@volter/threejs-runtime 0.5.65

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Files changed (70) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +12 -0
  3. package/package.json +62 -0
  4. package/src/adapter/body-marks.ts +69 -0
  5. package/src/adapter/constraint.ts +78 -0
  6. package/src/adapter/first-party-navigation-system.ts +48 -0
  7. package/src/adapter/hierarchy-marks.ts +156 -0
  8. package/src/adapter/ingest/scene-capture.ts +865 -0
  9. package/src/adapter/ingest/structural-ids.ts +139 -0
  10. package/src/adapter/ingest/visible-capture-window.ts +302 -0
  11. package/src/adapter/object3d-authoring-subject.ts +50 -0
  12. package/src/adapter/rapier-physics-adapter.ts +226 -0
  13. package/src/adapter/reflection-probe.ts +75 -0
  14. package/src/adapter/renderer-config.ts +116 -0
  15. package/src/adapter/trigger-volume.ts +29 -0
  16. package/src/ai/navigation.ts +627 -0
  17. package/src/animation/animation-clock.ts +479 -0
  18. package/src/animation/runtime-inspection.ts +45 -0
  19. package/src/animation/xstate-animation-binding.ts +655 -0
  20. package/src/animation/xstate-animation-meta.ts +360 -0
  21. package/src/asset-formats/camera.ts +18 -0
  22. package/src/asset-formats/collider.ts +66 -0
  23. package/src/asset-formats/index.ts +45 -0
  24. package/src/asset-formats/light.ts +50 -0
  25. package/src/asset-formats/material.ts +93 -0
  26. package/src/asset-formats/mesh.ts +78 -0
  27. package/src/asset-formats/particles.ts +426 -0
  28. package/src/asset-formats/render-env.ts +318 -0
  29. package/src/asset-formats/tuples.ts +21 -0
  30. package/src/asset-loaders.ts +242 -0
  31. package/src/asset-parse-error.ts +29 -0
  32. package/src/assets.ts +68 -0
  33. package/src/behavior/xstate-inspection.ts +51 -0
  34. package/src/defaults.ts +135 -0
  35. package/src/ecs/object-marks.ts +75 -0
  36. package/src/ecs/scene-index.ts +439 -0
  37. package/src/ecs/scene-query.ts +43 -0
  38. package/src/ecs/user-data.ts +272 -0
  39. package/src/loader.ts +134 -0
  40. package/src/physics/collider-dimensions.ts +121 -0
  41. package/src/physics/collision-system.ts +76 -0
  42. package/src/physics/physics-registry.ts +83 -0
  43. package/src/physics/transform-writer.ts +41 -0
  44. package/src/render/directional-shadow-fit.ts +158 -0
  45. package/src/render/environment-capture.ts +133 -0
  46. package/src/render/ibl-override-material.ts +202 -0
  47. package/src/render/light-camera-factory.ts +103 -0
  48. package/src/render/matcap-texture.ts +92 -0
  49. package/src/render/material-factory.ts +201 -0
  50. package/src/render/mesh-shadow.ts +18 -0
  51. package/src/render/particles-factory.ts +589 -0
  52. package/src/render/render-batch-system.ts +260 -0
  53. package/src/render/render-features.ts +128 -0
  54. package/src/render/render-settings.ts +71 -0
  55. package/src/render/soft-particle-depth.ts +360 -0
  56. package/src/render/spark-renderer-lifecycle.ts +64 -0
  57. package/src/render/structural-signature.ts +231 -0
  58. package/src/render/viewport-shading.ts +163 -0
  59. package/src/render/voxel-surface.ts +358 -0
  60. package/src/setup/setup-particles.ts +32 -0
  61. package/src/setup/setup-physics.ts +67 -0
  62. package/src/setup/setup-renderer.ts +524 -0
  63. package/src/types-n8ao.d.ts +37 -0
  64. package/src/types-realism-effects.d.ts +61 -0
  65. package/vendor/realism-effects/LICENSE.md +21 -0
  66. package/vendor/realism-effects/UPSTREAM.md +19 -0
  67. package/vendor/realism-effects/dist/index.cjs +3447 -0
  68. package/vendor/realism-effects/dist/index.d.ts +59 -0
  69. package/vendor/realism-effects/dist/index.js +3434 -0
  70. package/vendor/realism-effects/package.json +23 -0
@@ -0,0 +1,360 @@
1
+ /**
2
+ * Opaque scene DEPTH for native consumers, including three.quarks soft particles and translated
3
+ * Godot `hint_depth_texture` shader uniforms.
