@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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  951. package/mcp/src/undo-redo.ts +2 -2
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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 +1,182 @@
1
+ /**
2
+ * Double-buffered interpolation buffer for smooth rendering between
3
+ * fixed-timestep physics ticks.
4
+ *
5
+ * Two preallocated `Float32Array` slots (`prev`, `curr`), each sized
6
+ * `maxEntities × 8` (pos.xyz + rot.xyzw + 1 pad). No per-entity per-frame
7
+ * allocation in the hot path.
8
+ *
9
+ * The rendered state is ~1 tick behind (no extrapolation): we interpolate
10
+ * between `prev` and `curr` using the accumulator's alpha.
11
+ */
12
+ export class InterpolationBuffer {
13
+ maxEntities;
14
+ prev;
15
+ curr;
16
+ /** Map from entity index → slot offset in the buffer. */
17
+ entityToSlot = new Map();
18
+ /** Reverse map: slot → entity index. */
19
+ slotToEntity = new Map();
20
+ nextSlot = 0;
21
+ /** Whether writeTick has been called at least once. */
22
+ initialized = false;
23
+ constructor(maxEntities) {
24
+ this.maxEntities = maxEntities;
25
+ this.prev = new Float32Array(maxEntities * 8);
26
+ this.curr = new Float32Array(maxEntities * 8);
27
+ }
28
+ /**
29
+ * Assign a slot for an entity. Called when a body is registered.
30
+ * Returns the slot index, or -1 if capacity is exceeded.
31
+ */
32
+ assignSlot(entityIndex) {
33
+ if (this.entityToSlot.has(entityIndex))
34
+ return this.entityToSlot.get(entityIndex);
35
+ if (this.nextSlot >= this.maxEntities)
36
+ return -1;
37
+ const slot = this.nextSlot++;
38
+ this.entityToSlot.set(entityIndex, slot);
39
+ this.slotToEntity.set(slot, entityIndex);
40
+ return slot;
41
+ }
42
+ /**
43
+ * Release the slot for an entity. The slot is not reclaimed (simple
44
+ * bump allocator); call `resize` to compact if needed.
45
+ */
46
+ releaseSlot(entityIndex) {
47
+ const slot = this.entityToSlot.get(entityIndex);
48
+ if (slot === undefined)
49
+ return;
50
+ this.entityToSlot.delete(entityIndex);
51
+ this.slotToEntity.delete(slot);
52
+ }
53
+ /**
54
+ * Write the current tick's transforms into `curr`, then swap `prev ↔ curr`.
55
+ * Uses `readTransforms` from the backend (one FFI pass per realm).
56
+ *
57
+ * The caller provides a `readFn(realmId, buffer, count)` that delegates to
58
+ * `PhysicsBackend.readTransforms`.
59
+ */
60
+ writeTick(realmId, readFn, entityCount) {
61
+ const count = Math.min(entityCount, this.maxEntities);
62
+ // On the first tick, copy data to both prev and curr so interpolation
63
+ // produces correct values instead of interpolating from zeros.
64
+ if (!this.initialized) {
65
+ readFn(realmId, this.curr, count);
66
+ this.prev.set(this.curr);
67
+ this.initialized = true;
68
+ return;
69
+ }
70
+ // Read into prev (reused as scratch), then swap so curr = new data
71
+ readFn(realmId, this.prev, count);
72
+ // Swap: the new data is in prev; we want curr = new, prev = old curr
73
+ const tmp = this.curr;
74
+ this.curr = this.prev;
75
+ this.prev = tmp;
76
+ }
77
+ /**
78
+ * Read interpolated transforms into `outBuffer`.
79
+ * Linear interpolation for position, nlerp for rotation quaternions.
80
+ * `alpha` is in [0, 1] — the fraction between prev and curr.
81
+ */
82
+ readInterpolated(alpha, outBuffer, entityCount) {
83
+ const a = Math.max(0, Math.min(1, alpha));
84
+ const count = Math.min(entityCount, this.maxEntities);
85
+ const byteCount = count * 8;
86
+ // Fast paths: when alpha is 0 or 1, skip per-entity nlerp math entirely.
