@voluma/vlam 0.2.4 → 0.3.2

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 (138) hide show
  1. package/README.md +3 -4
  2. package/dist/chunk-loader-DlNwggfG.js +1859 -0
  3. package/dist/chunk-loader-DlNwggfG.js.map +1 -0
  4. package/dist/{compute-sorter.d.ts → core/compute-sorter.d.ts} +1 -1
  5. package/dist/core/index.d.ts +45 -0
  6. package/dist/{splat-scene.d.ts → core/merged-splat-mesh.d.ts} +14 -15
  7. package/dist/{orientation.d.ts → core/orientation.d.ts} +7 -7
  8. package/dist/{relighting.d.ts → core/relighting.d.ts} +1 -1
  9. package/dist/{source-transform.d.ts → core/source-transform.d.ts} +4 -4
  10. package/dist/{splat-budget.d.ts → core/splat-budget.d.ts} +2 -2
  11. package/dist/{splat-data.d.ts → core/splat-data.d.ts} +4 -4
  12. package/dist/{splat-mesh-material.d.ts → core/splat-mesh-material.d.ts} +2 -2
  13. package/dist/{splat-mesh-types.d.ts → core/splat-mesh-types.d.ts} +19 -10
  14. package/dist/{splat-mesh.d.ts → core/splat-mesh.d.ts} +4 -4
  15. package/dist/{splat-modifier.d.ts → core/splat-modifier.d.ts} +5 -5
  16. package/dist/{webgpu-limits.d.ts → core/webgpu-limits.d.ts} +0 -59
  17. package/dist/{effects.d.ts → effects/index.d.ts} +14 -13
  18. package/dist/effects.js.map +1 -1
  19. package/dist/formats/ksplat/index.d.ts +1 -1
  20. package/dist/formats/ksplat/parse-ksplat.d.ts +1 -1
  21. package/dist/formats/ksplat.js.map +1 -1
  22. package/dist/formats/lcc/collision-mesh.d.ts +3 -3
  23. package/dist/formats/lcc/collision-partition.d.ts +1 -1
  24. package/dist/formats/lcc/lcc.d.ts +3 -3
  25. package/dist/formats/lcc/lcc2.d.ts +2 -2
  26. package/dist/formats/lcc/parse-lcc.d.ts +1 -1
  27. package/dist/formats/lcc.js +17 -16
  28. package/dist/formats/lcc.js.map +1 -1
  29. package/dist/formats/ply/index.d.ts +1 -1
  30. package/dist/formats/ply/parse-compressed-ply.d.ts +2 -2
  31. package/dist/formats/ply/parse-splat-ply.d.ts +4 -4
  32. package/dist/formats/ply.js +1 -1
  33. package/dist/formats/ply.js.map +1 -1
  34. package/dist/formats/rad/frontier-worker-protocol.d.ts +8 -1
  35. package/dist/formats/rad/index.d.ts +2 -2
  36. package/dist/formats/rad/parse-rad.d.ts +2 -2
  37. package/dist/formats/rad/rad-foveated-source.d.ts +3 -3
  38. package/dist/formats/rad/rad.d.ts +7 -7
  39. package/dist/formats/rad.js +3 -3
  40. package/dist/formats/rad.js.map +1 -1
  41. package/dist/formats/sog/index.d.ts +1 -1
  42. package/dist/formats/sog/parse-sog.d.ts +6 -6
  43. package/dist/formats/sog.js.map +1 -1
  44. package/dist/formats/splat/index.d.ts +1 -1
  45. package/dist/formats/splat/parse-splat.d.ts +1 -1
  46. package/dist/formats/splat.js.map +1 -1
  47. package/dist/formats/spz/index.d.ts +1 -1
  48. package/dist/formats/spz/parse-spz.d.ts +1 -1
  49. package/dist/formats/spz.js.map +1 -1
  50. package/dist/half-float-Cs4FDq8Q.js.map +1 -1
  51. package/dist/index.js +253 -9047
  52. package/dist/index.js.map +1 -1
  53. package/dist/{chunk-loader.d.ts → loaders/chunk-loader.d.ts} +4 -4
  54. package/dist/loaders/index.d.ts +15 -0
  55. package/dist/{load-scene.d.ts → loaders/load-splat-data.d.ts} +16 -14
  56. package/dist/{load-worker-protocol.d.ts → loaders/load-worker-protocol.d.ts} +2 -2
  57. package/dist/{loading.d.ts → loaders/loading.d.ts} +8 -8
  58. package/dist/loaders.js +26 -0
  59. package/dist/loaders.js.map +1 -0
  60. package/dist/loading-wLo8vRbA.js.map +1 -1
  61. package/dist/{splat-mesh-types-CTN_duw2.js → lod-scheduler-B0a_uBlv.js} +133 -140
  62. package/dist/lod-scheduler-B0a_uBlv.js.map +1 -0
  63. package/dist/logging-BfPdd7NJ.js.map +1 -1
  64. package/dist/{ply-header-BwgExCn-.js → ply-header-B9WllbPg.js} +3 -3
  65. package/dist/ply-header-B9WllbPg.js.map +1 -0
  66. package/dist/radix-sorter-BrbUg_CV.js +178 -0
  67. package/dist/radix-sorter-BrbUg_CV.js.map +1 -0
  68. package/dist/relighting-Tiwep8yd.js +977 -0
  69. package/dist/relighting-Tiwep8yd.js.map +1 -0
  70. package/dist/selection/index.d.ts +13 -0
  71. package/dist/{selection-volume.d.ts → selection/selection-volume.d.ts} +1 -1
  72. package/dist/{splat-partition.d.ts → selection/splat-partition.d.ts} +2 -2
  73. package/dist/selection.js +137 -0
  74. package/dist/selection.js.map +1 -0
  75. package/dist/sh-pack-D5wAe5gg.js.map +1 -1
  76. package/dist/{splat-budget-DXew_86c.js → splat-budget-DuVZspPQ.js} +7 -7
  77. package/dist/splat-budget-DuVZspPQ.js.map +1 -0
  78. package/dist/splat-data-BZM5dhhx.js.map +1 -1
  79. package/dist/splat-mesh-CsLOQb08.js +1942 -0
  80. package/dist/splat-mesh-CsLOQb08.js.map +1 -0
  81. package/dist/splat-mesh-types-BZIko-_9.js +18 -0
  82. package/dist/splat-mesh-types-BZIko-_9.js.map +1 -0
  83. package/dist/static-lod/index.d.ts +12 -0
  84. package/dist/{static-lod-splat-mesh.d.ts → static-lod/static-lod-splat-mesh.d.ts} +3 -3
  85. package/dist/{static-lod-worker-protocol.d.ts → static-lod/static-lod-worker-protocol.d.ts} +1 -1
  86. package/dist/{static-lod.d.ts → static-lod/static-lod.d.ts} +1 -1
  87. package/dist/{static-lod-worker-D2fyqQZO.js → static-lod-worker-DktKnJkR.js} +46 -46
  88. package/dist/{static-lod-worker-D2fyqQZO.js.map → static-lod-worker-DktKnJkR.js.map} +1 -1
  89. package/dist/static-lod.js +148 -0
  90. package/dist/static-lod.js.map +1 -0
  91. package/dist/{budget-governor.d.ts → streaming/budget-governor.d.ts} +4 -4
  92. package/dist/{camera-budget-governor.d.ts → streaming/camera-budget-governor.d.ts} +11 -11
  93. package/dist/{chunk-cache-budget.d.ts → streaming/chunk-cache-budget.d.ts} +5 -5
  94. package/dist/{chunk-fetch-scheduler.d.ts → streaming/chunk-fetch-scheduler.d.ts} +4 -4
  95. package/dist/{dataset-source.d.ts → streaming/dataset-source.d.ts} +1 -1
  96. package/dist/streaming/index.d.ts +23 -0
  97. package/dist/{lod-scheduler.d.ts → streaming/lod-scheduler.d.ts} +1 -1
  98. package/dist/{lod-source.d.ts → streaming/lod-source.d.ts} +9 -9
  99. package/dist/{streamed-splat-mesh-utils.d.ts → streaming/streamed-splat-mesh-utils.d.ts} +2 -2
  100. package/dist/{streamed-splat-mesh.d.ts → streaming/streamed-splat-mesh.d.ts} +66 -32
  101. package/dist/streaming.js +2911 -0
  102. package/dist/streaming.js.map +1 -0
  103. package/dist/unified/index.d.ts +11 -0
  104. package/dist/{unified-splat-renderer.d.ts → unified/unified-splat-mesh.d.ts} +23 -16
  105. package/dist/unified/unified-work-buffer.d.ts +66 -0
  106. package/dist/{work-buffer-gather.d.ts → unified/work-buffer-gather.d.ts} +6 -6
  107. package/dist/{work-buffer-material.d.ts → unified/work-buffer-material.d.ts} +1 -1
  108. package/dist/unified.js +746 -0
  109. package/dist/unified.js.map +1 -0
  110. package/dist/webgpu-limits-Y3CI_6_6.js +43 -0
  111. package/dist/webgpu-limits-Y3CI_6_6.js.map +1 -0
  112. package/package.json +27 -7
  113. package/dist/index.d.ts +0 -54
  114. package/dist/ply-header-BwgExCn-.js.map +0 -1
  115. package/dist/splat-budget-DXew_86c.js.map +0 -1
  116. package/dist/splat-mesh-types-CTN_duw2.js.map +0 -1
  117. /package/dist/{create-splat-renderer.d.ts → core/create-splat-renderer.d.ts} +0 -0
  118. /package/dist/{depth-of-field.d.ts → core/depth-of-field.d.ts} +0 -0
  119. /package/dist/{half-float.d.ts → core/half-float.d.ts} +0 -0
  120. /package/dist/{logging.d.ts → core/logging.d.ts} +0 -0
  121. /package/dist/{radix-sort.d.ts → core/radix-sort.d.ts} +0 -0
  122. /package/dist/{radix-sorter.d.ts → core/radix-sorter.d.ts} +0 -0
  123. /package/dist/{relighting-pass.d.ts → core/relighting-pass.d.ts} +0 -0
  124. /package/dist/{sh-pack.d.ts → core/sh-pack.d.ts} +0 -0
  125. /package/dist/{sort-scheduler.d.ts → core/sort-scheduler.d.ts} +0 -0
  126. /package/dist/{sort-worker-protocol.d.ts → core/sort-worker-protocol.d.ts} +0 -0
  127. /package/dist/{sorter.d.ts → core/sorter.d.ts} +0 -0
  128. /package/dist/{splat-depth-pack.d.ts → core/splat-depth-pack.d.ts} +0 -0
  129. /package/dist/{splat-mesh-picking.d.ts → core/splat-mesh-picking.d.ts} +0 -0
  130. /package/dist/{splat-mesh-pool.d.ts → core/splat-mesh-pool.d.ts} +0 -0
  131. /package/dist/{splat-modifier-stack.d.ts → core/splat-modifier-stack.d.ts} +0 -0
  132. /package/dist/{splat-query.d.ts → core/splat-query.d.ts} +0 -0
  133. /package/dist/{splat-sort-bounds.d.ts → core/splat-sort-bounds.d.ts} +0 -0
  134. /package/dist/{storage-attribute-mirror.d.ts → core/storage-attribute-mirror.d.ts} +0 -0
  135. /package/dist/{worker-sorter.d.ts → core/worker-sorter.d.ts} +0 -0
  136. /package/dist/{xr-view.d.ts → core/xr-view.d.ts} +0 -0
  137. /package/dist/{ply-header.d.ts → loaders/ply-header.d.ts} +0 -0