4
+ *
5
+ * ## What three.quarks needs, and what it does when nobody supplies it
6
+ *
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+ * A batch built with `softParticles` compiles its fragment stage with
8
+ * `SOFT_PARTICLES` defined, which brings in these two chunks verbatim
9
+ * (`three.quarks@0.16.0`, `src/shaders/chunks/soft_pars_fragment.glsl.ts` and
10
+ * `soft_fragment.glsl.ts`):
11
+ *
12
+ * ```glsl
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+ * uniform sampler2D depthTexture;
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+ * uniform vec4 projParams;
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+ * uniform vec2 softParams;
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+ *
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+ * varying vec4 projPosition;
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+ * varying float linearDepth;
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+ *
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+ * #define SOFT_NEAR_FADE softParams.x
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+ * #define SOFT_INV_FADE_DISTANCE softParams.y
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+ *
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+ * #define zNear projParams.x
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+ * #define zFar projParams.y
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+ *
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+ * float linearize_depth(float d)
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+ * {
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+ * return (zFar * zNear) / (zFar - d * (zFar - zNear));
29
+ * }
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+ * ```
31
+ *
32
+ * ```glsl
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+ * vec2 p2 = projPosition.xy / projPosition.w;
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+ *
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+ * p2 = 0.5 * p2 + 0.5;
36
+ *
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+ * float readDepth = texture2D(depthTexture, p2.xy).r;
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+ * float viewDepth = linearize_depth(readDepth);
39
+ *
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+ * float softParticlesFade = saturate(SOFT_INV_FADE_DISTANCE * ((viewDepth - SOFT_NEAR_FADE) - linearDepth));
41
+ *
42
+ * gl_FragColor *= softParticlesFade;
43
+ * ```
44
+ *
45
+ * `depthTexture` is a `new Uniform(null)` until something calls
46
+ * `BatchedRenderer.setDepthTexture` / `VFXBatch.applyDepthTexture`
47
+ * (`BatchedRenderer.ts:191-196`, `VFXBatch.ts:93-101`). With it null the sampler
48
+ * reads black, `readDepth` is `0`, `viewDepth` collapses to `zNear`, and
49
+ * `softParticlesFade` saturates to `0` — every particle multiplied away. That is
50
+ * the failure this module exists to make impossible: {@link farDepthTexture} is
51
+ * bound to every `BatchedRenderer` this engine constructs, so the WORST case is
52
+ * `readDepth = 1` ⇒ `viewDepth = zFar` ⇒ fade `1`, i.e. pixel-identical to a
53
+ * batch that never had `SOFT_PARTICLES` at all.
54
+ *
55
+ * ## The pass, and what it costs
56
+ *
57
+ * The fade needs the depth of the geometry BEHIND the particle, which cannot be
58
+ * the depth attachment the particle is being drawn into (sampling a texture
59
+ * attached to the bound framebuffer is a feedback loop). So it is a real
60
+ * PREPASS: one extra `renderer.render(scene, camera)` into a depth-only target,
61
+ * with the armed particle renderers and every transparent surface hidden and a
62
+ * colour-write-disabled override material in place.
63
+ *
64
+ * That cost is paid ONLY while something is armed. Soft particles enter through
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+ * {@link armSoftParticleDepth}; translated depth-texture shader programs enter through
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+ * {@link armSceneDepthTexture}. With both registries empty {@link SoftParticleDepthPass.render}
67
+ * returns before it touches the scene. Armed, per frame per camera it costs: one scene traverse (to find the
68
+ * transparent surfaces to hide), one extra geometry-only scene draw with shadow
69
+ * updates suppressed, and a drawing-buffer-sized depth target
70
+ * (`UnsignedIntType` depth + an unread RGBA8 colour attachment ≈ 8
71
+ * bytes/pixel).
72
+ *
73
+ * ## Why TRANSPARENT surfaces are hidden
74
+ *
75
+ * Godot's own `DEPTH_TEXTURE` — the one `proximity_fade_enabled` samples — is
76
+ * the OPAQUE pass's depth: `BaseMaterial3D`'s default `depth_draw_opaque` means
77
+ * a transparent material contributes no depth. Reproducing that is not
78
+ * cosmetic; without it the starter kit's coin would fade its stars against the
79
+ * translucent glow quad sitting in front of them rather than against the floor.
80
+ *
81
+ * ## Resource ownership
82
+ *
83
+ * - {@link farDepthTexture}'s 1x1 texture is a module singleton, created on
84
+ * first use and NEVER disposed: it is bound into every renderer's uniforms as
85
+ * the safe default, so there is no moment at which the last user is known.
86
+ * One texel, one allocation per process.
87
+ * - The armed-renderer registry is written by exactly two functions,
88
+ * {@link armSoftParticleDepth} / {@link disarmSoftParticleDepth}, whose only
89
+ * callers are `registerParticleSystem` / `unregisterParticleSystem`.
90
+ * - The render target and override material belong to the
91
+ * {@link SoftParticleDepthPass} instance and die with its `dispose()`. The
92
+ * pass is owned by the renderer loop that calls it: an adapter mount for a
93
+ * runtime renderer, or the editor Scene viewport for its renderer. That
94
+ * owner's teardown is the one path allowed to end it.