87
+ // alpha=1 is the most common case (render rate > sim rate → stalled at
88
+ // curr until the next tick arrives).
89
+ if (a >= 1) {
90
+ outBuffer.set(this.curr.subarray(0, byteCount));
91
+ return;
92
+ }
93
+ if (a <= 0) {
94
+ outBuffer.set(this.prev.subarray(0, byteCount));
95
+ return;
96
+ }
97
+ const invA = 1 - a;
98
+ for (let i = 0; i < count; i++) {
99
+ const offset = i * 8;
100
+ // Position: linear interp
101
+ outBuffer[offset] = this.prev[offset] * invA + this.curr[offset] * a;
102
+ outBuffer[offset + 1] = this.prev[offset + 1] * invA + this.curr[offset + 1] * a;
103
+ outBuffer[offset + 2] = this.prev[offset + 2] * invA + this.curr[offset + 2] * a;
104
+ // Rotation: nlerp (normalized lerp) — good enough for smooth visuals
105
+ const px = this.prev[offset + 3];
106
+ const py = this.prev[offset + 4];
107
+ const pz = this.prev[offset + 5];
108
+ const pw = this.prev[offset + 6];
109
+ const cx = this.curr[offset + 3];
110
+ const cy = this.curr[offset + 4];
111
+ const cz = this.curr[offset + 5];
112
+ const cw = this.curr[offset + 6];
113
+ // Choose the shorter arc (negate curr if dot < 0)
114
+ const dot = px * cx + py * cy + pz * cz + pw * cw;
115
+ const sign = dot < 0 ? -1 : 1;
116
+ let rx = px * invA + cx * a * sign;
117
+ let ry = py * invA + cy * a * sign;
118
+ let rz = pz * invA + cz * a * sign;
119
+ let rw = pw * invA + cw * a * sign;
120
+ // Normalize
121
+ const len = Math.sqrt(rx * rx + ry * ry + rz * rz + rw * rw);
122
+ if (len > 1e-9) {
123
+ rx /= len;
124
+ ry /= len;
125
+ rz /= len;
126
+ rw /= len;
127
+ }
128
+ else {
129
+ rx = 0;
130
+ ry = 0;
131
+ rz = 0;
132
+ rw = 1;
133
+ }
134
+ outBuffer[offset + 3] = rx;
135
+ outBuffer[offset + 4] = ry;
136
+ outBuffer[offset + 5] = rz;
137
+ outBuffer[offset + 6] = rw;
138
+ // offset + 7 is padding (scale or unused)
139
+ outBuffer[offset + 7] = this.curr[offset + 7];
140
+ }
141
+ }
142
+ /**
143
+ * Reseed both prev and curr slots for a body (post-transfer).
144
+ * Writes identical values to avoid interpolation snap.
145
+ */
146
+ reseed(entityIndex, pos, rot, scale = 1) {
147
+ const slot = this.entityToSlot.get(entityIndex);
148
+ if (slot === undefined)
149
+ return;
150
+ const offset = slot * 8;
151
+ [this.prev, this.curr].forEach((buf) => {
152
+ buf[offset] = pos[0];
153
+ buf[offset + 1] = pos[1];
154
+ buf[offset + 2] = pos[2];
155
+ buf[offset + 3] = rot[0];
156
+ buf[offset + 4] = rot[1];
157
+ buf[offset + 5] = rot[2];
158
+ buf[offset + 6] = rot[3];
159
+ buf[offset + 7] = scale;
160
+ });
161
+ }
162
+ /**
163
+ * Reseed from a PhysicsBody's current state (post-transfer convenience).
164
+ * Reads pos/rot via the provided getter functions.
