@solidrt/3d 0.0.47 → 0.0.49

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.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@solidrt/3d",
3
- "version": "0.0.47",
3
+ "version": "0.0.49",
4
4
  "license": "MIT",
5
5
  "author": "Antoine van Wel",
6
6
  "type": "module",
@@ -16,7 +16,7 @@
16
16
  "AGENTS.md"
17
17
  ],
18
18
  "peerDependencies": {
19
- "@solidjs/signals": "2.0.0-beta.31",
20
- "@solidrt/core": "0.0.47"
19
+ "@solidjs/signals": "2.0.0-rc.0",
20
+ "@solidrt/core": "0.0.49"
21
21
  }
22
22
  }
package/src/bvh.ts ADDED
@@ -0,0 +1,258 @@
1
+ // A dynamic bounding-volume hierarchy - the physics-broadphase AABB tree
2
+ // (Box2D/Bullet lineage): a binary tree over the items' world boxes, NOT a
3
+ // subdivision of space. Leaves store FAT boxes (a margin around the tight
4
+ // bounds) so an item moving a little refits nothing; an item escaping its
5
+ // fat box is removed and re-inserted along the cheapest path (least area
6
+ // growth). A ray query walks O(log n) nodes instead of testing every item,
7
+ // which is what keeps per-pointer-move picking off the O(meshes) path.
8
+ //
9
+ // The scene keeps the tree current from its own sync walk: transforms that
10
+ // changed are exactly the leaves to update, so maintenance is O(changed)
11
+ // per frame - the same delta discipline as rendering, and a static scene
12
+ // pays nothing. Storage is flat parallel arrays indexed by node id (no
13
+ // per-node objects, no allocation at steady state past tree growth).
14
+ //
15
+ // Pure module by design: no engine imports, so the differential check rig
16
+ // (checks/pick-check.ts) runs it under plain bun against a linear oracle.
17
+
18
+ /** Fat-margin fraction of a leaf's largest extent. Bigger = fewer
19
+ * re-inserts while moving, worse query pruning; 5% is the usual trade. */
20
+ const MARGIN = 0.05
21
+
22
+ type Visit<T> = (item: T) => void
23
+
24
+ export type Bvh<T> = {
25
+ /** Insert an item with its tight world box; returns the leaf handle. */
26
+ insert(item: T, minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number): number
27
+ /** Update a leaf's tight box. Free while it stays inside the fat box;
28
+ * otherwise the leaf re-inserts. Returns true when it moved. */
29
+ update(leaf: number, minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number): boolean
30
+ /** Remove a leaf (the handle is dead afterwards). */
31
+ remove(leaf: number): void
32
+ /** Visit every item whose FAT box the ray hits (t >= 0). Broadphase
33
+ * only: the caller narrowphases against its own tight volumes. */
34
+ raycast(ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, visit: Visit<T>): void
35
+ }
36
+
37
+ /**
38
+ * Entry distance of a ray against a box: the smallest t >= 0 with
39
+ * origin + t * direction inside [min, max] (0 when the origin starts
40
+ * inside), or -1 for a miss. The direction need not be normalized - t is
41
+ * in units of its length, which is what keeps a ray transformed into a
42
+ * mesh's local space reporting world distances. Shared by the tree's
43
+ * broadphase and the scene's narrowphase.
44
+ */
45
+ export function rayBoxDistance(
46
+ ox: number, oy: number, oz: number,
47
+ dx: number, dy: number, dz: number,
48
+ minX: number, minY: number, minZ: number,
49
+ maxX: number, maxY: number, maxZ: number,
50
+ ): number {
51
+ let tNear = 0
52
+ let tFar = Infinity
53
+ // Per axis: a zero direction component never crosses the slab, so the
54
+ // origin must already be inside it (the multiply-by-inverse shortcut
55
+ // turns that case into NaN, hence the explicit branch).
