GpuTaskTimer,\n engine: EngineContext,\n previousResolve: (() => void) | undefined,\n resolveTaskTiming: () => void,\n resolveBoth: () => void\n): void {\n for (const patched of timer.patchedSurfaceLists) {\n patched.list.push = patched.push;\n }\n timer.patchedSurfaceLists.length = 0;\n for (const patched of timer.patchedContextLists) {\n patched.list.push = patched.push;\n }\n timer.patchedContextLists.length = 0;\n for (const wrapped of timer.wrappedGraphs) {\n wrapped.graph.execute = wrapped.execute;\n }\n timer.wrappedGraphs.length = 0;\n timer.currentEncoder = null;\n if (engine._gpuTaskTimerResolve === resolveTaskTiming) {\n engine._gpuTaskTimerResolve = undefined;\n }\n if (engine._gpuTimerResolve === resolveBoth) {\n engine._gpuTimerResolve = previousResolve;\n } else if (engine._gpuTimerResolve === resolveTaskTiming) {\n engine._gpuTimerResolve = undefined;\n }\n}\n\nfunction getFrameGraphFromContext(context: RenderingContext): FrameGraph | null {\n const owner = context as RenderingContext & { _frameGraph?: unknown; frameGraph?: unknown };\n const graph = owner._frameGraph ?? owner.frameGraph;\n return isFrameGraph(graph) ? graph : null;\n}\n\nfunction isFrameGraph(value: unknown): value is FrameGraph {\n return typeof value === \"object\" && value !== null && \"_tasks\" in value && \"execute\" in value;\n}\n\nfunction executeTimedFrameGraph(timer: GpuTaskTimer, graph: FrameGraph): number {\n let drawCalls = 0;\n for (const task of graph._tasks) {\n drawCalls += gpuTaskTimerExecute(timer, task);\n }\n return drawCalls;\n}\n\n/** Execute one frame-graph task bracketed by timestamp writes. */\nfunction gpuTaskTimerExecute(timer: GpuTaskTimer, task: Task): number {\n const encoder = task.engine._currentEncoder;\n if (timer.currentEncoder !== encoder) {\n beginTaskTimingFrame(timer, encoder);\n }\n if (timer.skipFrame) {\n return executeTask(task);\n }\n\n const measuredCount = timer.records.length;\n const taskIndex = measuredCount + timer.droppedTaskCount;\n if (measuredCount >= timer.taskCapacity) {\n timer.droppedTaskCount++;\n return executeTask(task);\n }\n const beginQueryIndex = measuredCount * 2;\n const endQueryIndex = beginQueryIndex + 1;\n encoder.beginComputePass({ timestampWrites: { querySet: timer.querySet, beginningOfPassWriteIndex: beginQueryIndex } }).end();\n const drawCalls = executeTask(task);\n encoder.beginComputePass({ timestampWrites: { querySet: timer.querySet, endOfPassWriteIndex: endQueryIndex } }).end();\n timer.records.push({ index: taskIndex, name: task.name, beginQueryIndex, endQueryIndex });\n return drawCalls;\n}\n\nfunction executeTask(task: Task): number {\n if (task.execute) {\n return task.execute();\n }\n let drawCalls = 0;\n for (const pass of task._passes) {\n drawCalls += pass._execute();\n }\n return drawCalls;\n}\n\nfunction beginTaskTimingFrame(timer: GpuTaskTimer, encoder: GPUCommandEncoder): void {\n timer.currentEncoder = encoder;\n timer.records.length = 0;\n timer.droppedTaskCount = 0;\n timer.skipFrame = timer.inFlight > MAX_IN_FLIGHT_READBACKS;\n}\n\n/** Resolve this frame's task timestamps after renderFrame has submitted the command buffer. */\nfunction finishTaskTimingFrame(timer: GpuTaskTimer, publish: (snapshot: RenderTaskGpuTimings) => void): void {\n timer.frameIndex++;\n const taskCount = timer.records.length;\n if (timer.skipFrame || taskCount === 0 || timer.inFlight > MAX_IN_FLIGHT_READBACKS) {\n return;\n }\n\n const queryCount = taskCount * 2;\n const byteLength = queryCount * 8;\n const readback = timer.readbackPool.pop() ?? createReadbackBuffer(timer);\n const encoder = timer.device.createCommandEncoder({ label: \"gpu-task-timing-resolve\" });\n encoder.resolveQuerySet(timer.querySet, 0, queryCount, timer.resolveBuffer, 0);\n encoder.copyBufferToBuffer(timer.resolveBuffer, 0, readback, 0, byteLength);\n timer.device.queue.submit([encoder.finish()]);\n timer.inFlight++;\n void finishTaskTimingReadback(timer, {\n buffer: readback,\n byteLength,\n frameIndex: timer.frameIndex,\n records: timer.records.slice(),\n droppedTaskCount: timer.droppedTaskCount,\n publish,\n });\n}\n\nfunction createReadbackBuffer(timer: GpuTaskTimer): GPUBuffer {\n return timer.device.createBuffer({\n size: timer.taskCapacity * 16,\n usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,\n });\n}\n\nasync function finishTaskTimingReadback(timer: GpuTaskTimer, pending: PendingTaskTimingReadback): Promise<void> {\n const buffer = pending.buffer;\n try {\n // Let the resolve/copy submit leave the JavaScript stack before mapping.\n await Promise.resolve();\n await buffer.mapAsync(GPUMapMode.READ, 0, pending.byteLength);\n const raw = new BigUint64Array(buffer.getMappedRange(0, pending.byteLength));\n const tasks: RenderTaskGpuTiming[] = [];\n for (const record of pending.records) {\n const begin = raw[record.beginQueryIndex]!;\n const end = raw[record.endQueryIndex]!;\n if (end >= begin) {\n tasks.push({ index: record.index, name: record.name, durationMs: Number(end - begin) / 1e6 });\n }\n }\n buffer.unmap();\n timer.readbackPool.push(buffer);\n timer.inFlight--;\n pending.publish(makeTimingSnapshot(\"available\", true, true, pending.frameIndex, tasks, pending.droppedTaskCount));\n } catch (error) {\n timer.inFlight--;\n buffer.destroy();\n pending.publish(makeTimingSnapshot(\"error\", true, true, pending.frameIndex, [], pending.droppedTaskCount, readbackErrorMessage(error)));\n }\n}\n\nfunction readbackErrorMessage(error: unknown): string {\n return error instanceof Error ? error.message : String(error);\n}\n"],"names":[],"mappings":";AAMA,MAAM,wBAAwB;AAC9B,MAAM,0BAA0B;AAoDzB,SAAS,mBAAmB,QAAwC;AACvE,MAAI,CAAC,OAAO,SAAS,IAAI,iBAAiB,GAAG;AACzC,WAAO;AAAA,EACX;AACA,QAAM,aAAa,wBAAwB;AAC3C,SAAO;AAAA,IACH;AAAA,IACA,UAAU,OAAO,eAAe,EAAE,MAAM,aAAa,OAAO,YAAY;AAAA,IACxE,eAAe,OAAO,aAAa;AAAA,MAC/B,MAAM,aAAa;AAAA,MACnB,OAAO,eAAe,gBAAgB,eAAe;AAAA,IAAA,CACxD;AAAA,IACD,cAAc,CAAA;AAAA,IACd,SAAS,CAAA;AAAA,IACT,eAAe,CAAA;AAAA,IACf,qBAAqB,CAAA;AAAA,IACrB,qBAAqB,CAAA;AAAA,IACrB,cAAc;AAAA,IACd,gBAAgB;AAAA,IAChB,YAAY;AAAA,IACZ,kBAAkB;AAAA,IAClB,UAAU;AAAA,IACV,WAAW;AAAA,EAAA;AAEnB;AAGO,SAAS,oBAAoB,OAAqB,QAAuB,SAA+D;AAC3I,mBAAiB,OAAO,OAAO,SAAS;AACxC,aAAW,WAAW,OAAO,UAAU;AACnC,iBAAa,OAAO,OAAO;AAAA,EAC/B;AACA,QAAM,kBAAkB,OAAO;AAC/B,QAAM,oBAAoB,MAAM,sBAAsB,OAAO,OAAO;AACpE,QAAM,cAAc,MAAM;AACtB;AACA,sBAAA;AAAA,EACJ;AACA,SAAO,uBAAuB;AAC9B,SAAO,mBAAmB;AAC1B,SAAO,MAAM,0BAA0B,OAAO,QAAQ,iBAAiB,mBAAmB,WAAW;AACzG;AAEA,SAAS,iBAAiB,OAAqB,MAA8B;AACzE,aAAW,WAAW,MAAM,qBAAqB;AAC7C,QAAI,QAAQ,SAAS,MAAM;AACvB;AAAA,IACJ;AAAA,EACJ;AACA,QAAM,OAAO,KAAK;AAClB,OAAK,OAAO,IAAI,UAA4B;AACxC,UAAM,SAAS,KAAK,MAAM,MAAM,KAAK;AACrC,eAAW,WAAW,OAAO;AACzB,mBAAa,OAAO,OAAO;AAAA,IAC/B;AACA,WAAO;AAAA,EACX;AACA,QAAM,oBAAoB,KAAK,EAAE,MAAM,MAAM;AACjD;AAEA,SAAS,aAAa,OAAqB,SAA+B;AACtE,QAAM,WAAW,QAAQ;AACzB,mBAAiB,OAAO,QAAQ;AAChC,aAAW,WAAW,UAAU;AAC5B,UAAM,QAAQ,yBAAyB,OAAO;AAC9C,QAAI,OAAO;AACP,qBAAe,OAAO,KAAK;AAAA,IAC/B;AAAA,EACJ;AACJ;AAEA,SAAS,iBAAiB,OAAqB,MAAgC;AAC3E,aAAW,WAAW,MAAM,qBAAqB;AAC7C,QAAI,QAAQ,SAAS,MAAM;AACvB;AAAA,IACJ;AAAA,EACJ;AACA,QAAM,OAAO,KAAK;AAClB,OAAK,OAAO,IAAI,UAA8B;AAC1C,UAAM,SAAS,KAAK,MAAM,MAAM,KAAK;AACrC,eAAW,WAAW,OAAO;AACzB,YAAM,QAAQ,yBAAyB,OAAO;AAC9C,UAAI,OAAO;AACP,uBAAe,OAAO,KAAK;AAAA,MAC/B;AAAA,IACJ;AACA,WAAO;AAAA,EACX;AACA,QAAM,oBAAoB,KAAK,EAAE,MAAM,MAAM;AACjD;AAEA,SAAS,eAAe,OAAqB,OAAyB;AAClE,aAAW,WAAW,MAAM,eAAe;AACvC,QAAI,QAAQ,UAAU,OAAO;AACzB;AAAA,IACJ;AAAA,EACJ;AACA,QAAM,WAAW,MAAM;AACvB,QAAM,QAAQ,MAAM,uBAAuB,OAAO,KAAK;AACvD,QAAM,UAAU;AAChB,QAAM,cAAc,KAAK,EAAE,OAAO,SAAS,UAAU;AACzD;AAEA,SAAS,0BACL,OACA,QACA,iBACA,mBACA,aACI;AACJ,aAAW,WAAW,MAAM,qBAAqB;AAC7C,YAAQ,KAAK,OAAO,QAAQ;AAAA,EAChC;AACA,QAAM,oBAAoB,SAAS;AACnC,aAAW,WAAW,MAAM,qBAAqB;AAC7C,YAAQ,KAAK,OAAO,QAAQ;AAAA,EAChC;AACA,QAAM,oBAAoB,SAAS;AACnC,aAAW,WAAW,MAAM,eAAe;AACvC,YAAQ,MAAM,UAAU,QAAQ;AAAA,EACpC;AACA,QAAM,cAAc,SAAS;AAC7B,QAAM,iBAAiB;AACvB,MAAI,OAAO,yBAAyB,mBAAmB;AACnD,WAAO,uBAAuB;AAAA,EAClC;AACA,MAAI,OAAO,qBAAqB,aAAa;AACzC,WAAO,mBAAmB;AAAA,EAC9B,WAAW,OAAO,qBAAqB,mBAAmB;AACtD,WAAO,mBAAmB;AAAA,EAC9B;AACJ;AAEA,SAAS,yBAAyB,SAA8C;AAC5E,QAAM,QAAQ;AACd,QAAM,QAAQ,MAAM,eAAe,MAAM;AACzC,SAAO,aAAa,KAAK,IAAI,QAAQ;AACzC;AAEA,SAAS,aAAa,OAAqC;AACvD,SAAO,OAAO,UAAU,YAAY,UAAU,QAAQ,YAAY,SAAS,aAAa;AAC5F;AAEA,SAAS,uBAAuB,OAAqB,OAA2B;AAC5E,MAAI,YAAY;AAChB,aAAW,QAAQ,MAAM,QAAQ;AAC7B,iBAAa,oBAAoB,OAAO,IAAI;AAAA,EAChD;AACA,SAAO;AACX;AAGA,SAAS,oBAAoB,OAAqB,MAAoB;AAClE,QAAM,UAAU,KAAK,OAAO;AAC5B,MAAI,MAAM,mBAAmB,SAAS;AAClC,yBAAqB,OAAO,OAAO;AAAA,EACvC;AACA,MAAI,MAAM,WAAW;AACjB,WAAO,YAAY,IAAI;AAAA,EAC3B;AAEA,QAAM,gBAAgB,MAAM,QAAQ;AACpC,QAAM,YAAY,gBAAgB,MAAM;AACxC,MAAI,iBAAiB,MAAM,cAAc;AACrC,UAAM;AACN,WAAO,YAAY,IAAI;AAAA,EAC3B;AACA,QAAM,kBAAkB,gBAAgB;AACxC,QAAM,gBAAgB,kBAAkB;AACxC,UAAQ,iBAAiB,EAAE,iBAAiB,EAAE,UAAU,MAAM,UAAU,2BAA2B,kBAAgB,CAAG,EAAE,IAAA;AACxH,QAAM,YAAY,YAAY,IAAI;AAClC,UAAQ,iBAAiB,EAAE,iBAAiB,EAAE,UAAU,MAAM,UAAU,qBAAqB,gBAAc,CAAG,EAAE,IAAA;AAChH,QAAM,QAAQ,KAAK,EAAE,OAAO,WAAW,MAAM,KAAK,MAAM,iBAAiB,cAAA,CAAe;AACxF,SAAO;AACX;AAEA,SAAS,YAAY,MAAoB;AACrC,MAAI,KAAK,SAAS;AACd,WAAO,KAAK,QAAA;AAAA,EAChB;AACA,MAAI,YAAY;AAChB,aAAW,QAAQ,KAAK,SAAS;AAC7B,iBAAa,KAAK,SAAA;AAAA,EACtB;AACA,SAAO;AACX;AAEA,SAAS,qBAAqB,OAAqB,SAAkC;AACjF,QAAM,iBAAiB;AACvB,QAAM,QAAQ,SAAS;AACvB,QAAM,mBAAmB;AACzB,QAAM,YAAY,MAAM,WAAW;AACvC;AAGA,SAAS,sBAAsB,OAAqB,SAAyD;AACzG,QAAM;AACN,QAAM,YAAY,MAAM,QAAQ;AAChC,MAAI,MAAM,aAAa,cAAc,KAAK,MAAM,WAAW,yBAAyB;AAChF;AAAA,EACJ;AAEA,QAAM,aAAa,YAAY;AAC/B,QAAM,aAAa,aAAa;AAChC,QAAM,WAAW,MAAM,aAAa,IAAA,KAAS,qBAAqB,KAAK;AACvE,QAAM,UAAU,MAAM,OAAO,qBAAqB,EAAE,OAAO,2BAA2B;AACtF,UAAQ,gBAAgB,MAAM,UAAU,GAAG,YAAY,MAAM,eAAe,CAAC;AAC7E,UAAQ,mBAAmB,MAAM,eAAe,GAAG,UAAU,GAAG,UAAU;AAC1E,QAAM,OAAO,MAAM,OAAO,CAAC,QAAQ,OAAA,CAAQ,CAAC;AAC5C,QAAM;AACN,OAAK,yBAAyB,OAAO;AAAA,IACjC,QAAQ;AAAA,IACR;AAAA,IACA,YAAY,MAAM;AAAA,IAClB,SAAS,MAAM,QAAQ,MAAA;AAAA,IACvB,kBAAkB,MAAM;AAAA,IACxB;AAAA,EAAA,CACH;AACL;AAEA,SAAS,qBAAqB,OAAgC;AAC1D,SAAO,MAAM,OAAO,aAAa;AAAA,IAC7B,MAAM,MAAM,eAAe;AAAA,IAC3B,OAAO,eAAe,WAAW,eAAe;AAAA,EAAA,CACnD;AACL;AAEA,eAAe,yBAAyB,OAAqB,SAAmD;AAC5G,QAAM,SAAS,QAAQ;AACvB,MAAI;AAEA,UAAM,QAAQ,QAAA;AACd,UAAM,OAAO,SAAS,WAAW,MAAM,GAAG,QAAQ,UAAU;AAC5D,UAAM,MAAM,IAAI,eAAe,OAAO,eAAe,GAAG,QAAQ,UAAU,CAAC;AAC3E,UAAM,QAA+B,CAAA;AACrC,eAAW,UAAU,QAAQ,SAAS;AAClC,YAAM,QAAQ,IAAI,OAAO,eAAe;AACxC,YAAM,MAAM,IAAI,OAAO,aAAa;AACpC,UAAI,OAAO,OAAO;AACd,cAAM,KAAK,EAAE,OAAO,OAAO,OAAO,MAAM,OAAO,MAAM,YAAY,OAAO,MAAM,KAAK,IAAI,KAAK;AAAA,MAChG;AAAA,IACJ;AACA,WAAO,MAAA;AACP,UAAM,aAAa,KAAK,MAAM;AAC9B,UAAM;AACN,YAAQ,QAAQ,mBAAmB,aAAa,MAAM,MAAM,QAAQ,YAAY,OAAO,QAAQ,gBAAgB,CAAC;AAAA,EACpH,SAAS,OAAO;AACZ,UAAM;AACN,WAAO,QAAA;AACP,YAAQ,QAAQ,mBAAmB,SAAS,MAAM,MAAM,QAAQ,YAAY,CAAA,GAAI,QAAQ,kBAAkB,qBAAqB,KAAK,CAAC,CAAC;AAAA,EAC1I;AACJ;AAEA,SAAS,qBAAqB,OAAwB;AAClD,SAAO,iBAAiB,QAAQ,MAAM,UAAU,OAAO,KAAK;AAChE;"}
1
+ {"version":3,"file":"gpu-task-timer-DVBNZfq5.js","sources":["../src/engine/gpu-task-timer.ts"],"sourcesContent":["import type { EngineContext, RenderingContext } from \"./engine.js\";\nimport type { FrameGraph } from \"../frame-graph/frame-graph.js\";\nimport type { Task } from \"../frame-graph/task.js\";\nimport type { SurfaceContext } from \"./surface.js\";\nimport { makeTimingSnapshot, type RenderTaskGpuTiming, type RenderTaskGpuTimings } from \"./gpu-task-timing.js\";\n\nconst INITIAL_TASK_CAPACITY = 64;\nconst MAX_IN_FLIGHT_READBACKS = 3;\n\ninterface TaskTimingRecord {\n readonly index: number;\n readonly name: string;\n readonly beginQueryIndex: number;\n readonly endQueryIndex: number;\n}\n\ninterface PendingTaskTimingReadback {\n readonly buffer: GPUBuffer;\n readonly byteLength: number;\n readonly frameIndex: number;\n readonly records: readonly TaskTimingRecord[];\n readonly droppedTaskCount: number;\n readonly publish: (snapshot: RenderTaskGpuTimings) => void;\n}\n\ninterface WrappedFrameGraph {\n readonly graph: FrameGraph;\n readonly execute: () => number;\n}\n\ninterface PatchedContextList {\n readonly list: RenderingContext[];\n readonly push: (...items: RenderingContext[]) => number;\n}\n\ninterface PatchedSurfaceList {\n readonly list: SurfaceContext[];\n readonly push: (...items: SurfaceContext[]) => number;\n}\n\n/** @internal GPU resources/state for opt-in per-frame-graph-task timestamp queries. */\nexport interface GpuTaskTimer {\n readonly device: GPUDevice;\n readonly querySet: GPUQuerySet;\n readonly resolveBuffer: GPUBuffer;\n readonly readbackPool: GPUBuffer[];\n readonly records: TaskTimingRecord[];\n readonly wrappedGraphs: WrappedFrameGraph[];\n readonly patchedContextLists: PatchedContextList[];\n readonly patchedSurfaceLists: PatchedSurfaceList[];\n readonly taskCapacity: number;\n currentEncoder: GPUCommandEncoder | null;\n frameIndex: number;\n droppedTaskCount: number;\n inFlight: number;\n skipFrame: boolean;\n}\n\n/** Create the per-task GPU timer, or null when timestamp queries are unsupported. */\nexport function createGpuTaskTimer(device: GPUDevice): GpuTaskTimer | null {\n if (!device.features.has(\"timestamp-query\")) {\n return null;\n }\n const queryCount = INITIAL_TASK_CAPACITY * 2;\n return {\n device,\n querySet: device.createQuerySet({ type: \"timestamp\", count: queryCount }),\n resolveBuffer: device.createBuffer({\n size: queryCount * 8,\n usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,\n }),\n readbackPool: [],\n records: [],\n wrappedGraphs: [],\n patchedContextLists: [],\n patchedSurfaceLists: [],\n taskCapacity: INITIAL_TASK_CAPACITY,\n currentEncoder: null,\n frameIndex: 0,\n droppedTaskCount: 0,\n inFlight: 0,\n skipFrame: false,\n };\n}\n\n/** Install timed frame-graph execute wrappers on all contexts currently registered with the engine. */\nexport function installGpuTaskTimer(timer: GpuTaskTimer, engine: EngineContext, publish: (snapshot: RenderTaskGpuTimings) => void): () => void {\n patchSurfaceList(timer, engine._surfaces);\n for (const surface of engine.surfaces) {\n patchSurface(timer, surface);\n }\n const previousResolve = engine._gpuTimerResolve;\n const resolveTaskTiming = () => finishTaskTimingFrame(timer, publish);\n const resolveBoth = () => {\n previousResolve?.