  138. /package/dist/{lod-manifest.d.ts → streaming/lod-manifest.d.ts} +0 -0
@@ -1 +0,0 @@
1
- {"version":3,"file":"splat-mesh-types-CTN_duw2.js","sources":["../src/lib/lod-scheduler.ts","../src/lib/splat-mesh-types.ts"],"sourcesContent":["import * as THREE from 'three/webgpu';\nimport type { LodLeaf, LodManifest } from './lod-manifest';\nimport type { LodSource } from './lod-source';\n\n/**\n * A contiguous splat range within one chunk file, at one LOD level - the\n * unit the pool activates. Adjacent manifest leaves that resolve to the same\n * `(file, level)` and whose ranges abut are coalesced into one run, so the\n * pool sees a handful of large ranges instead of thousands of tiny leaves.\n */\nexport interface LodRun {\n readonly file: number;\n readonly level: number;\n readonly offset: number;\n readonly count: number;\n /** First manifest-leaf index this run covers. */\n readonly leafStart: number;\n /** One past the last covered leaf index. */\n readonly leafEnd: number;\n /**\n * Physical-coverage identity when several manifest leaves form one region.\n * A classic LCC cell may be split into fetch-sized leaves, but its slices\n * must still swap as one visible unit. Undefined retains interval-based\n * grouping for hierarchical sources.\n */\n readonly coverageGroup?: number;\n /**\n * Camera distance (mesh-local) of the nearest leaf in this run, from the\n * last {@link LodScheduler.computeDesiredRuns} pass. Streamed meshes use it\n * to fetch near detail before far coarse coverage. Absent on sources that\n * do not track per-leaf distance.\n */\n readonly distance?: number;\n /**\n * True when any leaf in this run intersects the view frustum (with the\n * scheduler's edge margin). Used to rank classic-path fetches so in-view\n * detail beats behind-camera work; absent when the source does not track it.\n */\n readonly inView?: boolean;\n /**\n * Fetch-only angular distance from the camera's forward axis. Smaller values\n * are nearer the screen centre. It never affects LOD selection or budget.\n */\n readonly screenImportance?: number;\n}\n\n/** Stable identity of a run, for diffing desired vs. resident sets. */\nexport function runKey(run: LodRun): string {\n return `${run.file}:${run.level}:${run.offset}:${run.count}`;\n}\n\n/** Sentinel level meaning \"this leaf is currently dropped (renders nothing)\". */\nconst DROPPED = -1;\n\n/**\n * Maximum splats in one run. Large contiguous regions are split into several\n * runs so no single pool append (and thus no single frame) does an unbounded\n * amount of copy + upload work. Split runs stay contiguous, so they still\n * upload as one coalesced rectangle.\n */\nconst MAX_RUN_SPLATS = 128_000;\n\n/** Hysteresis dead-band around each LOD distance threshold. */\nconst THRESHOLD_MARGIN = 0.1;\n/** Minimum time a leaf must hold a level before changing again, ms. */\nconst DWELL_MS = 500;\n/** Frustum test margin, as a fraction of each leaf's own size. */\nconst FRUSTUM_MARGIN = 0.1;\n/**\n * Out-of-frustum leaves act this many times farther away instead of being\n * hard-coarsened. Rotating the camera then re-ranks leaves smoothly (and\n * dwell applies), rather than mass-flipping edge leaves every frame -\n * PlayCanvas uses the same behind-camera-penalty idea.\n */\nconst FRUSTUM_PENALTY = 3;\n\n/**\n * Chooses a level of detail per spatial leaf from the camera, keeps the\n * total within a splat budget, and coalesces the result into runs.\n *\n * The scheduler is pure with respect to rendering: it takes a camera\n * position and frustum (both in the mesh's local space) and returns the set\n * of runs that should be resident. It owns only the small amount of state\n * needed for temporal stability (each leaf's current level and when it last\n * changed), so it is straightforward to drive from a test harness.\n *\n * LOD distance model (PlayCanvas-compatible): level 0 is used within\n * `lodBaseDistance`; each successive level covers a band `lodMultiplier`×\n * farther out. By default out-of-frustum leaves act {@link FRUSTUM_PENALTY}×\n * farther away. Formats with broad spatial cells can disable that bias so an\n * orbit does not churn already-refined cells at the frustum edges.\n *\n * The distance model only sets the *floor* and the *priority*: when the\n * distance-chosen set leaves budget unused, {@link fillBudget} promotes\n * in-frustum leaves nearest-first until its configured headroom target is\n * spent (90% by default). Formats can cap that optional refinement and avoid\n * a full-finest cut even when an explicitly large budget could hold it. The\n * budget\n * therefore decides how far refinement reaches - a desktop budget yields\n * full detail even with the whole scene in view, a mobile budget refines\n * only near the camera.\n */\nexport class LodScheduler implements LodSource {\n /** World-unit distance inside which the finest level (0) is used. */\n lodBaseDistance: number;\n /** Distance ratio between successive LOD levels. */\n lodMultiplier: number;\n /** Maximum active splats; the desired set is demoted to fit. */\n budget: number;\n\n private readonly leaves: readonly LodLeaf[];\n private readonly coarsest: number;\n /** Per leaf: lowest/highest LOD level that has data. */\n private readonly minLevel: Int32Array;\n private readonly maxLevel: Int32Array;\n /**\n * Per leaf: the distance *ambition* - the finest level the camera distance\n * asks for, with hysteresis/dwell applied. This is the hysteresis *state*:\n * only {@link selectLevels} writes it, so budget demotion can never feed\n * back into the dead-band/dwell logic and oscillate. With `fillPastDistance`\n * false, {@link fillBudget} restores {@link resolved} only up to here.\n */\n private readonly level: Int32Array;\n /**\n * Per leaf: the resolved target - the ambition capped to fit the budget by\n * {@link enforceBudget}, then refilled from leftover headroom by\n * {@link fillBudget} (or DROPPED). This is what {@link coalesceRuns} emits.\n */\n private readonly resolved: Int32Array;\n /** Per leaf: timestamp of the last distance-level change, for dwell. */\n private readonly changedAt: Float64Array;\n\n private readonly distance: Float64Array;\n private readonly inFrustum: Uint8Array;\n /** Leaves that must move through the budget cut together. */\n private readonly budgetGroups: readonly Uint32Array[];\n /** Per-leaf physical coverage group, when the manifest defines one. */\n private readonly coverageGroups: Int32Array;\n /** Whether view-frustum membership affects distance and fill priority. */\n private readonly frustumAware: boolean;\n /** Fraction of the usable budget that optional refinement may consume. */\n private readonly budgetFillFraction: number;\n /** Absolute cap on optional refinement; distance-selected detail may exceed it. */\n private readonly budgetFillCap: number;\n /** Whether a budget that holds every finest leaf forces a full-finest cut. */\n private readonly forceFinestWhenFits: boolean;\n /**\n * Leaves at or inside this camera distance always resolve to their finest\n * available level (no hysteresis climb). Classic LCC uses a multi-band\n * radius so adjacent broad cells do not paint coarse discs at startup.\n */\n private readonly forceFinestWithin: number | undefined;\n /**\n * When false, {@link fillBudget} only restores toward each leaf's\n * distance-selected {@link level} - never finer. Classic LCC sets this so\n * a mid-range cell does not fetch L0 only to demote to L1 once the cut\n * settles.\n */\n private readonly fillPastDistance: boolean;\n\n /**\n * What the last cut actually decided, for the HUD.\n *\n * The resident splat count alone cannot distinguish \"the scheduler asked for\n * this\" from \"the scheduler asked for more and the mesh could not apply it\",\n * and those have opposite fixes. Measured rather than inferred after a\n * zoomed-out `sandwijck` sat at exactly its coarsest total (190,730) with a\n * 600k budget - 68% of the budget unspent, with no way to see which stage\n * declined to spend it.\n */\n readonly stats = {\n /** Leaves the frustum test accepted - `fillBudget`'s candidate set. */\n inFrustum: 0,\n /** Total leaves in the tree. */\n leaves: 0,\n /** Splats implied by the resolved cut, before the mesh applies anything. */\n desired: 0,\n /** Splats `fillBudget` added on top of the distance-chosen levels. */\n filled: 0,\n };\n\n private readonly scratchBox = new THREE.Box3();\n private readonly scratchSize = new THREE.Vector3();\n private readonly scratchCenter = new THREE.Vector3();\n private readonly screenImportance: Float32Array;\n /** Whether the last selection pass received a camera-forward vector. */\n private hasScreenImportance = false;\n /**\n * Persistent leaf-index ordering scratch for {@link enforceBudget} and\n * {@link fillBudget}, sorted in place per call instead of allocating a\n * fresh `[...keys]` array. Comparators break ties on the index itself so\n * the order is identical to the stable `Array#sort` this replaces\n * (`TypedArray#sort` stability is not guaranteed).