56
+ if (dx === 0) {
57
+ if (ox < minX || ox > maxX) return -1
58
+ } else {
59
+ let inv = 1 / dx
60
+ let t1 = (minX - ox) * inv
61
+ let t2 = (maxX - ox) * inv
62
+ if (t1 > t2) { let t = t1; t1 = t2; t2 = t }
63
+ if (t1 > tNear) tNear = t1
64
+ if (t2 < tFar) tFar = t2
65
+ }
66
+ if (dy === 0) {
67
+ if (oy < minY || oy > maxY) return -1
68
+ } else {
69
+ let inv = 1 / dy
70
+ let t1 = (minY - oy) * inv
71
+ let t2 = (maxY - oy) * inv
72
+ if (t1 > t2) { let t = t1; t1 = t2; t2 = t }
73
+ if (t1 > tNear) tNear = t1
74
+ if (t2 < tFar) tFar = t2
75
+ }
76
+ if (dz === 0) {
77
+ if (oz < minZ || oz > maxZ) return -1
78
+ } else {
79
+ let inv = 1 / dz
80
+ let t1 = (minZ - oz) * inv
81
+ let t2 = (maxZ - oz) * inv
82
+ if (t1 > t2) { let t = t1; t1 = t2; t2 = t }
83
+ if (t1 > tNear) tNear = t1
84
+ if (t2 < tFar) tFar = t2
85
+ }
86
+ return tFar >= tNear ? tNear : -1
87
+ }
88
+
89
+ export function createBvh<T>(): Bvh<T> {
90
+ // Node storage, 6 bounds floats per node; child1 === -1 marks a leaf.
91
+ let bounds: number[] = []
92
+ let parent: number[] = []
93
+ let child1: number[] = []
94
+ let child2: number[] = []
95
+ let items: (T | undefined)[] = []
96
+ let free: number[] = []
97
+ let root = -1
98
+ // Traversal stack, reused across queries.
99
+ let stack: number[] = []
100
+
101
+ let allocate = (): number => {
102
+ let node = free.pop()
103
+ if (node === undefined) {
104
+ node = parent.length
105
+ bounds.push(0, 0, 0, 0, 0, 0)
106
+ parent.push(-1)
107
+ child1.push(-1)
108
+ child2.push(-1)
109
+ items.push(undefined)
110
+ }
111
+ return node
112
+ }
113
+
114
+ // Half the surface area - the SAH cost of a node's box. Degenerate
115
+ // (flat) boxes still cost via their other faces, which is what makes
116
+ // the heuristic sane for planes.
117
+ let area = (n: number): number => {
118
+ let i = n * 6
119
+ let w = bounds[i + 3]! - bounds[i]!
120
+ let h = bounds[i + 4]! - bounds[i + 1]!
121
+ let d = bounds[i + 5]! - bounds[i + 2]!
122
+ return w * (h + d) + h * d
123
+ }
124
+
125
+ let unionArea = (n: number, minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number): number => {
126
+ let i = n * 6
127
+ let w = Math.max(bounds[i + 3]!, maxX) - Math.min(bounds[i]!, minX)
128
+ let h = Math.max(bounds[i + 4]!, maxY) - Math.min(bounds[i + 1]!, minY)
129
+ let d = Math.max(bounds[i + 5]!, maxZ) - Math.min(bounds[i + 2]!, minZ)
130
+ return w * (h + d) + h * d
131
+ }
132
+
133
+ // Recompute an internal node's box as the union of its children.
134
+ let refit = (n: number): void => {
135
+ let a = child1[n]! * 6
136
+ let b = child2[n]! * 6
137
+ let i = n * 6
138
+ bounds[i] = Math.min(bounds[a]!, bounds[b]!)
139
+ bounds[i + 1] = Math.min(bounds[a + 1]!, bounds[b + 1]!)
140
+ bounds[i + 2] = Math.min(bounds[a + 2]!, bounds[b + 2]!)
141
+ bounds[i + 3] = Math.max(bounds[a + 3]!, bounds[b + 3]!)
142
+ bounds[i + 4] = Math.max(bounds[a + 4]!, bounds[b + 4]!)
143
+ bounds[i + 5] = Math.max(bounds[a + 5]!, bounds[b + 5]!)
144
+ }
145
+
146
+ let insertLeaf = (leaf: number): void => {
147
+ if (root === -1) {
148
+ root = leaf
149
+ parent[leaf] = -1
150
+ return
151
+ }
152
+ let i = leaf * 6
153
+ let minX = bounds[i]!, minY = bounds[i + 1]!, minZ = bounds[i + 2]!
154
+ let maxX = bounds[i + 3]!, maxY = bounds[i + 4]!, maxZ = bounds[i + 5]!
155
+ // Descend toward the sibling that grows the least (the classic
156
+ // incremental surface-area heuristic).
157
+ let sibling = root
158
+ while (child1[sibling] !== -1) {
159
+ let a = child1[sibling]!
160
+ let b = child2[sibling]!
161