();\n resolveTaskTiming();\n };\n engine._gpuTaskTimerResolve = resolveTaskTiming;\n engine._gpuTimerResolve = resolveBoth;\n return () => restoreWrappedFrameGraphs(timer, engine, previousResolve, resolveTaskTiming, resolveBoth);\n}\n\nfunction patchSurfaceList(timer: GpuTaskTimer, list: SurfaceContext[]): void {\n for (const patched of timer.patchedSurfaceLists) {\n if (patched.list === list) {\n return;\n }\n }\n const push = list.push;\n list.push = (...items: SurfaceContext[]) => {\n const length = push.apply(list, items);\n for (const surface of items) {\n patchSurface(timer, surface);\n }\n return length;\n };\n timer.patchedSurfaceLists.push({ list, push });\n}\n\nfunction patchSurface(timer: GpuTaskTimer, surface: SurfaceContext): void {\n const contexts = surface._renderingContexts;\n patchContextList(timer, contexts);\n for (const context of contexts) {\n const graph = getFrameGraphFromContext(context);\n if (graph) {\n wrapFrameGraph(timer, graph);\n }\n }\n}\n\nfunction patchContextList(timer: GpuTaskTimer, list: RenderingContext[]): void {\n for (const patched of timer.patchedContextLists) {\n if (patched.list === list) {\n return;\n }\n }\n const push = list.push;\n list.push = (...items: RenderingContext[]) => {\n const length = push.apply(list, items);\n for (const context of items) {\n const graph = getFrameGraphFromContext(context);\n if (graph) {\n wrapFrameGraph(timer, graph);\n }\n }\n return length;\n };\n timer.patchedContextLists.push({ list, push });\n}\n\nfunction wrapFrameGraph(timer: GpuTaskTimer, graph: FrameGraph): void {\n for (const wrapped of timer.wrappedGraphs) {\n if (wrapped.graph === graph) {\n return;\n }\n }\n const original = graph.execute;\n const timed = () => executeTimedFrameGraph(timer, graph);\n graph.execute = timed;\n timer.wrappedGraphs.push({ graph, execute: original });\n}\n\nfunction restoreWrappedFrameGraphs(\n timer: GpuTaskTimer,\n engine: EngineContext,\n previousResolve: (() => void) | undefined,\n resolveTaskTiming: () => void,\n resolveBoth: () => void\n): void {\n for (const patched of timer.patchedSurfaceLists) {\n patched.list.push = patched.push;\n }\n timer.patchedSurfaceLists.length = 0;\n for (const patched of timer.patchedContextLists) {\n patched.list.push = patched.push;\n }\n timer.patchedContextLists.length = 0;\n for (const wrapped of timer.wrappedGraphs) {\n wrapped.graph.execute = wrapped.execute;\n }\n timer.wrappedGraphs.length = 0;\n timer.currentEncoder = null;\n if (engine._gpuTaskTimerResolve === resolveTaskTiming) {\n engine._gpuTaskTimerResolve = undefined;\n }\n if (engine._gpuTimerResolve === resolveBoth) {\n engine._gpuTimerResolve = previousResolve;\n } else if (engine._gpuTimerResolve === resolveTaskTiming) {\n engine._gpuTimerResolve = undefined;\n }\n}\n\nfunction getFrameGraphFromContext(context: RenderingContext): FrameGraph | null {\n const owner = context as RenderingContext & { _frameGraph?: unknown; frameGraph?: unknown };\n const graph = owner._frameGraph ?? owner.frameGraph;\n return isFrameGraph(graph) ? graph : null;\n}\n\nfunction isFrameGraph(value: unknown): value is FrameGraph {\n return typeof value === \"object\" && value !== null && \"_tasks\" in value && \"execute\" in value;\n}\n\nfunction executeTimedFrameGraph(timer: GpuTaskTimer, graph: FrameGraph): number {\n let drawCalls = 0;\n for (const task of graph._tasks) {\n drawCalls += gpuTaskTimerExecute(timer, task);\n }\n return drawCalls;\n}\n\n/** Execute one frame-graph task bracketed by timestamp writes. */\nfunction gpuTaskTimerExecute(timer: GpuTaskTimer, task: Task): number {\n const encoder = task.engine._currentEncoder;\n if (timer.currentEncoder !== encoder) {\n beginTaskTimingFrame(timer, encoder);\n }\n if (timer.skipFrame) {\n return executeTask(task);\n }\n\n const measuredCount = timer.records.length;\n const taskIndex = measuredCount + timer.droppedTaskCount;\n if (measuredCount >= timer.taskCapacity) {\n timer.droppedTaskCount++;\n return executeTask(task);\n }\n const beginQueryIndex = measuredCount * 2;\n const endQueryIndex = beginQueryIndex + 1;\n encoder.beginComputePass({ timestampWrites: { querySet: timer.querySet, beginningOfPassWriteIndex: beginQueryIndex } }).end();\n const drawCalls = executeTask(task);\n encoder.beginComputePass({ timestampWrites: { querySet: timer.querySet, endOfPassWriteIndex: endQueryIndex } }).end();\n timer.records.push({ index: taskIndex, name: task.name, beginQueryIndex, endQueryIndex });\n return drawCalls;\n}\n\nfunction executeTask(task: Task): number {\n if (task.execute) {\n return task.execute();\n }\n let drawCalls = 0;\n for (const pass of task._passes) {\n drawCalls += pass._execute();\n }\n return drawCalls;\n}\n\nfunction beginTaskTimingFrame(timer: GpuTaskTimer, encoder: GPUCommandEncoder): void {\n timer.currentEncoder = encoder;\n timer.records.length = 0;\n timer.droppedTaskCount = 0;\n timer.skipFrame = timer.inFlight > MAX_IN_FLIGHT_READBACKS;\n}\n\n/** Resolve this frame's task timestamps after renderFrame has submitted the command buffer. */\nfunction finishTaskTimingFrame(timer: GpuTaskTimer, publish: (snapshot: RenderTaskGpuTimings) => void): void {\n timer.frameIndex++;\n const taskCount = timer.records.length;\n if (timer.skipFrame || taskCount === 0 || timer.inFlight > MAX_IN_FLIGHT_READBACKS) {\n return;\n }\n\n const queryCount = taskCount * 2;\n const byteLength = queryCount * 8;\n const readback = timer.readbackPool.pop() ?? createReadbackBuffer(timer);\n const encoder = timer.device.createCommandEncoder({ label: \"gpu-task-timing-resolve\" });\n encoder.resolveQuerySet(timer.querySet, 0, queryCount, timer.resolveBuffer, 0);\n encoder.copyBufferToBuffer(timer.resolveBuffer, 0, readback, 0, byteLength);\n timer.device.queue.submit([encoder.finish()]);\n timer.inFlight++;\n void finishTaskTimingReadback(timer, {\n buffer: readback,\n byteLength,\n frameIndex: timer.frameIndex,\n records: timer.records.slice(),\n droppedTaskCount: timer.droppedTaskCount,\n publish,\n });\n}\n\nfunction createReadbackBuffer(timer: GpuTaskTimer): GPUBuffer {\n return timer.device.createBuffer({\n size: timer.taskCapacity * 16,\n usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,\n });\n}\n\nasync function finishTaskTimingReadback(timer: GpuTaskTimer, pending: PendingTaskTimingReadback): Promise<void> {\n const buffer = pending.buffer;\n try {\n // Let the resolve/copy submit leave the JavaScript stack before mapping.\n await Promise.resolve();\n await buffer.mapAsync(GPUMapMode.READ, 0, pending.byteLength);\n const raw = new BigUint64Array(buffer.getMappedRange(0, pending.byteLength));\n const tasks: RenderTaskGpuTiming[] = [];\n for (const record of pending.records) {\n const begin = raw[record.beginQueryIndex]!;\n const end = raw[record.endQueryIndex]!;\n if (end >= begin) {\n tasks.push({ index: record.index, name: record.name, durationMs: Number(end - begin) / 1e6 });\n }\n }\n buffer.unmap();\n timer.readbackPool.push(buffer);\n timer.inFlight--;\n pending.publish(makeTimingSnapshot(\"available\", true, true, pending.frameIndex, tasks, pending.droppedTaskCount));\n } catch (error) {\n timer.inFlight--;\n buffer.destroy();\n pending.publish(makeTimingSnapshot(\"error\", true, true, pending.frameIndex, [], pending.droppedTaskCount, readbackErrorMessage(error)));\n }\n}\n\nfunction readbackErrorMessage(error: unknown): string {\n return error instanceof Error ? error.message : String(error);\n}\n"],"names":[],"mappings":";AAMA,MAAM,wBAAwB;AAC9B,MAAM,0BAA0B;AAoDzB,SAAS,mBAAmB,QAAwC;AACvE,MAAI,CAAC,OAAO,SAAS,IAAI,iBAAiB,GAAG;AACzC,WAAO;AAAA,EACX;AACA,QAAM,aAAa,wBAAwB;AAC3C,SAAO;AAAA,IACH;AAAA,IACA,UAAU,OAAO,eAAe,EAAE,MAAM,aAAa,OAAO,YAAY;AAAA,IACxE,eAAe,OAAO,aAAa;AAAA,MAC/B,MAAM,aAAa;AAAA,MACnB,OAAO,eAAe,gBAAgB,eAAe;AAAA,IAAA,CACxD;AAAA,IACD,cAAc,CAAA;AAAA,IACd,SAAS,CAAA;AAAA,IACT,eAAe,CAAA;AAAA,IACf,qBAAqB,CAAA;AAAA,IACrB,qBAAqB,CAAA;AAAA,IACrB,cAAc;AAAA,IACd,gBAAgB;AAAA,IAChB,YAAY;AAAA,IACZ,kBAAkB;AAAA,IAClB,UAAU;AAAA,IACV,WAAW;AAAA,EAAA;AAEnB;AAGO,SAAS,oBAAoB,OAAqB,QAAuB,SAA+D;AAC3I,mBAAiB,OAAO,OAAO,SAAS;AACxC,aAAW,WAAW,OAAO,UAAU;AACnC,iBAAa,OAAO,OAAO;AAAA,EAC/B;AACA,QAAM,kBAAkB,OAAO;AAC/B,QAAM,oBAAoB,MAAM,sBAAsB,OAAO,OAAO;AACpE,QAAM,cAAc,MAAM;AACtB;AACA,sBAAA;AAAA,EACJ;AACA,SAAO,uBAAuB;AAC9B,SAAO,mBAAmB;AAC1B,SAAO,MAAM,0BAA0B,OAAO,QAAQ,iBAAiB,mBAAmB,WAAW;AACzG;AAEA,SAAS,iBAAiB,OAAqB,MAA8B;AACzE,aAAW,WAAW,MAAM,qBAAqB;AAC7C,QAAI,QAAQ,SAAS,MAAM;AACvB;AAAA,IACJ;AAAA,EACJ;AACA,QAAM,OAAO,KAAK;AAClB,OAAK,OAAO,IAAI,UAA4B;AACxC,UAAM,SAAS,KAAK,MAAM,MAAM,KAAK;AACrC,eAAW,WAAW,OAAO;AACzB,mBAAa,OAAO,OAAO;AAAA,IAC/B;AACA,WAAO;AAAA,EACX;AACA,QAAM,oBAAoB,KAAK,EAAE,MAAM,MAAM;AACjD;AAEA,SAAS,aAAa,OAAqB,SAA+B;AACtE,QAAM,WAAW,QAAQ;AACzB,mBAAiB,OAAO,QAAQ;AAChC,aAAW,WAAW,UAAU;AAC5B,UAAM,QAAQ,yBAAyB,OAAO;AAC9C,QAAI,OAAO;AACP,qBAAe,OAAO,KAAK;AAAA,IAC/B;AAAA,EACJ;AACJ;AAEA,SAAS,iBAAiB,OAAqB,MAAgC;AAC3E,aAAW,WAAW,MAAM,qBAAqB;AAC7C,QAAI,QAAQ,SAAS,MAAM;AACvB;AAAA,IACJ;AAAA,EACJ;AACA,QAAM,OAAO,KAAK;AAClB,OAAK,OAAO,IAAI,UAA8B;AAC1C,UAAM,SAAS,KAAK,MAAM,MAAM,KAAK;AACrC,eAAW,WAAW,OAAO;AACzB,YAAM,QAAQ,yBAAyB,OAAO;AAC9C,UAAI,OAAO;AACP,uBAAe,OAAO,KAAK;AAAA,MAC/B;AAAA,IACJ;AACA,WAAO;AAAA,EACX;AACA,QAAM,oBAAoB,KAAK,EAAE,MAAM,MAAM;AACjD;AAEA,SAAS,eAAe,OAAqB,OAAyB;AAClE,aAAW,WAAW,MAAM,eAAe;AACvC,QAAI,QAAQ,UAAU,OAAO;AACzB;AAAA,IACJ;AAAA,EACJ;AACA,QAAM,WAAW,MAAM;AACvB,QAAM,QAAQ,MAAM,uBAAuB,OAAO,KAAK;AACvD,QAAM,UAAU;AAChB,QAAM,cAAc,KAAK,EAAE,OAAO,SAAS,UAAU;AACzD;AAEA,SAAS,0BACL,OACA,QACA,iBACA,mBACA,aACI;AACJ,aAAW,WAAW,MAAM,qBAAqB;AAC7C,YAAQ,KAAK,OAAO,QAAQ;AAAA,EAChC;AACA,QAAM,oBAAoB,SAAS;AACnC,aAAW,WAAW,MAAM,qBAAqB;AAC7C,YAAQ,KAAK,OAAO,QAAQ;AAAA,EAChC;AACA,QAAM,oBAAoB,SAAS;AACnC,aAAW,WAAW,MAAM,eAAe;AACvC,YAAQ,MAAM,UAAU,QAAQ;AAAA,EACpC;AACA,QAAM,cAAc,SAAS;AAC7B,QAAM,iBAAiB;AACvB,MAAI,OAAO,yBAAyB,mBAAmB;AACnD,WAAO,uBAAuB;AAAA,EAClC;AACA,MAAI,OAAO,qBAAqB,aAAa;AACzC,WAAO,mBAAmB;AAAA,EAC9B,WAAW,OAAO,qBAAqB,mBAAmB;AACtD,WAAO,mBAAmB;AAAA,EAC9B;AACJ;AAEA,SAAS,yBAAyB,SAA8C;AAC5E,QAAM,QAAQ;AACd,QAAM,QAAQ,MAAM,eAAe,MAAM;AACzC,SAAO,aAAa,KAAK,IAAI,QAAQ;AACzC;AAEA,SAAS,aAAa,OAAqC;AACvD,SAAO,OAAO,UAAU,YAAY,UAAU,QAAQ,YAAY,SAAS,aAAa;AAC5F;AAEA,SAAS,uBAAuB,OAAqB,OAA2B;AAC5E,MAAI,YAAY;AAChB,aAAW,QAAQ,MAAM,QAAQ;AAC7B,iBAAa,oBAAoB,OAAO,IAAI;AAAA,EAChD;AACA,SAAO;AACX;AAGA,SAAS,oBAAoB,OAAqB,MAAoB;AAClE,QAAM,UAAU,KAAK,OAAO;AAC5B,MAAI,MAAM,mBAAmB,SAAS;AAClC,yBAAqB,OAAO,OAAO;AAAA,EACvC;AACA,MAAI,MAAM,WAAW;AACjB,WAAO,YAAY,IAAI;AAAA,EAC3B;AAEA,QAAM,gBAAgB,MAAM,QAAQ;AACpC,QAAM,YAAY,gBAAgB,MAAM;AACxC,MAAI,iBAAiB,MAAM,cAAc;AACrC,UAAM;AACN,WAAO,YAAY,IAAI;AAAA,EAC3B;AACA,QAAM,kBAAkB,gBAAgB;AACxC,QAAM,gBAAgB,kBAAkB;AACxC,UAAQ,iBAAiB,EAAE,iBAAiB,EAAE,UAAU,MAAM,UAAU,2BAA2B,kBAAgB,CAAG,EAAE,IAAA;AACxH,QAAM,YAAY,YAAY,IAAI;AAClC,UAAQ,iBAAiB,EAAE,iBAAiB,EAAE,UAAU,MAAM,UAAU,qBAAqB,gBAAc,CAAG,EAAE,IAAA;AAChH,QAAM,QAAQ,KAAK,EAAE,OAAO,WAAW,MAAM,KAAK,MAAM,iBAAiB,cAAA,CAAe;AACxF,SAAO;AACX;AAEA,SAAS,YAAY,MAAoB;AACrC,MAAI,KAAK,SAAS;AACd,WAAO,KAAK,QAAA;AAAA,EAChB;AACA,MAAI,YAAY;AAChB,aAAW,QAAQ,KAAK,SAAS;AAC7B,iBAAa,KAAK,SAAA;AAAA,EACtB;AACA,SAAO;AACX;AAEA,SAAS,qBAAqB,OAAqB,SAAkC;AACjF,QAAM,iBAAiB;AACvB,QAAM,QAAQ,SAAS;AACvB,QAAM,mBAAmB;AACzB,QAAM,YAAY,MAAM,WAAW;AACvC;AAGA,SAAS,sBAAsB,OAAqB,SAAyD;AACzG,QAAM;AACN,QAAM,YAAY,MAAM,QAAQ;AAChC,MAAI,MAAM,aAAa,cAAc,KAAK,MAAM,WAAW,yBAAyB;AAChF;AAAA,EACJ;AAEA,QAAM,aAAa,YAAY;AAC/B,QAAM,aAAa,aAAa;AAChC,QAAM,WAAW,MAAM,aAAa,IAAA,KAAS,qBAAqB,KAAK;AACvE,QAAM,UAAU,MAAM,OAAO,qBAAqB,EAAE,OAAO,2BAA2B;AACtF,UAAQ,gBAAgB,MAAM,UAAU,GAAG,YAAY,MAAM,eAAe,CAAC;AAC7E,UAAQ,mBAAmB,MAAM,eAAe,GAAG,UAAU,GAAG,UAAU;AAC1E,QAAM,OAAO,MAAM,OAAO,CAAC,QAAQ,OAAA,CAAQ,CAAC;AAC5C,QAAM;AACN,OAAK,yBAAyB,OAAO;AAAA,IACjC,QAAQ;AAAA,IACR;AAAA,IACA,YAAY,MAAM;AAAA,IAClB,SAAS,MAAM,QAAQ,MAAA;AAAA,IACvB,kBAAkB,MAAM;AAAA,IACxB;AAAA,EAAA,CACH;AACL;AAEA,SAAS,qBAAqB,OAAgC;AAC1D,SAAO,MAAM,OAAO,aAAa;AAAA,IAC7B,MAAM,MAAM,eAAe;AAAA,IAC3B,OAAO,eAAe,WAAW,eAAe;AAAA,EAAA,CACnD;AACL;AAEA,eAAe,yBAAyB,OAAqB,SAAmD;AAC5G,QAAM,SAAS,QAAQ;AACvB,MAAI;AAEA,UAAM,QAAQ,QAAA;AACd,UAAM,OAAO,SAAS,WAAW,MAAM,GAAG,QAAQ,UAAU;AAC5D,UAAM,MAAM,IAAI,eAAe,OAAO,eAAe,GAAG,QAAQ,UAAU,CAAC;AAC3E,UAAM,QAA+B,CAAA;AACrC,eAAW,UAAU,QAAQ,SAAS;AAClC,YAAM,QAAQ,IAAI,OAAO,eAAe;AACxC,YAAM,MAAM,IAAI,OAAO,aAAa;AACpC,UAAI,OAAO,OAAO;AACd,cAAM,KAAK,EAAE,OAAO,OAAO,OAAO,MAAM,OAAO,MAAM,YAAY,OAAO,MAAM,KAAK,IAAI,KAAK;AAAA,MAChG;AAAA,IACJ;AACA,WAAO,MAAA;AACP,UAAM,aAAa,KAAK,MAAM;AAC9B,UAAM;AACN,YAAQ,QAAQ,mBAAmB,aAAa,MAAM,MAAM,QAAQ,YAAY,OAAO,QAAQ,gBAAgB,CAAC;AAAA,EACpH,SAAS,OAAO;AACZ,UAAM;AACN,WAAO,QAAA;AACP,YAAQ,QAAQ,mBAAmB,SAAS,MAAM,MAAM,QAAQ,YAAY,CAAA,GAAI,QAAQ,kBAAkB,qBAAqB,KAAK,CAAC,CAAC;AAAA,EAC1I;AACJ;AAEA,SAAS,qBAAqB,OAAwB;AAClD,SAAO,iBAAiB,QAAQ,MAAM,UAAU,OAAO,KAAK;AAChE;"}