\n */\n private readonly orderScratch: Uint32Array;\n\n constructor(\n manifest: LodManifest,\n options: {\n budget: number;\n lodBaseDistance: number;\n lodMultiplier: number;\n frustumAware?: boolean;\n budgetFillFraction?: number;\n budgetFillCap?: number;\n forceFinestWhenFits?: boolean;\n forceFinestWithin?: number;\n /**\n * When false, leftover-budget fill never refines past the distance-\n * selected level (see {@link fillPastDistance}). Default true.\n */\n fillPastDistance?: boolean;\n },\n ) {\n this.leaves = manifest.leaves;\n this.coarsest = manifest.lodLevels - 1;\n this.budget = options.budget;\n this.lodBaseDistance = options.lodBaseDistance;\n this.lodMultiplier = options.lodMultiplier;\n this.frustumAware = options.frustumAware !== false;\n this.budgetFillFraction = options.budgetFillFraction ?? 0.9;\n this.budgetFillCap = options.budgetFillCap ?? Number.POSITIVE_INFINITY;\n this.forceFinestWhenFits = options.forceFinestWhenFits !== false;\n this.forceFinestWithin = options.forceFinestWithin;\n this.fillPastDistance = options.fillPastDistance !== false;\n if (this.budgetFillFraction <= 0 || this.budgetFillFraction > 1) {\n throw new RangeError('LodScheduler budgetFillFraction must be in (0, 1].');\n }\n if (!(this.budgetFillCap > 0)) {\n throw new RangeError('LodScheduler budgetFillCap must be positive.');\n }\n if (this.forceFinestWithin !== undefined && !(this.forceFinestWithin >= 0)) {\n throw new RangeError('LodScheduler forceFinestWithin must be >= 0.');\n }\n\n const n = this.leaves.length;\n this.minLevel = new Int32Array(n);\n this.maxLevel = new Int32Array(n);\n this.level = new Int32Array(n).fill(this.coarsest);\n this.resolved = new Int32Array(n).fill(this.coarsest);\n this.changedAt = new Float64Array(n);\n this.distance = new Float64Array(n);\n this.inFrustum = new Uint8Array(n);\n this.screenImportance = new Float32Array(n);\n this.orderScratch = new Uint32Array(n);\n this.coverageGroups = new Int32Array(n).fill(-1);\n\n const groups: number[][] = [];\n const explicitGroups = new Map<number, number>();\n for (let i = 0; i < n; i++) {\n const key = (this.leaves[i] as LodLeaf).budgetGroup;\n if (key === undefined) {\n groups.push([i]);\n continue;\n }\n let groupIndex = explicitGroups.get(key);\n if (groupIndex === undefined) {\n groupIndex = groups.length;\n explicitGroups.set(key, groupIndex);\n groups.push([]);\n }\n (groups[groupIndex] as number[]).push(i);\n this.coverageGroups[i] = key;\n }\n this.budgetGroups = groups.map((members) => Uint32Array.from(members));\n\n for (let i = 0; i < n; i++) {\n const lods = (this.leaves[i] as LodLeaf).lods;\n let min = this.coarsest;\n let max = 0;\n for (let l = 0; l < lods.length; l++) {\n if (lods[l] === undefined) continue;\n min = Math.min(min, l);\n max = Math.max(max, l);\n }\n this.minLevel[i] = min;\n this.maxLevel[i] = max;\n this.level[i] = max; // start coarse\n }\n }\n\n /**\n * Recomputes the desired resident run set for the current camera.\n *\n * @param cameraLocal - Camera position in the mesh's local space.\n * @param frustum - View frustum in the mesh's local space.\n * @param now - Monotonic timestamp (ms) for dwell hysteresis.\n */\n computeDesiredRuns(\n cameraLocal: THREE.Vector3,\n frustum: THREE.Frustum,\n now: number,\n cameraForward?: THREE.Vector3,\n ): LodRun[] {\n this.selectLevels(cameraLocal, frustum, now, cameraForward);\n // When the budget already holds every leaf's finest level, skip distance /\n // frustum demotion entirely. Otherwise a small rotate marks leaves\n // out-of-frustum (×{@link FRUSTUM_PENALTY}), coarsens them, and the mesh\n // aborts fine fetches / swaps to coarse LCC discs - then has to climb\n // back when they re-enter the view.\n if (this.forceFinestWhenFits && this.budget >= this.finestTotal()) {\n for (let i = 0; i < this.leaves.length; i++) {\n this.resolved[i] = this.minLevel[i] as number;\n }\n this.stats.desired = this.activeTotal();\n this.stats.filled = 0;\n return this.coalesceRuns();\n }\n // Copy the ambition into the resolved target, cap it to the budget, then\n // refill leftover headroom. Budget stages touch only `resolved`, never the\n // ambition/hysteresis state - a stationary camera therefore resolves the\n // same cut every pass instead of oscillating red↔orange.\n this.resolved.set(this.level);\n this.enforceBudget();\n const beforeFill = this.activeTotal();\n this.fillBudget();\n this.stats.desired = this.activeTotal();\n this.stats.filled = this.stats.desired - beforeFill;\n return this.coalesceRuns();\n }\n\n /** Total active splats implied by the current resolved levels. */\n private activeTotal(): number {\n let total = 0;\n for (let i = 0; i < this.leaves.length; i++) {\n const level = this.resolved[i] as number;\n if (level === DROPPED) continue;\n total += (this.leaves[i] as LodLeaf).lods[level]?.count ?? 0;\n }\n return total;\n }\n\n /** Splats if every leaf sat at its finest available level (none dropped). */\n private finestTotal(): number {\n let total = 0;\n for (let i = 0; i < this.leaves.length; i++) {\n const level = this.minLevel[i] as number;\n total += (this.leaves[i] as LodLeaf).lods[level]?.count ?? 0;\n }\n return total;\n }\n\n private selectLevels(\n cameraLocal: THREE.Vector3,\n frustum: THREE.Frustum,\n now: number,\n cameraForward?: THREE.Vector3,\n ): void {\n const { lodBaseDistance: base, lodMultiplier: m } = this;\n this.hasScreenImportance = cameraForward !== undefined;\n let visibleCount = 0;\n this.stats.leaves = this.leaves.length;\n for (let i = 0; i < this.leaves.length; i++) {\n const leaf = this.leaves[i] as LodLeaf;\n const d = leaf.bounds.distanceToPoint(cameraLocal);\n this.distance[i] = d;\n\n // Widen the box by a fraction of its own size for edge stability.\n this.scratchBox.copy(leaf.bounds);\n leaf.bounds.getSize(this.scratchSize);\n this.scratchBox.expandByScalar(this.scratchSize.length() * FRUSTUM_MARGIN);\n const visible = frustum.intersectsBox(this.scratchBox);\n this.inFrustum[i] = visible ? 1 : 0;\n if (visible) visibleCount++;\n\n // Broad classic-LCC tiles frequently all intersect the frustum, so the\n // boolean above cannot tell the centre of the screen from its edges.\n // This is deliberately fetch metadata only: distance remains the source\n // of truth for the resolved LOD and the budget cut.\n if (cameraForward) {\n leaf.bounds.getCenter(this.scratchCenter).sub(cameraLocal);\n const depth = this.scratchCenter.dot(cameraForward);\n const lateralSquared = Math.max(0, this.scratchCenter.lengthSq() - depth * depth);\n this.screenImportance[i] =\n depth > 0 ? Math.sqrt(lateralSquared) / Math.max(depth, 0.25) : Number.POSITIVE_INFINITY;\n } else {\n this.screenImportance[i] = 0;\n }\n\n const current = this.level[i] as number;\n // Blanket force-finest only when fill may still climb past the distance\n // band (octree / pagetable). Classic LCC never uses this path.\n if (\n this.fillPastDistance &&\n this.forceFinestWithin !== undefined &&\n d <= this.forceFinestWithin\n ) {\n const finest = this.minLevel[i] as number;\n if (current !== finest) {\n this.level[i] = finest;\n this.changedAt[i] = now;\n }\n continue;\n }\n\n const effectiveDistance = !this.frustumAware || visible ? d : d * FRUSTUM_PENALTY;\n\n // Classic LCC: the ambition tracks the pure distance band only. Budget\n // demotions live in `resolved`, never here, so they cannot feed back\n // into hysteresis. A cold cell snaps straight to its band (no dwell\n // climb through intermediate LODs); afterward only a band *crossing*\n // moves the ambition - a stationary camera in the same band holds,\n // even if the budget just demoted its resolved level.\n if (!this.fillPastDistance) {\n const band = this.distanceBandLevel(i, effectiveDistance, base, m);\n const coldStart =\n (this.changedAt[i] as number) === 0 && current === (this.maxLevel[i] as number);\n if (coldStart) {\n if (band !