@babylonjs/lite 1.6.0 → 1.8.0

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Files changed (88) hide show
  1. package/CHANGELOG.md +735 -0
  2. package/README.md +26 -1
  3. package/THIRD_PARTY_NOTICES.txt +139 -0
  4. package/dist/index.js +321 -301
  5. package/dist/index.js.map +1 -1
  6. package/index.d.ts +294 -13
  7. package/lib/_chunks/vendor/{manifold-Sh8xE2da.js → manifold-DtI3BJoR.js} +2 -2
  8. package/lib/_chunks/vendor/{manifold-Sh8xE2da.js.map → manifold-DtI3BJoR.js.map} +1 -1
  9. package/lib/animation/animation-group-task.js +1 -1
  10. package/lib/animation/animation-group-task.js.map +1 -1
  11. package/lib/animation/animation-group.js +20 -15
  12. package/lib/animation/animation-group.js.map +1 -1
  13. package/lib/animation/animation-tick.js +10 -0
  14. package/lib/animation/animation-tick.js.map +1 -0
  15. package/lib/animation/property-animation.js +2 -1
  16. package/lib/animation/property-animation.js.map +1 -1
  17. package/lib/animation/weighted-gltf-mixer.js +1 -1
  18. package/lib/animation/weighted-gltf-mixer.js.map +1 -1
  19. package/lib/animation/weighted-pointer-mixer.js +1 -1
  20. package/lib/animation/weighted-pointer-mixer.js.map +1 -1
  21. package/lib/engine/device-lost-recovery.js +1 -0
  22. package/lib/engine/device-lost-recovery.js.map +1 -1
  23. package/lib/engine/engine.js +1 -1
  24. package/lib/engine/null-engine.js +29 -0
  25. package/lib/engine/null-engine.js.map +1 -0
  26. package/lib/frame-graph/depth-pyramid.js +158 -0
  27. package/lib/frame-graph/depth-pyramid.js.map +1 -0
  28. package/lib/frame-graph/depth-resolve-task.js +117 -0
  29. package/lib/frame-graph/depth-resolve-task.js.map +1 -0
  30. package/lib/frame-graph/frame-graph-actions.js +10 -1
  31. package/lib/frame-graph/frame-graph-actions.js.map +1 -1
  32. package/lib/frame-graph/render-task.js +7 -0
  33. package/lib/frame-graph/render-task.js.map +1 -1
  34. package/lib/frame-graph/transmission-depth-grab.js +88 -0
  35. package/lib/frame-graph/transmission-depth-grab.js.map +1 -0
  36. package/lib/frame-graph/transmission.js +34 -4
  37. package/lib/frame-graph/transmission.js.map +1 -1
  38. package/lib/gizmo/bounding-box-gizmo.js +1 -1
  39. package/lib/index.js +9 -6
  40. package/lib/index.js.map +1 -1
  41. package/lib/loader-gltf/gltf-feature-gpu-instancing.js +1 -1
  42. package/lib/loader-gltf/gltf-interleave.js +1 -1
  43. package/lib/loader-gltf/load-gltf.js +1 -1
  44. package/lib/material/shader/shader-material.js +4 -2
  45. package/lib/material/shader/shader-material.js.map +1 -1
  46. package/lib/material/shader/shader-pipeline.js +11 -1
  47. package/lib/material/shader/shader-pipeline.js.map +1 -1
  48. package/lib/material/shader/shader-renderable.js +42 -14
  49. package/lib/material/shader/shader-renderable.js.map +1 -1
  50. package/lib/material/shader/shader-thin-instance.js +1 -1
  51. package/lib/material/shader/shader-thin-instance.js.map +1 -1
  52. package/lib/math/aabb.js +1 -1
  53. package/lib/math/compute-aabb.js +63 -1
  54. package/lib/math/compute-aabb.js.map +1 -1
  55. package/lib/math/index.js +1 -1
  56. package/lib/mesh/csg2.js +3 -2
  57. package/lib/mesh/csg2.js.map +1 -1
  58. package/lib/mesh/mesh-factories.js +1 -1
  59. package/lib/mesh/thin-instance-gpu-culling.js +4 -2
  60. package/lib/mesh/thin-instance-gpu-culling.js.map +1 -1
  61. package/lib/mesh/thin-instance.js +8 -1
  62. package/lib/mesh/thin-instance.js.map +1 -1
  63. package/lib/navigation/index.js +1 -1
  64. package/lib/navigation/navigation.js +9 -1
  65. package/lib/navigation/navigation.js.map +1 -1
  66. package/lib/physics/character-controller.js +2 -2
  67. package/lib/physics/character-controller.js.map +1 -1
  68. package/lib/physics/havok-floating-origin.js +2 -2
  69. package/lib/physics/havok-floating-origin.js.map +1 -1
  70. package/lib/physics/havok.js +40 -13
  71. package/lib/physics/havok.js.map +1 -1
  72. package/lib/picking/gpu-picker.js +16 -2
  73. package/lib/picking/gpu-picker.js.map +1 -1
  74. package/lib/scene/scene-core.js +14 -5
  75. package/lib/scene/scene-core.js.map +1 -1
  76. package/lib/scene/scene-remove.js +8 -0
  77. package/lib/scene/scene-remove.js.map +1 -1
  78. package/lib/shadow/csm-shadow-task-hooks.js +14 -6
  79. package/lib/shadow/csm-shadow-task-hooks.js.map +1 -1
  80. package/lib/shadow/pcf-shadow-task-hooks.js +6 -0
  81. package/lib/shadow/pcf-shadow-task-hooks.js.map +1 -1
  82. package/lib/texture/pixels-texture.js +31 -1
  83. package/lib/texture/pixels-texture.js.map +1 -1
  84. package/lib/vat/vat-baker.js +41 -2
  85. package/lib/vat/vat-baker.js.map +1 -1
  86. package/package.json +15 -3
  87. package/lib/_chunks/__vite-browser-external-BFTKbDcV.js +0 -68
  88. package/lib/_chunks/__vite-browser-external-BFTKbDcV.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"shader-renderable.js","sources":["../../../../src/material/shader/shader-renderable.ts"],"sourcesContent":["import { F32, U32, I32, U8 } from \"../../engine/typed-arrays.js\";\nimport { BU } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable, DrawUpdateContext } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport { createEmptyUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { acquireTexture, releaseTexture } from \"../../resource/gpu-pool.js\";\nimport { getEffectiveAspectRatio, getProjectionMatrix, getViewMatrix, getViewProjectionMatrix } from \"../../camera/camera.js\";\nimport type { Camera } from \"../../camera/camera.js\";\nimport { mat4MultiplyInto } from \"../../math/mat4-multiply-into.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderUniformType } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\nimport { getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings } from \"./shader-pipeline.js\";\n\n/** @internal Exported as a type only (zero runtime bytes) for the dynamically-imported\n * thin-instance builder. */\nexport interface ShaderPacket {\n readonly mesh: Mesh;\n readonly systemUBO: GPUBuffer;\n readonly systemData: Float32Array;\n /** @internal */\n _bindGroup: GPUBindGroup;\n /** @internal */\n _lastResourceVersion: number;\n /** @internal */\n _boundTextures: Texture2D[];\n /** @internal */\n _boundStorageBuffers: GPUBuffer[];\n /** @internal Set when the owning mesh is removed and this packet's GPU resources are\n * destroyed. A combined (multi-mesh) renderable keeps every packet in its\n * closure, so update()/draw() must skip disposed packets to avoid writing to\n * or submitting an already-destroyed systemUBO / vertex buffer. */\n _disposed?: boolean;\n /** @internal Back-reference to the combined renderable's packet array, so disposal can\n * splice this packet out and stop retaining/iterating dead chunk state every\n * frame (set only for merged opaque renderables). */\n _owner?: ShaderPacket[];\n}\n\ninterface ShaderMaterialRenderState extends ShaderMaterial {\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\n/** @internal */\nexport type ShaderRenderPass = GPURenderPassEncoder | GPURenderBundleEncoder;\n\nexport function buildShaderMaterialRenderables(scene: SceneContext, meshes: Mesh[]): MeshGroupBuildResult {\n const renderables: Renderable[] = [];\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable =>\n buildSingleShaderRenderable(s, mesh, (materialOverride ?? mesh.material) as ShaderMaterial, materialOverride != null);\n\n const byMaterial = new Map<ShaderMaterial, Mesh[]>();\n for (const mesh of meshes) {\n const material = mesh.material as ShaderMaterial;\n let list = byMaterial.get(material);\n if (!list) {\n list = [];\n byMaterial.set(material, list);\n }\n list.push(mesh);\n }\n\n for (const [material, matMeshes] of byMaterial) {\n const built = buildMaterialRenderables(scene, material, matMeshes);\n renderables.push(...built);\n }\n\n return { renderables, rebuildSingle };\n}\n\n/** Async group entry point. Non-instanced ShaderMaterial scenes (the common case)\n * take the synchronous fast path and pull in zero instancing code. When at least\n * one mesh uses thin instances, the instancing module is dynamically imported and\n * the renderable helpers it needs are handed to it as positional arguments — NOT\n * module exports — so those helpers keep their mangled names in this chunk (an\n * export would de-mangle them, growing every ShaderMaterial scene's bundle). */\nexport async function buildShaderGroup(scene: SceneContext, meshes: Mesh[]): Promise<MeshGroupBuildResult> {\n if (!meshes.some((m) => !!m.thinInstances)) {\n return buildShaderMaterialRenderables(scene, meshes);\n }\n const mod = await import(\"./shader-thin-instance.js\");\n const cull = meshes.some((m) => !!m.thinInstances?._gpuCullingEnabled) ? await import(\"../../mesh/thin-instance-cull-binding.js\") : undefined;\n return mod.buildShaderRenderablesWithInstancing(\n scene,\n meshes,\n buildShaderMaterialRenderables,\n createPacket,\n updatePacket,\n updateCustomUbo,\n getAttrBuffer,\n getOrCreateShaderPipeline,\n getOrCreateShaderPipelineBindings,\n cull\n );\n}\n\nfunction buildSingleShaderRenderable(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean): Renderable {\n return buildMaterialRenderables(scene, material, [mesh], isOverride)[0]!;\n}\n\nfunction buildMaterialRenderables(scene: SceneContext, material: ShaderMaterial, meshes: readonly Mesh[], isOverride = false): Renderable[] {\n const engine = scene.surface.engine;\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n ensureCustomUbo(engine, material, bindings.customSpec);\n const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh));\n const isTransparent = material.needAlphaBlending;\n if (isTransparent) {\n return packets.map((packet) => createTransparentRenderable(scene, material, packet, isOverride));\n }\n return [createOpaqueRenderable(scene, material, packets, isOverride)];\n}\n\nfunction createPacket(scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh): ShaderPacket {\n const engine = scene.surface.engine;\n const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, \"shader-system-ubo\");\n const systemData = new F32(systemSpec._totalBytes / 4);\n writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);\n engine._device.queue.writeBuffer(systemUBO, 0, systemData);\n const packet: ShaderPacket = {\n mesh,\n systemUBO,\n systemData,\n _bindGroup: createShaderBindGroup(engine, material, systemUBO),\n _lastResourceVersion: material._resourceVersion,\n _boundTextures: collectShaderTextures(material),\n _boundStorageBuffers: collectShaderStorageBuffers(material),\n };\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n registerMeshTextureDisposer(scene, mesh, packet);\n return packet;\n}\n\nfunction createOpaqueRenderable(scene: SceneContext, material: ShaderMaterial, packets: readonly ShaderPacket[], isOverride: boolean): Renderable {\n // Only merged renderables (>1 mesh) can outlive an individual packet's mesh,\n // so give those packets a back-reference enabling disposal-time compaction.\n if (packets.length > 1) {\n for (const packet of packets) {\n packet._owner = packets as ShaderPacket[];\n }\n }\n const update = (context: DrawUpdateContext): void => {\n updateCustomUbo(scene.surface.engine, material);\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n updatePacket(scene, material, packet, context);\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n let draws = 0;\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n drawPacket(pass, engine, material, packet);\n draws++;\n }\n return draws;\n };\n const r: Renderable = {\n order: packets.length === 1 ? (packets[0]!.mesh.renderOrder ?? 