@downdraft/engine 0.1.0 → 0.1.2-alpha.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1022) hide show
  1. package/README.md +33 -0
  2. package/app/README.md +11 -0
  3. package/app/src/renderer/bootstrap.ts +295 -19
  4. package/app/src/renderer/game-module.ts +60 -12
  5. package/app/src/renderer/hooks.ts +9 -1
  6. package/app/src/renderer/hot-reload.ts +9 -9
  7. package/app/src/renderer/mcp-harness.ts +2 -2
  8. package/app/src/renderer/standard-automation-tools.ts +104 -3
  9. package/app/src/shared/feature-log.ts +2 -1
  10. package/app/src/shared/mcp-discovery.ts +8 -3
  11. package/app/src/shared/mcp-proxy.ts +2 -2
  12. package/asset-bake/README.md +22 -0
  13. package/core/README.md +25 -0
  14. package/core/src/animation/skeleton-animator.ts +23 -5
  15. package/core/src/assets/manager.ts +4 -4
  16. package/core/src/ecs/events.ts +1 -1
  17. package/core/src/ecs/schedule.ts +1 -1
  18. package/core/src/ecs/world.ts +1 -1
  19. package/core/src/index.ts +3 -4
  20. package/core/src/library/host.ts +27 -13
  21. package/core/src/library/library.ts +13 -5
  22. package/core/src/module/cross-thread.ts +6 -0
  23. package/core/src/module/diagnostics.ts +10 -6
  24. package/core/src/module/host.ts +65 -18
  25. package/core/src/module/index.ts +1 -0
  26. package/core/src/module/module.ts +11 -5
  27. package/core/src/module/renderer-module.ts +15 -0
  28. package/core/src/physics/safety.ts +1 -1
  29. package/core/src/platform/bun-preload.ts +7 -2
  30. package/core/src/platform/glob-polyfill.ts +17 -8
  31. package/core/src/platform/pkg-root.ts +27 -0
  32. package/core/src/platform/runtime.ts +38 -0
  33. package/core/src/plugin/discovery.ts +1 -1
  34. package/core/src/plugin/extension-loaders.ts +6 -4
  35. package/core/src/plugin/host.ts +13 -13
  36. package/core/src/plugin/loader-asset.ts +5 -5
  37. package/core/src/plugin/loader-quickjs.ts +1 -1
  38. package/core/src/plugin/loader-wasm.ts +3 -3
  39. package/core/src/plugin/loader-worker.ts +1 -1
  40. package/core/src/plugin/manifest.ts +8 -3
  41. package/core/src/plugin/workshop.ts +3 -3
  42. package/core/src/profiling/index.ts +1 -1
  43. package/core/src/profiling/profiling-sab.ts +19 -0
  44. package/core/src/profiling/warnings.ts +1 -1
  45. package/core/src/profiling/worker-prelude.ts +1 -1
  46. package/core/src/render/bindless/frame-bindings.ts +1 -1
  47. package/core/src/render/bindless/material-manager.ts +2 -2
  48. package/core/src/render/bindless/texture-registry.ts +2 -2
  49. package/core/src/render/device.ts +5 -5
  50. package/core/src/render/frame-graph.ts +2 -2
  51. package/core/src/render/game-renderer.ts +42 -18
  52. package/core/src/render/hot-reload.ts +3 -3
  53. package/core/src/render/renderer-module-host.ts +32 -12
  54. package/core/src/render/shader-validator.ts +7 -7
  55. package/core/src/render/surface.ts +1 -1
  56. package/core/src/sab/errors.ts +1 -1
  57. package/core/src/sab/sab-polyfill.ts +1 -1
  58. package/core/src/save/migration-registry.ts +4 -4
  59. package/core/src/save/schema.ts +1 -1
  60. package/core/src/scene/prefab.ts +1 -1
  61. package/core/src/scene/scene-manager.ts +2 -2
  62. package/core/src/scene/scene.ts +4 -4
  63. package/core/src/scene/streaming.ts +2 -2
  64. package/core/src/scripting/hot-reload.ts +2 -2
  65. package/core/src/sim/hot-reload-pipeline.ts +30 -6
  66. package/core/src/sim/sim-state-helper.ts +1 -1
  67. package/core/src/sim/transient-state-registry.ts +1 -1
  68. package/core/src/sim/worker-loop.ts +2 -2
  69. package/core/src/telemetry/gpu-profiler.ts +3 -3
  70. package/core/src/util/index.ts +1 -1
  71. package/core/src/util/logger.ts +36 -5
  72. package/core/src/version.ts +13 -0
  73. package/core/src/worker/base-worker-host.ts +87 -25
  74. package/core/src/worker/buffer-sync.ts +1 -1
  75. package/core/src/worker/crash-recovery.ts +2 -2
  76. package/core/src/worker/instrumented-worker-host.ts +3 -3
  77. package/core/src/worker/rpc.ts +62 -11
  78. package/core/src/worker/sim-worker-base.ts +3 -8
  79. package/core/src/worker/task-pool.ts +2 -2
  80. package/dist/.dd-manifest.json +4119 -0
  81. package/dist/app/src/index.js +9 -0
  82. package/dist/app/src/renderer/bootstrap.js +446 -0
  83. package/dist/app/src/renderer/downdraft-base.css +93 -0
  84. package/dist/app/src/renderer/feature-log.js +180 -0
  85. package/dist/app/src/renderer/game-module.js +562 -0
  86. package/dist/app/src/renderer/hooks.js +82 -0
  87. package/dist/app/src/renderer/hot-reload.js +158 -0
  88. package/dist/app/src/renderer/import-cache.js +77 -0
  89. package/dist/app/src/renderer/index.js +149 -0
  90. package/dist/app/src/renderer/mcp-harness.js +112 -0
  91. package/dist/app/src/renderer/save-store-factory.js +180 -0
  92. package/dist/app/src/renderer/sim-bridge.js +138 -0
  93. package/dist/app/src/renderer/standard-automation-tools.js +720 -0
  94. package/dist/app/src/shared/feature-log.js +54 -0
  95. package/dist/app/src/shared/gpu-info.js +74 -0
  96. package/dist/app/src/shared/import-cache-store.js +123 -0
  97. package/dist/app/src/shared/index.js +4 -0
  98. package/dist/app/src/shared/mcp-discovery.js +55 -0
  99. package/dist/app/src/shared/mcp-proxy.js +71 -0
  100. package/dist/app/src/shared/types.js +13 -0
  101. package/dist/asset-bake/src/bake-audio.js +103 -0
  102. package/dist/asset-bake/src/bake-gltf.js +141 -0
  103. package/dist/asset-bake/src/bake.js +63 -0
  104. package/dist/asset-bake/src/cache.js +147 -0
  105. package/dist/asset-bake/src/config.js +93 -0
  106. package/dist/asset-bake/src/index.js +25 -0
  107. package/dist/core/src/animation/animation-event.js +24 -0
  108. package/dist/core/src/animation/bone-mask.js +103 -0
  109. package/dist/core/src/animation/clip.js +210 -0
  110. package/dist/core/src/animation/index.js +13 -0
  111. package/dist/core/src/animation/mixamo.js +78 -0
  112. package/dist/core/src/animation/morph-target.js +37 -0
  113. package/dist/core/src/animation/player.js +621 -0
  114. package/dist/core/src/animation/retarget.js +101 -0
  115. package/dist/core/src/animation/skeleton-animator.js +1361 -0
  116. package/dist/core/src/animation/skeleton.js +166 -0
  117. package/dist/core/src/animation/state-machine.js +252 -0
  118. package/dist/core/src/assets/blob-store.js +14 -0
  119. package/dist/core/src/assets/cache.js +168 -0
  120. package/dist/core/src/assets/cubemap-converter.js +129 -0
  121. package/dist/core/src/assets/environment-manager.js +84 -0
  122. package/dist/core/src/assets/import-cache.js +36 -0
  123. package/dist/core/src/assets/import-settings.js +34 -0
  124. package/dist/core/src/assets/importer.js +78 -0
  125. package/dist/core/src/assets/index.js +29 -0
  126. package/dist/core/src/assets/irradiance-generator.js +179 -0
  127. package/dist/core/src/assets/loader-audio.js +70 -0
  128. package/dist/core/src/assets/loader-cubemap.js +141 -0
  129. package/dist/core/src/assets/loader-dds.js +185 -0
  130. package/dist/core/src/assets/loader-hdr.js +430 -0
  131. package/dist/core/src/assets/loader-mesh.js +47 -0
  132. package/dist/core/src/assets/loader-shader.js +61 -0
  133. package/dist/core/src/assets/loader-texture.js +264 -0
  134. package/dist/core/src/assets/lod.js +150 -0
  135. package/dist/core/src/assets/manager.js +401 -0
  136. package/dist/core/src/assets/manifest.js +57 -0
  137. package/dist/core/src/assets/material-bridge.js +160 -0
  138. package/dist/core/src/assets/model-importer.js +32 -0
  139. package/dist/core/src/assets/model-normalizer.js +213 -0
  140. package/dist/core/src/assets/model-to-gpu.js +44 -0
  141. package/dist/core/src/assets/model-to-mesh.js +171 -0
  142. package/dist/core/src/assets/prefilter-generator.js +220 -0
  143. package/dist/core/src/audio/engine.js +153 -0
  144. package/dist/core/src/audio/interface.js +8 -0
  145. package/dist/core/src/audio/listener.js +19 -0
  146. package/dist/core/src/audio/mixer.js +124 -0
  147. package/dist/core/src/audio/registry.js +43 -0
  148. package/dist/core/src/audio/sab.js +74 -0
  149. package/dist/core/src/audio/source.js +60 -0
  150. package/dist/core/src/change-detection/atomics.js +1 -0
  151. package/dist/core/src/change-detection/tracker.js +26 -0