== current) {\n this.level[i] = band;\n this.changedAt[i] = now;\n }\n continue;\n }\n if (band === current) continue;\n const proposed = this.hysteresisLevel(i, effectiveDistance, base, m, current);\n if (proposed === current) continue;\n // Coarsen immediately (moving away should not linger over budget);\n // only refinement waits out the dwell window.\n const coarsening = proposed > current;\n if (coarsening || now - (this.changedAt[i] as number) >= DWELL_MS) {\n this.level[i] = proposed;\n this.changedAt[i] = now;\n }\n continue;\n }\n\n const proposed = this.hysteresisLevel(i, effectiveDistance, base, m, current);\n if (proposed === current) continue;\n const coldSnap =\n (this.changedAt[i] as number) === 0 && current === (this.maxLevel[i] as number);\n if (coldSnap || now - (this.changedAt[i] as number) >= DWELL_MS) {\n this.level[i] = proposed;\n this.changedAt[i] = now;\n }\n }\n this.stats.inFrustum = visibleCount;\n }\n\n /**\n * Pure distance→level band (independent of the leaf's current level), so a\n * classic LCC cut never has to dwell through intermediate rungs.\n */\n private distanceBandLevel(index: number, d: number, base: number, m: number): number {\n const min = this.minLevel[index] as number;\n const max = this.maxLevel[index] as number;\n let level = min;\n while (level < max && d > base * m ** level * (1 + THRESHOLD_MARGIN)) level++;\n return this.resolveAvailable(index, level);\n }\n\n /**\n * Stable level from distance: coarsen only past `threshold·(1 + margin)`,\n * refine only within `threshold·(1 − margin)`. The available-level clamp\n * keeps leaves that lack a level on their nearest coarser one.\n */\n private hysteresisLevel(\n index: number,\n d: number,\n base: number,\n m: number,\n current: number,\n ): number {\n const min = this.minLevel[index] as number;\n const max = this.maxLevel[index] as number;\n let level = Math.min(max, Math.max(min, current));\n // threshold(L) = base·m^L is the boundary between level L and L+1.\n while (level < max && d > base * m ** level * (1 + THRESHOLD_MARGIN)) level++;\n while (level > min && d <= base * m ** (level - 1) * (1 - THRESHOLD_MARGIN)) level--;\n // Resolve to the nearest available level (prefer coarser) if this exact\n // one has no data (leaves need not carry every level).\n return this.resolveAvailable(index, level);\n }\n\n private resolveAvailable(index: number, target: number): number {\n const lods = (this.leaves[index] as LodLeaf).lods;\n for (let l = target; l <= (this.maxLevel[index] as number); l++) if (lods[l]) return l;\n for (let l = target - 1; l >= (this.minLevel[index] as number); l--) if (lods[l]) return l;\n return this.maxLevel[index] as number;\n }\n\n /** Demotes/drops lowest-priority leaves until the total fits the budget. */\n private enforceBudget(): void {\n let total = this.activeTotal();\n if (total <= this.budget) return;\n\n // Demote lowest priority first. When frustum-aware: out-of-frustum before\n // in-frustum, then farthest. Classic LCC sets frustumAware false - broad\n // XY cells often sit mostly behind the camera while the user stands in\n // them (d≈0); frustum demotion would coarsen that cell first and let\n // thinner cells ahead keep fine detail (backwards load). Distance only.\n const order = this.orderScratch.subarray(0, this.budgetGroups.length);\n for (let i = 0; i < order.length; i++) order[i] = i;\n order.sort((a, b) => {\n const ia = (this.budgetGroups[a] as Uint32Array)[0] as number;\n const ib = (this.budgetGroups[b] as Uint32Array)[0] as number;\n if (this.frustumAware) {\n const fa = this.inFrustum[ia] as number;\n const fb = this.inFrustum[ib] as number;\n if (fa !== fb) return fa - fb; // out-of-frustum (0) first\n }\n return (this.distance[ib] as number) - (this.distance[ia] as number) || ia - ib;\n });\n\n // Pass 1: coarsen toward the coarsest available level.\n for (const groupIndex of order) {\n const group = this.budgetGroups[groupIndex] as Uint32Array;\n while (total > this.budget) {\n let reduction = 0;\n let changed = false;\n for (const i of group) {\n const current = this.resolved[i] as number;\n if (current >= (this.maxLevel[i] as number)) continue;\n const lods = (this.leaves[i] as LodLeaf).lods;\n const nextLevel = this.resolveAvailable(i, current + 1);\n if (nextLevel === current) continue;\n reduction += (lods[current]?.count ?? 0) - (lods[nextLevel]?.count ?? 0);\n this.resolved[i] = nextLevel;\n changed = true;\n }\n if (!changed) break;\n total -= reduction;\n }\n if (total <= this.budget) return;\n }\n\n // Pass 2 (last resort): drop groups entirely, lowest priority first.\n for (const groupIndex of order) {\n if (total <= this.budget) return;\n for (const i of this.budgetGroups[groupIndex] as Uint32Array) {\n if ((this.resolved[i] as number) === DROPPED) continue;\n total -= (this.leaves[i] as LodLeaf).lods[this.resolved[i] as number]?.count ?? 0;\n this.resolved[i] = DROPPED;\n }\n }\n }\n\n /**\n * Uses leftover budget to restore detail after {@link enforceBudget}\n * demoted leaves, nearest first, while the total stays under the fill\n * target. By default this may also refine *past* the distance-chosen level\n * when headroom remains (octree / pagetable streams). With\n * {@link fillPastDistance} false (classic LCC), fill never goes finer than\n * each leaf's distance-selected level - so a cell at the L1 band does not\n * fetch L0 only to demote moments later with the camera still.\n */\n private fillBudget(): void {\n const target =\n this.forceFinestWhenFits && this.budget >= this.finestTotal()\n ? this.budget\n : Math.min(this.budget, this.budgetFillCap) * this.budgetFillFraction;\n let total = this.activeTotal();\n if (total >= target) return;\n\n // Candidate in-frustum groups, nearest first (ties keep manifest order),\n // packed into the front of the shared index scratch.\n let candidateCount = 0;\n for (let groupIndex = 0; groupIndex < this.budgetGroups.length; groupIndex++) {\n const first = (this.budgetGroups[groupIndex] as Uint32Array)[0] as number;\n if (\n (!this.frustumAware || this.inFrustum[first] === 1) &&\n (this.resolved[first] as number) !== DROPPED\n ) {\n this.orderScratch[candidateCount++] = groupIndex;\n }\n }\n const order = this.orderScratch.subarray(0, candidateCount);\n order.sort((a, b) => {\n const ia = (this.budgetGroups[a] as Uint32Array)[0] as number;\n const ib = (this.budgetGroups[b] as Uint32Array)[0] as number;\n return (this.distance[ia] as number) - (this.distance[ib] as number) || ia - ib;\n });\n\n // Nearest groups refine first (up to the distance floor when capped).\n for (const groupIndex of order) {\n const group = this.budgetGroups[groupIndex] as Uint32Array;\n while (true) {\n let growth = 0;\n let canPromote = false;\n for (const i of group) {\n const current = this.resolved[i] as number;\n const floor = this.fillPastDistance\n ? (this.minLevel[i] as number)\n : (this.level[i] as number);\n if (current <= floor) continue;\n const leaf = this.leaves[i] as LodLeaf;\n let finer = current - 1;\n while (finer > floor && !leaf.lods[finer]) finer--;\n if (finer < floor || !leaf.lods[finer]) continue;\n growth += (leaf.lods[finer]?.count ?? 0) - (leaf.lods[current]?.count ?? 0);\n canPromote = true;\n }\n if (!canPromote || total + growth > target) break;\n for (const i of group) {\n const current = this.resolved[i] as number;\n const floor = this.fillPastDistance\n ? (this.minLevel[i] as number)\n : (this.level[i] as number);\n if (current <= floor) continue;\n const leaf = this.leaves[i] as LodLeaf;\n let finer = current - 1;\n while (finer > floor && !leaf.lods[finer]) finer--;\n if (finer >= floor && leaf.lods[finer]) this.resolved[i] = finer;\n }\n total += growth;\n }\n }\n }\n\n private coalesceRuns(): LodRun[] {\n return this.buildRuns(0, this.leaves.length, (i) => this.resolved[i] as number);\n }\n\n /**\n * Runs covering [from, to) at each leaf's coarsest available level - used\n * to substitute always-cached coverage while a finer level is fetching.\n */\n coarsestRunsFor(from: number, to: number): LodRun[] {\n return this.buildRuns(from, to, (i) => this.maxLevel[i] as number);\n }\n\n /**\n * Runs covering [from, to) at `level`, clamped per leaf to an available rung\n * (prefer the requested level, else the next coarser, else the next finer).