@woosh/meep-engine 3.1.0 → 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 (1822) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -152
  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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  1787. package/src/view/minimap/minimap_focus_area.js +97 -97
  1788. package/editor/process/symbolic/SocketsSymbolicDisplay.js +0 -192
  1789. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1790. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
  1791. package/src/engine/ecs/attachment/Attachment.d.ts.map +0 -1
  1792. package/src/engine/ecs/attachment/Attachment.js +0 -57
  1793. package/src/engine/ecs/attachment/AttachmentBinding.d.ts +0 -28
  1794. package/src/engine/ecs/attachment/AttachmentBinding.d.ts.map +0 -1
  1795. package/src/engine/ecs/attachment/AttachmentBinding.js +0 -41
  1796. package/src/engine/ecs/attachment/AttachmentSystem.d.ts +0 -61
  1797. package/src/engine/ecs/attachment/AttachmentSystem.d.ts.map +0 -1
  1798. package/src/engine/ecs/attachment/AttachmentSystem.js +0 -307
  1799. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts +0 -27
  1800. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts.map +0 -1
  1801. package/src/engine/ecs/attachment/BoneAttachmentBinding.js +0 -69
  1802. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts +0 -4
  1803. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts.map +0 -1
  1804. package/src/engine/ecs/attachment/TransformAttachmentBinding.js +0 -51
  1805. package/src/engine/ecs/sockets/AttachmentSocket.d.ts +0 -32
  1806. package/src/engine/ecs/sockets/AttachmentSocket.d.ts.map +0 -1
  1807. package/src/engine/ecs/sockets/AttachmentSocket.js +0 -60
  1808. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts +0 -6
  1809. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts.map +0 -1
  1810. package/src/engine/ecs/sockets/AttachmentSocketType.js +0 -8
  1811. package/src/engine/ecs/sockets/AttachmentSockets.d.ts +0 -57
  1812. package/src/engine/ecs/sockets/AttachmentSockets.d.ts.map +0 -1
  1813. package/src/engine/ecs/sockets/AttachmentSockets.js +0 -130
  1814. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts +0 -29
  1815. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts.map +0 -1
  1816. package/src/engine/ecs/sockets/BoneAttachmentSocket.js +0 -56
  1817. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
  1818. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts.map +0 -1
  1819. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.js +0 -19
  1820. package/src/shade/renderer/animation/_dump_resolve.d.mts +0 -2
  1821. package/src/shade/renderer/animation/_dump_resolve.d.mts.map +0 -1
  1822. package/src/shade/renderer/animation/_dump_resolve.mjs +0 -5
@@ -1,1024 +1,1024 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
- import { write_gpu_typed_buffer } from "../../shader/type/serde/write_gpu_typed_buffer.js";
4
- import {
5
- shader_geometry_sphere_derive,
6
- WORKGROUP_SIZE as SPHERE_DERIVE_WORKGROUP_SIZE,
7
- } from "./bounds_refresh/shader_geometry_sphere_derive.js";
8
- import {
9
- shader_meshlet_bounds_reduce,
10
- WORKGROUP_SIZE as BOUNDS_REDUCE_WORKGROUP_SIZE,
11
- } from "./bounds_refresh/shader_meshlet_bounds_reduce.js";
12
- import {
13
- shader_meshlet_bounds_scatter,
14
- WORKGROUP_SIZE as BOUNDS_SCATTER_WORKGROUP_SIZE,
15
- } from "./bounds_refresh/shader_meshlet_bounds_scatter.js";
16
- import {
17
- shader_skinned_mesh_bounds_refresh,
18
- WORKGROUP_SIZE as MESH_BOUNDS_REFRESH_WORKGROUP_SIZE,
19
- } from "./bounds_refresh/shader_skinned_mesh_bounds_refresh.js";
20
- import {
21
- SKINNING_BINDING_STRUCT
22
- } from "./SKINNING_BINDING_STRUCT.js";
23
- import {
24
- shader_meshlet_apply_skinning
25
- } from "./shader_meshlet_apply_skinning.js";
26
- import {
27
- MESHLET_METADATA_STRUCT
28
- } from "../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
29
-
30
- /**
31
- * Initial bindings-buffer capacity (in binding records). 16 × 16 bytes
32
- * = 256 bytes — wasteful for a scene with no SkinnedMesh, but the
33
- * doubling growth absorbs any larger scene cheaply.
34
- */
35
- const BINDINGS_INITIAL_CAPACITY = 16;
36
-
37
- /**
38
- * Initial dispatch-lookup capacity (in `(binding_index, meshlet_local)`
39
- * pairs, i.e. 8 bytes per slot). Sized to the same default a small
40
- * skinned mesh produces.
41
- */
42
- const DISPATCH_LOOKUP_INITIAL_CAPACITY = 256;
43
-
44
- /**
45
- * Initial `prev_positions_buffer` capacity in vertices. Each vertex
46
- * is 3 × f32 = 12 bytes. 1024 vertices → 12 KB. Doubles on grow.
47
- */
48
- const PREV_POSITIONS_INITIAL_CAPACITY_VERTICES = 1024;
49
-
50
- /**
51
- * Initial `prev_position_offsets_buffer` capacity in u32 records
52
- * (one per meshlet metadata row). 1024 × 4 = 4 KB. Doubles on grow.
53
- */
54
- const PREV_POSITION_OFFSETS_INITIAL_CAPACITY = 1024;
55
-
56
- /**
57
- * Sentinel value in `prev_position_offsets` for meshlet metadata
58
- * rows that are NOT skinned clones — sources, static-mesh geometries,
59
- * pre-skinning clones (rare), etc. The skinning shader sees this
60
- * value and skips its `position_prev` write; the velocity post-pass
61
- * sees it and falls back to the rigid per-object math.
62
- */
63
- const PREV_POSITION_OFFSET_INVALID = 0xFFFFFFFF;
64
-
65
- /**
66
- * f32 vertex_count byte offset within MESHLET_METADATA_STRUCT, resolved
67
- * at module load (after `.pack()` reorders fields). Used by the CPU
68
- * binding-registration path to walk the source's metadata bytes and
69
- * sum vertex counts for prev-position side-buffer allocation.
70
- */
71
- const MESHLET_VERTEX_COUNT_BYTE_OFFSET = MESHLET_METADATA_STRUCT.get('vertex_count').offset;
72
- const MESHLET_STRIDE_BYTES = MESHLET_METADATA_STRUCT.aligned_size;
73
-
74
- /**
75
- * Per-scene container for the skinning subsystem's state. Owned by
76
- * {@link GPUSceneContext}; receives the scene's
77
- * {@link GPUGeometryManager} so it can allocate per-instance geometry
78
- * clones for {@link SkinnedMesh} instances and route the skinning
79
- * compute pass against those clones.
80
- *
81
- * Three responsibilities:
82
- * 1. Geometry-clone routing — `obtain_geometry_index(mesh)` returns
83
- * the clone id for SkinnedMesh, the source id for everyone else.
84
- * 2. Skinning binding bookkeeping — each SkinnedMesh with a `skin_id`
85
- * produces one binding record linking its clone's vertex region
86
- * back to the source's data and to the skin's matrix range.
87
- * 3. Per-frame dispatch — `update(cmd_ctx, animation_manager)`
88
- * uploads any new bindings and dispatches the skinning compute
89
- * pass that deforms the cloned vertex regions in place.
90
- *
91
- * The CPU-side binding records cache `skin_id` rather than
92
- * `skin_matrix_offset` because the offset is owned by the animation
93
- * manager. Resolution happens at upload time via
94
- * `animation_manager.get_skin_matrix_offset(skin_id)`.
95
- */
96
- export class GPUMeshSkinningContext {
97
-
98
- /** @type {GPUDevice} */
99
- #device;
100
-
101
- /** @type {GPUGeometryManager} */
102
- #geometries;
103
-
104
- /** @type {GPUAnimationManager} */
105
- #animation_manager;
106
-
107
- /**
108
- * Per-SkinnedMesh clone metadata, cached so repeated lookups
109
- * (binding-registration, geometry id resolution) hit the same
110
- * record rather than re-cloning the source. Persists across
111
- * scene rebuilds (unlike id_mapping).
112
- *
113
- * @type {Map<SkinnedMesh, GPUGeometryMetadata>}
114
- */
115
- #clones = new Map();
116
-
117
- /**
118
- * Per-mesh skin assignment. Populated by {@link bind}; consumed
119
- * by {@link #register_binding} when it stamps the GPU binding
120
- * record. A mesh present here has had a skinning binding
121
- * registered exactly once — re-binding the same mesh is a
122
- * no-op (the existing binding stands).
123
- *
124
- * Held here rather than on the {@link SkinnedMesh} so the public
125
- * mesh class doesn't carry GPU-side state; consumers who need
126
- * to look up "what skin is mesh X bound to?" can query via
127
- * {@link get_skin_id}.
128
- *
129
- * @type {Map<SkinnedMesh, number>}
130
- */
131
- #skin_id_by_mesh = new Map();
132
-
133
- /**
134
- * One CPU record per `(SkinnedMesh, clone)` binding registered via
135
- * {@link #register_binding}. Resolved into GPU bytes at upload
136
- * time — `skin_id` becomes `skin_matrix_offset` via
137
- * {@link GPUAnimationManager#get_skin_matrix_offset}, and `mesh`
138
- * becomes a meshes-table row via
139
- * {@link GPUSceneContext#mesh_row_of}. The mesh is held rather
140
- * than its row because the row is not stable: registration
141
- * happens before the scene has placed the mesh at all, and the
142
- * table reuses rows afterwards.
143
- *
144
- * Append-only in this MVP — removing a SkinnedMesh leaks its
145
- * binding (alongside its clone). Acceptable at the lifetime-
146
- * distinct-instance scale; phase-4 frees both together.
147
- *
148
- * @type {{
149
- * skin_id: number,
150
- * mesh: SkinnedMesh,
151
- * source_meshlet_metadata_offset: number,
152
- * clone_meshlet_metadata_offset: number,
153
- * meshlet_count: number,
154
- * clone_geometry_index: number,
155
- * }[]}
156
- */
157
- #bindings = [];
158
-
159
- /**
160
- * Sum of {@link #bindings}[i].meshlet_count — the dispatch-lookup
161
- * length and the workgroup count for the skinning compute pass.
162
- * Tracked incrementally to avoid re-summing per frame.
163
- * @type {number}
164
- */
165
- #total_meshlet_count = 0;
166
-
167
- /**
168
- * Set when {@link #bindings} has changed since the last upload.
169
- * Cleared by {@link update} after re-uploading both the bindings
170
- * buffer and the dispatch-lookup buffer.
171
- * @type {boolean}
172
- */
173
- #bindings_dirty = false;
174
-
175
- /**
176
- * The scene context's {@link GPUSceneContext#mesh_rows_version} as of the last bindings upload.
177
- * The records hold meshes-table rows and that table reuses them, so a difference here means
178
- * every record's row has to be resolved again.
179
- *
180
- * @type {number}
181
- */
182
- #uploaded_mesh_rows_version = -1;
183
-
184
- /**
185
- * GPU mirror of {@link #bindings}, with `skin_id` resolved to
186
- * `skin_matrix_offset`. `null` until the first binding is
187
- * registered.
188
- * @type {GPUBuffer|null}
189
- */
190
- #bindings_buffer = null;
191
-
192
- /**
193
- * Capacity of {@link #bindings_buffer} in binding records. Grows
194
- * by doubling when a new binding pushes past it.
195
- * @type {number}
196
- */
197
- #bindings_capacity = 0;
198
-
199
- /**
200
- * Flat `(binding_index, meshlet_local_index)` u32 pairs — one pair
201
- * per workgroup. The skinning shader reads `dispatch_lookup[wg_id]`
202
- * to figure out which (binding, meshlet) it's processing.
203
- * @type {GPUBuffer|null}
204
- */
205
- #dispatch_lookup_buffer = null;
206
-
207
- /**
208
- * Capacity of {@link #dispatch_lookup_buffer} in `(binding,
209
- * meshlet)` pairs (i.e. half the u32 count). Grows by doubling.