165
+ */
166
+ reseedBody(body, getPos, getRot) {
167
+ this.reseed(body.entity.index, getPos(body), getRot(body));
168
+ }
169
+ resize(maxEntities) {
170
+ if (maxEntities === this.maxEntities)
171
+ return;
172
+ this.maxEntities = maxEntities;
173
+ this.prev = new Float32Array(maxEntities * 8);
174
+ this.curr = new Float32Array(maxEntities * 8);
175
+ this.entityToSlot.clear();
176
+ this.slotToEntity.clear();
177
+ this.nextSlot = 0;
178
+ }
179
+ getMaxEntities() {
180
+ return this.maxEntities;
181
+ }
182
+ }
@@ -0,0 +1,66 @@
1
+ import { PhysicsRealm } from "./realm.js";
2
+ export class PhysicsLifecycle {
3
+ backend;
4
+ pending = [];
5
+ realms = new Map();
6
+ realmNames = new Map();
7
+ constructor(backend) {
8
+ this.backend = backend;
9
+ }
10
+ registerRealm(name, config, phase = "scene-start") {
11
+ this.pending.push({ config: { ...config }, phase, realm: null });
12
+ }
13
+ bootstrap(phase) {
14
+ this.pending.forEach((pending) => {
15
+ if (pending.phase === phase && pending.realm === null) {
16
+ const realm = new PhysicsRealm(this.backend, pending.config);
17
+ pending.realm = realm;
18
+ this.realms.set(realm.id, realm);
19
+ this.realmNames.set(pending.config.name, realm.id);
20
+ }
21
+ });
22
+ }
23
+ getRealm(id) {
24
+ return this.realms.get(id);
25
+ }
26
+ getRealmByName(name) {
27
+ const id = this.realmNames.get(name);
28
+ return id !== undefined ? this.realms.get(id) : undefined;
29
+ }
30
+ createRealmNow(config) {
31
+ const realm = new PhysicsRealm(this.backend, config);
32
+ this.realms.set(realm.id, realm);
33
+ this.realmNames.set(config.name, realm.id);
34
+ return realm;
35
+ }
36
+ destroyRealm(id) {
37
+ const realm = this.realms.get(id);
38
+ if (realm) {
39
+ realm.destroy();
40
+ this.realms.delete(id);
41
+ for (const [name, rid] of this.realmNames.entries()) {
42
+ if (rid === id) {
43
+ this.realmNames.delete(name);
44
+ break;
45
+ }
46
+ }
47
+ }
48
+ }
49
+ destroyAll() {
50
+ for (const realm of this.realms.values()) {
51
+ realm.destroy();
52
+ }
53
+ this.realms.clear();
54
+ this.realmNames.clear();
55
+ this.pending = [];
56
+ }
57
+ stepAll(dt) {
58
+ this.backend.stepAll(dt);
59
+ }
60
+ getRealmCount() {
61
+ return this.realms.size;
62
+ }
63
+ listRealms() {
64
+ return [...this.realmNames.keys()];
65
+ }
66
+ }
@@ -0,0 +1,155 @@
1
+ /**
2
+ * Island-aware load shedding for physics.
3
+ *
4
+ * When the accumulator is over budget (spiral-of-death risk), the shedder
5
+ * progressively freezes whole islands of bodies to reduce simulation cost.
6
+ *
7
+ * Strategy:
8
+ * 1. **Aggressive sleep** (first line of defense): lower sleep thresholds
9
+ * for low-importance bodies so Rapier's native sleep kicks in.
10
+ * 2. **Hard freeze** (emergency only): set whole islands to kinematic +
11
+ * zero velocity. Islands are sorted by importance (ascending) and
12
+ * avgVelocity (ascending) so the least-important, near-rest islands
13
+ * freeze first.
14
+ * 3. **Hysteresis unfreeze**: require budget headroom for N consecutive
15
+ * frames before unfreezing.
16
+ */
17
+ export class LoadShedder {
18
+ importanceWeights = new Map();
19
+ frozenBodies = new Set();
20
+ frozenBodyRefs = new Map();
21
+ consecutiveHeadroomFrames = 0;
22
+ unfreezeHeadroomFrames;
23
+ constructor(opts = {}) {
24
+ this.unfreezeHeadroomFrames = opts.unfreezeHeadroomFrames ?? 60;
25
+ }
26
+ setImportance(bodyId, weight) {
27
+ this.importanceWeights.set(bodyId, weight);
28
+ }
29
+ /**
30
+ * Check if the accumulator is over budget (shedding needed).
31
+ */
32
+ checkBudget(accumulator) {
33
+ return accumulator.isOverBudget();
34
+ }
35
+ /**
36
+ * First line of defense: lower sleep thresholds for low-importance bodies.
