@woosh/meep-engine 3.0.1 → 3.1.0

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 (601) hide show
  1. package/README.md +9 -2
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/ecs/component/FieldDescriptor.d.ts +26 -26
  4. package/editor/ecs/component/FieldValueAdapter.d.ts +6 -6
  5. package/editor/ecs/component/TypeEditor.d.ts +24 -24
  6. package/editor/ecs/component/createFieldEditor.d.ts +8 -8
  7. package/editor/ecs/component/createObjectEditor.d.ts +13 -13
  8. package/editor/ecs/component/editors/primitive/ObjectEditor.d.ts +5 -5
  9. package/editor/ecs/component/findNearestRegisteredType.d.ts +7 -7
  10. package/editor/prototypeEditorShell.js +0 -2
  11. package/editor/view/ecs/components/color/GaugeView.d.ts +12 -12
  12. package/editor/view/ecs/components/common/AutoCanvasView.d.ts +29 -29
  13. package/editor/view/ecs/components/common/LineView.d.ts +11 -11
  14. package/editor/view/ecs/components/common/NumberController.d.ts +17 -17
  15. package/editor/view/ecs/components/common/TextController.d.ts +20 -20
  16. package/editor/view/node-graph/NodeGraphCamera.d.ts +47 -47
  17. package/editor/view/node-graph/NodeGraphEditorView.d.ts +54 -54
  18. package/editor/view/node-graph/NodeGraphSelection.d.ts +55 -55
  19. package/editor/view/node-graph/NodeGraphView.d.ts +97 -97
  20. package/editor/view/node-graph/NodeView.d.ts +25 -25
  21. package/editor/view/node-graph/PortView.d.ts +22 -22
  22. package/editor/view/node-graph/actions/ConnectionCreateAction.d.ts +33 -33
  23. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +25 -25
  24. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +46 -46
  25. package/editor/view/node-graph/actions/NodeParameterSetAction.d.ts +33 -33
  26. package/editor/view/node-graph/actions/NodesMoveAction.d.ts +37 -37
  27. package/editor/view/node-graph/actions/SelectionSetAction.d.ts +37 -37
  28. package/editor/view/node-graph/connection_wire_geometry.d.ts +45 -45
  29. package/package.json +3 -4
  30. package/src/avif/codec/dec/avif_dec.d.ts +3 -15
  31. package/src/avif/codec/enc/avif_enc.d.ts +3 -38
  32. package/src/avif/codec/enc/avif_enc_mt.d.ts +3 -1
  33. package/src/avif/decode.d.ts +2 -66
  34. package/src/avif/decode.d.ts.map +1 -1
  35. package/src/avif/encode.d.ts +2 -27
  36. package/src/avif/encode.d.ts.map +1 -1
  37. package/src/avif/index.d.ts +2 -2
  38. package/src/avif/index.d.ts.map +1 -1
  39. package/src/avif/meta.d.ts +23 -39
  40. package/src/avif/meta.d.ts.map +1 -1
  41. package/src/avif/utils.d.ts +16 -16
  42. package/src/avif/utils.d.ts.map +1 -1
  43. package/src/core/bvh2/visual/BVHGeometry.d.ts +13 -14
  44. package/src/core/bvh2/visual/BVHGeometry.d.ts.map +1 -1
  45. package/src/core/bvh2/visual/BVHGeometry.js +131 -129
  46. package/src/core/collection/array/typed/typed_array_value_denormalize.d.ts.map +1 -1
  47. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -47
  48. package/src/core/collection/array/typed/typed_array_value_normalize.d.ts.map +1 -1
  49. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -46
  50. package/src/core/geom/3d/aabb/AABB3.d.ts.map +1 -1
  51. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts +9 -2
  52. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  53. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +117 -110
  54. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.d.ts +14 -0
  55. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.d.ts.map +1 -0
  56. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.js +39 -0
  57. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  58. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +171 -166
  59. package/src/engine/Engine.d.ts.map +1 -1
  60. package/src/engine/Engine.js +1 -2
  61. package/src/engine/EngineHarness.d.ts.map +1 -1
  62. package/src/engine/EngineHarness.js +6 -1
  63. package/src/engine/animation/clip/ecd_bind_animation_curve.d.ts +0 -1
  64. package/src/engine/animation/clip/ecd_bind_animation_curve.d.ts.map +1 -1
  65. package/src/engine/asset/GameAssetType.js +5 -0
  66. package/src/engine/asset/loaders/async_traverse_three_object.d.ts.map +1 -1
  67. package/src/engine/ecs/fow/FogOfWarEdgeMode.d.ts +1 -1
  68. package/src/engine/ecs/fow/FogOfWarEdgeMode.js +40 -40
  69. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  70. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +265 -269
  71. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -15
  72. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  73. package/src/engine/ecs/terrain/ecs/Terrain.js +0 -30
  74. package/src/engine/ecs/terrain/ecs/TerrainSystem.d.ts.map +1 -1
  75. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +0 -2
  76. package/src/engine/ecs/transform/copy_three_transform.d.ts.map +1 -1
  77. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.d.ts +2 -2
  78. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.d.ts.map +1 -1
  79. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.js +207 -207
  80. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.d.ts +2 -2
  81. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.d.ts.map +1 -1
  82. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.js +151 -151
  83. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/light/shadow/extend_shadow_camera_near_for_casters.d.ts.map +1 -1
  85. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +1 -1
  86. package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +22 -13
  88. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  89. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +29 -16
