@woosh/meep-engine 3.0.2 → 3.2.0

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 (1823) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -145
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/core/binary/BitImage2.js +246 -246
  134. package/src/core/binary/align_32.js +21 -21
  135. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  136. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  137. package/src/core/binary/hash/XXH128Hash.js +55 -55
  138. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  139. package/src/core/binary/hash/xxh3_128.js +341 -341
  140. package/src/core/binary/hash/xxh3_64.js +241 -241
  141. package/src/core/binary/hash/xxh3_common.js +476 -476
  142. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  143. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  144. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  145. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  146. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  147. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  148. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  149. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  150. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  151. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  152. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  153. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  154. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  155. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  156. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  157. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  158. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  159. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  160. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  161. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  162. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  163. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  164. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  165. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  166. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  167. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  168. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  171. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  176. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  177. package/src/core/bvh8/BVH8.js +436 -436
  178. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  179. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  180. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  181. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  182. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  183. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  184. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  185. package/src/core/bvh8/build/byte.js +9 -9
  186. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  187. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  188. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  189. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  190. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  191. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  192. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  193. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  194. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  195. package/src/core/bvh8/bvh8_quality.js +72 -72
  196. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  197. package/src/core/clipboard/obtainClipBoard.js +29 -29
  198. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  199. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  200. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  201. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  202. package/src/core/collection/union-find/union_find.js +79 -79
  203. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  204. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  205. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  206. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  207. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  208. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  209. package/src/core/color/lab/xyz_to_lab.js +62 -62
  210. package/src/core/color/operations/color_darken.js +24 -24
  211. package/src/core/color/operations/color_desaturate.js +24 -24
  212. package/src/core/color/operations/color_lighten.js +24 -24
  213. package/src/core/color/operations/color_saturate.js +24 -24
  214. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  215. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  216. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  217. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  218. package/src/core/dom/isImageBitmap.js +12 -12
  219. package/src/core/function/frameThrottle.js +23 -23
  220. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  221. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  222. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  223. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  224. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  225. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  226. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  227. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  228. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  229. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  230. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  231. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  232. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  234. package/src/core/geom/2d/intersect_ray_2d.js +7 -7
  235. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  236. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  238. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
  239. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
  240. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
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  242. package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
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  246. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  247. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  248. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  249. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  250. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  251. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  252. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  253. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  254. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  255. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  256. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  257. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  258. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  259. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  260. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  261. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  262. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  263. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  264. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  265. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  266. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  267. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  268. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
  269. package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
  270. package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
  271. package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
  272. package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
  273. package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
  274. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
  275. package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
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  1786. package/src/view/minimap/MinimapMarkerCollection.js +180 -180
  1787. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  1788. package/src/view/minimap/minimap_focus_area.js +97 -97
  1789. package/editor/process/symbolic/SocketsSymbolicDisplay.js +0 -192
  1790. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1791. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
  1792. package/src/engine/ecs/attachment/Attachment.d.ts.map +0 -1
  1793. package/src/engine/ecs/attachment/Attachment.js +0 -57
  1794. package/src/engine/ecs/attachment/AttachmentBinding.d.ts +0 -28
  1795. package/src/engine/ecs/attachment/AttachmentBinding.d.ts.map +0 -1
  1796. package/src/engine/ecs/attachment/AttachmentBinding.js +0 -41
  1797. package/src/engine/ecs/attachment/AttachmentSystem.d.ts +0 -61
  1798. package/src/engine/ecs/attachment/AttachmentSystem.d.ts.map +0 -1
  1799. package/src/engine/ecs/attachment/AttachmentSystem.js +0 -307
  1800. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts +0 -27
  1801. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts.map +0 -1
  1802. package/src/engine/ecs/attachment/BoneAttachmentBinding.js +0 -69
  1803. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts +0 -4
  1804. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts.map +0 -1
  1805. package/src/engine/ecs/attachment/TransformAttachmentBinding.js +0 -51
  1806. package/src/engine/ecs/sockets/AttachmentSocket.d.ts +0 -32
  1807. package/src/engine/ecs/sockets/AttachmentSocket.d.ts.map +0 -1
  1808. package/src/engine/ecs/sockets/AttachmentSocket.js +0 -60
  1809. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts +0 -6
  1810. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts.map +0 -1
  1811. package/src/engine/ecs/sockets/AttachmentSocketType.js +0 -8
  1812. package/src/engine/ecs/sockets/AttachmentSockets.d.ts +0 -57
  1813. package/src/engine/ecs/sockets/AttachmentSockets.d.ts.map +0 -1
  1814. package/src/engine/ecs/sockets/AttachmentSockets.js +0 -130
  1815. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts +0 -29
  1816. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts.map +0 -1
  1817. package/src/engine/ecs/sockets/BoneAttachmentSocket.js +0 -56
  1818. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
  1819. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts.map +0 -1
  1820. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.js +0 -19
  1821. package/src/shade/renderer/animation/_dump_resolve.d.mts +0 -2
  1822. package/src/shade/renderer/animation/_dump_resolve.d.mts.map +0 -1
  1823. package/src/shade/renderer/animation/_dump_resolve.mjs +0 -5
@@ -1,901 +1,901 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { typed_array_copy } from "../../../core/collection/array/typed/typed_array_copy.js";
3
- import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
4
- import { GPUAnimationManager } from "../animation/GPUAnimationManager.js";
5
- import { GPUDatabase } from "../buffer/table/GPUDatabase.js";
6
- import { Brick4LightMap } from "../global_illumination/brick4/Brick4LightMap.js";
7
- import { GPULightProbeVolume } from "../global_illumination/lpv/GPULightProbeVolume.js";
8
- import { GPULightCollection } from "../light/GPULightCollection.js";
9
- import { GPUSceneVolumetrics } from "../volumetrics/GPUSceneVolumetrics.js";
10
- import { Scene } from "./Scene.js";
11
- import { GPUInstancesAccelerationStructure } from "./GPUInstancesAccelerationStructure.js";
12
- import { GPUMeshSkinningContext } from "../animation/skinning/GPUMeshSkinningContext.js";
13
- import { NODE3D_SCENE_ID } from "./NODE3D_STRUCT.js";
14
- import { SCENE_DATABASE_SPEC } from "./SCENE_DATABASE_SPEC.js";
15
- import { SceneNodeBinding } from "./SceneNodeBinding.js";
16
- import { TransformAuthority } from "./TransformAuthority.js";
17
-
18
-
19
- let id_counter = 0;
20
-
21
- /**
22
- * Staging for one `transforms` row. Reused across every write — the table serializes it into its
23
- * page shadow synchronously, so nothing outlives the call.
24
- */
25
- const TRANSFORM_RECORD = {
26
- local_translation: new Float32Array(3),
27
- local_rotation: new Float32Array(4),
28
- local_scale: new Float32Array(3),
29
- global: new Float32Array(16),
30
- prev_global: new Float32Array(16),
31
- parent: NODE3D_SCENE_ID,
32
- };
33
-
34
- /**
35
- * Placeholder for claiming a row before its contents are known — {@link GPUTypedTable.add} chooses
36
- * the row, and the record has to name it. Overwritten in the same breath, and the table's upload
37
- * de-duplication collapses the pair into a single record.
38
- */
39
- const EMPTY_TRANSFORM_RECORD = {
40
- local_translation: new Float32Array(3),
41
- local_rotation: new Float32Array(4),
42
- local_scale: new Float32Array(3),
43
- global: new Float32Array(16),
44
- prev_global: new Float32Array(16),
45
- parent: NODE3D_SCENE_ID,
46
- };
47
-
48
- /**
49
- * Staging for one `meshes` row, on the same terms as {@link TRANSFORM_RECORD}. The two bounds
50
- * fields are references to the mesh's own arrays rather than copies — the table reads them before
51
- * the next call replaces them.