210
- * @type {number}
211
- */
212
- #dispatch_lookup_capacity = 0;
213
-
214
- /**
215
- * Side-buffer holding the previous-frame mesh-local skinned
216
- * positions for every clone meshlet's vertices. Laid out as
217
- * tightly-packed `vec3<f32>` (3 × u32 words, f32 bit pattern)
218
- * per vertex; each clone meshlet owns a contiguous slice of
219
- * `vertex_count` vec3s starting at the offset recorded in
220
- * {@link #prev_position_offsets_buffer}.
221
- *
222
- * Written by the skinning compute shader (using the manager's
223
- * `prev_skin_matrices_buffer`), read by the velocity post-pass
224
- * to interpolate per-vertex skin deformation across the rasterized
225
- * triangle.
226
- *
227
- * Append-only — bindings reserve contiguous vertex ranges via
228
- * {@link #next_prev_position_vertex_offset}; nothing frees.
229
- *
230
- * @type {GPUBuffer|null}
231
- */
232
- #prev_positions_buffer = null;
233
-
234
- /**
235
- * Capacity of {@link #prev_positions_buffer} in vertices (each
236
- * vertex = 3 × u32 words).
237
- * @type {number}
238
- */
239
- #prev_positions_capacity_vertices = 0;
240
-
241
- /**
242
- * Next free vertex slot in {@link #prev_positions_buffer}. Each
243
- * binding registration reserves `sum(vertex_count)` vertices
244
- * starting here and advances by that amount. Monotonic.
245
- * @type {number}
246
- */
247
- #next_prev_position_vertex_offset = 0;
248
-
249
- /**
250
- * Per-meshlet base offset (in u32 words) into
251
- * {@link #prev_positions_buffer}. Indexed by absolute meshlet
252
- * metadata row — `prev_position_offsets[meshlet_index]` gives
253
- * either {@link PREV_POSITION_OFFSET_INVALID} (non-clone or
254
- * not-yet-bound meshlet) or the first u32 word of that
255
- * meshlet's prev-position slice.
256
- *
257
- * Sized to the meshlet metadata buffer's record capacity (or
258
- * larger). Re-uploaded from the CPU shadow whenever a new
259
- * binding adds entries.
260
- *
261
- * @type {GPUBuffer|null}
262
- */
263
- #prev_position_offsets_buffer = null;
264
-
265
- /**
266
- * Capacity of {@link #prev_position_offsets_buffer} in u32
267
- * records (= one per meshlet metadata row).
268
- * @type {number}
269
- */
270
- #prev_position_offsets_capacity = 0;
271
-
272
- /**
273
- * CPU shadow of {@link #prev_position_offsets_buffer}. Mutated
274
- * by {@link #register_binding} when computing per-meshlet offsets;
275
- * re-uploaded wholesale by {@link #upload_prev_position_offsets}.
276
- * Entries default to {@link PREV_POSITION_OFFSET_INVALID}.
277
- *
278
- * @type {Uint32Array}
279
- */
280
- #prev_position_offsets_cpu = new Uint32Array(0);
281
-
282
- /**
283
- * Back-reference to the owning {@link GPUSceneContext} so the
284
- * bindings-upload path can resolve a mesh to its meshes-table row
285
- * via {@link GPUSceneContext#mesh_row_of} without the caller
286
- * threading that lookup through every `bind()` call.
287
- *
288
- * Resolution cannot happen at registration time: `bind` and
289
- * `obtain_geometry_index` both run before `scene.build` has given
290
- * the mesh a row. Nor does resolving once suffice — the table
291
- * hands out the lowest free row, so a mesh that leaves and
292
- * re-enters the scene lands somewhere else, which is what
293
- * {@link GPUSceneContext#mesh_rows_version} is compared for.
294
- *
295
- * @type {GPUSceneContext}
296
- */
297
- #scene_context;
298
-
299
- /**
300
- * @param {{
301
- * geometries: GPUGeometryManager,
302
- * animation_manager: GPUAnimationManager,
303
- * scene_context: GPUSceneContext,
304
- * device: GPUDevice,
305
- * }} args
306
- */
307
- constructor({ geometries, animation_manager, scene_context, device }) {
308
- assert.defined(geometries, 'geometries');
309
- assert.defined(animation_manager, 'animation_manager');
310
- assert.defined(scene_context, 'scene_context');
311
- assert.defined(device, 'device');
312
-
313
- this.#geometries = geometries;
314
- this.#animation_manager = animation_manager;
315
- this.#scene_context = scene_context;
316
- this.#device = device;
317
- }
318
-
319
- /**
320
- * Side-buffer of previous-frame mesh-local skinned positions for
321
- * the velocity post-pass. `null` until the first skinning binding
322
- * has been registered.
323
- *
324
- * @returns {GPUBuffer|null}
325
- */
326
- get prev_positions_buffer() {
327
- return this.#prev_positions_buffer;
328
- }
329
-
330
- /**
331
- * The binding records the skinning pass reads — one {@link SKINNING_BINDING_STRUCT} per bound
332
- * {@link SkinnedMesh}, in {@link #bindings} order. `null` until the first binding has been
333
- * registered and uploaded.
334
- *
335
- * @returns {GPUBuffer|null}
336
- */
337
- get bindings_buffer() {
338
- return this.#bindings_buffer;
339
- }
340
-
341
- /**
342
- * Per-meshlet base offsets into {@link prev_positions_buffer},
343
- * indexed by absolute meshlet metadata row. Non-clone meshlets
344
- * hold the sentinel `0xFFFFFFFF`. `null` until the first
345
- * skinning binding has been registered.
346
- *
347
- * @returns {GPUBuffer|null}
348
- */
349
- get prev_position_offsets_buffer() {
350
- return this.#prev_position_offsets_buffer;
351
- }
352
-
353
- /**
354
- * Geometry id to assign to this mesh's instance record. Idempotent.
355
- *
356
- * - For a {@link SkinnedMesh}: a per-instance clone of the source's
357
- * GPU geometry. The first time we see a given mesh, allocate a
358
- * clone; subsequent calls return the cached id. If the mesh has
359
- * already been bound to a skin via {@link bind}, the binding's
360
- * registration also runs here so scene.build's first sight of
361
- * a pre-bound mesh doesn't strand it without a deformation pass.
362
- * - For a regular {@link Mesh}: the source's id from the geometry
363
- * manager.
364
- *
365
- * @param {Mesh} mesh
366
- * @returns {number}
367
- */
368
- obtain_geometry_index(mesh) {
369
- if (mesh.isSkinnedMesh === true) {
370
- const clone_metadata = this.#ensure_clone(mesh);
371
- // If the mesh has already been bound (bind() ran before
372
- // scene.build for this mesh), register its binding now.
373
- // No-op if not yet bound or if the binding has already
374
- // been registered in a previous call.
375
- this.#try_register_binding(mesh, clone_metadata);
376
- return clone_metadata.index;
377
- }
378
-
379
- this.#geometries.add(mesh.geometry);
380
- return this.#geometries.getAddress(mesh.geometry);
381
- }
382
-
383
- /**
384
- * Bind a {@link SkinnedMesh} to a skin. The mesh's clone (if not
385
- * already allocated) is created on demand; a skinning-pass
386
- * binding record is registered so the deformation runs each
387
- * frame. The skin id is stored on the context (not on the mesh
388
- * — `SkinnedMesh` carries no GPU state).
389
- *
390
- * Re-binding the same mesh with a different skin id is rejected
391
- * (single-binding model in this MVP — use {@link unbind} first if
392
- * you need to swap). Calling with the same skin id is a no-op.
393
- *
394
- * Tolerates being called before `scene.build` registers the mesh;
395
- * the binding upload happens during the next per-frame
396
- * {@link update}.
397
- *
398
- * @param {SkinnedMesh} mesh
399
- * @param {number} skin_id
400
- */
401
- bind(mesh, skin_id) {
402
- assert.defined(mesh, 'mesh');
403
- assert.equal(mesh.isSkinnedMesh, true, 'mesh.isSkinnedMesh !== true');
404
- assert.isNonNegativeInteger(skin_id, 'skin_id');
405
-
406
- const existing = this.#skin_id_by_mesh.get(mesh);
407
- if (existing !== undefined) {
408
- assert.equal(
409
- existing, skin_id,
410
- `SkinnedMesh '${mesh.name}' is already bound to skin ${existing}; unbind before rebinding`
411
- );
412
- return;
413
- }
414
-
415
- this.#skin_id_by_mesh.set(mesh, skin_id);
416
- const clone_metadata = this.#ensure_clone(mesh);
417
- this.#try_register_binding(mesh, clone_metadata);
418
- }
419
-
420
- /**
421
- * Skin id currently bound to this mesh, or `undefined` if the
422
- * mesh hasn't been bound. Read-only accessor — bookkeeping lives
423
- * here, not on the mesh.
424
- *
425
- * @param {SkinnedMesh} mesh
426
- * @returns {number|undefined}
427
- */
428
- get_skin_id(mesh) {
429
- return this.#skin_id_by_mesh.get(mesh);
430
- }
431
-
432
- /**
433
- * Drop the binding for a single mesh. The mesh's geometry clone
434
- * stays allocated (deallocation needs compaction work the MVP
435
- * doesn't do), but the per-frame deformation no longer runs for
436
- * it — its vertices freeze at whatever the last skinning pass
437
- * wrote.
438
- *
439
- * No-op if the mesh isn't bound.
440
- *
441
- * @param {SkinnedMesh} mesh
442
- */
443
- unbind(mesh) {
444
- if (!this.#skin_id_by_mesh.has(mesh)) return;
445
- this.#skin_id_by_mesh.delete(mesh);
446
-
447
- for (let i = this.#bindings.length - 1; i >= 0; i--) {
448
- if (this.#bindings[i].mesh === mesh) {
449
- this.#total_meshlet_count -= this.#bindings[i].meshlet_count;
450
- this.#bindings.splice(i, 1);
451
- this.#bindings_dirty = true;
452
- break;
453
- }
454
- }
455
- }
456
-
457
- /**
458
- * Drop every binding that points at the given skin id. Called
459
- * by {@link GPUAnimationManager#unregister_skin} so freeing the
460
- * skin's GPU rows also tears down the meshes' deformation
461
- * registrations (which would otherwise try to look up the freed
462
- * skin's matrix offset on the next bindings upload and assert).
463
- *
464
- * @param {number} skin_id
465
- */
466
- unbind_all_by_skin(skin_id) {
467
- for (let i = this.#bindings.length - 1; i >= 0; i--) {
468
- const b = this.#bindings[i];
469
- if (b.skin_id === skin_id) {
470
- this.#skin_id_by_mesh.delete(b.mesh);
471
- this.#total_meshlet_count -= b.meshlet_count;
472
- this.#bindings.splice(i, 1);
473
- this.#bindings_dirty = true;
474
- }
475
- }
476
- }
477
-
478
- /**
479
- * Lookup-or-create the per-mesh clone metadata. Cached so that
480
- * repeated lookups (binding-registration, geometry id resolution
481
- * via obtain_geometry_index) hit the same record without
482
- * re-cloning the source.
483
- *
484
- * @param {SkinnedMesh} mesh
485
- * @returns {GPUGeometryMetadata}
486
- */
487
- #ensure_clone(mesh) {
488
- let clone_metadata = this.#clones.get(mesh);
489
- if (clone_metadata === undefined) {
490
- clone_metadata = this.#geometries.add_clone(mesh.geometry);
491
- this.#clones.set(mesh, clone_metadata);
492
- }
493
- return clone_metadata;
494
- }
495
-
496
- /**
497
- * Register a binding for this mesh if conditions allow:
498
- * - the mesh has been bound to a skin via {@link bind}, AND
499
- * - we haven't already registered the binding for this mesh.