95
+ */
96
+
97
+ import * as THREE from 'three';
98
+ import type { BatchedRenderer } from 'three.quarks';
99
+
100
+ /**
101
+ * The renderers hosting at least one system that asked for `softParticles`, and
102
+ * HOW MANY — a renderer may batch several emitters and must stay armed until
103
+ * the last one leaves.
104
+ *
105
+ * Module-scoped because the pass is per-MOUNT while a renderer is per-emitter:
106
+ * two worlds may be mounted at once and each pass filters this map down to the
107
+ * renderers actually parented under the scene it is rendering.
108
+ */
109
+ const armed = new Map<BatchedRenderer, number>();
110
+
111
+ /** Any native material/program that samples Godot's opaque-pass depth texture. */
112
+ export interface SceneDepthTextureConsumer {
113
+ setDepthTexture(texture: THREE.Texture): void;
114
+ }
115
+
116
+ const depthTextureConsumers = new Map<SceneDepthTextureConsumer, number>();
117
+
118
+ let farDepth: THREE.DataTexture | undefined;
119
+
120
+ /**
121
+ * A 1x1 texture whose red channel is 1.0 — "the depth buffer says nothing is in
122
+ * front of anything".
123
+ *
124
+ * Bound to a `BatchedRenderer` the moment it is constructed, so a batch that
125
+ * later compiles with `SOFT_PARTICLES` inherits it (`BatchedRenderer.addSystem`
126
+ * applies `this.depthTexture` to each batch it creates). Feeding
127
+ * `linearize_depth` a `1.0` yields `(zFar * zNear) / (zFar - (zFar - zNear))`,
128
+ * which is `zFar`, so the fade term is `saturate(k * (zFar - linearDepth))` — 1
129
+ * for every fragment in front of the far plane. The fade is INERT rather than
130
+ * wrong, which is what makes an undriven surface (a design-time preview, a host
131
+ * with no pass) render exactly as it did before soft particles existed.
132
+ */
133
+ export function farDepthTexture(): THREE.DataTexture {
134
+ if (farDepth === undefined) {
135
+ farDepth = new THREE.DataTexture(new Uint8Array([255, 255, 255, 255]), 1, 1);
136
+ farDepth.name = 'soft-particle-far-depth';
137
+ farDepth.needsUpdate = true;
138
+ }
139
+ return farDepth;
140
+ }
141
+
142
+ /** Record that `renderer` hosts one more soft-particle system, so passes stop skipping it. */
143
+ export function armSoftParticleDepth(renderer: BatchedRenderer): void {
144
+ armed.set(renderer, (armed.get(renderer) ?? 0) + 1);
145
+ }
146
+
147
+ /**
148
+ * The other half of {@link armSoftParticleDepth}. On the LAST soft system the
149
+ * renderer is dropped from the registry and handed the inert far-depth default
150
+ * back, so a batch that outlives its registration never keeps sampling a scene
151
+ * depth nobody is refreshing.
152
+ */
153
+ export function disarmSoftParticleDepth(renderer: BatchedRenderer): void {
154
+ const remaining = (armed.get(renderer) ?? 0) - 1;
155
+ if (remaining > 0) {
156
+ armed.set(renderer, remaining);
157
+ return;
158
+ }
159
+ if (!armed.delete(renderer)) return;
160
+ renderer.setDepthTexture(farDepthTexture());
161
+ }
162
+
163
+ /** Retain one consumer of the same opaque scene-depth image Godot exposes as hint_depth_texture. */
164
+ export function armSceneDepthTexture(consumer: SceneDepthTextureConsumer): void {
165
+ depthTextureConsumers.set(consumer, (depthTextureConsumers.get(consumer) ?? 0) + 1);
166
+ consumer.setDepthTexture(farDepthTexture());
167
+ }
168
+
169
+ /** Release one retained Godot depth-texture consumer without leaving a disposed target bound. */
170
+ export function disarmSceneDepthTexture(consumer: SceneDepthTextureConsumer): void {
171
+ const remaining = (depthTextureConsumers.get(consumer) ?? 0) - 1;
172
+ if (remaining > 0) {
173
+ depthTextureConsumers.set(consumer, remaining);
174
+ return;
175
+ }
176
+ if (!depthTextureConsumers.delete(consumer)) return;
177
+ consumer.setDepthTexture(farDepthTexture());
178
+ }
179
+
180
+ /** Test/diagnostic read of the registry — how many renderers a pass would consider. */
181
+ export function armedSoftParticleRendererCount(): number {
182
+ return armed.size;
183
+ }
184
+
185
+ /** The subset of `THREE.WebGLRenderer` this pass drives, so a host can supply its own. */
186
+ export interface SoftParticleDepthRenderer {
187
+ getDrawingBufferSize(target: THREE.Vector2): THREE.Vector2;
188
+ getRenderTarget(): THREE.WebGLRenderTarget | null;
189
+ setRenderTarget(target: THREE.WebGLRenderTarget | null): void;
190
+ render(scene: THREE.Object3D, camera: THREE.Camera): void;
191
+ /** Optional because a stub renderer legitimately has none — see {@link SoftParticleDepthPass}. */
192
+ readonly shadowMap?: { autoUpdate: boolean; needsUpdate: boolean };
193
+ }
194
+
195
+ export interface SoftParticleDepthPass {
196
+ /**
197
+ * Draw scene depth and hand it to every armed renderer under `scene`.
