@woosh/meep-engine 3.1.0 → 3.3.0

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 (1869) 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/avif/encoder_worker.js +5 -18
  134. package/src/core/binary/BitImage2.js +246 -246
  135. package/src/core/binary/align_32.js +21 -21
  136. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  137. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  138. package/src/core/binary/hash/XXH128Hash.js +55 -55
  139. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  140. package/src/core/binary/hash/xxh3_128.js +341 -341
  141. package/src/core/binary/hash/xxh3_64.js +241 -241
  142. package/src/core/binary/hash/xxh3_common.js +476 -476
  143. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  144. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  145. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  146. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  147. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  148. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  149. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  150. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  151. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  152. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  153. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  154. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  155. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  156. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  157. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  158. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  159. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  160. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  161. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  162. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  163. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  164. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  165. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  166. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  167. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  168. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  171. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  176. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  177. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  178. package/src/core/bvh8/BVH8.js +436 -436
  179. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  180. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  181. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  182. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  183. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  184. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  185. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  186. package/src/core/bvh8/build/byte.js +9 -9
  187. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  188. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  189. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  190. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  191. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  192. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  193. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  194. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  195. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  196. package/src/core/bvh8/bvh8_quality.js +72 -72
  197. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  198. package/src/core/clipboard/obtainClipBoard.js +29 -29
  199. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  200. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  201. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  202. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  203. package/src/core/collection/union-find/union_find.js +79 -79
  204. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  205. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  206. package/src/core/color/PQ/PQ_constants.js +50 -0
  207. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  208. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  209. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  210. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  211. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  212. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  213. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  214. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  215. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  216. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  217. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  218. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  219. package/src/core/color/lab/xyz_to_lab.js +62 -62
  220. package/src/core/color/operations/color_darken.js +24 -24
  221. package/src/core/color/operations/color_desaturate.js +24 -24
  222. package/src/core/color/operations/color_lighten.js +24 -24
  223. package/src/core/color/operations/color_saturate.js +24 -24
  224. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  225. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  226. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  227. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  228. package/src/core/dom/isImageBitmap.js +12 -12
  229. package/src/core/function/frameThrottle.js +23 -23
  230. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  231. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  232. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  233. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  234. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  235. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  236. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  237. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  238. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  239. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  240. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  241. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  242. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  245. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  246. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  249. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