@@ -1,4 +1,4 @@
1
- import { B as BU, a as F32, I as getRenderTargetSize, J as getViewMatrix, K as getProjectionMatrix, X as encodeIdToColor, S as SS, Y as getPickingSceneBGL, E as applyGsFragments, Z as gsGpuPickingFragment } from "./index-C-tEgwbZ.js";
1
+ import { B as BU, a as F32, I as getRenderTargetSize, J as getViewMatrix, K as getProjectionMatrix, X as encodeIdToColor, S as SS, Y as getPickingSceneBGL, E as applyGsFragments, Z as gsGpuPickingFragment } from "./index-BgY3QEzL.js";
2
2
  let _cache = null;
3
3
  function buildPickingWgsl() {
4
4
  const wgsl = (
@@ -277,4 +277,4 @@ export {
277
277
  drawGsForPicking,
278
278
  gsPickWritePickMatrixAndBind
279
279
  };
280
- //# sourceMappingURL=gs-picking-pipeline-55sM5LzV.js.map
280
+ //# sourceMappingURL=gs-picking-pipeline-CERN-Trj.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gs-picking-pipeline-55sM5LzV.js","sources":["../src/picking/gs-picking-pipeline.ts"],"sourcesContent":["/** GS GPU-picking pipeline — dynamic-imported by `gpu-picker.ts` when a scene\n * contains a Gaussian-Splatting mesh.\n *\n * The pipeline is a variant of the base Gaussian-splatting render pipeline\n * (`gaussian-splatting.wgsl`) with three modifications, applied via string\n * substitution + the `applyGsFragments` plugin system so the base shader stays\n * untouched:\n *\n * 1. A scene UBO at `@group(0) @binding(0)` carries a `pickMatrix`\n * (column-major 4x4) that zooms NDC onto the pick pixel — same maths as\n * `computePickVP` in `gpu-picker.ts`, but applied *after* the GS-specific\n * projection so the EWA Jacobian / `u.focal` math is untouched.\n * 2. The fragment returns `FsOut { @location(0) color, @location(1) depth }`\n * so the picker can read a pick id + NDC z from the 1×1 render target.\n * 3. `gsGpuPickingFragment` is applied (via `applyGsFragments`) to inject the\n * per-mesh `pickingColor` UBO at `@group(2) @binding(0)` and override the\n * fragment color with the encoded pick id. This mirrors BJS\n * `GaussianSplattingGpuPickingMaterialPlugin`'s `getCustomCode`/`bindForSubMesh`\n * split.\n *\n * The pipeline has no blending and `depthWriteEnabled = true`, so the\n * closest-splat wins at each pick pixel (matching BJS GPU picker behaviour). */\n\nimport { F32 } from \"../engine/typed-arrays.js\";\nimport { BU, SS } from \"../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { GaussianSplattingMesh } from \"../mesh/GaussianSplatting/gaussian-splatting-mesh.js\";\nimport { applyGsFragments } from \"../mesh/GaussianSplatting/gaussian-splatting-pipeline.js\";\nimport { gsGpuPickingFragment, encodeIdToColor } from \"../mesh/GaussianSplatting/gs-gpu-picking-fragment.js\";\nimport { getPickingSceneBGL } from \"./picking-pipeline.js\";\nimport { getRenderTargetSize } from \"../engine/engine.js\";\nimport { getViewMatrix, getProjectionMatrix } from \"../camera/camera.js\";\nimport type { SceneContext } from \"../scene/scene-core.js\";\n\ninterface GsPickingCache {\n device: GPUDevice;\n pipeline: GPURenderPipeline;\n meshBGL: GPUBindGroupLayout;\n pickingBGL: GPUBindGroupLayout;\n /** Shared \"pick scene\" UBO holding the 4x4 pickMatrix (set per pick). */\n pickMatrixUbo: GPUBuffer;\n /** Bind group exposing `pickMatrixUbo` at group(0) binding(0). */\n sceneBG: GPUBindGroup;\n}\n\nlet _cache: GsPickingCache | null = null;\n\n/** Build the GS picking WGSL as a self-contained template literal.\n *\n * This is a variant of the base GS shader (`gaussian-splatting.wgsl`) with two\n * modifications baked in directly (rather than string-patched at runtime), so\n * it survives identifier-mangling minification in production bundles:\n *\n * 1. The final `out.pos` is pre-multiplied by `gsPickScene.pickMatrix` (a 4×4\n * UBO at `@group(0) @binding(0)`) — applied *after* the GS-specific\n * projection so the EWA Jacobian / `u.focal` math is untouched.\n * 2. The fragment returns `FsOut { @location(0) color, @location(1) depth }`\n * so the picker can read pick id + NDC z from the 1×1 render target.\n *\n * The fragment keeps the `/* GS_FRAGMENT_* *\\/` slot markers so\n * `gsGpuPickingFragment` is still spliced in via `applyGsFragments` to\n * override `finalColor` with the encoded pick id. Template-literal WGSL\n * goes through `minifyTemplateWgsl` (preserves block comments) in the\n * bundle pipeline, so the slot markers survive minification.\n */\nfunction buildPickingWgsl(): string {\n const wgsl = /* wgsl */ `\nstruct GsPickScene { pickMatrix: mat4x4<f32> };\n@group(0) @binding(0) var<uniform> gsPickScene: GsPickScene;\n\nstruct U {\n world: mat4x4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n viewport: vec2<f32>,\n focal: vec2<f32>,\n dataSize: vec2<f32>,\n alpha: f32,\n _pad: f32,\n};\n@group(1) @binding(0) var<uniform> u: U;\n@group(1) @binding(1) var samp: sampler;\n@group(1) @binding(2) var centersTex: texture_2d<f32>;\n@group(1) @binding(3) var covATex: texture_2d<f32>;\n@group(1) @binding(4) var covBTex: texture_2d<f32>;\n@group(1) @binding(5) var colorsTex: texture_2d<f32>;\n\nstruct VOut {\n @builtin(position) pos: vec4<f32>,\n @location(0) vColor: vec4<f32>,\n @location(1) vPos: vec2<f32>,\n};\n\nfn dataUv(idx: f32) -> vec2<f32> {\n let y = floor(idx / u.dataSize.x);\n let x = idx - y * u.dataSize.x;\n return vec2<f32>((x + 0.5) / u.dataSize.x, (y + 0.5) / u.dataSize.y);\n}\n\n@vertex\nfn vs(@location(0) corner: vec2<f32>, @location(1) splatIndex: f32) -> VOut {\n var out: VOut;\n let uv = dataUv(splatIndex);\n let center = textureSampleLevel(centersTex, samp, uv, 0.0).xyz;\n let color = textureSampleLevel(colorsTex, samp, uv, 0.0);\n let covA = textureSampleLevel(covATex, samp, uv, 0.0).xyz;\n let covB = textureSampleLevel(covBTex, samp, uv, 0.0).xyz;\n\n let worldPos = u.world * vec4<f32>(center, 1.0);\n let modelView = u.view * u.world;\n let camspace = u.view * worldPos;\n let pos2d = u.projection * camspace;\n\n let bounds = 1.2 * pos2d.w;\n if (pos2d.z < 0.0\n || pos2d.x < -bounds || pos2d.x > bounds\n || pos2d.y < -bounds || pos2d.y > bounds) {\n out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n out.vColor = vec4<f32>(0.0);\n out.vPos = vec2<f32>(0.0);\n return out;\n }\n\n let Vrk = mat3x3<f32>(\n vec3<f32>(covA.x, covA.y, covA.z),\n vec3<f32>(covA.y, covB.x, covB.y),\n vec3<f32>(covA.z, covB.y, covB.z));\n\n let invZ = 1.0 / camspace.z;\n let invZ2 = invZ * invZ;\n let J = mat3x3<f32>(\n vec3<f32>(u.focal.x * invZ, 0.0, -u.focal.x * camspace.x * invZ2),\n vec3<f32>(0.0, u.focal.y * invZ, -u.focal.y * camspace.y * invZ2),\n vec3<f32>(0.0, 0.0, 0.0));\n\n let mv3 = mat3x3<f32>(modelView[0].xyz, modelView[1].xyz, modelView[2].xyz);\n let T = transpose(mv3) * J;\n var cov2d = transpose(T) * Vrk * T;\n\n let kernelSize: f32 = 0.3;\n cov2d[0][0] += kernelSize;\n cov2d[1][1] += kernelSize;\n\n let mid = (cov2d[0][0] + cov2d[1][1]) * 0.5;\n let dxy = (cov2d[0][0] - cov2d[1][1]) * 0.5;\n let radius = length(vec2<f32>(dxy, cov2d[0][1]));\n let epsilon: f32 = 0.0001;\n let lambda1 = mid + radius + epsilon;\n let lambda2 = mid - radius + epsilon;\n if (lambda2 < 0.0) {\n out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n out.vColor = vec4<f32>(0.0);\n out.vPos = vec2<f32>(0.0);\n return out;\n }\n\n let diag = normalize(vec2<f32>(cov2d[0][1], lambda1 - cov2d[0][0]));\n let majorAxis = min(sqrt(2.0 * lambda1), 1024.0) * diag;\n let minorAxis = min(sqrt(2.0 * lambda2), 1024.0) * vec2<f32>(diag.y, -diag.x);\n\n let vCenter = pos2d.xy;\n out.pos = gsPickScene.pickMatrix * vec4<f32>(\n vCenter + (corner.x * majorAxis + corner.y * minorAxis) * pos2d.w / u.viewport,\n pos2d.z, pos2d.w);\n out.vColor = vec4<f32>(color.rgb, color.a * u.alpha);\n out.vPos = corner;\n return out;\n}\n\n/*GS_FRAGMENT_DEFINITIONS*/\nstruct FsOut { @location(0) color: vec4<f32>, @location(1) depth: vec4<f32> };\n@fragment\nfn fs(in: VOut) -> FsOut {\n /*GS_FRAGMENT_MAIN_BEGIN*/\n let A = -dot(in.vPos, in.vPos);\n var finalColor: vec4<f32>;\n if (A > -4.0) {\n let B = exp(A) * in.vColor.a;\n finalColor = vec4<f32>(in.vColor.rgb, B);\n } else {\n finalColor = vec4<f32>(0.0);\n }\n /*GS_FRAGMENT_BEFORE_FRAGCOLOR*/\n /*GS_FRAGMENT_MAIN_END*/\n return FsOut(finalColor, vec4<f32>(in.pos.z, 0.0, 0.0, 0.0));\n}\n`;\n return applyGsFragments(wgsl, [gsGpuPickingFragment]);\n}\n\nfunction getCache(engine: EngineContext): GsPickingCache {\n const device = engine._device;\n if (_cache && _cache.device === device) {\n return _cache;\n }\n const meshBGL = device.createBindGroupLayout({\n label: \"gs-picking-mesh-bgl\",\n entries: [\n { binding: 0, visibility: SS.VERTEX | SS.FRAGMENT, buffer: { type: \"uniform\" } },\n { binding: 1, visibility: SS.VERTEX, sampler: { type: \"non-filtering\" } },\n { binding: 2, visibility: SS.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 3, visibility: SS.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 4, visibility: SS.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 5, visibility: SS.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n ],\n });\n const pickingBGL = device.createBindGroupLayout({\n label: \"gs-picking-pick-bgl\",\n entries: [{ binding: 0, visibility: SS.FRAGMENT, buffer: { type: \"uniform\" } }],\n });\n const module = device.createShaderModule({ label: \"gs-picking-shader\", code: buildPickingWgsl() });\n const pipeline = device.createRenderPipeline({\n label: \"gs-picking-pipeline\",\n layout: device.createPipelineLayout({ bindGroupLayouts: [getPickingSceneBGL(engine), meshBGL, pickingBGL] }),\n vertex: {\n module,\n entryPoint: \"vs\",\n buffers: [\n { arrayStride: 8, stepMode: \"vertex\", attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x2\" }] },\n { arrayStride: 4, stepMode: \"instance\", attributes: [{ shaderLocation: 1, offset: 0, format: \"float32\" }] },\n ],\n },\n fragment: {\n module,\n entryPoint: \"fs\",\n targets: [{ format: \"rgba8unorm\" }, { format: \"r32float\" }],\n },\n primitive: { topology: \"triangle-list\", cullMode: \"none\" },\n depthStencil: { format: \"depth24plus\", depthCompare: \"less\", depthWriteEnabled: true },\n multisample: { count: 1 },\n });\n const pickMatrixUbo = device.createBuffer({ size: 64, usage: BU.UNIFORM | BU.COPY_DST, label: \"gs-picking-scene-ubo\" });\n const sceneBG = device.createBindGroup({\n label: \"gs-picking-scene-bg\",\n layout: getPickingSceneBGL(engine),\n entries: [{ binding: 0, resource: { buffer: pickMatrixUbo } }],\n });\n _cache = { device, pipeline, meshBGL, pickingBGL, pickMatrixUbo, sceneBG };\n return _cache;\n}\n\n/** Write a 4x4 pickMatrix into the shared scene UBO and bind group 0 on `pass`. */\nexport function gsPickWritePickMatrixAndBind(pass: GPURenderPassEncoder, engine: EngineContext, pickMatrix: Float32Array): void {\n const cache = getCache(engine);\n engine._device.queue.writeBuffer(cache.pickMatrixUbo, 0, pickMatrix.buffer, pickMatrix.byteOffset, pickMatrix.byteLength);\n pass.setBindGroup(0, cache.sceneBG);\n}\n\n/** Per-GS-mesh state allocated on first pick of that mesh. */\nexport interface GsPickMeshResources {\n /** Per-mesh UBO (same 224-byte layout as the regular GS pipeline UBO). */\n meshUbo: GPUBuffer;\n /** Group 1 bind group: per-mesh UBO + sampler + 4 textures. */\n meshBG: GPUBindGroup;\n /** Per-pick picking-color UBO (16 bytes: vec3<f32> + pad). */\n