\n */\n runsAtLevelFor(from: number, to: number, level: number): LodRun[] {\n const wanted = Math.floor(level);\n return this.buildRuns(from, to, (i) => this.clampLeafLevel(i, wanted));\n }\n\n /** Prefer `wanted`, else next coarser, else next finer; {@link DROPPED} if none. */\n private clampLeafLevel(leafIndex: number, wanted: number): number {\n const leaf = this.leaves[leafIndex] as LodLeaf;\n if (leaf.lods[wanted]) return wanted;\n for (let l = wanted + 1; l < leaf.lods.length; l++) {\n if (leaf.lods[l]) return l;\n }\n for (let l = wanted - 1; l >= 0; l--) {\n if (leaf.lods[l]) return l;\n }\n return DROPPED;\n }\n\n /** Coalesces leaves [from, to) at `levelOf(leaf)` into contiguous runs. */\n private buildRuns(from: number, to: number, levelOf: (index: number) => number): LodRun[] {\n const runs: LodRun[] = [];\n let file = -1;\n let level = -1;\n let offset = 0;\n let count = 0;\n let leafStart = -1;\n let leafEnd = -1;\n let coverageGroup = -1;\n let distance = Number.POSITIVE_INFINITY;\n let inView = false;\n let screenImportance = Number.POSITIVE_INFINITY;\n const flush = (): void => {\n if (count > 0) {\n runs.push({\n file,\n level,\n offset,\n count,\n leafStart,\n leafEnd,\n distance,\n inView,\n ...(this.hasScreenImportance ? { screenImportance } : {}),\n ...(coverageGroup >= 0 ? { coverageGroup } : {}),\n });\n }\n count = 0;\n };\n\n for (let i = from; i < to; i++) {\n const l = levelOf(i);\n if (l === DROPPED) {\n flush();\n continue;\n }\n const range = (this.leaves[i] as LodLeaf).lods[l];\n if (!range) {\n flush();\n continue;\n }\n const leafCoverageGroup = this.coverageGroups[i] as number;\n const leafDistance = this.distance[i] as number;\n const leafInView = (this.inFrustum[i] as number) === 1;\n if (\n count > 0 &&\n range.file === file &&\n l === level &&\n leafCoverageGroup === coverageGroup &&\n range.offset === offset + count &&\n count + range.count <= MAX_RUN_SPLATS\n ) {\n count += range.count; // extend the current run\n leafEnd = i + 1;\n if (leafDistance < distance) distance = leafDistance;\n if (leafInView) inView = true;\n screenImportance = Math.min(screenImportance, this.screenImportance[i] as number);\n } else {\n flush();\n file = range.file;\n level = l;\n offset = range.offset;\n count = range.count;\n leafStart = i;\n leafEnd = i + 1;\n coverageGroup = leafCoverageGroup;\n distance = leafDistance;\n inView = leafInView;\n screenImportance = this.screenImportance[i] as number;\n }\n }\n flush();\n return runs;\n }\n}\n","/** Public configuration and result types for SplatMesh. */\nimport type * as THREE from 'three/webgpu';\nimport type { SplatData } from './splat-data';\nimport type { SplatOrientation } from './orientation';\nimport type { SplatModifier } from './splat-modifier';\nimport {\n detectSplatDeviceProfile,\n isFillConstrainedSplatDevice,\n type SplatDeviceProfile,\n} from './splat-budget';\nimport type { SplatPool } from './splat-mesh-pool';\nimport type { SplatShInputs, Vec3Uniform } from './splat-mesh-material';\n\n/** Construction-time projected-footprint policy selected by a streamed format. */\nexport type ProjectedFilterProfile = 'default' | 'lcc';\n\n/**\n * Opaque handle for a range of splats appended to a {@link SplatMesh},\n * used to remove the range again.\n */\nexport interface SplatRange {\n /** Number of splats in this range. */\n readonly count: number;\n}\n\n/**\n * Storage format of a per-splat channel (see {@link SplatMesh.defineChannel}).\n *\n * - `'byte'`: one `Uint8` per splat (`r8unorm`). Compact - a good fit for\n * masks and labels. `ctx.channel(name)` reads it back **normalized** to\n * `[0, 1]`, so a painted `255` reads as `1.0`.\n * - `'float'`: one `Float32` per splat (`r32float`), read back verbatim.\n */\nexport type SplatChannelType = 'byte' | 'float';\n\n/** Options for {@link SplatMesh.defineChannel}. */\nexport interface SplatChannelOptions {\n /** Storage format; default `'float'`. */\n type?: SplatChannelType;\n /**\n * Value every splat starts at before any {@link SplatMesh.writeChannel}.\n * Default `0`. For `'byte'` channels this is a raw `0..255` value.\n */\n fill?: number;\n}\n\n/** The highest SH order this renderer evaluates (3rd → 15 coefficients). */\nexport const MAX_SH_BANDS = 3;\n\n/**\n * The contribution-culling profile a mesh will use, given an optional\n * explicit override. Exported so callers that must decide something *before*\n * constructing the mesh - such as whether a streamed scene should fetch its\n * SH at all - agree with what the mesh itself will pick.\n */\nexport function resolveSplatPerformanceProfile(\n explicit?: SplatPerformanceProfile,\n profile: SplatDeviceProfile | undefined = detectSplatDeviceProfile(),\n): SplatPerformanceProfile {\n return explicit ?? (isFillConstrainedSplatDevice(profile) ? 'smooth' : 'quality');\n}\n\n/** Construction options for {@link SplatMesh}. */\nexport interface SplatMeshOptions {\n /**\n * Storage for per-splat higher-order SH in a dynamic-capacity pool, in\n * bands (1, 2 or 3 → 3, 8 or 15 coefficients per channel); 0 (default)\n * allocates nothing.\n *\n * Only formats that store SH per splat can fill this - LCC `Quality`, `.rad`, etc.\n * It costs 16 bytes per splat per band-group of four\n * coefficients (64 B/splat at 3 bands), so it is opt-in. On a static mesh\n * this is ignored: packed SH is taken from `source.shPacked` when present,\n * otherwise palette `source.sh` (SOG).\n */\n shBands?: 0 | 1 | 2 | 3;\n /**\n * Minimum interval between WebGPU sorts while the camera moves. When\n * omitted, the interval adapts to the active splat count. Use `0` to sort\n * every changed frame. WebGL worker sorting is unaffected.\n */\n sortIntervalMs?: number;\n /**\n * WebGPU sorter used for A/B validation. Defaults to the proven counting\n * sorter. `'radix'` keeps the fast 24-bit key path; `'exact'` lazy-loads a\n * stable 32-bit Float32-depth radix path that avoids scene-range\n * quantization. The first frames may skip sorting until the module resolves.\n *\n * @experimental Radix strategies may change in a minor release.\n */\n sortStrategy?: SplatSortStrategy;\n /**\n * Render-quality policy. `smooth` rejects negligible projected contributions.\n *\n * The default is device-aware: `smooth` on mobile (where rejecting splats too\n * small or too faint to see is worth far more than it costs), `quality`\n * everywhere else. Passing a value opts out of the detection.\n */\n performanceProfile?: SplatPerformanceProfile;\n /**\n * How far out, in standard deviations, each Gaussian is drawn before it is\n * cut off. Every splat is an alpha-blended quad sized to this radius, so it\n * sets how much each one costs to blend - the dominant cost in a busy view.\n * Lowering it shrinks every quad and clips the faint outer tail of each\n * Gaussian; the falloff within the remaining radius is unchanged.\n *\n * Defaults to `3`, the reference 3DGS rasterizer's radius. Below ~2 the\n * truncation shows as visible splat edges; much above ~5 the extra fill is not\n * worth it. Mobile coverage gaps are handled by `minSplatSizePx` instead of\n * growing every splat.\n */\n maxStdDev?: number;\n /**\n * Floor, in viewport pixels, on each rendered splat's projected quad radius.\n *\n * A screen-space *minimum* size, the counterpart to `maxScreenRadiusPx`'s\n * maximum. When a splat projects smaller than this - because it is distant, or\n * because the whole scene is zoomed out - its quad is grown to this radius and\n * the Gaussian is stretched to fill it (the falloff normalizes to the quad, so\n * no hard edge appears). Splats already larger are untouched, so it costs no\n * extra fill on the near-camera splats that dominate overdraw.\n *\n * This is the fix for the \"dark gaps when zoomed out\" failure mode: a capture\n * whose finest splats are spaced farther apart than their footprint leaves the\n * background showing between them, and the effect is worst at low resolution -\n * i.e. on a phone. Raising `maxStdDev` also closes the gaps but inflates\n * *every* splat's fragment count by its square, paying the coverage cost on the\n * large splats too; this floor spends it only where a gap can actually open.\n *\n * Defaults to `1.5` px on mobile and `0` (disabled) elsewhere, including\n * fill-constrained desktops. Values around 1–3 px close typical gaps; too\n * large a floor blurs distinct small features into discs, so tune it up from\n * small on the target device. An explicit `0` always disables the floor.\n */\n minSplatSizePx?: number;\n /**\n * Apply the Mip-Splatting 2D antialiasing filter - the screen-space low-pass\n * dilation plus the opacity compensation that conserves each Gaussian's\n * integral, so small/distant splats stop over-brightening. Match the\n * exporter: enable it for scenes trained/exported with antialiasing (the SOG\n * `antialias` meta flag sets this automatically). Defaults to `false` (the\n * classic 3DGS dilation without compensation).