500
- *
501
- * @param {SkinnedMesh} mesh
502
- * @param {GPUGeometryMetadata} clone_metadata
503
- */
504
- #try_register_binding(mesh, clone_metadata) {
505
- const skin_id = this.#skin_id_by_mesh.get(mesh);
506
- if (skin_id === undefined) return;
507
- // The binding's presence in #bindings is the source of truth
508
- // for "already registered". Cheap O(bindings) scan; bindings
509
- // are O(skinned-mesh-count).
510
- for (let i = 0; i < this.#bindings.length; i++) {
511
- if (this.#bindings[i].mesh === mesh) return;
512
- }
513
-
514
- this.#register_binding(mesh, clone_metadata, skin_id);
515
- }
516
-
517
- /**
518
- * Per-frame: upload any new bindings + dispatch the skinning
519
- * compute pass that deforms cloned vertex regions in place.
520
- *
521
- * No-op if no bindings have been registered. Upload is skipped
522
- * when nothing's changed since the last call. Must run after
523
- * `shader_skin_matrix_prep` (which fills the skin matrices the
524
- * deformation reads) and before any pass that consumes the
525
- * skinned vertex data.
526
- *
527
- * The animation manager passed at construction supplies
528
- * `skin_matrices_buffer` and resolves `skin_id` →
529
- * `skin_matrix_offset` for the binding records.
530
- *
531
- * @param {ShadeGPUCommandContext} cmd_ctx
532
- */
533
- update(cmd_ctx) {
534
- if (this.#bindings.length === 0) {
535
- return;
536
- }
537
-
538
- // Flush any meshlet-clone work that hasn't been drained yet —
539
- // typically happens on the first frame a fresh SkinnedMesh
540
- // appears, when scene.build queues a clone in `pending_clones`
541
- // but the per-frame `graphics.update` flush already ran earlier
542
- // in the same frame. Without this, the skinning shader would
543
- // read the cloned meshlet record before its `address` field
544
- // got memcpy'd + patched (zero-initialized backing buffer →
545
- // address 0), and writes would land at the start of the data
546
- // buffer, corrupting whatever geometry sits there. Idempotent /
547
- // no-op when nothing's pending, so repeat calls in subsequent
548
- // frames are free.
549
- //
550
- // We call directly into `geometries.meshlets.update` rather
551
- // than `geometries.update`: the latter also rebuilds the
552
- // geometry metadata buffer (destroying + recreating it) when
553
- // `__needs_update` is set, but the FrameGraph passes that
554
- // already encoded into this cmd_ctx have captured the old
555
- // buffer reference. Destroying it mid-cmd-context produces a
556
- // "used in submit while destroyed" validation error. The
557
- // metadata-buffer rebuild is the *next* GraphicsContext.update's
558
- // job; here we just need the meshlet pending-clone flush.
559
- this.#geometries.meshlets.update(cmd_ctx);
560
-
561
- // The binding record carries a meshes-table row, and that table reuses rows: a scene the
562
- // mesh left and re-entered puts it somewhere else, and every other binding's row can move
563
- // out from under it too. So the records are re-resolved whenever the table's membership has
564
- // changed since they were written, not only when a binding was added or dropped.
565
- const mesh_rows_version = this.#scene_context.mesh_rows_version;
566
-
567
- if (this.#bindings_dirty || this.#uploaded_mesh_rows_version !== mesh_rows_version) {
568
- this.#upload_bindings();
569
-
570
- this.#uploaded_mesh_rows_version = mesh_rows_version;
571
- }
572
-
573
- if (this.#bindings_dirty) {
574
- // Neither of these reads anything outside the binding list, so a scene edit that left
575
- // the list alone cannot have moved them.
576
- this.#upload_dispatch_lookup();
577
- this.#upload_prev_position_offsets();
578
- this.#bindings_dirty = false;
579
- }
580
-
581
- const meshlets = this.#geometries.meshlets;
582
- const total = this.#total_meshlet_count;
583
- const binding_count = this.#bindings.length;
584
- const max_workgroups = this.#device.limits.maxComputeWorkgroupsPerDimension;
585
-
586
- // ── Skinning: deform the cloned vertex regions ────────────
587
- //
588
- // WebGPU's `dispatchWorkgroups` is capped at the device's
589
- // `maxComputeWorkgroupsPerDimension` (65535 is the spec
590
- // minimum; modern desktop GPUs typically report higher).
591
- // With one workgroup per (binding, meshlet) pair, a busy
592
- // scene (e.g. a grid of skinned characters) can exceed that
593
- // — 324 dancers × ~220 meshlets each ≈ 71K pairs.
594
- //
595
- // Split into sub-dispatches when needed, passing
596
- // `dispatch_offset` so the shader's lookup-index arithmetic
597
- // keeps indexing a flat `dispatch_lookup` table. The encoded
598
- // cost grows linearly in sub-dispatch count, but the GPU
599
- // work is identical to a single huge dispatch.
600
- for (let offset = 0; offset < total; offset += max_workgroups) {
601
- const this_chunk = Math.min(max_workgroups, total - offset);
602
- const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(u32, offset);
603
-
604
- shader_meshlet_apply_skinning.dispatch({
605
- encoder: cmd_ctx,
606
- group_count_x: this_chunk,
607
- bindings: {
608
- dispatch_offset,
609
- meshlet_data: meshlets.buffer_data,
610
- meshlet_metadata: meshlets.buffer_metadata,
611
- skin_matrices: this.#animation_manager.skin_matrices_buffer,
612
- prev_skin_matrices: this.#animation_manager.prev_skin_matrices_buffer,
613
- skinning_bindings: this.#bindings_buffer,
614
- dispatch_lookup: this.#dispatch_lookup_buffer,
615
- prev_position_offsets: this.#prev_position_offsets_buffer,
616
- prev_positions: this.#prev_positions_buffer,
617
- // Skinning shader reads the SkinnedMesh's
618
- // `transforms` row to source the live
619
- // mesh.transform_global for the post-DQ
620
- // position cancellation.
621
- scene_database: this.#scene_context.scene_database_buffer,
622
- },
623
- });
624
- }
625
-
626
- // ── Bounds refresh chain ──────────────────────────────────
627
- //
628
- // Animated clones move outside their source-encoded bounds;
629
- // the rasterizer's per-meshlet AABB cull and per-mesh sphere
630
- // cull would reject them until we refresh both. The chain
631
- // here runs every frame the skinning dispatched anything
632
- // (cheap when nothing changed: dispatch overhead only, the
633
- // shaders early-out on the workgroup boundary).
634
- //
635
- // Order is load-bearing:
636
- // 1. scatter — reset meshlet.bounds_box / geometry.bounding_box to ±inf
637
- // 2. reduce — atomic-merge per-vertex into meshlet + geometry box
638
- // 3. derive — geometry box → geometry sphere (per binding)
639
- // 4. mesh — geometry box+sphere → world-space mesh bounds (per binding)
640
- //
641
- // The same `dispatch_lookup` table that drove the skinning
642
- // dispatch above also drives the scatter and reduce dispatches
643
- // — every (binding, meshlet) pair gets exactly the same set
644
- // of workgroups, just running different shaders.
645
- const geometry_metadata_buffer = this.#geometries.buffer_metadata;
646
- const scene_database_buffer = this.#scene_context.scene_database_buffer;
647
-
648
- // ── 1. Scatter: ±inf sentinels into meshlet + geometry bounds.
649
- // Linear-thread dispatch: WG_SIZE threads per workgroup, one
650
- // thread per pair. With WG_SIZE = 64 the workgroup count is
651
- // ceil(total/64) — single sub-dispatch except at extreme
652
- // scale (~4M pairs).
653
- {
654
- const total_workgroups = Math.ceil(total / BOUNDS_SCATTER_WORKGROUP_SIZE);
655
- for (let offset_wg = 0; offset_wg < total_workgroups; offset_wg += max_workgroups) {
656
- const this_chunk = Math.min(max_workgroups, total_workgroups - offset_wg);
657
- // dispatch_offset is in *pair* units for scatter — the
658
- // shader does `gid.x + dispatch_offset`.
659
- const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(
660
- u32,
661
- offset_wg * BOUNDS_SCATTER_WORKGROUP_SIZE
662
- );
663
- const total_pair_count = cmd_ctx.allocateTransientValueBuffer(u32, total);
664
- shader_meshlet_bounds_scatter.dispatch({
665
- encoder: cmd_ctx,
666
- group_count_x: this_chunk,
667
- bindings: {
668
- dispatch_offset,
669
- total_pair_count,
670
- skinning_bindings: this.#bindings_buffer,
671
- dispatch_lookup: this.#dispatch_lookup_buffer,
672
- meshlet_metadata_atomic: meshlets.buffer_metadata,
673
- geometry_metadata_atomic: geometry_metadata_buffer,
674
- },
675
- });
676
- }
677
- }
678
-
679
- // ── 2. Reduce: per-meshlet workgroup, merges into meshlet +
680
- // geometry box atomically. Same workgroup-per-pair pattern as
681
- // skinning; same pagination.
682
- for (let offset = 0; offset < total; offset += max_workgroups) {
683
- const this_chunk = Math.min(max_workgroups, total - offset);
684
- const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(u32, offset);
685
-
686
- shader_meshlet_bounds_reduce.dispatch({
687
- encoder: cmd_ctx,
688
- group_count_x: this_chunk,
689
- bindings: {
690
- dispatch_offset,
691
- skinning_bindings: this.#bindings_buffer,
692
- dispatch_lookup: this.#dispatch_lookup_buffer,
693
- meshlet_data: meshlets.buffer_data,
694
- meshlet_metadata_atomic: meshlets.buffer_metadata,
695
- geometry_metadata_atomic: geometry_metadata_buffer,
696
- },
697
- });
698
- }
699
-
700
- // ── 3. Sphere derive: per binding, geometry box → sphere.
701
- // Linear-thread dispatch, sized to ceil(binding_count/64).
702
- // Binding count is small (one per active SkinnedMesh, so
703
- // hundreds at most), single sub-dispatch always suffices.
704
- {
705
- const total_workgroups = Math.ceil(binding_count / SPHERE_DERIVE_WORKGROUP_SIZE);
706
- if (total_workgroups > 0) {
707
- const binding_count_u = cmd_ctx.allocateTransientValueBuffer(u32, binding_count);
708
- shader_geometry_sphere_derive.dispatch({
709
- encoder: cmd_ctx,
710
- group_count_x: total_workgroups,
711
- bindings: {
712
- binding_count: binding_count_u,
713
- skinning_bindings: this.#bindings_buffer,
714
- geometry_metadata_atomic: geometry_metadata_buffer,
715
- },
716
- });
717
- }
718
- }
719
-
720
- // ── 4. Mesh-instance bounds: per binding, geometry → world
721
- // mesh bounds. Reuses the existing per-mesh bounds chunk
722
- // (sphere radius scaled by max-column-length of the
723
- // transform 3×3, conservative under non-uniform scale).
724
- {
725
- const total_workgroups = Math.ceil(binding_count / MESH_BOUNDS_REFRESH_WORKGROUP_SIZE);
726
- if (total_workgroups > 0) {
727
- const binding_count_u = cmd_ctx.allocateTransientValueBuffer(u32, binding_count);
728
- shader_skinned_mesh_bounds_refresh.dispatch({
729
- encoder: cmd_ctx,
730
- group_count_x: total_workgroups,
731
- bindings: {
732
- binding_count: binding_count_u,
733
- skinning_bindings: this.#bindings_buffer,
734
- scene_database: scene_database_buffer,
735
- geometries: geometry_metadata_buffer,
736
- },
737
- });
738
- }
739
- }
740
- }
741
-
742
- /**
743
- * @param {SkinnedMesh} mesh
744
- * @param {GPUGeometryMetadata} clone_metadata
745
- * @param {number} skin_id
746
- */
747
- #register_binding(mesh, clone_metadata, skin_id) {
748
- const source_metadata = this.#geometries.get_metadata(mesh.geometry);
749
- assert.defined(source_metadata, 'source_metadata');
750
-
751
- const meshlet_count = clone_metadata.meshlets.meshlet_count;
752
- const clone_meshlet_metadata_offset = clone_metadata.meshlets.metadata.offset;
753
-
754
- this.#bindings.push({
755
- skin_id,
756
- mesh,
757
- source_meshlet_metadata_offset: source_metadata.meshlets.metadata.offset,
758
- clone_meshlet_metadata_offset,
759
- meshlet_count,
760
- clone_geometry_index: clone_metadata.index,
761
- });
762
- this.#total_meshlet_count += meshlet_count;
763
- this.#bindings_dirty = true;
764
-
765
- // ── Prev-position side-buffer bookkeeping ────────────────
766
- //
767
- // Walk the source's CPU metadata bytes to sum vertex counts
768
- // (source and clone share the same vertex counts per
769
- // meshlet — the clone is a memcpy of the source data). Each
770
- // clone meshlet gets a contiguous (vertex_count × 3 u32)
771
- // slot in the prev_positions side-buffer; record its base
772
- // word offset in the per-meshlet offsets table indexed by
773
- // absolute clone meshlet metadata row.