37
+ * Leverages Rapier's native island-aware sleep.
38
+ */
39
+ aggressiveSleep(realmId, backend, bodies) {
40
+ bodies.forEach((body) => {
41
+ const weight = this.importanceWeights.get(body.id) ?? 0;
42
+ if (weight < 0.3) {
43
+ // Low importance — make it easier to sleep (higher threshold = sleeps sooner)
44
+ backend.setSleepThresholds(realmId, 0.5, 0.5);
45
+ }
46
+ });
47
+ }
48
+ /**
49
+ * Hard freeze: island-aware freezing of whole islands.
50
+ * Sorts islands by max importance (ascending), then freezes the
51
+ * least-important islands until the accumulator recovers.
52
+ *
53
+ * Returns the number of bodies frozen.
54
+ */
55
+ shed(realmId, backend, tier, bodyMap) {
56
+ const islands = backend.getIslands(realmId);
57
+ if (islands.length === 0)
58
+ return 0;
59
+ // Score each island: max importance of any member (lower = freeze first)
60
+ const scored = islands.map((island) => {
61
+ let maxImportance = 0;
62
+ island.bodyIds.forEach((bodyId) => {
63
+ const w = this.importanceWeights.get(bodyId) ?? 0;
64
+ if (w > maxImportance)
65
+ maxImportance = w;
66
+ });
67
+ return { island, maxImportance, avgVelocity: island.avgVelocity };
68
+ });
69
+ // Sort by importance ascending, then by avgVelocity ascending (near-rest first)
70
+ scored.sort((a, b) => {
71
+ if (a.maxImportance !== b.maxImportance)
72
+ return a.maxImportance - b.maxImportance;
73
+ return a.avgVelocity - b.avgVelocity;
74
+ });
75
+ let frozenCount = 0;
76
+ scored.forEach(({ island }) => {
77
+ // Freeze this entire island
78
+ for (let _i = 0, _it = island.bodyIds, _n = _it.length; _i < _n; _i++) {
79
+ const bodyId = _it[_i];
80
+ if (this.frozenBodies.has(bodyId))
81
+ continue;
82
+ const body = bodyMap?.get(bodyId);
83
+ if (body) {
84
+ // Actually freeze the body (set kinematic + zero velocity)
85
+ this.freezeBody(body, backend, tier);
86
+ }
87
+ else {
88
+ // No body ref available — just track the id
89
+ this.frozenBodies.add(bodyId);
90
+ }
91
+ frozenCount++;
92
+ }
93
+ // In a real implementation, we'd check the accumulator after each
94
+ // island and stop once budget recovers. The caller drives this.
95
+ });
96
+ return frozenCount;
97
+ }
98
+ /**
99
+ * Freeze a specific body (set to kinematic + zero velocity).
100
+ * Called by the shedder when it determines an island should be frozen.
101
+ */
102
+ freezeBody(body, backend, tier) {
103
+ if (this.frozenBodies.has(body.id))
104
+ return;
105
+ backend.setBodyType(body, "kinematic");
106
+ backend.setLinearVelocity(body, [0, 0, 0]);
107
+ backend.setAngularVelocity(body, [0, 0, 0]);
108
+ this.frozenBodies.add(body.id);
109
+ this.frozenBodyRefs.set(body.id, { body, tier });
110
+ }
111
+ /**
112
+ * Unfreeze a previously frozen body (restore to dynamic).
113
+ */
114
+ unfreezeBody(body, backend) {
115
+ if (!this.frozenBodies.has(body.id))
116
+ return;
117
+ backend.setBodyType(body, "dynamic");
118
+ this.frozenBodies.delete(body.id);
119
+ this.frozenBodyRefs.delete(body.id);
120
+ }
121
+ /**
122
+ * Unfreeze all frozen bodies. Called when the accumulator has had
123
+ * enough headroom for `unfreezeHeadroomFrames` consecutive frames.