  152. package/dist/core/src/debug-draw/lines.js +27 -0
  153. package/dist/core/src/debug-draw/points.js +9 -0
  154. package/dist/core/src/debug-draw/queue.js +77 -0
  155. package/dist/core/src/debug-draw/text.js +12 -0
  156. package/dist/core/src/ecs/archetype.js +271 -0
  157. package/dist/core/src/ecs/component.js +109 -0
  158. package/dist/core/src/ecs/entity.js +11 -0
  159. package/dist/core/src/ecs/events.js +73 -0
  160. package/dist/core/src/ecs/hierarchy.js +104 -0
  161. package/dist/core/src/ecs/hmr-swap-registry.js +15 -0
  162. package/dist/core/src/ecs/index.js +14 -0
  163. package/dist/core/src/ecs/query.js +110 -0
  164. package/dist/core/src/ecs/resource.js +3 -0
  165. package/dist/core/src/ecs/schedule.js +157 -0
  166. package/dist/core/src/ecs/system-params.js +45 -0
  167. package/dist/core/src/ecs/system.js +18 -0
  168. package/dist/core/src/ecs/world.js +292 -0
  169. package/dist/core/src/index.js +191 -0
  170. package/dist/core/src/input/context.js +69 -0
  171. package/dist/core/src/input/dom-handler.js +288 -0
  172. package/dist/core/src/input/local-player-manager.js +145 -0
  173. package/dist/core/src/input/mapping.js +36 -0
  174. package/dist/core/src/input/multi-sab-bridge.js +224 -0
  175. package/dist/core/src/input/multi-state.js +48 -0
  176. package/dist/core/src/input/sab-bridge.js +66 -0
  177. package/dist/core/src/input/state.js +108 -0
  178. package/dist/core/src/input/ui-router.js +76 -0
  179. package/dist/core/src/library/host.js +291 -0
  180. package/dist/core/src/library/index.js +1 -0
  181. package/dist/core/src/library/library.js +20 -0
  182. package/dist/core/src/material/compiler.js +73 -0
  183. package/dist/core/src/material/graph-bridge.js +119 -0
  184. package/dist/core/src/material/index.js +6 -0
  185. package/dist/core/src/material/library.js +414 -0
  186. package/dist/core/src/material/material.js +120 -0
  187. package/dist/core/src/material/variants.js +37 -0
  188. package/dist/core/src/math/mat4.js +198 -0
  189. package/dist/core/src/math/perlin-noise-2d.js +66 -0
  190. package/dist/core/src/math/perlin-noise-3d.js +76 -0
  191. package/dist/core/src/math/quat.js +29 -0
  192. package/dist/core/src/math/rng.js +25 -0
  193. package/dist/core/src/math/trig.js +42 -0
  194. package/dist/core/src/math/value-noise.js +49 -0
  195. package/dist/core/src/mesh/builder.js +137 -0
  196. package/dist/core/src/mesh/csg.js +250 -0
  197. package/dist/core/src/mesh/greased-line.js +102 -0
  198. package/dist/core/src/mesh/mesh.js +6 -0
  199. package/dist/core/src/mesh/parametric.js +392 -0
  200. package/dist/core/src/mesh/skinning.js +30 -0
  201. package/dist/core/src/mesh/vertex-layout.js +65 -0
  202. package/dist/core/src/module/cross-thread.js +126 -0
  203. package/dist/core/src/module/diagnostics.js +99 -0
  204. package/dist/core/src/module/host.js +449 -0
  205. package/dist/core/src/module/index.js +6 -0
  206. package/dist/core/src/module/module.js +1 -0
  207. package/dist/core/src/module/registry.js +83 -0
  208. package/dist/core/src/module/renderer-module.js +13 -0
  209. package/dist/core/src/module/ts-loader.js +20 -0
  210. package/dist/core/src/particles/compute-pass.js +329 -0
  211. package/dist/core/src/particles/emitter.js +113 -0
  212. package/dist/core/src/particles/index.js +7 -0
  213. package/dist/core/src/particles/particle-data.js +33 -0
  214. package/dist/core/src/particles/render-pass.js +338 -0
  215. package/dist/core/src/particles/simulator.js +224 -0
  216. package/dist/core/src/particles/system.js +157 -0
  217. package/dist/core/src/physics/body.js +25 -0
  218. package/dist/core/src/physics/ccd-heuristic.js +46 -0
  219. package/dist/core/src/physics/character.js +184 -0
  220. package/dist/core/src/physics/collider.js +36 -0
  221. package/dist/core/src/physics/collision-system.js +62 -0
  222. package/dist/core/src/physics/events.js +74 -0
  223. package/dist/core/src/physics/index.js +24 -0
  224. package/dist/core/src/physics/interface.js +14 -0
  225. package/dist/core/src/physics/interpolation-buffer.js +182 -0
  226. package/dist/core/src/physics/lifecycle.js +66 -0
  227. package/dist/core/src/physics/load-shedder.js +155 -0
  228. package/dist/core/src/physics/physics-accumulator.js +94 -0
  229. package/dist/core/src/physics/physics-system.js +142 -0
  230. package/dist/core/src/physics/ragdoll-presets.js +248 -0
  231. package/dist/core/src/physics/ragdoll-system.js +193 -0
  232. package/dist/core/src/physics/ragdoll.js +117 -0
  233. package/dist/core/src/physics/raycast.js +97 -0
  234. package/dist/core/src/physics/realm-manager.js +431 -0
  235. package/dist/core/src/physics/realm-worker-pool.js +181 -0
  236. package/dist/core/src/physics/realm-worker.js +91 -0
  237. package/dist/core/src/physics/realm.js +137 -0
  238. package/dist/core/src/physics/registry.js +43 -0
  239. package/dist/core/src/physics/safety.js +211 -0
  240. package/dist/core/src/physics/snapshot-manager.js +118 -0
  241. package/dist/core/src/physics/worker-protocol.js +1 -0
  242. package/dist/core/src/platform/bun-preload.js +175 -0
  243. package/dist/core/src/platform/css-stub.js +4 -0
  244. package/dist/core/src/platform/glob-polyfill.js +137 -0
  245. package/dist/core/src/platform/hidpi.js +52 -0
  246. package/dist/core/src/platform/pkg-root.js +27 -0
  247. package/dist/core/src/platform/render-surface.js +15 -0
  248. package/dist/core/src/platform/rpc.js +82 -0
  249. package/dist/core/src/platform/runtime.js +93 -0
  250. package/dist/core/src/plugin/context.js +144 -0
  251. package/dist/core/src/plugin/diagnostics.js +20 -0
  252. package/dist/core/src/plugin/discovery.js +124 -0
  253. package/dist/core/src/plugin/extension-loaders.js +111 -0
  254. package/dist/core/src/plugin/host.js +542 -0
  255. package/dist/core/src/plugin/index.js +19 -0
  256. package/dist/core/src/plugin/loader-asset.js +105 -0
  257. package/dist/core/src/plugin/loader-quickjs.js +67 -0
  258. package/dist/core/src/plugin/loader-wasm.js +385 -0
  259. package/dist/core/src/plugin/loader-worker.js +228 -0
  260. package/dist/core/src/plugin/manifest.js +424 -0
  261. package/dist/core/src/plugin/material-registry.js +44 -0
  262. package/dist/core/src/plugin/mcp-tools.js +147 -0
  263. package/dist/core/src/plugin/permissions.js +152 -0
  264. package/dist/core/src/plugin/quickjs-bridge.js +219 -0
  265. package/dist/core/src/plugin/registry.js +92 -0
  266. package/dist/core/src/plugin/sandbox-shim.js +79 -0
  267. package/dist/core/src/plugin/sandbox-worker.js +194 -0
  268. package/dist/core/src/plugin/wasm-abi.js +62 -0
  269. package/dist/core/src/plugin/wasm-worker.js +234 -0
  270. package/dist/core/src/plugin/workshop.js +131 -0
  271. package/dist/core/src/profiling/event-loop.js +164 -0
  272. package/dist/core/src/profiling/index.js +23 -0
  273. package/dist/core/src/profiling/iops/idb-patch.js +211 -0
  274. package/dist/core/src/profiling/iops/opfs-patch.js +206 -0
  275. package/dist/core/src/profiling/profiling-sab.js +632 -0
  276. package/dist/core/src/profiling/task-latency.js +118 -0
  277. package/dist/core/src/profiling/thread-metrics.js +103 -0
  278. package/dist/core/src/profiling/trace-event-writer.js +165 -0
  279. package/dist/core/src/profiling/warnings.js +304 -0
  280. package/dist/core/src/profiling/worker-prelude.js +281 -0
  281. package/dist/core/src/render/bind-group.js +33 -0
  282. package/dist/core/src/render/bindless/bindless-struct.js +39 -0
  283. package/dist/core/src/render/bindless/bindless.wgsl.js +163 -0
  284. package/dist/core/src/render/bindless/frame-bindings.js +142 -0
  285. package/dist/core/src/render/bindless/index.js +6 -0
  286. package/dist/core/src/render/bindless/material-manager.js +182 -0
  287. package/dist/core/src/render/bindless/texture-registry.js +498 -0
  288. package/dist/core/src/render/buffer.js +74 -0
  289. package/dist/core/src/render/camera-2d.js +151 -0
  290. package/dist/core/src/render/camera-controller.js +370 -0
  291. package/dist/core/src/render/camera.js +332 -0
  292. package/dist/core/src/render/canvas-resize-watcher.js +36 -0
  293. package/dist/core/src/render/compute-kernel.js +130 -0
  294. package/dist/core/src/render/constants.js +2 -0