100) : Math.min(...packets.map((p) => p.mesh.renderOrder ?? 100)),\n isTransparent: false,\n mesh: packets.length === 1 ? packets[0]!.mesh : undefined,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction createTransparentRenderable(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, isOverride: boolean): Renderable {\n const wm = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return;\n }\n updateCustomUbo(scene.surface.engine, material);\n updatePacket(scene, material, packet, context);\n const m = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return 0;\n }\n drawPacket(pass, engine, material, packet);\n return 1;\n };\n const r: Renderable = {\n order: packet.mesh.renderOrder ?? 200,\n isTransparent: true,\n _transmissive: material.transmissive,\n mesh: packet.mesh,\n _worldCenter: sortCenter,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction updatePacket(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, context: DrawUpdateContext): void {\n const engine = scene.surface.engine;\n const state = material as ShaderMaterialRenderState;\n writeSystemUniforms(packet.systemData, state._shaderBindings!.systemSpec, material, packet.mesh, context._camera ?? scene.camera, context.targetWidth, context.targetHeight);\n engine._device.queue.writeBuffer(packet.systemUBO, 0, packet.systemData as Float32Array<ArrayBuffer>);\n if (packet._lastResourceVersion !== material._resourceVersion) {\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._bindGroup = createShaderBindGroup(engine, material, packet.systemUBO);\n packet._boundTextures = collectShaderTextures(material);\n packet._boundStorageBuffers = collectShaderStorageBuffers(material);\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n packet._lastResourceVersion = material._resourceVersion;\n }\n}\n\nfunction drawPacket(pass: ShaderRenderPass, engine: EngineContext, material: ShaderMaterial, packet: ShaderPacket): void {\n const gpu = packet.mesh._gpu;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(i, getAttrBuffer(engine, gpu, material.attributes[i]!));\n }\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n pass.drawIndexed(gpu.indexCount);\n}\n\nfunction ensureCustomUbo(engine: EngineContext, material: ShaderMaterial, customSpec: UboSpec | null): void {\n const state = material as ShaderMaterialRenderState;\n if (!customSpec) {\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = material._uniformVersion;\n return;\n }\n if (state._shaderCustomUbo && state._shaderCustomData) {\n updateCustomUbo(engine, material);\n return;\n }\n state._shaderCustomUbo = createEmptyUniformBuffer(engine, customSpec._totalBytes, \"shader-custom-ubo\");\n state._shaderCustomData = new ArrayBuffer(customSpec._totalBytes);\n state._shaderCustomVersion = -1;\n updateCustomUbo(engine, material);\n}\n\nfunction updateCustomUbo(engine: EngineContext, material: ShaderMaterial): void {\n const state = material as ShaderMaterialRenderState;\n const customSpec = state._shaderCustomSpec;\n const customUbo = state._shaderCustomUbo;\n const customData = state._shaderCustomData;\n if (!customSpec || !customUbo || !customData || state._shaderCustomVersion === material._uniformVersion) {\n return;\n }\n const bytes = new U8(customData);\n bytes.fill(0);\n for (const [name, slot] of material._uniformValues) {\n if (_isShaderSystemUniform(name)) {\n continue;\n }\n const offset = customSpec._offsets.get(name);\n if (offset !== undefined) {\n writeTypedValue(customData, offset, slot.decl.type, slot.value);\n }\n }\n engine._device.queue.writeBuffer(customUbo, 0, bytes);\n state._shaderCustomVersion = material._uniformVersion;\n}\n\nfunction writeTypedValue(data: ArrayBuffer, offset: number, type: ShaderUniformType, value: Float32Array): void {\n if (type === \"u32\") {\n new U32(data, offset, 1)[0] = value[0]!;\n return;\n }\n if (type === \"i32\") {\n new I32(data, offset, 1)[0] = value[0]!;\n return;\n }\n new F32(data, offset, value.length).set(value);\n}\n\nfunction createShaderBindGroup(engine: EngineContext, material: ShaderMaterial, systemUBO: GPUBuffer): GPUBindGroup {\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n const entries: GPUBindGroupEntry[] = [{ binding: 0, resource: { buffer: systemUBO } }];\n let nextBinding = 1;\n if (bindings.customSpec) {\n ensureCustomUbo(engine, material, bindings.customSpec);\n entries.push({ binding: nextBinding++, resource: { buffer: (material as ShaderMaterialRenderState)._shaderCustomUbo! } });\n }\n for (const sampler of material.samplerDecls) {\n const slot = material._textureSlots.get(sampler.name);\n const tex = slot?.current;\n if (!tex) {\n throw new Error(`ShaderMaterial: sampler \"${sampler.name}\" has no Texture2D. Call setShaderTexture() before rendering.`);\n }\n entries.push({ binding: nextBinding++, resource: tex.view }, { binding: nextBinding++, resource: tex.sampler });\n }\n for (const storage of material.storageBufferDecls) {\n const slot = material._storageBufferSlots.get(storage.name);\n const buffer = slot?.current;\n if (!buffer) {\n throw new Error(`ShaderMaterial: storage buffer \"${storage.name}\" has no GPUBuffer. Call setShaderStorageBuffer() before rendering.`);\n }\n entries.push({ binding: nextBinding++, resource: { buffer } });\n }\n return engine._device.createBindGroup({ label: \"shader-material-bg\", layout: bindings.group1BGL, entries });\n}\n\nfunction collectShaderTextures(material: ShaderMaterial): Texture2D[] {\n const textures: Texture2D[] = [];\n for (const slot of material._textureSlots.values()) {\n if (slot.current) {\n textures.push(slot.current);\n }\n }\n return textures;\n}\n\nfunction collectShaderStorageBuffers(material: ShaderMaterial): GPUBuffer[] {\n const buffers: GPUBuffer[] = [];\n for (const slot of material._storageBufferSlots.values()) {\n if (slot.current) {\n buffers.push(slot.current);\n }\n }\n return buffers;\n}\n\nfunction registerMeshTextureDisposer(scene: SceneContext, mesh: Mesh, packet: ShaderPacket): void {\n const list = scene._meshDisposables.get(mesh) ?? [];\n list.push(() => {\n packet._disposed = true;\n if (packet._owner) {\n const oi = packet._owner.indexOf(packet);\n if (oi >= 0) {\n packet._owner.splice(oi, 1);\n }\n packet._owner = undefined;\n }\n packet.systemUBO.destroy();\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._boundTextures = [];\n packet._boundStorageBuffers = [];\n });\n scene._meshDisposables.set(mesh, list);\n}\n\nfunction writeSystemUniforms(data: Float32Array, spec: UboSpec, material: ShaderMaterial, mesh: Mesh, camera: Camera | null, targetWidth: number, targetHeight: number): void {\n data.fill(0);\n const world = mesh.worldMatrix as unknown as Float32Array;\n const aspect = camera ? getEffectiveAspectRatio(camera, targetWidth, targetHeight) : 1;\n const view = camera ? (getViewMatrix(camera) as unknown as Float32Array) : null;\n const projection = camera ? (getProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n const viewProjection = camera ? (getViewProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n for (const uniform of material.uniformDecls) {\n if (!_isShaderSystemUniform(uniform.name)) {\n continue;\n }\n const offset = spec._offsets.get(uniform.name);\n if (offset === undefined) {\n continue;\n }\n const f = offset / 4;\n switch (uniform.name) {\n case \"world\":\n data.set(world, f);\n break;\n case \"view\":\n if (view) {\n data.set(view, f);\n }\n break;\n case \"projection\":\n if (projection) {\n data.set(projection, f);\n }\n break;\n case \"viewProjection\":\n if (viewProjection) {\n data.set(viewProjection, f);\n }\n break;\n case \"worldView\":\n if (view) {\n mat4MultiplyInto(data, f, view, 0, world, 0);\n }\n break;\n case \"worldViewProjection\":\n if (viewProjection) {\n mat4MultiplyInto(data, f, viewProjection, 0, world, 0);\n }\n break;\n case \"cameraPosition\":\n if (camera) {\n const wm = camera.worldMatrix as unknown as ArrayLike<number>;\n data[f] = wm[12]!;\n data[f + 1] = wm[13]!;\n data[f + 2] = wm[14]!;\n }\n break;\n case \"screenSize\":\n data[f] = targetWidth;\n data[f + 1] = targetHeight;\n break;\n case \"alphaCutoff\":\n data[f] = material._uniformValues.get(\"alphaCutoff\")?.value[0] ?? 0.4;\n break;\n }\n }\n}\n\nlet zeroAttrCache: WeakMap<object, Map<string, GPUBuffer>> | null = null;\n\nfunction getZeroAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: string): GPUBuffer {\n if (!zeroAttrCache) {\n zeroAttrCache = new WeakMap();\n }\n let cache = zeroAttrCache.get(gpu as unknown as object);\n if (!cache) {\n cache = new Map();\n zeroAttrCache.set(gpu as unknown as object, cache);\n }\n const existing = cache.get(name);\n if (existing) {\n return existing;\n }\n const vertexCount = gpu.positionBuffer.size / 12;\n const stride = name === \"uv\" || name === \"uv2\" ? 8 : name === \"normal\" ? 12 : 16;\n const buffer = engine._device.createBuffer({ label: `shader-zero-${name}`, size: vertexCount * stride, usage: BU.VERTEX | BU.COPY_DST });\n cache.set(name, buffer);\n return buffer;\n}\n\nfunction getAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: ShaderAttributeName): GPUBuffer {\n switch (name) {\n case \"position\":\n return gpu.positionBuffer;\n case \"normal\":\n return gpu.normalBuffer ?? getZeroAttrBuffer(engine, gpu, \"normal\");\n case \"uv\":\n return gpu.uvBuffer ?? getZeroAttrBuffer(engine, gpu, \"uv\");\n case \"uv2\":\n return gpu.uv2Buffer ?? getZeroAttrBuffer(engine, gpu, \"uv2\");\n case \"tangent\":\n return gpu.tangentBuffer ?? getZeroAttrBuffer(engine, gpu, \"tangent\");\n case \"color\":\n return gpu.colorBuffer ?? getZeroAttrBuffer(engine, gpu, \"color\");\n 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+ {"version":3,"file":"shader-renderable.js","sources":["../../../../src/material/shader/shader-renderable.ts"],"sourcesContent":["import { F32, U32, I32, U8 } from \"../../engine/typed-arrays.js\";\nimport { BU } from \"../../engine/gpu-flags.js\";\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { MeshGroupBuildResult, Renderable, DrawUpdateContext } from \"../../render/renderable.js\";\nimport type { Material } from \"../material.js\";\nimport type { Texture2D } from \"../../texture/texture-2d.js\";\nimport { createEmptyUniformBuffer } from \"../../resource/gpu-buffers.js\";\nimport { acquireTexture, releaseTexture } from \"../../resource/gpu-pool.js\";\nimport { getEffectiveAspectRatio, getProjectionMatrix, getViewMatrix, getViewProjectionMatrix } from \"../../camera/camera.js\";\nimport type { Camera } from \"../../camera/camera.js\";\nimport { mat4MultiplyInto } from \"../../math/mat4-multiply-into.