pickingUbo: GPUBuffer;\n /** Group 2 bind group with the picking-color UBO. */\n pickingBG: GPUBindGroup;\n /** Scratch buffer for the per-mesh UBO. */\n meshCpu: Float32Array;\n /** Scratch buffer for the picking-color UBO. */\n pickingCpu: Float32Array;\n}\n\nexport function createGsPickMeshResources(engine: EngineContext, mesh: GaussianSplattingMesh): GsPickMeshResources {\n const device = engine._device;\n const cache = getCache(engine);\n\n const UBO_BYTES = 16 * 4 * 3 + 8 * 4;\n const meshUbo = device.createBuffer({ size: UBO_BYTES, usage: BU.UNIFORM | BU.COPY_DST, label: \"gs-picking-mesh-ubo\" });\n const meshCpu = new F32(UBO_BYTES / 4);\n meshCpu[48 + 4] = mesh.textureWidth;\n meshCpu[48 + 5] = mesh.textureHeight;\n meshCpu[48 + 6] = 1;\n\n const meshBG = device.createBindGroup({\n label: \"gs-picking-mesh-bg\",\n layout: cache.meshBGL,\n entries: [\n { binding: 0, resource: { buffer: meshUbo } },\n { binding: 1, resource: mesh._gs._sampler },\n { binding: 2, resource: mesh._gs._centersView },\n { binding: 3, resource: mesh._gs._covAView },\n { binding: 4, resource: mesh._gs._covBView },\n { binding: 5, resource: mesh._gs._colorsView },\n ],\n });\n\n const pickingUbo = device.createBuffer({ size: 16, usage: BU.UNIFORM | BU.COPY_DST, label: \"gs-picking-color-ubo\" });\n const pickingCpu = new F32(4);\n\n const pickingBG = device.createBindGroup({\n label: \"gs-picking-color-bg\",\n layout: cache.pickingBGL,\n entries: [{ binding: 0, resource: { buffer: pickingUbo } }],\n });\n\n return { meshUbo, meshBG, pickingUbo, pickingBG, meshCpu, pickingCpu };\n}\n\nexport function disposeGsPickMeshResources(res: GsPickMeshResources): void {\n res.meshUbo.destroy();\n res.pickingUbo.destroy();\n}\n\n/** Issue a pick draw for a single GS mesh. The caller must have already bound\n * the scene bind group (`pickMatrix` at group 0) on the pass; `pickId` is the\n * 24-bit pick id assigned by the picker. */\nexport function drawGsForPicking(\n pass: GPURenderPassEncoder,\n engine: EngineContext,\n scene: SceneContext,\n mesh: GaussianSplattingMesh,\n res: GsPickMeshResources,\n pickId: number,\n targetWidth: number,\n targetHeight: number\n): void {\n const cache = getCache(engine);\n\n // ── Per-mesh UBO ────────────────────────────────────────────────\n const cam = scene.camera;\n if (!cam) {\n return;\n }\n const size = getRenderTargetSize(engine);\n const aspect = (targetWidth || size.width) / (targetHeight || size.height);\n const view = getViewMatrix(cam) as unknown as Float32Array;\n const proj = getProjectionMatrix(cam, aspect) as unknown as Float32Array;\n const world = mesh.worldMatrix as unknown as Float32Array;\n const cpu = res.meshCpu;\n cpu.set(world, 0);\n cpu.set(view, 16);\n cpu.set(proj, 32);\n // Note: the GS picking pipeline still runs over the full-canvas viewport;\n // the picker output is a 1×1 target reached via the scene pickMatrix.\n cpu[48] = size.width;\n cpu[48 + 1] = size.height;\n cpu[48 + 2] = size.width * 0.5 * proj[0]!;\n cpu[48 + 3] = size.height * 0.5 * proj[5]!;\n // dataSize/alpha already written at construction.\n engine._device.queue.writeBuffer(res.meshUbo, 0, cpu.buffer, 0, cpu.byteLength);\n\n // ── Picking-color UBO ───────────────────────────────────────────\n const [r, g, b] = encodeIdToColor(pickId);\n res.pickingCpu[0] = r;\n res.pickingCpu[1] = g;\n res.pickingCpu[2] = b;\n res.pickingCpu[3] = 0;\n engine._device.queue.writeBuffer(res.pickingUbo, 0, res.pickingCpu.buffer, 0, 16);\n\n pass.setPipeline(cache.pipeline);\n pass.setBindGroup(1, res.meshBG);\n pass.setBindGroup(2, res.pickingBG);\n pass.setVertexBuffer(0, mesh._gs._quadBuffer);\n pass.setVertexBuffer(1, mesh._gs._splatIndexBuffer);\n pass.setIndexBuffer(mesh._gs._indexBuffer, \"uint16\");\n pass.drawIndexed(6, mesh.vertexCount);\n}\n\n/** Compute the pickMatrix for GS picking — same matrix `computePickVP` builds,\n * but applied to the clip-space output of the GS shader rather than the world.\n *\n * Maps canvas-NDC (px, py) ↦ (0, 0), and scales by (w, h) so a single canvas\n * pixel covers the full 1×1 pick render target. */\nexport function computeGsPickMatrix(out: Float32Array, px: number, py: number, w: number, h: number): void {\n const ndcX = (2 * (px + 0.5)) / w - 1;\n const ndcY = 1 - (2 * (py + 0.5)) / h;\n // column-major mat4\n out[0] = w;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = h;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = -ndcX * w;\n out[13] = -ndcY * h;\n out[14] = 0;\n out[15] = 1;\n}\n"],"names":[],"mappings":";AA6CA,IAAI,SAAgC;AAoBpC,SAAS,mBAA2B;AAChC,QAAM;AAAA;AAAA,IAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyHxB,SAAO,iBAAiB,MAAM,CAAC,oBAAoB,CAAC;AACxD;AAEA,SAAS,SAAS,QAAuC;AACrD,QAAM,SAAS,OAAO;AACtB,MAAI,UAAU,OAAO,WAAW,QAAQ;AACpC,WAAO;AAAA,EACX;AACA,QAAM,UAAU,OAAO,sBAAsB;AAAA,IACzC,OAAO;AAAA,IACP,SAAS;AAAA,MACL,EAAE,SAAS,GAAG,YAAY,GAAG,SAAS,GAAG,UAAU,QAAQ,EAAE,MAAM,UAAA,EAAU;AAAA,MAC7E,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,MAAM,kBAAgB;AAAA,MACtE,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,YAAY,uBAAqB;AAAA,MACjF,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,YAAY,uBAAqB;AAAA,MACjF,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,YAAY,uBAAqB;AAAA,MACjF,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,YAAY,qBAAA,EAAqB;AAAA,IAAE;AAAA,EACvF,CACH;AACD,QAAM,aAAa,OAAO,sBAAsB;AAAA,IAC5C,OAAO;AAAA,IACP,SAAS,CAAC,EAAE,SAAS,GAAG,YAAY,GAAG,UAAU,QAAQ,EAAE,MAAM,UAAA,GAAa;AAAA,EAAA,CACjF;AACD,QAAM,SAAS,OAAO,mBAAmB,EAAE,OAAO,qBAAqB,MAAM,iBAAA,GAAoB;AACjG,QAAM,WAAW,OAAO,qBAAqB;AAAA,IACzC,OAAO;AAAA,IACP,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,mBAAmB,MAAM,GAAG,SAAS,UAAU,GAAG;AAAA,IAC3G,QAAQ;AAAA,MACJ;AAAA,MACA,YAAY;AAAA,MACZ,SAAS;AAAA,QACL,EAAE,aAAa,GAAG,UAAU,UAAU,YAAY,CAAC,EAAE,gBAAgB,GAAG,QAAQ,GAAG,QAAQ,YAAA,CAAa,EAAA;AAAA,QACxG,EAAE,aAAa,GAAG,UAAU,YAAY,YAAY,CAAC,EAAE,gBAAgB,GAAG,QAAQ,GAAG,QAAQ,UAAA,CAAW,EAAA;AAAA,MAAE;AAAA,IAC9G;AAAA,IAEJ,UAAU;AAAA,MACN;AAAA,MACA,YAAY;AAAA,MACZ,SAAS,CAAC,EAAE,QAAQ,gBAAgB,EAAE,QAAQ,WAAA,CAAY;AAAA,IAAA;AAAA,IAE9D,WAAW,EAAE,UAAU,iBAAiB,UAAU,OAAA;AAAA,IAClD,cAAc,EAAE,QAAQ,eAAe,cAAc,QAAQ,mBAAmB,KAAA;AAAA,IAChF,aAAa,EAAE,OAAO,EAAA;AAAA,EAAE,CAC3B;AACD,QAAM,gBAAgB,OAAO,aAAa,EAAE,MAAM,IAAI,OAAO,GAAG,UAAU,GAAG,UAAU,OAAO,wBAAwB;AACtH,QAAM,UAAU,OAAO,gBAAgB;AAAA,IACnC,OAAO;AAAA,IACP,QAAQ,mBAAmB,MAAM;AAAA,IACjC,SAAS,CAAC,EAAE,SAAS,GAAG,UAAU,EAAE,QAAQ,gBAAc,CAAG;AAAA,EAAA,CAChE;AACD,WAAS,EAAE,QAAQ,UAAU,SAAS,YAAY,eAAe,QAAA;AACjE,SAAO;AACX;AAGO,SAAS,6BAA6B,MAA4B,QAAuB,YAAgC;AAC5H,QAAM,QAAQ,SAAS,MAAM;AAC7B,SAAO,QAAQ,MAAM,YAAY,MAAM,eAAe,GAAG,WAAW,QAAQ,WAAW,YAAY,WAAW,UAAU;AACxH,OAAK,aAAa,GAAG,MAAM,OAAO;AACtC;AAkBO,SAAS,0BAA0B,QAAuB,MAAkD;AAC/G,QAAM,SAAS,OAAO;AACtB,QAAM,QAAQ,SAAS,MAAM;AAE7B,QAAM,YAAY,KAAK,IAAI,IAAI,IAAI;AACnC,QAAM,UAAU,OAAO,aAAa,EAAE,MAAM,WAAW,OAAO,GAAG,UAAU,GAAG,UAAU,OAAO,uBAAuB;AACtH,QAAM,UAAU,IAAI,IAAI,YAAY,CAAC;AACrC,UAAQ,KAAK,CAAC,IAAI,KAAK;AACvB,UAAQ,KAAK,CAAC,IAAI,KAAK;AACvB,UAAQ,KAAK,CAAC,IAAI;AAElB,QAAM,SAAS,OAAO,gBAAgB;AAAA,IAClC,OAAO;AAAA,IACP,QAAQ,MAAM;AAAA,IACd,SAAS;AAAA,MACL,EAAE,SAAS,GAAG,UAAU,EAAE,QAAQ,UAAQ;AAAA,MAC1C,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,SAAA;AAAA,MACjC,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,aAAA;AAAA,MACjC,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,UAAA;AAAA,MACjC,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,UAAA;AAAA,MACjC,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,YAAA;AAAA,IAAY;AAAA,EACjD,CACH;AAED,QAAM,aAAa,OAAO,aAAa,EAAE,MAAM,IAAI,OAAO,GAAG,UAAU,GAAG,UAAU,OAAO,wBAAwB;AACnH,QAAM,aAAa,IAAI,IAAI,CAAC;AAE5B,QAAM,YAAY,OAAO,gBAAgB;AAAA,IACrC,OAAO;AAAA,IACP,QAAQ,MAAM;AAAA,IACd,SAAS,CAAC,EAAE,SAAS,GAAG,UAAU,EAAE,QAAQ,aAAW,CAAG;AAAA,EAAA,CAC7D;AAED,SAAO,EAAE,SAAS,QAAQ,YAAY,WAAW,SAAS,WAAA;AAC9D;AAEO,SAAS,2BAA2B,KAAgC;AACvE,MAAI,QAAQ,QAAA;AACZ,MAAI,WAAW,QAAA;AACnB;AAKO,SAAS,iBACZ,MACA,QACA,OACA,MACA,KACA,QACA,aACA,cACI;AACJ,QAAM,QAAQ,SAAS,MAAM;AAG7B,QAAM,MAAM,MAAM;AAClB,MAAI,CAAC,KAAK;AACN;AAAA,EACJ;AACA,QAAM,OAAO,oBAAoB,MAAM;AACvC,QAAM,UAAU,eAAe,KAAK,UAAU,gBAAgB,KAAK;AACnE,QAAM,OAAO,cAAc,GAAG;AAC9B,QAAM,OAAO,oBAAoB,KAAK,MAAM;AAC5C,QAAM,QAAQ,KAAK;AACnB,QAAM,MAAM,IAAI;AAChB,MAAI,IAAI,OAAO,CAAC;AAChB,MAAI,IAAI,MAAM,EAAE;AAChB,MAAI,IAAI,MAAM,EAAE;AAGhB,MAAI,EAAE,IAAI,KAAK;AACf,MAAI,KAAK,CAAC,IAAI,KAAK;AACnB,MAAI,KAAK,CAAC,IAAI,KAAK,QAAQ,MAAM,KAAK,CAAC;AACvC,MAAI,KAAK,CAAC,IAAI,KAAK,SAAS,MAAM,KAAK,CAAC;AAExC,SAAO,QAAQ,MAAM,YAAY,IAAI,SAAS,GAAG,IAAI,QAAQ,GAAG,IAAI,UAAU;AAG9E,QAAM,CAAC,GAAG,GAAG,CAAC,IAAI,gBAAgB,MAAM;AACxC,MAAI,WAAW,CAAC,IAAI;AACpB,MAAI,WAAW,CAAC,IAAI;AACpB,MAAI,WAAW,CAAC,IAAI;AACpB,MAAI,WAAW,CAAC,IAAI;AACpB,SAAO,QAAQ,MAAM,YAAY,IAAI,YAAY,GAAG,IAAI,WAAW,QAAQ,GAAG,EAAE;AAEhF,OAAK,YAAY,MAAM,QAAQ;AAC/B,OAAK,aAAa,GAAG,IAAI,MAAM;AAC/B,OAAK,aAAa,GAAG,IAAI,SAAS;AAClC,OAAK,gBAAgB,GAAG,KAAK,IAAI,WAAW;AAC5C,OAAK,gBAAgB,GAAG,KAAK,IAAI,iBAAiB;AAClD,OAAK,eAAe,KAAK,IAAI,cAAc,QAAQ;AACnD,OAAK,YAAY,GAAG,KAAK,WAAW;AACxC;AAOO,SAAS,oBAAoB,KAAmB,IAAY,IAAY,GAAW,GAAiB;AACvG,QAAM,OAAQ,KAAK,KAAK,OAAQ,IAAI;AACpC,QAAM,OAAO,IAAK,KAAK,KAAK,OAAQ;AAEpC,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,EAAE,IAAI;AACV,MAAI,EAAE,IAAI;AACV,MAAI,EAAE,IAAI,CAAC,OAAO;AAClB,MAAI,EAAE,IAAI,CAAC,OAAO;AAClB,MAAI,EAAE,IAAI;AACV,MAAI,EAAE,IAAI;AACd;"}
1
+ {"version":3,"file":"gs-picking-pipeline-CERN-Trj.js","sources":["../src/picking/gs-picking-pipeline.ts"],"sourcesContent":["/** GS GPU-picking pipeline — dynamic-imported by `gpu-picker.ts` when a scene\n * contains a Gaussian-Splatting mesh.\n *\n * The pipeline is a variant of the base Gaussian-splatting render pipeline\n * (`gaussian-splatting.wgsl`) with three modifications, applied via string\n * substitution + the `applyGsFragments` plugin system so the base shader stays\n * untouched:\n *\n * 1. A scene UBO at `@group(0) @binding(0)` carries a `pickMatrix`\n * (column-major 4x4) that zooms NDC onto the pick pixel — same maths as\n * `computePickVP` in `gpu-picker.ts`, but applied *after* the GS-specific\n * projection so the EWA Jacobian / `u.focal` math is untouched.\n * 2. The fragment returns `FsOut { @location(0) color, @location(1) depth }`\n * so the picker can read a pick id + NDC z from the 1×1 render target.\n * 3. `gsGpuPickingFragment` is applied (via `applyGsFragments`) to inject the\n * per-mesh `pickingColor` UBO at `@group(2) @binding(0)` and override the\n * fragment color with the encoded pick id. This mirrors BJS\n * `GaussianSplattingGpuPickingMaterialPlugin`'s `getCustomCode`/`bindForSubMesh`\n * split.\n *\n * The pipeline has no blending and `depthWriteEnabled = true`, so the\n * closest-splat wins at each pick pixel (matching BJS GPU picker behaviour). */\n\nimport { F32 } from \"../engine/typed-arrays.js\";\nimport { BU, SS } from \"../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { GaussianSplattingMesh } from \"../mesh/GaussianSplatting/gaussian-splatting-mesh.js\";\nimport { applyGsFragments } from \"../mesh/GaussianSplatting/gaussian-splatting-pipeline.js\";\nimport { gsGpuPickingFragment, encodeIdToColor } from \"../mesh/GaussianSplatting/gs-gpu-picking-fragment.js\";\nimport { getPickingSceneBGL } from \"./picking-pipeline.js\";\nimport { getRenderTargetSize } from \"../engine/engine.js\";\nimport { getViewMatrix, getProjectionMatrix } from \"../camera/camera.js\";\nimport type { SceneContext } from \"../scene/scene-core.js\";\n\ninterface GsPickingCache {\n device: GPUDevice;\n pipeline: GPURenderPipeline;\n meshBGL: GPUBindGroupLayout;\n pickingBGL: GPUBindGroupLayout;\n /** Shared \"pick scene\" UBO holding the 4x4 pickMatrix (set per pick). */\n pickMatrixUbo: GPUBuffer;\n /** Bind group exposing `pickMatrixUbo` at group(0) binding(0). */\n sceneBG: GPUBindGroup;\n}\n\nlet _cache: GsPickingCache | null = null;\n\n/** Build the GS picking WGSL as a self-contained template literal.\n *\n * This is a variant of the base GS shader (`gaussian-splatting.wgsl`) with two\n * modifications baked in directly (rather than string-patched at runtime), so\n * it survives identifier-mangling minification in production bundles:\n *\n * 1. The final `out.pos` is pre-multiplied by `gsPickScene.pickMatrix` (a 4×4\n * UBO at `@group(0) @binding(0)`) — applied *after* the GS-specific\n * projection so the EWA Jacobian / `u.focal` math is untouched.\n * 2. The fragment returns `FsOut { @location(0) color, @location(1) depth }`\n * so the picker can read pick id + NDC z from the 1×1 render target.\n *\n * The fragment keeps the `/* GS_FRAGMENT_* *\\/` slot markers so\n * `gsGpuPickingFragment` is still spliced in via `applyGsFragments` to\n * override `finalColor` with the encoded pick id. Template-literal WGSL\n * goes through `minifyTemplateWgsl` (preserves block comments) in the\n * bundle pipeline, so the slot markers survive minification.