774
- //
775
- // `metadata_buffer_original` comes from `BinaryBuffer.data`
776
- // and IS the raw `ArrayBuffer` (not a typed-array view), so
777
- // we wrap it in a DataView directly without dereferencing
778
- // a `.buffer` property.
779
- const metadata_bytes = source_metadata.meshlets.metadata_buffer_original;
780
- const view = new DataView(metadata_bytes);
781
-
782
- // Phase 1: sum total vertices so we can grow the side-buffer
783
- // up front, before recording per-meshlet offsets.
784
- let total_vertices = 0;
785
- for (let i = 0; i < meshlet_count; i++) {
786
- const vc = view.getUint32(i * MESHLET_STRIDE_BYTES + MESHLET_VERTEX_COUNT_BYTE_OFFSET, true);
787
- total_vertices += vc;
788
- }
789
-
790
- const base_vertex_offset = this.#next_prev_position_vertex_offset;
791
- this.#next_prev_position_vertex_offset += total_vertices;
792
-
793
- this.#ensure_prev_positions_capacity_vertices(this.#next_prev_position_vertex_offset);
794
- this.#ensure_prev_position_offsets_capacity(clone_meshlet_metadata_offset + meshlet_count);
795
-
796
- // Phase 2: per-meshlet offsets. Convert (vertex slot)
797
- // to u32-word offset (× 3) since the side-buffer stores
798
- // 3 × f32 per vertex back-to-back.
799
- let cumulative_vertex_offset = 0;
800
- for (let i = 0; i < meshlet_count; i++) {
801
- const vc = view.getUint32(i * MESHLET_STRIDE_BYTES + MESHLET_VERTEX_COUNT_BYTE_OFFSET, true);
802
- const meshlet_word_offset = (base_vertex_offset + cumulative_vertex_offset) * 3;
803
- this.#prev_position_offsets_cpu[clone_meshlet_metadata_offset + i] = meshlet_word_offset;
804
- cumulative_vertex_offset += vc;
805
- }
806
- }
807
-
808
- /**
809
- * Grow {@link #prev_positions_buffer} to fit at least
810
- * `required_vertices` vertices. Doubles from
811
- * {@link PREV_POSITIONS_INITIAL_CAPACITY_VERTICES}. The buffer's
812
- * contents are scratch (rewritten every frame by the skinning
813
- * compute pass), so growth doesn't copy data — but the reference
814
- * is invalidated, so callers must re-fetch through the getter.
815
- *
816
- * @param {number} required_vertices
817
- */
818
- #ensure_prev_positions_capacity_vertices(required_vertices) {
819
- if (this.#prev_positions_buffer !== null && required_vertices <= this.#prev_positions_capacity_vertices) {
820
- return;
821
- }
822
-
823
- let new_capacity = Math.max(
824
- this.#prev_positions_capacity_vertices,
825
- PREV_POSITIONS_INITIAL_CAPACITY_VERTICES,
826
- );
827
- while (new_capacity < required_vertices) {
828
- new_capacity *= 2;
829
- }
830
-
831
- if (this.#prev_positions_buffer !== null) {
832
- this.#prev_positions_buffer.destroy();
833
- }
834
-
835
- // 3 × u32 per vertex (each u32 carries an f32 bit pattern).
836
- this.#prev_positions_buffer = this.#device.createBuffer({
837
- label: 'GPUMeshSkinningContext/PrevPositions',
838
- size: new_capacity * 3 * 4,
839
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
840
- });
841
- this.#prev_positions_capacity_vertices = new_capacity;
842
- }
843
-
844
- /**
845
- * Grow {@link #prev_position_offsets_buffer} (and its CPU
846
- * shadow) to cover at least `required_records` meshlet metadata
847
- * rows. Entries beyond previously written ones default to
848
- * {@link PREV_POSITION_OFFSET_INVALID} so non-clone meshlets
849
- * read as "no prev-position data, fall back".
850
- *
851
- * @param {number} required_records
852
- */
853
- #ensure_prev_position_offsets_capacity(required_records) {
854
- if (this.#prev_position_offsets_buffer !== null && required_records <= this.#prev_position_offsets_capacity) {
855
- return;
856
- }
857
-
858
- let new_capacity = Math.max(
859
- this.#prev_position_offsets_capacity,
860
- PREV_POSITION_OFFSETS_INITIAL_CAPACITY,
861
- );
862
- while (new_capacity < required_records) {
863
- new_capacity *= 2;
864
- }
865
-
866
- // Re-allocate CPU shadow, copy old entries, fill new with
867
- // sentinel.
868
- const new_cpu = new Uint32Array(new_capacity);
869
- new_cpu.fill(PREV_POSITION_OFFSET_INVALID);
870
- new_cpu.set(this.#prev_position_offsets_cpu);
871
- this.#prev_position_offsets_cpu = new_cpu;
872
-
873
- if (this.#prev_position_offsets_buffer !== null) {
874
- this.#prev_position_offsets_buffer.destroy();
875
- }
876
-
877
- this.#prev_position_offsets_buffer = this.#device.createBuffer({
878
- label: 'GPUMeshSkinningContext/PrevPositionOffsets',
879
- size: new_capacity * 4,
880
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
881
- });
882
- this.#prev_position_offsets_capacity = new_capacity;
883
- }
884
-
885
- /**
886
- * Re-upload the entire {@link #prev_position_offsets_cpu} shadow
887
- * to the GPU offsets buffer. Called when a new binding has
888
- * registered new entries (rare — bindings register once, not
889
- * per frame). Whole-buffer upload because the buffer is small
890
- * (one u32 per meshlet metadata row, hundreds of KB at typical
891
- * stress-test scale).
892
- */
893
- #upload_prev_position_offsets() {
894
- if (this.#prev_position_offsets_buffer === null) {
895
- return;
896
- }
897
- this.#device.queue.writeBuffer(
898
- this.#prev_position_offsets_buffer,
899
- 0,
900
- this.#prev_position_offsets_cpu.buffer,
901
- 0,
902
- this.#prev_position_offsets_capacity * 4,
903
- );
904
- }
905
-
906
- /**
907
- * Resolve every CPU binding into GPU bytes (looking up
908
- * `skin_matrix_offset` from the animation manager) and upload to
909
- * the bindings buffer. Grows the buffer first if the binding
910
- * count has outgrown its capacity.
911
- */
912
- #upload_bindings() {
913
- const binding_count = this.#bindings.length;
914
- const struct_size = SKINNING_BINDING_STRUCT.aligned_size;
915
-
916
- if (binding_count > this.#bindings_capacity) {
917
- let new_capacity = Math.max(this.#bindings_capacity, BINDINGS_INITIAL_CAPACITY);
918
- while (new_capacity < binding_count) {
919
- new_capacity *= 2;
920
- }
921
-
922
- if (this.#bindings_buffer !== null) {
923
- this.#bindings_buffer.destroy();
924
- }
925
-
926
- this.#bindings_buffer = this.#device.createBuffer({
927
- label: 'GPUMeshSkinningContext/Bindings',
928
- size: new_capacity * struct_size,
929
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
930
- });
931
- this.#bindings_capacity = new_capacity;
932
- }
933
-
934
- const data = new ArrayBuffer(binding_count * struct_size);
935
- for (let i = 0; i < binding_count; i++) {
936
- const b = this.#bindings[i];
937
-
938
- // The meshes table is asked for the row rather than having it
939
- // derived from the transforms row: every node earns a
940
- // transforms row and only the geometry-bearing ones earn a
941
- // mesh row, so the two tables run at different rates as soon
942
- // as the scene holds a group, an anchor or a joint — which is
943
- // every glTF. A bound mesh is in the scene: assertion catches
944
- // both a SkinnedMesh scene.build has not seen yet and one that
945
- // left the scene without being unbound, either of which would
946
- // otherwise reach the shader as a garbage row.
947
- const mesh_instance_index = this.#scene_context.mesh_row_of(b.mesh);
948
- assert.isNonNegativeInteger(
949
- mesh_instance_index,
950
- `SkinnedMesh '${b.mesh.name}' (id=${b.mesh.id}) has no meshes-table row — scene.build must run before skinning bindings upload`
951
- );
952
-
953
- write_gpu_typed_buffer({
954
- skin_matrix_offset: this.#animation_manager.get_skin_matrix_offset(b.skin_id),
955
- source_meshlet_metadata_offset: b.source_meshlet_metadata_offset,
956
- clone_meshlet_metadata_offset: b.clone_meshlet_metadata_offset,
957
- meshlet_count: b.meshlet_count,
958
- clone_geometry_index: b.clone_geometry_index,
959
- mesh_instance_index,
960
- }, SKINNING_BINDING_STRUCT, data, i * struct_size);
961
- }
962
-
963
- this.#device.queue.writeBuffer(this.#bindings_buffer, 0, data);
964
- }
965
-
966
- /**
967
- * Build the flat `(binding_index, meshlet_local_index)` table —
968
- * one pair per workgroup the skinning dispatch will spawn — and
969
- * upload to the dispatch-lookup buffer (growing it if needed).
970
- */
971
- #upload_dispatch_lookup() {
972
- const total = this.#total_meshlet_count;
973
-
974
- if (total > this.#dispatch_lookup_capacity) {
975
- let new_capacity = Math.max(this.#dispatch_lookup_capacity, DISPATCH_LOOKUP_INITIAL_CAPACITY);
976
- while (new_capacity < total) {
977
- new_capacity *= 2;
978
- }
979
-
980
- if (this.#dispatch_lookup_buffer !== null) {
981
- this.#dispatch_lookup_buffer.destroy();
982
- }
983
-
984
- this.#dispatch_lookup_buffer = this.#device.createBuffer({
985
- label: 'GPUMeshSkinningContext/DispatchLookup',
986
- // 8 bytes per pair (two u32s).