  295. package/dist/core/src/render/device.js +91 -0
  296. package/dist/core/src/render/frame-graph.js +594 -0
  297. package/dist/core/src/render/frustum.js +152 -0
  298. package/dist/core/src/render/fullscreen-vs.js +24 -0
  299. package/dist/core/src/render/g-buffer.js +156 -0
  300. package/dist/core/src/render/game-renderer.js +1165 -0
  301. package/dist/core/src/render/gpu-driven/cull-pass.js +352 -0
  302. package/dist/core/src/render/gpu-driven/hzb.js +183 -0
  303. package/dist/core/src/render/gpu-driven/index.js +6 -0
  304. package/dist/core/src/render/gpu-driven/indirect-draw-pass.js +300 -0
  305. package/dist/core/src/render/gpu-driven/instance-buffer.js +150 -0
  306. package/dist/core/src/render/gpu-driven/mesh-table.js +130 -0
  307. package/dist/core/src/render/gpu-driven/passes/hzb-build-pass.js +39 -0
  308. package/dist/core/src/render/gpu-utils.js +72 -0
  309. package/dist/core/src/render/hdr.js +69 -0
  310. package/dist/core/src/render/hot-reload.js +236 -0
  311. package/dist/core/src/render/ibl-bind-group.js +232 -0
  312. package/dist/core/src/render/ibl.js +148 -0
  313. package/dist/core/src/render/index.js +86 -0
  314. package/dist/core/src/render/input-manager.js +224 -0
  315. package/dist/core/src/render/lighting/area-light.js +142 -0
  316. package/dist/core/src/render/lighting/cluster-grid.js +255 -0
  317. package/dist/core/src/render/lighting/cluster-types.js +87 -0
  318. package/dist/core/src/render/lighting/ies-parser.js +111 -0
  319. package/dist/core/src/render/lighting.js +300 -0
  320. package/dist/core/src/render/material-types/depth.wgsl +44 -0
  321. package/dist/core/src/render/material-types/line.wgsl +50 -0
  322. package/dist/core/src/render/material-types/matcap.wgsl +51 -0
  323. package/dist/core/src/render/material-types/normal.wgsl +41 -0
  324. package/dist/core/src/render/material-types/physical.wgsl +152 -0
  325. package/dist/core/src/render/material-types/sprite.wgsl +46 -0
  326. package/dist/core/src/render/material-types/sss.wgsl +79 -0
  327. package/dist/core/src/render/material-types/toon.wgsl +79 -0
  328. package/dist/core/src/render/passes/README.md +121 -0
  329. package/dist/core/src/render/passes/atmosphere.js +107 -0
  330. package/dist/core/src/render/passes/cluster-lighting-pass.js +441 -0
  331. package/dist/core/src/render/passes/csm.js +338 -0
  332. package/dist/core/src/render/passes/cubemap-capture.js +93 -0
  333. package/dist/core/src/render/passes/debug-viz.js +248 -0
  334. package/dist/core/src/render/passes/debug.js +500 -0
  335. package/dist/core/src/render/passes/decal-mesh.js +86 -0
  336. package/dist/core/src/render/passes/decal-pass.js +344 -0
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  953. package/modules/devtools/src/blitz/module.ts +101 -0
  954. package/modules/devtools/src/blitz/panels/console.ts +223 -0
  955. package/modules/devtools/src/blitz/panels/elements.ts +92 -0
  956. package/modules/devtools/src/blitz/panels/gpu.ts +70 -0
  957. package/modules/devtools/src/blitz/panels/performance.ts +120 -0
  958. package/modules/devtools/src/blitz/panels/snapshot.ts +152 -0
  959. package/modules/devtools/src/blitz/panels/types.ts +120 -0
  960. package/modules/devtools/src/blitz/theme.ts +168 -0
  961. package/modules/devtools/src/data-bridge.ts +1 -1
  962. package/modules/devtools/src/index.ts +6 -0
  963. package/modules/devtools/src/profiling-bridge.ts +17 -13
  964. package/modules/devtools/src/profiling-hooks.ts +22 -13
  965. package/modules/devtools/src/scene-inspector.ts +1 -1
  966. package/modules/devtools/src/worker-sync.ts +9 -1
  967. package/modules/editor/src/commands/registry.ts +2 -2
  968. package/modules/editor/src/module.ts +1 -1
  969. package/modules/html-ui/src/composite.ts +1 -1
  970. package/modules/html-ui/src/create-html-ui.ts +21 -9
  971. package/modules/html-ui/src/doc-backend.ts +189 -10
  972. package/modules/html-ui/src/host.ts +354 -40
  973. package/modules/html-ui/src/index.ts +1 -1
  974. package/modules/html-ui/src/jsx-runtime.ts +1 -1
  975. package/modules/html-ui/src/protocol.ts +53 -6
  976. package/modules/mcp/README.md +6 -0
  977. package/modules/mcp/src/index.ts +70 -3
  978. package/modules/movement-3d/src/character-motor.ts +83 -10
  979. package/package.json +838 -165
  980. package/shader-graph/README.md +25 -0
  981. package/test/README.md +16 -0
  982. package/libraries/blitz-ui/native-osr-spike.ts +0 -70
  983. package/libraries/devtools/native/Cargo.toml +0 -12
  984. package/libraries/devtools/native/src/lib.rs +0 -1646
  985. package/libraries/devtools/native/src/panels/console.rs +0 -338
  986. package/libraries/devtools/native/src/panels/dom_tree.rs +0 -47
  987. package/libraries/devtools/native/src/panels/generic.rs +0 -317
  988. package/libraries/devtools/native/src/panels/gpu.rs +0 -107
  989. package/libraries/devtools/native/src/panels/input.rs +0 -88
  990. package/libraries/devtools/native/src/panels/mod.rs +0 -154
  991. package/libraries/devtools/native/src/panels/perf_metrics.rs +0 -91
  992. package/libraries/devtools/native/src/panels/perf_recorder.rs +0 -158
  993. package/libraries/devtools/native/src/panels/scene.rs +0 -72
  994. package/libraries/devtools/native/src/state.rs +0 -394
  995. package/libraries/devtools/src/egui-ffi.ts +0 -804
  996. package/libraries/devtools/src/egui-renderer.ts +0 -407
  997. package/libraries/devtools/src/host.ts +0 -363
  998. package/libraries/devtools/src/mirror.ts +0 -794
  999. package/libraries/models/test-fixtures/fbx/LICENSE-notice.txt +0 -24
  1000. package/libraries/models/test-fixtures/fbx/README.md +0 -46
  1001. package/libraries/models/test-fixtures/fbx/m01_cube_phong.fbx +0 -0
  1002. package/libraries/models/test-fixtures/fbx/m02_geo_ngons.fbx +0 -0
  1003. package/libraries/models/test-fixtures/fbx/m03_normals.fbx +0 -0
  1004. package/libraries/models/test-fixtures/fbx/m04_material_properties.fbx +0 -0
  1005. package/libraries/models/test-fixtures/fbx/m05_external_diffuse.png +0 -0
  1006. package/libraries/models/test-fixtures/fbx/m05_textures.fbx +0 -0
  1007. package/libraries/models/test-fixtures/fbx/m06_uv_transform.fbx +0 -0
  1008. package/libraries/models/test-fixtures/fbx/m07_multimaterial.fbx +0 -0
  1009. package/libraries/models/test-fixtures/fbx/m08_transforms.fbx +0 -0
  1010. package/libraries/models/test-fixtures/fbx/m09_skinning.fbx +0 -0
  1011. package/libraries/models/test-fixtures/fbx/m10_morph.fbx +0 -0
  1012. package/libraries/models/test-fixtures/fbx/m11_node_anim.fbx +0 -0
  1013. package/libraries/models/test-fixtures/fbx/m12_skeletal_anim.fbx +0 -0
  1014. package/libraries/models/test-fixtures/fbx/m13_morph_anim.fbx +0 -0
  1015. package/libraries/models/test-fixtures/fbx/m14_multiclip.fbx +0 -0
  1016. package/libraries/models/test-fixtures/fbx/m15_camera_lights.fbx +0 -0
  1017. package/libraries/models/test-fixtures/fbx/m16_axis_yup.fbx +0 -0
  1018. package/libraries/models/test-fixtures/fbx/m16_axis_zup.fbx +0 -0
  1019. package/libraries/models/test-fixtures/fbx/m16_units_254.fbx +0 -0
  1020. package/libraries/physics-native/src/ffi-spike-worker.ts +0 -71
  1021. package/libraries/physics-rapier/bench/ffi-bench.ts +0 -79
  1022. package/libraries/physics-rapier/bench/wasm-baseline.ts +0 -90
@@ -0,0 +1,940 @@
1
+ // ============================================================================
2
+ // SoftwareThumbnailRenderer — native counterpart to ThumbnailRenderer.
3
+ //
4
+ // The browser path rasterizes turntable thumbnails with a WebGL2
5
+ // OffscreenCanvas in a worker. Native has no WebGL2, so this
6
+ // renderer rasterizes the same models on the CPU: positions + flat normals
7
+ // through a lookAt+perspective transform into a z-buffered Uint8Array, then
8
+ // putImageData into an OffscreenCanvas whose 2D context is the NativeCanvas2D
9
+ // shim. The scene composites it identically: ctx.drawImage(canvasElement).
10
+ //
11
+ // Shading mirrors THUMB_VS/THUMB_FS: two-sided lambert fill + subtle rim.
12
+ //
13
+ // `loadBytes` (optional) replaces fetch() for URI → bytes resolution, e.g.
14
+ // reading absolute filesystem paths through a game's `downdraft` bridge on
15
+ // native.