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { ShaderAttributeName, ShaderMaterial, ShaderUniformType } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport { _isShaderSystemUniform } from \"./shader-material.js\";\nimport { getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings } from \"./shader-pipeline.js\";\n\n/** @internal Exported as a type only (zero runtime bytes) for the dynamically-imported\n * thin-instance builder. */\nexport interface ShaderPacket {\n readonly mesh: Mesh;\n readonly systemUBO: GPUBuffer;\n readonly systemData: Float32Array;\n /** @internal */\n _bindGroup: GPUBindGroup;\n /** @internal */\n _lastResourceVersion: number;\n /** @internal */\n _boundTextures: Texture2D[];\n /** @internal */\n _boundStorageBuffers: GPUBuffer[];\n /** @internal Set when the owning mesh is removed and this packet's GPU resources are\n * destroyed. A combined (multi-mesh) renderable keeps every packet in its\n * closure, so update()/draw() must skip disposed packets to avoid writing to\n * or submitting an already-destroyed systemUBO / vertex buffer. */\n _disposed?: boolean;\n /** @internal Back-reference to the combined renderable's packet array, so disposal can\n * splice this packet out and stop retaining/iterating dead chunk state every\n * frame (set only for merged opaque renderables). */\n _owner?: ShaderPacket[];\n /** @internal Inputs of the last system-UBO write, used to skip redundant recompute + writeBuffer\n * (see updatePacket). Undefined until the first per-pass update. */\n _lastCamera?: Camera | null;\n /** @internal */\n _lastCameraVersion?: number;\n /** @internal */\n _lastMeshWmVersion?: number;\n /** @internal */\n _lastTargetWidth?: number;\n /** @internal */\n _lastTargetHeight?: number;\n /** @internal Effective camera aspect (getEffectiveAspectRatio) at the last write — a `camera.viewport`\n * change can alter the aspect (hence projection/viewProjection) while target size stays the same. */\n _lastAspect?: number;\n /** @internal */\n _lastAlphaCutoff?: number;\n}\n\ninterface ShaderMaterialRenderState extends ShaderMaterial {\n _shaderBindings?: ShaderPipelineBindings;\n _shaderCustomUbo?: GPUBuffer | null;\n _shaderCustomSpec?: UboSpec | null;\n _shaderCustomData?: ArrayBuffer | null;\n _shaderCustomVersion?: number;\n}\n\n/** @internal */\nexport type ShaderRenderPass = GPURenderPassEncoder | GPURenderBundleEncoder;\n\nexport function buildShaderMaterialRenderables(scene: SceneContext, meshes: Mesh[]): MeshGroupBuildResult {\n const renderables: Renderable[] = [];\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable =>\n buildSingleShaderRenderable(s, mesh, (materialOverride ?? mesh.material) as ShaderMaterial, materialOverride != null);\n\n const byMaterial = new Map<ShaderMaterial, Mesh[]>();\n for (const mesh of meshes) {\n const material = mesh.material as ShaderMaterial;\n let list = byMaterial.get(material);\n if (!list) {\n list = [];\n byMaterial.set(material, list);\n }\n list.push(mesh);\n }\n\n for (const [material, matMeshes] of byMaterial) {\n const built = buildMaterialRenderables(scene, material, matMeshes);\n renderables.push(...built);\n }\n\n return { renderables, rebuildSingle };\n}\n\n/** Async group entry point. Non-instanced ShaderMaterial scenes (the common case)\n * take the synchronous fast path and pull in zero instancing code. When at least\n * one mesh uses thin instances, the instancing module is dynamically imported and\n * the renderable helpers it needs are handed to it as positional arguments — NOT\n * module exports — so those helpers keep their mangled names in this chunk (an\n * export would de-mangle them, growing every ShaderMaterial scene's bundle). */\nexport async function buildShaderGroup(scene: SceneContext, meshes: Mesh[]): Promise<MeshGroupBuildResult> {\n if (!meshes.some((m) => !!m.thinInstances)) {\n return buildShaderMaterialRenderables(scene, meshes);\n }\n const mod = await import(\"./shader-thin-instance.js\");\n const cull = meshes.some((m) => !!m.thinInstances?._gpuCullingEnabled) ? await import(\"../../mesh/thin-instance-cull-binding.js\") : undefined;\n return mod.buildShaderRenderablesWithInstancing(\n scene,\n meshes,\n buildShaderMaterialRenderables,\n createPacket,\n updatePacket,\n updateCustomUbo,\n getAttrBuffer,\n getOrCreateShaderPipeline,\n getOrCreateShaderPipelineBindings,\n cull\n );\n}\n\nfunction buildSingleShaderRenderable(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean): Renderable {\n return buildMaterialRenderables(scene, material, [mesh], isOverride)[0]!;\n}\n\nfunction buildMaterialRenderables(scene: SceneContext, material: ShaderMaterial, meshes: readonly Mesh[], isOverride = false): Renderable[] {\n const engine = scene.surface.engine;\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n ensureCustomUbo(engine, material, bindings.customSpec);\n // `isOverride` marks an AUX view packet (a material-override registered into an explicit task, e.g. a\n // depth/SSAO no-colour view) — route its disposer to `_meshAuxDisposables` so a MAIN-material swap of this\n // same mesh does not tear it down out from under that task.\n const packets = meshes.map((mesh) => createPacket(scene, material, bindings.systemSpec, mesh, isOverride));\n const isTransparent = material.needAlphaBlending;\n if (isTransparent) {\n return packets.map((packet) => createTransparentRenderable(scene, material, packet, isOverride));\n }\n return [createOpaqueRenderable(scene, material, packets, isOverride)];\n}\n\nfunction createPacket(scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh, aux = false): ShaderPacket {\n const engine = scene.surface.engine;\n const systemUBO = createEmptyUniformBuffer(engine, systemSpec._totalBytes, \"shader-system-ubo\");\n const systemData = new F32(systemSpec._totalBytes / 4);\n writeSystemUniforms(systemData, systemSpec, material, mesh, scene.camera, engine.canvas.width || 1, engine.canvas.height || 1);\n engine._device.queue.writeBuffer(systemUBO, 0, systemData);\n const packet: ShaderPacket = {\n mesh,\n systemUBO,\n systemData,\n _bindGroup: createShaderBindGroup(engine, material, systemUBO),\n _lastResourceVersion: material._resourceVersion,\n _boundTextures: collectShaderTextures(material),\n _boundStorageBuffers: collectShaderStorageBuffers(material),\n };\n for (const tex of packet._boundTextures) {\n acquireTexture(tex);\n }\n registerMeshTextureDisposer(scene, mesh, packet, aux);\n return packet;\n}\n\nfunction createOpaqueRenderable(scene: SceneContext, material: ShaderMaterial, packets: readonly ShaderPacket[], isOverride: boolean): Renderable {\n // Only merged renderables (>1 mesh) can outlive an individual packet's mesh,\n // so give those packets a back-reference enabling disposal-time compaction.\n if (packets.length > 1) {\n for (const packet of packets) {\n packet._owner = packets as ShaderPacket[];\n }\n }\n const update = (context: DrawUpdateContext): void => {\n updateCustomUbo(scene.surface.engine, material);\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n updatePacket(scene, material, packet, context);\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n let draws = 0;\n for (const packet of packets) {\n if (packet._disposed) {\n continue;\n }\n if (!isOverride && packet.mesh.material !== material) {\n continue;\n }\n drawPacket(pass, engine, material, packet);\n draws++;\n }\n return draws;\n };\n const r: Renderable = {\n order: packets.length === 1 ? (packets[0]!.mesh.renderOrder ?? 100) : Math.min(...packets.map((p) => p.mesh.renderOrder ?? 100)),\n isTransparent: false,\n mesh: packets.length === 1 ? packets[0]!.mesh : undefined,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction createTransparentRenderable(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, isOverride: boolean): Renderable {\n const wm = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return;\n }\n updateCustomUbo(scene.surface.engine, material);\n updatePacket(scene, material, packet, context);\n const m = packet.mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && packet.mesh.material !== material) {\n return 0;\n }\n drawPacket(pass, engine, material, packet);\n return 1;\n };\n const r: Renderable = {\n order: packet.mesh.renderOrder ?? 200,\n isTransparent: true,\n _transmissive: material.transmissive,\n mesh: packet.mesh,\n _worldCenter: sortCenter,\n bind(eng, sig) {\n const bindings = getOrCreateShaderPipelineBindings(eng, material);\n return { renderable: r, pipeline: getOrCreateShaderPipeline(eng, sig, material, bindings), update, draw: (pass) => draw(pass, eng) };\n },\n };\n return r;\n}\n\nfunction updatePacket(scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, context: DrawUpdateContext): void {\n const engine = scene.surface.engine;\n const state = material as ShaderMaterialRenderState;\n // Skip the system-UBO recompute + writeBuffer when EVERY input is unchanged since this packet's last\n // write: same camera (identity + worldMatrixVersion — the same change key the view/projection caches\n // already rely on), same mesh world-matrix version, same target size and same material uniform version\n // (alphaCutoff). A packet is updated once per PASS per frame, and most packets are static meshes under\n // a camera that only moves some frames — these per-packet writeBuffers dominate CPU frame time in\n // large scenes, and the skipped ones are byte-identical rewrites of what the UBO already holds.\n const camera = context._camera ?? scene.camera;\n const cameraVersion = camera ? camera.worldMatrixVersion : -1;\n const meshWmVersion = packet.mesh.worldMatrixVersion;\n // alphaCutoff is compared by VALUE, not by the material's uniform version: animated materials bump\n // that version every frame (time uniforms and the like live in the CUSTOM ubo, which has its own\n // version gate), and keying on it would defeat this skip for exactly the materials that dominate.\n const alphaCutoff = material._uniformValues.get(\"alphaCutoff\")?.value[0] ?? 0.4;\n // Effective aspect keys the view/projection uniforms: getEffectiveAspectRatio folds in the camera's\n // normalized viewport, which can change (altering projection) with target size and worldMatrixVersion\n // both unchanged, so targetWidth/Height alone would not catch it.\n const aspect = camera ? getEffectiveAspectRatio(camera, context.targetWidth, context.targetHeight) : 1;\n if (\n packet._lastCamera !== camera ||\n packet._lastCameraVersion !== cameraVersion ||\n packet._lastMeshWmVersion !== meshWmVersion ||\n packet._lastTargetWidth !== context.targetWidth ||\n packet._lastTargetHeight !== context.targetHeight ||\n packet._lastAspect !== aspect ||\n packet._lastAlphaCutoff !== alphaCutoff\n ) {\n writeSystemUniforms(packet.systemData, state._shaderBindings!.systemSpec, material, packet.mesh, camera, context.targetWidth, context.targetHeight);\n engine._device.queue.writeBuffer(packet.systemUBO, 0, packet.systemData as Float32Array<ArrayBuffer>);\n packet._lastCamera = camera;\n packet._lastCameraVersion = cameraVersion;\n packet._lastMeshWmVersion = meshWmVersion;\n packet._lastTargetWidth = context.targetWidth;\n packet._lastTargetHeight = context.targetHeight;\n packet._lastAspect = aspect;\n packet._lastAlphaCutoff = alphaCutoff;\n }\n if (packet._lastResourceVersion !== material._resourceVersion) {\n // Acquire the NEW bound textures BEFORE releasing the old set: a texture present in both (e.g. a material\n // that only swapped ONE of its textures) must never transiently drop to ref-count 0, or releaseTexture\n // would destroy a GPUTexture that the new bind group still uses. (Releasing first destroys a unique\n // ref-count-1 texture — exposed by a custom material binding a per-material texture nothing else shares.)