52
- */
53
- const MESH_RECORD = {
54
- geometry: 0,
55
- material: 0,
56
- node: NODE3D_SCENE_ID,
57
- bounding_box: undefined,
58
- bounding_sphere: undefined,
59
- };
60
-
61
- /**
62
- * Abstraction on the context of a scene, there are no hierarchies, just a collection of meshes and a geometry context
63
- */
64
- export class GPUSceneContext {
65
-
66
- /**
67
- * @readonly
68
- * @type {number}
69
- */
70
- id = id_counter++;
71
-
72
- /**
73
- * @type {GPUGeometryManager}
74
- */
75
- geometries;
76
-
77
- /**
78
- * @type {GPUMaterialManager}
79
- */
80
- materials;
81
-
82
-
83
- /**
84
- * @type {Brick4LightMap}
85
- */
86
- volumetric_light_map;
87
-
88
-
89
- /**
90
- *
91
- * @type {Scene}
92
- */
93
- #scene;
94
-
95
- /**
96
- *
97
- * @return {Scene}
98
- */
99
- get scene() {
100
- return this.#scene;
101
- }
102
-
103
- /**
104
- * @type {GPUSceneVolumetrics}
105
- */
106
- #volumetrics;
107
-
108
- get volumetrics() {
109
- return this.#volumetrics;
110
- }
111
-
112
- /**
113
- * @type {GPULightCollection}
114
- */
115
- #lights;
116
-
117
-
118
- /**
119
- *
120
- * @returns {GPULightCollection}
121
- */
122
- get lights() {
123
- return this.#lights;
124
- }
125
-
126
- /**
127
- * @type {GPULightProbeVolume}
128
- */
129
- #light_probe_volume;
130
-
131
- /**
132
- *
133
- * @returns {GPULightProbeVolume}
134
- */
135
- get light_probe_volume() {
136
- return this.#light_probe_volume;
137
- }
138
-
139
- /**
140
- * @type {GPUInstancesAccelerationStructure}
141
- */
142
- #tlas
143
-
144
- /**
145
- *
146
- * @returns {GPUInstancesAccelerationStructure}
147
- */
148
- get tlas() {
149
- return this.#tlas;
150
- }
151
-
152
- /**
153
- * GPU-resident scene database — mesh metadata in the `meshes` table,
154
- * scene-graph nodes (transforms) in the `transforms` table. Replaces
155
- * the old flat `instance_buffer`. Consumers bind `scene_database.buffer`
156
- * as `array<u32>` and read records via `scene_read_mesh` /
157
- * `scene_read_node` (see `chunk_scene_database_access`).
158
- *
159
- * @type {GPUDatabase}
160
- */
161
- #scene_database;
162
-
163
- /**
164
- *
165
- * @type {Uint32Array}
166
- */
167
- #instance_metadata = new Uint32Array();
168
-
169
- /**
170
- * Mesh → instance index. Rebuilt each frame in {@link build}. The
171
- * Lookup from a node's stable JS-side {@link Node3D.id} to its row
172
- * in the scene database's `transforms` table. Built during
173
- * {@link build} as each node is allocated via
174
- * {@link GPUTypedTable.add}; the table itself owns the row
175
- * allocation, this map just bridges between Node3D handles and the
176
- * GPU rows they live at.
177
- *
178
- * Public so external code can do partial updates: looking up a
179
- * single node's row lets a system patch one `transforms_table`
180
- * entry instead of re-uploading the whole scene.
181
- *
182
- * @type {Map<number, number>}
183
- */
184
- id_mapping = new Map();
185
-
186
- /**
187
- * Per-scene skinning state — clone-index cache today, plus
188
- * Skin-bindings and the per-frame skinning compute dispatch in
189
- * later phases. Lazily constructed because it depends on
190
- * {@link geometries}, which {@link SceneManager#create} assigns
191
- * externally after this constructor runs. See {@link skinning} for
192
- * access.
193
- *
194
- * @type {GPUMeshSkinningContext|null}
195
- */
196
- #skinning = null;
197
-
198
- /**
199
- * Per-scene animation system — clips, tracks, curves, skins, and
200
- * the skin-matrix scratch buffer. Owned here (rather than passed
201
- * in) so that consumers fetching `gpu_scene.animation_manager`
202
- * always see the same instance, and so per-frame database flush
203
- * can be wired into {@link update} alongside the rest of the
204
- * scene's bookkeeping.
205
- *
206
- * @type {GPUAnimationManager}
207
- */
208
- #animation_manager;
209
-
210
- /**
211
- *
212
- * @param {GraphicsContext} graphics
213
- * @param {Scene} scene
214
- */
215
- constructor(graphics, scene) {
216
- assert.defined(scene, 'scene');
217
- assert.isObject(scene, 'scene');
218
- assert.equal(scene.isScene, true, 'scene.isScene !== true');
219
-
220
- const device = graphics.device;
221
-
222
- this.#scene = scene;
223
- this.#device = device;
224
- this.#graphics = graphics;
225
-
226
- this.#tlas = new GPUInstancesAccelerationStructure(device);
227
-
228
- // Pass `this` so the light collection (and its child shadow context) can use
229
- // this scene's GPUSceneContext when building its own ViewManager — avoids
230
- // threading the renderer-level ViewManager / SceneManager through every layer.
231
- this.#lights = new GPULightCollection(graphics, this);
232
-
233
- this.#scene_database = new GPUDatabase({
234
- device,
235
- definition: SCENE_DATABASE_SPEC,
236
- label: "GPUSceneContext/Database",
237
- });
238
-
239
- this.#light_probe_volume = new GPULightProbeVolume(device, scene.light_probe_volume);
240
-
241
- this.volumetric_light_map = new Brick4LightMap(device);
242
-
243
- this.#volumetrics = new GPUSceneVolumetrics(device, scene.volumetrics);
244
-
245
- this.#animation_manager = new GPUAnimationManager(device, `GPUSceneContext[${this.id}]/Animation`, this);
246
- }
247
-
248
- /**
249
- * @returns {GPUAnimationManager}
250
- */
251
- get animation_manager() {
252
- return this.#animation_manager;
253
- }
254
-
255
- #instances_version = -1;
256
-
257
-
258
- /**
259
- * @type {GPUDevice}
260
- */
261
- #device;
262
-
263
- /**
264
- * @type {GraphicsContext}
265
- */
266
- #graphics;
267
-
268
- /**
269
- *
270
- * @returns {GPUDatabase}
271
- */
272
- get scene_database() {
273
- return this.#scene_database;
274
- }
275
-
276
- /**
277
- * The underlying buffer that backs {@link scene_database} — bind this
278
- * as `array<u32>` in shaders that read mesh / transform records.
279
- *
280
- * @returns {GPUBuffer}
281
- */
282
- get scene_database_buffer() {
283
- return this.#scene_database.buffer;
284
- }
285
-
286
- /**
287
- * Per-scene skinning subsystem. Routes {@link SkinnedMesh}
288
- * instances through per-instance geometry clones; later phases
289
- * grow Skin-binding management and the per-frame skinning compute
290
- * onto it.
291
- *
292
- * Lazy because it depends on {@link geometries}, which is assigned
293
- * externally after this object's constructor returns
294
- * (see {@link SceneManager}). The first access happens during
295
- * {@link build}, which runs well after that assignment.
296
- *
297
- * @returns {GPUMeshSkinningContext}
298
- */
299
- get skinning() {
300
- if (this.#skinning === null) {
301
- this.#skinning = new GPUMeshSkinningContext({
302
- geometries: this.geometries,
303
- animation_manager: this.#animation_manager,
304
- scene_context: this,
305
- device: this.#device,
306
- });
307
- }
308
- return this.#skinning;
309
- }
310
-
311
- get gpu_memory_usage(){
312
- let r = 0;
313
-
314
- r+= this.#scene_database.gpu_memory_usage;
315
-
316
- r += this.#lights.gpu_memory_usage;
317
- r += this.#light_probe_volume.gpu_memory_usage;
318
- r += this.volumetric_light_map.gpu_memory_usage;
319
-
320
- return r;
321
- }
322
-
323
- /**
324
- * Grow the per-row mesh metadata to cover `size` rows. Never shrinks: rows are addresses, and a
325
- * table that has held N rows can hand any of them out again.
326
- *
327
- * @param {number} size
328
- */
329
- #allocate_instances(size) {
330
- const required = 2 * size;
331
-
332
- if (this.#instance_metadata.length >= required) {
333
- return;
334
- }
335
-
336
- const previous = this.#instance_metadata;
337
-
338
- this.#instance_metadata = new Uint32Array(required);
339
-
340
- typed_array_copy(previous, this.#instance_metadata);
341
- }
342
-
343
- /**
344
- * World matrix last published for each `transforms` row, 16 floats at `row * 16`.
345
- *
346
- * The GPU hierarchy pass takes whatever is in a row's `global` at the start of the frame and
347
- * moves it to `prev_global` before composing the new one, so what the CPU puts in `global` is
348
- * only ever read as *last* frame's world matrix. Handing it the current one collapses the
349
- * per-object velocity that motion vectors are derived from, which is why this cache exists
350
- * rather than reading `node.transform_global` twice.
351
- *
352
- * @type {Float32Array}
353
- */
354
- #published_globals = new Float32Array();
355
-
356
- /**
357
- * Rows this context owns, by node. Also the answer to "is this node already in the database".
358
- *
359
- * @type {Map<Node3D, SceneNodeBinding>}
360
- */
361
- #bindings = new Map();
362
-
363
- /**
364
- * @type {number}
365
- */
366
- #epoch = 0;
367
-
368
- /**
369
- * @param {number} row
370
- */
371
- #reserve_published_global(row) {
372
- const required = (row + 1) * 16;
373
-
374
- if (this.#published_globals.length >= required) {
375
- return;
376
- }
377
-
378
- const grown = new Float32Array(Math.max(required, this.#published_globals.length * 2));
379
-
380
- typed_array_copy(this.#published_globals, grown);
381
-
382
- this.#published_globals = grown;
383
- }
384
-
385
- /**
386
- * Fill the shared record with `node`'s local TRS, the parent row, and the world matrix last
387
- * published for `row` — see {@link #published_globals} for why that is the previous one and not
388
- * the current one. Leaves `#published_globals` holding the node's current world matrix.