16
+ // ============================================================================
17
+ import { declaredCompanionUri, defaultCharacterMeshIndices, loadModel, PoseSampler, resolveImportSettings } from "@downdraft/engine/libraries/models";
18
+ import { createLogger } from "@downdraft/engine/util/logger";
19
+ const log = createLogger("info");
20
+ function computeFlatNormals(positions, indices, out) {
21
+ const normals = out ?? new Float32Array(positions.length);
22
+ normals.fill(0);
23
+ for (let i = 0; i < indices.length; i += 3) {
24
+ const a = indices[i] * 3, b = indices[i + 1] * 3, c = indices[i + 2] * 3;
25
+ const ux = positions[b] - positions[a];
26
+ const uy = positions[b + 1] - positions[a + 1];
27
+ const uz = positions[b + 2] - positions[a + 2];
28
+ const vx = positions[c] - positions[a];
29
+ const vy = positions[c + 1] - positions[a + 1];
30
+ const vz = positions[c + 2] - positions[a + 2];
31
+ let nx = uy * vz - uz * vy;
32
+ let ny = uz * vx - ux * vz;
33
+ let nz = ux * vy - uy * vx;
34
+ const nl = Math.hypot(nx, ny, nz) || 1;
35
+ nx /= nl;
36
+ ny /= nl;
37
+ nz /= nl;
38
+ [a, b, c].forEach((j) => {
39
+ normals[j] += nx;
40
+ normals[j + 1] += ny;
41
+ normals[j + 2] += nz;
42
+ });
43
+ }
44
+ for (let i = 0; i < normals.length; i += 3) {
45
+ const nl = Math.hypot(normals[i], normals[i + 1], normals[i + 2]) || 1;
46
+ normals[i] /= nl;
47
+ normals[i + 1] /= nl;
48
+ normals[i + 2] /= nl;
49
+ }
50
+ return normals;
51
+ }
52
+ export class SoftwareThumbnailRenderer {
53
+ canvas;
54
+ ctx;
55
+ size;
56
+ pixels;
57
+ depth;
58
+ loadBytes;
59
+ resolveTexture;
60
+ /** LRU cache: contentId → SoftModel. */
61
+ cache = new Map();
62
+ loading = new Set();
63
+ maxCache = 512;
64
+ // Scratch transform buffers (reused per renderThumb call).
65
+ sx;
66
+ sy;
67
+ sz;
68
+ snx;
69
+ sny;
70
+ snz;
71
+ constructor(size = 192, opts) {
72
+ this.size = size;
73
+ this.canvas = new OffscreenCanvas(size, size);
74
+ this.ctx = this.canvas.getContext("2d");
75
+ this.pixels = new Uint8ClampedArray(size * size * 4);
76
+ this.depth = new Float32Array(size * size);
77
+ this.loadBytes = opts?.loadBytes ?? (async (uri) => {
78
+ const resp = await fetch(uri);
79
+ if (!resp.ok)
80
+ throw new Error(`HTTP ${resp.status}`);
81
+ return resp.arrayBuffer();
82
+ });
83
+ this.resolveTexture = opts?.resolveTexture ?? null;
84
+ const INIT_VERTS = 1 << 16;
85
+ this.sx = new Float32Array(INIT_VERTS);
86
+ this.sy = new Float32Array(INIT_VERTS);
87
+ this.sz = new Float32Array(INIT_VERTS);
88
+ this.snx = new Float32Array(INIT_VERTS);
89
+ this.sny = new Float32Array(INIT_VERTS);
90
+ this.snz = new Float32Array(INIT_VERTS);
91
+ }
92
+ /** Grow the transform scratch buffers to fit `vcount` vertices. Called once
93
+ * per renderThumb — arrays double in place so a single oversized model
94
+ * doesn't wedge every subsequent card into the cube fallback. */
95
+ ensureScratch(vcount) {
96
+ if (vcount <= this.sx.length)
97
+ return;
98
+ let cap = this.sx.length;
99
+ while (cap < vcount)
100
+ cap <<= 1;
101
+ this.sx = new Float32Array(cap);
102
+ this.sy = new Float32Array(cap);
103
+ this.sz = new Float32Array(cap);
104
+ this.snx = new Float32Array(cap);
105
+ this.sny = new Float32Array(cap);
106
+ this.snz = new Float32Array(cap);
107
+ }
108
+ get canvasElement() { return this.canvas; }
109
+ has(contentId) {
110
+ return this.cache.has(contentId) || this.loading.has(contentId);
111
+ }
112
+ async loadModelThumb(modelUri, contentId) {
113
+ if (this.cache.has(contentId) || this.loading.has(contentId))
114
+ return;
115
+ this.loading.add(contentId);
116
+ try {
117
+ const buffer = await this.loadBytes(modelUri);
118
+ const filename = modelUri.split("/").pop() ?? "model.glb";
119
+ // Companion files — .mtl for OBJ (carries material colors + texture
120
+ // URIs) and .bin for text .gltf. Resolved through the same sibling
121
+ // mechanism as textures so filesystem-backed libraries work natively.
122
+ const ext = filename.split(".").pop()?.toLowerCase();
123
+ let mtl = null, bin = null;
124
+ if (this.resolveTexture) {
125
+ const stem = filename.replace(/\.[^.]+$/, "");
126
+ const declared = declaredCompanionUri(buffer, ext ?? "");
127
+ if (ext === "obj") {
128
+ mtl = (declared ? await this.resolveTexture(modelUri, decodeURIComponent(declared)) : null)
129
+ ?? await this.resolveTexture(modelUri, `${stem}.mtl`);
130
+ }
131
+ else if (ext === "gltf") {
132
+ bin = (declared ? await this.resolveTexture(modelUri, decodeURIComponent(declared)) : null)
133
+ ?? await this.resolveTexture(modelUri, `${stem}.bin`);
134
+ }
135
+ }
136
+ const model = await loadModel(buffer, filename, mtl, bin, {
137
+ // Apply the same sidecar import settings (.ddmeta.json/.meta/.import)
138
+ // the game's loader uses — thumbnails should match what Load shows.
139
+ // The resolver's relative URIs route through the sibling-resolution
140
+ // callback, wrapped in a minimal Response shim.
141
+ sidecarResolver: this.resolveTexture
142
+ ? (_name, md) => resolveImportSettings({
143
+ modelPath: filename,
144
+ modelData: md,
145
+ fetchFn: async (uri) => {
146
+ const bytes = await this.resolveTexture(modelUri, decodeURIComponent(uri));
147
+ if (!bytes) {
148
+ return { ok: false, status: 404, text: async () => "", arrayBuffer: async () => new ArrayBuffer(0) };
149
+ }
150
+ return {
151
+ ok: true, status: 200,
152
+ text: async () => new TextDecoder().decode(bytes),
153
+ arrayBuffer: async () => bytes,
154
+ };
155
+ },
156
+ })
157
+ : undefined,
158
+ });
159
+ this.uploadModel(contentId, model, modelUri);
160
+ // Texture decodes run async — wait for them so the first rendered frame
161
+ // already has its materials (the worker snapshots PNGs immediately).
162
+ await this.cache.get(contentId)?.texReady;
163
+ }
164
+ catch (err) {
165
+ log.warn("software-thumbnail-renderer", `Failed to load ${contentId} (${modelUri}): ${err}`);
166
+ this.loadBuiltinCube(contentId);
167
+ }
168
+ finally {
169
+ this.loading.delete(contentId);
170
+ }
171
+ }
172
+ loadBuiltinCube(contentId) {
173
+ if (this.cache.has(contentId))
174
+ return;
175
+ const positions = new Float32Array([
176
+ -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5,
177
+ -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5,
178
+ ]);
179
+ const indices = new Uint16Array([
180
+ 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6,
181
+ 0, 3, 7, 0, 7, 4, 1, 5, 6, 1, 6, 2,
182
+ 3, 2, 6, 3, 6, 7, 0, 4, 5, 0, 5, 1,
183
+ ]);
184
+ this.uploadGeometry(contentId, positions, indices, { center: [0, 0, 0], radius: Math.sqrt(3) / 2 });
185
+ }
186
+ loadBuiltinSphere(contentId) {
187
+ if (this.cache.has(contentId))
188
+ return;
189
+ const lat = 12, lon = 16;
190
+ const positions = [];
191
+ const indices = [];
192
+ for (let i = 0; i <= lat; i++) {
193
+ const theta = (i / lat) * Math.PI;
194
+ const st = Math.sin(theta), ct = Math.cos(theta);
195
+ for (let j = 0; j <= lon; j++) {
196
+ const phi = (j / lon) * 2 * Math.PI;
197
+ positions.push(st * Math.cos(phi) * 0.5, ct * 0.5, st * Math.sin(phi) * 0.5);
198
+ }
199
+ }
200
+ for (let i = 0; i < lat; i++) {
201
+ for (let j = 0; j < lon; j++) {
202
+ const a = i * (lon + 1) + j, b = a + lon + 1;
203
+ indices.push(a, b, a + 1, b, b + 1, a + 1);
204
+ }
205
+ }
206
+ this.uploadGeometry(contentId, new Float32Array(positions), new Uint16Array(indices), { center: [0, 0, 0], radius: 0.5 });
207
+ }
208
+ /**
209
+ * Upload an already-parsed model — used when the game's own loader applies
210
+ * accessory/variant filtering that raw loadModel() skips (unfiltered
211
+ * player FBXs draw every variant superimposed).
212
+ */
213
+ uploadModelData(contentId, model) {
214
+ this.uploadModel(contentId, model);
215
+ }
216
+ uploadModel(contentId, model, modelUri) {
217
+ // Rigged character packs ship every outfit/body variant as its own mesh
218
+ // node (ash_torso, ash_torso.001…); drawing all of them superimposes
219
+ // hundreds of overlapping parts. Keep the first variant per name-prefix
220
+ // group — the same default outfit the model viewer loads with.
221
+ const sel = defaultCharacterMeshIndices(model);
222
+ const meshes = sel ? model.meshes.filter((_, i) => sel.has(i)) : model.meshes;
223
+ if (!meshes || meshes.length === 0) {
224
+ // Mesh-less files aren't necessarily empty — animation-only exports
225
+ // (e.g. Mixamo `Character@Action.fbx`) carry a synthesized skeleton the
226
+ // loader builds from the node tree. Show the bones, not a cube.