\n */\nfunction buildPickingWgsl(): string {\n const wgsl = /* wgsl */ `\nstruct GsPickScene { pickMatrix: mat4x4<f32> };\n@group(0) @binding(0) var<uniform> gsPickScene: GsPickScene;\n\nstruct U {\n world: mat4x4<f32>,\n view: mat4x4<f32>,\n projection: mat4x4<f32>,\n viewport: vec2<f32>,\n focal: vec2<f32>,\n dataSize: vec2<f32>,\n alpha: f32,\n _pad: f32,\n};\n@group(1) @binding(0) var<uniform> u: U;\n@group(1) @binding(1) var samp: sampler;\n@group(1) @binding(2) var centersTex: texture_2d<f32>;\n@group(1) @binding(3) var covATex: texture_2d<f32>;\n@group(1) @binding(4) var covBTex: texture_2d<f32>;\n@group(1) @binding(5) var colorsTex: texture_2d<f32>;\n\nstruct VOut {\n @builtin(position) pos: vec4<f32>,\n @location(0) vColor: vec4<f32>,\n @location(1) vPos: vec2<f32>,\n};\n\nfn dataUv(idx: f32) -> vec2<f32> {\n let y = floor(idx / u.dataSize.x);\n let x = idx - y * u.dataSize.x;\n return vec2<f32>((x + 0.5) / u.dataSize.x, (y + 0.5) / u.dataSize.y);\n}\n\n@vertex\nfn vs(@location(0) corner: vec2<f32>, @location(1) splatIndex: f32) -> VOut {\n var out: VOut;\n let uv = dataUv(splatIndex);\n let center = textureSampleLevel(centersTex, samp, uv, 0.0).xyz;\n let color = textureSampleLevel(colorsTex, samp, uv, 0.0);\n let covA = textureSampleLevel(covATex, samp, uv, 0.0).xyz;\n let covB = textureSampleLevel(covBTex, samp, uv, 0.0).xyz;\n\n let worldPos = u.world * vec4<f32>(center, 1.0);\n let modelView = u.view * u.world;\n let camspace = u.view * worldPos;\n let pos2d = u.projection * camspace;\n\n let bounds = 1.2 * pos2d.w;\n if (pos2d.z < 0.0\n || pos2d.x < -bounds || pos2d.x > bounds\n || pos2d.y < -bounds || pos2d.y > bounds) {\n out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n out.vColor = vec4<f32>(0.0);\n out.vPos = vec2<f32>(0.0);\n return out;\n }\n\n let Vrk = mat3x3<f32>(\n vec3<f32>(covA.x, covA.y, covA.z),\n vec3<f32>(covA.y, covB.x, covB.y),\n vec3<f32>(covA.z, covB.y, covB.z));\n\n let invZ = 1.0 / camspace.z;\n let invZ2 = invZ * invZ;\n let J = mat3x3<f32>(\n vec3<f32>(u.focal.x * invZ, 0.0, -u.focal.x * camspace.x * invZ2),\n vec3<f32>(0.0, u.focal.y * invZ, -u.focal.y * camspace.y * invZ2),\n vec3<f32>(0.0, 0.0, 0.0));\n\n let mv3 = mat3x3<f32>(modelView[0].xyz, modelView[1].xyz, modelView[2].xyz);\n let T = transpose(mv3) * J;\n var cov2d = transpose(T) * Vrk * T;\n\n let kernelSize: f32 = 0.3;\n cov2d[0][0] += kernelSize;\n cov2d[1][1] += kernelSize;\n\n let mid = (cov2d[0][0] + cov2d[1][1]) * 0.5;\n let dxy = (cov2d[0][0] - cov2d[1][1]) * 0.5;\n let radius = length(vec2<f32>(dxy, cov2d[0][1]));\n let epsilon: f32 = 0.0001;\n let lambda1 = mid + radius + epsilon;\n let lambda2 = mid - radius + epsilon;\n if (lambda2 < 0.0) {\n out.pos = vec4<f32>(0.0, 0.0, 2.0, 1.0);\n out.vColor = vec4<f32>(0.0);\n out.vPos = vec2<f32>(0.0);\n return out;\n }\n\n let diag = normalize(vec2<f32>(cov2d[0][1], lambda1 - cov2d[0][0]));\n let majorAxis = min(sqrt(2.0 * lambda1), 1024.0) * diag;\n let minorAxis = min(sqrt(2.0 * lambda2), 1024.0) * vec2<f32>(diag.y, -diag.x);\n\n let vCenter = pos2d.xy;\n out.pos = gsPickScene.pickMatrix * vec4<f32>(\n vCenter + (corner.x * majorAxis + corner.y * minorAxis) * pos2d.w / u.viewport,\n pos2d.z, pos2d.w);\n out.vColor = vec4<f32>(color.rgb, color.a * u.alpha);\n out.vPos = corner;\n return out;\n}\n\n/*GS_FRAGMENT_DEFINITIONS*/\nstruct FsOut { @location(0) color: vec4<f32>, @location(1) depth: vec4<f32> };\n@fragment\nfn fs(in: VOut) -> FsOut {\n /*GS_FRAGMENT_MAIN_BEGIN*/\n let A = -dot(in.vPos, in.vPos);\n var finalColor: vec4<f32>;\n if (A > -4.0) {\n let B = exp(A) * in.vColor.a;\n finalColor = vec4<f32>(in.vColor.rgb, B);\n } else {\n finalColor = vec4<f32>(0.0);\n }\n /*GS_FRAGMENT_BEFORE_FRAGCOLOR*/\n /*GS_FRAGMENT_MAIN_END*/\n return FsOut(finalColor, vec4<f32>(in.pos.z, 0.0, 0.0, 0.0));\n}\n`;\n return applyGsFragments(wgsl, [gsGpuPickingFragment]);\n}\n\nfunction getCache(engine: EngineContext): GsPickingCache {\n const device = engine._device;\n if (_cache && _cache.device === device) {\n return _cache;\n }\n const meshBGL = device.createBindGroupLayout({\n label: \"gs-picking-mesh-bgl\",\n entries: [\n { binding: 0, visibility: SS.VERTEX | SS.FRAGMENT, buffer: { type: \"uniform\" } },\n { binding: 1, visibility: SS.VERTEX, sampler: { type: \"non-filtering\" } },\n { binding: 2, visibility: SS.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 3, visibility: SS.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 4, visibility: SS.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n { binding: 5, visibility: SS.VERTEX, texture: { sampleType: \"unfilterable-float\" } },\n ],\n });\n const pickingBGL = device.createBindGroupLayout({\n label: \"gs-picking-pick-bgl\",\n entries: [{ binding: 0, visibility: SS.FRAGMENT, buffer: { type: \"uniform\" } }],\n });\n const module = device.createShaderModule({ label: \"gs-picking-shader\", code: buildPickingWgsl() });\n const pipeline = device.createRenderPipeline({\n label: \"gs-picking-pipeline\",\n layout: device.createPipelineLayout({ bindGroupLayouts: [getPickingSceneBGL(engine), meshBGL, pickingBGL] }),\n vertex: {\n module,\n entryPoint: \"vs\",\n buffers: [\n { arrayStride: 8, stepMode: \"vertex\", attributes: [{ shaderLocation: 0, offset: 0, format: \"float32x2\" }] },\n { arrayStride: 4, stepMode: \"instance\", attributes: [{ shaderLocation: 1, offset: 0, format: \"float32\" }] },\n ],\n },\n fragment: {\n module,\n entryPoint: \"fs\",\n targets: [{ format: \"rgba8unorm\" }, { format: \"r32float\" }],\n },\n primitive: { topology: \"triangle-list\", cullMode: \"none\" },\n depthStencil: { format: \"depth24plus\", depthCompare: \"less\", depthWriteEnabled: true },\n multisample: { count: 1 },\n });\n const pickMatrixUbo = device.createBuffer({ size: 64, usage: BU.UNIFORM | BU.COPY_DST, label: \"gs-picking-scene-ubo\" });\n const sceneBG = device.createBindGroup({\n label: \"gs-picking-scene-bg\",\n layout: getPickingSceneBGL(engine),\n entries: [{ binding: 0, resource: { buffer: pickMatrixUbo } }],\n });\n _cache = { device, pipeline, meshBGL, pickingBGL, pickMatrixUbo, sceneBG };\n return _cache;\n}\n\n/** Write a 4x4 pickMatrix into the shared scene UBO and bind group 0 on `pass`. */\nexport function gsPickWritePickMatrixAndBind(pass: GPURenderPassEncoder, engine: EngineContext, pickMatrix: Float32Array): void {\n const cache = getCache(engine);\n engine._device.queue.writeBuffer(cache.pickMatrixUbo, 0, pickMatrix.buffer, pickMatrix.byteOffset, pickMatrix.byteLength);\n pass.setBindGroup(0, cache.sceneBG);\n}\n\n/** Per-GS-mesh state allocated on first pick of that mesh. */\nexport interface GsPickMeshResources {\n /** Per-mesh UBO (same 224-byte layout as the regular GS pipeline UBO). */\n meshUbo: GPUBuffer;\n /** Group 1 bind group: per-mesh UBO + sampler + 4 textures. */\n meshBG: GPUBindGroup;\n /** Per-pick picking-color UBO (16 bytes: vec3<f32> + pad). */\n pickingUbo: GPUBuffer;\n /** Group 2 bind group with the picking-color UBO. */\n pickingBG: GPUBindGroup;\n /** Scratch buffer for the per-mesh UBO. */\n meshCpu: Float32Array;\n /** Scratch buffer for the picking-color UBO. */\n pickingCpu: Float32Array;\n}\n\nexport function createGsPickMeshResources(engine: EngineContext, mesh: GaussianSplattingMesh): GsPickMeshResources {\n const device = engine._device;\n const cache = getCache(engine);\n\n const UBO_BYTES = 16 * 4 * 3 + 8 * 4;\n const meshUbo = device.createBuffer({ size: UBO_BYTES, usage: BU.UNIFORM | BU.COPY_DST, label: \"gs-picking-mesh-ubo\" });\n const meshCpu = new F32(UBO_BYTES / 4);\n meshCpu[48 + 4] = mesh.textureWidth;\n meshCpu[48 + 5] = mesh.textureHeight;\n meshCpu[48 + 6] = 1;\n\n const meshBG = device.createBindGroup({\n label: \"gs-picking-mesh-bg\",\n layout: cache.meshBGL,\n entries: [\n { binding: 0, resource: { buffer: meshUbo } },\n { binding: 1, resource: mesh._gs._sampler },\n { binding: 2, resource: mesh._gs._centersView },\n { binding: 3, resource: mesh._gs._covAView },\n { binding: 4, resource: mesh._gs._covBView },\n { binding: 5, resource: mesh._gs._colorsView },\n ],\n });\n\n const pickingUbo = device.createBuffer({ size: 16, usage: BU.UNIFORM | BU.COPY_DST, label: \"gs-picking-color-ubo\" });\n const pickingCpu = new F32(4);\n\n const pickingBG = device.createBindGroup({\n label: \"gs-picking-color-bg\",\n layout: cache.pickingBGL,\n entries: [{ binding: 0, resource: { buffer: pickingUbo } }],\n });\n\n return { meshUbo, meshBG, pickingUbo, pickingBG, meshCpu, pickingCpu };\n}\n\nexport function disposeGsPickMeshResources(res: GsPickMeshResources): void {\n res.meshUbo.destroy();\n res.pickingUbo.destroy();\n}\n\n/** Issue a pick draw for a single GS mesh. The caller must have already bound\n * the scene bind group (`pickMatrix` at group 0) on the pass; `pickId` is the\n * 24-bit pick id assigned by the picker. */\nexport function drawGsForPicking(\n pass: GPURenderPassEncoder,\n engine: EngineContext,\n scene: SceneContext,\n mesh: GaussianSplattingMesh,\n res: GsPickMeshResources,\n pickId: number,\n targetWidth: number,\n targetHeight: number\n): void {\n const cache = getCache(engine);\n\n // ── Per-mesh UBO ────────────────────────────────────────────────\n const cam = scene.camera;\n if (!cam) {\n return;\n }\n const size = getRenderTargetSize(engine);\n const aspect = (targetWidth || size.width) / (targetHeight || size.height);\n const view = getViewMatrix(cam) as unknown as Float32Array;\n const proj = getProjectionMatrix(cam, aspect) as unknown as Float32Array;\n const world = mesh.worldMatrix as unknown as Float32Array;\n const cpu = res.meshCpu;\n cpu.set(world, 0);\n cpu.set(view, 16);\n cpu.set(proj, 32);\n // Note: the GS picking pipeline still runs over the full-canvas viewport;\n // the picker output is a 1×1 target reached via the scene pickMatrix.\n cpu[48] = size.width;\n cpu[48 + 1] = size.height;\n cpu[48 + 2] = size.width * 0.5 * proj[0]!;\n cpu[48 + 3] = size.height * 0.5 * proj[5]!;\n // dataSize/alpha already written at construction.\n engine._device.queue.writeBuffer(res.meshUbo, 0, cpu.buffer, 0, cpu.byteLength);\n\n // ── Picking-color UBO ───────────────────────────────────────────\n const [r, g, b] = encodeIdToColor(pickId);\n res.pickingCpu[0] = r;\n res.pickingCpu[1] = g;\n res.pickingCpu[2] = b;\n res.pickingCpu[3] = 0;\n engine._device.queue.writeBuffer(res.pickingUbo, 0, res.pickingCpu.buffer, 0, 16);\n\n pass.setPipeline(cache.pipeline);\n pass.setBindGroup(1, res.meshBG);\n pass.setBindGroup(2, res.pickingBG);\n pass.setVertexBuffer(0, mesh._gs._quadBuffer);\n pass.setVertexBuffer(1, mesh._gs._splatIndexBuffer);\n pass.setIndexBuffer(mesh._gs._indexBuffer, \"uint16\");\n pass.drawIndexed(6, mesh.vertexCount);\n}\n\n/** Compute the pickMatrix for GS picking — same matrix `computePickVP` builds,\n * but applied to the clip-space output of the GS shader rather than the world.