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  256. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  257. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  258. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  259. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  260. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  261. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  262. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  263. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  264. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  265. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  266. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  267. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  268. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  269. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  270. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  271. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  272. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  273. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  274. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  275. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  276. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  277. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  278. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
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  1781. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +105 -105
  1782. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +63 -63
  1783. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +89 -89
  1784. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +232 -232
  1785. package/src/shade/renderer/texture/GPUTextureAllocator.js +85 -85
  1786. package/src/shade/renderer/texture/texture_pool_ops.js +171 -171
  1787. package/src/shade/renderer/texture/virtual/PageTableQuadAllocator.js +253 -253
  1788. package/src/shade/renderer/texture/virtual/README.md +276 -276
  1789. package/src/shade/renderer/texture/virtual/VTPageTable.js +330 -330
  1790. package/src/shade/renderer/texture/virtual/VTPhysicalCache.js +349 -349
  1791. package/src/shade/renderer/texture/virtual/VT_CONSTANTS.js +154 -154
  1792. package/src/shade/renderer/texture/virtual/VT_STACK_INFO_STRUCT.js +20 -20
  1793. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +1276 -1276
  1794. package/src/shade/renderer/texture/virtual/VirtualTextureStack.js +106 -106
  1795. package/src/shade/renderer/texture/virtual/build_chunk_vt_lookup.js +150 -150
  1796. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +232 -232
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  1799. package/src/shade/renderer/texture/virtual/source/VTSourceProcedural.js +135 -135
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  1801. package/src/shade/renderer/water/GPUWaterRenderer.js +167 -167
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  1803. package/src/shade/renderer/water/water_height_texture_from_sampler.js +56 -56
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  1805. package/src/shade/wgsl/validate_wgsl_source.js +316 -316
  1806. package/src/view/controller/controls/NumericIntervalControl.js +90 -90
  1807. package/src/view/controller/controls/Vector2Control.js +83 -83
  1808. package/src/view/controller/controls/Vector3Control.js +90 -90
  1809. package/src/view/elements/Group.js +56 -56
  1810. package/src/view/elements/drawCheckers.js +33 -33
  1811. package/src/view/elements/windrose/WindRoseDiagram.js +369 -369
  1812. package/src/view/graphics/WebGLContextFailureView.js +76 -76
  1813. package/src/view/layout/DockPanel.js +51 -51
  1814. package/src/view/layout/SplitView.js +365 -365
  1815. package/src/view/layout/show_popup_menu.js +81 -81
  1816. package/src/view/minimap/MinimapCanvasView.js +411 -411
  1817. package/src/view/minimap/MinimapImageCache.js +88 -88
  1818. package/src/view/minimap/MinimapMarkerCollection.d.ts +0 -1
  1819. package/src/view/minimap/MinimapMarkerCollection.d.ts.map +1 -1
  1820. package/src/view/minimap/MinimapMarkerCollection.js +180 -180
  1821. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  1822. package/src/view/minimap/minimap_focus_area.js +97 -97
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  1824. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1825. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
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  1869. package/src/shade/renderer/scene/serialization/pq_to_linear.js +0 -30
@@ -1,647 +1,647 @@
1
- import Vector3 from "../../core/geom/Vector3.js";
2
- import { AnimationCurve } from "../../engine/animation/curve/AnimationCurve.js";
3
- import { Keyframe } from "../../engine/animation/curve/Keyframe.js";
4
- import { Transform } from "../../engine/ecs/transform/Transform.js";
5
- import { FrameGraph } from "../../engine/graphics/render/frame_graph/FrameGraph.js";
6
- import { ShadeGPUCommandContext } from "../device/ShadeGPUCommandContext.js";
7
- import { shader_animation_apply, WORKGROUP_SIZE as ANIMATION_APPLY_WORKGROUP_SIZE } from "../renderer/animation/shader_animation_apply.js";
8
- import {
9
- shader_animation_pose_resolve,
10
- WORKGROUP_SIZE as ANIMATION_POSE_RESOLVE_WORKGROUP_SIZE,
11
- } from "../renderer/animation/shader_animation_pose_resolve.js";
12
- import {
13
- shader_skin_matrix_prep,
14
- WORKGROUP_SIZE as SKIN_MATRIX_PREP_WORKGROUP_SIZE
15
- } from "../renderer/animation/skinning/shader_skin_matrix_prep.js";
16
- import { mat4x4f } from "../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
17
- import { inspect_gpu_buffer_typed } from "../renderer/buffer/inspect_gpu_buffer_typed.js";
18
- import { Attribute } from "../renderer/geometry/Attribute.js";
19
- import { PlaneGeometry } from "../renderer/geometry/BoxGeometry.js";
20
- import { meshlet_geometry_build_from_geometry } from "../renderer/geometry/meshlet_geometry_build_from_geometry.js";
21
- import { make_box_geometry } from "../renderer/geometry/primitives/make_box_geometry.js";
22
- import { StandardAttributes } from "../renderer/geometry/StandardAttributes.js";
23
- import { make_sunlight } from "../renderer/light/make_sunlight.js";
24
- import { load_default_environment } from "./load_default_environment.js";
25
- import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
26
- import { Mesh } from "../renderer/scene/Mesh.js";
27
- import { Node3D } from "../renderer/scene/Node3D.js";
28
- import { SkinnedMesh } from "../renderer/scene/SkinnedMesh.js";
29
- import { Node3DProperty } from "../renderer/object_property/Node3DProperty.js";
30
- import { graph_scene_update_transform_hierarchy } from "../renderer/scene/hierarchy/graph_scene_update_transform_hierarchy.js";
31
- import { graph_import_buffer } from "../renderer/shader/graph/graph_import_buffer.js";
32
-
33
- /**
34
- * Length of one bend cycle, in seconds. Half spent bending, half
35
- * unbending, smooth at both ends.