+ let costA = unionArea(a, minX, minY, minZ, maxX, maxY, maxZ) - area(a)
162
+ let costB = unionArea(b, minX, minY, minZ, maxX, maxY, maxZ) - area(b)
163
+ sibling = costA < costB ? a : b
164
+ }
165
+ let oldParent = parent[sibling]!
166
+ let newParent = allocate()
167
+ parent[newParent] = oldParent
168
+ child1[newParent] = sibling
169
+ child2[newParent] = leaf
170
+ items[newParent] = undefined
171
+ parent[sibling] = newParent
172
+ parent[leaf] = newParent
173
+ if (oldParent === -1) {
174
+ root = newParent
175
+ } else if (child1[oldParent] === sibling) {
176
+ child1[oldParent] = newParent
177
+ } else {
178
+ child2[oldParent] = newParent
179
+ }
180
+ for (let n = newParent; n !== -1; n = parent[n]!) refit(n)
181
+ }
182
+
183
+ let removeLeaf = (leaf: number): void => {
184
+ if (leaf === root) {
185
+ root = -1
186
+ return
187
+ }
188
+ let p = parent[leaf]!
189
+ let sibling = child1[p] === leaf ? child2[p]! : child1[p]!
190
+ let grand = parent[p]!
191
+ parent[sibling] = grand
192
+ if (grand === -1) {
193
+ root = sibling
194
+ } else {
195
+ if (child1[grand] === p) child1[grand] = sibling
196
+ else child2[grand] = sibling
197
+ for (let n = grand; n !== -1; n = parent[n]!) refit(n)
198
+ }
199
+ child1[p] = -1
200
+ items[p] = undefined
201
+ free.push(p)
202
+ }
203
+
204
+ let setFat = (leaf: number, minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number): void => {
205
+ let m = MARGIN * Math.max(maxX - minX, maxY - minY, maxZ - minZ)
206
+ let i = leaf * 6
207
+ bounds[i] = minX - m
208
+ bounds[i + 1] = minY - m
209
+ bounds[i + 2] = minZ - m
210
+ bounds[i + 3] = maxX + m
211
+ bounds[i + 4] = maxY + m
212
+ bounds[i + 5] = maxZ + m
213
+ }
214
+
215
+ return {
216
+ insert(item, minX, minY, minZ, maxX, maxY, maxZ) {
217
+ let leaf = allocate()
218
+ items[leaf] = item
219
+ setFat(leaf, minX, minY, minZ, maxX, maxY, maxZ)
220
+ insertLeaf(leaf)
221
+ return leaf
222
+ },
223
+ update(leaf, minX, minY, minZ, maxX, maxY, maxZ) {
224
+ let i = leaf * 6
225
+ if (
226
+ bounds[i]! <= minX && bounds[i + 1]! <= minY && bounds[i + 2]! <= minZ &&
227
+ bounds[i + 3]! >= maxX && bounds[i + 4]! >= maxY && bounds[i + 5]! >= maxZ
228
+ ) {
229
+ return false
230
+ }
231
+ removeLeaf(leaf)
232
+ setFat(leaf, minX, minY, minZ, maxX, maxY, maxZ)
233
+ insertLeaf(leaf)
234
+ return true
235
+ },
236
+ remove(leaf) {
237
+ removeLeaf(leaf)
238
+ items[leaf] = undefined
239
+ free.push(leaf)
240
+ },
241
+ raycast(ox, oy, oz, dx, dy, dz, visit) {
242
+ if (root === -1) return
243
+ stack.length = 0
244
+ stack.push(root)
245
+ while (stack.length > 0) {
246
+ let n = stack.pop()!
247
+ let i = n * 6
248
+ let t = rayBoxDistance(ox, oy, oz, dx, dy, dz, bounds[i]!, bounds[i + 1]!, bounds[i + 2]!, bounds[i + 3]!, bounds[i + 4]!, bounds[i + 5]!)
249
+ if (t < 0) continue
250
+ if (child1[n] === -1) {
251
+ visit(items[n] as T)
252
+ } else {
253
+ stack.push(child1[n]!, child2[n]!)
254
+ }
255
+ }
256
+ },
257
+ }
258
+ }
@@ -16,13 +16,15 @@ import {
16
16
  remove,
17
17
  setGeometry,
18
18
  setMaterial,
19
+ setMeshParams,
19
20
  setTransform,
20
21
  setVisible,
21
22
  } from "./scene.ts"
22
- import type { Mesh as MeshNode, Scene as SceneHandle, SceneNode } from "./scene.ts"
23
+ import type { ShaderParams } from "@solidrt/core/gpu"
24
+ import type { Mesh as MeshNode, Scene as SceneHandle, SceneNode, ScenePointerEvent } from "./scene.ts"
23
25
  import type { Geometry } from "./geometry.ts"
24
26
  import type { Material } from "./material.ts"
25
- import type { Vec3 } from "./math.ts"
27
+ import type { Quat, Vec3 } from "./math.ts"
26
28
 