  90. package/src/engine/graphics/ecs/mesh-v2/render/adapters/AbstractRenderAdapter.d.ts +1 -1
  91. package/src/engine/graphics/ecs/mesh-v2/render/adapters/AbstractRenderAdapter.d.ts.map +1 -1
  92. package/src/engine/graphics/ecs/mesh-v2/three_object_to_entity_composition.d.ts.map +1 -1
  93. package/src/engine/graphics/ecs/water/Water.d.ts +6 -19
  94. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  95. package/src/engine/graphics/ecs/water/Water.js +104 -215
  96. package/src/engine/graphics/geometry/buffered/computeBufferAttributeHash.d.ts.map +1 -1
  97. package/src/engine/graphics/geometry/buffered/computeGeometryEquality.d.ts.map +1 -1
  98. package/src/engine/graphics/geometry/buffered/computeGeometryHash.d.ts.map +1 -1
  99. package/src/engine/graphics/geometry/buffered/compute_buffer_geometry_byte_size.d.ts.map +1 -1
  100. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.d.ts +5 -1
  101. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.d.ts.map +1 -1
  102. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.js +49 -45
  103. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.d.ts +36 -24
  104. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.d.ts.map +1 -1
  105. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.js +288 -288
  106. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.d.ts +19 -0
  107. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.d.ts.map +1 -0
  108. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.js +52 -0
  109. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.d.ts +1 -0
  110. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.d.ts.map +1 -1
  111. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.js +20 -32
  112. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.d.ts +1 -0
  113. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.d.ts.map +1 -1
  114. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.js +19 -30
  115. package/src/engine/graphics/geometry/compute_geometry_polycount.d.ts.map +1 -1
  116. package/src/engine/graphics/impostors/card_cluster/FacePlaneAssignment.d.ts.map +1 -1
  117. package/src/engine/graphics/impostors/octahedral/ImpostorDescription.d.ts.map +1 -1
  118. package/src/engine/graphics/render/layers/RenderLayer.d.ts.map +1 -1
  119. package/src/engine/graphics/render/layers/RenderLayer.js +95 -95
  120. package/src/engine/graphics/sh3/fromCubeRenderTarget.d.ts.map +1 -1
  121. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.d.ts +77 -0
  122. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.d.ts.map +1 -0
  123. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.js +507 -0
  124. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.d.ts +2 -2
  125. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.d.ts.map +1 -1
  126. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.js +161 -161
  127. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.d.ts +6 -6
  128. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.d.ts.map +1 -1
  129. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.js +31 -12
  130. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.d.ts +113 -0
  131. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.d.ts.map +1 -0
  132. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.js +699 -0
  133. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +10 -0
  134. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts.map +1 -1
  135. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +73 -63
  136. package/src/engine/graphics/sh3/path_tracer/texture/sample_material.d.ts.map +1 -1
  137. package/src/engine/graphics/sh3/path_tracer/texture/sample_material.js +10 -13
  138. package/src/engine/graphics/shadows/vsm.glsl.d.ts.map +1 -1
  139. package/src/engine/graphics/shadows/vsm.glsl.js +43 -41
  140. package/src/engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.d.ts.map +1 -1
  141. package/src/engine/graphics3/WaterSystem3.js +1 -1
  142. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  143. package/src/shade/RENDERER_CONTRACT.md +568 -0
  144. package/src/shade/renderer/geometry/Geometry.d.ts.map +1 -1
  145. package/src/shade/renderer/geometry/Geometry.js +6 -5
  146. package/src/shade/renderer/geometry/primitives/make_box_geometry.d.ts.map +1 -1
  147. package/src/shade/renderer/geometry/primitives/make_box_geometry.js +6 -1
  148. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts +19 -0
  149. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts.map +1 -0
  150. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.js +240 -0
  151. package/src/shade/renderer/geometry/primitives/make_plane_geometry.d.ts.map +1 -1
  152. package/src/shade/renderer/geometry/primitives/make_plane_geometry.js +6 -1
  153. package/src/shade/renderer/geometry/primitives/make_polyhedron_geometry.d.ts.map +1 -1
  154. package/src/shade/renderer/geometry/primitives/make_polyhedron_geometry.js +327 -322
  155. package/src/shade/renderer/geometry/primitives/make_torus_geometry.d.ts +13 -0
  156. package/src/shade/renderer/geometry/primitives/make_torus_geometry.d.ts.map +1 -0
  157. package/src/shade/renderer/geometry/primitives/make_torus_geometry.js +107 -0
  158. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.d.ts +15 -0
  159. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.d.ts.map +1 -0
  160. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.js +165 -0
  161. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.d.ts +5 -1
  162. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.d.ts.map +1 -1
  163. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.js +51 -47