389
- *
390
- * @param {Node3D} node
391
- * @param {number} row
392
- * @param {number} parent_row
393
- * @returns {object} the module-static record, valid until the next call
394
- */
395
- #write_transform_record(node, row, parent_row) {
396
- // read through the scalar accessors: the `translation` / `rotation` / `scale` properties are
397
- // live views, freshly allocated on every access, and this runs once per changed row per frame
398
- const tl = node.transform_local;
399
-
400
- TRANSFORM_RECORD.local_translation[0] = tl.translation_x;
401
- TRANSFORM_RECORD.local_translation[1] = tl.translation_y;
402
- TRANSFORM_RECORD.local_translation[2] = tl.translation_z;
403
-
404
- TRANSFORM_RECORD.local_rotation[0] = tl.rotation_x;
405
- TRANSFORM_RECORD.local_rotation[1] = tl.rotation_y;
406
- TRANSFORM_RECORD.local_rotation[2] = tl.rotation_z;
407
- TRANSFORM_RECORD.local_rotation[3] = tl.rotation_w;
408
-
409
- TRANSFORM_RECORD.local_scale[0] = tl.scale_x;
410
- TRANSFORM_RECORD.local_scale[1] = tl.scale_y;
411
- TRANSFORM_RECORD.local_scale[2] = tl.scale_z;
412
-
413
- this.#reserve_published_global(row);
414
-
415
- const published = this.#published_globals;
416
- const base = row * 16;
417
-
418
- for (let i = 0; i < 16; i++) {
419
- const previous = published[base + i];
420
-
421
- TRANSFORM_RECORD.global[i] = previous;
422
- TRANSFORM_RECORD.prev_global[i] = previous;
423
- }
424
-
425
- const current = node.transform_global;
426
-
427
- for (let i = 0; i < 16; i++) {
428
- published[base + i] = current[i];
429
- }
430
-
431
- TRANSFORM_RECORD.parent = parent_row;
432
-
433
- return TRANSFORM_RECORD;
434
- }
435
-
436
- /**
437
- * Seed a row's published world matrix with the node's current one, so the row's first write
438
- * reports zero velocity instead of motion away from the origin.
439
- *
440
- * @param {Node3D} node
441
- * @param {number} row
442
- */
443
- #seed_published_global(node, row) {
444
- this.#reserve_published_global(row);
445
-
446
- const current = node.transform_global;
447
- const base = row * 16;
448
-
449
- for (let i = 0; i < 16; i++) {
450
- this.#published_globals[base + i] = current[i];
451
- }
452
- }
453
-
454
- /**
455
- * @param {Mesh} mesh
456
- * @param {number} transform_row
457
- * @returns {object} the module-static record, valid until the next call
458
- */
459
- #write_mesh_record(mesh, transform_row) {
460
- // SkinnedMesh routes to its per-instance clone (allocated + cached by the skinning
461
- // context); regular meshes get the source's id. obtain_geometry_index handles both,
462
- // idempotent.
463
- MESH_RECORD.geometry = this.skinning.obtain_geometry_index(mesh);
464
- MESH_RECORD.material = mesh.material.id;
465
- MESH_RECORD.node = transform_row;
466
- MESH_RECORD.bounding_box = mesh.bounding_box;
467
- MESH_RECORD.bounding_sphere = mesh.bounding_sphere;
468
-
469
- return MESH_RECORD;
470
- }
471
-
472
- /**
473
- * Which row of the `meshes` table a node occupies — **the value the visibility buffer writes
474
- * for every pixel that node covers**, which is what makes it worth reading from outside.
475
- *
476
- * `id_mapping` is not this. That map goes from a node's id to its row in the `transforms`
477
- * table, which is a different table with different rows; a caller that used it to index the
478
- * visibility buffer would be reading somebody else's mesh.
479
- *
480
- * @param {Node3D} node
481
- * @returns {number} the row, or `-1` for a node that is not in this scene or carries no geometry
482
- */
483
- mesh_row_of(node) {
484
- const binding = this.#bindings.get(node);
485
-
486
- return binding === undefined ? -1 : binding.mesh_row;
487
- }
488
-
489
- /**
490
- * Bumped every time the `meshes` table gains or loses a row. **Rows are reused** — the table
491
- * hands out the lowest free one — so a row read through {@link mesh_row_of} and kept is only
492
- * valid while this number is unchanged. Anything holding one compares against its own copy and
493
- * re-reads when they differ.
494
- *
495
- * @returns {number}
496
- */
497
- get mesh_rows_version() {
498
- return this.#mesh_rows_version;
499
- }
500
-
501
- /**
502
- * @see mesh_rows_version
503
- * @type {number}
504
- */
505
- #mesh_rows_version = 0;
506
-
507
- /**
508
- * Parent's row if the parent is already in the database, the scene root otherwise. The fallback
509
- * covers top-level nodes and parents that are not in this scene at all; a parent that is in the
510
- * scene but not yet added is handled by the caller, which revisits the node once the sweep has
511
- * placed everyone.
512
- *
513
- * @param {Node3D} node
514
- * @returns {number}
515
- */
516
- #resolve_parent_row(node) {
517
- const parent = node.parent;
518
-
519
- if (parent === null) {
520
- return NODE3D_SCENE_ID;
521
- }
522
-
523
- const row = this.id_mapping.get(parent.id);
524
-
525
- return row !== undefined ? row : NODE3D_SCENE_ID;
526
- }
527
-
528
- /**
529
- * Give a node rows in the database — one in `transforms`, plus one in `meshes` when it carries
530
- * geometry.
531
- *
532
- * @param {Node3D} node
533
- * @param {GPUTypedTable} transforms_table
534
- * @param {GPUTypedTable} meshes_table
535
- * @returns {SceneNodeBinding}
536
- */
537
- #add_node(node, transforms_table, meshes_table) {
538
- const binding = new SceneNodeBinding();
539
-
540
- const transform_row = this.#add_transform_row(node, this.#resolve_parent_row(node), transforms_table);
541
-
542
- binding.transform_row = transform_row;
543
- binding.version = node.version;
544
- // Seeding a row is the CPU's job whoever owns it afterwards — the row has to exist and hold
545
- // a starting pose before the GPU has written anything into it.
546
- binding.authority = node.transform_authority;
547
-
548
- this.id_mapping.set(node.id, transform_row);
549
-
550
- if (node.isMesh === true) {
551
- this.materials.obtain(node.material);
552
-
553
- const mesh_row = meshes_table.add(this.#write_mesh_record(node, transform_row));
554
-
555
- binding.mesh_row = mesh_row;
556
-
557
- this.#mesh_rows_version++;
558
-
559
- this.#allocate_instances(meshes_table.element_capacity);
560
-
561
- this.#instance_metadata[mesh_row * 2] = node.id;
562
- this.#instance_metadata[mesh_row * 2 + 1] = node.version;
563
-
564
- this.#tlas.instance_add(mesh_row, node);
565
- }
566
-
567
- this.#bindings.set(node, binding);
568
-
569
- return binding;
570
- }
571
-
572
- /**
573
- * Allocate a `transforms` row for a node. The row is not known until the table hands one back,
574
- * and the record has to carry that row's published world matrix — so the row is claimed first
575
- * with a placeholder and written properly immediately after.
576
- *
577
- * @param {Node3D} node
578
- * @param {number} parent_row
579
- * @param {GPUTypedTable} transforms_table
580
- * @returns {number}
581
- */
582
- #add_transform_row(node, parent_row, transforms_table) {
583
- const row = transforms_table.add(EMPTY_TRANSFORM_RECORD);
584
-
585
- this.#seed_published_global(node, row);
586
-
587
- transforms_table.set(row, this.#write_transform_record(node, row, parent_row));
588
-
589
- return row;
590
- }
591
-
592
- /**
593
- * Take a node's rows back. The rows are freed, not reassigned — see {@link SceneNodeBinding}.
594
- *
595
- * @param {Node3D} node
596
- * @param {SceneNodeBinding} binding
597
- * @param {GPUTypedTable} transforms_table
598
- * @param {GPUTypedTable} meshes_table
599
- */
600
- #remove_node(node, binding, transforms_table, meshes_table) {
601
- if (node.isMesh === true) {
602
- const mesh_row = binding.mesh_row;
603
-
604
- meshes_table.remove(mesh_row);
605
- this.#tlas.instance_remove(mesh_row);
606
-
607
- this.#mesh_rows_version++;
608
-
609
- this.#instance_metadata[mesh_row * 2] = 0;
610
- this.#instance_metadata[mesh_row * 2 + 1] = 0;
611
- }
612
-
613
- transforms_table.remove(binding.transform_row);
614
-
615
- this.id_mapping.delete(node.id);
616
- this.#bindings.delete(node);
617
- }
618
-
619
- /**
620
- * Bring the database's membership in line with the scene's: nodes that arrived get rows, nodes
621
- * that left give theirs back. Runs only when the batch reports a change, so the per-frame path
622
- * never pays for it.