\n *\n * Maps canvas-NDC (px, py) ↦ (0, 0), and scales by (w, h) so a single canvas\n * pixel covers the full 1×1 pick render target. */\nexport function computeGsPickMatrix(out: Float32Array, px: number, py: number, w: number, h: number): void {\n const ndcX = (2 * (px + 0.5)) / w - 1;\n const ndcY = 1 - (2 * (py + 0.5)) / h;\n // column-major mat4\n out[0] = w;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = h;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = -ndcX * w;\n out[13] = -ndcY * h;\n out[14] = 0;\n out[15] = 1;\n}\n"],"names":[],"mappings":";AA6CA,IAAI,SAAgC;AAoBpC,SAAS,mBAA2B;AAChC,QAAM;AAAA;AAAA,IAAkB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyHxB,SAAO,iBAAiB,MAAM,CAAC,oBAAoB,CAAC;AACxD;AAEA,SAAS,SAAS,QAAuC;AACrD,QAAM,SAAS,OAAO;AACtB,MAAI,UAAU,OAAO,WAAW,QAAQ;AACpC,WAAO;AAAA,EACX;AACA,QAAM,UAAU,OAAO,sBAAsB;AAAA,IACzC,OAAO;AAAA,IACP,SAAS;AAAA,MACL,EAAE,SAAS,GAAG,YAAY,GAAG,SAAS,GAAG,UAAU,QAAQ,EAAE,MAAM,UAAA,EAAU;AAAA,MAC7E,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,MAAM,kBAAgB;AAAA,MACtE,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,YAAY,uBAAqB;AAAA,MACjF,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,YAAY,uBAAqB;AAAA,MACjF,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,YAAY,uBAAqB;AAAA,MACjF,EAAE,SAAS,GAAG,YAAY,GAAG,QAAQ,SAAS,EAAE,YAAY,qBAAA,EAAqB;AAAA,IAAE;AAAA,EACvF,CACH;AACD,QAAM,aAAa,OAAO,sBAAsB;AAAA,IAC5C,OAAO;AAAA,IACP,SAAS,CAAC,EAAE,SAAS,GAAG,YAAY,GAAG,UAAU,QAAQ,EAAE,MAAM,UAAA,GAAa;AAAA,EAAA,CACjF;AACD,QAAM,SAAS,OAAO,mBAAmB,EAAE,OAAO,qBAAqB,MAAM,iBAAA,GAAoB;AACjG,QAAM,WAAW,OAAO,qBAAqB;AAAA,IACzC,OAAO;AAAA,IACP,QAAQ,OAAO,qBAAqB,EAAE,kBAAkB,CAAC,mBAAmB,MAAM,GAAG,SAAS,UAAU,GAAG;AAAA,IAC3G,QAAQ;AAAA,MACJ;AAAA,MACA,YAAY;AAAA,MACZ,SAAS;AAAA,QACL,EAAE,aAAa,GAAG,UAAU,UAAU,YAAY,CAAC,EAAE,gBAAgB,GAAG,QAAQ,GAAG,QAAQ,YAAA,CAAa,EAAA;AAAA,QACxG,EAAE,aAAa,GAAG,UAAU,YAAY,YAAY,CAAC,EAAE,gBAAgB,GAAG,QAAQ,GAAG,QAAQ,UAAA,CAAW,EAAA;AAAA,MAAE;AAAA,IAC9G;AAAA,IAEJ,UAAU;AAAA,MACN;AAAA,MACA,YAAY;AAAA,MACZ,SAAS,CAAC,EAAE,QAAQ,gBAAgB,EAAE,QAAQ,WAAA,CAAY;AAAA,IAAA;AAAA,IAE9D,WAAW,EAAE,UAAU,iBAAiB,UAAU,OAAA;AAAA,IAClD,cAAc,EAAE,QAAQ,eAAe,cAAc,QAAQ,mBAAmB,KAAA;AAAA,IAChF,aAAa,EAAE,OAAO,EAAA;AAAA,EAAE,CAC3B;AACD,QAAM,gBAAgB,OAAO,aAAa,EAAE,MAAM,IAAI,OAAO,GAAG,UAAU,GAAG,UAAU,OAAO,wBAAwB;AACtH,QAAM,UAAU,OAAO,gBAAgB;AAAA,IACnC,OAAO;AAAA,IACP,QAAQ,mBAAmB,MAAM;AAAA,IACjC,SAAS,CAAC,EAAE,SAAS,GAAG,UAAU,EAAE,QAAQ,gBAAc,CAAG;AAAA,EAAA,CAChE;AACD,WAAS,EAAE,QAAQ,UAAU,SAAS,YAAY,eAAe,QAAA;AACjE,SAAO;AACX;AAGO,SAAS,6BAA6B,MAA4B,QAAuB,YAAgC;AAC5H,QAAM,QAAQ,SAAS,MAAM;AAC7B,SAAO,QAAQ,MAAM,YAAY,MAAM,eAAe,GAAG,WAAW,QAAQ,WAAW,YAAY,WAAW,UAAU;AACxH,OAAK,aAAa,GAAG,MAAM,OAAO;AACtC;AAkBO,SAAS,0BAA0B,QAAuB,MAAkD;AAC/G,QAAM,SAAS,OAAO;AACtB,QAAM,QAAQ,SAAS,MAAM;AAE7B,QAAM,YAAY,KAAK,IAAI,IAAI,IAAI;AACnC,QAAM,UAAU,OAAO,aAAa,EAAE,MAAM,WAAW,OAAO,GAAG,UAAU,GAAG,UAAU,OAAO,uBAAuB;AACtH,QAAM,UAAU,IAAI,IAAI,YAAY,CAAC;AACrC,UAAQ,KAAK,CAAC,IAAI,KAAK;AACvB,UAAQ,KAAK,CAAC,IAAI,KAAK;AACvB,UAAQ,KAAK,CAAC,IAAI;AAElB,QAAM,SAAS,OAAO,gBAAgB;AAAA,IAClC,OAAO;AAAA,IACP,QAAQ,MAAM;AAAA,IACd,SAAS;AAAA,MACL,EAAE,SAAS,GAAG,UAAU,EAAE,QAAQ,UAAQ;AAAA,MAC1C,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,SAAA;AAAA,MACjC,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,aAAA;AAAA,MACjC,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,UAAA;AAAA,MACjC,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,UAAA;AAAA,MACjC,EAAE,SAAS,GAAG,UAAU,KAAK,IAAI,YAAA;AAAA,IAAY;AAAA,EACjD,CACH;AAED,QAAM,aAAa,OAAO,aAAa,EAAE,MAAM,IAAI,OAAO,GAAG,UAAU,GAAG,UAAU,OAAO,wBAAwB;AACnH,QAAM,aAAa,IAAI,IAAI,CAAC;AAE5B,QAAM,YAAY,OAAO,gBAAgB;AAAA,IACrC,OAAO;AAAA,IACP,QAAQ,MAAM;AAAA,IACd,SAAS,CAAC,EAAE,SAAS,GAAG,UAAU,EAAE,QAAQ,aAAW,CAAG;AAAA,EAAA,CAC7D;AAED,SAAO,EAAE,SAAS,QAAQ,YAAY,WAAW,SAAS,WAAA;AAC9D;AAEO,SAAS,2BAA2B,KAAgC;AACvE,MAAI,QAAQ,QAAA;AACZ,MAAI,WAAW,QAAA;AACnB;AAKO,SAAS,iBACZ,MACA,QACA,OACA,MACA,KACA,QACA,aACA,cACI;AACJ,QAAM,QAAQ,SAAS,MAAM;AAG7B,QAAM,MAAM,MAAM;AAClB,MAAI,CAAC,KAAK;AACN;AAAA,EACJ;AACA,QAAM,OAAO,oBAAoB,MAAM;AACvC,QAAM,UAAU,eAAe,KAAK,UAAU,gBAAgB,KAAK;AACnE,QAAM,OAAO,cAAc,GAAG;AAC9B,QAAM,OAAO,oBAAoB,KAAK,MAAM;AAC5C,QAAM,QAAQ,KAAK;AACnB,QAAM,MAAM,IAAI;AAChB,MAAI,IAAI,OAAO,CAAC;AAChB,MAAI,IAAI,MAAM,EAAE;AAChB,MAAI,IAAI,MAAM,EAAE;AAGhB,MAAI,EAAE,IAAI,KAAK;AACf,MAAI,KAAK,CAAC,IAAI,KAAK;AACnB,MAAI,KAAK,CAAC,IAAI,KAAK,QAAQ,MAAM,KAAK,CAAC;AACvC,MAAI,KAAK,CAAC,IAAI,KAAK,SAAS,MAAM,KAAK,CAAC;AAExC,SAAO,QAAQ,MAAM,YAAY,IAAI,SAAS,GAAG,IAAI,QAAQ,GAAG,IAAI,UAAU;AAG9E,QAAM,CAAC,GAAG,GAAG,CAAC,IAAI,gBAAgB,MAAM;AACxC,MAAI,WAAW,CAAC,IAAI;AACpB,MAAI,WAAW,CAAC,IAAI;AACpB,MAAI,WAAW,CAAC,IAAI;AACpB,MAAI,WAAW,CAAC,IAAI;AACpB,SAAO,QAAQ,MAAM,YAAY,IAAI,YAAY,GAAG,IAAI,WAAW,QAAQ,GAAG,EAAE;AAEhF,OAAK,YAAY,MAAM,QAAQ;AAC/B,OAAK,aAAa,GAAG,IAAI,MAAM;AAC/B,OAAK,aAAa,GAAG,IAAI,SAAS;AAClC,OAAK,gBAAgB,GAAG,KAAK,IAAI,WAAW;AAC5C,OAAK,gBAAgB,GAAG,KAAK,IAAI,iBAAiB;AAClD,OAAK,eAAe,KAAK,IAAI,cAAc,QAAQ;AACnD,OAAK,YAAY,GAAG,KAAK,WAAW;AACxC;AAOO,SAAS,oBAAoB,KAAmB,IAAY,IAAY,GAAW,GAAiB;AACvG,QAAM,OAAQ,KAAK,KAAK,OAAQ,IAAI;AACpC,QAAM,OAAO,IAAK,KAAK,KAAK,OAAQ;AAEpC,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,CAAC,IAAI;AACT,MAAI,EAAE,IAAI;AACV,MAAI,EAAE,IAAI;AACV,MAAI,EAAE,IAAI,CAAC,OAAO;AAClB,MAAI,EAAE,IAAI,CAAC,OAAO;AAClB,MAAI,EAAE,IAAI;AACV,MAAI,EAAE,IAAI;AACd;"}
@@ -1,4 +1,4 @@
1
- import { ad as PhysicsMotionType } from "./index-C-tEgwbZ.js";
1
+ import { ad as PhysicsMotionType } from "./index-BgY3QEzL.js";
2
2
  function createHavokFloatingOriginContext(hkWorld, gravity, radius) {
3
3
  return {
4
4
  regions: [{ _world: hkWorld, origin: { x: 0, y: 0, z: 0 }, gravity: [...gravity] }],
@@ -195,4 +195,4 @@ function _syncNodeToBody(hknp, body) {
195
195
  export {
196
196
  createHavokFloatingOriginContext
197
197
  };
198
- //# sourceMappingURL=havok-floating-origin-5xp32P-C.js.map
198
+ //# sourceMappingURL=havok-floating-origin-VVdJRUYc.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"havok-floating-origin-5xp32P-C.js","sources":["../src/physics/havok-floating-origin.ts"],"sourcesContent":["/**\n * Havok multi-region floating origin (Large World Rendering).\n *\n * This module is **dynamic-imported only when the engine has `useFloatingOrigin: true`**\n * (from `createHavokWorld`), so non-floating-origin physics scenes never pull this code into\n * their bundle.\n *\n * Under floating origin, bodies far apart in world space are simulated in separate regions —\n * each a native Havok world with a fixed `origin`. Bodies are stored in region-local coordinates\n * (`worldPos - origin`, near zero), so the float32 Havok solver keeps full precision at large\n * world coordinates. Node transforms remain true world coordinates; the eye-relative render path\n * is handled independently.\n *\n * Mirrors Babylon.js's `scene.floatingOriginMode` + Havok plugin `floatingOriginWorldRadius`.\n */\n\nimport type { Vec3 } from \"../math/types.js\";\nimport type { PhysicsBody, PhysicsWorld } from \"./havok.js\";\nimport { PhysicsMotionType } from \"./havok.js\";\n\n/**\n * A simulation region: a native Havok world whose bodies are simulated relative to a fixed\n * `origin`. `_regions[0]` is the default region (origin at the world origin).\n */\nexport interface WorldRegion {\n /** @internal */ _world: any;\n /** Floating origin (world-space centre) this region's bodies are stored relative to. */\n origin: Vec3;\n /** This region's gravity vector `[x, y, z]`. */\n gravity: number[];\n}\n\n/**\n * Floating-origin runtime stored on `PhysicsWorld._fo` (present only when floating origin is on).\n * Holds region state plus the standalone hooks the core physics module calls in place of its\n * single-world fast path.\n */\nexport interface HavokFloatingOriginContext {\n /** All simulation regions; `regions[0]` is the default (origin-centred) region. */\n regions: WorldRegion[];\n /** Region capture radius (metres). */\n radius: number;\n /** Most recently set world-wide gravity `[x, y, z]`; seeds newly created regions. */\n gravity: number[];\n placeBody(world: PhysicsWorld, body: PhysicsBody, startsAsleep: boolean): void;\n step(world: PhysicsWorld): void;\n setGravity(world: PhysicsWorld, gravity: number[], worldPosition?: Vec3): void;\n getRegionGravity(world: PhysicsWorld, worldPosition: Vec3): number[];\n setVelocityLimits(world: PhysicsWorld, maxLinear: number, maxAngular: number): void;\n dispose(world: PhysicsWorld): void;\n}\n\n/**\n * Builds the floating-origin context, seeding it with the world's default region (the native world\n * already created by `createHavokWorld`, centred at the origin).\n */\nexport function createHavokFloatingOriginContext(hkWorld: any, gravity: number[], radius: number): HavokFloatingOriginContext {\n return {\n regions: [{ _world: hkWorld, origin: { x: 0, y: 0, z: 0 }, gravity: [...gravity] }],\n radius,\n gravity: [...gravity],\n placeBody: _placeBody,\n step: _step,\n setGravity: _setGravity,\n getRegionGravity: _getRegionGravity,\n setVelocityLimits: _setVelocityLimits,\n dispose: _dispose,\n };\n}\n\n// ─── Region lookup / creation ────────────────────────────────────────\n\n/** Returns the region whose origin is within the capture radius of `pos`, or null. */\nfunction _findRegion(fo: HavokFloatingOriginContext, pos: Vec3): WorldRegion | null {\n const r2 = fo.radius * fo.radius;\n for (const region of fo.regions) {\n const dx = pos.x - region.origin.x;\n const dy = pos.y - region.origin.y;\n const dz = pos.z - region.origin.z;\n if (dx * dx + dy * dy + dz * dz <= r2) {\n return region;\n }\n }\n return null;\n}\n\n/** Returns an existing region containing `pos`, or creates a new one centred at `pos`. */\nfunction _getOrCreateRegion(world: PhysicsWorld, pos: Vec3): WorldRegion {\n const fo = world._fo!;\n const found = _findRegion(fo, pos);\n if (found) {\n return found;\n }\n const hknp = world._hknp;\n const newWorld = hknp.HP_World_Create()[1];\n hknp.HP_World_SetGravity(newWorld, fo.gravity);\n const limits = hknp.HP_World_GetSpeedLimit(world._hkWorld);\n hknp.HP_World_SetSpeedLimit(newWorld, limits[1], limits[2]);\n const region: WorldRegion = {\n _world: newWorld,\n origin: { x: pos.x, y: pos.y, z: pos.z },\n gravity: [...fo.gravity],\n };\n fo.regions.push(region);\n return region;\n}\n\n// ─── Hooks ───────────────────────────────────────────────────────────\n\nfunction _placeBody(world: PhysicsWorld, body: PhysicsBody, startsAsleep: boolean): void {\n const hknp = world._hknp;\n const node = body.node;\n const region = _getOrCreateRegion(world, node.position);\n hknp.HP_World_AddBody(region._world, body._hkBody, startsAsleep);\n const p = node.position;\n const q = node.rotationQuaternion;\n const o = region.origin;\n hknp.HP_Body_SetQTransform(body._hkBody, [\n [p.x - o.x, p.y - o.y, p.z - o.z],\n [q.x, q.y, q.z, q.w],\n ]);\n body._region = region;\n}\n\nfunction _step(world: PhysicsWorld): void {\n const hknp = world._hknp;\n const bodies = world._bodies;\n const regions = world._fo!.regions;\n\n // Re-region bodies that drifted out of their region BEFORE stepping.\n for (let i = 0; i < bodies.length; i++) {\n _reRegionBody(world, bodies[i]!);\n }\n\n // Pre-step: sync ANIMATED bodies from node → Havok.\n for (let i = 0; i < bodies.length; i++) {\n const b = bodies[i]!;\n if (b.motionType === (PhysicsMotionType.ANIMATED as number)) {\n _syncNodeToBody(hknp, b);\n }\n }\n\n // Step every region world.\n for (let i = 0; i < regions.length; i++) {\n hknp.HP_World_Step(regions[i]!._world, world._timestep);\n }\n\n // Post-step: sync DYNAMIC bodies from Havok → node.\n for (let i = 0; i < bodies.length; i++) {\n const b = bodies[i]!;\n if (b.motionType === (PhysicsMotionType.DYNAMIC as number)) {\n _syncBodyToNode(hknp, b);\n }\n }\n\n // Reclaim regions emptied by migration.\n _gcRegions(world);\n}\n\nfunction _setGravity(world: PhysicsWorld, gravity: number[], worldPosition?: Vec3): void {\n const fo = world._fo!;\n const hknp = world._hknp;\n if (worldPosition) {\n const region = _getOrCreateRegion(world, worldPosition);\n region.gravity = gravity;\n hknp.HP_World_SetGravity(region._world, gravity);\n return;\n }\n fo.gravity = gravity;\n for (const region of fo.regions) {\n region.gravity = gravity;\n hknp.HP_World_SetGravity(region._world, gravity);\n }\n}\n\nfunction _getRegionGravity(world: PhysicsWorld, worldPosition: Vec3): number[] {\n return _getOrCreateRegion(world, worldPosition).gravity;\n}\n\nfunction _setVelocityLimits(world: PhysicsWorld, maxLinear: number, maxAngular: number): void {\n for (const region of world._fo!.regions) {\n world._hknp.HP_World_SetSpeedLimit(region._world, maxLinear, maxAngular);\n }\n}\n\nfunction _dispose(world: PhysicsWorld): void {\n const hknp = world._hknp;\n const bodies = world._bodies;\n for (let i = bodies.length - 1; i >= 0; i--) {\n const b = bodies[i]!;\n hknp.HP_World_RemoveBody(b._region!._world, b._hkBody);\n hknp.HP_Body_Release(b._hkBody);\n }\n bodies.length = 0;\n const regions = world._fo!.regions;\n for (const region of regions) {\n hknp.HP_World_Release(region._world);\n }\n regions.length = 0;\n}\n\n// ─── Migration & sync ────────────────────────────────────────────────\n\n/**\n * Moves a body to the correct region if it has drifted past `radius * 1.2` (hysteresis) from its\n * current region's origin, preserving linear and angular velocity. Uses a one-second velocity\n * look-ahead to prefer joining an existing target region over spawning a throwaway one.\n */\nfunction _reRegionBody(world: PhysicsWorld, body: PhysicsBody): void {\n const hknp = world._hknp;\n const fo = world._fo!;\n const current = body._region!;\n\n const t = hknp.HP_Body_GetQTransform(body._hkBody)[1];\n const localPos = t[0];\n const orientation = t[1];\n\n // Distance from region origin == magnitude of the local position.