\n const newTextures = collectShaderTextures(material);\n for (const tex of newTextures) {\n acquireTexture(tex);\n }\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._bindGroup = createShaderBindGroup(engine, material, packet.systemUBO);\n packet._boundTextures = newTextures;\n packet._boundStorageBuffers = collectShaderStorageBuffers(material);\n packet._lastResourceVersion = material._resourceVersion;\n }\n}\n\nfunction drawPacket(pass: ShaderRenderPass, engine: EngineContext, material: ShaderMaterial, packet: ShaderPacket): void {\n const gpu = packet.mesh._gpu;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(i, getAttrBuffer(engine, packet.mesh, material.attributes[i]!));\n }\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n pass.drawIndexed(gpu.indexCount);\n}\n\nfunction ensureCustomUbo(engine: EngineContext, material: ShaderMaterial, customSpec: UboSpec | null): void {\n const state = material as ShaderMaterialRenderState;\n if (!customSpec) {\n state._shaderCustomUbo = null;\n state._shaderCustomData = null;\n state._shaderCustomVersion = material._uniformVersion;\n return;\n }\n if (state._shaderCustomUbo && state._shaderCustomData) {\n updateCustomUbo(engine, material);\n return;\n }\n state._shaderCustomUbo = createEmptyUniformBuffer(engine, customSpec._totalBytes, \"shader-custom-ubo\");\n state._shaderCustomData = new ArrayBuffer(customSpec._totalBytes);\n state._shaderCustomVersion = -1;\n updateCustomUbo(engine, material);\n}\n\nfunction updateCustomUbo(engine: EngineContext, material: ShaderMaterial): void {\n const state = material as ShaderMaterialRenderState;\n const customSpec = state._shaderCustomSpec;\n const customUbo = state._shaderCustomUbo;\n const customData = state._shaderCustomData;\n if (!customSpec || !customUbo || !customData || state._shaderCustomVersion === material._uniformVersion) {\n return;\n }\n const bytes = new U8(customData);\n bytes.fill(0);\n for (const [name, slot] of material._uniformValues) {\n if (_isShaderSystemUniform(name)) {\n continue;\n }\n const offset = customSpec._offsets.get(name);\n if (offset !== undefined) {\n writeTypedValue(customData, offset, slot.decl.type, slot.value);\n }\n }\n engine._device.queue.writeBuffer(customUbo, 0, bytes);\n state._shaderCustomVersion = material._uniformVersion;\n}\n\nfunction writeTypedValue(data: ArrayBuffer, offset: number, type: ShaderUniformType, value: Float32Array): void {\n if (type === \"u32\") {\n new U32(data, offset, 1)[0] = value[0]!;\n return;\n }\n if (type === \"i32\") {\n new I32(data, offset, 1)[0] = value[0]!;\n return;\n }\n new F32(data, offset, value.length).set(value);\n}\n\nfunction createShaderBindGroup(engine: EngineContext, material: ShaderMaterial, systemUBO: GPUBuffer): GPUBindGroup {\n const bindings = getOrCreateShaderPipelineBindings(engine, material);\n const entries: GPUBindGroupEntry[] = [{ binding: 0, resource: { buffer: systemUBO } }];\n let nextBinding = 1;\n if (bindings.customSpec) {\n ensureCustomUbo(engine, material, bindings.customSpec);\n entries.push({ binding: nextBinding++, resource: { buffer: (material as ShaderMaterialRenderState)._shaderCustomUbo! } });\n }\n for (const sampler of material.samplerDecls) {\n const slot = material._textureSlots.get(sampler.name);\n const tex = slot?.current;\n if (!tex) {\n throw new Error(`ShaderMaterial: sampler \"${sampler.name}\" has no Texture2D. Call setShaderTexture() before rendering.`);\n }\n entries.push({ binding: nextBinding++, resource: tex.view }, { binding: nextBinding++, resource: tex.sampler });\n }\n for (const storage of material.storageBufferDecls) {\n const slot = material._storageBufferSlots.get(storage.name);\n const buffer = slot?.current;\n if (!buffer) {\n throw new Error(`ShaderMaterial: storage buffer \"${storage.name}\" has no GPUBuffer. Call setShaderStorageBuffer() before rendering.`);\n }\n entries.push({ binding: nextBinding++, resource: { buffer } });\n }\n return engine._device.createBindGroup({ label: \"shader-material-bg\", layout: bindings.group1BGL, entries });\n}\n\nfunction collectShaderTextures(material: ShaderMaterial): Texture2D[] {\n const textures: Texture2D[] = [];\n for (const slot of material._textureSlots.values()) {\n if (slot.current) {\n textures.push(slot.current);\n }\n }\n return textures;\n}\n\nfunction collectShaderStorageBuffers(material: ShaderMaterial): GPUBuffer[] {\n const buffers: GPUBuffer[] = [];\n for (const slot of material._storageBufferSlots.values()) {\n if (slot.current) {\n buffers.push(slot.current);\n }\n }\n return buffers;\n}\n\nfunction registerMeshTextureDisposer(scene: SceneContext, mesh: Mesh, packet: ShaderPacket, aux = false): void {\n // Aux (override) view packets go in `_meshAuxDisposables` so a main-material swap leaves them alone; main\n // packets stay in `_meshDisposables` (torn down + rebuilt by the swap drain). Both are drained on real removal.\n const map = aux ? scene._meshAuxDisposables : scene._meshDisposables;\n const list = map.get(mesh) ?? [];\n list.push(() => {\n packet._disposed = true;\n if (packet._owner) {\n const oi = packet._owner.indexOf(packet);\n if (oi >= 0) {\n packet._owner.splice(oi, 1);\n }\n packet._owner = undefined;\n }\n packet.systemUBO.destroy();\n for (const tex of packet._boundTextures) {\n releaseTexture(tex);\n }\n packet._boundTextures = [];\n packet._boundStorageBuffers = [];\n });\n map.set(mesh, list);\n}\n\nfunction writeSystemUniforms(data: Float32Array, spec: UboSpec, material: ShaderMaterial, mesh: Mesh, camera: Camera | null, targetWidth: number, targetHeight: number): void {\n data.fill(0);\n const world = mesh.worldMatrix as unknown as Float32Array;\n const aspect = camera ? getEffectiveAspectRatio(camera, targetWidth, targetHeight) : 1;\n const view = camera ? (getViewMatrix(camera) as unknown as Float32Array) : null;\n const projection = camera ? (getProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n const viewProjection = camera ? (getViewProjectionMatrix(camera, aspect) as unknown as Float32Array) : null;\n for (const uniform of material.uniformDecls) {\n if (!_isShaderSystemUniform(uniform.name)) {\n continue;\n }\n const offset = spec._offsets.get(uniform.name);\n if (offset === undefined) {\n continue;\n }\n const f = offset / 4;\n switch (uniform.name) {\n case \"world\":\n data.set(world, f);\n break;\n case \"view\":\n if (view) {\n data.set(view, f);\n }\n break;\n case \"projection\":\n if (projection) {\n data.set(projection, f);\n }\n break;\n case \"viewProjection\":\n if (viewProjection) {\n data.set(viewProjection, f);\n }\n break;\n case \"worldView\":\n if (view) {\n mat4MultiplyInto(data, f, view, 0, world, 0);\n }\n break;\n case \"worldViewProjection\":\n if (viewProjection) {\n mat4MultiplyInto(data, f, viewProjection, 0, world, 0);\n }\n break;\n case \"cameraPosition\":\n if (camera) {\n const wm = camera.worldMatrix as unknown as ArrayLike<number>;\n data[f] = wm[12]!;\n data[f + 1] = wm[13]!;\n data[f + 2] = wm[14]!;\n }\n break;\n case \"screenSize\":\n data[f] = targetWidth;\n data[f + 1] = targetHeight;\n break;\n case \"alphaCutoff\":\n data[f] = material._uniformValues.get(\"alphaCutoff\")?.value[0] ?? 0.4;\n break;\n }\n }\n}\n\nlet zeroAttrCache: WeakMap<object, Map<string, GPUBuffer>> | null = null;\n\nfunction getZeroAttrBuffer(engine: EngineContext, gpu: MeshGPU, name: string): GPUBuffer {\n if (!zeroAttrCache) {\n zeroAttrCache = new WeakMap();\n }\n let cache = zeroAttrCache.get(gpu as unknown as object);\n if (!cache) {\n cache = new Map();\n zeroAttrCache.set(gpu as unknown as object, cache);\n }\n const existing = cache.get(name);\n if (existing) {\n return existing;\n }\n const vertexCount = gpu.positionBuffer.size / 12;\n const stride = name === \"uv\" || name === \"uv2\" ? 8 : name === \"normal\" ? 12 : 16;\n const buffer = engine._device.createBuffer({ label: `shader-zero-${name}`, size: vertexCount * stride, usage: BU.VERTEX | BU.COPY_DST });\n cache.set(name, buffer);\n return buffer;\n}\n\n/** Skinning vertex buffers live on the mesh's `skeleton` (live skinning) or `vat` (baked vertex\n * animation, which moves them off the dropped skeleton) — not on `MeshGPU`. */\nfunction getSkinBuffer(mesh: Mesh, field: \"jointsBuffer\" | \"weightsBuffer\" | \"joints1Buffer\" | \"weights1Buffer\"): GPUBuffer | null {\n return mesh.vat?.[field] ?? mesh.skeleton?.[field] ?? null;\n}\n\nfunction getAttrBuffer(engine: EngineContext, mesh: Mesh, name: ShaderAttributeName): GPUBuffer {\n const gpu = mesh._gpu;\n switch (name) {\n case \"position\":\n return gpu.positionBuffer;\n case \"normal\":\n return gpu.normalBuffer ?? getZeroAttrBuffer(engine, gpu, \"normal\");\n case \"uv\":\n return gpu.uvBuffer ?? getZeroAttrBuffer(engine, gpu, \"uv\");\n case \"uv2\":\n return gpu.uv2Buffer ?? getZeroAttrBuffer(engine, gpu, \"uv2\");\n case \"tangent\":\n return gpu.tangentBuffer ?? getZeroAttrBuffer(engine, gpu, \"tangent\");\n case \"color\":\n return gpu.colorBuffer ?? getZeroAttrBuffer(engine, gpu, \"color\");\n case \"joints\":\n return getSkinBuffer(mesh, \"jointsBuffer\") ?? getZeroAttrBuffer(engine, gpu, \"joints\");\n case \"weights\":\n return getSkinBuffer(mesh, \"weightsBuffer\") ?? getZeroAttrBuffer(engine, gpu, \"weights\");\n case \"joints1\":\n return getSkinBuffer(mesh, \"joints1Buffer\") ?? getZeroAttrBuffer(engine, gpu, \"joints1\");\n case \"weights1\":\n return getSkinBuffer(mesh, \"weights1Buffer\") ?? getZeroAttrBuffer(engine, gpu, \"weights1\");\n 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@@ -74,7 +74,7 @@ function createShaderInstancedRenderable(scene, material, packet, isOverride, h,
74
74
  const gpu = mesh._gpu;
75
75
  let slot = 0;
76
76
  for (let i = 0; i < material.attributes.length; i++) {
77
- pass.setVertexBuffer(slot++, h.getAttrBuffer(engine, gpu, material.attributes[i]));
77
+ pass.setVertexBuffer(slot++, h.getAttrBuffer(engine, mesh, material.attributes[i]));
78
78
  }
79
79
  slot = syncThinInstanceBuffers(engine, ti, pass, slot, hasColor, cullBinding?.cullDrawBufs);
80
80
  pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);
@@ -1 +1 @@
1