987
- size: new_capacity * 8,
988
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
989
- });
990
- this.#dispatch_lookup_capacity = new_capacity;
991
- }
992
-
993
- const data = new Uint32Array(total * 2);
994
- let cursor = 0;
995
- for (let b = 0; b < this.#bindings.length; b++) {
996
- const binding = this.#bindings[b];
997
- for (let m = 0; m < binding.meshlet_count; m++) {
998
- data[cursor++] = b;
999
- data[cursor++] = m;
1000
- }
1001
- }
1002
-
1003
- this.#device.queue.writeBuffer(this.#dispatch_lookup_buffer, 0, data);
1004
- }
1005
-
1006
- destroy() {
1007
- if (this.#bindings_buffer !== null) {
1008
- this.#bindings_buffer.destroy();
1009
- this.#bindings_buffer = null;
1010
- }
1011
- if (this.#dispatch_lookup_buffer !== null) {
1012
- this.#dispatch_lookup_buffer.destroy();
1013
- this.#dispatch_lookup_buffer = null;
1014
- }
1015
- if (this.#prev_positions_buffer !== null) {
1016
- this.#prev_positions_buffer.destroy();
1017
- this.#prev_positions_buffer = null;
1018
- }
1019
- if (this.#prev_position_offsets_buffer !== null) {
1020
- this.#prev_position_offsets_buffer.destroy();
1021
- this.#prev_position_offsets_buffer = null;
1022
- }
1023
- }
1024
- }
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { write_gpu_typed_buffer } from "../../shader/type/serde/write_gpu_typed_buffer.js";
4
+ import {
5
+ shader_geometry_sphere_derive,
6
+ WORKGROUP_SIZE as SPHERE_DERIVE_WORKGROUP_SIZE,
7
+ } from "./bounds_refresh/shader_geometry_sphere_derive.js";
8
+ import {
9
+ shader_meshlet_bounds_reduce,
10
+ WORKGROUP_SIZE as BOUNDS_REDUCE_WORKGROUP_SIZE,
11
+ } from "./bounds_refresh/shader_meshlet_bounds_reduce.js";
12
+ import {
13
+ shader_meshlet_bounds_scatter,
14
+ WORKGROUP_SIZE as BOUNDS_SCATTER_WORKGROUP_SIZE,
15
+ } from "./bounds_refresh/shader_meshlet_bounds_scatter.js";
16
+ import {
17
+ shader_skinned_mesh_bounds_refresh,
18
+ WORKGROUP_SIZE as MESH_BOUNDS_REFRESH_WORKGROUP_SIZE,
19
+ } from "./bounds_refresh/shader_skinned_mesh_bounds_refresh.js";
20
+ import {
21
+ SKINNING_BINDING_STRUCT
22
+ } from "./SKINNING_BINDING_STRUCT.js";
23
+ import {
24
+ shader_meshlet_apply_skinning
25
+ } from "./shader_meshlet_apply_skinning.js";
26
+ import {
27
+ MESHLET_METADATA_STRUCT
28
+ } from "../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
29
+
30
+ /**
31
+ * Initial bindings-buffer capacity (in binding records). 16 × 16 bytes
32
+ * = 256 bytes — wasteful for a scene with no SkinnedMesh, but the
33
+ * doubling growth absorbs any larger scene cheaply.
34
+ */
35
+ const BINDINGS_INITIAL_CAPACITY = 16;
36
+
37
+ /**
38
+ * Initial dispatch-lookup capacity (in `(binding_index, meshlet_local)`
39
+ * pairs, i.e. 8 bytes per slot). Sized to the same default a small
40
+ * skinned mesh produces.
41
+ */
42
+ const DISPATCH_LOOKUP_INITIAL_CAPACITY = 256;
43
+
44
+ /**
45
+ * Initial `prev_positions_buffer` capacity in vertices. Each vertex
46
+ * is 3 × f32 = 12 bytes. 1024 vertices → 12 KB. Doubles on grow.
47
+ */
48
+ const PREV_POSITIONS_INITIAL_CAPACITY_VERTICES = 1024;
49
+
50
+ /**
51
+ * Initial `prev_position_offsets_buffer` capacity in u32 records
52
+ * (one per meshlet metadata row). 1024 × 4 = 4 KB. Doubles on grow.
53
+ */
54
+ const PREV_POSITION_OFFSETS_INITIAL_CAPACITY = 1024;
55
+
56
+ /**
57
+ * Sentinel value in `prev_position_offsets` for meshlet metadata
58
+ * rows that are NOT skinned clones — sources, static-mesh geometries,
59
+ * pre-skinning clones (rare), etc. The skinning shader sees this
60
+ * value and skips its `position_prev` write; the velocity post-pass
61
+ * sees it and falls back to the rigid per-object math.
62
+ */
63
+ const PREV_POSITION_OFFSET_INVALID = 0xFFFFFFFF;
64
+
65
+ /**
66
+ * f32 vertex_count byte offset within MESHLET_METADATA_STRUCT, resolved
67
+ * at module load (after `.pack()` reorders fields). Used by the CPU
68
+ * binding-registration path to walk the source's metadata bytes and
69
+ * sum vertex counts for prev-position side-buffer allocation.
70
+ */
71
+ const MESHLET_VERTEX_COUNT_BYTE_OFFSET = MESHLET_METADATA_STRUCT.get('vertex_count').offset;
72
+ const MESHLET_STRIDE_BYTES = MESHLET_METADATA_STRUCT.aligned_size;
73
+
74
+ /**
75
+ * Per-scene container for the skinning subsystem's state. Owned by
76
+ * {@link GPUSceneContext}; receives the scene's
77
+ * {@link GPUGeometryManager} so it can allocate per-instance geometry
78
+ * clones for {@link SkinnedMesh} instances and route the skinning
79
+ * compute pass against those clones.
80
+ *
81
+ * Three responsibilities:
82
+ * 1. Geometry-clone routing — `obtain_geometry_index(mesh)` returns
83
+ * the clone id for SkinnedMesh, the source id for everyone else.
84
+ * 2. Skinning binding bookkeeping — each SkinnedMesh with a `skin_id`
85
+ * produces one binding record linking its clone's vertex region
86
+ * back to the source's data and to the skin's matrix range.
87
+ * 3. Per-frame dispatch — `update(cmd_ctx, animation_manager)`
88
+ * uploads any new bindings and dispatches the skinning compute
89
+ * pass that deforms the cloned vertex regions in place.
90
+ *
91
+ * The CPU-side binding records cache `skin_id` rather than
92
+ * `skin_matrix_offset` because the offset is owned by the animation
93
+ * manager. Resolution happens at upload time via
94
+ * `animation_manager.get_skin_matrix_offset(skin_id)`.
95
+ */
96
+ export class GPUMeshSkinningContext {
97
+
98
+ /** @type {GPUDevice} */
99
+ #device;
100
+
101
+ /** @type {GPUGeometryManager} */
102
+ #geometries;
103
+
104
+ /** @type {GPUAnimationManager} */
105
+ #animation_manager;
106
+
107
+ /**
108
+ * Per-SkinnedMesh clone metadata, cached so repeated lookups
109
+ * (binding-registration, geometry id resolution) hit the same
110
+ * record rather than re-cloning the source. Persists across
111
+ * scene rebuilds (unlike id_mapping).
112
+ *
113
+ * @type {Map<SkinnedMesh, GPUGeometryMetadata>}
114
+ */
115
+ #clones = new Map();
116
+
117
+ /**
118
+ * Per-mesh skin assignment. Populated by {@link bind}; consumed
119
+ * by {@link #register_binding} when it stamps the GPU binding
120
+ * record. A mesh present here has had a skinning binding
121
+ * registered exactly once — re-binding the same mesh is a
122
+ * no-op (the existing binding stands).
123
+ *
124
+ * Held here rather than on the {@link SkinnedMesh} so the public
125
+ * mesh class doesn't carry GPU-side state; consumers who need
126
+ * to look up "what skin is mesh X bound to?" can query via
127
+ * {@link get_skin_id}.
128
+ *
129
+ * @type {Map<SkinnedMesh, number>}
130
+ */
131
+ #skin_id_by_mesh = new Map();
132
+
133
+ /**
134
+ * One CPU record per `(SkinnedMesh, clone)` binding registered via
135
+ * {@link #register_binding}. Resolved into GPU bytes at upload
136
+ * time — `skin_id` becomes `skin_matrix_offset` via
137
+ * {@link GPUAnimationManager#get_skin_matrix_offset}, and `mesh`
138
+ * becomes a meshes-table row via
139
+ * {@link GPUSceneContext#mesh_row_of}. The mesh is held rather
140
+ * than its row because the row is not stable: registration
141
+ * happens before the scene has placed the mesh at all, and the
142
+ * table reuses rows afterwards.
143
+ *
144
+ * Append-only in this MVP — removing a SkinnedMesh leaks its
145
+ * binding (alongside its clone). Acceptable at the lifetime-
146
+ * distinct-instance scale; phase-4 frees both together.
147
+ *
148
+ * @type {{
149
+ * skin_id: number,
150
+ * mesh: SkinnedMesh,
151
+ * source_meshlet_metadata_offset: number,
152
+ * clone_meshlet_metadata_offset: number,
153
+ * meshlet_count: number,
154
+ * clone_geometry_index: number,
155
+ * }[]}
156
+ */
157
+ #bindings = [];
158
+
159
+ /**
160
+ * Sum of {@link #bindings}[i].meshlet_count — the dispatch-lookup
161
+ * length and the workgroup count for the skinning compute pass.
162
+ * Tracked incrementally to avoid re-summing per frame.
163
+ * @type {number}
164
+ */
165
+ #total_meshlet_count = 0;
166
+
167
+ /**
168
+ * Set when {@link #bindings} has changed since the last upload.
169
+ * Cleared by {@link update} after re-uploading both the bindings
170
+ * buffer and the dispatch-lookup buffer.
171
+ * @type {boolean}
172
+ */
173
+ #bindings_dirty = false;
174
+
175
+ /**
176
+ * The scene context's {@link GPUSceneContext#mesh_rows_version} as of the last bindings upload.
177
+ * The records hold meshes-table rows and that table reuses them, so a difference here means
178
+ * every record's row has to be resolved again.
179
+ *
180
+ * @type {number}
181
+ */
182
+ #uploaded_mesh_rows_version = -1;
183
+
184
+ /**
185
+ * GPU mirror of {@link #bindings}, with `skin_id` resolved to
186
+ * `skin_matrix_offset`. `null` until the first binding is
187
+ * registered.
188
+ * @type {GPUBuffer|null}
189
+ */
190
+ #bindings_buffer = null;
191
+
192
+ /**
193
+ * Capacity of {@link #bindings_buffer} in binding records. Grows
194
+ * by doubling when a new binding pushes past it.
195
+ * @type {number}
196
+ */
197
+ #bindings_capacity = 0;
198
+
199
+ /**
200
+ * Flat `(binding_index, meshlet_local_index)` u32 pairs — one pair
201
+ * per workgroup. The skinning shader reads `dispatch_lookup[wg_id]`
202
+ * to figure out which (binding, meshlet) it's processing.
203
+ * @type {GPUBuffer|null}
204
+ */
205
+ #dispatch_lookup_buffer = null;
206
+
207
+ /**
208
+ * Capacity of {@link #dispatch_lookup_buffer} in `(binding,
209
+ * meshlet)` pairs (i.e. half the u32 count). Grows by doubling.
210
+ * @type {number}
211
+ */
212
+ #dispatch_lookup_capacity = 0;
213
+
214
+ /**
215
+ * Side-buffer holding the previous-frame mesh-local skinned
216
+ * positions for every clone meshlet's vertices. Laid out as
217
+ * tightly-packed `vec3<f32>` (3 × u32 words, f32 bit pattern)
218
+ * per vertex; each clone meshlet owns a contiguous slice of
219
+ * `vertex_count` vec3s starting at the offset recorded in
220
+ * {@link #prev_position_offsets_buffer}.
221
+ *
222
+ * Written by the skinning compute shader (using the manager's
223
+ * `prev_skin_matrices_buffer`), read by the velocity post-pass
224
+ * to interpolate per-vertex skin deformation across the rasterized
225
+ * triangle.
226
+ *
227
+ * Append-only — bindings reserve contiguous vertex ranges via
228
+ * {@link #next_prev_position_vertex_offset}; nothing frees.
229
+ *
230
+ * @type {GPUBuffer|null}
231
+ */
232
+ #prev_positions_buffer = null;
233
+
234
+ /**
235
+ * Capacity of {@link #prev_positions_buffer} in vertices (each
236
+ * vertex = 3 × u32 words).
237
+ * @type {number}
238
+ */
239
+ #prev_positions_capacity_vertices = 0;
240
+
241
+ /**
242
+ * Next free vertex slot in {@link #prev_positions_buffer}. Each
243
+ * binding registration reserves `sum(vertex_count)` vertices
244
+ * starting here and advances by that amount. Monotonic.
245
+ * @type {number}
246
+ */
247
+ #next_prev_position_vertex_offset = 0;
248
+
249
+ /**
250
+ * Per-meshlet base offset (in u32 words) into
251
+ * {@link #prev_positions_buffer}. Indexed by absolute meshlet
252
+ * metadata row — `prev_position_offsets[meshlet_index]` gives
253
+ * either {@link PREV_POSITION_OFFSET_INVALID} (non-clone or
254
+ * not-yet-bound meshlet) or the first u32 word of that
255
+ * meshlet's prev-position slice.