  164. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  165. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.d.ts +2 -0
  166. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.d.ts.map +1 -1
  167. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.js +225 -223
  168. package/editor/Editor.d.ts +0 -162
  169. package/editor/Editor.d.ts.map +0 -1
  170. package/editor/EditorCameraNavigation.d.ts +0 -21
  171. package/editor/EditorCameraNavigation.d.ts.map +0 -1
  172. package/editor/EditorKeyMap.d.ts +0 -28
  173. package/editor/EditorKeyMap.d.ts.map +0 -1
  174. package/editor/SelectionVisualizer.d.ts +0 -49
  175. package/editor/SelectionVisualizer.d.ts.map +0 -1
  176. package/editor/actions/concrete/ActionUpdateTexture.d.ts +0 -12
  177. package/editor/actions/concrete/ActionUpdateTexture.d.ts.map +0 -1
  178. package/editor/actions/concrete/ArrayCopyAction.d.ts +0 -20
  179. package/editor/actions/concrete/ArrayCopyAction.d.ts.map +0 -1
  180. package/editor/actions/concrete/ComponentAddAction.d.ts +0 -15
  181. package/editor/actions/concrete/ComponentAddAction.d.ts.map +0 -1
  182. package/editor/actions/concrete/ComponentRemoveAction.d.ts +0 -11
  183. package/editor/actions/concrete/ComponentRemoveAction.d.ts.map +0 -1
  184. package/editor/actions/concrete/EntityCreateAction.d.ts +0 -18
  185. package/editor/actions/concrete/EntityCreateAction.d.ts.map +0 -1
  186. package/editor/actions/concrete/EntityRemoveAction.d.ts +0 -11
  187. package/editor/actions/concrete/EntityRemoveAction.d.ts.map +0 -1
  188. package/editor/actions/concrete/ModifyPatchSampler2DAction.d.ts +0 -47
  189. package/editor/actions/concrete/ModifyPatchSampler2DAction.d.ts.map +0 -1
  190. package/editor/actions/concrete/ModifyPatchTextureArray2DAction.d.ts +0 -38
  191. package/editor/actions/concrete/ModifyPatchTextureArray2DAction.d.ts.map +0 -1
  192. package/editor/actions/concrete/PaintTerrainOverlayAction.d.ts +0 -23
  193. package/editor/actions/concrete/PaintTerrainOverlayAction.d.ts.map +0 -1
  194. package/editor/actions/concrete/PatchTerrainHeightAction.d.ts +0 -32
  195. package/editor/actions/concrete/PatchTerrainHeightAction.d.ts.map +0 -1
  196. package/editor/actions/concrete/SelectionAddAction.d.ts +0 -19
  197. package/editor/actions/concrete/SelectionAddAction.d.ts.map +0 -1
  198. package/editor/actions/concrete/SelectionClearAction.d.ts +0 -9
  199. package/editor/actions/concrete/SelectionClearAction.d.ts.map +0 -1
  200. package/editor/actions/concrete/SelectionRemoveAction.d.ts +0 -10
  201. package/editor/actions/concrete/SelectionRemoveAction.d.ts.map +0 -1
  202. package/editor/actions/concrete/TransformModifyAction.d.ts +0 -17
  203. package/editor/actions/concrete/TransformModifyAction.d.ts.map +0 -1
  204. package/editor/actions/concrete/WriteGridValueAction.d.ts +0 -14
  205. package/editor/actions/concrete/WriteGridValueAction.d.ts.map +0 -1
  206. package/editor/camera/camera_framing.d.ts +0 -30
  207. package/editor/camera/camera_framing.d.ts.map +0 -1
  208. package/editor/clipboard.d.ts +0 -19
  209. package/editor/clipboard.d.ts.map +0 -1
  210. package/editor/ecs/EditorEntity.d.ts +0 -16
  211. package/editor/ecs/EditorEntity.d.ts.map +0 -1
  212. package/editor/ecs/EditorEntitySystem.d.ts +0 -8
  213. package/editor/ecs/EditorEntitySystem.d.ts.map +0 -1
  214. package/editor/ecs/component/editors/ColorEditor.d.ts +0 -7
  215. package/editor/ecs/component/editors/ColorEditor.d.ts.map +0 -1
  216. package/editor/ecs/component/editors/HTMLElementEditor.d.ts +0 -7
  217. package/editor/ecs/component/editors/HTMLElementEditor.d.ts.map +0 -1
  218. package/editor/ecs/component/editors/ImagePathEditor.d.ts +0 -7
  219. package/editor/ecs/component/editors/ImagePathEditor.d.ts.map +0 -1
  220. package/editor/ecs/component/editors/LargeStringEditor.d.ts +0 -16
  221. package/editor/ecs/component/editors/LargeStringEditor.d.ts.map +0 -1
  222. package/editor/ecs/component/editors/NumericIntervalEditor.d.ts +0 -7
  223. package/editor/ecs/component/editors/NumericIntervalEditor.d.ts.map +0 -1
  224. package/editor/ecs/component/editors/ObservedBooleanEditor.d.ts +0 -7
  225. package/editor/ecs/component/editors/ObservedBooleanEditor.d.ts.map +0 -1
  226. package/editor/ecs/component/editors/ObservedEnumEditor.d.ts +0 -7
  227. package/editor/ecs/component/editors/ObservedEnumEditor.d.ts.map +0 -1
  228. package/editor/ecs/component/editors/ObservedIntegerEditor.d.ts +0 -7
  229. package/editor/ecs/component/editors/ObservedIntegerEditor.d.ts.map +0 -1
  230. package/editor/ecs/component/editors/ObservedStringEditor.d.ts +0 -7
  231. package/editor/ecs/component/editors/ObservedStringEditor.d.ts.map +0 -1
  232. package/editor/ecs/component/editors/Sampler2DEditor.d.ts +0 -7
  233. package/editor/ecs/component/editors/Sampler2DEditor.d.ts.map +0 -1
  234. package/editor/ecs/component/editors/collection/ListEditor.d.ts +0 -8
  235. package/editor/ecs/component/editors/collection/ListEditor.d.ts.map +0 -1
  236. package/editor/ecs/component/editors/common/BitFlagsEditor.d.ts +0 -12
  237. package/editor/ecs/component/editors/common/BitFlagsEditor.d.ts.map +0 -1
  238. package/editor/ecs/component/editors/common/EnumEditor.d.ts +0 -8
  239. package/editor/ecs/component/editors/common/EnumEditor.d.ts.map +0 -1
  240. package/editor/ecs/component/editors/common/makeV3_editor.d.ts +0 -15
  241. package/editor/ecs/component/editors/common/makeV3_editor.d.ts.map +0 -1
  242. package/editor/ecs/component/editors/common/noEditor.d.ts +0 -3