198
+ *
199
+ * A no-op — not one draw call, not one traversal — while nothing is armed.
200
+ * Call it after gameplay has moved the frame's transforms and before the
201
+ * frame is drawn.
202
+ */
203
+ render(renderer: SoftParticleDepthRenderer, scene: THREE.Scene, camera: THREE.Camera): void;
204
+ dispose(): void;
205
+ }
206
+
207
+ /** Is `node` inside `root`'s subtree? Walks parents, so it is O(depth), not O(scene). */
208
+ function isUnder(node: THREE.Object3D, root: THREE.Object3D): boolean {
209
+ for (let at: THREE.Object3D | null = node; at !== null; at = at.parent) {
210
+ if (at === root) return true;
211
+ }
212
+ return false;
213
+ }
214
+
215
+ /** Godot's `depth_draw_opaque`: a transparent surface contributes no depth. */
216
+ function drawsIntoDepth(object: THREE.Object3D): boolean {
217
+ const material = (object as THREE.Mesh).material as THREE.Material | THREE.Material[] | undefined;
218
+ if (material === undefined) return true;
219
+ return Array.isArray(material)
220
+ ? !material.every((entry) => entry.transparent)
221
+ : !material.transparent;
222
+ }
223
+
224
+ /**
225
+ * The three renderer members this prepass CANNOT do without — the render-target
226
+ * swap it draws through, and the buffer size it sizes that target from.
227
+ *
228
+ * A real `WebGLRenderer` has all of them. A design-time stand-in that only has
229
+ * to answer `render` may mount a world so another host can read it, but cannot
230
+ * run this effect. The editor does not pass that stand-in here: its real
231
+ * viewport renderer owns its own pass. Other incomplete hosts still degrade
232
+ * loudly and once instead of taking the frame down.
233
+ */
234
+ const REQUIRED_RENDERER_MEMBERS = [
235
+ 'getDrawingBufferSize',
236
+ 'getRenderTarget',
237
+ 'setRenderTarget',
238
+ 'render',
239
+ ] as const;
240
+
241
+ /** The required members `renderer` does not implement, in declaration order. */
242
+ function missingRendererMembers(renderer: SoftParticleDepthRenderer): string[] {
243
+ const held = renderer as unknown as Record<string, unknown>;
244
+ return REQUIRED_RENDERER_MEMBERS.filter((name) => typeof held[name] !== 'function');
245
+ }
246
+
247
+ export function createSoftParticleDepthPass(): SoftParticleDepthPass {
248
+ let target: THREE.WebGLRenderTarget | null = null;
249
+ /** Warned about already — one line per pass, not one per frame. */
250
+ let warnedIncapable = false;
251
+ const override = new THREE.MeshBasicMaterial({ colorWrite: false });
252
+ override.name = 'soft-particle-depth-prepass';
253
+ const size = new THREE.Vector2();
254
+ const hidden: THREE.Object3D[] = [];
255
+
256
+ const resize = (width: number, height: number): THREE.WebGLRenderTarget => {
257
+ if (target !== null && target.width === width && target.height === height) return target;
258
+ target?.dispose();
259
+ const depthTexture = new THREE.DepthTexture(width, height, THREE.UnsignedIntType);
260
+ depthTexture.name = 'soft-particle-scene-depth';
261
+ const next = new THREE.WebGLRenderTarget(width, height, { depthBuffer: true, depthTexture });
262
+ target = next;
263
+ return next;
264
+ };
265
+
266
+ return {
267
+ render(renderer, scene, camera): void {
268
+ if (armed.size === 0 && depthTextureConsumers.size === 0) return;
269
+ const consumers: BatchedRenderer[] = [];
270
+ for (const candidate of armed.keys()) {
271
+ if (isUnder(candidate, scene)) consumers.push(candidate);
272
+ }
273
+ if (consumers.length === 0 && depthTextureConsumers.size === 0) return;
274
+
275
+ // See REQUIRED_RENDERER_MEMBERS: a renderer that cannot swap render
276
+ // targets cannot run a prepass, and the frame is worth more than the
277
+ // fade. Every consumer keeps the far-depth default it was armed with.