256
+ *
257
+ * Sized to the meshlet metadata buffer's record capacity (or
258
+ * larger). Re-uploaded from the CPU shadow whenever a new
259
+ * binding adds entries.
260
+ *
261
+ * @type {GPUBuffer|null}
262
+ */
263
+ #prev_position_offsets_buffer = null;
264
+
265
+ /**
266
+ * Capacity of {@link #prev_position_offsets_buffer} in u32
267
+ * records (= one per meshlet metadata row).
268
+ * @type {number}
269
+ */
270
+ #prev_position_offsets_capacity = 0;
271
+
272
+ /**
273
+ * CPU shadow of {@link #prev_position_offsets_buffer}. Mutated
274
+ * by {@link #register_binding} when computing per-meshlet offsets;
275
+ * re-uploaded wholesale by {@link #upload_prev_position_offsets}.
276
+ * Entries default to {@link PREV_POSITION_OFFSET_INVALID}.
277
+ *
278
+ * @type {Uint32Array}
279
+ */
280
+ #prev_position_offsets_cpu = new Uint32Array(0);
281
+
282
+ /**
283
+ * Back-reference to the owning {@link GPUSceneContext} so the
284
+ * bindings-upload path can resolve a mesh to its meshes-table row
285
+ * via {@link GPUSceneContext#mesh_row_of} without the caller
286
+ * threading that lookup through every `bind()` call.
287
+ *
288
+ * Resolution cannot happen at registration time: `bind` and
289
+ * `obtain_geometry_index` both run before `scene.build` has given
290
+ * the mesh a row. Nor does resolving once suffice — the table
291
+ * hands out the lowest free row, so a mesh that leaves and
292
+ * re-enters the scene lands somewhere else, which is what
293
+ * {@link GPUSceneContext#mesh_rows_version} is compared for.
294
+ *
295
+ * @type {GPUSceneContext}
296
+ */
297
+ #scene_context;
298
+
299
+ /**
300
+ * @param {{
301
+ * geometries: GPUGeometryManager,
302
+ * animation_manager: GPUAnimationManager,
303
+ * scene_context: GPUSceneContext,
304
+ * device: GPUDevice,
305
+ * }} args
306
+ */
307
+ constructor({ geometries, animation_manager, scene_context, device }) {
308
+ assert.defined(geometries, 'geometries');
309
+ assert.defined(animation_manager, 'animation_manager');
310
+ assert.defined(scene_context, 'scene_context');
311
+ assert.defined(device, 'device');
312
+
313
+ this.#geometries = geometries;
314
+ this.#animation_manager = animation_manager;
315
+ this.#scene_context = scene_context;
316
+ this.#device = device;
317
+ }
318
+
319
+ /**
320
+ * Side-buffer of previous-frame mesh-local skinned positions for
321
+ * the velocity post-pass. `null` until the first skinning binding
322
+ * has been registered.
323
+ *
324
+ * @returns {GPUBuffer|null}
325
+ */
326
+ get prev_positions_buffer() {
327
+ return this.#prev_positions_buffer;
328
+ }
329
+
330
+ /**
331
+ * The binding records the skinning pass reads — one {@link SKINNING_BINDING_STRUCT} per bound
332
+ * {@link SkinnedMesh}, in {@link #bindings} order. `null` until the first binding has been
333
+ * registered and uploaded.
334
+ *
335
+ * @returns {GPUBuffer|null}
336
+ */
337
+ get bindings_buffer() {
338
+ return this.#bindings_buffer;
339
+ }
340
+
341
+ /**
342
+ * Per-meshlet base offsets into {@link prev_positions_buffer},
343
+ * indexed by absolute meshlet metadata row. Non-clone meshlets
344
+ * hold the sentinel `0xFFFFFFFF`. `null` until the first
345
+ * skinning binding has been registered.
346
+ *
347
+ * @returns {GPUBuffer|null}
348
+ */
349
+ get prev_position_offsets_buffer() {
350
+ return this.#prev_position_offsets_buffer;
351
+ }
352
+
353
+ /**
354
+ * Geometry id to assign to this mesh's instance record. Idempotent.
355
+ *
356
+ * - For a {@link SkinnedMesh}: a per-instance clone of the source's
357
+ * GPU geometry. The first time we see a given mesh, allocate a
358
+ * clone; subsequent calls return the cached id. If the mesh has
359
+ * already been bound to a skin via {@link bind}, the binding's
360
+ * registration also runs here so scene.build's first sight of
361
+ * a pre-bound mesh doesn't strand it without a deformation pass.
362
+ * - For a regular {@link Mesh}: the source's id from the geometry
363
+ * manager.
364
+ *
365
+ * @param {Mesh} mesh
366
+ * @returns {number}
367
+ */
368
+ obtain_geometry_index(mesh) {
369
+ if (mesh.isSkinnedMesh === true) {
370
+ const clone_metadata = this.#ensure_clone(mesh);
371
+ // If the mesh has already been bound (bind() ran before
372
+ // scene.build for this mesh), register its binding now.
373
+ // No-op if not yet bound or if the binding has already
374
+ // been registered in a previous call.
375
+ this.#try_register_binding(mesh, clone_metadata);
376
+ return clone_metadata.index;
377
+ }
378
+
379
+ this.#geometries.add(mesh.geometry);
380
+ return this.#geometries.getAddress(mesh.geometry);
381
+ }
382
+
383
+ /**
384
+ * Bind a {@link SkinnedMesh} to a skin. The mesh's clone (if not
385
+ * already allocated) is created on demand; a skinning-pass
386
+ * binding record is registered so the deformation runs each
387
+ * frame. The skin id is stored on the context (not on the mesh
388
+ * — `SkinnedMesh` carries no GPU state).
389
+ *
390
+ * Re-binding the same mesh with a different skin id is rejected
391
+ * (single-binding model in this MVP — use {@link unbind} first if
392
+ * you need to swap). Calling with the same skin id is a no-op.
393
+ *
394
+ * Tolerates being called before `scene.build` registers the mesh;
395
+ * the binding upload happens during the next per-frame
396
+ * {@link update}.
397
+ *
398
+ * @param {SkinnedMesh} mesh
399
+ * @param {number} skin_id
400
+ */
401
+ bind(mesh, skin_id) {
402
+ assert.defined(mesh, 'mesh');
403
+ assert.equal(mesh.isSkinnedMesh, true, 'mesh.isSkinnedMesh !== true');
404
+ assert.isNonNegativeInteger(skin_id, 'skin_id');
405
+
406
+ const existing = this.#skin_id_by_mesh.get(mesh);
407
+ if (existing !== undefined) {
408
+ assert.equal(
409
+ existing, skin_id,
410
+ `SkinnedMesh '${mesh.name}' is already bound to skin ${existing}; unbind before rebinding`
411
+ );
412
+ return;
413
+ }
414
+
415
+ this.#skin_id_by_mesh.set(mesh, skin_id);
416
+ const clone_metadata = this.#ensure_clone(mesh);
417
+ this.#try_register_binding(mesh, clone_metadata);
418
+ }
419
+
420
+ /**
421
+ * Skin id currently bound to this mesh, or `undefined` if the
422
+ * mesh hasn't been bound. Read-only accessor — bookkeeping lives
423
+ * here, not on the mesh.
424
+ *
425
+ * @param {SkinnedMesh} mesh
426
+ * @returns {number|undefined}
427
+ */
428
+ get_skin_id(mesh) {
429
+ return this.#skin_id_by_mesh.get(mesh);
430
+ }
431
+
432
+ /**
433
+ * Drop the binding for a single mesh. The mesh's geometry clone
434
+ * stays allocated (deallocation needs compaction work the MVP
435
+ * doesn't do), but the per-frame deformation no longer runs for
436
+ * it — its vertices freeze at whatever the last skinning pass
437
+ * wrote.
438
+ *
439
+ * No-op if the mesh isn't bound.
440
+ *
441
+ * @param {SkinnedMesh} mesh
442
+ */
443
+ unbind(mesh) {
444
+ if (!this.#skin_id_by_mesh.has(mesh)) return;
445
+ this.#skin_id_by_mesh.delete(mesh);
446
+
447
+ for (let i = this.#bindings.length - 1; i >= 0; i--) {
448
+ if (this.#bindings[i].mesh === mesh) {
449
+ this.#total_meshlet_count -= this.#bindings[i].meshlet_count;
450
+ this.#bindings.splice(i, 1);
451
+ this.#bindings_dirty = true;
452
+ break;
453
+ }
454
+ }
455
+ }
456
+
457
+ /**
458
+ * Drop every binding that points at the given skin id. Called
459
+ * by {@link GPUAnimationManager#unregister_skin} so freeing the
460
+ * skin's GPU rows also tears down the meshes' deformation
461
+ * registrations (which would otherwise try to look up the freed
462
+ * skin's matrix offset on the next bindings upload and assert).
463
+ *
464
+ * @param {number} skin_id
465
+ */
466
+ unbind_all_by_skin(skin_id) {
467
+ for (let i = this.#bindings.length - 1; i >= 0; i--) {
468
+ const b = this.#bindings[i];
469
+ if (b.skin_id === skin_id) {
470
+ this.#skin_id_by_mesh.delete(b.mesh);
471
+ this.#total_meshlet_count -= b.meshlet_count;
472
+ this.#bindings.splice(i, 1);
473
+ this.#bindings_dirty = true;
474
+ }
475
+ }
476
+ }
477
+
478
+ /**
479
+ * Lookup-or-create the per-mesh clone metadata. Cached so that
480
+ * repeated lookups (binding-registration, geometry id resolution
481
+ * via obtain_geometry_index) hit the same record without
482
+ * re-cloning the source.
483
+ *
484
+ * @param {SkinnedMesh} mesh
485
+ * @returns {GPUGeometryMetadata}
486
+ */
487
+ #ensure_clone(mesh) {
488
+ let clone_metadata = this.#clones.get(mesh);
489
+ if (clone_metadata === undefined) {
490
+ clone_metadata = this.#geometries.add_clone(mesh.geometry);
491
+ this.#clones.set(mesh, clone_metadata);
492
+ }
493
+ return clone_metadata;
494
+ }
495
+
496
+ /**
497
+ * Register a binding for this mesh if conditions allow:
498
+ * - the mesh has been bound to a skin via {@link bind}, AND
499
+ * - we haven't already registered the binding for this mesh.
500
+ *
501
+ * @param {SkinnedMesh} mesh
502
+ * @param {GPUGeometryMetadata} clone_metadata
503
+ */
504
+ #try_register_binding(mesh, clone_metadata) {
505
+ const skin_id = this.#skin_id_by_mesh.get(mesh);
506
+ if (skin_id === undefined) return;
507
+ // The binding's presence in #bindings is the source of truth
508
+ // for "already registered". Cheap O(bindings) scan; bindings
509
+ // are O(skinned-mesh-count).
510
+ for (let i = 0; i < this.#bindings.length; i++) {
511
+ if (this.#bindings[i].mesh === mesh) return;
512
+ }
513
+
514
+ this.#register_binding(mesh, clone_metadata, skin_id);
515
+ }
516
+
517
+ /**
518
+ * Per-frame: upload any new bindings + dispatch the skinning
519
+ * compute pass that deforms cloned vertex regions in place.
520
+ *
521
+ * No-op if no bindings have been registered. Upload is skipped
522
+ * when nothing's changed since the last call. Must run after
523
+ * `shader_skin_matrix_prep` (which fills the skin matrices the
524
+ * deformation reads) and before any pass that consumes the
525
+ * skinned vertex data.
526
+ *
527
+ * The animation manager passed at construction supplies
528
+ * `skin_matrices_buffer` and resolves `skin_id` →
529
+ * `skin_matrix_offset` for the binding records.