27
29
  type SceneCtx = { scene: SceneHandle; parent: SceneNode }
28
30
  let SceneContext = createContext<SceneCtx>()
@@ -37,20 +39,50 @@ export function useScene(): SceneCtx {
37
39
 
38
40
  export type TransformProps = {
39
41
  position?: Vec3
40
- /** Euler radians, applied x then y then z. */
42
+ /** Euler radians in XYZ order (x first), Three's `Euler` default. */
41
43
  rotation?: Vec3
44
+ /** The rotation as a quaternion - what the node stores. Pass this or
45
+ * `rotation`, not both. */
46
+ quaternion?: Quat
42
47
  scale?: Vec3 | number
43
48
  visible?: boolean
44
49
  }
45
50
 
46
- function syncNode(node: SceneNode, props: TransformProps): void {
51
+ /**
52
+ * Mesh pointer events, the element vocabulary one tree deeper: the nearest
53
+ * hit mesh receives the event, down/move/up bubble to ancestor Groups
54
+ * (stopPropagation stops the walk), enter/leave pair on the mesh alone.
55
+ * Events flow while the element showing the scene carries scene.handlers -
56
+ * the built-in <Scene> leaf does (opt out with events={false}); an `output`
57
+ * leaf spreads them itself.
58
+ */
59
+ export type PointerEventProps = {
60
+ onPointerDown?: (event: ScenePointerEvent) => void
61
+ onPointerMove?: (event: ScenePointerEvent) => void
62
+ onPointerUp?: (event: ScenePointerEvent) => void
63
+ /** Meshes only: a Group never receives enter/leave. */
64
+ onPointerEnter?: (event: ScenePointerEvent) => void
65
+ onPointerLeave?: (event: ScenePointerEvent) => void
66
+ }
67
+
68
+ function syncNode(node: SceneNode, props: TransformProps & PointerEventProps): void {
47
69
  createEffect(
48
- () => [props.position, props.rotation, props.scale, props.visible] as const,
49
- ([position, rotation, scale, visible]) => {
50
- setTransform(node, { position, rotation, scale })
70
+ () => [props.position, props.rotation, props.quaternion, props.scale, props.visible] as const,
71
+ ([position, rotation, quaternion, scale, visible]) => {
72
+ setTransform(node, { position, rotation, quaternion, scale })
51
73
  setVisible(node, visible !== false)
52
74
  },
53
75
  )
76
+ createEffect(
77
+ () => [props.onPointerDown, props.onPointerMove, props.onPointerUp, props.onPointerEnter, props.onPointerLeave] as const,
78
+ ([down, move, up, enter, leave]) => {
79
+ node.onPointerDown = down
80
+ node.onPointerMove = move
81
+ node.onPointerUp = up
82
+ node.onPointerEnter = enter
83
+ node.onPointerLeave = leave
84
+ },
85
+ )
54
86
  }
55
87
 