  243. package/editor/ecs/component/editors/common/noEditor.d.ts.map +0 -1
  244. package/editor/ecs/component/editors/common/two_way_sync.d.ts +0 -22
  245. package/editor/ecs/component/editors/common/two_way_sync.d.ts.map +0 -1
  246. package/editor/ecs/component/editors/ecs/GridObstacleEditor.d.ts +0 -7
  247. package/editor/ecs/component/editors/ecs/GridObstacleEditor.d.ts.map +0 -1
  248. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.d.ts +0 -20
  249. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.d.ts.map +0 -1
  250. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.d.ts +0 -12
  251. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.d.ts.map +0 -1
  252. package/editor/ecs/component/editors/ecs/ParameterTrackSetEditor.d.ts +0 -14
  253. package/editor/ecs/component/editors/ecs/ParameterTrackSetEditor.d.ts.map +0 -1
  254. package/editor/ecs/component/editors/ecs/ParticleEmitterEditor.d.ts +0 -52
  255. package/editor/ecs/component/editors/ecs/ParticleEmitterEditor.d.ts.map +0 -1
  256. package/editor/ecs/component/editors/ecs/ParticleEmitterLayerEditor.d.ts +0 -47
  257. package/editor/ecs/component/editors/ecs/ParticleEmitterLayerEditor.d.ts.map +0 -1
  258. package/editor/ecs/component/editors/ecs/SimulationStepDefinitionEditor.d.ts +0 -16
  259. package/editor/ecs/component/editors/ecs/SimulationStepDefinitionEditor.d.ts.map +0 -1
  260. package/editor/ecs/component/editors/ecs/Trail2DEditor.d.ts +0 -30
  261. package/editor/ecs/component/editors/ecs/Trail2DEditor.d.ts.map +0 -1
  262. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +0 -42
  263. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +0 -1
  264. package/editor/ecs/component/editors/ecs/TransformEditor.d.ts +0 -20
  265. package/editor/ecs/component/editors/ecs/TransformEditor.d.ts.map +0 -1
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  547. package/src/engine/graphics/material/optimization/MaterialDescriptor.js +0 -43
  548. package/src/engine/graphics/material/optimization/UvContext.d.ts +0 -14
  549. package/src/engine/graphics/material/optimization/UvContext.d.ts.map +0 -1
  550. package/src/engine/graphics/material/optimization/UvContext.js +0 -16
  551. package/src/engine/graphics/material/optimization/is_compliant_mesh.d.ts +0 -7
  552. package/src/engine/graphics/material/optimization/is_compliant_mesh.d.ts.map +0 -1
  553. package/src/engine/graphics/material/optimization/is_compliant_mesh.js +0 -71
  554. package/src/engine/graphics/sh3/path_tracer/prepare_scene_gltf.d.ts +0 -21
  555. package/src/engine/graphics/sh3/path_tracer/prepare_scene_gltf.d.ts.map +0 -1
  556. package/src/engine/graphics/sh3/path_tracer/prepare_scene_gltf.js +0 -109
  557. package/src/engine/graphics/sh3/path_tracer/three_object_to_path_traced_scene.d.ts +0 -7
  558. package/src/engine/graphics/sh3/path_tracer/three_object_to_path_traced_scene.d.ts.map +0 -1
  559. package/src/engine/graphics/sh3/path_tracer/three_object_to_path_traced_scene.js +0 -69
  560. package/src/engine/graphics/shaders/CopyShader.d.ts +0 -16
  561. package/src/engine/graphics/shaders/CopyShader.d.ts.map +0 -1
  562. package/src/engine/graphics/shaders/CopyShader.js +0 -48
  563. package/src/engine/graphics/texture/CheckersTexture.d.ts +0 -11
  564. package/src/engine/graphics/texture/CheckersTexture.d.ts.map +0 -1
  565. package/src/engine/graphics/texture/CheckersTexture.js +0 -25
  566. package/src/engine/graphics/texture/makeOnePixelTexture.d.ts +0 -9
  567. package/src/engine/graphics/texture/makeOnePixelTexture.d.ts.map +0 -1
  568. package/src/engine/graphics/texture/makeOnePixelTexture.js +0 -21
  569. package/src/engine/graphics/texture/whitePixelTexture.d.ts +0 -6
  570. package/src/engine/graphics/texture/whitePixelTexture.d.ts.map +0 -1
  571. package/src/engine/graphics/texture/whitePixelTexture.js +0 -9
  572. package/src/engine/graphics/three/ThreeFactory.d.ts +0 -36
  573. package/src/engine/graphics/three/ThreeFactory.d.ts.map +0 -1
  574. package/src/engine/graphics/three/ThreeFactory.js +0 -70
  575. package/src/engine/graphics/three/cloneObject3D.d.ts +0 -7
  576. package/src/engine/graphics/three/cloneObject3D.d.ts.map +0 -1
  577. package/src/engine/graphics/three/cloneObject3D.js +0 -70
  578. package/src/engine/graphics/three/compare_three_objects.d.ts +0 -7
  579. package/src/engine/graphics/three/compare_three_objects.d.ts.map +0 -1
  580. package/src/engine/graphics/three/compare_three_objects.js +0 -8
  581. package/src/engine/graphics/three/expand_aabb_by_transformed_three_object.d.ts +0 -8
  582. package/src/engine/graphics/three/expand_aabb_by_transformed_three_object.d.ts.map +0 -1
  583. package/src/engine/graphics/three/expand_aabb_by_transformed_three_object.js +0 -46
  584. package/src/engine/graphics/three/material/iterate_three_material_textures.d.ts +0 -10
  585. package/src/engine/graphics/three/material/iterate_three_material_textures.d.ts.map +0 -1
  586. package/src/engine/graphics/three/material/iterate_three_material_textures.js +0 -33
  587. package/src/engine/graphics/three/three_object_replace_materials.d.ts +0 -7
  588. package/src/engine/graphics/three/three_object_replace_materials.d.ts.map +0 -1
  589. package/src/engine/graphics/three/three_object_replace_materials.js +0 -13
  590. package/src/engine/graphics/util/promiseMaterialLoaded.d.ts +0 -7
  591. package/src/engine/graphics/util/promiseMaterialLoaded.d.ts.map +0 -1
  592. package/src/engine/graphics/util/promiseMaterialLoaded.js +0 -28
  593. package/src/engine/graphics/util/promiseTextureLoaded.d.ts +0 -7