36
- */
37
- const BEND_PERIOD_SECONDS = 2.5;
38
-
39
- /**
40
- * Maximum bend angle (radians). 90° puts the forearm perpendicular to
41
- * the upper arm at the apex.
42
- */
43
- const MAX_BEND_RADIANS = Math.PI * 0.5;
44
-
45
- /**
46
- * Vertical extent of the arm box, in metres. Centred at scene origin —
47
- * vertices span Y in `[-ARM_HALF_HEIGHT, +ARM_HALF_HEIGHT]`. The
48
- * elbow joint sits at Y = 0 (mid-box); the shoulder is at Y =
49
- * `+ARM_HALF_HEIGHT`. With this layout the upper-arm region
50
- * (Y in `[0, +ARM_HALF_HEIGHT]`) weights to the shoulder, the
51
- * forearm (Y in `[-ARM_HALF_HEIGHT, 0]`) weights to the elbow.
52
- */
53
- const ARM_HALF_HEIGHT = 1.0;
54
-
55
- /**
56
- * Arm cross-section side length (square box: width = depth).
57
- */
58
- const ARM_CROSS_SECTION = 0.4;
59
-
60
- /**
61
- * Half-width of the smooth-blend band around the elbow, in metres.
62
- * Vertices with |y| < this distance get a linear blend between the
63
- * two joints' weights; everything outside is fully bound to one.
64
- * A small band keeps the bend visually crisp without causing the
65
- * candy-wrapper artifact that single-joint binding around a hinge
66
- * can produce on the inside of the elbow.
67
- */
68
- const BLEND_BAND_HALF_WIDTH = 0.15;
69
-
70
-
71
- /**
72
- * Build a column-major 4×4 translation matrix as a `Float32Array(16)`.
73
- * Column-major to match the WGSL `mat4x4<f32>` convention the
74
- * marshalling code reads.
75
- */
76
- function translate_mat4(tx, ty, tz) {
77
- const m = new Float32Array(16);
78
- m[0] = 1; m[5] = 1; m[10] = 1; m[15] = 1;
79
- m[12] = tx; m[13] = ty; m[14] = tz;
80
- return m;
81
- }
82
-
83
- /**
84
- * Identity 4×4.
85
- */
86
- function identity_mat4() {
87
- const m = new Float32Array(16);
88
- m[0] = 1; m[5] = 1; m[10] = 1; m[15] = 1;
89
- return m;
90
- }
91
-
92
- /**
93
- * Build the arm geometry: a tall thin box centred on Y=0 with enough
94
- * vertical subdivision that the elbow bend is smooth, plus per-vertex
95
- * skinning attributes that bind the upper half to joint 0 (shoulder)
96
- * and the lower half to joint 1 (elbow), with a linear blend across a
97
- * narrow band at the elbow itself.
98
- */
99
- function build_arm_geometry() {
100
- // Eight Y-segments give nine vertex rows along the arm — a few in
101
- // each region and a couple inside the blend band. Coarse enough to
102
- // see the meshlet structure if you want to debug it, fine enough
103
- // that the elbow looks like a smooth bend rather than a hinge.
104
- const HEIGHT_SEGMENTS = 8;
105
-
106
- const geo = make_box_geometry(
107
- ARM_CROSS_SECTION, ARM_HALF_HEIGHT * 2, ARM_CROSS_SECTION,
108
- 1, HEIGHT_SEGMENTS, 1,
109
- );
110
- geo.name = "Arm";
111
-
112
- const positions = geo.getAttribute(StandardAttributes.Position).data;
113
- const vertex_count = positions.length / 3;
114
-
115
- // Joints palette has two entries (0 = shoulder, 1 = elbow). We use
116
- // the first two slots of each per-vertex (joint, weight) pair; the
117
- // unused tail slots stay zero, with the GPU's blend math cleanly
118
- // ignoring them since the weights are zero too.