623
- *
624
- * @param {GPUTypedTable} transforms_table
625
- * @param {GPUTypedTable} meshes_table
626
- * @returns {number} rows written
627
- */
628
- #sync_membership(transforms_table, meshes_table) {
629
- const epoch = ++this.#epoch;
630
-
631
- let written = 0;
632
-
633
- const scene = this.#scene;
634
-
635
- // The scene root must land at row 0 — it is both the hierarchy walk's terminator and the
636
- // natural value of any zero-initialised buffer.
637
- let scene_binding = this.#bindings.get(scene);
638
-
639
- if (scene_binding === undefined) {
640
- scene_binding = this.#add_node(scene, transforms_table, meshes_table);
641
-
642
- assert.equal(scene_binding.transform_row, NODE3D_SCENE_ID, 'scene must land at transforms table row 0');
643
-
644
- written++;
645
- }
646
-
647
- scene_binding.epoch = epoch;
648
-
649
- const nodes = this.#scene.instances.nodes;
650
- const node_count = nodes.length;
651
-
652
- // Nodes whose parent had not been placed when they were. `Scene.add` walks parents before
653
- // children, so this is empty unless a caller added a child to the scene ahead of its
654
- // parent.
655
- const orphaned = [];
656
-
657
- for (let i = 0; i < node_count; i++) {
658
- const node = nodes[i];
659
-
660
- let binding = this.#bindings.get(node);
661
-
662
- if (binding === undefined) {
663
- binding = this.#add_node(node, transforms_table, meshes_table);
664
-
665
- written++;
666
-
667
- if (node.parent !== null && this.id_mapping.get(node.parent.id) === undefined) {
668
- orphaned.push(node);
669
- }
670
- }
671
-
672
- binding.epoch = epoch;
673
- }
674
-
675
- for (let i = 0; i < orphaned.length; i++) {
676
- const node = orphaned[i];
677
- const parent_row = this.id_mapping.get(node.parent.id);
678
-
679
- if (parent_row === undefined) {
680
- // the parent really is not in this scene — the scene root stands
681
- continue;
682
- }
683
-
684
- const binding = this.#bindings.get(node);
685
-
686
- transforms_table.set(
687
- binding.transform_row,
688
- this.#write_transform_record(node, binding.transform_row, parent_row)
689
- );
690
- }
691
-
692
- for (const [node, binding] of this.#bindings) {
693
- if (binding.epoch !== epoch) {
694
- this.#remove_node(node, binding, transforms_table, meshes_table);
695
-
696
- written++;
697
- }
698
- }
699
-
700
- return written;
701
- }
702
-
703
- /**
704
- * Push every node that has moved since its row was last written, and nothing else.
705
- *
706
- * Rows the GPU owns are left alone entirely — see {@link TransformAuthority}. Their nodes still
707
- * report movement (a CPU-driven parent recursing through `updateMatrices` is enough to mark
708
- * every joint under it), and acting on that report is exactly the collision authority exists to
709
- * prevent.
710
- *
711
- * @param {GPUTypedTable} transforms_table
712
- * @param {GPUTypedTable} meshes_table
713
- * @returns {number} rows written
714
- */
715
- #sync_transforms(transforms_table, meshes_table) {
716
- let written = 0;
717
-
718
- for (const [node, binding] of this.#bindings) {
719
- const authority = node.transform_authority;
720
- const handed_back = authority !== binding.authority && authority === TransformAuthority.CPU;
721
-
722
- binding.authority = authority;
723
-
724
- if (authority === TransformAuthority.GPU) {
725
- continue;
726
- }
727
-
728
- const version = node.version;
729
-
730
- // A row just handed back has to be written whatever the version says: nothing moved it
731
- // while the GPU held it, so there is no change to notice, and the row it is taking over
732
- // holds a pose the CPU never wrote.
733
- if (version === binding.version && !handed_back) {
734
- continue;
735
- }
736
-
737
- if (handed_back) {
738
- // Taking over from an unknown pose — seed the published matrix the way a fresh row
739
- // is seeded, so the first frame back reports no velocity rather than a jump.
740
- this.#seed_published_global(node, binding.transform_row);
741
- }
742
-
743
- binding.version = version;
744
- written++;
745
-
746
- const transform_row = binding.transform_row;
747
-
748
- transforms_table.set(
749
- transform_row,
750
- this.#write_transform_record(node, transform_row, this.#resolve_parent_row(node))
751
- );
752
-
753
- if (node.isMesh !== true) {
754
- continue;
755
- }
756
-
757
- // World-space bounds moved with the node, and culling reads them off the mesh row.
758
- const mesh_row = binding.mesh_row;
759
-
760
- meshes_table.set(mesh_row, this.#write_mesh_record(node, transform_row));
761
-
762
- this.#instance_metadata[mesh_row * 2 + 1] = version;
763
-
764
- this.#tlas.instance_update(mesh_row, node);
765
- }
766
-
767
- return written;
768
- }
769
-
770
- /**
771
- * Bring the GPU scene database in line with the scene, writing only the rows that changed.
772
- *
773
- * Membership is reconciled when the batch says it moved; transforms are checked every frame,
774
- * because a node moving does not touch the batch. Both walk the scene once and write nothing
775
- * for a node that has not changed.
776
- */
777
- build() {
778
-
779
- const batch = this.#scene.instances;
780
-
781
- const meshes_table = this.#scene_database.get('meshes');
782
- const transforms_table = this.#scene_database.get('transforms');
783
-
784
- let written = 0;
785
-
786
- if (this.#instances_version !== batch.version) {
787
- written += this.#sync_membership(transforms_table, meshes_table);
788
-
789
- this.#instances_version = batch.version;
790
- }
791
-
792
- written += this.#sync_transforms(transforms_table, meshes_table);
793
-
794
- if (written === 0) {
795
- return;
796
- }
797
-
798
- // Flush the scene database — only the rows that changed carry an upload record.
799
- const cmd = ShadeGPUCommandContext.create(this.#graphics, 'GPUSceneContext/database-build');
800
-
801
- // Also flush the global geometry manager. The first time a scene
802
- // sees a new mesh, scene.build's `obtain_geometry_index` calls
803
- // `geometries.add(...)` which registers the source MeshletGeometry
804
- // and flips `geometries.__needs_update = true`. The next per-frame
805
- // `graphics.update()` would normally rebuild
806
- // `geometries.buffer_metadata` to reflect those new entries — but
807
- // `graphics.update()` runs at the *head* of `Renderer.#begin_frame`,
808
- // *before* this scene.build, so the buffer_metadata stays whatever
809
- // it was at the start of the frame (often the zero-record placeholder
810
- // from the renderer's startup build, when the scene's geometries
811
- // hadn't been registered yet).
812
- //
813
- // Any pass reading `geometries[mesh.geometry]` later in the frame
814
- // (rasterization meshlet expansion, `shader_refresh_all_mesh_bounds`,
815
- // etc.) sees zeros — `meshlets_count = 0` produces no triangles and
816
- // `bounding_box = (0,0,0)-(0,0,0)` collapses world bounds to a
817
- // single point in `shader_refresh_all_mesh_bounds`, which then writes
818
- // those collapsed bounds back into `meshes_table`. Subsequent frames
819
- // get a correct `buffer_metadata` from the next `graphics.update()`,
820
- // but the `meshes_table` bounds stay collapsed until refresh_all
821
- // overwrites them again — and frustum cull on the collapsed bounds
822
- // can drop meshes whose collapsed point sits outside the frustum.
823
- //
824
- // Symptom: stress test rendered ground (whose collapsed point at the
825
- // origin survives the cull) but dropped most trees (whose collapsed
826
- // points scattered across the grid trigger cull edge cases).
827
- //
828
- // Calling `geometries.update(cmd)` here ensures the new buffer is in
829
- // place before any pass in the same frame reads it. Idempotent / no-op
830
- // when nothing's queued, so the per-frame `graphics.update` head call
831
- // and this build-time call together leave the buffer in the right
832
- // state under both lifetimes.
833
- this.geometries.update(cmd);
834
-
835
- this.#scene_database.update(cmd);
836
- cmd.finish();
837
- }
838
-
839
- /**
840
- *
841
- * @param {GraphicsContext} ctx
842
- */
843
- update(ctx) {
844
- assert.defined(ctx, 'ctx');
845
-
846
- // TODO add a fast update check, so that calling this multiple times per frame can be fast.
847
-
848
- this.#light_probe_volume.update();
849
- this.#lights.update(ctx);
850
- this.#volumetrics.update(ctx, 0);
851
-
852
- // Per-frame animation database flush — picks up any new clips,
853
- // tracks, skins, or per-frame `set_time` writes queued since
854
- // last frame. Idempotent / cheap when nothing's queued.