227
+ if (model.skin && model.skin.bones.length > 0) {
228
+ this.uploadSkeletonModel(contentId, model);
229
+ if (!this.cache.get(contentId)?.anim) {
230
+ // No usable skeleton after all — fall through to the cube.
231
+ this.loadBuiltinCube(contentId);
232
+ }
233
+ return;
234
+ }
235
+ this.loadBuiltinCube(contentId);
236
+ return;
237
+ }
238
+ let totalVerts = 0, totalIdx = 0;
239
+ meshes.forEach((m) => { totalVerts += m.vertexCount; totalIdx += m.indexCount; });
240
+ const positions = new Float32Array(totalVerts * 3);
241
+ const is32 = totalVerts > 65535;
242
+ const indices = is32 ? new Uint32Array(totalIdx) : new Uint16Array(totalIdx);
243
+ const multiMat = (model.materials?.length ?? 0) > 1
244
+ || meshes.some((m) => (m.materialIndex ?? 0) > 0);
245
+ const triMat = multiMat ? new Uint16Array(totalIdx / 3) : null;
246
+ const anyUvs = meshes.some((m) => !!m.uvs);
247
+ const anyCols = meshes.some((m) => !!m.colors);
248
+ const anySkin = meshes.some((m) => !!m.joints && !!m.weights);
249
+ const uvs = anyUvs ? new Float32Array(totalVerts * 2) : null;
250
+ const vcols = anyCols ? new Float32Array(totalVerts * 3).fill(1) : null;
251
+ const joints = anySkin ? new Uint32Array(totalVerts * 4) : null;
252
+ const weights = anySkin ? new Float32Array(totalVerts * 4) : null;
253
+ let vOff = 0, iOff = 0, vBase = 0;
254
+ meshes.forEach((m) => {
255
+ const stride = m.vertices.length / m.vertexCount;
256
+ for (let v = 0; v < m.vertexCount; v++) {
257
+ positions[vOff + v * 3] = m.vertices[v * stride];
258
+ positions[vOff + v * 3 + 1] = m.vertices[v * stride + 1];
259
+ positions[vOff + v * 3 + 2] = m.vertices[v * stride + 2];
260
+ }
261
+ if (uvs) {
262
+ if (m.uvs)
263
+ uvs.set(m.uvs.subarray(0, m.vertexCount * 2), vOff / 3 * 2);
264
+ // missing uvs leave (0,0) — samples the texture's corner; acceptable
265
+ }
266
+ if (vcols && m.colors) {
267
+ const cstride = m.colors.length / m.vertexCount;
268
+ for (let v = 0; v < m.vertexCount; v++) {
269
+ vcols[vOff + v * 3] = m.colors[v * cstride];
270
+ vcols[vOff + v * 3 + 1] = m.colors[v * cstride + 1];
271
+ vcols[vOff + v * 3 + 2] = m.colors[v * cstride + 2];
272
+ }
273
+ }
274
+ if (joints && weights) {
275
+ // Bone indices are into the shared skeleton — no vBase rebase.
276
+ // Rigid (unskinned) vertices keep all-zero weights → bind pose.
277
+ if (m.joints && m.weights) {
278
+ for (let v = 0; v < m.vertexCount; v++) {
279
+ const j4 = v * 4, o4 = vOff / 3 * 4 + j4;
280
+ joints[o4] = m.joints[j4];
281
+ joints[o4 + 1] = m.joints[j4 + 1];
282
+ joints[o4 + 2] = m.joints[j4 + 2];
283
+ joints[o4 + 3] = m.joints[j4 + 3];
284
+ weights[o4] = m.weights[j4];
285
+ weights[o4 + 1] = m.weights[j4 + 1];
286
+ weights[o4 + 2] = m.weights[j4 + 2];
287
+ weights[o4 + 3] = m.weights[j4 + 3];
288
+ }
289
+ }
290
+ }
291
+ vOff += m.vertexCount * 3;
292
+ const src = m.indices;
293
+ const mi = m.materialIndex ?? 0;
294
+ for (let i = 0; i < m.indexCount; i++)
295
+ indices[iOff + i] = src[i] + vBase;
296
+ if (triMat)
297
+ triMat.fill(mi, iOff / 3, (iOff + m.indexCount) / 3);
298
+ iOff += m.indexCount;
299
+ vBase += m.vertexCount;
300
+ });
301
+ let center = [0, 0, 0];
302
+ let radius = 0.5;
303
+ // model.bounds covers every variant — when a part selection trimmed the
304
+ // mesh list, recompute framing from the merged vertices instead.
305
+ if (model.bounds && !sel) {
306
+ const b = model.bounds;
307
+ center = [(b.min[0] + b.max[0]) / 2, (b.min[1] + b.max[1]) / 2, (b.min[2] + b.max[2]) / 2];
308
+ radius = Math.max(Math.hypot(b.max[0] - center[0], b.max[1] - center[1], b.max[2] - center[2]), Math.hypot(b.min[0] - center[0], b.min[1] - center[1], b.min[2] - center[2]));
309
+ }
310
+ else {
311
+ let min = [Infinity, Infinity, Infinity], max = [-Infinity, -Infinity, -Infinity];
312
+ for (let i = 0; i < positions.length; i += 3) {
313
+ for (let k = 0; k < 3; k++) {
314
+ if (positions[i + k] < min[k])
315
+ min[k] = positions[i + k];
316
+ if (positions[i + k] > max[k])
317
+ max[k] = positions[i + k];
318
+ }
319
+ }
320
+ center = [(min[0] + max[0]) / 2, (min[1] + max[1]) / 2, (min[2] + max[2]) / 2];
321
+ radius = Math.max(Math.hypot(max[0] - center[0], max[1] - center[1], max[2] - center[2]), Math.hypot(min[0] - center[0], min[1] - center[1], min[2] - center[2]));
322
+ }
323
+ if (radius <= 0)
324
+ radius = 0.5;
325
+ // Materials: per-mesh baseColor/emissive + async texture decode.
326
+ const decodes = [];
327
+ const mats = (model.materials ?? []).map((mat) => {
328
+ const sm = {
329
+ baseColor: [mat.baseColor[0], mat.baseColor[1], mat.baseColor[2]],
330
+ emissive: mat.emissiveColor ? [...mat.emissiveColor] : [0, 0, 0],
331
+ tex: null,
332
+ texPending: !!(mat.textureData || mat.textureUri),
333
+ texOffset: mat.textureTransform?.offset ?? [0, 0],
334
+ texScale: mat.textureTransform?.scale ?? [1, 1],
335
+ };
336
+ if (sm.texPending) {
337
+ decodes.push(this.decodeMaterialTexture(mat.textureData, mat.textureUri, modelUri)
338
+ .then((tex) => { sm.tex = tex; sm.texPending = false; })
339
+ .catch(() => { sm.texPending = false; }));
340
+ }
341
+ return sm;
342
+ });
343
+ if (mats.length === 0) {
344
+ mats.push({
345
+ baseColor: [0.78, 0.82, 0.88], emissive: [0, 0, 0],
346
+ tex: null, texPending: false, texOffset: [0, 0], texScale: [1, 1],
347
+ });
348
+ }
349
+ const normals = computeFlatNormals(positions, indices);
350
+ if (this.cache.size >= this.maxCache) {
351
+ const oldest = this.cache.keys().next().value;
352
+ if (oldest)
353
+ this.cache.delete(oldest);
354
+ }
355
+ this.cache.set(contentId, {
356
+ positions, indices, normals, uvs, vcols, triMat, mats,
357
+ joints, weights, skeletonOnly: false,
358
+ anim: this.buildAnim(contentId, model),
359
+ texReady: Promise.all(decodes).then(() => { }),
360
+ center, radius,
361
+ });
362
+ }
363
+ /**
364
+ * Animation-only model (no meshes): synthesize a bone-octahedron thumbnail
365
+ * source. Bounds come from the skeleton's bind world positions; per-frame
366
+ * geometry is generated by poseSkeleton() during renderThumb.
367
+ */
368
+ uploadSkeletonModel(contentId, model) {
369
+ const anim = this.buildAnim(contentId, model);
370
+ if (!anim)
371
+ return; // caller falls back to the cube
372
+ let center = [0, 0, 0];
373
+ let radius = 0.5;
374
+ {
375
+ // Bind-pose bone world positions define the framing.
376
+ anim.sampler.sample(null);
377
+ const T = anim.sampler.normalizationMatrix;
378
+ const world = anim.sampler.getBoneWorldMatrices();
379
+ let min = [Infinity, Infinity, Infinity], max = [-Infinity, -Infinity, -Infinity];
380
+ for (let i = 0; i < world.length; i++) {
381
+ const w = world[i];
382
+ let px = w[12], py = w[13], pz = w[14];
383
+ if (T) {
384
+ const nx = T[0] * px + T[4] * py + T[8] * pz + T[12];
385
+ const ny = T[1] * px + T[5] * py + T[9] * pz + T[13];
386
+ const nz = T[2] * px + T[6] * py + T[10] * pz + T[14];
387
+ px = nx;
388
+ py = ny;
389
+ pz = nz;
390
+ }
391
+ for (let k = 0; k < 3; k++) {
392
+ const v = k === 0 ? px : k === 1 ? py : pz;
393
+ if (v < min[k])
394
+ min[k] = v;
395
+ if (v > max[k])
396
+ max[k] = v;
397
+ }
398
+ }
399
+ if (min[0] !== Infinity) {
400
+ center = [(min[0] + max[0]) / 2, (min[1] + max[1]) / 2, (min[2] + max[2]) / 2];
401
+ radius = Math.max(Math.hypot(max[0] - center[0], max[1] - center[1], max[2] - center[2]), Math.hypot(min[0] - center[0], min[1] - center[1], min[2] - center[2]), 0.05);
402
+ }
403
+ }
404
+ if (this.cache.size >= this.maxCache) {
405
+ const oldest = this.cache.keys().next().value;
406
+ if (oldest)
407
+ this.cache.delete(oldest);
408
+ }
409
+ this.cache.set(contentId, {
410
+ positions: new Float32Array(0), indices: new Uint16Array(0),
411
+ normals: new Float32Array(0),
412
+ uvs: null, vcols: null, triMat: null,
413
+ mats: [{ baseColor: [0.52, 0.8, 0.97], emissive: [0, 0, 0], tex: null, texPending: false, texOffset: [0, 0], texScale: [1, 1] }],
414
+ joints: null, weights: null,
415
+ skeletonOnly: true, anim, texReady: Promise.resolve(), center, radius,
416
+ });
417
+ }
418
+ /**
419
+ * Build the animation state for a model — a PoseSampler over its skin.