56
88
  export type SceneProps = {
@@ -59,6 +91,12 @@ export type SceneProps = {
59
91
  width: number
60
92
  height: number
61
93
  clearColor?: [number, number, number, number]
94
+ /** Fragment GLSL drawn behind the meshes, inside the scene's own pass
95
+ * (scene.setBackground): vUV/iResolution/fragColor contract, so a
96
+ * createShaderTexture backdrop ports verbatim. Reactive - swapping the
97
+ * source replaces the background; undefined removes it. Three's
98
+ * `scene.background = color` is `clearColor` here. */
99
+ background?: string
62
100
  label?: string
63
101
  ref?: (scene: SceneHandle) => void
64
102
  /**
@@ -67,8 +105,16 @@ export type SceneProps = {
67
105
  * leaf - a `<d-texture>`, a leaf carrying paint/pointer/layout props, or
68
106
  * a post-effect chain (a shader target sampling the id; created in the
69
107
  * callback it disposes with the Scene). Return null to render no leaf.
108
+ * Mesh pointer events then need the scene's handlers on your leaf:
109
+ * `<texture src={texture} {...useScene().scene.handlers} />`.
70
110
  */
71
111
  output?: (texture: TextureId) => Element
112
+ /**
113
+ * Mesh pointer events (default on): the built-in leaf carries
114
+ * scene.handlers, so Mesh/Group onPointer* props receive events. `false`
115
+ * detaches them - the leaf then costs no pointer routing at all.
116
+ */
117
+ events?: boolean
72
118
  }
73
119
 
74
120
  /**
@@ -86,14 +132,27 @@ export let Scene: ParentComponent<SceneProps> = props => {
86
132
  () => [props.width, props.height] as const,
87
133
  ([w, h]) => scene.setSize(w, h),
88
134
  )
135
+ createEffect(
136
+ () => props.background,
137
+ b => scene.setBackground(b ?? null),
138
+ )
89
139
  untrack(() => props.ref)?.(scene)
90
140
  let output = untrack(() => props.output)
141
+ let events = untrack(() => props.events) !== false
91
142
  return (
92
143
  <SceneContext value={{ scene, parent: scene.root }}>
93
144
  {output ? (
94
145
  untrack(() => output(scene.texture))
95
146
  ) : (
96
- <texture src={scene.texture} width={props.width} height={props.height} />
147
+ <texture
148
+ src={scene.texture}
149
+ width={props.width}
150
+ height={props.height}
151
+ onPointerDown={events ? scene.handlers.onPointerDown : undefined}
152
+ onPointerMove={events ? scene.handlers.onPointerMove : undefined}
153
+ onPointerUp={events ? scene.handlers.onPointerUp : undefined}
154
+ onPointerLeave={events ? scene.handlers.onPointerLeave : undefined}
155
+ />
97
156
  )}
98
157
  {props.children}
99
158
  </SceneContext>
@@ -101,7 +160,7 @@ export let Scene: ParentComponent<SceneProps> = props => {
101
160
  }
102
161
 
103
162
  /** A transform node: children inherit its position/rotation/scale. */
104
- export let Group: ParentComponent<TransformProps & { ref?: (node: SceneNode) => void }> = props => {
163
+ export let Group: ParentComponent<TransformProps & PointerEventProps & { ref?: (node: SceneNode) => void }> = props => {
105
164
  let ctx = useContext(SceneContext)
106
165
  let node = createGroup()
107
166
  add(ctx.parent, node)
@@ -111,9 +170,15 @@ export let Group: ParentComponent<TransformProps & { ref?: (node: SceneNode) =>
111
170
  return <SceneContext value={{ scene: ctx.scene, parent: node }}>{props.children}</SceneContext>
112
171
  }
113
172
 
114
- export type MeshProps = TransformProps & {
173
+ export type MeshProps = TransformProps & PointerEventProps & {
115
174
  geometry: Geometry
116
175
  material: Material
176
+ /** Per-mesh uniforms for a custom material (setMeshParams as a prop).
177
+ * Keys merge - a key that disappears keeps its old value; there is no
178
+ * unset. Names must be declared by the material's shaders. For values
179
+ * changing every frame prefer `ref` + setMeshParams from onFrame, the
180
+ * same split as setTransform. */
181
+ params?: ShaderParams
117
182
  ref?: (mesh: MeshNode) => void
118
183
  }
119
184
 