  594. package/src/engine/graphics/util/promiseTextureLoaded.d.ts.map +0 -1
  595. package/src/engine/graphics/util/promiseTextureLoaded.js +0 -31
  596. package/src/view/minimap/gl/MinimapTerrainGL.d.ts +0 -25
  597. package/src/view/minimap/gl/MinimapTerrainGL.d.ts.map +0 -1
  598. package/src/view/minimap/gl/MinimapTerrainGL.js +0 -188
  599. package/src/view/minimap/gl/buildMaterial.d.ts +0 -7
  600. package/src/view/minimap/gl/buildMaterial.d.ts.map +0 -1
  601. package/src/view/minimap/gl/buildMaterial.js +0 -94
@@ -0,0 +1,699 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { BVH, COLUMN_CHILD_1, COLUMN_CHILD_2, COLUMN_USER_DATA, ELEMENT_WORD_COUNT, NULL_NODE } from "../../../../core/bvh2/bvh3/BVH.js";
3
+ import { ebvh_build_hierarchy } from "../../../../core/bvh2/bvh3/ebvh_build_hierarchy.js";
4
+ import { ebvh_optimize_treelet } from "../../../../core/bvh2/bvh3/ebvh_optimize_treelet.js";
5
+ import { array_copy } from "../../../../core/collection/array/array_copy.js";
6
+ import { array_quick_sort_by_lookup_map } from "../../../../core/collection/array/array_quick_sort_by_lookup_map.js";
7
+ import { SCRATCH_UINT32_TRAVERSAL_STACK } from "../../../../core/collection/SCRATCH_UINT32_TRAVERSAL_STACK.js";
8
+ import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js";
9
+ import { aabb3_array_near_distance_to_intersection_ray_segment } from "../../../../core/geom/3d/aabb/aabb3_array_near_distance_to_intersection_ray_segment.js";
10
+ import { aabb3_intersects_ray_segment } from "../../../../core/geom/3d/aabb/aabb3_intersects_ray_segment.js";
11
+ import { v3_morton_encode_bounded } from "../../../../core/geom/3d/morton/v3_morton_encode_bounded.js";
12
+ import { Ray3 } from "../../../../core/geom/3d/ray/Ray3.js";
13
+ import { ray3_compose_array } from "../../../../core/geom/3d/ray/ray3_compose_array.js";
14
+ import { v3_dot } from "../../../../core/geom/vec3/v3_dot.js";
15
+ import { v3_length } from "../../../../core/geom/vec3/v3_length.js";
16
+ import { saturate } from "../../../../core/math/clamp01.js";
17
+ import { max2 } from "../../../../core/math/max2.js";
18
+ import { PI_RECIPROCAL } from "../../../../core/math/PI_RECIPROCAL.js";
19
+ import { AbstractLight } from "../../render/forward_plus/model/AbstractLight.js";
20
+ import { BufferedGeometryBVH } from "./BufferedGeometryBVH.js";
21
+ import { make_vector3 } from "./make_one_vector3.js";
22
+ import { PathTracedMesh } from "./PathTracedMesh.js";
23
+ import { sample_material } from "./texture/sample_material.js";
24
+
25
+ function light_getDistanceAttenuation(distance, cutoff_distance, decay_exponent) {
26
+
27
+ let distanceFalloff = 1.0 / Math.max(Math.pow(distance, decay_exponent), 0.01);
28
+
29
+ if (cutoff_distance > 0.0) {
30
+ const b = distance / cutoff_distance;
31
+ const b2 = b * b;
32
+ const b4 = b2 * b2;
33
+
34
+ const c = saturate(1.0 - b4);
35
+
36
+ distanceFalloff *= c * c;
37
+ }
38
+
39
+ return distanceFalloff;
40
+ }
41
+
42
+ const stack = SCRATCH_UINT32_TRAVERSAL_STACK;
43
+
44
+ const _ray_1 = new Ray3();
45
+
46
+ export class PathTracedScene {
47
+
48
+
49
+ /**
50
+ *
51
+ * @type {BVH}
52
+ */
53
+ bvh_top_level = new BVH();
54
+
55
+
56
+ /**
57
+ *
58
+ * @type {Map<number, PathTracedMesh>}
59
+ */
60
+ meshes = new Map();
61
+
62
+ /**
63
+ *
64
+ * @type {AbstractLight[]}
65
+ */
66
+ __lights = [];
67
+
68
+ /**
69
+ * One triangle BVH per geometry, shared by every mesh that names it.
70
+ * @type {Map<Geometry, BufferedGeometryBVH>}
71
+ */
72
+ geo_cache = new Map();
73
+
74
+ /**
75
+ *
76
+ * @type {Map<PathTracedMesh, number>}
77
+ */
78
+ #mesh_bvh_nodes = new Map();
79
+
80
+
81
+ /**
82
+ *
83
+ * @type {function}
84
+ * @private
85
+ */
86
+ __background_sampler = make_vector3(0, 0, 0);
87
+
88
+ /**
89
+ *
90
+ * @returns {PathTracedMesh[]}
91
+ */
92
+ get #meshes() {
93
+ return Array.from(this.meshes.values());
94
+ }
95
+
96
+ #rebuild_bvh() {
97
+ const meshes = this.#meshes;
98
+
99
+ const bounds = new AABB3();
100
+
101
+ const bvh = this.bvh_top_level;
102
+
103
+ if (bvh.root === NULL_NODE) {
104
+ return;
105
+ }
106
+
107
+ bvh.node_get_aabb(bvh.root, bounds);
108
+
109
+ bvh.release_all();
110
+
111
+ const mesh_count = meshes.length;
112
+ const morton_codes = new Map();
113
+
114
+ for (let i = 0; i < mesh_count; i++) {
115
+ const mesh = meshes[i];
116
+
117
+ const center = mesh.aabb.getCenter();
118
+
119
+ const code = v3_morton_encode_bounded(center.x, center.y, center.z, bounds);
120
+
121
+ morton_codes.set(mesh, code);
122
+ }
123
+
124
+ //
125
+ array_quick_sort_by_lookup_map(meshes, morton_codes, 0, mesh_count - 1);
126
+
127
+ const node_leaf_count = mesh_count;
128
+ const node_bin_count = max2(0, node_leaf_count - 1);
129
+
130
+ const node_total_count = node_leaf_count + node_bin_count;
131
+
132
+ const nodes = new Uint32Array(node_total_count);
133
+
134
+ // skip allocation calls, allocate exactly as many nodes as we need
135
+ bvh.node_capacity = node_total_count;
136
+ bvh.__size = node_total_count;
137
+
138
+ for (let i = 0; i < node_total_count; i++) {
139
+ // store nodes in reverse order so that top-level nodes end up on top
140
+ nodes[i] = (node_total_count - 1) - i;
141
+ }
142
+
143
+ // assign leaves
144
+ for (let i = 0; i < node_leaf_count; i++) {
145
+ const node = nodes[i];
146
+
147
+ const mesh = meshes[i];
148
+
149
+ bvh.node_set_aabb(node, mesh.aabb);
150
+
151
+ bvh.node_set_child1(node, NULL_NODE); //mark node as a leaf
152
+ bvh.node_set_user_data(node, mesh.id);
153
+
154
+ bvh.node_set_height(node, 0);
155
+
156
+ }
157
+
158