855
- const animation_cmd = ShadeGPUCommandContext.create(this.#graphics, 'GPUSceneContext/animation-flush');
856
- this.#animation_manager.update(animation_cmd);
857
- animation_cmd.finish();
858
-
859
- // TODO update SDF
860
-
861
- this.build();
862
-
863
- // After the build, which is what feeds the TLAS this frame's arrivals, departures and moves.
864
- this.#tlas.update();
865
- }
866
-
867
- /**
868
- * Per-frame animation tick — drains pending registrations,
869
- * advances `clip.time` on the GPU, runs apply → resolve →
870
- * hierarchy propagate → skin-matrix prep → skinning. Thin
871
- * passthrough to {@link GPUAnimationManager#tick}; lives here
872
- * so the renderer can call it on every scene it renders without
873
- * reaching past `GPUSceneContext` for an internal manager.
874
- *
875
- * `dt_seconds` is wall-clock seconds since the last call (the
876
- * renderer's `time_delta_seconds` argument to `render()`).
877
- *
878
- * @param {ShadeGPUCommandContext} cmd_ctx
879
- * @param {number} dt_seconds wall-clock seconds since last call
880
- */
881
- tick(cmd_ctx, dt_seconds) {
882
- this.#animation_manager.tick(cmd_ctx, dt_seconds);
883
- }
884
-
885
- destroy() {
886
- this.#scene_database.destroy();
887
- this.#lights.destroy();
888
- this.#light_probe_volume.destroy();
889
- this.#animation_manager.destroy();
890
- if (this.#skinning !== null) {
891
- this.#skinning.destroy();
892
- }
893
- }
894
-
895
- }
896
-
897
- /**
898
- * @readonly
899
- * @type {boolean}
900
- */
901
- GPUSceneContext.prototype.isGPUSceneContext = true;
1
+ import { assert } from "../../../core/assert.js";
2
+ import { typed_array_copy } from "../../../core/collection/array/typed/typed_array_copy.js";
3
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
4
+ import { GPUAnimationManager } from "../animation/GPUAnimationManager.js";
5
+ import { GPUDatabase } from "../buffer/table/GPUDatabase.js";
6
+ import { Brick4LightMap } from "../global_illumination/brick4/Brick4LightMap.js";
7
+ import { GPULightProbeVolume } from "../global_illumination/lpv/GPULightProbeVolume.js";
8
+ import { GPULightCollection } from "../light/GPULightCollection.js";
9
+ import { GPUSceneVolumetrics } from "../volumetrics/GPUSceneVolumetrics.js";
10
+ import { Scene } from "./Scene.js";
11
+ import { GPUInstancesAccelerationStructure } from "./GPUInstancesAccelerationStructure.js";
12
+ import { GPUMeshSkinningContext } from "../animation/skinning/GPUMeshSkinningContext.js";
13
+ import { NODE3D_SCENE_ID } from "./NODE3D_STRUCT.js";
14
+ import { SCENE_DATABASE_SPEC } from "./SCENE_DATABASE_SPEC.js";
15
+ import { SceneNodeBinding } from "./SceneNodeBinding.js";
16
+ import { TransformAuthority } from "./TransformAuthority.js";
17
+
18
+
19
+ let id_counter = 0;
20
+
21
+ /**
22
+ * Staging for one `transforms` row. Reused across every write — the table serializes it into its
23
+ * page shadow synchronously, so nothing outlives the call.
24
+ */
25
+ const TRANSFORM_RECORD = {
26
+ local_translation: new Float32Array(3),
27
+ local_rotation: new Float32Array(4),
28
+ local_scale: new Float32Array(3),
29
+ global: new Float32Array(16),
30
+ prev_global: new Float32Array(16),
31
+ parent: NODE3D_SCENE_ID,
32
+ };
33
+
34
+ /**
35
+ * Placeholder for claiming a row before its contents are known — {@link GPUTypedTable.add} chooses
36
+ * the row, and the record has to name it. Overwritten in the same breath, and the table's upload
37
+ * de-duplication collapses the pair into a single record.
38
+ */
39
+ const EMPTY_TRANSFORM_RECORD = {
40
+ local_translation: new Float32Array(3),
41
+ local_rotation: new Float32Array(4),
42
+ local_scale: new Float32Array(3),
43
+ global: new Float32Array(16),
44
+ prev_global: new Float32Array(16),
45
+ parent: NODE3D_SCENE_ID,
46
+ };
47
+
48
+ /**
49
+ * Staging for one `meshes` row, on the same terms as {@link TRANSFORM_RECORD}. The two bounds
50
+ * fields are references to the mesh's own arrays rather than copies — the table reads them before
51
+ * the next call replaces them.
52
+ */
53
+ const MESH_RECORD = {
54
+ geometry: 0,
55
+ material: 0,
56
+ node: NODE3D_SCENE_ID,
57
+ bounding_box: undefined,
58
+ bounding_sphere: undefined,
59
+ };
60
+
61
+ /**
62
+ * Abstraction on the context of a scene, there are no hierarchies, just a collection of meshes and a geometry context
63
+ */
64
+ export class GPUSceneContext {
65
+
66
+ /**
67
+ * @readonly
68
+ * @type {number}
69
+ */
70
+ id = id_counter++;
71
+
72
+ /**
73
+ * @type {GPUGeometryManager}
74
+ */
75
+ geometries;
76
+
77
+ /**
78
+ * @type {GPUMaterialManager}
79
+ */
80
+ materials;
81
+
82
+
83
+ /**
84
+ * @type {Brick4LightMap}
85
+ */
86
+ volumetric_light_map;
87
+
88
+
89
+ /**
90
+ *
91
+ * @type {Scene}
92
+ */
93
+ #scene;
94
+
95
+ /**
96
+ *
97
+ * @return {Scene}
98
+ */
99
+ get scene() {
100
+ return this.#scene;
101
+ }
102
+
103
+ /**
104
+ * @type {GPUSceneVolumetrics}
105
+ */
106
+ #volumetrics;
107
+
108
+ get volumetrics() {
109
+ return this.#volumetrics;
110
+ }
111
+
112
+ /**
113
+ * @type {GPULightCollection}
114
+ */
115
+ #lights;
116
+
117
+
118
+ /**
119
+ *
120
+ * @returns {GPULightCollection}
121
+ */
122
+ get lights() {
123
+ return this.#lights;
124
+ }
125
+
126
+ /**
127
+ * @type {GPULightProbeVolume}
128
+ */
129
+ #light_probe_volume;
130
+
131
+ /**
132
+ *
133
+ * @returns {GPULightProbeVolume}
134
+ */
135
+ get light_probe_volume() {
136
+ return this.#light_probe_volume;
137
+ }
138
+
139
+ /**
140
+ * @type {GPUInstancesAccelerationStructure}
141
+ */
142
+ #tlas
143
+
144
+ /**
145
+ *
146
+ * @returns {GPUInstancesAccelerationStructure}
147
+ */
148
+ get tlas() {
149
+ return this.#tlas;
150
+ }
151
+
152
+ /**
153
+ * GPU-resident scene database — mesh metadata in the `meshes` table,
154
+ * scene-graph nodes (transforms) in the `transforms` table. Replaces
155
+ * the old flat `instance_buffer`. Consumers bind `scene_database.buffer`
156
+ * as `array<u32>` and read records via `scene_read_mesh` /
157
+ * `scene_read_node` (see `chunk_scene_database_access`).
158
+ *
159
+ * @type {GPUDatabase}
160
+ */
161
+ #scene_database;
162
+
163
+ /**
164
+ *
165
+ * @type {Uint32Array}
166
+ */
167
+ #instance_metadata = new Uint32Array();
168
+
169
+ /**
170
+ * Mesh → instance index. Rebuilt each frame in {@link build}. The
171
+ * Lookup from a node's stable JS-side {@link Node3D.id} to its row
172
+ * in the scene database's `transforms` table. Built during
173
+ * {@link build} as each node is allocated via
174
+ * {@link GPUTypedTable.add}; the table itself owns the row
175
+ * allocation, this map just bridges between Node3D handles and the
176
+ * GPU rows they live at.
177
+ *
178
+ * Public so external code can do partial updates: looking up a
179
+ * single node's row lets a system patch one `transforms_table`
180
+ * entry instead of re-uploading the whole scene.
181
+ *
182
+ * @type {Map<number, number>}
183
+ */
184
+ id_mapping = new Map();
185
+
186
+ /**
187
+ * Per-scene skinning state — clone-index cache today, plus
188
+ * Skin-bindings and the per-frame skinning compute dispatch in
189
+ * later phases. Lazily constructed because it depends on
190
+ * {@link geometries}, which {@link SceneManager#create} assigns
191
+ * externally after this constructor runs. See {@link skinning} for
192
+ * access.
193
+ *
194
+ * @type {GPUMeshSkinningContext|null}
195
+ */
196
+ #skinning = null;
197
+
198
+ /**
199
+ * Per-scene animation system — clips, tracks, curves, skins, and
200
+ * the skin-matrix scratch buffer. Owned here (rather than passed
201
+ * in) so that consumers fetching `gpu_scene.animation_manager`
202
+ * always see the same instance, and so per-frame database flush
203
+ * can be wired into {@link update} alongside the rest of the
204
+ * scene's bookkeeping.