530
+ *
531
+ * @param {ShadeGPUCommandContext} cmd_ctx
532
+ */
533
+ update(cmd_ctx) {
534
+ if (this.#bindings.length === 0) {
535
+ return;
536
+ }
537
+
538
+ // Flush any meshlet-clone work that hasn't been drained yet —
539
+ // typically happens on the first frame a fresh SkinnedMesh
540
+ // appears, when scene.build queues a clone in `pending_clones`
541
+ // but the per-frame `graphics.update` flush already ran earlier
542
+ // in the same frame. Without this, the skinning shader would
543
+ // read the cloned meshlet record before its `address` field
544
+ // got memcpy'd + patched (zero-initialized backing buffer →
545
+ // address 0), and writes would land at the start of the data
546
+ // buffer, corrupting whatever geometry sits there. Idempotent /
547
+ // no-op when nothing's pending, so repeat calls in subsequent
548
+ // frames are free.
549
+ //
550
+ // We call directly into `geometries.meshlets.update` rather
551
+ // than `geometries.update`: the latter also rebuilds the
552
+ // geometry metadata buffer (destroying + recreating it) when
553
+ // `__needs_update` is set, but the FrameGraph passes that
554
+ // already encoded into this cmd_ctx have captured the old
555
+ // buffer reference. Destroying it mid-cmd-context produces a
556
+ // "used in submit while destroyed" validation error. The
557
+ // metadata-buffer rebuild is the *next* GraphicsContext.update's
558
+ // job; here we just need the meshlet pending-clone flush.
559
+ this.#geometries.meshlets.update(cmd_ctx);
560
+
561
+ // The binding record carries a meshes-table row, and that table reuses rows: a scene the
562
+ // mesh left and re-entered puts it somewhere else, and every other binding's row can move
563
+ // out from under it too. So the records are re-resolved whenever the table's membership has
564
+ // changed since they were written, not only when a binding was added or dropped.
565
+ const mesh_rows_version = this.#scene_context.mesh_rows_version;
566
+
567
+ if (this.#bindings_dirty || this.#uploaded_mesh_rows_version !== mesh_rows_version) {
568
+ this.#upload_bindings();
569
+
570
+ this.#uploaded_mesh_rows_version = mesh_rows_version;
571
+ }
572
+
573
+ if (this.#bindings_dirty) {
574
+ // Neither of these reads anything outside the binding list, so a scene edit that left
575
+ // the list alone cannot have moved them.
576
+ this.#upload_dispatch_lookup();
577
+ this.#upload_prev_position_offsets();
578
+ this.#bindings_dirty = false;
579
+ }
580
+
581
+ const meshlets = this.#geometries.meshlets;
582
+ const total = this.#total_meshlet_count;
583
+ const binding_count = this.#bindings.length;
584
+ const max_workgroups = this.#device.limits.maxComputeWorkgroupsPerDimension;
585
+
586
+ // ── Skinning: deform the cloned vertex regions ────────────
587
+ //
588
+ // WebGPU's `dispatchWorkgroups` is capped at the device's
589
+ // `maxComputeWorkgroupsPerDimension` (65535 is the spec
590
+ // minimum; modern desktop GPUs typically report higher).
591
+ // With one workgroup per (binding, meshlet) pair, a busy
592
+ // scene (e.g. a grid of skinned characters) can exceed that
593
+ // — 324 dancers × ~220 meshlets each ≈ 71K pairs.
594
+ //
595
+ // Split into sub-dispatches when needed, passing
596
+ // `dispatch_offset` so the shader's lookup-index arithmetic
597
+ // keeps indexing a flat `dispatch_lookup` table. The encoded
598
+ // cost grows linearly in sub-dispatch count, but the GPU
599
+ // work is identical to a single huge dispatch.
600
+ for (let offset = 0; offset < total; offset += max_workgroups) {
601
+ const this_chunk = Math.min(max_workgroups, total - offset);
602
+ const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(u32, offset);
603
+
604
+ shader_meshlet_apply_skinning.dispatch({
605
+ encoder: cmd_ctx,
606
+ group_count_x: this_chunk,
607
+ bindings: {
608
+ dispatch_offset,
609
+ meshlet_data: meshlets.buffer_data,
610
+ meshlet_metadata: meshlets.buffer_metadata,
611
+ skin_matrices: this.#animation_manager.skin_matrices_buffer,
612
+ prev_skin_matrices: this.#animation_manager.prev_skin_matrices_buffer,
613
+ skinning_bindings: this.#bindings_buffer,
614
+ dispatch_lookup: this.#dispatch_lookup_buffer,
615
+ prev_position_offsets: this.#prev_position_offsets_buffer,
616
+ prev_positions: this.#prev_positions_buffer,
617
+ // Skinning shader reads the SkinnedMesh's
618
+ // `transforms` row to source the live
619
+ // mesh.transform_global for the post-DQ
620
+ // position cancellation.
621
+ scene_database: this.#scene_context.scene_database_buffer,
622
+ },
623
+ });
624
+ }
625
+
626
+ // ── Bounds refresh chain ──────────────────────────────────
627
+ //
628
+ // Animated clones move outside their source-encoded bounds;
629
+ // the rasterizer's per-meshlet AABB cull and per-mesh sphere
630
+ // cull would reject them until we refresh both. The chain
631
+ // here runs every frame the skinning dispatched anything
632
+ // (cheap when nothing changed: dispatch overhead only, the
633
+ // shaders early-out on the workgroup boundary).
634
+ //
635
+ // Order is load-bearing:
636
+ // 1. scatter — reset meshlet.bounds_box / geometry.bounding_box to ±inf
637
+ // 2. reduce — atomic-merge per-vertex into meshlet + geometry box
638
+ // 3. derive — geometry box → geometry sphere (per binding)
639
+ // 4. mesh — geometry box+sphere → world-space mesh bounds (per binding)
640
+ //
641
+ // The same `dispatch_lookup` table that drove the skinning
642
+ // dispatch above also drives the scatter and reduce dispatches
643
+ // — every (binding, meshlet) pair gets exactly the same set
644
+ // of workgroups, just running different shaders.
645
+ const geometry_metadata_buffer = this.#geometries.buffer_metadata;
646
+ const scene_database_buffer = this.#scene_context.scene_database_buffer;
647
+
648
+ // ── 1. Scatter: ±inf sentinels into meshlet + geometry bounds.
649
+ // Linear-thread dispatch: WG_SIZE threads per workgroup, one
650
+ // thread per pair. With WG_SIZE = 64 the workgroup count is
651
+ // ceil(total/64) — single sub-dispatch except at extreme
652
+ // scale (~4M pairs).
653
+ {
654
+ const total_workgroups = Math.ceil(total / BOUNDS_SCATTER_WORKGROUP_SIZE);
655
+ for (let offset_wg = 0; offset_wg < total_workgroups; offset_wg += max_workgroups) {
656
+ const this_chunk = Math.min(max_workgroups, total_workgroups - offset_wg);
657
+ // dispatch_offset is in *pair* units for scatter — the
658
+ // shader does `gid.x + dispatch_offset`.
659
+ const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(
660
+ u32,
661
+ offset_wg * BOUNDS_SCATTER_WORKGROUP_SIZE
662
+ );
663
+ const total_pair_count = cmd_ctx.allocateTransientValueBuffer(u32, total);
664
+ shader_meshlet_bounds_scatter.dispatch({
665
+ encoder: cmd_ctx,
666
+ group_count_x: this_chunk,
667
+ bindings: {
668
+ dispatch_offset,
669
+ total_pair_count,
670
+ skinning_bindings: this.#bindings_buffer,
671
+ dispatch_lookup: this.#dispatch_lookup_buffer,
672
+ meshlet_metadata_atomic: meshlets.buffer_metadata,
673
+ geometry_metadata_atomic: geometry_metadata_buffer,
674
+ },
675
+ });
676
+ }
677
+ }
678
+
679
+ // ── 2. Reduce: per-meshlet workgroup, merges into meshlet +
680
+ // geometry box atomically. Same workgroup-per-pair pattern as
681
+ // skinning; same pagination.
682
+ for (let offset = 0; offset < total; offset += max_workgroups) {
683
+ const this_chunk = Math.min(max_workgroups, total - offset);
684
+ const dispatch_offset = cmd_ctx.allocateTransientValueBuffer(u32, offset);
685
+
686
+ shader_meshlet_bounds_reduce.dispatch({
687
+ encoder: cmd_ctx,
688
+ group_count_x: this_chunk,
689
+ bindings: {
690
+ dispatch_offset,
691
+ skinning_bindings: this.#bindings_buffer,
692
+ dispatch_lookup: this.#dispatch_lookup_buffer,
693
+ meshlet_data: meshlets.buffer_data,
694
+ meshlet_metadata_atomic: meshlets.buffer_metadata,
695
+ geometry_metadata_atomic: geometry_metadata_buffer,
696
+ },
697
+ });
698
+ }
699
+
700
+ // ── 3. Sphere derive: per binding, geometry box → sphere.
701
+ // Linear-thread dispatch, sized to ceil(binding_count/64).
702
+ // Binding count is small (one per active SkinnedMesh, so
703
+ // hundreds at most), single sub-dispatch always suffices.
704
+ {
705
+ const total_workgroups = Math.ceil(binding_count / SPHERE_DERIVE_WORKGROUP_SIZE);
706
+ if (total_workgroups > 0) {
707
+ const binding_count_u = cmd_ctx.allocateTransientValueBuffer(u32, binding_count);
708
+ shader_geometry_sphere_derive.dispatch({
709
+ encoder: cmd_ctx,
710
+ group_count_x: total_workgroups,
711
+ bindings: {
712
+ binding_count: binding_count_u,
713
+ skinning_bindings: this.#bindings_buffer,
714
+ geometry_metadata_atomic: geometry_metadata_buffer,
715
+ },
716
+ });
717
+ }
718
+ }
719
+
720
+ // ── 4. Mesh-instance bounds: per binding, geometry → world
721
+ // mesh bounds. Reuses the existing per-mesh bounds chunk
722
+ // (sphere radius scaled by max-column-length of the
723
+ // transform 3×3, conservative under non-uniform scale).
724
+ {
725
+ const total_workgroups = Math.ceil(binding_count / MESH_BOUNDS_REFRESH_WORKGROUP_SIZE);
726
+ if (total_workgroups > 0) {
727
+ const binding_count_u = cmd_ctx.allocateTransientValueBuffer(u32, binding_count);
728
+ shader_skinned_mesh_bounds_refresh.dispatch({
729
+ encoder: cmd_ctx,
730
+ group_count_x: total_workgroups,
731
+ bindings: {
732
+ binding_count: binding_count_u,
733
+ skinning_bindings: this.#bindings_buffer,
734
+ scene_database: scene_database_buffer,
735
+ geometries: geometry_metadata_buffer,
736
+ },
737
+ });
738
+ }
739
+ }
740
+ }
741
+
742
+ /**
743
+ * @param {SkinnedMesh} mesh
744
+ * @param {GPUGeometryMetadata} clone_metadata
745
+ * @param {number} skin_id
746
+ */
747
+ #register_binding(mesh, clone_metadata, skin_id) {
748
+ const source_metadata = this.#geometries.get_metadata(mesh.geometry);
749
+ assert.defined(source_metadata, 'source_metadata');
750
+
751
+ const meshlet_count = clone_metadata.meshlets.meshlet_count;
752
+ const clone_meshlet_metadata_offset = clone_metadata.meshlets.metadata.offset;
753
+
754
+ this.#bindings.push({
755
+ skin_id,
756
+ mesh,
757
+ source_meshlet_metadata_offset: source_metadata.meshlets.metadata.offset,
758
+ clone_meshlet_metadata_offset,
759
+ meshlet_count,
760
+ clone_geometry_index: clone_metadata.index,
761
+ });
762
+ this.#total_meshlet_count += meshlet_count;
763
+ this.#bindings_dirty = true;
764
+
765
+ // ── Prev-position side-buffer bookkeeping ────────────────
766
+ //
767
+ // Walk the source's CPU metadata bytes to sum vertex counts
768
+ // (source and clone share the same vertex counts per
769
+ // meshlet — the clone is a memcpy of the source data). Each
770
+ // clone meshlet gets a contiguous (vertex_count × 3 u32)
771
+ // slot in the prev_positions side-buffer; record its base
772
+ // word offset in the per-meshlet offsets table indexed by
773
+ // absolute clone meshlet metadata row.