420
+ * Returns null when the model has no usable skeleton.
421
+ */
422
+ buildAnim(contentId, model) {
423
+ const skin = model.skin;
424
+ if (!skin || skin.bones.length === 0)
425
+ return null;
426
+ try {
427
+ const sampler = new PoseSampler(skin, model.animations ?? []);
428
+ const clipIndex = sampler.firstClipIndex();
429
+ const duration = clipIndex >= 0 ? sampler.clips[clipIndex].duration : 0;
430
+ return {
431
+ sampler, clipIndex, duration,
432
+ // Grown lazily at first posed render.
433
+ posedPos: new Float32Array(0),
434
+ posedNrm: new Float32Array(0),
435
+ skelIndices: null, bonePos: null,
436
+ };
437
+ }
438
+ catch (err) {
439
+ log.warn("software-thumbnail-renderer", `Pose sampler failed for ${contentId}: ${err}`);
440
+ return null;
441
+ }
442
+ }
443
+ /** Duration of the model's preview animation in seconds (0 = static).
444
+ * Reports 0 when the clip can't affect the rendered geometry — mesh
445
+ * models without skinning data render identically at every time. */
446
+ thumbDuration(contentId) {
447
+ const m = this.cache.get(contentId);
448
+ if (!m?.anim)
449
+ return 0;
450
+ if (!m.skeletonOnly && (!m.joints || !m.weights))
451
+ return 0;
452
+ return m.anim.duration;
453
+ }
454
+ /**
455
+ * CPU linear-blend skinning: posed = Σ wᵢ · (skinMatrix[jᵢ] · bind).
456
+ * Vertices with all-zero weights (rigid meshes sharing a skinned model)
457
+ * keep their bind position. Writes anim.posedPos + anim.posedNrm.
458
+ */
459
+ skinVertices(m) {
460
+ const anim = m.anim;
461
+ const mats = anim.sampler.skinMatrices; // already normalization-conjugated
462
+ const pos = m.positions;
463
+ if (anim.posedPos.length < pos.length) {
464
+ anim.posedPos = new Float32Array(pos.length);
465
+ anim.posedNrm = new Float32Array(pos.length);
466
+ }
467
+ const out = anim.posedPos;
468
+ const joints = m.joints;
469
+ const weights = m.weights;
470
+ const vcount = pos.length / 3;
471
+ for (let v = 0; v < vcount; v++) {
472
+ const i3 = v * 3, i4 = v * 4;
473
+ const x = pos[i3], y = pos[i3 + 1], z = pos[i3 + 2];
474
+ let ax = 0, ay = 0, az = 0, sum = 0;
475
+ for (let k = 0; k < 4; k++) {
476
+ const wk = weights[i4 + k];
477
+ if (wk <= 0)
478
+ continue;
479
+ const M = joints[i4 + k] * 16;
480
+ ax += wk * (mats[M] * x + mats[M + 4] * y + mats[M + 8] * z + mats[M + 12]);
481
+ ay += wk * (mats[M + 1] * x + mats[M + 5] * y + mats[M + 9] * z + mats[M + 13]);
482
+ az += wk * (mats[M + 2] * x + mats[M + 6] * y + mats[M + 10] * z + mats[M + 14]);
483
+ sum += wk;
484
+ }
485
+ if (sum > 1e-6) {
486
+ const s = 1 / sum;
487
+ out[i3] = ax * s;
488
+ out[i3 + 1] = ay * s;
489
+ out[i3 + 2] = az * s;
490
+ }
491
+ else {
492
+ out[i3] = x;
493
+ out[i3 + 1] = y;
494
+ out[i3 + 2] = z;
495
+ }
496
+ }
497
+ computeFlatNormals(out, m.indices, anim.posedNrm);
498
+ }
499
+ /**
500
+ * Generate bone-octahedron geometry for a skeleton-only model at the pose
501
+ * currently sampled in m.anim.sampler. Bone world positions (source space)
502
+ * are mapped through the normalization matrix into vertex space. Each bone
503
+ * is a tapered 8-triangle octahedron from its parent's joint to its own;
504
+ * roots and zero-length segments get a small joint marker instead.
505
+ */
506
+ poseSkeleton(m) {
507
+ const anim = m.anim;
508
+ const sampler = anim.sampler;
509
+ const bones = sampler.skeleton.data.bones;
510
+ const world = sampler.getBoneWorldMatrices();
511
+ const T = sampler.normalizationMatrix;
512
+ const n = bones.length;
513
+ if (!anim.bonePos || anim.bonePos.length < n * 3)
514
+ anim.bonePos = new Float32Array(n * 3);
515
+ const bp = anim.bonePos;
516
+ for (let i = 0; i < n; i++) {
517
+ const w = world[i];
518
+ let x = w[12], y = w[13], z = w[14];
519
+ if (T) {
520
+ const nx = T[0] * x + T[4] * y + T[8] * z + T[12];
521
+ const ny = T[1] * x + T[5] * y + T[9] * z + T[13];
522
+ const nz = T[2] * x + T[6] * y + T[10] * z + T[14];
523
+ x = nx;
524
+ y = ny;
525
+ z = nz;
526
+ }
527
+ bp[i * 3] = x;
528
+ bp[i * 3 + 1] = y;
529
+ bp[i * 3 + 2] = z;
530
+ }
531
+ // Topology is constant per skeleton — 6 verts / 8 tris per bone.
532
+ if (!anim.skelIndices) {
533
+ const idx = new Uint32Array(n * 24);
534
+ for (let b = 0; b < n; b++) {
535
+ const vb = b * 6, ib = b * 24;
536
+ for (let k = 0; k < 4; k++) {
537
+ idx[ib + k * 3] = vb;
538
+ idx[ib + k * 3 + 1] = vb + 1 + k;
539
+ idx[ib + k * 3 + 2] = vb + 1 + ((k + 1) % 4);
540
+ idx[ib + 12 + k * 3] = vb + 5;
541
+ idx[ib + 12 + k * 3 + 1] = vb + 1 + ((k + 1) % 4);
542
+ idx[ib + 12 + k * 3 + 2] = vb + 1 + k;
543
+ }
544
+ }
545
+ anim.skelIndices = idx;
546
+ }
547
+ if (anim.posedPos.length < n * 18) {
548
+ anim.posedPos = new Float32Array(n * 18);
549
+ anim.posedNrm = new Float32Array(n * 18);
550
+ }
551
+ const posed = anim.posedPos;
552
+ const dotR = Math.max(0.02 * m.radius, 1e-4);
553
+ for (let b = 0; b < n; b++) {
554
+ const vb = b * 18;
555
+ const hx = bp[b * 3], hy = bp[b * 3 + 1], hz = bp[b * 3 + 2];
556
+ const p = bones[b].parentIndex;
557
+ let ux = 0, uy = 1, uz = 0, len = 0, tx = hx, ty = hy, tz = hz;
558
+ if (p >= 0) {
559
+ tx = bp[p * 3];
560
+ ty = bp[p * 3 + 1];
561
+ tz = bp[p * 3 + 2];
562
+ ux = hx - tx;
563
+ uy = hy - ty;
564
+ uz = hz - tz;
565
+ len = Math.hypot(ux, uy, uz);
566
+ }
567
+ if (p < 0 || len < m.radius * 0.005) {
568
+ // Root or degenerate segment → small octahedron joint marker.
569
+ const r = dotR;
570
+ posed[vb] = hx;
571
+ posed[vb + 1] = hy - r;
572
+ posed[vb + 2] = hz;
573
+ posed[vb + 3] = hx + r;
574
+ posed[vb + 4] = hy;
575
+ posed[vb + 5] = hz;
576
+ posed[vb + 6] = hx;
577
+ posed[vb + 7] = hy;
578
+ posed[vb + 8] = hz + r;
579
+ posed[vb + 9] = hx - r;
580
+ posed[vb + 10] = hy;
581
+ posed[vb + 11] = hz;
582
+ posed[vb + 12] = hx;
583
+ posed[vb + 13] = hy;
584
+ posed[vb + 14] = hz - r;
585
+ posed[vb + 15] = hx;
586
+ posed[vb + 16] = hy + r;
587
+ posed[vb + 17] = hz;
588
+ continue;
589
+ }
590
+ ux /= len;
591
+ uy /= len;
592
+ uz /= len;
593
+ // Orthonormal frame around the bone axis: v1 = normalize(u × a) where
594
+ // a = +Y unless the bone runs near-vertical (then a = +X).