205
+ *
206
+ * @type {GPUAnimationManager}
207
+ */
208
+ #animation_manager;
209
+
210
+ /**
211
+ *
212
+ * @param {GraphicsContext} graphics
213
+ * @param {Scene} scene
214
+ */
215
+ constructor(graphics, scene) {
216
+ assert.defined(scene, 'scene');
217
+ assert.isObject(scene, 'scene');
218
+ assert.equal(scene.isScene, true, 'scene.isScene !== true');
219
+
220
+ const device = graphics.device;
221
+
222
+ this.#scene = scene;
223
+ this.#device = device;
224
+ this.#graphics = graphics;
225
+
226
+ this.#tlas = new GPUInstancesAccelerationStructure(device);
227
+
228
+ // Pass `this` so the light collection (and its child shadow context) can use
229
+ // this scene's GPUSceneContext when building its own ViewManager — avoids
230
+ // threading the renderer-level ViewManager / SceneManager through every layer.
231
+ this.#lights = new GPULightCollection(graphics, this);
232
+
233
+ this.#scene_database = new GPUDatabase({
234
+ device,
235
+ definition: SCENE_DATABASE_SPEC,
236
+ label: "GPUSceneContext/Database",
237
+ });
238
+
239
+ this.#light_probe_volume = new GPULightProbeVolume(device, scene.light_probe_volume);
240
+
241
+ this.volumetric_light_map = new Brick4LightMap(device);
242
+
243
+ this.#volumetrics = new GPUSceneVolumetrics(device, scene.volumetrics);
244
+
245
+ this.#animation_manager = new GPUAnimationManager(device, `GPUSceneContext[${this.id}]/Animation`, this);
246
+ }
247
+
248
+ /**
249
+ * @returns {GPUAnimationManager}
250
+ */
251
+ get animation_manager() {
252
+ return this.#animation_manager;
253
+ }
254
+
255
+ #instances_version = -1;
256
+
257
+
258
+ /**
259
+ * @type {GPUDevice}
260
+ */
261
+ #device;
262
+
263
+ /**
264
+ * @type {GraphicsContext}
265
+ */
266
+ #graphics;
267
+
268
+ /**
269
+ *
270
+ * @returns {GPUDatabase}
271
+ */
272
+ get scene_database() {
273
+ return this.#scene_database;
274
+ }
275
+
276
+ /**
277
+ * The underlying buffer that backs {@link scene_database} — bind this
278
+ * as `array<u32>` in shaders that read mesh / transform records.
279
+ *
280
+ * @returns {GPUBuffer}
281
+ */
282
+ get scene_database_buffer() {
283
+ return this.#scene_database.buffer;
284
+ }
285
+
286
+ /**
287
+ * Per-scene skinning subsystem. Routes {@link SkinnedMesh}
288
+ * instances through per-instance geometry clones; later phases
289
+ * grow Skin-binding management and the per-frame skinning compute
290
+ * onto it.
291
+ *
292
+ * Lazy because it depends on {@link geometries}, which is assigned
293
+ * externally after this object's constructor returns
294
+ * (see {@link SceneManager}). The first access happens during
295
+ * {@link build}, which runs well after that assignment.
296
+ *
297
+ * @returns {GPUMeshSkinningContext}
298
+ */
299
+ get skinning() {
300
+ if (this.#skinning === null) {
301
+ this.#skinning = new GPUMeshSkinningContext({
302
+ geometries: this.geometries,
303
+ animation_manager: this.#animation_manager,
304
+ scene_context: this,
305
+ device: this.#device,
306
+ });
307
+ }
308
+ return this.#skinning;
309
+ }
310
+
311
+ get gpu_memory_usage(){
312
+ let r = 0;
313
+
314
+ r+= this.#scene_database.gpu_memory_usage;
315
+
316
+ r += this.#lights.gpu_memory_usage;
317
+ r += this.#light_probe_volume.gpu_memory_usage;
318
+ r += this.volumetric_light_map.gpu_memory_usage;
319
+
320
+ return r;
321
+ }
322
+
323
+ /**
324
+ * Grow the per-row mesh metadata to cover `size` rows. Never shrinks: rows are addresses, and a
325
+ * table that has held N rows can hand any of them out again.
326
+ *
327
+ * @param {number} size
328
+ */
329
+ #allocate_instances(size) {
330
+ const required = 2 * size;
331
+
332
+ if (this.#instance_metadata.length >= required) {
333
+ return;
334
+ }
335
+
336
+ const previous = this.#instance_metadata;
337
+
338
+ this.#instance_metadata = new Uint32Array(required);
339
+
340
+ typed_array_copy(previous, this.#instance_metadata);
341
+ }
342
+
343
+ /**
344
+ * World matrix last published for each `transforms` row, 16 floats at `row * 16`.
345
+ *
346
+ * The GPU hierarchy pass takes whatever is in a row's `global` at the start of the frame and
347
+ * moves it to `prev_global` before composing the new one, so what the CPU puts in `global` is
348
+ * only ever read as *last* frame's world matrix. Handing it the current one collapses the
349
+ * per-object velocity that motion vectors are derived from, which is why this cache exists
350
+ * rather than reading `node.transform_global` twice.
351
+ *
352
+ * @type {Float32Array}
353
+ */
354
+ #published_globals = new Float32Array();
355
+
356
+ /**
357
+ * Rows this context owns, by node. Also the answer to "is this node already in the database".
358
+ *
359
+ * @type {Map<Node3D, SceneNodeBinding>}
360
+ */
361
+ #bindings = new Map();
362
+
363
+ /**
364
+ * @type {number}
365
+ */
366
+ #epoch = 0;
367
+
368
+ /**
369
+ * @param {number} row
370
+ */
371
+ #reserve_published_global(row) {
372
+ const required = (row + 1) * 16;
373
+
374
+ if (this.#published_globals.length >= required) {
375
+ return;
376
+ }
377
+
378
+ const grown = new Float32Array(Math.max(required, this.#published_globals.length * 2));
379
+
380
+ typed_array_copy(this.#published_globals, grown);
381
+
382
+ this.#published_globals = grown;
383
+ }
384
+
385
+ /**
386
+ * Fill the shared record with `node`'s local TRS, the parent row, and the world matrix last
387
+ * published for `row` — see {@link #published_globals} for why that is the previous one and not
388
+ * the current one. Leaves `#published_globals` holding the node's current world matrix.
389
+ *
390
+ * @param {Node3D} node
391
+ * @param {number} row
392
+ * @param {number} parent_row
393
+ * @returns {object} the module-static record, valid until the next call
394
+ */
395
+ #write_transform_record(node, row, parent_row) {
396
+ // read through the scalar accessors: the `translation` / `rotation` / `scale` properties are
397
+ // live views, freshly allocated on every access, and this runs once per changed row per frame
398
+ const tl = node.transform_local;
399
+
400
+ TRANSFORM_RECORD.local_translation[0] = tl.translation_x;
401
+ TRANSFORM_RECORD.local_translation[1] = tl.translation_y;
402
+ TRANSFORM_RECORD.local_translation[2] = tl.translation_z;
403
+
404
+ TRANSFORM_RECORD.local_rotation[0] = tl.rotation_x;
405
+ TRANSFORM_RECORD.local_rotation[1] = tl.rotation_y;
406
+ TRANSFORM_RECORD.local_rotation[2] = tl.rotation_z;
407
+ TRANSFORM_RECORD.local_rotation[3] = tl.rotation_w;
408
+
409
+ TRANSFORM_RECORD.local_scale[0] = tl.scale_x;
410
+ TRANSFORM_RECORD.local_scale[1] = tl.scale_y;
411
+ TRANSFORM_RECORD.local_scale[2] = tl.scale_z;
412
+
413
+ this.#reserve_published_global(row);
414
+
415
+ const published = this.#published_globals;
416
+ const base = row * 16;
417
+
418
+ for (let i = 0; i < 16; i++) {
419
+ const previous = published[base + i];
420
+
421
+ TRANSFORM_RECORD.global[i] = previous;
422
+ TRANSFORM_RECORD.prev_global[i] = previous;
423
+ }
424
+
425
+ const current = node.transform_global;
426
+
427
+ for (let i = 0; i < 16; i++) {
428
+ published[base + i] = current[i];
429
+ }
430
+
431
+ TRANSFORM_RECORD.parent = parent_row;
432
+
433
+ return TRANSFORM_RECORD;
434
+ }
435
+
436
+ /**
437
+ * Seed a row's published world matrix with the node's current one, so the row's first write
438
+ * reports zero velocity instead of motion away from the origin.