\n */\n antialias?: boolean;\n /**\n * Internal format-selected reconstruction profile. Classic LCC uses the\n * XGRIDS-compatible 0.1 px² compensated low-pass; callers should leave this\n * unset and select a format through {@link StreamedSplatMesh.load} instead.\n *\n * @internal\n */\n projectedFilterProfile?: ProjectedFilterProfile;\n /**\n * Emit splat colors in sRGB (display) space instead of decoding them to the\n * renderer's linear working space. Pair with a renderer that skips output\n * conversion (`outputColorSpace = LinearSRGBColorSpace`, `NoToneMapping`,\n * inline sRGB encode for other materials via `renderer.contextNode`): splats\n * then alpha-composite on gamma-encoded values - the math 3DGS training\n * optimizes against, and what WebGL splat viewers render. Defaults to\n * `false` (linear working-space compositing).\n */\n srgbOutput?: boolean;\n /**\n * Cull any splat whose projected on-screen radius exceeds this many pixels,\n * rendering a hole instead. A physically large splat close to the camera -\n * a coarse merged LOD node (a Spark `.rad` \"blob\"), or a giant background\n * Gaussian - projects huge while a fine surface splat stays small, so this\n * removes the near-camera blobs without touching detailed geometry. `0` or\n * unset disables it (the default). Baked into the material graph.\n */\n maxSplatScreenRadius?: number;\n /**\n * Foveation band lower bound (px): cull any splat whose projected on-screen\n * radius is *below* this. Paired with {@link maxSplatScreenRadius}, only\n * splats sized `(min, max]` on screen draw. Because a `.rad` LOD tree's node\n * sizes shrink geometrically, exactly one level per view ray lands in the\n * band - near rays on fine leaves, far rays on coarse nodes - giving a\n * camera-distance foveated cut. `0` or unset disables it (the default).\n * Baked into the material graph. See `docs/formats/rad-notes.md` M14.6.\n */\n minSplatScreenRadius?: number;\n /**\n * How a `.rad` foveated mesh picks its per-splat LOD cut:\n * - `'band'` (default): the screen-radius band above\n * ({@link minSplatScreenRadius}, {@link maxSplatScreenRadius}].\n * - `'frontier'`: Spark's exact tree cut - draw splat `i` iff its parent is\n * too big and it is small enough (`parentPixelScale > limit ≥ ownPixelScale`),\n * using per-splat `own_size`/`parent_size`. Full coverage by construction, no\n * band leapfrogging. Baked into the material graph. See `docs/formats/rad-notes.md`.\n * - `'pagetable'`: the {@link StreamedSplatMesh} default for `.rad` - a worker\n * owns the tree traversal and pages only the *selected* frontier into the\n * pool (Spark's selected-index model), so the whole splat budget buys\n * on-screen detail. Requires the streamed `.rad` machinery; on a plain\n * `SplatMesh` it has no worker to drive it.\n *\n * @experimental `.rad` foveation option; may change in a minor release.\n */\n foveationMode?: 'band' | 'frontier' | 'pagetable';\n /**\n * Target on-screen size (px) for the frontier / page-table cut: it keeps one\n * LOD level per view ray whose projected node size is about this. Larger =\n * coarser/fewer splats, smaller = finer/denser. Default\n * {@link DEFAULT_FOVEATION_TARGET_PX} (1, matching Spark's `lodRenderScale`),\n * so the draw budget rather than the cut size is what bounds detail. Raise it\n * to trade sharpness for fill rate on weak GPUs.\n * Acts as the *finest* bound: the adaptive limit coarsens above it to hold the\n * draw budget but never dips below it.\n *\n * @experimental `.rad` foveation option; may change in a minor release.\n */\n foveationTargetPx?: number;\n /**\n * Target upper bound on the number of splats the frontier cut *draws*\n * (Spark's `maxSplats`). Each reschedule the cut's `pixelScaleLimit`\n * self-adjusts - coarsening when the estimated drawn count exceeds this - so\n * frame cost stays bounded as detail streams in. Default\n * {@link DEFAULT_FOVEATION_DRAW_BUDGET}. Only used in `'frontier'` mode.\n *\n * @experimental `.rad` foveation option; may change in a minor release.\n */\n foveationDrawBudget?: number;\n /**\n * Cap on a rendered splat's major/minor axis ratio (`0`/unset = off). A very\n * anisotropic Gaussian (a flat 3DGS disk edge-on, or an expansion-enlarged\n * coarse LOD node) otherwise projects to a long needle; this bounds its drawn\n * length to `maxSplatAspect`× its width. Baked into the material graph.\n *\n * @experimental `.rad` foveation option; may change in a minor release.\n */\n maxSplatAspect?: number;\n /**\n * Spark's LOD alpha encoding (`.rad`): the stored opacity is `alpha/2` so the\n * shader recovers `alpha ∈ [0,2]`, and `alpha > 1` marks a merged node rendered\n * with a grown σ-cutoff + super-Gaussian falloff. Set for foveated `.rad`.\n *\n * @experimental `.rad` foveation option; may change in a minor release.\n */\n lodAlpha?: boolean;\n /**\n * How the scene is oriented into the three.js Y-up world. `'y-up'` (default)\n * normalizes every known format to Y-up - 3DGS Y-down formats\n * (PLY/`.splat`/`.ksplat`/SOG) are flipped 180° about X; SPZ/`.rad` are\n * already Y-up; LCC keeps its own Z-up→Y-up matrix. `'source'` applies no\n * cosmetic flip and renders in the data frame (raw Spark / mkkellogg parity);\n * LCC still self-orients (that is format semantics, not part of the switch).\n *\n * For a static mesh the flip is chosen from {@link SplatData.sourceFormat}\n * (stamped by the loaders); a dynamic-capacity mesh carries no format, so its\n * host applies {@link yUpTransformForFormat} itself. See {@link SplatOrientation}.\n */\n orientation?: SplatOrientation;\n /**\n * GPU storage type for the pool's continuous float textures (`centers` and\n * `covarianceA`). `'float16'` uploads them as `rgba16float` (~16 B/splat\n * saved vs the default). CPU backing stays float32 (sorter, query, writes).\n *\n * `covarianceB` is always float32: it packs integer IDs (SOG palette labels,\n * RAD frontier parents) that half floats cannot represent exactly above\n * 2048. Colors and packed SH are unchanged. Construction-time only.\n */\n poolFloatTextures?: 'float32' | 'float16';\n /**\n * An existing pool to draw from instead of allocating one.\n *\n * Several meshes sharing a pool share its memory envelope: rows go to\n * whichever mesh needs them, so a mesh the camera is near can hold far more\n * than an even split would give it, and one that is far away holds almost\n * nothing - without every mesh having reserved a private ceiling up front.\n * This is the multi-mesh analogue of a single streamed mesh's LOD budget.\n *\n * The pool is *not* owned by the mesh: {@link SplatMesh.dispose} releases the\n * mesh's rows and leaves the textures alone, so the pool's creator disposes\n * it once every tenant is gone. `capacity` on the source is then only used\n * for the mesh's own draw list, not to size storage.\n *\n * Sharing costs a whole-pool stall when the pool fragments - see\n * {@link SplatMesh.compact}.\n */\n pool?: SplatPool;\n /**\n * The device's `maxTextureDimension2D`, forwarded to a pool this mesh\n * allocates for itself so an over-tall pool fails at construction with a\n * readable error instead of at first draw. Pass `deviceMaxTextureSize(renderer)`.\n *\n * Ignored when {@link SplatMeshOptions.pool} supplies the pool - that pool\n * was already checked when its creator built it.\n */\n maxTextureSize?: number;\n}\n\n/** Available WebGPU depth-sort implementations. */\nexport type SplatSortStrategy = 'counting' | 'radix' | 'exact';\n\n/** Controls optional work during a per-frame source update. */\nexport interface SplatUpdateOptions {\n /** Leave sorting to {@link UnifiedSplatRenderer}; uploads and LOD state still update. */\n sort?: boolean;\n}\n\n/**\n * Read-only GPU-facing view of a mesh's current active pool. It is consumed by\n * the M15.4 unified gather path; streamed meshes expose their current LOD cut\n * through the same view because they inherit {@link SplatMesh}.\n *\n * @experimental May change in a minor release.