124
+ */
125
+ unfreezeAll(backend) {
126
+ for (const { body } of this.frozenBodyRefs.values()) {
127
+ backend.setBodyType(body, "dynamic");
128
+ }
129
+ this.frozenBodies.clear();
130
+ this.frozenBodyRefs.clear();
131
+ this.consecutiveHeadroomFrames = 0;
132
+ }
133
+ /**
134
+ * Called every frame. If the accumulator is NOT over budget, increment
135
+ * the headroom counter; once it exceeds the threshold, unfreeze all.
136
+ * If over budget, reset the counter.
137
+ */
138
+ tick(accumulator, backend) {
139
+ if (accumulator.isOverBudget()) {
140
+ this.consecutiveHeadroomFrames = 0;
141
+ }
142
+ else {
143
+ this.consecutiveHeadroomFrames++;
144
+ if (this.consecutiveHeadroomFrames >= this.unfreezeHeadroomFrames && this.frozenBodies.size > 0) {
145
+ this.unfreezeAll(backend);
146
+ }
147
+ }
148
+ }
149
+ getFrozenCount() {
150
+ return this.frozenBodies.size;
151
+ }
152
+ isFrozen(bodyId) {
153
+ return this.frozenBodies.has(bodyId);
154
+ }
155
+ }
@@ -0,0 +1,94 @@
1
+ /**
2
+ * Fixed-timestep accumulator for deterministic physics stepping.
3
+ *
4
+ * Accumulates real-time frame deltas and produces a list of fixed-dt steps
5
+ * to run each frame. Caps catch-up steps to avoid spiral-of-death; if the
6
+ * cap is hit, the remainder is dropped and `overBudget` is set (panic-freeze
7
+ * trigger for the LoadShedder).
8
+ */
9
+ export class PhysicsAccumulator {
10
+ /** Fixed simulation timestep in seconds (default 1/60). */
11
+ fixedDt;
12
+ /** Max number of catch-up steps per frame (default 5). */
13
+ maxCatchUpSteps;
14
+ /** Per-step wall-time budget in ms before declaring over-budget (default 12). */
15
+ stepBudgetMs;
16
+ accumulator = 0;
17
+ overBudget = false;
18
+ slipAmount = 0;
19
+ lastStepWallMs = 0;
20
+ constructor(opts = {}) {
21
+ const fixedDt = opts.fixedDt ?? 1 / 60;
22
+ if (fixedDt <= 0 || !Number.isFinite(fixedDt))
23
+ throw new Error(`Invalid fixedDt: ${fixedDt}`);
24
+ this.fixedDt = fixedDt;
25
+ this.maxCatchUpSteps = opts.maxCatchUpSteps ?? 5;
26
+ this.stepBudgetMs = opts.stepBudgetMs ?? 12;
27
+ }
28
+ /**
29
+ * Add real-time delta to the accumulator.
30
+ * Validates `realDt` is finite and non-negative; ignores invalid values.
31
+ */
32
+ accumulate(realDt) {
33
+ if (!Number.isFinite(realDt) || realDt < 0)
34
+ return;
35
+ this.accumulator += realDt;
36
+ }
37
+ /**
38
+ * Returns the list of fixed-dt steps to run this frame, capped at
39
+ * `maxCatchUpSteps`. If the accumulator still has leftover after the cap,
40
+ * the remainder is dropped, `slipAmount` is recorded, and `overBudget`
41
+ * is set.
42
+ */
43
+ consumeSteps() {
44
+ const steps = [];
45
+ let count = 0;
46
+ while (this.accumulator >= this.fixedDt && count < this.maxCatchUpSteps) {
47
+ steps.push(this.fixedDt);
48
+ this.accumulator -= this.fixedDt;
49
+ count++;
50
+ }
51
+ // If there's still time left after capping, we're slipping
52
+ if (this.accumulator >= this.fixedDt) {
53
+ this.slipAmount = this.accumulator;
54
+ this.overBudget = true;
55
+ // Drop the remainder to avoid unbounded growth
56
+ this.accumulator = 0;
57
+ }
58
+ else {
59
+ // Only clear over-budget if we're keeping up AND step wall time is OK
60
+ if (!this.overBudget || this.lastStepWallMs <= this.stepBudgetMs) {
61
+ this.overBudget = false;
62
+ }
63
+ this.slipAmount = 0;
64
+ }
65
+ return steps;
66
+ }
67
+ /**
68
+ * Record the wall-clock time of the last step batch. If it exceeds
69
+ * `stepBudgetMs`, set `overBudget`.