278
+ const missing = missingRendererMembers(renderer);
279
+ if (missing.length > 0) {
280
+ if (!warnedIncapable) {
281
+ warnedIncapable = true;
282
+ // biome-ignore lint/suspicious/noConsole: deliberate loud degrade — the documented alternative to throwing out of the frame
283
+ console.warn(
284
+ `opaque scene-depth prepass skipped: this renderer is missing ${missing.join(', ')}. ` +
285
+ `${String(consumers.length)} particle batch(es) and ${String(depthTextureConsumers.size)} ` +
286
+ 'shader consumer(s) keep the inert far-depth default. A real ' +
287
+ 'WebGLRenderer has these; a design-time settle stand-in does not.',
288
+ );
289
+ }
290
+ return;
291
+ }
292
+
293
+ renderer.getDrawingBufferSize(size);
294
+ const width = Math.max(1, Math.floor(size.x));
295
+ const height = Math.max(1, Math.floor(size.y));
296
+ const rt = resize(width, height);
297
+
298
+ // Hidden for the prepass: the particles themselves (they are what samples
299
+ // this depth) and every transparent surface (Godot's opaque-only depth).
300
+ hidden.length = 0;
301
+ for (const consumer of consumers) {
302
+ if (consumer.visible) {
303
+ consumer.visible = false;
304
+ hidden.push(consumer);
305
+ }
306
+ }
307
+ scene.traverse((object) => {
308
+ if (!object.visible) return;
309
+ if (drawsIntoDepth(object)) return;
310
+ object.visible = false;
311
+ hidden.push(object);
312
+ });
313
+
314
+ const previousTarget = renderer.getRenderTarget();
315
+ const previousOverride = scene.overrideMaterial;
316
+ // three re-renders every shadow map on EVERY `render()` call while
317
+ // `shadowMap.autoUpdate` is on, so without this the prepass would double
318
+ // the frame's shadow cost for a pass that writes depth and nothing else.
319
+ // Both flags are restored below; the frame's own draw re-renders them.
320
+ const shadows = renderer.shadowMap;
321
+ const previousAutoUpdate = shadows?.autoUpdate ?? false;
322
+ const previousNeedsUpdate = shadows?.needsUpdate ?? false;
323
+ if (shadows !== undefined) {
324
+ shadows.autoUpdate = false;
325
+ shadows.needsUpdate = false;
326
+ }
327
+ scene.overrideMaterial = override;
328
+ try {
329
+ renderer.setRenderTarget(rt);
330
+ renderer.render(scene, camera);
331
+ } finally {
332
+ renderer.setRenderTarget(previousTarget);
333
+ scene.overrideMaterial = previousOverride;
334
+ if (shadows !== undefined) {
335
+ shadows.autoUpdate = previousAutoUpdate;
336
+ shadows.needsUpdate = previousNeedsUpdate;
337
+ }
338
+ for (const object of hidden) object.visible = true;
339
+ hidden.length = 0;
340
+ }
341
+
342
+ const renderedDepth = rt.depthTexture;
343
+ if (renderedDepth === null) {
344
+ throw new Error('opaque scene-depth prepass lost its authored depth texture.');
345
+ }
346
+ for (const consumer of consumers) consumer.setDepthTexture(renderedDepth);
347
+ for (const consumer of depthTextureConsumers.keys()) consumer.setDepthTexture(renderedDepth);
348
+ },
349
+ dispose(): void {
350
+ // Every consumer this pass fed now points at a texture that is about to
351
+ // go away. Hand them the inert default back rather than a disposed one.
352
+ for (const candidate of armed.keys()) candidate.setDepthTexture(farDepthTexture());
353
+ for (const consumer of depthTextureConsumers.keys())
354
+ consumer.setDepthTexture(farDepthTexture());
355
+ target?.dispose();
356
+ target = null;
357
+ override.dispose();
358
+ },
359
+ };
360
+ }
@@ -0,0 +1,64 @@
1
+ import type { SparkRenderer } from '@sparkjsdev/spark';
2
+ import type * as THREE from 'three';
3
+ import { hasUserData } from '../ecs/user-data';
4
+
5
+ const IDLE_POLL_MS = 16;
6
+ const MAX_IDLE_WAIT_MS = 3_000;
7
+ export const SPARK_DISCOVERY_INTERVAL_MS = 500;
8
+
9
+ /** Gate fallback discovery so ordinary non-splat scenes are never traversed every frame. */
10
+ export function shouldDiscoverGaussianSplat(lastCheckAt: number, now: number): boolean {
11
+ return now - lastCheckAt >= SPARK_DISCOVERY_INTERVAL_MS;
12
+ }
13
+
14
+ /** True when a native scene currently contains at least one Gaussian payload. */
15
+ export function sceneHasGaussianSplat(scene: THREE.Object3D): boolean {
16
+ let found = false;
17
+ scene.traverse((object) => {
18
+ if (!found && hasUserData(object, 'gaussianSplat')) found = true;
19
+ });
20
+ return found;
21
+ }
22
+
23
+ /**
24
+ * Stop and dispose Spark after its asynchronous depth-sort worker is idle.