+ // record newly generated nodes as "unprocessed"
159
+ const unprocessed_nodes = new Uint32Array(node_leaf_count);
160
+ array_copy(nodes, 0, unprocessed_nodes, 0, node_leaf_count);
161
+
162
+ // assign root
163
+ bvh.__root = ebvh_build_hierarchy(bvh, unprocessed_nodes, node_leaf_count, nodes, node_leaf_count, 3);
164
+
165
+ for (let i = 0; i < 3; i++) {
166
+ ebvh_optimize_treelet(bvh);
167
+ }
168
+ }
169
+
170
+ optimize() {
171
+ this.meshes.forEach((mesh, mesh_id) => {
172
+ mesh.build_tight_bounds();
173
+ });
174
+
175
+ // re-build bvh from bottom up
176
+ this.#rebuild_bvh();
177
+ }
178
+
179
+ /**
180
+ *
181
+ * @param {Geometry} geometry
182
+ * @return {BufferedGeometryBVH}
183
+ */
184
+ obtainGeometryBVH(geometry) {
185
+ const cached = this.geo_cache.get(geometry);
186
+
187
+ if (cached !== undefined) {
188
+ return cached;
189
+ }
190
+
191
+ const bvh = new BufferedGeometryBVH();
192
+
193
+ const label = `bvh build ${geometry.getPrimitiveCount()}`;
194
+ console.time(label);
195
+ bvh.build(geometry);
196
+ console.timeEnd(label);
197
+
198
+ this.geo_cache.set(geometry, bvh);
199
+
200
+ return bvh;
201
+ }
202
+
203
+ /**
204
+ *
205
+ * @param {AbstractLight} light
206
+ */
207
+ addLight(light) {
208
+ assert.isInstanceOf(light, AbstractLight, 'light');
209
+
210
+ this.__lights.push(light);
211
+ }
212
+
213
+ /**
214
+ *
215
+ * @param {PathTracedMesh} mesh
216
+ * @returns {boolean}
217
+ */
218
+ hasMesh(mesh) {
219
+ return this.#mesh_bvh_nodes.has(mesh);
220
+ }
221
+
222
+ /**
223
+ *
224
+ * @param {PathTracedMesh} mesh
225
+ * @returns {boolean}
226
+ */
227
+ addMesh(mesh) {
228
+ if (this.hasMesh(mesh)) {
229
+ // already exists
230
+ return false;
231
+ }
232
+
233
+ mesh.bvh = this.obtainGeometryBVH(mesh.geometry);
234
+
235
+ mesh.update_bounds();
236
+
237
+ const bvh = this.bvh_top_level;
238
+
239
+ const bvh_node_id = bvh.allocate_node();
240
+
241
+ this.#mesh_bvh_nodes.set(mesh, bvh_node_id);
242
+
243
+ bvh.node_set_aabb(
244
+ bvh_node_id,
245
+ mesh.aabb
246
+ );
247
+
248
+ bvh.node_set_user_data(
249
+ bvh_node_id,
250
+ mesh.id
251
+ );
252
+ bvh.insert_leaf(bvh_node_id);
253
+
254
+ this.meshes.set(mesh.id, mesh);
255
+
256
+
257
+ return true;
258
+ }
259
+
260
+ /**
261
+ *
262
+ * @param {PathTracedMesh} mesh
263
+ * @returns {boolean}
264
+ */
265
+ removeMesh(mesh) {
266
+
267
+ if (!this.hasMesh(mesh)) {
268
+ return false;
269
+ }
270
+
271
+ const node_id = this.#mesh_bvh_nodes.get(mesh);
272
+
273
+ this.#mesh_bvh_nodes.delete(mesh);
274
+
275
+ this.bvh_top_level.remove_leaf(node_id);
276
+ this.bvh_top_level.release_node(node_id);
277
+
278
+ return true;
279
+ }
280
+
281
+ /**
282
+ * Place one primitive in the scene.
283
+ *
284
+ * **The material is the tracer's own.** Under three this took a `THREE.Material` and ran it
285
+ * through a converter, cached per material id; a `StandardMaterial` is what that converter
286
+ * produced, so with three gone the conversion and the cache above it have nothing left to do
287
+ * (D62). Whatever assembles a scene decides where its materials come from.
288
+ *
289
+ * @param {Geometry} geometry
290
+ * @param {StandardMaterial} material
291
+ * @param {mat4|number[]} transform
292
+ */
293
+ createMesh(geometry, material, transform) {
294
+ const mesh = new PathTracedMesh();
295
+
296
+ mesh.geometry = geometry;
297
+ mesh.material = material;
298
+ mesh.transform = transform;
299
+
300
+ this.addMesh(mesh);
301
+ }
302
+
303
+ /**
304
+ *
305
+ * @param {number[]} out [color_r, color_g, color_b, normal_x, normal_y, normal_z]
306
+ * @param {number[]} hit
307
+ * @param {Ray3} incoming_ray
308
+ */
309
+ sample_material(out, hit, incoming_ray) {
310
+ const primitive_id = hit[9];
311
+ const instance_id = hit[10];
312
+ const u = hit[7];
313
+ const v = hit[8];
314
+
315
+ out[0] = 1;
316
+ out[1] = 1;
317
+ out[2] = 1;
318
+
319
+ // default emissive contribution to zero (overwritten by sample_material when the mesh exists)
320
+ out[6] = 0;
321
+ out[7] = 0;
322
+ out[8] = 0;
323
+
324
+ /**
325
+ *
326
+ * @type {PathTracedMesh}
327
+ */
328
+ const mesh = this.meshes.get(instance_id);
329
+
330
+ if (mesh === undefined) {
331
+ // instance not found
332
+ return;
333
+ }
334
+
335
+ sample_material(out, mesh, primitive_id, u, v);
336
+
337
+ if (v3_dot(
338
+ hit[3], hit[4], hit[5], //geometry nornal
339
+ incoming_ray[3], incoming_ray[4], incoming_ray[5],
340
+ ) > 0) {
341
+ // back-facing triangle
342
+ out[3] = -out[3];
343
+ out[4] = -out[4];
344
+ out[5] = -out[5];
345
+ }
346
+
347
+ // const pdf = mesh.material.scattering_pdf(
348
+ // incoming_ray[3],incoming_ray[4],incoming_ray[5],
349
+ // out[3],out[4],out[5],
350
+ // incoming_ray[3],incoming_ray[4],incoming_ray[5],
351
+ // );
352
+
353
+
354
+ }
355
+
356
+ /**
357
+ * Tests ray for occlusion
358
+ * @param {Ray3} ray
359
+ * @returns {boolean}
360
+ */
361
+ occluded(ray) {
362
+
363
+ const bvh = this.bvh_top_level;
364
+
365
+ const root = bvh.root;
366
+
367
+ if (root === NULL_NODE) {
368
+ return false;
369
+ }
370
+
371
+ const float32 = bvh.__data_float32;
372
+ const uint32 = bvh.__data_uint32;
373
+
374
+ const ray_origin_x = ray[0];
375
+ const ray_origin_y = ray[1];
376
+ const ray_origin_z = ray[2];
377
+
378
+ const inv_direction_x = 1 / ray[3];
379
+ const inv_direction_y = 1 / ray[4];
380
+ const inv_direction_z = 1 / ray[5];
381
+
382
+ const max_distance = ray[6];
383
+
384
+ // Any-hit traversal: descend the top-level BVH and return on the first occluding mesh,
385
+ // never materializing the full candidate list.