\n const margin = fo.radius * 1.2;\n if (localPos[0] * localPos[0] + localPos[1] * localPos[1] + localPos[2] * localPos[2] <= margin * margin) {\n return;\n }\n\n const wx = localPos[0] + current.origin.x;\n const wy = localPos[1] + current.origin.y;\n const wz = localPos[2] + current.origin.z;\n\n const linVel = hknp.HP_Body_GetLinearVelocity(body._hkBody)[1];\n const angVel = hknp.HP_Body_GetAngularVelocity(body._hkBody)[1];\n\n const worldPos: Vec3 = { x: wx, y: wy, z: wz };\n const lookAhead: Vec3 = { x: wx + linVel[0], y: wy + linVel[1], z: wz + linVel[2] };\n\n let next = _findRegion(fo, lookAhead);\n if (!next || next === current) {\n next = _findRegion(fo, worldPos);\n }\n if (!next || next === current) {\n next = _getOrCreateRegion(world, worldPos);\n }\n if (next === current) {\n return;\n }\n\n hknp.HP_World_RemoveBody(current._world, body._hkBody);\n const o = next.origin;\n hknp.HP_Body_SetQTransform(body._hkBody, [[wx - o.x, wy - o.y, wz - o.z], orientation]);\n hknp.HP_World_AddBody(next._world, body._hkBody, false);\n hknp.HP_Body_SetLinearVelocity(body._hkBody, linVel);\n hknp.HP_Body_SetAngularVelocity(body._hkBody, angVel);\n body._region = next;\n}\n\n/** Releases any non-default region that no longer holds any bodies. */\nfunction _gcRegions(world: PhysicsWorld): void {\n const regions = world._fo!.regions;\n if (regions.length <= 1) {\n return;\n }\n const hknp = world._hknp;\n const used = new Set<WorldRegion>();\n for (let i = 0; i < world._bodies.length; i++) {\n used.add(world._bodies[i]!._region!);\n }\n for (let i = regions.length - 1; i >= 1; i--) {\n const region = regions[i]!;\n if (!used.has(region)) {\n hknp.HP_World_Release(region._world);\n regions.splice(i, 1);\n }\n }\n}\n\nfunction _syncBodyToNode(hknp: any, body: PhysicsBody): void {\n const t = hknp.HP_Body_GetQTransform(body._hkBody)[1];\n const pos = t[0]; // [x, y, z] in region-local space\n const rot = t[1]; // [x, y, z, w]\n const o = body._region!.origin;\n const node = body.node;\n node.position.set(pos[0] + o.x, pos[1] + o.y, pos[2] + o.z);\n node.rotationQuaternion.set(rot[0], rot[1], rot[2], rot[3]);\n}\n\nfunction _syncNodeToBody(hknp: any, body: PhysicsBody): void {\n const node = body.node;\n const p = node.position;\n const q = node.rotationQuaternion;\n const o = body._region!.origin;\n hknp.HP_Body_SetQTransform(body._hkBody, [\n [p.x - o.x, p.y - o.y, p.z - o.z],\n [q.x, q.y, q.z, q.w],\n ]);\n}\n"],"names":[],"mappings":";AAwDO,SAAS,iCAAiC,SAAc,SAAmB,QAA4C;AAC1H,SAAO;AAAA,IACH,SAAS,CAAC,EAAE,QAAQ,SAAS,QAAQ,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,SAAS,CAAC,GAAG,OAAO,GAAG;AAAA,IAClF;AAAA,IACA,SAAS,CAAC,GAAG,OAAO;AAAA,IACpB,WAAW;AAAA,IACX,MAAM;AAAA,IACN,YAAY;AAAA,IACZ,kBAAkB;AAAA,IAClB,mBAAmB;AAAA,IACnB,SAAS;AAAA,EAAA;AAEjB;AAKA,SAAS,YAAY,IAAgC,KAA+B;AAChF,QAAM,KAAK,GAAG,SAAS,GAAG;AAC1B,aAAW,UAAU,GAAG,SAAS;AAC7B,UAAM,KAAK,IAAI,IAAI,OAAO,OAAO;AACjC,UAAM,KAAK,IAAI,IAAI,OAAO,OAAO;AACjC,UAAM,KAAK,IAAI,IAAI,OAAO,OAAO;AACjC,QAAI,KAAK,KAAK,KAAK,KAAK,KAAK,MAAM,IAAI;AACnC,aAAO;AAAA,IACX;AAAA,EACJ;AACA,SAAO;AACX;AAGA,SAAS,mBAAmB,OAAqB,KAAwB;AACrE,QAAM,KAAK,MAAM;AACjB,QAAM,QAAQ,YAAY,IAAI,GAAG;AACjC,MAAI,OAAO;AACP,WAAO;AAAA,EACX;AACA,QAAM,OAAO,MAAM;AACnB,QAAM,WAAW,KAAK,gBAAA,EAAkB,CAAC;AACzC,OAAK,oBAAoB,UAAU,GAAG,OAAO;AAC7C,QAAM,SAAS,KAAK,uBAAuB,MAAM,QAAQ;AACzD,OAAK,uBAAuB,UAAU,OAAO,CAAC,GAAG,OAAO,CAAC,CAAC;AAC1D,QAAM,SAAsB;AAAA,IACxB,QAAQ;AAAA,IACR,QAAQ,EAAE,GAAG,IAAI,GAAG,GAAG,IAAI,GAAG,GAAG,IAAI,EAAA;AAAA,IACrC,SAAS,CAAC,GAAG,GAAG,OAAO;AAAA,EAAA;AAE3B,KAAG,QAAQ,KAAK,MAAM;AACtB,SAAO;AACX;AAIA,SAAS,WAAW,OAAqB,MAAmB,cAA6B;AACrF,QAAM,OAAO,MAAM;AACnB,QAAM,OAAO,KAAK;AAClB,QAAM,SAAS,mBAAmB,OAAO,KAAK,QAAQ;AACtD,OAAK,iBAAiB,OAAO,QAAQ,KAAK,SAAS,YAAY;AAC/D,QAAM,IAAI,KAAK;AACf,QAAM,IAAI,KAAK;AACf,QAAM,IAAI,OAAO;AACjB,OAAK,sBAAsB,KAAK,SAAS;AAAA,IACrC,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AAAA,IAChC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAAA,EAAA,CACtB;AACD,OAAK,UAAU;AACnB;AAEA,SAAS,MAAM,OAA2B;AACtC,QAAM,OAAO,MAAM;AACnB,QAAM,SAAS,MAAM;AACrB,QAAM,UAAU,MAAM,IAAK;AAG3B,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACpC,kBAAc,OAAO,OAAO,CAAC,CAAE;AAAA,EACnC;AAGA,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACpC,UAAM,IAAI,OAAO,CAAC;AAClB,QAAI,EAAE,eAAgB,kBAAkB,UAAqB;AACzD,sBAAgB,MAAM,CAAC;AAAA,IAC3B;AAAA,EACJ;AAGA,WAAS,IAAI,GAAG,IAAI,QAAQ,QAAQ,KAAK;AACrC,SAAK,cAAc,QAAQ,CAAC,EAAG,QAAQ,MAAM,SAAS;AAAA,EAC1D;AAGA,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACpC,UAAM,IAAI,OAAO,CAAC;AAClB,QAAI,EAAE,eAAgB,kBAAkB,SAAoB;AACxD,sBAAgB,MAAM,CAAC;AAAA,IAC3B;AAAA,EACJ;AAGA,aAAW,KAAK;AACpB;AAEA,SAAS,YAAY,OAAqB,SAAmB,eAA4B;AACrF,QAAM,KAAK,MAAM;AACjB,QAAM,OAAO,MAAM;AACnB,MAAI,eAAe;AACf,UAAM,SAAS,mBAAmB,OAAO,aAAa;AACtD,WAAO,UAAU;AACjB,SAAK,oBAAoB,OAAO,QAAQ,OAAO;AAC/C;AAAA,EACJ;AACA,KAAG,UAAU;AACb,aAAW,UAAU,GAAG,SAAS;AAC7B,WAAO,UAAU;AACjB,SAAK,oBAAoB,OAAO,QAAQ,OAAO;AAAA,EACnD;AACJ;AAEA,SAAS,kBAAkB,OAAqB,eAA+B;AAC3E,SAAO,mBAAmB,OAAO,aAAa,EAAE;AACpD;AAEA,SAAS,mBAAmB,OAAqB,WAAmB,YAA0B;AAC1F,aAAW,UAAU,MAAM,IAAK,SAAS;AACrC,UAAM,MAAM,uBAAuB,OAAO,QAAQ,WAAW,UAAU;AAAA,EAC3E;AACJ;AAEA,SAAS,SAAS,OAA2B;AACzC,QAAM,OAAO,MAAM;AACnB,QAAM,SAAS,MAAM;AACrB,WAAS,IAAI,OAAO,SAAS,GAAG,KAAK,GAAG,KAAK;AACzC,UAAM,IAAI,OAAO,CAAC;AAClB,SAAK,oBAAoB,EAAE,QAAS,QAAQ,EAAE,OAAO;AACrD,SAAK,gBAAgB,EAAE,OAAO;AAAA,EAClC;AACA,SAAO,SAAS;AAChB,QAAM,UAAU,MAAM,IAAK;AAC3B,aAAW,UAAU,SAAS;AAC1B,SAAK,iBAAiB,OAAO,MAAM;AAAA,EACvC;AACA,UAAQ,SAAS;AACrB;AASA,SAAS,cAAc,OAAqB,MAAyB;AACjE,QAAM,OAAO,MAAM;AACnB,QAAM,KAAK,MAAM;AACjB,QAAM,UAAU,KAAK;AAErB,QAAM,IAAI,KAAK,sBAAsB,KAAK,OAAO,EAAE,CAAC;AACpD,QAAM,WAAW,EAAE,CAAC;AACpB,QAAM,cAAc,EAAE,CAAC;AAGvB,QAAM,SAAS,GAAG,SAAS;AAC3B,MAAI,SAAS,CAAC,IAAI,SAAS,CAAC,IAAI,SAAS,CAAC,IAAI,SAAS,CAAC,IAAI,SAAS,CAAC,IAAI,SAAS,CAAC,KAAK,SAAS,QAAQ;AACtG;AAAA,EACJ;AAEA,QAAM,KAAK,SAAS,CAAC,IAAI,QAAQ,OAAO;AACxC,QAAM,KAAK,SAAS,CAAC,IAAI,QAAQ,OAAO;AACxC,QAAM,KAAK,SAAS,CAAC,IAAI,QAAQ,OAAO;AAExC,QAAM,SAAS,KAAK,0BAA0B,KAAK,OAAO,EAAE,CAAC;AAC7D,QAAM,SAAS,KAAK,2BAA2B,KAAK,OAAO,EAAE,CAAC;AAE9D,QAAM,WAAiB,EAAE,GAAG,IAAI,GAAG,IAAI,GAAG,GAAA;AAC1C,QAAM,YAAkB,EAAE,GAAG,KAAK,OAAO,CAAC,GAAG,GAAG,KAAK,OAAO,CAAC,GAAG,GAAG,KAAK,OAAO,CAAC,EAAA;AAEhF,MAAI,OAAO,YAAY,IAAI,SAAS;AACpC,MAAI,CAAC,QAAQ,SAAS,SAAS;AAC3B,WAAO,YAAY,IAAI,QAAQ;AAAA,EACnC;AACA,MAAI,CAAC,QAAQ,SAAS,SAAS;AAC3B,WAAO,mBAAmB,OAAO,QAAQ;AAAA,EAC7C;AACA,MAAI,SAAS,SAAS;AAClB;AAAA,EACJ;AAEA,OAAK,oBAAoB,QAAQ,QAAQ,KAAK,OAAO;AACrD,QAAM,IAAI,KAAK;AACf,OAAK,sBAAsB,KAAK,SAAS,CAAC,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC,GAAG,WAAW,CAAC;AACtF,OAAK,iBAAiB,KAAK,QAAQ,KAAK,SAAS,KAAK;AACtD,OAAK,0BAA0B,KAAK,SAAS,MAAM;AACnD,OAAK,2BAA2B,KAAK,SAAS,MAAM;AACpD,OAAK,UAAU;AACnB;AAGA,SAAS,WAAW,OAA2B;AAC3C,QAAM,UAAU,MAAM,IAAK;AAC3B,MAAI,QAAQ,UAAU,GAAG;AACrB;AAAA,EACJ;AACA,QAAM,OAAO,MAAM;AACnB,QAAM,2BAAW,IAAA;AACjB,WAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,QAAQ,KAAK;AAC3C,SAAK,IAAI,MAAM,QAAQ,CAAC,EAAG,OAAQ;AAAA,EACvC;AACA,WAAS,IAAI,QAAQ,SAAS,GAAG,KAAK,GAAG,KAAK;AAC1C,UAAM,SAAS,QAAQ,CAAC;AACxB,QAAI,CAAC,KAAK,IAAI,MAAM,GAAG;AACnB,WAAK,iBAAiB,OAAO,MAAM;AACnC,cAAQ,OAAO,GAAG,CAAC;AAAA,IACvB;AAAA,EACJ;AACJ;AAEA,SAAS,gBAAgB,MAAW,MAAyB;AACzD,QAAM,IAAI,KAAK,sBAAsB,KAAK,OAAO,EAAE,CAAC;AACpD,QAAM,MAAM,EAAE,CAAC;AACf,QAAM,MAAM,EAAE,CAAC;AACf,QAAM,IAAI,KAAK,QAAS;AACxB,QAAM,OAAO,KAAK;AAClB,OAAK,SAAS,IAAI,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC;AAC1D,OAAK,mBAAmB,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,IAAI,CAAC,CAAC;AAC9D;AAEA,SAAS,gBAAgB,MAAW,MAAyB;AACzD,QAAM,OAAO,KAAK;AAClB,QAAM,IAAI,KAAK;AACf,QAAM,IAAI,KAAK;AACf,QAAM,IAAI,KAAK,QAAS;AACxB,OAAK,sBAAsB,KAAK,SAAS;AAAA,IACrC,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AAAA,IAChC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAAA,EAAA,CACtB;AACL;"}
1
+ {"version":3,"file":"havok-floating-origin-VVdJRUYc.js","sources":["../src/physics/havok-floating-origin.ts"],"sourcesContent":["/**\n * Havok multi-region floating origin (Large World Rendering).\n *\n * This module is **dynamic-imported only when the engine has `useFloatingOrigin: true`**\n * (from `createHavokWorld`), so non-floating-origin physics scenes never pull this code into\n * their bundle.\n *\n * Under floating origin, bodies far apart in world space are simulated in separate regions —\n * each a native Havok world with a fixed `origin`. Bodies are stored in region-local coordinates\n * (`worldPos - origin`, near zero), so the float32 Havok solver keeps full precision at large\n * world coordinates. Node transforms remain true world coordinates; the eye-relative render path\n * is handled independently.\n *\n * Mirrors Babylon.js's `scene.floatingOriginMode` + Havok plugin `floatingOriginWorldRadius`.\n */\n\nimport type { Vec3 } from \"../math/types.js\";\nimport type { PhysicsBody, PhysicsWorld } from \"./havok.js\";\nimport { PhysicsMotionType } from \"./havok.js\";\n\n/**\n * A simulation region: a native Havok world whose bodies are simulated relative to a fixed\n * `origin`. `_regions[0]` is the default region (origin at the world origin).\n */\nexport interface WorldRegion {\n /** @internal */ _world: any;\n /** Floating origin (world-space centre) this region's bodies are stored relative to. */\n origin: Vec3;\n /** This region's gravity vector `[x, y, z]`. */\n gravity: number[];\n}\n\n/**\n * Floating-origin runtime stored on `PhysicsWorld._fo` (present only when floating origin is on).\n * Holds region state plus the standalone hooks the core physics module calls in place of its\n * single-world fast path.\n */\nexport interface HavokFloatingOriginContext {\n /** All simulation regions; `regions[0]` is the default (origin-centred) region. */\n regions: WorldRegion[];\n /** Region capture radius (metres). */\n radius: number;\n /** Most recently set world-wide gravity `[x, y, z]`; seeds newly created regions. */\n gravity: number[];\n placeBody(world: PhysicsWorld, body: PhysicsBody, startsAsleep: boolean): void;\n step(world: PhysicsWorld): void;\n setGravity(world: PhysicsWorld, gravity: number[], worldPosition?: Vec3): void;\n getRegionGravity(world: PhysicsWorld, worldPosition: Vec3): number[];\n setVelocityLimits(world: PhysicsWorld, maxLinear: number, maxAngular: number): void;\n dispose(world: PhysicsWorld): void;\n}\n\n/**\n * Builds the floating-origin context, seeding it with the world's default region (the native world\n * already created by `createHavokWorld`, centred at the origin).\n */\nexport function createHavokFloatingOriginContext(hkWorld: any, gravity: number[], radius: number): HavokFloatingOriginContext {\n return {\n regions: [{ _world: hkWorld, origin: { x: 0, y: 0, z: 0 }, gravity: [...gravity] }],\n radius,\n gravity: [...gravity],\n placeBody: _placeBody,\n step: _step,\n setGravity: _setGravity,\n getRegionGravity: _getRegionGravity,\n setVelocityLimits: _setVelocityLimits,\n dispose: _dispose,\n };\n}\n\n// ─── Region lookup / creation ────────────────────────────────────────\n\n/** Returns the region whose origin is within the capture radius of `pos`, or null. */\nfunction _findRegion(fo: HavokFloatingOriginContext, pos: Vec3): WorldRegion | null {\n const r2 = fo.radius * fo.radius;\n for (const region of fo.regions) {\n const dx = pos.x - region.origin.x;\n const dy = pos.y - region.origin.y;\n const dz = pos.z - region.origin.z;\n if (dx * dx + dy * dy + dz * dz <= r2) {\n return region;\n }\n }\n return null;\n}\n\n/** Returns an existing region containing `pos`, or creates a new one centred at `pos`. */\nfunction _getOrCreateRegion(world: PhysicsWorld, pos: Vec3): WorldRegion {\n const fo = world._fo!;\n const found = _findRegion(fo, pos);\n if (found) {\n return found;\n }\n const hknp = world._hknp;\n const newWorld = hknp.HP_World_Create()[1];\n hknp.HP_World_SetGravity(newWorld, fo.gravity);\n const limits = hknp.HP_World_GetSpeedLimit(world._hkWorld);\n hknp.HP_World_SetSpeedLimit(newWorld, limits[1], limits[2]);\n const region: WorldRegion = {\n _world: newWorld,\n origin: { x: pos.x, y: pos.y, z: pos.z },\n gravity: [...fo.gravity],\n };\n fo.regions.push(region);\n return region;\n}\n\n// ─── Hooks ───────────────────────────────────────────────────────────\n\nfunction _placeBody(world: PhysicsWorld, body: PhysicsBody, startsAsleep: boolean): void {\n const hknp = world._hknp;\n const node = body.node;\n const region = _getOrCreateRegion(world, node.position);\n hknp.HP_World_AddBody(region._world, body._hkBody, startsAsleep);\n const p = node.position;\n const q = node.rotationQuaternion;\n const o = region.origin;\n hknp.HP_Body_SetQTransform(body._hkBody, [\n [p.x - o.x, p.y - o.y, p.z - o.z],\n [q.x, q.y, q.z, q.w],\n ]);\n body._region = region;\n}\n\nfunction _step(world: PhysicsWorld): void {\n const hknp = world._hknp;\n const bodies = world._bodies;\n const regions = world._fo!.regions;\n\n // Re-region bodies that drifted out of their region BEFORE stepping.\n for (let i = 0; i < bodies.length; i++) {\n _reRegionBody(world, bodies[i]!);\n }\n\n // Pre-step: sync ANIMATED bodies from node → Havok.\n for (let i = 0; i < bodies.length; i++) {\n const b = bodies[i]!;\n if (b.motionType === (PhysicsMotionType.ANIMATED as number)) {\n _syncNodeToBody(hknp, b);\n }\n }\n\n // Step every region world.