119
- const joints = new Uint16Array(vertex_count * 4);
120
- const weights = new Float32Array(vertex_count * 4);
121
-
122
- const blend_lo = -BLEND_BAND_HALF_WIDTH;
123
- const blend_hi = +BLEND_BAND_HALF_WIDTH;
124
- const blend_width = blend_hi - blend_lo;
125
-
126
- for (let i = 0; i < vertex_count; i++) {
127
- const y = positions[i * 3 + 1];
128
-
129
- // Joint indices are constant per vertex — only the weights vary
130
- // by Y. Slot 0 always names the shoulder, slot 1 always names
131
- // the elbow.
132
- joints[i * 4 + 0] = 0; // shoulder
133
- joints[i * 4 + 1] = 1; // elbow
134
- joints[i * 4 + 2] = 0;
135
- joints[i * 4 + 3] = 0;
136
-
137
- let w_shoulder;
138
- if (y >= blend_hi) {
139
- w_shoulder = 1;
140
- } else if (y <= blend_lo) {
141
- w_shoulder = 0;
142
- } else {
143
- // Linear blend across the band — full shoulder at the
144
- // band's upper edge, full elbow at the lower edge.
145
- w_shoulder = (y - blend_lo) / blend_width;
146
- }
147
-
148
- weights[i * 4 + 0] = w_shoulder;
149
- weights[i * 4 + 1] = 1 - w_shoulder;
150
- weights[i * 4 + 2] = 0;
151
- weights[i * 4 + 3] = 0;
152
- }
153
-
154
- geo.addAttribute(Attribute.from(joints, 4, StandardAttributes.SkinningJoints));
155
- geo.addAttribute(Attribute.from(weights, 4, StandardAttributes.SkinningWeights));
156
-
157
- return meshlet_geometry_build_from_geometry(geo);
158
- }
159
-
160
- /**
161
- * Build a 4-channel rotation track that bends the elbow around the
162
- * scene's X axis: angle 0 → MAX_BEND_RADIANS → 0 across one cycle, with
163
- * smoothed Hermite tangents.
164
- *
165
- * Quaternion period equals the visual period (unlike a full revolution,
166
- * a hinge sweep stays well under 360°), so we can sample the same
167
- * keyframes for every channel and the curve loops cleanly without
168
- * needing the half-angle trick the existing rotation prototype uses.
169
- */
170
- function build_bend_curves(period_seconds, max_angle) {
171
- const SAMPLES = 8;
172
-
173
- const x_keys = [];
174
- const y_keys = [];
175
- const z_keys = [];
176
- const w_keys = [];
177
-
178
- for (let i = 0; i <= SAMPLES; i++) {
179
- const t = (i / SAMPLES) * period_seconds;
180
-
181
- // Triangle wave through the bend angle: 0 at t=0, peak at the
182
- // half-cycle, back to 0 at the cycle end. A cosine would also
183
- // work; the triangle keeps the timing predictable and lets us
184
- // see the shape of the Hermite tangent fit.
185
- const phase = i / SAMPLES;
186
- const angle = phase < 0.5
187
- ? max_angle * (phase * 2)
188
- : max_angle * ((1 - phase) * 2);
189
-
190
- const half = angle * 0.5;
191
- const s = Math.sin(half);
192
- const c = Math.cos(half);
193
-
194
- // Rotation around X — quaternion (sin(θ/2), 0, 0, cos(θ/2)).
195
- x_keys.push(Keyframe.from(t, s));
196
- y_keys.push(Keyframe.from(t, 0));
197
- z_keys.push(Keyframe.from(t, 0));
198
- w_keys.push(Keyframe.from(t, c));
199
- }
200
-
201
- const x = AnimationCurve.from(x_keys);
202
- const y = AnimationCurve.from(y_keys);
203
- const z = AnimationCurve.from(z_keys);
204
- const w = AnimationCurve.from(w_keys);
205
-
206
- x.alignAllTangents();
207
- y.alignAllTangents();
208
- z.alignAllTangents();
209
- w.alignAllTangents();
210
-
211
- return { x, y, z, w };
212
- }
213
-
214
- /**
215
- * Build a two-bone elbow rig: a tall box bound to a shoulder joint and
216
- * an elbow joint, with the elbow animated to bend a forearm-shaped
217
- * lower half around the elbow's X axis.