386
+ const stack_base = stack.pointer;
387
+ let pointer = stack_base;
388
+
389
+ stack[pointer++] = root;
390
+
391
+ let occluded = false;
392
+
393
+ do {
394
+
395
+ const node = stack[--pointer];
396
+
397
+ const address = node * ELEMENT_WORD_COUNT;
398
+
399
+ const intersects = aabb3_intersects_ray_segment(
400
+ float32[address], float32[address + 1], float32[address + 2],
401
+ float32[address + 3], float32[address + 4], float32[address + 5],
402
+ ray_origin_x, ray_origin_y, ray_origin_z,
403
+ inv_direction_x, inv_direction_y, inv_direction_z,
404
+ 0, max_distance
405
+ );
406
+
407
+ if (!intersects) {
408
+ continue;
409
+ }
410
+
411
+ const child_1 = uint32[address + COLUMN_CHILD_1];
412
+
413
+ if (child_1 === NULL_NODE) {
414
+ // leaf - test the mesh immediately and short-circuit on the first occluder
415
+ const mesh = this.meshes.get(uint32[address + COLUMN_USER_DATA]);
416
+
417
+ // reserve our portion of the shared stack before descending the per-mesh BVH
418
+ stack.pointer = pointer;
419
+
420
+ if (mesh.occluded(ray)) {
421
+ occluded = true;
422
+ break;
423
+ }
424
+
425
+ continue;
426
+ }
427
+
428
+ stack[pointer++] = uint32[address + COLUMN_CHILD_2];
429
+ stack[pointer++] = child_1;
430
+
431
+ } while (pointer > stack_base);
432
+
433
+ stack.pointer = stack_base;
434
+
435
+ return occluded;
436
+ }
437
+
438
+ /**
439
+ *
440
+ * @param {number[]} out
441
+ * @param {number[]|Ray3} ray
442
+ * @return {number} distance to contact, or -1 if no contact found
443
+ */
444
+ trace(out, ray) {
445
+
446
+ const bvh = this.bvh_top_level;
447
+
448
+ const root = bvh.root;
449
+
450
+ if (root === NULL_NODE) {
451
+ return -1;
452
+ }
453
+
454
+ const float32 = bvh.__data_float32;
455
+ const uint32 = bvh.__data_uint32;
456
+
457
+ const ray_origin_x = ray[0];
458
+ const ray_origin_y = ray[1];
459
+ const ray_origin_z = ray[2];
460
+
461
+ const inv_direction_x = 1 / ray[3];
462
+ const inv_direction_y = 1 / ray[4];
463
+ const inv_direction_z = 1 / ray[5];
464
+
465
+ const max_distance = ray[6];
466
+
467
+ let nearest_hit_distance = max_distance;
468
+
469
+ // Ordered front-to-back traversal: visit nearer meshes first and skip any node whose entry
470
+ // distance is already beyond the closest hit found so far, so far meshes are never transformed.
471
+ const stack_base = stack.pointer;
472
+ let pointer = stack_base;
473
+
474
+ stack[pointer++] = root;
475
+
476
+ do {
477
+
478
+ const node = stack[--pointer];
479
+
480
+ const address = node * ELEMENT_WORD_COUNT;
481
+
482
+ const child_1 = uint32[address + COLUMN_CHILD_1];
483
+
484
+ if (child_1 === NULL_NODE) {
485
+ // leaf - re-test against the current nearest distance, which may have shrunk since
486
+ // this node was pushed, then intersect the per-mesh BVH
487
+ const t_entry = aabb3_array_near_distance_to_intersection_ray_segment(
488
+ float32, address,
489
+ ray_origin_x, ray_origin_y, ray_origin_z,
490
+ inv_direction_x, inv_direction_y, inv_direction_z,
491
+ 0, nearest_hit_distance
492
+ );
493
+
494
+ if (t_entry === Infinity) {
495
+ continue;
496
+ }
497
+
498
+ const mesh = this.meshes.get(uint32[address + COLUMN_USER_DATA]);
499
+
500
+ // reserve our portion of the shared stack before descending the per-mesh BVH
501
+ stack.pointer = pointer;
502
+
503
+ const distance_to_hit = mesh.hit(out, ray, nearest_hit_distance);
504
+
505
+ if (distance_to_hit >= 0) {
506
+ nearest_hit_distance = distance_to_hit;
507
+ }
508
+
509
+ continue;
510
+ }
511
+
512
+ // interior node - order the two children near-first and drop any that cannot beat the current hit
513
+ const child_2 = uint32[address + COLUMN_CHILD_2];
514
+
515
+ const t_child_1 = aabb3_array_near_distance_to_intersection_ray_segment(
516
+ float32, child_1 * ELEMENT_WORD_COUNT,
517
+ ray_origin_x, ray_origin_y, ray_origin_z,
518
+ inv_direction_x, inv_direction_y, inv_direction_z,
519
+ 0, nearest_hit_distance
520
+ );
521
+
522
+ const t_child_2 = aabb3_array_near_distance_to_intersection_ray_segment(
523
+ float32, child_2 * ELEMENT_WORD_COUNT,
524
+ ray_origin_x, ray_origin_y, ray_origin_z,
525
+ inv_direction_x, inv_direction_y, inv_direction_z,
526
+ 0, nearest_hit_distance
527
+ );
528
+
529
+ // push the farther child first so the nearer one is popped (and traversed) first
530
+ if (t_child_1 <= t_child_2) {
531
+ if (t_child_2 !== Infinity) {
532
+ stack[pointer++] = child_2;
533
+ }
534
+ if (t_child_1 !== Infinity) {
535
+ stack[pointer++] = child_1;
536
+ }
537
+ } else {
538
+ if (t_child_1 !== Infinity) {
539
+ stack[pointer++] = child_1;
540
+ }
541
+ if (t_child_2 !== Infinity) {
542
+ stack[pointer++] = child_2;
543
+ }
544
+ }
545
+
546
+ } while (pointer > stack_base);
547
+
548
+ stack.pointer = stack_base;
549
+
550
+ if (nearest_hit_distance !== max_distance) {
551
+ return nearest_hit_distance;
552
+ }
553
+
554
+ return -1;
555
+ }
556
+
557
+ /**
558
+ *
559
+ * @param {number[]} out
560
+ * @param {number} out_offset
561
+ * @param {number[]} direction
562
+ * @param {number} direction_offset
563
+ */
564
+ sample_background(out, out_offset, direction, direction_offset) {
565
+ this.__background_sampler(out, out_offset, direction, direction_offset);
566
+ }
567
+
568
+ /**
569
+ *
570