595
+ let v1x, v1y, v1z;
596
+ if (Math.abs(uy) < 0.9) {
597
+ v1x = -uz;
598
+ v1y = 0;
599
+ v1z = ux;
600
+ }
601
+ else {
602
+ v1x = 0;
603
+ v1y = uz;
604
+ v1z = -uy;
605
+ }
606
+ const v1l = Math.hypot(v1x, v1y, v1z) || 1;
607
+ v1x /= v1l;
608
+ v1y /= v1l;
609
+ v1z /= v1l;
610
+ const v2x = uy * v1z - uz * v1y;
611
+ const v2y = uz * v1x - ux * v1z;
612
+ const v2z = ux * v1y - uy * v1x;
613
+ const r = len * 0.09;
614
+ const cx = tx + ux * len * 0.18, cy = ty + uy * len * 0.18, cz = tz + uz * len * 0.18;
615
+ // tail, ring ×4, head
616
+ posed[vb] = tx;
617
+ posed[vb + 1] = ty;
618
+ posed[vb + 2] = tz;
619
+ posed[vb + 3] = cx + v1x * r;
620
+ posed[vb + 4] = cy + v1y * r;
621
+ posed[vb + 5] = cz + v1z * r;
622
+ posed[vb + 6] = cx + v2x * r;
623
+ posed[vb + 7] = cy + v2y * r;
624
+ posed[vb + 8] = cz + v2z * r;
625
+ posed[vb + 9] = cx - v1x * r;
626
+ posed[vb + 10] = cy - v1y * r;
627
+ posed[vb + 11] = cz - v1z * r;
628
+ posed[vb + 12] = cx - v2x * r;
629
+ posed[vb + 13] = cy - v2y * r;
630
+ posed[vb + 14] = cz - v2z * r;
631
+ posed[vb + 15] = hx;
632
+ posed[vb + 16] = hy;
633
+ posed[vb + 17] = hz;
634
+ }
635
+ computeFlatNormals(posed, anim.skelIndices, anim.posedNrm);
636
+ return { pos: posed, nrm: anim.posedNrm, idx: anim.skelIndices };
637
+ }
638
+ /** Decode embedded bytes or a resolved external URI into an RGBA tex map.
639
+ * Downscales to <=256px — thumbnails sample at 96px, no need for more. */
640
+ async decodeMaterialTexture(textureData, textureUri, modelUri) {
641
+ let bytes = textureData ?? null;
642
+ if (!bytes && textureUri && !textureUri.startsWith("data:") && modelUri && this.resolveTexture) {
643
+ bytes = await this.resolveTexture(modelUri, decodeURIComponent(textureUri));
644
+ // Basename fallback — FBX URIs frequently carry stale absolute paths.
645
+ if (!bytes) {
646
+ const base = decodeURIComponent(textureUri).split("/").pop() ?? "";
647
+ if (base)
648
+ bytes = await this.resolveTexture(modelUri, base);
649
+ }
650
+ }
651
+ if (!bytes || bytes.byteLength <= 4)
652
+ return null;
653
+ try {
654
+ const bmp = await createImageBitmap(bytes);
655
+ const anyBmp = bmp;
656
+ const MAX_TEX = 256;
657
+ const scale = Math.min(1, MAX_TEX / Math.max(bmp.width, bmp.height));
658
+ const w = Math.max(1, Math.round(bmp.width * scale));
659
+ const h = Math.max(1, Math.round(bmp.height * scale));
660
+ // Native fast path — raw pixels, no canvas readback.
661
+ if (scale >= 1 && typeof anyBmp.getPixelData === "function") {
662
+ return { w, h, data: anyBmp.getPixelData() };
663
+ }
664
+ const c = new OffscreenCanvas(w, h);
665
+ const cx = c.getContext("2d");
666
+ cx.drawImage(bmp, 0, 0, w, h);
667
+ const id = cx.getImageData(0, 0, w, h);
668
+ try {
669
+ bmp.close?.();
670
+ }
671
+ catch { }
672
+ return { w, h, data: id.data };
673
+ }
674
+ catch {
675
+ return null;
676
+ }
677
+ }
678
+ uploadGeometry(contentId, positions, indices, bounds, baseColor = [0.78, 0.82, 0.88]) {
679
+ const normals = computeFlatNormals(positions, indices);
680
+ if (this.cache.size >= this.maxCache) {
681
+ const oldest = this.cache.keys().next().value;
682
+ if (oldest)
683
+ this.cache.delete(oldest);
684
+ }
685
+ this.cache.set(contentId, {
686
+ positions, indices, normals,
687
+ uvs: null, vcols: null, triMat: null,
688
+ mats: [{
689
+ baseColor, emissive: [0, 0, 0], tex: null, texPending: false,
690
+ texOffset: [0, 0], texScale: [1, 1],
691
+ }],
692
+ joints: null, weights: null, skeletonOnly: false, anim: null,
693
+ texReady: Promise.resolve(),
694
+ center: bounds.center, radius: bounds.radius,
695
+ });
696
+ }
697
+ /**
698
+ * Rasterize one turntable frame for contentId into the canvas.
699
+ * `time` (seconds) samples the model's first embedded clip — skinned meshes
700
+ * are CPU-skinned per frame and skeleton-only models (animation-only files)
701
+ * draw their bones. Omit it for a static bind-pose frame.
702
+ * Returns false when the model isn't loaded yet.
703
+ */
704
+ renderThumb(contentId, angle, time) {
705
+ const m = this.cache.get(contentId);
706
+ if (!m)
707
+ return false;
708
+ const size = this.size;
709
+ const px = this.pixels;
710
+ const depth = this.depth;
711
+ // Pick the geometry to draw: bind-pose mesh, CPU-skinned mesh at `time`,
712
+ // or generated bone octahedra for skeleton-only models.
713
+ let positions = m.positions;
714
+ let normals = m.normals;
715
+ let indices = m.indices;
716
+ let uvs = m.uvs, vcols = m.vcols, triMat = m.triMat;
717
+ if (m.anim) {
718
+ if (m.skeletonOnly) {
719
+ // Bones are the content — pose even for a static frame.
720
+ m.anim.sampler.sample(m.anim.clipIndex >= 0 ? m.anim.clipIndex : null, time ?? 0);
721
+ const g = this.poseSkeleton(m);
722
+ positions = g.pos;
723
+ normals = g.nrm;
724
+ indices = g.idx;
725
+ uvs = null;
726
+ vcols = null;
727
+ triMat = null;
728
+ }
729
+ else if (time !== undefined && m.joints && m.weights && m.anim.clipIndex >= 0) {
730
+ m.anim.sampler.sample(m.anim.clipIndex, time);
731
+ this.skinVertices(m);
732
+ positions = m.anim.posedPos;
733
+ normals = m.anim.posedNrm;
734
+ }
735
+ }
736
+ // Clear to the same bg the WebGL version uses: rgba(0.16, 0.17, 0.22, 1).
737
+ for (let i = 0; i < px.length; i += 4) {
738
+ px[i] = 41;
739
+ px[i + 1] = 43;
740
+ px[i + 2] = 56;
741
+ px[i + 3] = 255;
742
+ }
743
+ depth.fill(Infinity);
744
+ // Camera: fixed position looking at the model center (matches renderThumb).
745
+ const radius = Math.max(m.radius, 0.1);
746
+ const dist = radius * 3.0;
747
+ const ex = m.center[0];
748
+ const ey = m.center[1] + m.radius * 0.4;
749
+ const ez = m.center[2] + dist;
750
+ const near = dist * 0.01;
751
+ const far = dist * 10;
752
+ // View basis (lookAt: eye→center, up +Y)
753
+ let zx = ex - m.center[0], zy = ey - m.center[1], zz = ez - m.center[2];
754
+ let zl = Math.hypot(zx, zy, zz) || 1;
755
+ zx /= zl;
756
+ zy /= zl;
757
+ zz /= zl;
758
+ // x = normalize(up × z) = normalize(zz, 0, -zx); y = z × x
759
+ let xx = zz, xy = 0, xz = -zx;
760
+ const xl = Math.hypot(xx, xy, xz) || 1;
761
+ xx /= xl;
762
+ xy /= xl;
763
+ xz /= xl;
764
+ const yx = zy * xz - zz * xy, yy = zz * xx - zx * xz, yz = zx * xy - zy * xx;
765
+ const f = 1 / Math.tan((45 * Math.PI / 180) / 2);
766
+ const nf = 1 / (near - far);
767
+ const rotC = Math.cos(angle), rotS = Math.sin(angle);
768
+ const vcount = positions.length / 3;
769
+ this.ensureScratch(vcount);
770
+ const sx = this.sx, sy = this.sy, sz = this.sz;
771
+ const snx = this.snx, sny = this.sny, snz = this.snz;
772
+ const cx = m.center[0], cy = m.center[1], cz = m.center[2];
773
+ for (let v = 0; v < vcount; v++) {
774
+ const i3 = v * 3;
775
+ // model = rotY(angle): rotate around the model's bounding-sphere center
776
+ // so off-center models still rotate in place.
777
+ const lx = positions[i3] - cx, ly = positions[i3 + 1] - cy, lz = positions[i3 + 2] - cz;
778
+ const mx = rotC * lx - rotS * lz + cx;
779
+ const my = ly + cy;
780
+ const mz = rotS * lx + rotC * lz + cz;
781
+ // view = lookAt(eye, center): v' = (x·(p-e), y·(p-e), z·(p-e))
782
+ const dx = mx - ex, dy = my - ey, dz = mz - ez;
783
+ const vx = xx * dx + xy * dy + xz * dz;
784
+ const vy = yx * dx + yy * dy + yz * dz;
785
+ const vz = zx * dx + zy * dy + zz * dz; // negative in front of camera
786
+ // perspective projection → NDC → screen
787
+ const w = -vz;
788
+ if (w > 0.0001) {
789
+ const ndcX = (f * vx) / w; // aspect = 1
790
+ const ndcY = (f * vy) / w;
791
+ const ndcZ = ((far + near) * nf * vz + 2 * far * near * nf) / w;
792
+ sx[v] = (ndcX * 0.5 + 0.5) * size;
793
+ sy[v] = (0.5 - ndcY * 0.5) * size; // NDC y-up → screen y-down
794
+ sz[v] = ndcZ;
795
+ }
796
+ else {
797
+ sx[v] = NaN; // clipped — any tri touching this vertex is skipped
798
+ }
799
+ // rotate the normal by the model rotation (view-space lighting isn't
800
+ // needed — the shader lights in model space relative to camera fwd).