774
+ //
775
+ // `metadata_buffer_original` comes from `BinaryBuffer.data`
776
+ // and IS the raw `ArrayBuffer` (not a typed-array view), so
777
+ // we wrap it in a DataView directly without dereferencing
778
+ // a `.buffer` property.
779
+ const metadata_bytes = source_metadata.meshlets.metadata_buffer_original;
780
+ const view = new DataView(metadata_bytes);
781
+
782
+ // Phase 1: sum total vertices so we can grow the side-buffer
783
+ // up front, before recording per-meshlet offsets.
784
+ let total_vertices = 0;
785
+ for (let i = 0; i < meshlet_count; i++) {
786
+ const vc = view.getUint32(i * MESHLET_STRIDE_BYTES + MESHLET_VERTEX_COUNT_BYTE_OFFSET, true);
787
+ total_vertices += vc;
788
+ }
789
+
790
+ const base_vertex_offset = this.#next_prev_position_vertex_offset;
791
+ this.#next_prev_position_vertex_offset += total_vertices;
792
+
793
+ this.#ensure_prev_positions_capacity_vertices(this.#next_prev_position_vertex_offset);
794
+ this.#ensure_prev_position_offsets_capacity(clone_meshlet_metadata_offset + meshlet_count);
795
+
796
+ // Phase 2: per-meshlet offsets. Convert (vertex slot)
797
+ // to u32-word offset (× 3) since the side-buffer stores
798
+ // 3 × f32 per vertex back-to-back.
799
+ let cumulative_vertex_offset = 0;
800
+ for (let i = 0; i < meshlet_count; i++) {
801
+ const vc = view.getUint32(i * MESHLET_STRIDE_BYTES + MESHLET_VERTEX_COUNT_BYTE_OFFSET, true);
802
+ const meshlet_word_offset = (base_vertex_offset + cumulative_vertex_offset) * 3;
803
+ this.#prev_position_offsets_cpu[clone_meshlet_metadata_offset + i] = meshlet_word_offset;
804
+ cumulative_vertex_offset += vc;
805
+ }
806
+ }
807
+
808
+ /**
809
+ * Grow {@link #prev_positions_buffer} to fit at least
810
+ * `required_vertices` vertices. Doubles from
811
+ * {@link PREV_POSITIONS_INITIAL_CAPACITY_VERTICES}. The buffer's
812
+ * contents are scratch (rewritten every frame by the skinning
813
+ * compute pass), so growth doesn't copy data — but the reference
814
+ * is invalidated, so callers must re-fetch through the getter.
815
+ *
816
+ * @param {number} required_vertices
817
+ */
818
+ #ensure_prev_positions_capacity_vertices(required_vertices) {
819
+ if (this.#prev_positions_buffer !== null && required_vertices <= this.#prev_positions_capacity_vertices) {
820
+ return;
821
+ }
822
+
823
+ let new_capacity = Math.max(
824
+ this.#prev_positions_capacity_vertices,
825
+ PREV_POSITIONS_INITIAL_CAPACITY_VERTICES,
826
+ );
827
+ while (new_capacity < required_vertices) {
828
+ new_capacity *= 2;
829
+ }
830
+
831
+ if (this.#prev_positions_buffer !== null) {
832
+ this.#prev_positions_buffer.destroy();
833
+ }
834
+
835
+ // 3 × u32 per vertex (each u32 carries an f32 bit pattern).
836
+ this.#prev_positions_buffer = this.#device.createBuffer({
837
+ label: 'GPUMeshSkinningContext/PrevPositions',
838
+ size: new_capacity * 3 * 4,
839
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
840
+ });
841
+ this.#prev_positions_capacity_vertices = new_capacity;
842
+ }
843
+
844
+ /**
845
+ * Grow {@link #prev_position_offsets_buffer} (and its CPU
846
+ * shadow) to cover at least `required_records` meshlet metadata
847
+ * rows. Entries beyond previously written ones default to
848
+ * {@link PREV_POSITION_OFFSET_INVALID} so non-clone meshlets
849
+ * read as "no prev-position data, fall back".
850
+ *
851
+ * @param {number} required_records
852
+ */
853
+ #ensure_prev_position_offsets_capacity(required_records) {
854
+ if (this.#prev_position_offsets_buffer !== null && required_records <= this.#prev_position_offsets_capacity) {
855
+ return;
856
+ }
857
+
858
+ let new_capacity = Math.max(
859
+ this.#prev_position_offsets_capacity,
860
+ PREV_POSITION_OFFSETS_INITIAL_CAPACITY,
861
+ );
862
+ while (new_capacity < required_records) {
863
+ new_capacity *= 2;
864
+ }
865
+
866
+ // Re-allocate CPU shadow, copy old entries, fill new with
867
+ // sentinel.
868
+ const new_cpu = new Uint32Array(new_capacity);
869
+ new_cpu.fill(PREV_POSITION_OFFSET_INVALID);
870
+ new_cpu.set(this.#prev_position_offsets_cpu);
871
+ this.#prev_position_offsets_cpu = new_cpu;
872
+
873
+ if (this.#prev_position_offsets_buffer !== null) {
874
+ this.#prev_position_offsets_buffer.destroy();
875
+ }
876
+
877
+ this.#prev_position_offsets_buffer = this.#device.createBuffer({
878
+ label: 'GPUMeshSkinningContext/PrevPositionOffsets',
879
+ size: new_capacity * 4,
880
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
881
+ });
882
+ this.#prev_position_offsets_capacity = new_capacity;
883
+ }
884
+
885
+ /**
886
+ * Re-upload the entire {@link #prev_position_offsets_cpu} shadow
887
+ * to the GPU offsets buffer. Called when a new binding has
888
+ * registered new entries (rare — bindings register once, not
889
+ * per frame). Whole-buffer upload because the buffer is small
890
+ * (one u32 per meshlet metadata row, hundreds of KB at typical
891
+ * stress-test scale).
892
+ */
893
+ #upload_prev_position_offsets() {
894
+ if (this.#prev_position_offsets_buffer === null) {
895
+ return;
896
+ }
897
+ this.#device.queue.writeBuffer(
898
+ this.#prev_position_offsets_buffer,
899
+ 0,
900
+ this.#prev_position_offsets_cpu.buffer,
901
+ 0,
902
+ this.#prev_position_offsets_capacity * 4,
903
+ );
904
+ }
905
+
906
+ /**
907
+ * Resolve every CPU binding into GPU bytes (looking up
908
+ * `skin_matrix_offset` from the animation manager) and upload to
909
+ * the bindings buffer. Grows the buffer first if the binding
910
+ * count has outgrown its capacity.
911
+ */
912
+ #upload_bindings() {
913
+ const binding_count = this.#bindings.length;
914
+ const struct_size = SKINNING_BINDING_STRUCT.aligned_size;
915
+
916
+ if (binding_count > this.#bindings_capacity) {
917
+ let new_capacity = Math.max(this.#bindings_capacity, BINDINGS_INITIAL_CAPACITY);
918
+ while (new_capacity < binding_count) {
919
+ new_capacity *= 2;
920
+ }
921
+
922
+ if (this.#bindings_buffer !== null) {
923
+ this.#bindings_buffer.destroy();
924
+ }
925
+
926
+ this.#bindings_buffer = this.#device.createBuffer({
927
+ label: 'GPUMeshSkinningContext/Bindings',
928
+ size: new_capacity * struct_size,
929
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
930
+ });
931
+ this.#bindings_capacity = new_capacity;
932
+ }
933
+
934
+ const data = new ArrayBuffer(binding_count * struct_size);
935
+ for (let i = 0; i < binding_count; i++) {
936
+ const b = this.#bindings[i];
937
+
938
+ // The meshes table is asked for the row rather than having it
939
+ // derived from the transforms row: every node earns a
940
+ // transforms row and only the geometry-bearing ones earn a
941
+ // mesh row, so the two tables run at different rates as soon
942
+ // as the scene holds a group, an anchor or a joint — which is
943
+ // every glTF. A bound mesh is in the scene: assertion catches
944
+ // both a SkinnedMesh scene.build has not seen yet and one that
945
+ // left the scene without being unbound, either of which would
946
+ // otherwise reach the shader as a garbage row.
947
+ const mesh_instance_index = this.#scene_context.mesh_row_of(b.mesh);
948
+ assert.isNonNegativeInteger(
949
+ mesh_instance_index,
950
+ `SkinnedMesh '${b.mesh.name}' (id=${b.mesh.id}) has no meshes-table row — scene.build must run before skinning bindings upload`
951
+ );
952
+
953
+ write_gpu_typed_buffer({
954
+ skin_matrix_offset: this.#animation_manager.get_skin_matrix_offset(b.skin_id),
955
+ source_meshlet_metadata_offset: b.source_meshlet_metadata_offset,
956
+ clone_meshlet_metadata_offset: b.clone_meshlet_metadata_offset,
957
+ meshlet_count: b.meshlet_count,
958
+ clone_geometry_index: b.clone_geometry_index,
959
+ mesh_instance_index,
960
+ }, SKINNING_BINDING_STRUCT, data, i * struct_size);
961
+ }
962
+
963
+ this.#device.queue.writeBuffer(this.#bindings_buffer, 0, data);
964
+ }
965
+
966
+ /**
967
+ * Build the flat `(binding_index, meshlet_local_index)` table —
968
+ * one pair per workgroup the skinning dispatch will spawn — and
969
+ * upload to the dispatch-lookup buffer (growing it if needed).
970
+ */
971
+ #upload_dispatch_lookup() {
972
+ const total = this.#total_meshlet_count;
973
+
974
+ if (total > this.#dispatch_lookup_capacity) {
975
+ let new_capacity = Math.max(this.#dispatch_lookup_capacity, DISPATCH_LOOKUP_INITIAL_CAPACITY);
976
+ while (new_capacity < total) {
977
+ new_capacity *= 2;
978
+ }
979
+
980
+ if (this.#dispatch_lookup_buffer !== null) {
981
+ this.#dispatch_lookup_buffer.destroy();
982
+ }
983
+
984
+ this.#dispatch_lookup_buffer = this.#device.createBuffer({
985
+ label: 'GPUMeshSkinningContext/DispatchLookup',
986
+ // 8 bytes per pair (two u32s).
987
+ size: new_capacity * 8,
988
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
989
+ });
990
+ this.#dispatch_lookup_capacity = new_capacity;
991
+ }
992
+
993
+ const data = new Uint32Array(total * 2);
994
+ let cursor = 0;
995
+ for (let b = 0; b < this.#bindings.length; b++) {
996
+ const binding = this.#bindings[b];
997
+ for (let m = 0; m < binding.meshlet_count; m++) {
998
+ data[cursor++] = b;
999
+ data[cursor++] = m;
1000
+ }
1001
+ }
1002
+
1003
+ this.#device.queue.writeBuffer(this.#dispatch_lookup_buffer, 0, data);
1004
+ }
1005
+
1006
+ destroy() {
1007
+ if (this.#bindings_buffer !== null) {
1008
+ this.#bindings_buffer.destroy();
1009
+ this.#bindings_buffer = null;
1010
+ }
1011
+ if (this.#dispatch_lookup_buffer !== null) {
1012
+ this.#dispatch_lookup_buffer.destroy();
1013
+ this.#dispatch_lookup_buffer = null;
1014
+ }
1015
+ if (this.#prev_positions_buffer !== null) {
1016
+ this.#prev_positions_buffer.destroy();
1017
+ this.#prev_positions_buffer = null;
1018
+ }
1019
+ if (this.#prev_position_offsets_buffer !== null) {
1020
+ this.#prev_position_offsets_buffer.destroy();
1021
+ this.#prev_position_offsets_buffer = null;
1022
+ }
1023
+ }
1024
+ }