+ * @param {number[]} out
571
+ * @param {number} out_offset
572
+ * @param {number[]} ray
573
+ */
574
+ sample_lights(out, out_offset, ray) {
575
+
576
+ const lights = this.__lights;
577
+ const light_count = lights.length;
578
+
579
+ for (let i = 0; i < 3; i++) {
580
+ // initialize contribution to 0
581
+ out[out_offset + i] = 0;
582
+ }
583
+
584
+ const ray_origin_x = ray[0];
585
+ const ray_origin_y = ray[1];
586
+ const ray_origin_z = ray[2];
587
+
588
+ const ray_direction_x = ray[3];
589
+ const ray_direction_y = ray[4];
590
+ const ray_direction_z = ray[5];
591
+
592
+ for (let i = 0; i < light_count; i++) {
593
+ const light = lights[i];
594
+
595
+ if (light.isDirectionalLight === true) {
596
+ const dir = light.direction;
597
+
598
+ // see https://github.com/mrdoob/three.js/blob/f0a9e0cf90a2f1ba5017fcb7fd46f02748b920cf/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js#L172
599
+
600
+ const light_dir_inv_x = -dir.x;
601
+ const light_dir_inv_y = -dir.y;
602
+ const light_dir_inv_z = -dir.z;
603
+
604
+ const dotNL = v3_dot(
605
+ ray_direction_x, ray_direction_y, ray_direction_z,
606
+ light_dir_inv_x, light_dir_inv_y, light_dir_inv_z
607
+ );
608
+
609
+ if (dotNL <= 0) {
610
+ // no contribution, facing away from the light
611
+ continue;
612
+ }
613
+
614
+
615
+ ray3_compose_array(_ray_1,
616
+ ray_origin_x, ray_origin_y, ray_origin_z,
617
+ light_dir_inv_x, light_dir_inv_y, light_dir_inv_z
618
+ );
619
+
620
+ _ray_1.tMax = Infinity;
621
+
622
+ // check if there are any obstacles in the direction of the light
623
+ if (this.occluded(_ray_1)) {
624
+ // light is occluded
625
+ continue;
626
+ }
627
+
628
+
629
+ // PI_RECIPROCAL is the Lambertian BRDF normalization (albedo/pi); the albedo itself
630
+ // is carried in the path throughput, so only the 1/pi is applied here
631
+ const intensity = dotNL * light.intensity.getValue() * PI_RECIPROCAL;
632
+ const light_color = light.color;
633
+
634
+ out[out_offset] += light_color.r * intensity;
635
+ out[out_offset + 1] += light_color.g * intensity;
636
+ out[out_offset + 2] += light_color.b * intensity;
637
+
638
+
639
+ } else if (light.isPointLight === true) {
640
+
641
+ const light_offset_x = ray_origin_x - light.position.x;
642
+ const light_offset_y = ray_origin_y - light.position.y;
643
+ const light_offset_z = ray_origin_z - light.position.z;
644
+
645
+ const distance_to_light = v3_length(light_offset_x, light_offset_y, light_offset_z);
646
+
647
+ const radius = light.radius.getValue();
648
+
649
+ if (distance_to_light > radius) {
650
+ // too far
651
+ continue;
652
+ }
653
+
654
+ const light_norm_inv = 1 / distance_to_light;
655
+
656
+ // see https://github.com/mrdoob/three.js/blob/f0a9e0cf90a2f1ba5017fcb7fd46f02748b920cf/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js#L172
657
+
658
+ const light_dir_inv_x = -light_offset_x * light_norm_inv;
659
+ const light_dir_inv_y = -light_offset_y * light_norm_inv;
660
+ const light_dir_inv_z = -light_offset_z * light_norm_inv;
661
+
662
+ const dotNL = v3_dot(
663
+ ray_direction_x, ray_direction_y, ray_direction_z,
664
+ light_dir_inv_x, light_dir_inv_y, light_dir_inv_z
665
+ );
666
+
667
+ if (dotNL <= 0) {
668
+ // no contribution, facing away from the light
669
+ continue;
670
+ }
671
+ ray3_compose_array(_ray_1,
672
+ ray_origin_x, ray_origin_y, ray_origin_z,
673
+ light_dir_inv_x, light_dir_inv_y, light_dir_inv_z
674
+ );
675
+
676
+ // occlusion must only consider geometry strictly between the surface and the light,
677
+ // not out to the influence radius (which is beyond the light)
678
+ _ray_1.tMax = distance_to_light;
679
+
680
+ // check if there are any obstacles in the direction of the light
681
+ if (this.occluded(_ray_1)) {
682
+ // light is occluded
683
+ continue;
684
+ }
685
+
686
+ const attenuation = light_getDistanceAttenuation(distance_to_light, radius, 2);
687
+
688
+ // PI_RECIPROCAL is the Lambertian BRDF normalization (albedo/pi); albedo is carried
689
+ // in the path throughput, so only the 1/pi is applied here
690
+ const intensity = dotNL * light.intensity.getValue() * attenuation * PI_RECIPROCAL;
691
+ const light_color = light.color;
692
+
693
+ out[out_offset] += light_color.r * intensity;
694
+ out[out_offset + 1] += light_color.g * intensity;
695
+ out[out_offset + 2] += light_color.b * intensity;
696
+ }
697
+ }
698
+ }
699
+ }
@@ -1,4 +1,14 @@
1
1
  /**
2
+ * Fill a traced scene from the entities of a dataset.
3
+ *
4
+ * **Two pieces are missing for this to work under Shade, and both are features rather than
5
+ * omissions** (D62). A `ShadedGeometry` placed by `shade_node_to_entity_composition` holds a
6
+ * `MeshletGeometry`, whose triangles are quantized inside meshlet pages —
7
+ * `geometry_build_from_meshlet_geometry` decodes one into the `Geometry` `createMesh` wants, and
8
+ * who holds that decode is undecided. And it holds a `ShadeMaterial`, where the tracer integrates
9
+ * against its own `StandardMaterial`; the three path had a converter for exactly that step and
10
+ * Shade has no twin of it yet. A component carrying a `Geometry` and handed a `StandardMaterial`
11
+ * goes through as it stands.
2
12
  *
3
13
  * @param {EntityComponentDataset} ecd
4
14
  * @param {PathTracedScene} scene