801
+ const nx = normals[i3], ny = normals[i3 + 1], nz = normals[i3 + 2];
802
+ snx[v] = rotC * nx - rotS * nz;
803
+ sny[v] = ny;
804
+ snz[v] = rotS * nx + rotC * nz;
805
+ }
806
+ // Lighting: hemisphere ambient (brighter from above) + key + weak fill.
807
+ // Per-pixel interpolated normals → smooth shading instead of flat facets.
808
+ const kl = Math.hypot(0.55, 0.75, 0.65);
809
+ const Kx = 0.55 / kl, Ky = 0.75 / kl, Kz = 0.65 / kl;
810
+ const fl2 = Math.hypot(-0.5, 0.1, 0.55);
811
+ const Fx = -0.5 / fl2, Fy = 0.1 / fl2, Fz = 0.55 / fl2;
812
+ const mats = m.mats;
813
+ for (let t = 0; t < indices.length; t += 3) {
814
+ const a = indices[t], b = indices[t + 1], c = indices[t + 2];
815
+ const ax = sx[a], ay = sy[a], az = sz[a];
816
+ const bx = sx[b], by = sy[b], bz = sz[b];
817
+ const cx2 = sx[c], cy2 = sy[c], cz2 = sz[c];
818
+ if (Number.isNaN(ax) || Number.isNaN(bx) || Number.isNaN(cx2))
819
+ continue;
820
+ // Depth clip: WebGL clips at ndc z in [-1,1]; approximate by dropping
821
+ // tris entirely behind the near plane.
822
+ if (az < -1 && bz < -1 && cz2 < -1)
823
+ continue;
824
+ if (az > 1 && bz > 1 && cz2 > 1)
825
+ continue;
826
+ // Two-sided: flip shading normal by screen-space winding (same signal
827
+ // the GLSL uses via gl_FrontFacing). Screen y is flipped vs NDC, so a
828
+ // front-facing (CCW in NDC) tri has negative signed area here — keep
829
+ // its authored normal; only back faces get flipped toward the camera.
830
+ const winding = (bx - ax) * (cy2 - ay) - (cx2 - ax) * (by - ay);
831
+ const nSign = winding < 0 ? 1 : -1;
832
+ const mat = mats[triMat ? triMat[t / 3] : 0] ?? mats[0];
833
+ const br = mat.baseColor[0], bg = mat.baseColor[1], bb = mat.baseColor[2];
834
+ const er = mat.emissive[0], eg = mat.emissive[1], eb = mat.emissive[2];
835
+ const tex = mat.tex;
836
+ const to0 = mat.texOffset[0], to1 = mat.texOffset[1];
837
+ const ts0 = mat.texScale[0], ts1 = mat.texScale[1];
838
+ const useTex = !!(tex && uvs);
839
+ // Per-vertex shading inputs.
840
+ const nax = snx[a] * nSign, nay = sny[a] * nSign, naz = snz[a] * nSign;
841
+ const nbx = snx[b] * nSign, nby = sny[b] * nSign, nbz = snz[b] * nSign;
842
+ const ncx = snx[c] * nSign, ncy = sny[c] * nSign, ncz = snz[c] * nSign;
843
+ const ua = uvs ? uvs[a * 2] * ts0 + to0 : 0, va = uvs ? uvs[a * 2 + 1] * ts1 + to1 : 0;
844
+ const ub = uvs ? uvs[b * 2] * ts0 + to0 : 0, vb = uvs ? uvs[b * 2 + 1] * ts1 + to1 : 0;
845
+ const uc = uvs ? uvs[c * 2] * ts0 + to0 : 0, vc = uvs ? uvs[c * 2 + 1] * ts1 + to1 : 0;
846
+ const cra = vcols ? vcols[a * 3] : 1, cga = vcols ? vcols[a * 3 + 1] : 1, cba = vcols ? vcols[a * 3 + 2] : 1;
847
+ const crb = vcols ? vcols[b * 3] : 1, cgb = vcols ? vcols[b * 3 + 1] : 1, cbb = vcols ? vcols[b * 3 + 2] : 1;
848
+ const crc = vcols ? vcols[c * 3] : 1, cgc = vcols ? vcols[c * 3 + 1] : 1, cbc = vcols ? vcols[c * 3 + 2] : 1;
849
+ const tw = tex?.w ?? 0, th = tex?.h ?? 0, td = tex?.data;
850
+ // Rasterize: bounding box + edge functions, z-interpolated.
851
+ const minX = Math.max(0, Math.floor(Math.min(ax, bx, cx2)));
852
+ const maxX = Math.min(size - 1, Math.ceil(Math.max(ax, bx, cx2)));
853
+ const minY = Math.max(0, Math.floor(Math.min(ay, by, cy2)));
854
+ const maxY = Math.min(size - 1, Math.ceil(Math.max(ay, by, cy2)));
855
+ const area = (bx - ax) * (cy2 - ay) - (cx2 - ax) * (by - ay);
856
+ if (area === 0)
857
+ continue;
858
+ const invArea = 1 / area;
859
+ for (let y = minY; y <= maxY; y++) {
860
+ const py = y + 0.5;
861
+ for (let x = minX; x <= maxX; x++) {
862
+ const pxx = x + 0.5;
863
+ const w0 = ((bx - pxx) * (cy2 - py) - (cx2 - pxx) * (by - py)) * invArea;
864
+ const w1 = ((cx2 - pxx) * (ay - py) - (ax - pxx) * (cy2 - py)) * invArea;
865
+ const w2 = 1 - w0 - w1;
866
+ if (w0 < 0 || w1 < 0 || w2 < 0)
867
+ continue;
868
+ const z = w0 * az + w1 * bz + w2 * cz2;
869
+ const di = y * size + x;
870
+ if (z >= depth[di])
871
+ continue;
872
+ depth[di] = z;
873
+ // Interpolated normal → per-pixel lighting.
874
+ let nx = w0 * nax + w1 * nbx + w2 * ncx;
875
+ let ny = w0 * nay + w1 * nby + w2 * ncy;
876
+ let nz = w0 * naz + w1 * nbz + w2 * ncz;
877
+ const nl = Math.hypot(nx, ny, nz) || 1;
878
+ nx /= nl;
879
+ ny /= nl;
880
+ nz /= nl;
881
+ const key = nx * Kx + ny * Ky + nz * Kz;
882
+ const fill = nx * Fx + ny * Fy + nz * Fz;
883
+ const hemi = ny * 0.5 + 0.5;
884
+ const light = 0.30 + 0.30 * hemi + (key > 0 ? key * 0.62 : 0) + (fill > 0 ? fill * 0.16 : 0);
885
+ // Albedo: material baseColor × vertex color × texture.
886
+ let ar = br, ag = bg, ab = bb;
887
+ if (vcols) {
888
+ ar *= w0 * cra + w1 * crb + w2 * crc;
889
+ ag *= w0 * cga + w1 * cgb + w2 * cgc;
890
+ ab *= w0 * cba + w1 * cbb + w2 * cbc;
891
+ }
892
+ if (useTex && td) {
893
+ let u = w0 * ua + w1 * ub + w2 * uc;
894
+ let v = w0 * va + w1 * vb + w2 * vc;
895
+ u -= Math.floor(u);
896
+ v -= Math.floor(v);
897
+ // Bilinear sample.
898
+ const fu = u * tw - 0.5, fv = v * th - 0.5;
899
+ let x0 = Math.floor(fu), y0 = Math.floor(fv);
900
+ const fx = fu - x0, fy = fv - y0;
901
+ x0 = ((x0 % tw) + tw) % tw;
902
+ y0 = ((y0 % th) + th) % th;
903
+ const x1 = (x0 + 1) % tw, y1 = (y0 + 1) % th;
904
+ const p00 = (y0 * tw + x0) * 4, p10 = (y0 * tw + x1) * 4;
905
+ const p01 = (y1 * tw + x0) * 4, p11 = (y1 * tw + x1) * 4;
906
+ const wA = (1 - fx) * (1 - fy), wB = fx * (1 - fy);
907
+ const wC = (1 - fx) * fy, wD = fx * fy;
908
+ const inv255 = 1 / 255;
909
+ ar *= (td[p00] * wA + td[p10] * wB + td[p01] * wC + td[p11] * wD) * inv255;
910
+ ag *= (td[p00 + 1] * wA + td[p10 + 1] * wB + td[p01 + 1] * wC + td[p11 + 1] * wD) * inv255;
911
+ ab *= (td[p00 + 2] * wA + td[p10 + 2] * wB + td[p01 + 2] * wC + td[p11 + 2] * wD) * inv255;
912
+ }
913
+ const ndz = nz > 0 ? nz : 0;
914
+ const rimT = 1 - ndz;
915
+ const rim = rimT * rimT * 0.10;
916
+ const pi = di * 4;
917
+ px[pi] = Math.min(255, (ar * light + er + rim) * 255) | 0;
918
+ px[pi + 1] = Math.min(255, (ag * light + eg + rim) * 255) | 0;
919
+ px[pi + 2] = Math.min(255, (ab * light + eb + rim) * 255) | 0;
920
+ px[pi + 3] = 255;
921
+ }
922
+ }
923
+ }
924
+ this.ctx.putImageData({ data: this.pixels, width: this.size, height: this.size }, 0, 0);
925
+ return true;
926
+ }
927
+ renderPlaceholder() {
928
+ for (let i = 0; i < this.pixels.length; i += 4) {
929
+ this.pixels[i] = 41;
930
+ this.pixels[i + 1] = 43;
931
+ this.pixels[i + 2] = 56;
932
+ this.pixels[i + 3] = 255;
933
+ }
934
+ this.ctx.putImageData({ data: this.pixels, width: this.size, height: this.size }, 0, 0);
935
+ }
936
+ dispose() {
937
+ this.cache.clear();
938
+ this.loading.clear();
939
+ }
940
+ }