25
+ *
26
+ * SparkRenderer.dispose() rejects any worker calls still in flight. Spark's
27
+ * automatic update path intentionally does not await those calls, so disposing
28
+ * synchronously during an editor stop otherwise produces an unhandled
29
+ * `Worker terminate` rejection. Disable future work immediately, then release
30
+ * the renderer once the current sort has naturally settled.
31
+ */
32
+ export function disposeSparkRendererWhenIdle(renderer: SparkRenderer): void {
33
+ renderer.autoUpdate = false;
34
+ renderer.sortDirty = false;
35
+
36
+ if (renderer.updateTimeoutId !== -1) {
37
+ clearTimeout(renderer.updateTimeoutId);
38
+ renderer.updateTimeoutId = -1;
39
+ }
40
+ if (renderer.sortTimeoutId !== -1) {
41
+ clearTimeout(renderer.sortTimeoutId);
42
+ renderer.sortTimeoutId = -1;
43
+ }
44
+
45
+ let remainingIdleWaitMs = MAX_IDLE_WAIT_MS;
46
+ const disposeWhenIdle = (): void => {
47
+ if (renderer.sorting) {
48
+ if (remainingIdleWaitMs > 0) {
49
+ remainingIdleWaitMs -= IDLE_POLL_MS;
50
+ setTimeout(disposeWhenIdle, IDLE_POLL_MS);
51
+ } else {
52
+ // A stuck upstream worker is safer to abandon than to turn a routine
53
+ // editor stop into an unhandled rejection. Page teardown will reclaim
54
+ // the worker; normal sorts complete in a few milliseconds.
55
+ // biome-ignore lint/suspicious/noConsole: This rare upstream worker leak must degrade loudly.
56
+ console.warn('SparkRenderer did not become idle; skipped worker termination.');
57
+ }
58
+ return;
59
+ }
60
+ renderer.dispose();
61
+ };
62
+
63
+ disposeWhenIdle();
64
+ }
@@ -0,0 +1,231 @@
1
+ /**
2
+ * STRUCTURAL IDENTITY AND ELIGIBILITY for static render batching — the one
3
+ * place that answers "may this draw be collapsed at all?" and "are these two
4
+ * meshes the same thing drawn twice?".
5
+ *
6
+ * Three consumers, which is the whole reason it is a module rather than three
7
+ * private helpers: `render/render-batch-system.ts` (the engine's own
8
+ * lab-driven instancer), `dev/render-census.ts`'s structural scan (what the
9
+ * advisor and `render.families` measure), and the `static-batch` capability's
10
+ * `<Frozen>` (what a game actually installs). A batcher and the advisor that
11
+ * routes people to it MUST agree about what is batchable, or the advisor
12
+ * promises a win the wrapper then declines to take.
13
+ *
14
+ * ── THE UUID TRAP, WHICH IS WHY THIS MODULE EXISTS ──────────────────────────
15
+ * The obvious key for "can these two meshes be drawn as one" is object
16
+ * identity: same `geometry.uuid`, same `material.uuid`. It is also the key
17
+ * that silently batches NOTHING in the shape that matters most. A freshly
18
+ * scaffolded TSX/R3F world writes its materials INLINE —
19
+ *
20
+ * {crates.map((c) => (
21
+ * <mesh key={c.id} position={c.at}>
22
+ * <boxGeometry args={[1, 1, 1]} />
23
+ * <meshStandardMaterial color="#8a6a44" />
24
+ * </mesh>
25
+ * ))}
26
+ *
27
+ * — and every one of those `<meshStandardMaterial>` elements constructs its
28
+ * OWN `THREE.MeshStandardMaterial`. Five hundred crates are five hundred
29
+ * distinct uuids describing one identical appearance. A uuid-keyed grouper
30
+ * reports five hundred families of one, finds nothing to do, and is indistin-
31
+ * guishable from a correct batcher over an unbatchable scene. The engine's own
32
+ * scene construction has the same property, which is why
33
+ * `render/render-batch-system.ts` has keyed on VALUE since it was written.
34
+ *
35
+ * So the key here is the STRUCTURE: geometry `type` + its construction
36
+ * `parameters`, material `type` + the props that decide what the draw looks
37
+ * like. Two independently constructed `BoxGeometry(1,1,1)` +
38
+ * `MeshStandardMaterial({color:'#8a6a44'})` pairs are the same draw, and this
39
+ * module says so.
40
+ *
41
+ * ── WHERE VALUE CANNOT ANSWER, IDENTITY IS THE SAFE FALLBACK ────────────────
42
+ * Twice below, a structural comparison would be a guess, and the answer is
43
+ * `uuid:` — a key nothing else can equal, so the members simply do not group.
44
+ * Not grouping costs a draw call; grouping two things that only LOOK alike
45
+ * renders the wrong picture.