- {"version":3,"file":"shader-thin-instance.js","sources":["../../../../src/material/shader/shader-thin-instance.ts"],"sourcesContent":["/** ShaderMaterial thin-instance support — dynamically imported ONLY when a\n * ShaderMaterial scene actually uses thin instances, so non-instanced scenes pull\n * in zero extra bytes and the shared `shader-renderable.ts` / `shader-pipeline.ts`\n * chunks stay identical to their non-instanced form.\n *\n * The renderable helpers this module needs (packet create/update, attribute\n * buffers, pipeline builders, the plain-mesh builder) are passed in as positional\n * arguments by `buildShaderGroup`, NOT imported. Importing them would force the\n * shared chunk to export them, which de-mangles their names and grows every\n * ShaderMaterial scene's bundle. As parameters they keep their mangled identity in\n * the shared chunk and are only named here, in this culling/instancing-only chunk.\n *\n * The instance buffer layout MUST match the buffers produced by\n * `thin-instance-gpu.ts` (matrix buffer arrayStride 64, 4x float32x4 at offsets\n * 0/16/32/48; color buffer arrayStride 16, float32x4 at offset 0). */\n\nimport type { EngineContext } from \"../../engine/engine.js\";\nimport type { SceneContext } from \"../../scene/scene.js\";\nimport type { Material } from \"../material.js\";\nimport type { Mesh, MeshGPU } from \"../../mesh/mesh.js\";\nimport type { RenderTargetSignature } from \"../../engine/render-target.js\";\nimport type { UboSpec } from \"../../shader/fragment-types.js\";\nimport type { DrawUpdateContext, MeshGroupBuildResult, Renderable } from \"../../render/renderable.js\";\nimport type { ShaderAttributeName, ShaderMaterial } from \"./shader-material.js\";\nimport type { ShaderPipelineBindings } from \"./shader-pipeline.js\";\nimport type { ShaderPacket, ShaderRenderPass } from \"./shader-renderable.js\";\nimport { syncThinInstanceBuffers } from \"../../mesh/thin-instance-gpu.js\";\n\ntype CullModule = typeof import(\"../../mesh/thin-instance-cull-binding.js\");\n\n/** The shader-renderable helpers handed in positionally by `buildShaderGroup`. */\ninterface ShaderHelpers {\n buildPlain: (scene: SceneContext, meshes: Mesh[]) => MeshGroupBuildResult;\n createPacket: (scene: SceneContext, material: ShaderMaterial, systemSpec: UboSpec, mesh: Mesh) => ShaderPacket;\n updatePacket: (scene: SceneContext, material: ShaderMaterial, packet: ShaderPacket, context: DrawUpdateContext) => void;\n updateCustomUbo: (engine: EngineContext, material: ShaderMaterial) => void;\n getAttrBuffer: (engine: EngineContext, gpu: MeshGPU, name: ShaderAttributeName) => GPUBuffer;\n getOrCreateShaderPipeline: (\n engine: EngineContext,\n sig: RenderTargetSignature,\n material: ShaderMaterial,\n bindings: ShaderPipelineBindings,\n variantKey?: string,\n vertexBuffers?: readonly GPUVertexBufferLayout[],\n instanceAttrs?: string\n ) => GPURenderPipeline;\n getOrCreateShaderPipelineBindings: (engine: EngineContext, material: ShaderMaterial) => ShaderPipelineBindings;\n}\n\n/** Instance vertex buffer layouts. `baseLocation` is the first free shader\n * location after the material's own attributes. */\nfunction instanceVertexLayouts(baseLocation: number, hasColor: boolean): GPUVertexBufferLayout[] {\n const layouts: GPUVertexBufferLayout[] = [\n {\n arrayStride: 64,\n stepMode: \"instance\",\n attributes: [\n { shaderLocation: baseLocation, offset: 0, format: \"float32x4\" },\n { shaderLocation: baseLocation + 1, offset: 16, format: \"float32x4\" },\n { shaderLocation: baseLocation + 2, offset: 32, format: \"float32x4\" },\n { shaderLocation: baseLocation + 3, offset: 48, format: \"float32x4\" },\n ],\n },\n ];\n if (hasColor) {\n layouts.push({\n arrayStride: 16,\n stepMode: \"instance\",\n attributes: [{ shaderLocation: baseLocation + 4, offset: 0, format: \"float32x4\" }],\n });\n }\n return layouts;\n}\n\n/** WGSL lines appended inside `VertexInput` for instanced variants. */\nfunction instancePreludeAttributes(baseLocation: number, hasColor: boolean): string {\n let wgsl = `@location(${baseLocation}) world0: vec4<f32>,\n@location(${baseLocation + 1}) world1: vec4<f32>,\n@location(${baseLocation + 2}) world2: vec4<f32>,\n@location(${baseLocation + 3}) world3: vec4<f32>,\n`;\n if (hasColor) {\n wgsl += `@location(${baseLocation + 4}) instanceColor: vec4<f32>,\n`;\n }\n return wgsl;\n}\n\n/** Build ONE thin-instance renderable for a ShaderMaterial mesh (opaque or\n * transparent). Marked `_direct` so instance buffers are re-bound fresh each\n * frame; this also prepares the renderable for opaque-only GPU culling. */\nfunction createShaderInstancedRenderable(\n scene: SceneContext,\n material: ShaderMaterial,\n packet: ShaderPacket,\n isOverride: boolean,\n h: ShaderHelpers,\n cull?: CullModule\n): Renderable {\n const isTransparent = material.needAlphaBlending;\n const mesh = packet.mesh;\n const ti = mesh.thinInstances!;\n const hasColor = !!ti.colors;\n const baseLocation = material.attributes.length;\n const instanceLayouts = instanceVertexLayouts(baseLocation, hasColor);\n const instanceAttrs = instancePreludeAttributes(baseLocation, hasColor);\n const variantKey = `|ti1c${hasColor ? 1 : 0}`;\n const wm = mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && mesh.material !== material) {\n return;\n }\n h.updateCustomUbo(scene.surface.engine, material);\n h.updatePacket(scene, material, packet, context);\n if (isTransparent) {\n const m = mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext, cullBinding?: import(\"../../mesh/thin-instance-cull-binding.js\").TiCullBinding): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && mesh.material !== material) {\n return 0;\n }\n if (ti.count <= 0) {\n return 0;\n }\n const gpu = mesh._gpu;\n let slot = 0;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(slot++, h.getAttrBuffer(engine, gpu, material.attributes[i]!));\n }\n slot = syncThinInstanceBuffers(engine, ti, pass, slot, hasColor, cullBinding?.cullDrawBufs);\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n if (cullBinding) {\n cullBinding.draw(pass, gpu.indexCount, ti.count);\n } else {\n pass.drawIndexed(gpu.indexCount, ti.count);\n }\n return 1;\n };\n const r: Renderable = {\n order: mesh.renderOrder ?? (isTransparent ? 200 : 100),\n isTransparent,\n mesh,\n _worldCenter: sortCenter,\n bind(eng, sig) {\n const bindings = h.getOrCreateShaderPipelineBindings(eng, material);\n const vertexBuffers = [...bindings.vertexBuffers, ...instanceLayouts];\n const pipeline = h.getOrCreateShaderPipeline(eng, sig, material, bindings, variantKey, vertexBuffers, instanceAttrs);\n const cb = cull?.tryBind(r, scene, mesh, eng, hasColor, isTransparent, update, sig);\n return {\n renderable: r,\n pipeline,\n update: cb ? cb.update : update,\n draw: (pass) => draw(pass, eng, cb),\n };\n },\n };\n (r as { _direct?: boolean })._direct = true;\n return r;\n}\n\n/** Build one instanced renderable for `mesh` (used by the combined `rebuildSingle`). */\nfunction buildInstancedSingle(scene: SceneContext, mesh: Mesh, material: ShaderMaterial, isOverride: boolean, h: ShaderHelpers, cull?: CullModule): Renderable {\n const bindings = h.getOrCreateShaderPipelineBindings(scene.surface.engine, material);\n const packet = h.createPacket(scene, material, bindings.systemSpec, mesh);\n return createShaderInstancedRenderable(scene, material, packet, isOverride, h, cull);\n}\n\n/** Group entry point used whenever a ShaderMaterial scene has at least one\n * thin-instanced mesh. Plain meshes flow through the passed-in `buildPlain`\n * (`buildShaderMaterialRenderables`); instanced meshes get a dedicated renderable. */\nexport function buildShaderRenderablesWithInstancing(\n scene: SceneContext,\n meshes: Mesh[],\n buildPlain: ShaderHelpers[\"buildPlain\"],\n createPacket: ShaderHelpers[\"createPacket\"],\n updatePacket: ShaderHelpers[\"updatePacket\"],\n updateCustomUbo: ShaderHelpers[\"updateCustomUbo\"],\n getAttrBuffer: ShaderHelpers[\"getAttrBuffer\"],\n getOrCreateShaderPipeline: ShaderHelpers[\"getOrCreateShaderPipeline\"],\n getOrCreateShaderPipelineBindings: ShaderHelpers[\"getOrCreateShaderPipelineBindings\"],\n cull?: CullModule\n): MeshGroupBuildResult {\n const h: ShaderHelpers = { buildPlain, createPacket, updatePacket, updateCustomUbo, getAttrBuffer, getOrCreateShaderPipeline, getOrCreateShaderPipelineBindings };\n const instanced: Mesh[] = [];\n const plain: Mesh[] = [];\n for (const mesh of meshes) {\n if (mesh.thinInstances) {\n 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Marked `_direct` so instance buffers are re-bound fresh each\n * frame; this also prepares the renderable for opaque-only GPU culling. */\nfunction createShaderInstancedRenderable(\n scene: SceneContext,\n material: ShaderMaterial,\n packet: ShaderPacket,\n isOverride: boolean,\n h: ShaderHelpers,\n cull?: CullModule\n): Renderable {\n const isTransparent = material.needAlphaBlending;\n const mesh = packet.mesh;\n const ti = mesh.thinInstances!;\n const hasColor = !!ti.colors;\n const baseLocation = material.attributes.length;\n const instanceLayouts = instanceVertexLayouts(baseLocation, hasColor);\n const instanceAttrs = instancePreludeAttributes(baseLocation, hasColor);\n const variantKey = `|ti1c${hasColor ? 1 : 0}`;\n const wm = mesh.worldMatrix as unknown as ArrayLike<number>;\n const sortCenter: [number, number, number] = [wm[12]!, wm[13]!, wm[14]!];\n const update = (context: DrawUpdateContext): void => {\n if (packet._disposed) {\n return;\n }\n if (!isOverride && mesh.material !== material) {\n return;\n }\n h.updateCustomUbo(scene.surface.engine, material);\n h.updatePacket(scene, material, packet, context);\n if (isTransparent) {\n const m = mesh.worldMatrix as unknown as ArrayLike<number>;\n sortCenter[0] = m[12]!;\n sortCenter[1] = m[13]!;\n sortCenter[2] = m[14]!;\n }\n };\n const draw = (pass: ShaderRenderPass, engine: EngineContext, cullBinding?: import(\"../../mesh/thin-instance-cull-binding.js\").TiCullBinding): number => {\n if (packet._disposed) {\n return 0;\n }\n if (!isOverride && mesh.material !== material) {\n return 0;\n }\n if (ti.count <= 0) {\n return 0;\n }\n const gpu = mesh._gpu;\n let slot = 0;\n for (let i = 0; i < material.attributes.length; i++) {\n pass.setVertexBuffer(slot++, h.getAttrBuffer(engine, mesh, material.attributes[i]!));\n }\n slot = syncThinInstanceBuffers(engine, ti, pass, slot, hasColor, cullBinding?.cullDrawBufs);\n pass.setIndexBuffer(gpu.indexBuffer, gpu.indexFormat);\n pass.setBindGroup(1, packet._bindGroup);\n if (cullBinding) {\n cullBinding.draw(pass, gpu.indexCount, ti.count);\n } else {\n pass.drawIndexed(gpu.indexCount, ti.count);\n }\n return 1;\n };\n const r: Renderable = {\n order: mesh.renderOrder ?? 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instanced.push(mesh);\n } else {\n plain.push(mesh);\n }\n }\n\n const renderables: Renderable[] = [];\n let plainRebuild: MeshGroupBuildResult[\"rebuildSingle\"] | undefined;\n if (plain.length > 0) {\n const plainResult = buildPlain(scene, plain);\n renderables.push(...plainResult.renderables);\n plainRebuild = plainResult.rebuildSingle;\n }\n for (const mesh of instanced) {\n renderables.push(buildInstancedSingle(scene, mesh, mesh.material as ShaderMaterial, false, h, cull));\n }\n\n const rebuildSingle = (s: SceneContext, mesh: Mesh, materialOverride?: Material): Renderable => {\n const material = (materialOverride ?? mesh.material) as ShaderMaterial;\n if (mesh.thinInstances) {\n return buildInstancedSingle(s, mesh, material, materialOverride != null, h, cull);\n }\n if (plainRebuild) {\n return plainRebuild(s, mesh, materialOverride);\n }\n return buildPlain(s, [mesh]).rebuildSingle(s, mesh, materialOverride);\n };\n\n return { renderables, rebuildSingle 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package/lib/math/aabb.js CHANGED
@@ -1,2 +1,2 @@
1
- export { c as computeAabb } from '../_chunks/__vite-browser-external-BFTKbDcV.js';
1
+ export { computeAabb } from './compute-aabb.js';
2
2
  //# sourceMappingURL=aabb.js.map
@@ -1,2 +1,64 @@
1
- export { c as computeAabb } from '../_chunks/__vite-browser-external-BFTKbDcV.js';
1
+ function computeAabb(positions, world) {
2
+ let minX = Infinity, minY = Infinity, minZ = Infinity;
3
+ let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
4
+ if (world) {
5