\n */\nexport interface UnifiedSourceView {\n /** Total addressable pool slots. */\n readonly capacity: number;\n /** Pool indices of active splats, packed from zero. */\n readonly sourceIndex: THREE.StorageBufferAttribute;\n /** Active entries at the front of {@link sourceIndex}. */\n readonly activeCount: number;\n /** Local-space centers, RGBA32F and pool-indexed. */\n readonly centersTexture: THREE.DataTexture;\n /** Source display color and opacity, RGBA8 and pool-indexed. */\n readonly colorsTexture: THREE.DataTexture;\n /** Upper covariance rows, RGBA32F and pool-indexed. */\n readonly covarianceATexture: THREE.DataTexture;\n /** Final covariance row, RGBA32F and pool-indexed. */\n readonly covarianceBTexture: THREE.DataTexture;\n /** Centers texture row width. */\n readonly dataTextureWidth: number;\n /** Current source-local → world transform. */\n readonly matrixWorld: THREE.Matrix4;\n /** Conservative world-space bound for depth quantization. */\n readonly worldBounds: THREE.Sphere;\n /** Higher-order color data resolved by the gather pass when present. */\n readonly sh: SplatShInputs | null;\n /** Effect hooks and their source-local data channels. */\n readonly modifiers: readonly SplatModifier[];\n /**\n * True when this source is itself a unified pool with per-source placement\n * (`SplatScene`). The gather path cannot resolve nested placement, so\n * `UnifiedSplatRenderer` rejects these sources.\n */\n readonly hasSourcePlacement: boolean;\n readonly channels: ReadonlyMap<string, { texture: THREE.DataTexture }>;\n /** Same uniform node the source graph updates each frame. */\n readonly localCameraPosition: Vec3Uniform;\n /** Changes whenever a modifier graph must be rebuilt. */\n readonly graphRevision: number;\n /** Whether this source intentionally composites in display (sRGB) space. */\n readonly srgbOutput: boolean;\n /** Shared draw-path settings that must agree across unified sources. */\n readonly maxStdDev: number;\n /** Screen-space minimum splat radius, px (0 = off). */\n readonly minSplatSizePx: number;\n readonly antialias: boolean;\n /** Construction-time projected-footprint policy shared by one unified pass. */\n readonly projectedFilterProfile: ProjectedFilterProfile;\n /**\n * Whether this source stores Spark LOD alpha (`alpha ÷ 2`, `.rad`). The\n * gather recovers the full `alpha ∈ [0,2]`; the draw material then treats\n * `alpha > 1` as a merged node. Per source, not a compatibility field - a\n * scene may mix `.rad` and non-`.rad` sources.\n */\n readonly lodAlpha: boolean;\n /** Increments whenever pool-backed data or active residency changes. */\n readonly contentRevision: number;\n}\n\n/** Quality-compatible rendering or smoother contribution-culling rendering. */\nexport type SplatPerformanceProfile = 'quality' | 'smooth';\n\n/**\n * Options for {@link SplatMesh.pick}.\n *\n * Picking returns the selected splat's rendered center plane (depth-tested\n * Gaussian coverage), not a persistent splat identifier or a collision mesh.\n */\nexport interface SplatPickOptions {\n /**\n * Minimum Gaussian opacity (after falloff × splat alpha) for a fragment to\n * count as a hit. Default `0.1`.\n */\n alphaThreshold?: number;\n}\n\n/**\n * Result of a successful {@link SplatMesh.pick}.\n *\n * The point lies on the frontmost splat's billboard plane at the picked\n * pixel - suitable for click-to-focus and placement anchors, not physics.\n */\nexport interface SplatPickResult {\n /** Hit position in world space. */\n readonly point: THREE.Vector3;\n /** Distance from the camera position to {@link point}. */\n readonly distance: number;\n}\n\n/**\n * Result of {@link SplatMesh.queryNearest}: the resident splat center closest\n * to the query point, in world space.\n */\nexport interface SplatNearestResult {\n /** The splat's center, in world space. */\n readonly point: THREE.Vector3;\n /** World-space distance from the query point to {@link point}. */\n readonly distance: number;\n}\n\n/** Result of a successful synchronous {@link SplatMesh.queryRay}. */\nexport interface SplatRayResult {\n /** Resident splat center in world space. */\n readonly point: THREE.Vector3;\n /** Distance along the ray from its origin to the center's closest plane. */\n readonly distance: number;\n}\n\n/**\n * Result of {@link SplatMesh.queryHeight}: the supporting surface found beneath\n * the query point (the highest resident splat within the drop and horizontal\n * radius), in world space.\n */\nexport interface SplatHeightResult {\n /** The supporting splat's center, in world space. */\n readonly point: THREE.Vector3;\n /** How far below the query point the surface sits (world units, ≥ 0). */\n readonly drop: number;\n}\n"],"names":["runKey","run","DROPPED","MAX_RUN_SPLATS","THRESHOLD_MARGIN","DWELL_MS","FRUSTUM_MARGIN","FRUSTUM_PENALTY","LodScheduler","manifest","options","__publicField","THREE","n","groups","explicitGroups","i","key","groupIndex","members","lods","min","max","l","cameraLocal","frustum","now","cameraForward","beforeFill","total","level","_a","base","m","visibleCount","leaf","d","visible","depth","lateralSquared","current","finest","effectiveDistance","band","proposed","index","target","order","a","b","ia","ib","fa","fb","group","reduction","changed","nextLevel","_b","_c","candidateCount","first","growth","canPromote","floor","finer","from","to","wanted","leafIndex","levelOf","runs","file","offset","count","leafStart","leafEnd","coverageGroup","distance","inView","screenImportance","flush","range","leafCoverageGroup","leafDistance","leafInView","MAX_SH_BANDS","resolveSplatPerformanceProfile","explicit","profile","detectSplatDeviceProfile","isFillConstrainedSplatDevice"],"mappings":";;;;;AA+CO,SAASA,EAAOC,GAAqB;AAC1C,SAAO,GAAGA,EAAI,IAAI,IAAIA,EAAI,KAAK,IAAIA,EAAI,MAAM,IAAIA,EAAI,KAAK;AAC5D;AAGA,MAAMC,IAAU,IAQVC,IAAiB,OAGjBC,IAAmB,KAEnBC,IAAW,KAEXC,IAAiB,KAOjBC,IAAkB;AA4BjB,MAAMC,EAAkC;AAAA,EA8F7C,YACEC,GACAC,GAeA;AA7GF;AAAA,IAAAC,EAAA;AAEA;AAAA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AAEiB,IAAAA,EAAA;AACA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AACA,IAAAA,EAAA;AAQA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAAA,EAAA;AAMA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AAEA,IAAAA,EAAA;AACA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AAEA;AAAA,IAAAA,EAAA;AAMA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAAA,EAAA;AAOA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAAA,EAAA;AAYR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAAA,EAAA,eAAQ;AAAA;AAAA,MAEf,WAAW;AAAA;AAAA,MAEX,QAAQ;AAAA;AAAA,MAER,SAAS;AAAA;AAAA,MAET,QAAQ;AAAA,IAAA;AAGO,IAAAA,EAAA,oBAAa,IAAIC,EAAM,KAAA;AACvB,IAAAD,EAAA,qBAAc,IAAIC,EAAM,QAAA;AACxB,IAAAD,EAAA,uBAAgB,IAAIC,EAAM,QAAA;AAC1B,IAAAD,EAAA;AAET;AAAA,IAAAA,EAAA,6BAAsB;AAQb;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAAA,EAAA;AA+Bf,QAXA,KAAK,SAASF,EAAS,QACvB,KAAK,WAAWA,EAAS,YAAY,GACrC,KAAK,SAASC,EAAQ,QACtB,KAAK,kBAAkBA,EAAQ,iBAC/B,KAAK,gBAAgBA,EAAQ,eAC7B,KAAK,eAAeA,EAAQ,iBAAiB,IAC7C,KAAK,qBAAqBA,EAAQ,sBAAsB,KACxD,KAAK,gBAAgBA,EAAQ,iBAAiB,OAAO,mBACrD,KAAK,sBAAsBA,EAAQ,wBAAwB,IAC3D,KAAK,oBAAoBA,EAAQ,mBACjC,KAAK,mBAAmBA,EAAQ,qBAAqB,IACjD,KAAK,sBAAsB,KAAK,KAAK,qBAAqB;AAC5D,YAAM,IAAI,WAAW,oDAAoD;AAE3E,QAAI,EAAE,KAAK,gBAAgB;AACzB,YAAM,IAAI,WAAW,8CAA8C;AAErE,QAAI,KAAK,sBAAsB,UAAa,EAAE,KAAK,qBAAqB;AACtE,YAAM,IAAI,WAAW,8CAA8C;AAGrE,UAAMG,IAAI,KAAK,OAAO;AACtB,SAAK,WAAW,IAAI,WAAWA,CAAC,GAChC,KAAK,WAAW,IAAI,WAAWA,CAAC,GAChC,KAAK,QAAQ,IAAI,WAAWA,CAAC,EAAE,KAAK,KAAK,QAAQ,GACjD,KAAK,WAAW,IAAI,WAAWA,CAAC,EAAE,KAAK,KAAK,QAAQ,GACpD,KAAK,YAAY,IAAI,aAAaA,CAAC,GACnC,KAAK,WAAW,IAAI,aAAaA,CAAC,GAClC,KAAK,YAAY,IAAI,WAAWA,CAAC,GACjC,KAAK,mBAAmB,IAAI,aAAaA,CAAC,GAC1C,KAAK,eAAe,IAAI,YAAYA,CAAC,GACrC,KAAK,iBAAiB,IAAI,WAAWA,CAAC,EAAE,KAAK,EAAE;AAE/C,UAAMC,IAAqB,CAAA,GACrBC,wBAAqB,IAAA;AAC3B,aAASC,IAAI,GAAGA,IAAIH,GAAGG,KAAK;AAC1B,YAAMC,IAAO,KAAK,OAAOD,CAAC,EAAc;AACxC,UAAIC,MAAQ,QAAW;AACrB,QAAAH,EAAO,KAAK,CAACE,CAAC,CAAC;AACf;AAAA,MACF;AACA,UAAIE,IAAaH,EAAe,IAAIE,CAAG;AACvC,MAAIC,MAAe,WACjBA,IAAaJ,EAAO,QACpBC,EAAe,IAAIE,GAAKC,CAAU,GAClCJ,EAAO,KAAK,EAAE,IAEfA,EAAOI,CAAU,EAAe,KAAKF,CAAC,GACvC,KAAK,eAAeA,CAAC,IAAIC;AAAA,IAC3B;AACA,SAAK,eAAeH,EAAO,IAAI,CAACK,MAAY,YAAY,KAAKA,CAAO,CAAC;AAErE,aAASH,IAAI,GAAGA,IAAIH,GAAGG,KAAK;AAC1B,YAAMI,IAAQ,KAAK,OAAOJ,CAAC,EAAc;AACzC,UAAIK,IAAM,KAAK,UACXC,IAAM;AACV,eAASC,IAAI,GAAGA,IAAIH,EAAK,QAAQG;AAC/B,QAAIH,EAAKG,CAAC,MAAM,WAChBF,IAAM,KAAK,IAAIA,GAAKE,CAAC,GACrBD,IAAM,KAAK,IAAIA,GAAKC,CAAC;AAEvB,WAAK,SAASP,CAAC,IAAIK,GACnB,KAAK,SAASL,CAAC,IAAIM,GACnB,KAAK,MAAMN,CAAC,IAAIM;AAAA,IAClB;AAAA,EACF;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASA,mBACEE,GACAC,GACAC,GACAC,GACU;AAOV,QANA,KAAK,aAAaH,GAAaC,GAASC,GAAKC,CAAa,GAMtD,KAAK,uBAAuB,KAAK,UAAU,KAAK,eAAe;AACjE,eAASX,IAAI,GAAGA,IAAI,KAAK,OAAO,QAAQA;AACtC,aAAK,SAASA,CAAC,IAAI,KAAK,SAASA,CAAC;AAEpC,kBAAK,MAAM,UAAU,KAAK,YAAA,GAC1B,KAAK,MAAM,SAAS,GACb,KAAK,aAAA;AAAA,IACd;AAKA,SAAK,SAAS,IAAI,KAAK,KAAK,GAC5B,KAAK,cAAA;AACL,UAAMY,IAAa,KAAK,YAAA;AACxB,gBAAK,WAAA,GACL,KAAK,MAAM,UAAU,KAAK,YAAA,GAC1B,KAAK,MAAM,SAAS,KAAK,MAAM,UAAUA,GAClC,KAAK,aAAA;AAAA,EACd;AAAA;AAAA,EAGQ,cAAsB;;AAC5B,QAAIC,IAAQ;AACZ,aAASb,IAAI,GAAGA,IAAI,KAAK,OAAO,QAAQA,KAAK;AAC3C,YAAMc,IAAQ,KAAK,SAASd,CAAC;AAC7B,MAAIc,MAAU5B,MACd2B,OAAUE,IAAA,KAAK,OAAOf,CAAC,EAAc,KAAKc,CAAK,MAArC,gBAAAC,EAAwC,UAAS;AAAA,IAC7D;AACA,WAAOF;AAAA,EACT;AAAA;AAAA,EAGQ,cAAsB;;AAC5B,QAAIA,IAAQ;AACZ,aAASb,IAAI,GAAGA,IAAI,KAAK,OAAO,QAAQA,KAAK;AAC3C,YAAMc,IAAQ,KAAK,SAASd,CAAC;AAC7B,MAAAa,OAAUE,IAAA,KAAK,OAAOf,CAAC,EAAc,KAAKc,CAAK,MAArC,gBAAAC,EAAwC,UAAS;AAAA,IAC7D;AACA,WAAOF;AAAA,EACT;AAAA,EAEQ,aACNL,GACAC,GACAC,GACAC,GACM;AACN,UAAM,EAAE,iBAAiBK,GAAM,eAAeC,MAAM;AACpD,SAAK,sBAAsBN,MAAkB;AAC7C,QAAIO,IAAe;AACnB,SAAK,MAAM,SAAS,KAAK,OAAO;AAChC,aAASlB,IAAI,GAAGA,IAAI,KAAK,OAAO,QAAQA,KAAK;AAC3C,YAAMmB,IAAO,KAAK,OAAOnB,CAAC,GACpBoB,IAAID,EAAK,OAAO,gBAAgBX,CAAW;AACjD,WAAK,SAASR,CAAC,IAAIoB,GAGnB,KAAK,WAAW,KAAKD,EAAK,MAAM,GAChCA,EAAK,OAAO,QAAQ,KAAK,WAAW,GACpC,KAAK,WAAW,eAAe,KAAK,YAAY,OAAA,IAAW7B,CAAc;AACzE,YAAM+B,IAAUZ,EAAQ,cAAc,KAAK,UAAU;AAQrD,UAPA,KAAK,UAAUT,CAAC,IAAIqB,IAAU,IAAI,GAC9BA,KAASH,KAMTP,GAAe;AACjB,QAAAQ,EAAK,OAAO,UAAU,KAAK,aAAa,EAAE,IAAIX,CAAW;AACzD,cAAMc,IAAQ,KAAK,cAAc,IAAIX,CAAa,GAC5CY,IAAiB,KAAK,IAAI,GAAG,KAAK,cAAc,SAAA,IAAaD,IAAQA,CAAK;AAChF,aAAK,iBAAiBtB,CAAC,IACrBsB,IAAQ,IAAI,KAAK,KAAKC,CAAc,IAAI,KAAK,IAAID,GAAO,IAAI,IAAI,OAAO;AAAA,MAC3E;AACE,aAAK,iBAAiBtB,CAAC,IAAI;AAG7B,YAAMwB,IAAU,KAAK,MAAMxB,CAAC;AAG5B,UACE,KAAK,oBACL,KAAK,sBAAsB,UAC3BoB,KAAK,KAAK,mBACV;AACA,cAAMK,IAAS,KAAK,SAASzB,CAAC;AAC9B,QAAIwB,MAAYC,MACd,KAAK,MAAMzB,CAAC,IAAIyB,GAChB,KAAK,UAAUzB,CAAC,IAAIU;AAEtB;AAAA,MACF;AAEA,YAAMgB,IAAoB,CAAC,KAAK,gBAAgBL,IAAUD,IAAIA,IAAI7B;AAQlE,UAAI,CAAC,KAAK,kBAAkB;AAC1B,cAAMoC,IAAO,KAAK,kBAAkB3B,GAAG0B,GAAmBV,GAAMC,CAAC;AAGjE,YADG,KAAK,UAAUjB,CAAC,MAAiB,KAAKwB,MAAa,KAAK,SAASxB,CAAC,GACtD;AACb,UAAI2B,MAASH,MACX,KAAK,MAAMxB,CAAC,IAAI2B,GAChB,KAAK,UAAU3B,CAAC,IAAIU;AAEtB;AAAA,QACF;AACA,YAAIiB,MAASH,EAAS;AACtB,cAAMI,IAAW,KAAK,gBAAgB5B,GAAG0B,GAAmBV,GAAMC,GAAGO,CAAO;AAC5E,YAAII,MAAaJ,EAAS;AAI1B,SADmBI,IAAWJ,KACZd,IAAO,KAAK,UAAUV,CAAC,KAAgBX,OACvD,KAAK,MAAMW,CAAC,IAAI4B,GAChB,KAAK,UAAU5B,CAAC,IAAIU;AAEtB;AAAA,MACF;AAEA,YAAMkB,IAAW,KAAK,gBAAgB5B,GAAG0B,GAAmBV,GAAMC,GAAGO,CAAO;AAC5E,UAAII,MAAaJ,EAAS;AAG1B,OADG,KAAK,UAAUxB,CAAC,MAAiB,KAAKwB,MAAa,KAAK,SAASxB,CAAC,KACrDU,IAAO,KAAK,UAAUV,CAAC,KAAgBX,OACrD,KAAK,MAAMW,CAAC,IAAI4B,GAChB,KAAK,UAAU5B,CAAC,IAAIU;AAAA,IAExB;AACA,SAAK,MAAM,YAAYQ;AAAA,EACzB;AAAA;AAAA;AAAA;AAAA;AAAA,EAMQ,kBAAkBW,GAAeT,GAAWJ,GAAcC,GAAmB;AACnF,UAAMZ,IAAM,KAAK,SAASwB,CAAK,GACzBvB,IAAM,KAAK,SAASuB,CAAK;AAC/B,QAAIf,IAAQT;AACZ,WAAOS,IAAQR,KAAOc,IAAIJ,IAAOC,KAAKH,KAAS,IAAI1B,KAAmB,CAAA0B;AACtE,WAAO,KAAK,iBAAiBe,GAAOf,CAAK;AAAA,EAC3C;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOQ,gBACNe,GACAT,GACAJ,GACAC,GACAO,GACQ;AACR,UAAMnB,IAAM,KAAK,SAASwB,CAAK,GACzBvB,IAAM,KAAK,SAASuB,CAAK;AAC/B,QAAIf,IAAQ,KAAK,IAAIR,GAAK,KAAK,IAAID,GAAKmB,CAAO,CAAC;AAEhD,WAAOV,IAAQR,KAAOc,IAAIJ,IAAOC,KAAKH,KAAS,IAAI1B,KAAmB,CAAA0B;AACtE,WAAOA,IAAQT,KAAOe,KAAKJ,IAAOC,MAAMH,IAAQ,MAAM,IAAI1B,KAAmB,CAAA0B;AAG7E,WAAO,KAAK,iBAAiBe,GAAOf,CAAK;AAAA,EAC3C;AAAA,EAEQ,iBAAiBe,GAAeC,GAAwB;AAC9D,UAAM1B,IAAQ,KAAK,OAAOyB,CAAK,EAAc;AAC7C,aAAS,IAAIC,GAAQ,KAAM,KAAK,SAASD,CAAK,GAAc,IAAK,KAAIzB,EAAK,CAAC,EAAG,QAAO;AACrF,aAAS,IAAI0B,IAAS,GAAG,KAAM,KAAK,SAASD,CAAK,GAAc,IAAK,KAAIzB,EAAK,CAAC,EAAG,QAAO;AACzF,WAAO,KAAK,SAASyB,CAAK;AAAA,EAC5B;AAAA;AAAA,EAGQ,gBAAsB;;AAC5B,QAAIhB,IAAQ,KAAK,YAAA;AACjB,QAAIA,KAAS,KAAK,OAAQ;AAO1B,UAAMkB,IAAQ,KAAK,aAAa,SAAS,GAAG,KAAK,aAAa,MAAM;AACpE,aAAS/B,IAAI,GAAGA,IAAI+B,EAAM,QAAQ/B,IAAK,CAAA+B,EAAM/B,CAAC,IAAIA;AAClD,IAAA+B,EAAM,KAAK,CAACC,GAAGC,MAAM;AACnB,YAAMC,IAAM,KAAK,aAAaF,CAAC,EAAkB,CAAC,GAC5CG,IAAM,KAAK,aAAaF,CAAC,EAAkB,CAAC;AAClD,UAAI,KAAK,cAAc;AACrB,cAAMG,IAAK,KAAK,UAAUF,CAAE,GACtBG,IAAK,KAAK,UAAUF,CAAE;AAC5B,YAAIC,MAAOC,EAAI,QAAOD,IAAKC;AAAA,MAC7B;AACA,aAAQ,KAAK,SAASF,CAAE,IAAgB,KAAK,SAASD,CAAE,KAAgBA,IAAKC;AAAA,IAC/E,CAAC;AAGD,eAAWjC,KAAc6B,GAAO;AAC9B,YAAMO,IAAQ,KAAK,aAAapC,CAAU;AAC1C,aAAOW,IAAQ,KAAK,UAAQ;AAC1B,YAAI0B,IAAY,GACZC,IAAU;AACd,mBAAWxC,KAAKsC,GAAO;AACrB,gBAAMd,IAAU,KAAK,SAASxB,CAAC;AAC/B,cAAIwB,KAAY,KAAK,SAASxB,CAAC,EAAc;AAC7C,gBAAMI,IAAQ,KAAK,OAAOJ,CAAC,EAAc,MACnCyC,IAAY,KAAK,iBAAiBzC,GAAGwB,IAAU,CAAC;AACtD,UAAIiB,MAAcjB,MAClBe,QAAcxB,IAAAX,EAAKoB,CAAO,MAAZ,gBAAAT,EAAe,UAAS,QAAM2B,IAAAtC,EAAKqC,CAAS,MAAd,gBAAAC,EAAiB,UAAS,IACtE,KAAK,SAAS1C,CAAC,IAAIyC,GACnBD,IAAU;AAAA,QACZ;AACA,YAAI,CAACA,EAAS;AACd,QAAA3B,KAAS0B;AAAA,MACX;AACA,UAAI1B,KAAS,KAAK,OAAQ;AAAA,IAC5B;AAGA,eAAWX,KAAc6B,GAAO;AAC9B,UAAIlB,KAAS,KAAK,OAAQ;AAC1B,iBAAWb,KAAK,KAAK,aAAaE,CAAU;AAC1C,QAAK,KAAK,SAASF,CAAC,MAAiBd,MACrC2B,OAAU8B,IAAA,KAAK,OAAO3C,CAAC,EAAc,KAAK,KAAK,SAASA,CAAC,CAAW,MAA1D,gBAAA2C,EAA6D,UAAS,GAChF,KAAK,SAAS3C,CAAC,IAAId;AAAA,IAEvB;AAAA,EACF;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWQ,aAAmB;;AACzB,UAAM4C,IACJ,KAAK,uBAAuB,KAAK,UAAU,KAAK,gBAC5C,KAAK,SACL,KAAK,IAAI,KAAK,QAAQ,KAAK,aAAa,IAAI,KAAK;AACvD,QAAIjB,IAAQ,KAAK,YAAA;AACjB,QAAIA,KAASiB,EAAQ;AAIrB,QAAIc,IAAiB;AACrB,aAAS1C,IAAa,GAAGA,IAAa,KAAK,aAAa,QAAQA,KAAc;AAC5E,YAAM2C,IAAS,KAAK,aAAa3C,CAAU,EAAkB,CAAC;AAC9D,OACG,CAAC,KAAK,gBAAgB,KAAK,UAAU2C,CAAK,MAAM,MAChD,KAAK,SAASA,CAAK,MAAiB3D,MAErC,KAAK,aAAa0D,GAAgB,IAAI1C;AAAA,IAE1C;AACA,UAAM6B,IAAQ,KAAK,aAAa,SAAS,GAAGa,CAAc;AAC1D,IAAAb,EAAM,KAAK,CAACC,GAAGC,MAAM;AACnB,YAAMC,IAAM,KAAK,aAAaF,CAAC,EAAkB,CAAC,GAC5CG,IAAM,KAAK,aAAaF,CAAC,EAAkB,CAAC;AAClD,aAAQ,KAAK,SAASC,CAAE,IAAgB,KAAK,SAASC,CAAE,KAAgBD,IAAKC;AAAA,IAC/E,CAAC;AAGD,eAAWjC,KAAc6B,GAAO;AAC9B,YAAMO,IAAQ,KAAK,aAAapC,CAAU;AAC1C,iBAAa;AACX,YAAI4C,IAAS,GACTC,IAAa;AACjB,mBAAW/C,KAAKsC,GAAO;AACrB,gBAAMd,IAAU,KAAK,SAASxB,CAAC,GACzBgD,IAAQ,KAAK,mBACd,KAAK,SAAShD,CAAC,IACf,KAAK,MAAMA,CAAC;AACjB,cAAIwB,KAAWwB,EAAO;AACtB,gBAAM7B,IAAO,KAAK,OAAOnB,CAAC;AAC1B,cAAIiD,IAAQzB,IAAU;AACtB,iBAAOyB,IAAQD,KAAS,CAAC7B,EAAK,KAAK8B,CAAK,IAAG,CAAAA;AAC3C,UAAIA,IAAQD,KAAS,CAAC7B,EAAK,KAAK8B,CAAK,MACrCH,QAAW/B,IAAAI,EAAK,KAAK8B,CAAK,MAAf,gBAAAlC,EAAkB,UAAS,QAAM2B,IAAAvB,EAAK,KAAKK,CAAO,MAAjB,gBAAAkB,EAAoB,UAAS,IACzEK,IAAa;AAAA,QACf;AACA,YAAI,CAACA,KAAclC,IAAQiC,IAAShB,EAAQ;AAC5C,mBAAW9B,KAAKsC,GAAO;AACrB,gBAAMd,IAAU,KAAK,SAASxB,CAAC,GACzBgD,IAAQ,KAAK,mBACd,KAAK,SAAShD,CAAC,IACf,KAAK,MAAMA,CAAC;AACjB,cAAIwB,KAAWwB,EAAO;AACtB,gBAAM7B,IAAO,KAAK,OAAOnB,CAAC;AAC1B,cAAIiD,IAAQzB,IAAU;AACtB,iBAAOyB,IAAQD,KAAS,CAAC7B,EAAK,KAAK8B,CAAK,IAAG,CAAAA;AAC3C,UAAIA,KAASD,KAAS7B,EAAK,KAAK8B,CAAK,MAAG,KAAK,SAASjD,CAAC,IAAIiD;AAAA,QAC7D;AACA,QAAApC,KAASiC;AAAA,MACX;AAAA,IACF;AAAA,EACF;AAAA,EAEQ,eAAyB;AAC/B,WAAO,KAAK,UAAU,GAAG,KAAK,OAAO,QAAQ,CAAC9C,MAAM,KAAK,SAASA,CAAC,CAAW;AAAA,EAChF;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,gBAAgBkD,GAAcC,GAAsB;AAClD,WAAO,KAAK,UAAUD,GAAMC,GAAI,CAACnD,MAAM,KAAK,SAASA,CAAC,CAAW;AAAA,EACnE;AAAA;AAAA;AAAA;AAAA;AAAA,EAMA,eAAekD,GAAcC,GAAYrC,GAAyB;AAChE,UAAMsC,IAAS,KAAK,MAAMtC,CAAK;AAC/B,WAAO,KAAK,UAAUoC,GAAMC,GAAI,CAACnD,MAAM,KAAK,eAAeA,GAAGoD,CAAM,CAAC;AAAA,EACvE;AAAA;AAAA,EAGQ,eAAeC,GAAmBD,GAAwB;AAChE,UAAMjC,IAAO,KAAK,OAAOkC,CAAS;AAClC,QAAIlC,EAAK,KAAKiC,CAAM,EAAG,QAAOA;AAC9B,aAAS,IAAIA,IAAS,GAAG,IAAIjC,EAAK,KAAK,QAAQ;AAC7C,UAAIA,EAAK,KAAK,CAAC,EAAG,QAAO;AAE3B,aAAS,IAAIiC,IAAS,GAAG,KAAK,GAAG;AAC/B,UAAIjC,EAAK,KAAK,CAAC,EAAG,QAAO;AAE3B,WAAOjC;AAAA,EACT;AAAA;AAAA,EAGQ,UAAUgE,GAAcC,GAAYG,GAA8C;AACxF,UAAMC,IAAiB,CAAA;AACvB,QAAIC,IAAO,IACP1C,IAAQ,IACR2C,IAAS,GACTC,IAAQ,GACRC,IAAY,IACZC,IAAU,IACVC,IAAgB,IAChBC,IAAW,OAAO,mBAClBC,IAAS,IACTC,IAAmB,OAAO;AAC9B,UAAMC,IAAQ,MAAY;AACxB,MAAIP,IAAQ,KACVH,EAAK,KAAK;AAAA,QACR,MAAAC;AAAA,QACA,OAAA1C;AAAA,QACA,QAAA2C;AAAA,QACA,OAAAC;AAAA,QACA,WAAAC;AAAA,QACA,SAAAC;AAAA,QACA,UAAAE;AAAA,QACA,QAAAC;AAAA,QACA,GAAI,KAAK,sBAAsB,EAAE,kBAAAC,EAAA,IAAqB,CAAA;AAAA,QACtD,GAAIH,KAAiB,IAAI,EAAE,eAAAA,MAAkB,CAAA;AAAA,MAAC,CAC/C,GAEHH,IAAQ;AAAA,IACV;AAEA,aAAS1D,IAAIkD,GAAMlD,IAAImD,GAAInD,KAAK;AAC9B,YAAMO,IAAI+C,EAAQtD,CAAC;AACnB,UAAIO,MAAMrB,GAAS;AACjB,QAAA+E,EAAA;AACA;AAAA,MACF;AACA,YAAMC,IAAS,KAAK,OAAOlE,CAAC,EAAc,KAAKO,CAAC;AAChD,UAAI,CAAC2D,GAAO;AACV,QAAAD,EAAA;AACA;AAAA,MACF;AACA,YAAME,IAAoB,KAAK,eAAenE,CAAC,GACzCoE,IAAe,KAAK,SAASpE,CAAC,GAC9BqE,IAAc,KAAK,UAAUrE,CAAC,MAAiB;AACrD,MACE0D,IAAQ,KACRQ,EAAM,SAASV,KACfjD,MAAMO,KACNqD,MAAsBN,KACtBK,EAAM,WAAWT,IAASC,KAC1BA,IAAQQ,EAAM,SAAS/E,KAEvBuE,KAASQ,EAAM,OACfN,IAAU5D,IAAI,GACVoE,IAAeN,MAAUA,IAAWM,IACpCC,MAAYN,IAAS,KACzBC,IAAmB,KAAK,IAAIA,GAAkB,KAAK,iBAAiBhE,CAAC,CAAW,MAEhFiE,EAAA,GACAT,IAAOU,EAAM,MACbpD,IAAQP,GACRkD,IAASS,EAAM,QACfR,IAAQQ,EAAM,OACdP,IAAY3D,GACZ4D,IAAU5D,IAAI,GACd6D,IAAgBM,GAChBL,IAAWM,GACXL,IAASM,GACTL,IAAmB,KAAK,iBAAiBhE,CAAC;AAAA,IAE9C;AACA,WAAAiE,EAAA,GACOV;AAAA,EACT;AACF;AC/pBO,MAAMe,IAAe;AAQrB,SAASC,EACdC,GACAC,IAA0CC,KACjB;AACzB,SAAOF,MAAaG,EAA6BF,CAAO,IAAI,WAAW;AACzE;"}
File without changes
File without changes
File without changes
File without changes
File without changes
File without changes