439
+ *
440
+ * @param {Node3D} node
441
+ * @param {number} row
442
+ */
443
+ #seed_published_global(node, row) {
444
+ this.#reserve_published_global(row);
445
+
446
+ const current = node.transform_global;
447
+ const base = row * 16;
448
+
449
+ for (let i = 0; i < 16; i++) {
450
+ this.#published_globals[base + i] = current[i];
451
+ }
452
+ }
453
+
454
+ /**
455
+ * @param {Mesh} mesh
456
+ * @param {number} transform_row
457
+ * @returns {object} the module-static record, valid until the next call
458
+ */
459
+ #write_mesh_record(mesh, transform_row) {
460
+ // SkinnedMesh routes to its per-instance clone (allocated + cached by the skinning
461
+ // context); regular meshes get the source's id. obtain_geometry_index handles both,
462
+ // idempotent.
463
+ MESH_RECORD.geometry = this.skinning.obtain_geometry_index(mesh);
464
+ MESH_RECORD.material = mesh.material.id;
465
+ MESH_RECORD.node = transform_row;
466
+ MESH_RECORD.bounding_box = mesh.bounding_box;
467
+ MESH_RECORD.bounding_sphere = mesh.bounding_sphere;
468
+
469
+ return MESH_RECORD;
470
+ }
471
+
472
+ /**
473
+ * Which row of the `meshes` table a node occupies — **the value the visibility buffer writes
474
+ * for every pixel that node covers**, which is what makes it worth reading from outside.
475
+ *
476
+ * `id_mapping` is not this. That map goes from a node's id to its row in the `transforms`
477
+ * table, which is a different table with different rows; a caller that used it to index the
478
+ * visibility buffer would be reading somebody else's mesh.
479
+ *
480
+ * @param {Node3D} node
481
+ * @returns {number} the row, or `-1` for a node that is not in this scene or carries no geometry
482
+ */
483
+ mesh_row_of(node) {
484
+ const binding = this.#bindings.get(node);
485
+
486
+ return binding === undefined ? -1 : binding.mesh_row;
487
+ }
488
+
489
+ /**
490
+ * Bumped every time the `meshes` table gains or loses a row. **Rows are reused** — the table
491
+ * hands out the lowest free one — so a row read through {@link mesh_row_of} and kept is only
492
+ * valid while this number is unchanged. Anything holding one compares against its own copy and
493
+ * re-reads when they differ.
494
+ *
495
+ * @returns {number}
496
+ */
497
+ get mesh_rows_version() {
498
+ return this.#mesh_rows_version;
499
+ }
500
+
501
+ /**
502
+ * @see mesh_rows_version
503
+ * @type {number}
504
+ */
505
+ #mesh_rows_version = 0;
506
+
507
+ /**
508
+ * Parent's row if the parent is already in the database, the scene root otherwise. The fallback
509
+ * covers top-level nodes and parents that are not in this scene at all; a parent that is in the
510
+ * scene but not yet added is handled by the caller, which revisits the node once the sweep has
511
+ * placed everyone.
512
+ *
513
+ * @param {Node3D} node
514
+ * @returns {number}
515
+ */
516
+ #resolve_parent_row(node) {
517
+ const parent = node.parent;
518
+
519
+ if (parent === null) {
520
+ return NODE3D_SCENE_ID;
521
+ }
522
+
523
+ const row = this.id_mapping.get(parent.id);
524
+
525
+ return row !== undefined ? row : NODE3D_SCENE_ID;
526
+ }
527
+
528
+ /**
529
+ * Give a node rows in the database — one in `transforms`, plus one in `meshes` when it carries
530
+ * geometry.
531
+ *
532
+ * @param {Node3D} node
533
+ * @param {GPUTypedTable} transforms_table
534
+ * @param {GPUTypedTable} meshes_table
535
+ * @returns {SceneNodeBinding}
536
+ */
537
+ #add_node(node, transforms_table, meshes_table) {
538
+ const binding = new SceneNodeBinding();
539
+
540
+ const transform_row = this.#add_transform_row(node, this.#resolve_parent_row(node), transforms_table);
541
+
542
+ binding.transform_row = transform_row;
543
+ binding.version = node.version;
544
+ // Seeding a row is the CPU's job whoever owns it afterwards — the row has to exist and hold
545
+ // a starting pose before the GPU has written anything into it.
546
+ binding.authority = node.transform_authority;
547
+
548
+ this.id_mapping.set(node.id, transform_row);
549
+
550
+ if (node.isMesh === true) {
551
+ this.materials.obtain(node.material);
552
+
553
+ const mesh_row = meshes_table.add(this.#write_mesh_record(node, transform_row));
554
+
555
+ binding.mesh_row = mesh_row;
556
+
557
+ this.#mesh_rows_version++;
558
+
559
+ this.#allocate_instances(meshes_table.element_capacity);
560
+
561
+ this.#instance_metadata[mesh_row * 2] = node.id;
562
+ this.#instance_metadata[mesh_row * 2 + 1] = node.version;
563
+
564
+ this.#tlas.instance_add(mesh_row, node);
565
+ }
566
+
567
+ this.#bindings.set(node, binding);
568
+
569
+ return binding;
570
+ }
571
+
572
+ /**
573
+ * Allocate a `transforms` row for a node. The row is not known until the table hands one back,
574
+ * and the record has to carry that row's published world matrix — so the row is claimed first
575
+ * with a placeholder and written properly immediately after.
576
+ *
577
+ * @param {Node3D} node
578
+ * @param {number} parent_row
579
+ * @param {GPUTypedTable} transforms_table
580
+ * @returns {number}
581
+ */
582
+ #add_transform_row(node, parent_row, transforms_table) {
583
+ const row = transforms_table.add(EMPTY_TRANSFORM_RECORD);
584
+
585
+ this.#seed_published_global(node, row);
586
+
587
+ transforms_table.set(row, this.#write_transform_record(node, row, parent_row));
588
+
589
+ return row;
590
+ }
591
+
592
+ /**
593
+ * Take a node's rows back. The rows are freed, not reassigned — see {@link SceneNodeBinding}.
594
+ *
595
+ * @param {Node3D} node
596
+ * @param {SceneNodeBinding} binding
597
+ * @param {GPUTypedTable} transforms_table
598
+ * @param {GPUTypedTable} meshes_table
599
+ */
600
+ #remove_node(node, binding, transforms_table, meshes_table) {
601
+ if (node.isMesh === true) {
602
+ const mesh_row = binding.mesh_row;
603
+
604
+ meshes_table.remove(mesh_row);
605
+ this.#tlas.instance_remove(mesh_row);
606
+
607
+ this.#mesh_rows_version++;
608
+
609
+ this.#instance_metadata[mesh_row * 2] = 0;
610
+ this.#instance_metadata[mesh_row * 2 + 1] = 0;
611
+ }
612
+
613
+ transforms_table.remove(binding.transform_row);
614
+
615
+ this.id_mapping.delete(node.id);
616
+ this.#bindings.delete(node);
617
+ }
618
+
619
+ /**
620
+ * Bring the database's membership in line with the scene's: nodes that arrived get rows, nodes
621
+ * that left give theirs back. Runs only when the batch reports a change, so the per-frame path
622
+ * never pays for it.
623
+ *
624
+ * @param {GPUTypedTable} transforms_table
625
+ * @param {GPUTypedTable} meshes_table
626
+ * @returns {number} rows written
627
+ */
628
+ #sync_membership(transforms_table, meshes_table) {
629
+ const epoch = ++this.#epoch;
630
+
631
+ let written = 0;
632
+
633
+ const scene = this.#scene;
634
+
635
+ // The scene root must land at row 0 — it is both the hierarchy walk's terminator and the
636
+ // natural value of any zero-initialised buffer.
637
+ let scene_binding = this.#bindings.get(scene);
638
+
639
+ if (scene_binding === undefined) {
640
+ scene_binding = this.#add_node(scene, transforms_table, meshes_table);
641
+
642
+ assert.equal(scene_binding.transform_row, NODE3D_SCENE_ID, 'scene must land at transforms table row 0');
643
+
644
+ written++;
645
+ }
646
+
647
+ scene_binding.epoch = epoch;
648
+
649
+ const nodes = this.#scene.instances.nodes;
650
+ const node_count = nodes.length;
651
+
652
+ // Nodes whose parent had not been placed when they were. `Scene.add` walks parents before
653
+ // children, so this is empty unless a caller added a child to the scene ahead of its
654
+ // parent.
655
+ const orphaned = [];
656
+
657
+ for (let i = 0; i < node_count; i++) {
658
+ const node = nodes[i];
659
+
660
+ let binding = this.#bindings.get(node);
661
+
662
+ if (binding === undefined) {
663
+ binding = this.#add_node(node, transforms_table, meshes_table);
664
+
665
+ written++;
666
+
667
+ if (node.parent !== null && this.id_mapping.get(node.parent.id) === undefined) {
668
+ orphaned.push(node);
669
+ }
670
+ }
671
+
672
+ binding.epoch = epoch;
673
+ }
674
+
675
+ for (let i = 0; i < orphaned.length; i++) {
676
+ const node = orphaned[i];
677
+ const parent_row = this.id_mapping.get(node.parent.id);
678
+
679
+ if (parent_row === undefined) {
680
+ // the parent really is not in this scene — the scene root stands
681
+ continue;
682
+ }
683
+
684
+ const binding = this.#bindings.get(node);
685
+
686
+ transforms_table.set(
687
+ binding.transform_row,
688
+ this.#write_transform_record(node, binding.transform_row, parent_row)
689
+ );
690
+ }
691
+
692
+ for (const [node, binding] of this.#bindings) {
693
+ if (binding.epoch !== epoch) {
694
+ this.#remove_node(node, binding, transforms_table, meshes_table);
695
+
696
+ written++;
697
+ }
698
+ }
699
+
700
+ return written;
701
+ }
702
+
703
+ /**
704
+ * Push every node that has moved since its row was last written, and nothing else.