+ const m0 = world[0], m1 = world[1], m2 = world[2], m4 = world[4], m5 = world[5], m6 = world[6], m8 = world[8], m9 = world[9], m10 = world[10], m12 = world[12], m13 = world[13], m14 = world[14];
6
+ for (let i = 0; i < positions.length; i += 3) {
7
+ const lx = positions[i];
8
+ const ly = positions[i + 1];
9
+ const lz = positions[i + 2];
10
+ const x = m0 * lx + m4 * ly + m8 * lz + m12;
11
+ const y = m1 * lx + m5 * ly + m9 * lz + m13;
12
+ const z = m2 * lx + m6 * ly + m10 * lz + m14;
13
+ if (x < minX) {
14
+ minX = x;
15
+ }
16
+ if (x > maxX) {
17
+ maxX = x;
18
+ }
19
+ if (y < minY) {
20
+ minY = y;
21
+ }
22
+ if (y > maxY) {
23
+ maxY = y;
24
+ }
25
+ if (z < minZ) {
26
+ minZ = z;
27
+ }
28
+ if (z > maxZ) {
29
+ maxZ = z;
30
+ }
31
+ }
32
+ } else {
33
+ for (let i = 0; i < positions.length; i += 3) {
34
+ const x = positions[i];
35
+ const y = positions[i + 1];
36
+ const z = positions[i + 2];
37
+ if (x < minX) {
38
+ minX = x;
39
+ }
40
+ if (x > maxX) {
41
+ maxX = x;
42
+ }
43
+ if (y < minY) {
44
+ minY = y;
45
+ }
46
+ if (y > maxY) {
47
+ maxY = y;
48
+ }
49
+ if (z < minZ) {
50
+ minZ = z;
51
+ }
52
+ if (z > maxZ) {
53
+ maxZ = z;
54
+ }
55
+ }
56
+ }
57
+ return [
58
+ [minX, minY, minZ],
59
+ [maxX, maxY, maxZ]
60
+ ];
61
+ }
62
+
63
+ export { computeAabb };
2
64
  //# sourceMappingURL=compute-aabb.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"compute-aabb.js","sources":[],"sourcesContent":[],"names":[],"mappings":""}
1
+ {"version":3,"file":"compute-aabb.js","sources":["../../../src/math/compute-aabb.ts"],"sourcesContent":["/** Axis-aligned bounding box helpers. */\n\nimport type { Aabb } from \"./aabb.js\";\nimport type { Mat4 } from \"./types.js\";\n\n/** Compute an AABB by folding XYZ min/max over a positions buffer.\n *\n * When `world` is provided each position is transformed by it before being\n * folded (column-major Mat4: m[col*4+row]). Otherwise the AABB is computed\n * in the positions' own space.\n *\n * Returns `[[+Inf,+Inf,+Inf],[-Inf,-Inf,-Inf]]` for empty input — callers\n * that care can check `isFinite(min[0])`. */\nexport function computeAabb(positions: Float32Array, world?: Mat4): Aabb {\n let minX = Infinity,\n minY = Infinity,\n minZ = Infinity;\n let maxX = -Infinity,\n maxY = -Infinity,\n maxZ = -Infinity;\n\n if (world) {\n const m0 = world[0]!,\n m1 = world[1]!,\n m2 = world[2]!,\n m4 = world[4]!,\n m5 = world[5]!,\n m6 = world[6]!,\n m8 = world[8]!,\n m9 = world[9]!,\n m10 = world[10]!,\n m12 = world[12]!,\n m13 = world[13]!,\n m14 = world[14]!;\n for (let i = 0; i < positions.length; i += 3) {\n const lx = positions[i]!;\n const ly = positions[i + 1]!;\n const lz = positions[i + 2]!;\n const x = m0 * lx + m4 * ly + m8 * lz + m12;\n const y = m1 * lx + m5 * ly + m9 * lz + m13;\n const z = m2 * lx + m6 * ly + m10 * lz + m14;\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 } else {\n for (let i = 0; i < positions.length; i += 3) {\n const x = positions[i]!;\n const y = positions[i + 1]!;\n const z = positions[i + 2]!;\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 }\n\n return [\n [minX, minY, minZ],\n [maxX, maxY, maxZ],\n ];\n}\n"],"names":[],"mappings":"AAaO,SAAS,WAAA,CAAY,WAAyB,KAAA,EAAoB;AACrE,EAAA,IAAI,IAAA,GAAO,QAAA,EACP,IAAA,GAAO,QAAA,EACP,IAAA,GAAO,QAAA;AACX,EAAA,IAAI,IAAA,GAAO,CAAA,QAAA,EACP,IAAA,GAAO,CAAA,QAAA,EACP,IAAA,GAAO,CAAA,QAAA;AAEX,EAAA,IAAI,KAAA,EAAO;AACP,IAAA,MAAM,EAAA,GAAK,MAAM,CAAC,CAAA,EACd,KAAK,KAAA,CAAM,CAAC,GACZ,EAAA,GAAK,KAAA,CAAM,CAAC,CAAA,EACZ,EAAA,GAAK,MAAM,CAAC,CAAA,EACZ,KAAK,KAAA,CAAM,CAAC,CAAA,EACZ,EAAA,GAAK,KAAA,CAAM,CAAC,GACZ,EAAA,GAAK,KAAA,CAAM,CAAC,CAAA,EACZ,EAAA,GAAK,MAAM,CAAC,CAAA,EACZ,MAAM,KAAA,CAAM,EAAE,GACd,GAAA,GAAM,KAAA,CAAM,EAAE,CAAA,EACd,GAAA,GAAM,MAAM,EAAE,CAAA,EACd,GAAA,GAAM,KAAA,CAAM,EAAE,CAAA;AAClB,IAAA,KAAA,IAAS,IAAI,CAAA,EAAG,CAAA,GAAI,SAAA,CAAU,MAAA,EAAQ,KAAK,CAAA,EAAG;AAC1C,MAAA,MAAM,EAAA,GAAK,UAAU,CAAC,CAAA;AACtB,MAAA,MAAM,EAAA,GAAK,SAAA,CAAU,CAAA,GAAI,CAAC,CAAA;AAC1B,MAAA,MAAM,EAAA,GAAK,SAAA,CAAU,CAAA,GAAI,CAAC,CAAA;AAC1B,MAAA,MAAM,IAAI,EAAA,GAAK,EAAA,GAAK,EAAA,GAAK,EAAA,GAAK,KAAK,EAAA,GAAK,GAAA;AACxC,MAAA,MAAM,IAAI,EAAA,GAAK,EAAA,GAAK,EAAA,GAAK,EAAA,GAAK,KAAK,EAAA,GAAK,GAAA;AACxC,MAAA,MAAM,IAAI,EAAA,GAAK,EAAA,GAAK,EAAA,GAAK,EAAA,GAAK,MAAM,EAAA,GAAK,GAAA;AACzC,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AAAA,IACJ;AAAA,EACJ,CAAA,MAAO;AACH,IAAA,KAAA,IAAS,IAAI,CAAA,EAAG,CAAA,GAAI,SAAA,CAAU,MAAA,EAAQ,KAAK,CAAA,EAAG;AAC1C,MAAA,MAAM,CAAA,GAAI,UAAU,CAAC,CAAA;AACrB,MAAA,MAAM,CAAA,GAAI,SAAA,CAAU,CAAA,GAAI,CAAC,CAAA;AACzB,MAAA,MAAM,CAAA,GAAI,SAAA,CAAU,CAAA,GAAI,CAAC,CAAA;AACzB,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AACA,MAAA,IAAI,IAAI,IAAA,EAAM;AACV,QAAA,IAAA,GAAO,CAAA;AAAA,MACX;AAAA,IACJ;AAAA,EACJ;AAEA,EAAA,OAAO;AAAA,IACH,CAAC,IAAA,EAAM,IAAA,EAAM,IAAI,CAAA;AAAA,IACjB,CAAC,IAAA,EAAM,IAAA,EAAM,IAAI;AAAA,GACrB;AACJ;;;;"}
package/lib/math/index.js CHANGED
@@ -25,7 +25,7 @@ export { mat4FromQuat } from './mat4-from-quat.js';
25
25
  export { mat4Compose } from './mat4-compose.js';
26
26
  export { mat4ComposeInto } from './mat4-compose-into.js';
27
27
  export { mat4MultiplyInto } from './mat4-multiply-into.js';
28
- export { c as computeAabb } from '../_chunks/__vite-browser-external-BFTKbDcV.js';
28
+ export { computeAabb } from './compute-aabb.js';
29
29
  export { ObservableVec3 } from './observable-vec3.js';
30
30
  export { ObservableQuat } from './observable-quat.js';
31
31
  export { packMat4IntoF32 } from './pack-mat4-into-f32.js';
package/lib/mesh/csg2.js CHANGED
@@ -20,9 +20,10 @@ async function getRuntimeAsync() {
20
20
  return csg2RuntimePromise;
21
21
  }
22
22
  csg2RuntimePromise = (async () => {
23
- const [module, wasm] = await Promise.all([import('../_chunks/vendor/manifold-Sh8xE2da.js').then(n => n.m), import('../_chunks/vendor/manifold-Sh8xE2da.js').then(n => n.a)]);
23
+ const [module, wasm] = await Promise.all([import('../_chunks/vendor/manifold-DtI3BJoR.js').then(n => n.m), import('../_chunks/vendor/manifold-DtI3BJoR.js').then(n => n.a)]);
24
+ const moduleUrl = import.meta.url;
24
25
  const manifoldModule = await module.default({
25
- locateFile: () => new URL(wasm.default, import.meta.url).href
26
+ locateFile: () => new URL(wasm.default, moduleUrl).href
26
27
  });
27
28
  manifoldModule.setup();
28
29
  const runtime = {
@@ -1 +1 @@
1
- {"version":3,"file":"csg2.js","sources":["../../../src/mesh/csg2.ts"],"sourcesContent":["import { F32, U32 } from \"../engine/typed-arrays.js\";\nimport type { Manifold, ManifoldToplevel, Mesh as ManifoldMesh } from \"manifold-3d\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { Material } from \"../material/material.js\";\nimport type { Mat4 } from \"../math/types.js\";\nimport type { Mesh } from \"./mesh.js\";\nimport { mat4Invert } from \"../math/mat4-invert.js\";\nimport { normalizeVec3 } from \"../math/normalize-vec3.js\";\nimport { createMeshFromData } from \"./mesh-factories.js\";\n\ndeclare const csg2SolidBrand: unique symbol;\n\nconst MATERIAL_ID_RESERVE_COUNT = 65536;\n\n/** A manifold-3d backed CSG solid for high-precision boolean mesh operations. */\nexport interface Csg2Solid {\n readonly [csg2SolidBrand]: true;\n /** @internal */\n _manifold: Manifold | null;\n /** @internal */\n readonly _numProp: number;\n}\n\ninterface Csg2Runtime {\n readonly Manifold: typeof Manifold;\n readonly Mesh: typeof ManifoldMesh;\n readonly firstMaterialId: number;\n}\n\ninterface GeometryBuffers {\n readonly positions: Float32Array;\n readonly normals: Float32Array;\n readonly indices: Uint32Array;\n readonly uvs: Float32Array | undefined;\n}\n\nlet csg2Runtime: Csg2Runtime | null = null;\nlet csg2RuntimePromise: Promise<Csg2Runtime> | null = null;\n\n/** Returns whether the manifold-3d runtime has finished loading and CSG2 is usable. */\nexport function isCsg2Ready(): boolean {\n return csg2Runtime !== null;\n}\n\n/** Loads the manifold-3d WASM runtime. Must be awaited once before any CSG2 operation. */\nexport async function initializeCsg2Async(): Promise<void> {\n await getRuntimeAsync();\n}\n\nasync function getRuntimeAsync(): Promise<Csg2Runtime> {\n if (csg2Runtime) {\n return csg2Runtime;\n }\n if (csg2RuntimePromise) {\n return csg2RuntimePromise;\n }\n\n csg2RuntimePromise = (async () => {\n const [module, wasm] = await Promise.all([import(\"manifold-3d\"), import(\"manifold-3d/manifold.wasm?url\")]);\n const manifoldModule: ManifoldToplevel = await module.default({\n locateFile: () => new URL(wasm.default, import.meta.url).href,\n });\n manifoldModule.setup();\n const runtime = {\n Manifold: manifoldModule.Manifold,\n Mesh: manifoldModule.Mesh,\n firstMaterialId: manifoldModule.Manifold.reserveIDs(MATERIAL_ID_RESERVE_COUNT),\n };\n csg2Runtime = runtime;\n return runtime;\n })();\n\n return csg2RuntimePromise;\n}\n\nfunction requireRuntime(): Csg2Runtime {\n if (!csg2Runtime) {\n throw new Error(\"CSG2 is not initialized. Call and await initializeCsg2Async() before using CSG2 operations.\");\n }\n return csg2Runtime;\n}\n\nfunction requireSolidManifold(solid: Csg2Solid, operation: string): Manifold {\n const manifold = solid._manifold;\n if (!manifold) {\n throw new Error(`${operation} cannot use a disposed CSG2 solid.`);\n }\n return manifold;\n}\n\nfunction solidFromManifold(manifold: Manifold, numProp: number): Csg2Solid {\n return { _manifold: manifold, _numProp: numProp } as unknown as Csg2Solid;\n}\n\nfunction transformPoint(m: Mat4, x: number, y: number, z: number): [number, number, number] {\n return [m[0]! * x + m[4]! * y + m[8]! * z + m[12]!, m[1]! * x + m[5]! * y + m[9]! * z + m[13]!, m[2]! * x + m[6]! * y + m[10]! * z + m[14]!];\n}\n\nfunction transformNormal(m: Mat4, inv: Mat4 | null, x: number, y: number, z: number): [number, number, number] {\n if (inv) {\n return normalizeVec3(inv[0]! * x + inv[1]! * y + inv[2]! * z, inv[4]! * x + inv[5]! * y + inv[6]! * z, inv[8]! * x + inv[9]! * y + inv[10]! * z, 1e-20);\n }\n return normalizeVec3(m[0]! * x + m[4]! * y + m[8]! * z, m[1]! * x + m[5]! * y + m[9]! * z, m[2]! * x + m[6]! * y + m[10]! * z, 1e-20);\n}\n\nfunction requireCpuGeometry(mesh: Mesh): GeometryBuffers {\n if (!mesh._cpuPositions) {\n throw new Error(`createCsg2FromMesh(\"${mesh.name}\") requires CPU positions. Use a Babylon Lite mesh factory or loader that retains CPU geometry.`);\n }\n if (!mesh._cpuIndices) {\n throw new Error(`createCsg2FromMesh(\"${mesh.name}\") requires CPU indices. Use a Babylon Lite mesh factory or loader that retains CPU geometry.`);\n }\n if (!mesh._cpuNormals) {\n throw new Error(`createCsg2FromMesh(\"${mesh.name}\") requires CPU normals. Use a Babylon Lite mesh factory or loader that retains CPU geometry.`);\n }\n return {\n positions: mesh._cpuPositions,\n normals: mesh._cpuNormals,\n indices: mesh._cpuIndices,\n uvs: mesh._cpuUvs,\n };\n}\n\n/**\n * Builds a {@link Csg2Solid} from a mesh's CPU geometry, baking its world transform.\n * @param mesh - Source mesh; must retain CPU positions, normals, and indices.\n * @param materialSlot - Material slot index (0 to 65535) tagged onto the solid's triangles.\n * @returns A CSG2 solid; call {@link disposeCsg2} when finished to free WASM memory.\n */\nexport function createCsg2FromMesh(mesh: Mesh, materialSlot = 0): Csg2Solid {\n const runtime = requireRuntime();\n if (materialSlot < 0 || materialSlot >= MATERIAL_ID_RESERVE_COUNT || !Number.isInteger(materialSlot)) {\n throw new Error(`createCsg2FromMesh(\"${mesh.name}\") materialSlot must be an integer from 0 to ${MATERIAL_ID_RESERVE_COUNT - 1}.