@@ -132,6 +197,12 @@ export let Mesh: VoidComponent<MeshProps> = props => {
132
197
  m => setMaterial(mesh, m),
133
198
  { defer: true },
134
199
  )
200
+ createEffect(
201
+ () => props.params,
202
+ p => {
203
+ if (p !== undefined) setMeshParams(mesh, p)
204
+ },
205
+ )
135
206
  syncNode(mesh, props)
136
207
  untrack(() => props.ref)?.(mesh)
137
208
  onCleanup(() => remove(mesh))
package/src/geometry.ts CHANGED
@@ -43,6 +43,12 @@ export const VERTEX_LAYOUTS: Record<VertexLayout, VertexAttribute[]> = {
43
43
  export const FLOATS_PER_VERTEX = 8
44
44
  const COLORED_FLOATS = 12
45
45
 
46
+ /** Uint16 indices when they fit, Uint32Array past 64k vertices - the draw
47
+ * entry follows the array type. The tail of every unbounded generator. */
48
+ export function packIndices(indices: number[], vertexCount: number): Uint16Array | Uint32Array {
49
+ return vertexCount > 65535 ? new Uint32Array(indices) : new Uint16Array(indices)
50
+ }
51
+
46
52
  export type Geometry = {
47
53
  /** Interleaved [pos.xyz, normal.xyz, uv.xy] per vertex, plus color.rgba
48
54
  * in the "colored" layout. */
@@ -57,6 +63,35 @@ export type Geometry = {
57
63
  label?: string
58
64
  _buffer?: BufferId
59
65
  _index?: BufferId
66
+ _bounds?: Float32Array
67
+ }
68
+
69
+ /**
70
+ * The geometry's LOCAL axis-aligned bounds as [minX, minY, minZ, maxX,
71
+ * maxY, maxZ], computed from the vertices on first use and cached (like
72
+ * the GPU buffers, geometry is treated as immutable after creation).
73
+ * Picking's narrowphase volume; a flat geometry legitimately has zero
74
+ * extent on an axis. An empty geometry yields a zero box at the origin.
75
+ */
76
+ export function geometryBounds(geometry: Geometry): Float32Array {
77
+ let bounds = geometry._bounds
78
+ if (bounds === undefined) {
79
+ bounds = new Float32Array([Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity])
80
+ let v = geometry.vertices
81
+ let stride = geometry.layout === "colored" ? COLORED_FLOATS : FLOATS_PER_VERTEX
82
+ for (let i = 0; i + 2 < v.length; i += stride) {
83
+ let x = v[i]!, y = v[i + 1]!, z = v[i + 2]!
84
+ if (x < bounds[0]!) bounds[0] = x
85
+ if (y < bounds[1]!) bounds[1] = y
86
+ if (z < bounds[2]!) bounds[2] = z
87
+ if (x > bounds[3]!) bounds[3] = x
88
+ if (y > bounds[4]!) bounds[4] = y
89
+ if (z > bounds[5]!) bounds[5] = z
90
+ }
91
+ if (bounds[0]! > bounds[3]!) bounds.fill(0)
92
+ geometry._bounds = bounds
93
+ }
94
+ return bounds
60
95
  }
61
96
 
62
97
  /** The geometry's GPU buffers, created on first use and cached on it,
package/src/index.ts CHANGED
@@ -5,17 +5,21 @@
5
5
  // without Solid components) and the component face (Scene/Mesh/Group/
6
6
  // PerspectiveCamera) on top. See AGENTS.md for the model and the traps.
7
7
 