70
+ */
71
+ recordStepWallTime(ms) {
72
+ if (!Number.isFinite(ms) || ms < 0)
73
+ return;
74
+ this.lastStepWallMs = ms;
75
+ if (ms > this.stepBudgetMs) {
76
+ this.overBudget = true;
77
+ }
78
+ }
79
+ isOverBudget() {
80
+ return this.overBudget;
81
+ }
82
+ getSlipAmount() {
83
+ return this.slipAmount;
84
+ }
85
+ getAccumulator() {
86
+ return this.accumulator;
87
+ }
88
+ reset() {
89
+ this.accumulator = 0;
90
+ this.overBudget = false;
91
+ this.slipAmount = 0;
92
+ this.lastStepWallMs = 0;
93
+ }
94
+ }
@@ -0,0 +1,142 @@
1
+ import { getColumnValue } from "../ecs/archetype.js";
2
+ import { Stage, system } from "../ecs/system.js";
3
+ import { PhysicsTransform, RigidBody, Velocity } from "./body.js";
4
+ import { RealmTier } from "./interface.js";
5
+ /**
6
+ * Create the physics system. The resources are attached to the system
7
+ * via closure (the caller provides them when creating the system).
8
+ */
9
+ export function createPhysicsSystem(resources) {
10
+ const query = {
11
+ descriptor: {
12
+ required: [RigidBody.id, PhysicsTransform.id],
13
+ excluded: [],
14
+ lastReadTick: 0,
15
+ },
16
+ // Stubs — the actual query is iterated via archetypes in the system fn
17
+ };
18
+ return system("PhysicsSystem", Stage.Physics, (ctx) => {
19
+ const { world, dt } = ctx;
20
+ const { backend, realmManager, accumulator, interpolationBuffer, loadShedder, safety, ccdHeuristic, snapshotManager, playerCameras, maxEntities, nanSweepInterval = 10, nanSweepVelocityThreshold = 0.1, } = resources;
21
+ // 1. Sync ECS transform → physics (kinematic/static bodies)
22
+ syncEcsToPhysics(world, realmManager);
23
+ // 2. Accumulate real dt and consume fixed steps
24
+ accumulator.accumulate(dt);
25
+ const steps = accumulator.consumeSteps();
26
+ const stepStart = performance.now();
27
+ steps.forEach((fixedDt) => {
28
+ realmManager.step(fixedDt);
29
+ });
30
+ const stepWallMs = steps.length > 0 ? (performance.now() - stepStart) / steps.length : 0;
31
+ accumulator.recordStepWallTime(stepWallMs);
32
+ // 3. Update realm membership (promote/demote based on distance)
33
+ realmManager.updateRealmMembership(playerCameras, dt);
34
+ // 4. Write tick to interpolation buffer
35
+ const nearRealm = realmManager.getRealm(RealmTier.Near);
36
+ interpolationBuffer.writeTick(nearRealm.id, (realmId, buf, count) => backend.readTransforms(realmId, buf, count), maxEntities);
37
+ // 5. Load shedding
38
+ if (loadShedder.checkBudget(accumulator)) {
39
+ const nearBodies = nearRealm.listBodies();
40
+ loadShedder.aggressiveSleep(nearRealm.id, backend, nearBodies);
41
+ if (accumulator.isOverBudget()) {
42
+ const bodyMap = new Map();
43
+ nearBodies.forEach((b) => { bodyMap.set(b.id, b); ; });
44
+ loadShedder.shed(nearRealm.id, backend, RealmTier.Near, bodyMap);
45
+ }
46
+ }
47
+ loadShedder.tick(accumulator, backend);
48
+ // 6. CCD heuristic update
49
+ const dynamicBodies = nearRealm.listBodies();
50
+ ccdHeuristic.updateCCD(backend, dynamicBodies, dt, (_body) => {
51
+ return 0.5; // Default collider size; caller can override
52
+ });
53
+ // 7. Safety: sanitize solver output every tick; periodic sweep on interval
54
+ safety.sanitizeSolverOutput(backend, dynamicBodies);
55
+ safety.periodicFiniteSweep(backend, dynamicBodies, nanSweepInterval, nanSweepVelocityThreshold);
56
+ // 8. Sync physics → ECS (dynamic bodies)
57
+ syncPhysicsToEcs(world, realmManager);
58
+ // 9. Snapshot tick
59
+ snapshotManager.tick();
60
+ }, { queries: [query] });
61
+ }
62
+ /**
63
+ * Iterate entities that have RigidBody + PhysicsTransform components.