\n for (let i = 0; i < regions.length; i++) {\n hknp.HP_World_Step(regions[i]!._world, world._timestep);\n }\n\n // Post-step: sync DYNAMIC bodies from Havok → node.\n for (let i = 0; i < bodies.length; i++) {\n const b = bodies[i]!;\n if (b.motionType === (PhysicsMotionType.DYNAMIC as number)) {\n _syncBodyToNode(hknp, b);\n }\n }\n\n // Reclaim regions emptied by migration.\n _gcRegions(world);\n}\n\nfunction _setGravity(world: PhysicsWorld, gravity: number[], worldPosition?: Vec3): void {\n const fo = world._fo!;\n const hknp = world._hknp;\n if (worldPosition) {\n const region = _getOrCreateRegion(world, worldPosition);\n region.gravity = gravity;\n hknp.HP_World_SetGravity(region._world, gravity);\n return;\n }\n fo.gravity = gravity;\n for (const region of fo.regions) {\n region.gravity = gravity;\n hknp.HP_World_SetGravity(region._world, gravity);\n }\n}\n\nfunction _getRegionGravity(world: PhysicsWorld, worldPosition: Vec3): number[] {\n return _getOrCreateRegion(world, worldPosition).gravity;\n}\n\nfunction _setVelocityLimits(world: PhysicsWorld, maxLinear: number, maxAngular: number): void {\n for (const region of world._fo!.regions) {\n world._hknp.HP_World_SetSpeedLimit(region._world, maxLinear, maxAngular);\n }\n}\n\nfunction _dispose(world: PhysicsWorld): void {\n const hknp = world._hknp;\n const bodies = world._bodies;\n for (let i = bodies.length - 1; i >= 0; i--) {\n const b = bodies[i]!;\n hknp.HP_World_RemoveBody(b._region!._world, b._hkBody);\n hknp.HP_Body_Release(b._hkBody);\n }\n bodies.length = 0;\n const regions = world._fo!.regions;\n for (const region of regions) {\n hknp.HP_World_Release(region._world);\n }\n regions.length = 0;\n}\n\n// ─── Migration & sync ────────────────────────────────────────────────\n\n/**\n * Moves a body to the correct region if it has drifted past `radius * 1.2` (hysteresis) from its\n * current region's origin, preserving linear and angular velocity. Uses a one-second velocity\n * look-ahead to prefer joining an existing target region over spawning a throwaway one.\n */\nfunction _reRegionBody(world: PhysicsWorld, body: PhysicsBody): void {\n const hknp = world._hknp;\n const fo = world._fo!;\n const current = body._region!;\n\n const t = hknp.HP_Body_GetQTransform(body._hkBody)[1];\n const localPos = t[0];\n const orientation = t[1];\n\n // Distance from region origin == magnitude of the local position.\n const margin = fo.radius * 1.2;\n if (localPos[0] * localPos[0] + localPos[1] * localPos[1] + localPos[2] * localPos[2] <= margin * margin) {\n return;\n }\n\n const wx = localPos[0] + current.origin.x;\n const wy = localPos[1] + current.origin.y;\n const wz = localPos[2] + current.origin.z;\n\n const linVel = hknp.HP_Body_GetLinearVelocity(body._hkBody)[1];\n const angVel = hknp.HP_Body_GetAngularVelocity(body._hkBody)[1];\n\n const worldPos: Vec3 = { x: wx, y: wy, z: wz };\n const lookAhead: Vec3 = { x: wx + linVel[0], y: wy + linVel[1], z: wz + linVel[2] };\n\n let next = _findRegion(fo, lookAhead);\n if (!next || next === current) {\n next = _findRegion(fo, worldPos);\n }\n if (!next || next === current) {\n next = _getOrCreateRegion(world, worldPos);\n }\n if (next === current) {\n return;\n }\n\n hknp.HP_World_RemoveBody(current._world, body._hkBody);\n const o = next.origin;\n hknp.HP_Body_SetQTransform(body._hkBody, [[wx - o.x, wy - o.y, wz - o.z], orientation]);\n hknp.HP_World_AddBody(next._world, body._hkBody, false);\n hknp.HP_Body_SetLinearVelocity(body._hkBody, linVel);\n hknp.HP_Body_SetAngularVelocity(body._hkBody, angVel);\n body._region = next;\n}\n\n/** Releases any non-default region that no longer holds any bodies. */\nfunction _gcRegions(world: PhysicsWorld): void {\n const regions = world._fo!.regions;\n if (regions.length <= 1) {\n return;\n }\n const hknp = world._hknp;\n const used = new Set<WorldRegion>();\n for (let i = 0; i < world._bodies.length; i++) {\n used.add(world._bodies[i]!._region!);\n }\n for (let i = regions.length - 1; i >= 1; i--) {\n const region = regions[i]!;\n if (!used.has(region)) {\n hknp.HP_World_Release(region._world);\n regions.splice(i, 1);\n }\n }\n}\n\nfunction _syncBodyToNode(hknp: any, body: PhysicsBody): void {\n const t = hknp.HP_Body_GetQTransform(body._hkBody)[1];\n const pos = t[0]; // [x, y, z] in region-local space\n const rot = t[1]; // [x, y, z, w]\n const o = body._region!.origin;\n const node = body.node;\n node.position.set(pos[0] + o.x, pos[1] + o.y, pos[2] + o.z);\n node.rotationQuaternion.set(rot[0], rot[1], rot[2], rot[3]);\n}\n\nfunction _syncNodeToBody(hknp: any, body: PhysicsBody): void {\n const node = body.node;\n const p = node.position;\n const q = node.rotationQuaternion;\n const o = body._region!.origin;\n hknp.HP_Body_SetQTransform(body._hkBody, [\n [p.x - o.x, p.y - o.y, p.z - o.z],\n [q.x, q.y, q.z, q.w],\n ]);\n}\n"],"names":[],"mappings":";AAwDO,SAAS,iCAAiC,SAAc,SAAmB,QAA4C;AAC1H,SAAO;AAAA,IACH,SAAS,CAAC,EAAE,QAAQ,SAAS,QAAQ,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,SAAS,CAAC,GAAG,OAAO,GAAG;AAAA,IAClF;AAAA,IACA,SAAS,CAAC,GAAG,OAAO;AAAA,IACpB,WAAW;AAAA,IACX,MAAM;AAAA,IACN,YAAY;AAAA,IACZ,kBAAkB;AAAA,IAClB,mBAAmB;AAAA,IACnB,SAAS;AAAA,EAAA;AAEjB;AAKA,SAAS,YAAY,IAAgC,KAA+B;AAChF,QAAM,KAAK,GAAG,SAAS,GAAG;AAC1B,aAAW,UAAU,GAAG,SAAS;AAC7B,UAAM,KAAK,IAAI,IAAI,OAAO,OAAO;AACjC,UAAM,KAAK,IAAI,IAAI,OAAO,OAAO;AACjC,UAAM,KAAK,IAAI,IAAI,OAAO,OAAO;AACjC,QAAI,KAAK,KAAK,KAAK,KAAK,KAAK,MAAM,IAAI;AACnC,aAAO;AAAA,IACX;AAAA,EACJ;AACA,SAAO;AACX;AAGA,SAAS,mBAAmB,OAAqB,KAAwB;AACrE,QAAM,KAAK,MAAM;AACjB,QAAM,QAAQ,YAAY,IAAI,GAAG;AACjC,MAAI,OAAO;AACP,WAAO;AAAA,EACX;AACA,QAAM,OAAO,MAAM;AACnB,QAAM,WAAW,KAAK,gBAAA,EAAkB,CAAC;AACzC,OAAK,oBAAoB,UAAU,GAAG,OAAO;AAC7C,QAAM,SAAS,KAAK,uBAAuB,MAAM,QAAQ;AACzD,OAAK,uBAAuB,UAAU,OAAO,CAAC,GAAG,OAAO,CAAC,CAAC;AAC1D,QAAM,SAAsB;AAAA,IACxB,QAAQ;AAAA,IACR,QAAQ,EAAE,GAAG,IAAI,GAAG,GAAG,IAAI,GAAG,GAAG,IAAI,EAAA;AAAA,IACrC,SAAS,CAAC,GAAG,GAAG,OAAO;AAAA,EAAA;AAE3B,KAAG,QAAQ,KAAK,MAAM;AACtB,SAAO;AACX;AAIA,SAAS,WAAW,OAAqB,MAAmB,cAA6B;AACrF,QAAM,OAAO,MAAM;AACnB,QAAM,OAAO,KAAK;AAClB,QAAM,SAAS,mBAAmB,OAAO,KAAK,QAAQ;AACtD,OAAK,iBAAiB,OAAO,QAAQ,KAAK,SAAS,YAAY;AAC/D,QAAM,IAAI,KAAK;AACf,QAAM,IAAI,KAAK;AACf,QAAM,IAAI,OAAO;AACjB,OAAK,sBAAsB,KAAK,SAAS;AAAA,IACrC,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AAAA,IAChC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAAA,EAAA,CACtB;AACD,OAAK,UAAU;AACnB;AAEA,SAAS,MAAM,OAA2B;AACtC,QAAM,OAAO,MAAM;AACnB,QAAM,SAAS,MAAM;AACrB,QAAM,UAAU,MAAM,IAAK;AAG3B,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACpC,kBAAc,OAAO,OAAO,CAAC,CAAE;AAAA,EACnC;AAGA,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACpC,UAAM,IAAI,OAAO,CAAC;AAClB,QAAI,EAAE,eAAgB,kBAAkB,UAAqB;AACzD,sBAAgB,MAAM,CAAC;AAAA,IAC3B;AAAA,EACJ;AAGA,WAAS,IAAI,GAAG,IAAI,QAAQ,QAAQ,KAAK;AACrC,SAAK,cAAc,QAAQ,CAAC,EAAG,QAAQ,MAAM,SAAS;AAAA,EAC1D;AAGA,WAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACpC,UAAM,IAAI,OAAO,CAAC;AAClB,QAAI,EAAE,eAAgB,kBAAkB,SAAoB;AACxD,sBAAgB,MAAM,CAAC;AAAA,IAC3B;AAAA,EACJ;AAGA,aAAW,KAAK;AACpB;AAEA,SAAS,YAAY,OAAqB,SAAmB,eAA4B;AACrF,QAAM,KAAK,MAAM;AACjB,QAAM,OAAO,MAAM;AACnB,MAAI,eAAe;AACf,UAAM,SAAS,mBAAmB,OAAO,aAAa;AACtD,WAAO,UAAU;AACjB,SAAK,oBAAoB,OAAO,QAAQ,OAAO;AAC/C;AAAA,EACJ;AACA,KAAG,UAAU;AACb,aAAW,UAAU,GAAG,SAAS;AAC7B,WAAO,UAAU;AACjB,SAAK,oBAAoB,OAAO,QAAQ,OAAO;AAAA,EACnD;AACJ;AAEA,SAAS,kBAAkB,OAAqB,eAA+B;AAC3E,SAAO,mBAAmB,OAAO,aAAa,EAAE;AACpD;AAEA,SAAS,mBAAmB,OAAqB,WAAmB,YAA0B;AAC1F,aAAW,UAAU,MAAM,IAAK,SAAS;AACrC,UAAM,MAAM,uBAAuB,OAAO,QAAQ,WAAW,UAAU;AAAA,EAC3E;AACJ;AAEA,SAAS,SAAS,OAA2B;AACzC,QAAM,OAAO,MAAM;AACnB,QAAM,SAAS,MAAM;AACrB,WAAS,IAAI,OAAO,SAAS,GAAG,KAAK,GAAG,KAAK;AACzC,UAAM,IAAI,OAAO,CAAC;AAClB,SAAK,oBAAoB,EAAE,QAAS,QAAQ,EAAE,OAAO;AACrD,SAAK,gBAAgB,EAAE,OAAO;AAAA,EAClC;AACA,SAAO,SAAS;AAChB,QAAM,UAAU,MAAM,IAAK;AAC3B,aAAW,UAAU,SAAS;AAC1B,SAAK,iBAAiB,OAAO,MAAM;AAAA,EACvC;AACA,UAAQ,SAAS;AACrB;AASA,SAAS,cAAc,OAAqB,MAAyB;AACjE,QAAM,OAAO,MAAM;AACnB,QAAM,KAAK,MAAM;AACjB,QAAM,UAAU,KAAK;AAErB,QAAM,IAAI,KAAK,sBAAsB,KAAK,OAAO,EAAE,CAAC;AACpD,QAAM,WAAW,EAAE,CAAC;AACpB,QAAM,cAAc,EAAE,CAAC;AAGvB,QAAM,SAAS,GAAG,SAAS;AAC3B,MAAI,SAAS,CAAC,IAAI,SAAS,CAAC,IAAI,SAAS,CAAC,IAAI,SAAS,CAAC,IAAI,SAAS,CAAC,IAAI,SAAS,CAAC,KAAK,SAAS,QAAQ;AACtG;AAAA,EACJ;AAEA,QAAM,KAAK,SAAS,CAAC,IAAI,QAAQ,OAAO;AACxC,QAAM,KAAK,SAAS,CAAC,IAAI,QAAQ,OAAO;AACxC,QAAM,KAAK,SAAS,CAAC,IAAI,QAAQ,OAAO;AAExC,QAAM,SAAS,KAAK,0BAA0B,KAAK,OAAO,EAAE,CAAC;AAC7D,QAAM,SAAS,KAAK,2BAA2B,KAAK,OAAO,EAAE,CAAC;AAE9D,QAAM,WAAiB,EAAE,GAAG,IAAI,GAAG,IAAI,GAAG,GAAA;AAC1C,QAAM,YAAkB,EAAE,GAAG,KAAK,OAAO,CAAC,GAAG,GAAG,KAAK,OAAO,CAAC,GAAG,GAAG,KAAK,OAAO,CAAC,EAAA;AAEhF,MAAI,OAAO,YAAY,IAAI,SAAS;AACpC,MAAI,CAAC,QAAQ,SAAS,SAAS;AAC3B,WAAO,YAAY,IAAI,QAAQ;AAAA,EACnC;AACA,MAAI,CAAC,QAAQ,SAAS,SAAS;AAC3B,WAAO,mBAAmB,OAAO,QAAQ;AAAA,EAC7C;AACA,MAAI,SAAS,SAAS;AAClB;AAAA,EACJ;AAEA,OAAK,oBAAoB,QAAQ,QAAQ,KAAK,OAAO;AACrD,QAAM,IAAI,KAAK;AACf,OAAK,sBAAsB,KAAK,SAAS,CAAC,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC,GAAG,WAAW,CAAC;AACtF,OAAK,iBAAiB,KAAK,QAAQ,KAAK,SAAS,KAAK;AACtD,OAAK,0BAA0B,KAAK,SAAS,MAAM;AACnD,OAAK,2BAA2B,KAAK,SAAS,MAAM;AACpD,OAAK,UAAU;AACnB;AAGA,SAAS,WAAW,OAA2B;AAC3C,QAAM,UAAU,MAAM,IAAK;AAC3B,MAAI,QAAQ,UAAU,GAAG;AACrB;AAAA,EACJ;AACA,QAAM,OAAO,MAAM;AACnB,QAAM,2BAAW,IAAA;AACjB,WAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,QAAQ,KAAK;AAC3C,SAAK,IAAI,MAAM,QAAQ,CAAC,EAAG,OAAQ;AAAA,EACvC;AACA,WAAS,IAAI,QAAQ,SAAS,GAAG,KAAK,GAAG,KAAK;AAC1C,UAAM,SAAS,QAAQ,CAAC;AACxB,QAAI,CAAC,KAAK,IAAI,MAAM,GAAG;AACnB,WAAK,iBAAiB,OAAO,MAAM;AACnC,cAAQ,OAAO,GAAG,CAAC;AAAA,IACvB;AAAA,EACJ;AACJ;AAEA,SAAS,gBAAgB,MAAW,MAAyB;AACzD,QAAM,IAAI,KAAK,sBAAsB,KAAK,OAAO,EAAE,CAAC;AACpD,QAAM,MAAM,EAAE,CAAC;AACf,QAAM,MAAM,EAAE,CAAC;AACf,QAAM,IAAI,KAAK,QAAS;AACxB,QAAM,OAAO,KAAK;AAClB,OAAK,SAAS,IAAI,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC;AAC1D,OAAK,mBAAmB,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,IAAI,CAAC,CAAC;AAC9D;AAEA,SAAS,gBAAgB,MAAW,MAAyB;AACzD,QAAM,OAAO,KAAK;AAClB,QAAM,IAAI,KAAK;AACf,QAAM,IAAI,KAAK;AACf,QAAM,IAAI,KAAK,QAAS;AACxB,OAAK,sBAAsB,KAAK,SAAS;AAAA,IACrC,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AAAA,IAChC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAAA,EAAA,CACtB;AACL;"}
@@ -1,4 +1,4 @@
1
- import { TileCacheMeshProcess, RecastBuildContext, recastConfigDefaults, createRcConfig, calcGridSize, vec3, Raw, NavMesh, VerticesArray, TrianglesArray, allocHeightfield, createHeightfield, TriangleAreasArray, markWalkableTriangles, rasterizeTriangles, filterLowHangingWalkableObstacles, filterLedgeSpans, filterWalkableLowHeightSpans, allocCompactHeightfield, buildCompactHeightfield, freeHeightfield, erodeWalkableArea, buildDistanceField, buildRegions, allocContourSet, buildContours, Recast, allocPolyMesh, buildPolyMesh, allocPolyMeshDetail, buildPolyMeshDetail, freeCompactHeightfield, freeContourSet, NavMeshCreateParams, createNavMeshData, TileCache, DetourTileCacheParams, NavMeshParams, RecastChunkyTriMesh, statusFailed, cloneRcConfig, ChunkIdsArray, Detour, statusToReadableString, freePolyMesh, freePolyMeshDetail, allocHeightfieldLayerSet, buildHeightfieldLayers, TileCacheData, getHeightfieldLayerHeights, getHeightfieldLayerAreas, getHeightfieldLayerCons, buildTileCacheLayer, freeHeightfieldLayerSet } from "./index-SMJ67XwT.js";
1
+ import { TileCacheMeshProcess, RecastBuildContext, recastConfigDefaults, createRcConfig, calcGridSize, vec3, Raw, NavMesh, VerticesArray, TrianglesArray, allocHeightfield, createHeightfield, TriangleAreasArray, markWalkableTriangles, rasterizeTriangles, filterLowHangingWalkableObstacles, filterLedgeSpans, filterWalkableLowHeightSpans, allocCompactHeightfield, buildCompactHeightfield, freeHeightfield, erodeWalkableArea, buildDistanceField, buildRegions, allocContourSet, buildContours, Recast, allocPolyMesh, buildPolyMesh, allocPolyMeshDetail, buildPolyMeshDetail, freeCompactHeightfield, freeContourSet, NavMeshCreateParams, createNavMeshData, TileCache, DetourTileCacheParams, NavMeshParams, RecastChunkyTriMesh, statusFailed, cloneRcConfig, ChunkIdsArray, Detour, statusToReadableString, freePolyMesh, freePolyMeshDetail, allocHeightfieldLayerSet, buildHeightfieldLayers, TileCacheData, getHeightfieldLayerHeights, getHeightfieldLayerAreas, getHeightfieldLayerCons, buildTileCacheLayer, freeHeightfieldLayerSet } from "./index-Dr5LK2tg.js";
2
2
  const getBoundingBox = (positions, indices) => {
3
3
  const bbMin = {
4
4
  x: Infinity,
@@ -915,4 +915,4 @@ export {
915
915
  tileCacheGeneratorConfigDefaults,
916
916
  tiledNavMeshGeneratorConfigDefaults
917
917
  };
918
- //# sourceMappingURL=index-CYZDclhF.js.map
918
+ //# sourceMappingURL=index-7Bk-uLSM.js.map