8
- export { add, createGroup, createMesh, createScene, remove, setGeometry, setMaterial, setMeshParams, setTransform, setVisible } from "./scene.ts"
9
- export type { CameraUpdate, Mesh as MeshNode, Scene as SceneHandle, SceneNode, SceneOptions, TransformUpdate } from "./scene.ts"
8
+ export { add, createGroup, createMesh, createScene, getRotation, lookAt, remove, setGeometry, setMaterial, setMeshParams, setTransform, setVisible, worldPosition } from "./scene.ts"
9
+ export type { CameraUpdate, Hit, Mesh as MeshNode, Scene as SceneHandle, SceneHandlers, SceneNode, SceneOptions, ScenePointerEvent, TransformUpdate } from "./scene.ts"
10
10
  export { box, circle, cone, cylinder, disposeGeometry, fillColors, plane, ring, sphere, torus, torusKnot, withColors, FLOATS_PER_VERTEX, VERTEX_LAYOUTS } from "./geometry.ts"
11
11
  export type { ColorFill, Geometry, VertexLayout } from "./geometry.ts"
12
- export { extrude, fillet, lathe, roundRect, shape, triangulate } from "./profile.ts"
12
+ export { fillet, roundRect, shape, triangulate } from "./profile.ts"
13
13
  export type { Profile, ProfilePoint } from "./profile.ts"
14
+ export { extrude, lathe, pathFrames, sweep, tube } from "./sweep.ts"
15
+ export type { PathFrames, PathPoint, SweepPath } from "./sweep.ts"
14
16
  export { shaderMaterial, unlit } from "./material.ts"
15
17
  export type { Material, ShaderMaterialOptions, UnlitOptions } from "./material.ts"
16
18
  export { Group, Mesh, PerspectiveCamera, Scene, useScene } from "./components.tsx"
17
- export type { MeshProps, PerspectiveCameraProps, SceneProps, TransformProps } from "./components.tsx"
19
+ export type { MeshProps, PerspectiveCameraProps, PointerEventProps, SceneProps, TransformProps } from "./components.tsx"
18
20
  export { createOrbitCamera } from "./orbit.ts"
19
21
  export type { OrbitCamera, OrbitCameraOptions, OrbitPose } from "./orbit.ts"
20
- export { compose, copy, identity, lookAt, mat4, multiply, normalMatrix, perspective } from "./math.ts"
21
- export type { Mat4, Vec2, Vec3 } from "./math.ts"
22
+ // math's lookAt (the camera view matrix) stays on the /math subpath: the
23
+ // root's lookAt is the scene verb, the same split as `add`.
24
+ export { compose, copy, eulerFromQuat, identity, mat4, multiply, normalMatrix, perspective, quat, quatFromAxisAngle, quatFromEuler, quatFromFrame, quatFromTo, quatMultiply, quatNormalize, quatSlerp } from "./math.ts"
25
+ export type { Mat4, Quat, Vec2, Vec3 } from "./math.ts"
package/src/material.ts CHANGED
@@ -144,6 +144,43 @@ function needsHeader(source: string): boolean {
144
144
  return !source.trimStart().startsWith("#version")
145
145
  }
146
146
 
147
+ // The scene-background pass (scene.setBackground). The vertex stage is the
148
+ // engine's own attributeless fullscreen triangle (gl_VertexID, no vertex
149
+ // buffer), emitting the SAME vUV the shader-target contract provides: 0..1
150
+ // with origin at the displayed top-left - so a backdrop fragment written
151
+ // for createShaderTexture ports verbatim.
152
+ const BACKGROUND_VERTEX = glsl`
153
+ out vec2 vUV;
154
+ void main() {
155
+ vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
156
+ vUV = p;
157
+ gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
158
+ }
159
+ `
160
+
161
+ // Pipeline fragments get no vUV from the engine preamble (a pipeline's
162
+ // varyings are its own), so the background slot injects the full
163
+ // shader-target fragment contract itself: vUV, fragColor, iResolution.
164
+ const BACKGROUND_FRAGMENT_PREAMBLE =
165
+ "#version 300 es\nprecision highp float;\nin vec2 vUV;\nout vec4 fragColor;\nuniform vec2 iResolution;\n"
166
+
167
+ /** The scene's background pipeline (internal - reached via
168
+ * scene.setBackground): depth-free, attributeless, drawn as entry zero of
169
+ * the scene pass. */
170
+ export function backgroundPipeline(fragment: string, label: string): { pipeline: RenderPipelineId; program: ProgramId } {
171
+ let vs = compileShader("vertex", BACKGROUND_VERTEX, { header: true })
172
+ let fs = compileShader(
173
+ "fragment",
174
+ needsHeader(fragment) ? BACKGROUND_FRAGMENT_PREAMBLE + fragment : fragment,
175
+ { header: false },
176
+ )
177
+ let program = linkProgram(vs, fs, { label })
178
+ destroyShader(vs)
179
+ destroyShader(fs)
180
+ let pipeline = createRenderPipeline(program, { label })
181
+ return { pipeline, program }
182
+ }
183
+
147
184
  export type ShaderMaterialOptions = {
148
185
  /**
149
186
  * Vertex stage GLSL. MUST declare and use `uniform mat4 uModel` (the