46
+ * - geometry with no `.parameters` (a loaded GLTF mesh, a hand-built
47
+ * `BufferGeometry`): its vertices are its identity and comparing them is
48
+ * not a signature, it is a diff.
49
+ * - a shader material ({@link materialMergeSignature} only): its appearance
50
+ * lives in shader source and uniforms that no fixed prop list can read.
51
+ *
52
+ * ── TWO KEYS, DELIBERATELY ──────────────────────────────────────────────────
53
+ * {@link staticBatchSignature} is `RenderBatchSystem`'s key, extracted here
54
+ * unchanged so there is one owner of the answer rather than two that drift.
55
+ * {@link materialMergeSignature} is STRICTER, and it is what the `static-batch`
56
+ * capability's `<Frozen>` groups by: that path hands ONE material instance to
57
+ * a merged/instanced product, so its members must be interchangeable, not
58
+ * merely similar. The looser key predates it and is kept exactly as it was —
59
+ * see that constant's own note.
60
+ */
61
+
62
+ import type * as THREE from 'three';
63
+
64
+ /**
65
+ * The `userData` key a node opts OUT of static batching with — the one
66
+ * declaration that beats every measurement:
67
+ *
68
+ * <group name="Beacons" userData={{ staticBatch: false }}>
69
+ *
70
+ * Set on a node, it covers that node's whole subtree (a walker stops there).
71
+ * It is deliberately `userData` and not a component prop: the thing being
72
+ * excluded is a three node, and every authoring lane — TSX, a loaded GLTF, a
73
+ * hand-built graph — can set `userData` on one.
74
+ */
75
+ export const STATIC_BATCH_OPT_OUT_KEY = 'staticBatch';
76
+
77
+ /**
78
+ * Why one node may not be collapsed into a batch. `null` from
79
+ * {@link staticBatchSkipReason} means it may.
80
+ *
81
+ * Each of these is a case where a batched draw would render something DIFFERENT
82
+ * from the originals, not merely a case that is awkward to implement:
83
+ * - `instanced` / `batched` — already one draw; swallowing it would flatten
84
+ * per-instance transforms the batch does not carry.
85
+ * - `skinned` — its vertices are posed by a bone matrix palette every frame;
86
+ * baking one pose freezes the character mid-stride.
87
+ * - `morph-targets` — same, driven by influences instead of bones.
88
+ * - `multi-material` — the geometry's `groups` select a material per range;
89
+ * a batch carries one material.
90
+ * - `transparent` — blending is order-dependent and three sorts TRANSPARENT
91
+ * OBJECTS, not triangles. Collapsing them fixes their relative order to
92
+ * whatever the merge happened to write.
93
+ * - `opted-out` — see {@link STATIC_BATCH_OPT_OUT_KEY}.
94
+ */
95
+ export type StaticBatchSkipReason =
96
+ | 'not-a-mesh'
97
+ | 'instanced'
98
+ | 'batched'
99
+ | 'skinned'
100
+ | 'no-geometry'
101
+ | 'multi-material'
102
+ | 'morph-targets'
103
+ | 'transparent'
104
+ | 'opted-out';
105
+
106
+ interface MeshKinds {
107
+ isMesh?: boolean;
108
+ isInstancedMesh?: boolean;
109
+ isBatchedMesh?: boolean;
110
+ isSkinnedMesh?: boolean;
111
+ geometry?: THREE.BufferGeometry;
112
+ material?: THREE.Material | THREE.Material[];
113
+ }
114
+
115
+ /**
116
+ * Why `node` may not join a static batch, or `null` when it may. Pure, cheap,
117
+ * and the SINGLE owner of that answer — see the module note for why the
118
+ * batcher and the advisor cannot each keep their own copy.
119
+ *
120
+ * Checks the node itself only. Subtree exclusion (an opted-out ancestor) is
121
+ * the caller's walk, because the walkers that need this already prune.
122
+ */
123
+ export function staticBatchSkipReason(node: THREE.Object3D): StaticBatchSkipReason | null {
124
+ if (node.userData?.[STATIC_BATCH_OPT_OUT_KEY] === false) return 'opted-out';
125
+ const mesh = node as THREE.Object3D & MeshKinds;
126
+ if (mesh.isInstancedMesh) return 'instanced';
127
+ if (mesh.isBatchedMesh) return 'batched';
128
+ if (mesh.isSkinnedMesh) return 'skinned';
129
+ if (!mesh.isMesh) return 'not-a-mesh';
130
+ if (!mesh.geometry || !mesh.material) return 'no-geometry';
131
+ if (Array.isArray(mesh.material)) return 'multi-material';
132
+ if (Object.keys(mesh.geometry.morphAttributes).length > 0) return 'morph-targets';
133
+ if (mesh.material.transparent) return 'transparent';
134
+ return null;
135
+ }
136
+
137
+ /**
138
+ * Geometry identity: construction `type` + `parameters` for the parametric
139
+ * primitives, object identity for everything else. See the module note.