`);\n }\n\n const geometry = requireCpuGeometry(mesh);\n const vertexCount = geometry.positions.length / 3;\n const numProp = 8;\n const vertProperties = new F32(vertexCount * numProp);\n const world = mesh.worldMatrix;\n const invWorld = mat4Invert(world);\n\n for (let i = 0; i < vertexCount; i++) {\n const p = i * 3;\n const uv = i * 2;\n const out = i * numProp;\n const [x, y, z] = transformPoint(world, geometry.positions[p]!, geometry.positions[p + 1]!, geometry.positions[p + 2]!);\n const [nx, ny, nz] = transformNormal(world, invWorld, geometry.normals[p]!, geometry.normals[p + 1]!, geometry.normals[p + 2]!);\n vertProperties[out] = x;\n vertProperties[out + 1] = y;\n vertProperties[out + 2] = z;\n vertProperties[out + 3] = nx;\n vertProperties[out + 4] = ny;\n vertProperties[out + 5] = nz;\n vertProperties[out + 6] = geometry.uvs?.[uv] ?? 0;\n vertProperties[out + 7] = geometry.uvs?.[uv + 1] ?? 0;\n }\n\n const triVerts = new U32(geometry.indices.length);\n for (let i = 0; i < geometry.indices.length; i += 3) {\n triVerts[i] = geometry.indices[i + 2]!;\n triVerts[i + 1] = geometry.indices[i + 1]!;\n triVerts[i + 2] = geometry.indices[i]!;\n }\n\n const manifoldMesh = new runtime.Mesh({\n numProp,\n vertProperties,\n triVerts,\n runIndex: new U32([0]),\n runOriginalID: new U32([runtime.firstMaterialId + materialSlot]),\n });\n manifoldMesh.merge();\n\n try {\n // manifold-3d's `setup()` replaces `Manifold` with a factory function,\n // `function (mesh) { const m = new ManifoldCtor(mesh); …; return m; }`, that has no\n // `this` reference. A downstream esbuild/terser minifier (the dist build, or any\n // consumer bundling `build/lib`) rewrites such a function expression into an arrow\n // function, which is NOT constructable — so `new runtime.Manifold(mesh)` throws\n // \"Manifold is not a constructor\". The wrapper returns the solid whether invoked with\n // or without `new`, so call it as a plain factory to stay robust under minification.\n const manifoldFactory = runtime.Manifold as unknown as (mesh: ManifoldMesh) => Manifold;\n return solidFromManifold(manifoldFactory(manifoldMesh), numProp);\n } catch (err) {\n throw new Error(`Error while creating CSG2 from mesh \"${mesh.name}\".`, { cause: err });\n }\n}\n\nfunction runBooleanOperation(operation: \"difference\" | \"intersection\" | \"union\", a: Csg2Solid, b: Csg2Solid): Csg2Solid {\n const runtime = requireRuntime();\n if (a._numProp !== b._numProp) {\n throw new Error(\"CSG2 operations require solids with the same vertex property layout.\");\n }\n return solidFromManifold(runtime.Manifold[operation](requireSolidManifold(a, `csg2 ${operation}`), requireSolidManifold(b, `csg2 ${operation}`)), a._numProp);\n}\n\n/** Returns the boolean difference (`a` − `b`) of two solids as a new solid. */\nexport function csg2Subtract(a: Csg2Solid, b: Csg2Solid): Csg2Solid {\n return runBooleanOperation(\"difference\", a, b);\n}\n\n/** Returns the boolean intersection (`a` ∩ `b`) of two solids as a new solid. */\nexport function csg2Intersect(a: Csg2Solid, b: Csg2Solid): Csg2Solid {\n return runBooleanOperation(\"intersection\", a, b);\n}\n\n/** Returns the boolean union (`a` ∪ `b`) of two solids as a new solid. */\nexport function csg2Add(a: Csg2Solid, b: Csg2Solid): Csg2Solid {\n return runBooleanOperation(\"union\", a, b);\n}\n\n/** Frees the WASM memory backing a solid. The solid must not be used afterwards. */\nexport function disposeCsg2(solid: Csg2Solid): void {\n if (solid._manifold) {\n solid._manifold.delete();\n solid._manifold = null;\n }\n}\n\nfunction materialSlotFromOriginalId(runtime: Csg2Runtime, originalId: number, name: string): number {\n const materialSlot = originalId - runtime.firstMaterialId;\n if (materialSlot < 0 || materialSlot >= MATERIAL_ID_RESERVE_COUNT) {\n throw new Error(`createMeshesFromCsg2(\"${name}\") received an unknown Manifold material original ID ${originalId}.`);\n }\n return materialSlot;\n}\n\nfunction appendTriangle(\n output: { positions: number[]; normals: number[]; uvs: number[]; indices: number[] },\n mesh: ManifoldMesh,\n triVerts: Uint32Array,\n numProp: number,\n triIndex: number\n): void {\n const base = output.positions.length / 3;\n for (let corner = 2; corner >= 0; corner--) {\n const vertexIndex = triVerts[triIndex + corner]!;\n const prop = vertexIndex * numProp;\n output.positions.push(mesh.vertProperties[prop]!, mesh.vertProperties[prop + 1]!, mesh.vertProperties[prop + 2]!);\n output.normals.push(mesh.vertProperties[prop + 3]!, mesh.vertProperties[prop + 4]!, mesh.vertProperties[prop + 5]!);\n output.uvs.push(mesh.vertProperties[prop + 6]!, mesh.vertProperties[prop + 7]!);\n output.indices.push(base + (2 - corner));\n }\n}\n\nfunction createMeshFromOutput(engine: EngineContext, name: string, output: { positions: number[]; normals: number[]; uvs: number[]; indices: number[] }): Mesh {\n if (output.positions.length === 0) {\n throw new Error(`Unable to build CSG2 mesh \"${name}\". Manifold has 0 vertices for this output.`);\n }\n return createMeshFromData(engine, name, new F32(output.positions), new F32(output.normals), new U32(output.indices), new F32(output.uvs));\n}\n\n/**\n * Triangulates a {@link Csg2Solid} into a single renderable mesh.\n * @param name - Name for the created mesh.\n */\nexport function createMeshFromCsg2(engine: EngineContext, solid: Csg2Solid, name = \"csg2\"): Mesh {\n requireRuntime();\n const mesh = requireSolidManifold(solid, `createMeshFromCsg2(\"${name}\")`).getMesh();\n const output = { positions: [] as number[], normals: [] as number[], uvs: [] as number[], indices: [] as number[] };\n for (let i = 0; i < mesh.triVerts.length; i += 3) {\n appendTriangle(output, mesh, mesh.triVerts, solid._numProp, i);\n }\n return createMeshFromOutput(engine, name, output);\n}\n\n/**\n * Triangulates a {@link Csg2Solid} into one mesh per material slot.\n * @param materials - Materials indexed by the material slots assigned during construction.\n * 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mesh.runIndex[run + 1] ?? mesh.triVerts.length;\n for (let i = start; i < end; i += 3) {\n appendTriangle(output, mesh, mesh.triVerts, solid._numProp, i);\n }\n }\n\n outputs.sort((a, b) => a.materialSlot - b.materialSlot);\n return outputs.map((output) => {\n const material = materials[output.materialSlot];\n if (!material) {\n throw new Error(`createMeshesFromCsg2(\"${name}\") missing material for CSG2 material slot ${output.materialSlot}.`);\n }\n const result = createMeshFromOutput(engine, `${name}_sub${output.materialSlot}`, output);\n result.material = material;\n return result;\n 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+ {"version":3,"file":"csg2.js","sources":["../../../src/mesh/csg2.ts"],"sourcesContent":["import { F32, U32 } from \"../engine/typed-arrays.js\";\nimport type { Manifold, ManifoldToplevel, Mesh as ManifoldMesh } from \"manifold-3d\";\nimport type { EngineContext } from \"../engine/engine.js\";\nimport type { Material } from \"../material/material.js\";\nimport type { Mat4 } from \"../math/types.js\";\nimport type { Mesh } from \"./mesh.js\";\nimport { mat4Invert } from \"../math/mat4-invert.js\";\nimport { normalizeVec3 } from \"../math/normalize-vec3.js\";\nimport { createMeshFromData } from \"./mesh-factories.js\";\n\ndeclare const csg2SolidBrand: unique symbol;\n\nconst MATERIAL_ID_RESERVE_COUNT = 65536;\n\n/** A manifold-3d backed CSG solid for high-precision boolean mesh operations. */\nexport interface Csg2Solid {\n readonly [csg2SolidBrand]: true;\n /** @internal */\n _manifold: Manifold | null;\n /** @internal */\n readonly _numProp: number;\n}\n\ninterface Csg2Runtime {\n readonly Manifold: typeof Manifold;\n readonly Mesh: typeof ManifoldMesh;\n readonly firstMaterialId: number;\n}\n\ninterface GeometryBuffers {\n readonly positions: Float32Array;\n readonly normals: Float32Array;\n readonly indices: Uint32Array;\n readonly uvs: Float32Array | undefined;\n}\n\nlet csg2Runtime: Csg2Runtime | null = null;\nlet csg2RuntimePromise: Promise<Csg2Runtime> | null = null;\n\n/** Returns whether the manifold-3d runtime has finished loading and CSG2 is usable. */\nexport function isCsg2Ready(): boolean {\n return csg2Runtime !== null;\n}\n\n/** Loads the manifold-3d WASM runtime. Must be awaited once before any CSG2 operation. */\nexport async function initializeCsg2Async(): Promise<void> {\n await getRuntimeAsync();\n}\n\nasync function getRuntimeAsync(): Promise<Csg2Runtime> {\n if (csg2Runtime) {\n return csg2Runtime;\n }\n if (csg2RuntimePromise) {\n return csg2RuntimePromise;\n }\n\n csg2RuntimePromise = (async () => {\n const [module, wasm] = await Promise.all([import(\"manifold-3d\"), import(\"manifold-3d/manifold.wasm?url\")]);\n // Alias `import.meta.url` to a local before the `new URL(...)` below. Webpack's URL parser\n // only resolves `new URL(<literal>, import.meta.url)` to an emitted asset; with our runtime\n // first arg (`wasm.default`) it can't, so it emits a \"Critical dependency: the request of a\n // dependency is an expression\" warning (fatal for consumers that treat warnings as errors).\n // The alias hides that literal pattern from the heuristic. Nothing is lost: no bundler can\n // statically resolve the runtime arg, so none was emitting an asset here — the wasm URL comes\n // from the `?url` import above. `import.meta.url` is still substituted normally (it's a\n // meta-property rewrite, not gated on the `new URL` position), so runtime behavior and\n // relative-URL resolution are identical under webpack, Vite/Rollup, esbuild, and Parcel.\n const moduleUrl = import.meta.url;\n const manifoldModule: ManifoldToplevel = await module.default({\n locateFile: () => new URL(wasm.default, moduleUrl).href,\n });\n manifoldModule.setup();\n const runtime = {\n Manifold: manifoldModule.Manifold,\n Mesh: manifoldModule.Mesh,\n firstMaterialId: manifoldModule.Manifold.reserveIDs(MATERIAL_ID_RESERVE_COUNT),\n };\n csg2Runtime = runtime;\n return runtime;\n })();\n\n return csg2RuntimePromise;\n}\n\nfunction requireRuntime(): Csg2Runtime {\n if (!csg2Runtime) {\n throw new Error(\"CSG2 is not initialized. Call and await initializeCsg2Async() before using CSG2 operations.\");\n }\n return csg2Runtime;\n}\n\nfunction requireSolidManifold(solid: Csg2Solid, operation: string): Manifold {\n const manifold = solid._manifold;\n if (!manifold) {\n throw new Error(`${operation} cannot use a disposed CSG2 solid.`);\n }\n return manifold;\n}\n\nfunction solidFromManifold(manifold: Manifold, numProp: number): Csg2Solid {\n return { _manifold: manifold, _numProp: numProp } as unknown as Csg2Solid;\n}\n\nfunction transformPoint(m: Mat4, x: number, y: number, z: number): [number, number, number] {\n return [m[0]! * x + m[4]! * y + m[8]! * z + m[12]!, m[1]! * x + m[5]! * y + m[9]! * z + m[13]!, m[2]! * x + m[6]! * y + m[10]! * z + m[14]!];\n}\n\nfunction transformNormal(m: Mat4, inv: Mat4 | null, x: number, y: number, z: number): [number, number, number] {\n if (inv) {\n return normalizeVec3(inv[0]! * x + inv[1]! * y + inv[2]! * z, inv[4]! * x + inv[5]! * y + inv[6]! * z, inv[8]! * x + inv[9]! * y + inv[10]! * z, 1e-20);\n }\n return normalizeVec3(m[0]! * x + m[4]! * y + m[8]! * z, m[1]! * x + m[5]! * y + m[9]! * z, m[2]! * x + m[6]! * y + m[10]! * z, 1e-20);\n}\n\nfunction requireCpuGeometry(mesh: Mesh): GeometryBuffers {\n if (!mesh._cpuPositions) {\n throw new Error(`createCsg2FromMesh(\"${mesh.name}\") requires CPU positions. Use a Babylon Lite mesh factory or loader that retains CPU geometry.