64
+ * Uses the archetype graph directly (no per-frame allocation).
65
+ */
66
+ function* iterRigidBodies(world) {
67
+ const rbId = RigidBody.id;
68
+ const transformId = PhysicsTransform.id;
69
+ const velocityId = Velocity.id;
70
+ for (let _i = 0, _it = world.allArchetypes, _n = _it.length; _i < _n; _i++) {
71
+ const arch = _it[_i];
72
+ if (!arch.componentSet.has(rbId) || !arch.componentSet.has(transformId))
73
+ continue;
74
+ const rbCol = arch.columns.get(rbId);
75
+ const transformCol = arch.columns.get(transformId);
76
+ const velocityCol = arch.columns.get(velocityId);
77
+ if (!rbCol || !transformCol)
78
+ continue;
79
+ for (let i = 0; i < arch.entities.length; i++) {
80
+ const entity = arch.entities[i];
81
+ yield {
82
+ entity,
83
+ rb: getColumnValue(rbCol, i),
84
+ transform: getColumnValue(transformCol, i),
85
+ velocity: getColumnValue(velocityCol, i),
86
+ };
87
+ }
88
+ }
89
+ }
90
+ /**
91
+ * Sync ECS transform data → physics backend for kinematic/static bodies.
92
+ * Dynamic bodies are driven by the physics simulation, not ECS.
93
+ */
94
+ function syncEcsToPhysics(world, realmManager) {
95
+ for (const { rb, transform } of iterRigidBodies(world)) {
96
+ if (rb.bodyType === "dynamic")
97
+ continue;
98
+ const body = findBody(realmManager, rb.bodyId, rb.realmId);
99
+ if (!body)
100
+ continue;
101
+ const realm = realmManager.getRealm(body.realmId);
102
+ realm.setPosition(body, transform.position);
103
+ realm.setRotation(body, transform.rotation);
104
+ }
105
+ }
106
+ /**
107
+ * Sync physics backend → ECS transform data for dynamic bodies.
108
+ */
109
+ function syncPhysicsToEcs(world, realmManager) {
110
+ for (const { rb, transform, velocity } of iterRigidBodies(world)) {
111
+ if (rb.bodyType !== "dynamic")
112
+ continue;
113
+ const body = findBody(realmManager, rb.bodyId, rb.realmId);
114
+ if (!body)
115
+ continue;
116
+ const realm = realmManager.getRealm(body.realmId);
117
+ const pos = realm.getPosition(body);
118
+ const rot = realm.getRotation(body);
119
+ // Store previous for interpolation
120
+ transform.prevPosition = transform.position;
121
+ transform.prevRotation = transform.rotation;
122
+ transform.position = pos;
123
+ transform.rotation = rot;
124
+ // Also sync velocity
125
+ if (velocity) {
126
+ velocity.linear = realm.getLinearVelocity(body);
127
+ }
128
+ }
129
+ }
130
+ /** Look up a PhysicsBody by bodyId + realmId in the RealmManager. */
131
+ function findBody(realmManager, bodyId, realmId) {
132
+ for (let _i = 0, _it = [RealmTier.Near, RealmTier.Mid, RealmTier.Far], _n = _it.length; _i < _n; _i++) {
133
+ const tier = _it[_i];
134
+ const realm = realmManager.getRealm(tier);
135
+ if (realm.id !== realmId)
136
+ continue;
137
+ const body = realm.getBody(bodyId);
138
+ if (body)
139
+ return body;
140
+ }
141
+ return null;
142
+ }