140
+ */
141
+ export function geometrySignature(geometry: THREE.BufferGeometry): string {
142
+ const params = (geometry as unknown as { parameters?: object }).parameters;
143
+ return params ? `${geometry.type}:${JSON.stringify(params)}` : `uuid:${geometry.uuid}`;
144
+ }
145
+
146
+ /**
147
+ * Material identity as `RenderBatchSystem` has always computed it: type plus
148
+ * the standard-material props that change the draw.
149
+ *
150
+ * FROZEN ON PURPOSE. This is one half of {@link staticBatchSignature}, which
151
+ * is a live batcher's grouping key; widening or narrowing it silently
152
+ * regroups that batcher's scenes. New discrimination goes in
153
+ * {@link materialMergeSignature}, which is free to be stricter because
154
+ * stricter only ever means "batches less".
155
+ */
156
+ export function materialSignature(material: THREE.Material): string {
157
+ const standard = material as THREE.MeshStandardMaterial;
158
+ const color = standard.color?.getHexString?.() ?? '';
159
+ const map = standard.map?.uuid ?? '';
160
+ return `${material.type}:${color}:${standard.roughness ?? ''}:${standard.metalness ?? ''}:${map}:${material.side}:${material.transparent}:${material.vertexColors}`;
161
+ }
162
+
163
+ /**
164
+ * One mesh's batch key: geometry, material, and the shadow flags.
165
+ *
166
+ * The shadow flags are part of the key because a batched product carries ONE
167
+ * `castShadow`/`receiveShadow` pair for every member it swallowed — mixing a
168
+ * caster and a non-caster into one draw changes the picture.
169
+ */
170
+ export function staticBatchSignature(mesh: THREE.Mesh): string {
171
+ const geometry = mesh.geometry as THREE.BufferGeometry;
172
+ const material = mesh.material as THREE.Material;
173
+ return `${geometrySignature(geometry)}|${materialSignature(material)}|${mesh.castShadow ? 1 : 0}${mesh.receiveShadow ? 1 : 0}`;
174
+ }
175
+
176
+ /**
177
+ * Which vertex attributes a geometry carries, and whether it is indexed —
178
+ * the compatibility precondition for `mergeGeometries`, which refuses a batch
179
+ * whose members disagree.
180
+ *
181
+ * Item size is in the key too: two geometries can both have `uv` and disagree
182
+ * about whether it is 2- or 3-component, which merges into silent garbage
183
+ * rather than a refusal.
184
+ */
185
+ export function geometryLayoutSignature(geometry: THREE.BufferGeometry): string {
186
+ const attributes = Object.keys(geometry.attributes)
187
+ .sort()
188
+ .map((name) => `${name}:${geometry.attributes[name]?.itemSize ?? '?'}`)
189
+ .join(',');
190
+ return `${attributes}${geometry.getIndex() ? '|i' : ''}`;
191
+ }
192
+
193
+ /**
194
+ * Material identity for a path that will SHARE one material instance between
195
+ * every member it collapses — stricter than {@link materialSignature}.
196
+ *
197
+ * Everything the looser key reads, plus the props that decide the picture
198
+ * without touching colour/roughness/metalness: opacity and the depth/blend
199
+ * state, emissive, the remaining standard maps, and the flags that change the
200
+ * compiled program. A shader material answers with its uuid instead (see the
201
+ * module note): its appearance is source and uniforms, and there is no honest
202
+ * fixed-prop reading of it.
203
+ */
204
+ export function materialMergeSignature(material: THREE.Material): string {
205
+ const shader = material as THREE.ShaderMaterial & { isRawShaderMaterial?: boolean };
206
+ if (shader.isShaderMaterial || shader.isRawShaderMaterial) return `uuid:${material.uuid}`;
207
+
208
+ const rich = material as THREE.MeshPhysicalMaterial;
209
+ const maps = [rich.normalMap, rich.aoMap, rich.emissiveMap, rich.roughnessMap, rich.metalnessMap]
210
+ .map((map) => map?.uuid ?? '')
211
+ .join(',');
212
+ // A material with a patched `onBeforeCompile` declares its variant through
213
+ // this hook (that is what three itself keys its program cache on), so a
214
+ // non-empty value discriminates here too.
215
+ const program = material.customProgramCacheKey?.() ?? '';
216
+ return [
217
+ materialSignature(material),
218
+ material.opacity,
219
+ material.depthWrite,
220
+ material.depthTest,
221
+ material.alphaTest,
222
+ material.blending,
223
+ material.toneMapped,
224
+ material.visible,
225
+ rich.emissive?.getHexString?.() ?? '',
226
+ rich.flatShading ?? '',
227
+ rich.wireframe ?? '',
228
+ maps,
229
+ program,
230
+ ].join('|');
231
+ }