`);\n }\n if (!mesh._cpuIndices) {\n throw new Error(`createCsg2FromMesh(\"${mesh.name}\") requires CPU indices. Use a Babylon Lite mesh factory or loader that retains CPU geometry.`);\n }\n if (!mesh._cpuNormals) {\n throw new Error(`createCsg2FromMesh(\"${mesh.name}\") requires CPU normals. Use a Babylon Lite mesh factory or loader that retains CPU geometry.`);\n }\n return {\n positions: mesh._cpuPositions,\n normals: mesh._cpuNormals,\n indices: mesh._cpuIndices,\n uvs: mesh._cpuUvs,\n };\n}\n\n/**\n * Builds a {@link Csg2Solid} from a mesh's CPU geometry, baking its world transform.\n * @param mesh - Source mesh; must retain CPU positions, normals, and indices.\n * @param materialSlot - Material slot index (0 to 65535) tagged onto the solid's triangles.\n * @returns A CSG2 solid; call {@link disposeCsg2} when finished to free WASM memory.\n */\nexport function createCsg2FromMesh(mesh: Mesh, materialSlot = 0): Csg2Solid {\n const runtime = requireRuntime();\n if (materialSlot < 0 || materialSlot >= MATERIAL_ID_RESERVE_COUNT || !Number.isInteger(materialSlot)) {\n throw new Error(`createCsg2FromMesh(\"${mesh.name}\") materialSlot must be an integer from 0 to ${MATERIAL_ID_RESERVE_COUNT - 1}.`);\n }\n\n const geometry = requireCpuGeometry(mesh);\n const vertexCount = geometry.positions.length / 3;\n const numProp = 8;\n const vertProperties = new F32(vertexCount * numProp);\n const world = mesh.worldMatrix;\n const invWorld = mat4Invert(world);\n\n for (let i = 0; i < vertexCount; i++) {\n const p = i * 3;\n const uv = i * 2;\n const out = i * numProp;\n const [x, y, z] = transformPoint(world, geometry.positions[p]!, geometry.positions[p + 1]!, geometry.positions[p + 2]!);\n const [nx, ny, nz] = transformNormal(world, invWorld, geometry.normals[p]!, geometry.normals[p + 1]!, geometry.normals[p + 2]!);\n vertProperties[out] = x;\n vertProperties[out + 1] = y;\n vertProperties[out + 2] = z;\n vertProperties[out + 3] = nx;\n vertProperties[out + 4] = ny;\n vertProperties[out + 5] = nz;\n vertProperties[out + 6] = geometry.uvs?.[uv] ?? 0;\n vertProperties[out + 7] = geometry.uvs?.[uv + 1] ?? 0;\n }\n\n const triVerts = new U32(geometry.indices.length);\n for (let i = 0; i < geometry.indices.length; i += 3) {\n triVerts[i] = geometry.indices[i + 2]!;\n triVerts[i + 1] = geometry.indices[i + 1]!;\n triVerts[i + 2] = geometry.indices[i]!;\n }\n\n const manifoldMesh = new runtime.Mesh({\n numProp,\n vertProperties,\n triVerts,\n runIndex: new U32([0]),\n runOriginalID: new U32([runtime.firstMaterialId + materialSlot]),\n });\n manifoldMesh.merge();\n\n try {\n // manifold-3d's `setup()` replaces `Manifold` with a factory function,\n // `function (mesh) { const m = new ManifoldCtor(mesh); …; return m; }`, that has no\n // `this` reference. A downstream esbuild/terser minifier (the dist build, or any\n // consumer bundling `build/lib`) rewrites such a function expression into an arrow\n // function, which is NOT constructable — so `new runtime.Manifold(mesh)` throws\n // \"Manifold is not a constructor\". The wrapper returns the solid whether invoked with\n // or without `new`, so call it as a plain factory to stay robust under minification.\n const manifoldFactory = runtime.Manifold as unknown as (mesh: ManifoldMesh) => Manifold;\n return solidFromManifold(manifoldFactory(manifoldMesh), numProp);\n } catch (err) {\n throw new Error(`Error while creating CSG2 from mesh \"${mesh.name}\".`, { cause: err });\n }\n}\n\nfunction runBooleanOperation(operation: \"difference\" | \"intersection\" | \"union\", a: Csg2Solid, b: Csg2Solid): Csg2Solid {\n const runtime = requireRuntime();\n if (a._numProp !== b._numProp) {\n throw new Error(\"CSG2 operations require solids with the same vertex property layout.\");\n }\n return solidFromManifold(runtime.Manifold[operation](requireSolidManifold(a, `csg2 ${operation}`), requireSolidManifold(b, `csg2 ${operation}`)), a._numProp);\n}\n\n/** Returns the boolean difference (`a` − `b`) of two solids as a new solid. */\nexport function csg2Subtract(a: Csg2Solid, b: Csg2Solid): Csg2Solid {\n return runBooleanOperation(\"difference\", a, b);\n}\n\n/** Returns the boolean intersection (`a` ∩ `b`) of two solids as a new solid. */\nexport function csg2Intersect(a: Csg2Solid, b: Csg2Solid): Csg2Solid {\n return runBooleanOperation(\"intersection\", a, b);\n}\n\n/** Returns the boolean union (`a` ∪ `b`) of two solids as a new solid. */\nexport function csg2Add(a: Csg2Solid, b: Csg2Solid): Csg2Solid {\n return runBooleanOperation(\"union\", a, b);\n}\n\n/** Frees the WASM memory backing a solid. The solid must not be used afterwards. */\nexport function disposeCsg2(solid: Csg2Solid): void {\n if (solid._manifold) {\n solid._manifold.delete();\n solid._manifold = null;\n }\n}\n\nfunction materialSlotFromOriginalId(runtime: Csg2Runtime, originalId: number, name: string): number {\n const materialSlot = originalId - runtime.firstMaterialId;\n if (materialSlot < 0 || materialSlot >= MATERIAL_ID_RESERVE_COUNT) {\n throw new Error(`createMeshesFromCsg2(\"${name}\") received an unknown Manifold material original ID ${originalId}.`);\n }\n return materialSlot;\n}\n\nfunction appendTriangle(\n output: { positions: number[]; normals: number[]; uvs: number[]; indices: number[] },\n mesh: ManifoldMesh,\n triVerts: Uint32Array,\n numProp: number,\n triIndex: number\n): void {\n const base = output.positions.length / 3;\n for (let corner = 2; corner >= 0; corner--) {\n const vertexIndex = triVerts[triIndex + corner]!;\n const prop = vertexIndex * numProp;\n output.positions.push(mesh.vertProperties[prop]!, mesh.vertProperties[prop + 1]!, mesh.vertProperties[prop + 2]!);\n output.normals.push(mesh.vertProperties[prop + 3]!, mesh.vertProperties[prop + 4]!, mesh.vertProperties[prop + 5]!);\n output.uvs.push(mesh.vertProperties[prop + 6]!, mesh.vertProperties[prop + 7]!);\n output.indices.push(base + (2 - corner));\n }\n}\n\nfunction createMeshFromOutput(engine: EngineContext, name: string, output: { positions: number[]; normals: number[]; uvs: number[]; indices: number[] }): Mesh {\n if (output.positions.length === 0) {\n throw new Error(`Unable to build CSG2 mesh \"${name}\". Manifold has 0 vertices for this output.`);\n }\n return createMeshFromData(engine, name, new F32(output.positions), new F32(output.normals), new U32(output.indices), new F32(output.uvs));\n}\n\n/**\n * Triangulates a {@link Csg2Solid} into a single renderable mesh.\n * @param name - Name for the created mesh.\n */\nexport function createMeshFromCsg2(engine: EngineContext, solid: Csg2Solid, name = \"csg2\"): Mesh {\n requireRuntime();\n const mesh = requireSolidManifold(solid, `createMeshFromCsg2(\"${name}\")`).getMesh();\n const output = { positions: [] as number[], normals: [] as number[], uvs: [] as number[], indices: [] as number[] };\n for (let i = 0; i < mesh.triVerts.length; i += 3) {\n appendTriangle(output, mesh, mesh.triVerts, solid._numProp, i);\n }\n return createMeshFromOutput(engine, name, output);\n}\n\n/**\n * Triangulates a {@link Csg2Solid} into one mesh per material slot.\n * @param materials - Materials indexed by the material slots assigned during construction.\n * @param name - Base name; each sub-mesh is suffixed with its slot index.\n * @returns One mesh per distinct material slot, each assigned its corresponding material.\n */\nexport function createMeshesFromCsg2(engine: EngineContext, solid: Csg2Solid, materials: readonly Material[], name = \"csg2\"): Mesh[] {\n const runtime = requireRuntime();\n const mesh = requireSolidManifold(solid, `createMeshesFromCsg2(\"${name}\")`).getMesh();\n const outputs: Array<{ materialSlot: number; positions: number[]; normals: number[]; uvs: number[]; indices: number[] }> = [];\n\n for (let run = 0; run < mesh.numRun; run++) {\n const originalId = mesh.runOriginalID[run]!;\n const materialSlot = materialSlotFromOriginalId(runtime, originalId, name);\n let output = outputs.find((entry) => entry.materialSlot === materialSlot);\n if (!output) {\n output = { materialSlot, positions: [], normals: [], uvs: [], indices: [] };\n outputs.push(output);\n }\n\n const start = mesh.runIndex[run] ?? 0;\n const end = mesh.runIndex[run + 1] ?? mesh.triVerts.length;\n for (let i = start; i < end; i += 3) {\n appendTriangle(output, mesh, mesh.triVerts, solid._numProp, i);\n }\n }\n\n outputs.sort((a, b) => a.materialSlot - b.materialSlot);\n return outputs.map((output) => {\n const material = materials[output.materialSlot];\n if (!material) {\n throw new Error(`createMeshesFromCsg2(\"${name}\") missing material for CSG2 material slot ${output.materialSlot}.`);\n }\n const result = createMeshFromOutput(engine, `${name}_sub${output.materialSlot}`, output);\n result.material = material;\n return result;\n 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@@ -1,5 +1,5 @@
1
1
  import { uploadMeshToGPU, initMeshTransform } from './mesh.js';
2
- import { c as computeAabb } from '../_chunks/__vite-browser-external-BFTKbDcV.js';
2
+ import { computeAabb } from '../math/compute-aabb.js';
3
3
  import { createSphereData } from './create-sphere.js';
4
4
  import { createBoxData } from './create-box.js';
5
5
  import { createTorusData } from './create-torus.js';
@@ -8,11 +8,12 @@ const PARAM_BYTES = 192;
8
8
  const COUNT_U32_OFFSET = 44;
9
9
  const MESH_WORLD_FLOAT_OFFSET = 24;
10
10
  const LOCAL_SPHERE_FLOAT_OFFSET = 40;
11
+ const BOUNDS_PAD_F32_OFFSET = 45;
11
12
  const INDIRECT_ARGS_BYTES = 20;
12
13
  const CULL_WGSL_NO_COLOR = (
13
14
  /* wgsl */
14
15
  `
15
- struct CullParams{planes:array<vec4<f32>,6>,meshWorld:mat4x4<f32>,localSphere:vec4<f32>,count:u32};
16
+ struct CullParams{planes:array<vec4<f32>,6>,meshWorld:mat4x4<f32>,localSphere:vec4<f32>,count:u32,boundsPad:f32};
16
17
  @group(0)@binding(0)var<storage,read> srcMatrices:array<mat4x4<f32>>;
17
18
  @group(0)@binding(1)var<storage,read_write> dstMatrices:array<mat4x4<f32>>;
18
19
  @group(0)@binding(2)var<storage,read_write> args:array<atomic<u32>>;
@@ -22,7 +23,7 @@ let center=(world*vec4<f32>(params.localSphere.xyz,1.0)).xyz;
22
23
  let sx=length(world[0].xyz);
23
24
  let sy=length(world[1].xyz);
24
25
  let sz=length(world[2].xyz);
25
- let radius=params.localSphere.w*max(max(sx,sy),sz)+0.0001;
26
+ let radius=params.localSphere.w*max(max(sx,sy),sz)+params.boundsPad+0.0001;
26
27
  for(var i=0u;i<6u;i++){
27
28
  let p=params.planes[i];
28
29
  if(dot(p.xyz,center)+p.w < -radius){return false;}
@@ -206,6 +207,7 @@ function writeCullParams(engine, state, mesh, indexCount, instanceCount, camera,
206
207
  params.set(mesh.worldMatrix, MESH_WORLD_FLOAT_OFFSET);
207
208
  params.set(state._localSphere, LOCAL_SPHERE_FLOAT_OFFSET);
208
209
  state._paramsU32[COUNT_U32_OFFSET] = instanceCount;
210
+ params[BOUNDS_PAD_F32_OFFSET] = mesh.thinInstances?._cullBoundsPad ?? 0;
209
211
  const args = state._argsData;
210
212
  args[0] = indexCount;
211
213
  args[1] = 0;