705
+ *
706
+ * Rows the GPU owns are left alone entirely — see {@link TransformAuthority}. Their nodes still
707
+ * report movement (a CPU-driven parent recursing through `updateMatrices` is enough to mark
708
+ * every joint under it), and acting on that report is exactly the collision authority exists to
709
+ * prevent.
710
+ *
711
+ * @param {GPUTypedTable} transforms_table
712
+ * @param {GPUTypedTable} meshes_table
713
+ * @returns {number} rows written
714
+ */
715
+ #sync_transforms(transforms_table, meshes_table) {
716
+ let written = 0;
717
+
718
+ for (const [node, binding] of this.#bindings) {
719
+ const authority = node.transform_authority;
720
+ const handed_back = authority !== binding.authority && authority === TransformAuthority.CPU;
721
+
722
+ binding.authority = authority;
723
+
724
+ if (authority === TransformAuthority.GPU) {
725
+ continue;
726
+ }
727
+
728
+ const version = node.version;
729
+
730
+ // A row just handed back has to be written whatever the version says: nothing moved it
731
+ // while the GPU held it, so there is no change to notice, and the row it is taking over
732
+ // holds a pose the CPU never wrote.
733
+ if (version === binding.version && !handed_back) {
734
+ continue;
735
+ }
736
+
737
+ if (handed_back) {
738
+ // Taking over from an unknown pose — seed the published matrix the way a fresh row
739
+ // is seeded, so the first frame back reports no velocity rather than a jump.
740
+ this.#seed_published_global(node, binding.transform_row);
741
+ }
742
+
743
+ binding.version = version;
744
+ written++;
745
+
746
+ const transform_row = binding.transform_row;
747
+
748
+ transforms_table.set(
749
+ transform_row,
750
+ this.#write_transform_record(node, transform_row, this.#resolve_parent_row(node))
751
+ );
752
+
753
+ if (node.isMesh !== true) {
754
+ continue;
755
+ }
756
+
757
+ // World-space bounds moved with the node, and culling reads them off the mesh row.
758
+ const mesh_row = binding.mesh_row;
759
+
760
+ meshes_table.set(mesh_row, this.#write_mesh_record(node, transform_row));
761
+
762
+ this.#instance_metadata[mesh_row * 2 + 1] = version;
763
+
764
+ this.#tlas.instance_update(mesh_row, node);
765
+ }
766
+
767
+ return written;
768
+ }
769
+
770
+ /**
771
+ * Bring the GPU scene database in line with the scene, writing only the rows that changed.
772
+ *
773
+ * Membership is reconciled when the batch says it moved; transforms are checked every frame,
774
+ * because a node moving does not touch the batch. Both walk the scene once and write nothing
775
+ * for a node that has not changed.
776
+ */
777
+ build() {
778
+
779
+ const batch = this.#scene.instances;
780
+
781
+ const meshes_table = this.#scene_database.get('meshes');
782
+ const transforms_table = this.#scene_database.get('transforms');
783
+
784
+ let written = 0;
785
+
786
+ if (this.#instances_version !== batch.version) {
787
+ written += this.#sync_membership(transforms_table, meshes_table);
788
+
789
+ this.#instances_version = batch.version;
790
+ }
791
+
792
+ written += this.#sync_transforms(transforms_table, meshes_table);
793
+
794
+ if (written === 0) {
795
+ return;
796
+ }
797
+
798
+ // Flush the scene database — only the rows that changed carry an upload record.
799
+ const cmd = ShadeGPUCommandContext.create(this.#graphics, 'GPUSceneContext/database-build');
800
+
801
+ // Also flush the global geometry manager. The first time a scene
802
+ // sees a new mesh, scene.build's `obtain_geometry_index` calls
803
+ // `geometries.add(...)` which registers the source MeshletGeometry
804
+ // and flips `geometries.__needs_update = true`. The next per-frame
805
+ // `graphics.update()` would normally rebuild
806
+ // `geometries.buffer_metadata` to reflect those new entries — but
807
+ // `graphics.update()` runs at the *head* of `Renderer.#begin_frame`,
808
+ // *before* this scene.build, so the buffer_metadata stays whatever
809
+ // it was at the start of the frame (often the zero-record placeholder
810
+ // from the renderer's startup build, when the scene's geometries
811
+ // hadn't been registered yet).
812
+ //
813
+ // Any pass reading `geometries[mesh.geometry]` later in the frame
814
+ // (rasterization meshlet expansion, `shader_refresh_all_mesh_bounds`,
815
+ // etc.) sees zeros — `meshlets_count = 0` produces no triangles and
816
+ // `bounding_box = (0,0,0)-(0,0,0)` collapses world bounds to a
817
+ // single point in `shader_refresh_all_mesh_bounds`, which then writes
818
+ // those collapsed bounds back into `meshes_table`. Subsequent frames
819
+ // get a correct `buffer_metadata` from the next `graphics.update()`,
820
+ // but the `meshes_table` bounds stay collapsed until refresh_all
821
+ // overwrites them again — and frustum cull on the collapsed bounds
822
+ // can drop meshes whose collapsed point sits outside the frustum.
823
+ //
824
+ // Symptom: stress test rendered ground (whose collapsed point at the
825
+ // origin survives the cull) but dropped most trees (whose collapsed
826
+ // points scattered across the grid trigger cull edge cases).
827
+ //
828
+ // Calling `geometries.update(cmd)` here ensures the new buffer is in
829
+ // place before any pass in the same frame reads it. Idempotent / no-op
830
+ // when nothing's queued, so the per-frame `graphics.update` head call
831
+ // and this build-time call together leave the buffer in the right
832
+ // state under both lifetimes.
833
+ this.geometries.update(cmd);
834
+
835
+ this.#scene_database.update(cmd);
836
+ cmd.finish();
837
+ }
838
+
839
+ /**
840
+ *
841
+ * @param {GraphicsContext} ctx
842
+ */
843
+ update(ctx) {
844
+ assert.defined(ctx, 'ctx');
845
+
846
+ // TODO add a fast update check, so that calling this multiple times per frame can be fast.
847
+
848
+ this.#light_probe_volume.update();
849
+ this.#lights.update(ctx);
850
+ this.#volumetrics.update(ctx, 0);
851
+
852
+ // Per-frame animation database flush — picks up any new clips,
853
+ // tracks, skins, or per-frame `set_time` writes queued since
854
+ // last frame. Idempotent / cheap when nothing's queued.
855
+ const animation_cmd = ShadeGPUCommandContext.create(this.#graphics, 'GPUSceneContext/animation-flush');
856
+ this.#animation_manager.update(animation_cmd);
857
+ animation_cmd.finish();
858
+
859
+ // TODO update SDF
860
+
861
+ this.build();
862
+
863
+ // After the build, which is what feeds the TLAS this frame's arrivals, departures and moves.
864
+ this.#tlas.update();
865
+ }
866
+
867
+ /**
868
+ * Per-frame animation tick — drains pending registrations,
869
+ * advances `clip.time` on the GPU, runs apply → resolve →
870
+ * hierarchy propagate → skin-matrix prep → skinning. Thin
871
+ * passthrough to {@link GPUAnimationManager#tick}; lives here
872
+ * so the renderer can call it on every scene it renders without
873
+ * reaching past `GPUSceneContext` for an internal manager.
874
+ *
875
+ * `dt_seconds` is wall-clock seconds since the last call (the
876
+ * renderer's `time_delta_seconds` argument to `render()`).
877
+ *
878
+ * @param {ShadeGPUCommandContext} cmd_ctx
879
+ * @param {number} dt_seconds wall-clock seconds since last call
880
+ */
881
+ tick(cmd_ctx, dt_seconds) {
882
+ this.#animation_manager.tick(cmd_ctx, dt_seconds);
883
+ }
884
+
885
+ destroy() {
886
+ this.#scene_database.destroy();
887
+ this.#lights.destroy();
888
+ this.#light_probe_volume.destroy();
889
+ this.#animation_manager.destroy();
890
+ if (this.#skinning !== null) {
891
+ this.#skinning.destroy();
892
+ }
893
+ }
894
+
895
+ }
896
+
897
+ /**
898
+ * @readonly
899
+ * @type {boolean}
900
+ */
901
+ GPUSceneContext.prototype.isGPUSceneContext = true;