218
- *
219
- * The geometry is built once from `make_box_geometry`, with skinning
220
- * attributes appended manually. The shoulder Node3D sits at Y=+1 (the
221
- * top of the box) and the elbow Node3D is its child at local Y=-1
222
- * (mid-box). At bind pose both joints' world transforms compose to
223
- * place the elbow at the box midpoint with identity rotation, so the
224
- * inverse-bind matrices are simple translations.
225
- *
226
- * Per-frame the prototype dispatches:
227
- * 1. animation/apply — writes elbow's local rotation
228
- * 2. transform hierarchy — composes node.global from local TRS
229
- * 3. skin-matrix prep — joint.global × inverse_bind → skin matrices
230
- * 4. skinning/apply (clones) — DQ-blend skinning into the cloned vertex region
231
- *
232
- * Rasterization in the next frame picks up the deformed clone.
233
- *
234
- * @param {object} args
235
- * @param {Renderer} args.renderer
236
- * @param {Scene} args.scene
237
- * @param {OrbitalCameraController} args.controller
238
- */
239
- export function animation_prototype_skinning({ renderer, scene, controller }) {
240
-
241
- // ── Lighting & environment ──────────────────────────────────
242
- scene.lights.add(make_sunlight({
243
- intensity: 3,
244
- direction: new Vector3(-0.4, -1, -0.3),
245
- }));
246
-
247
- load_default_environment(scene);
248
-
249
- // ── Ground plane ────────────────────────────────────────────
250
- const plane_material = new StandardShadeMaterial();
251
- plane_material.diffuse_color.parse("#b5b5b5");
252
- plane_material.roughness_factor = 1;
253
- plane_material.metallic_factor = 0;
254
-
255
- const plane_transform = Transform.fromJSON({ position: { x: 0, y: -2, z: 0 } });
256
- plane_transform.lookAt(Vector3.up);
257
-
258
- const plane = Mesh.from(
259
- new PlaneGeometry(20, 20, 1, 1),
260
- plane_material,
261
- plane_transform.matrix,
262
- );
263
- plane.name = "Ground";
264
-
265
- // ── Arm geometry + material ─────────────────────────────────
266
- const arm_material = new StandardShadeMaterial();
267
- arm_material.diffuse_color.parse("#F2994A");
268
- arm_material.roughness_factor = 0.5;
269
- arm_material.metallic_factor = 0;
270
-
271
- const arm_geometry = build_arm_geometry();
272
-
273
- // SkinnedMesh sits at scene origin with identity transform — joints
274
- // are at scene root level (not parented to the mesh) so their
275
- // globals live directly in world space, matching the convention
276
- // the inverse-bind matrices below assume.
277
- const arm = new SkinnedMesh();
278
- arm.geometry = arm_geometry;
279
- arm.material = arm_material;
280
- arm.name = "SkinnedArm";
281
- arm.updateMatrices();
282
-
283
- // ── Joint hierarchy ─────────────────────────────────────────
284
- // shoulder_joint at Y=+1 (top of the box, where the upper arm
285
- // anchors). elbow_joint as its child, with local position (0, -1, 0)
286
- // so its world position lands at Y=0 (mid-box, where the bend
287
- // happens). Both have identity rotation at bind — animation drives
288
- // elbow's rotation to bend.
289
- const shoulder_joint = new Node3D();
290
- shoulder_joint.name = "ShoulderJoint";
291
- shoulder_joint.transform_local.setTranslation(0, ARM_HALF_HEIGHT, 0);
292
-
293
- const elbow_joint = new Node3D();
294
- elbow_joint.name = "ElbowJoint";
295
- elbow_joint.transform_local.setTranslation(0, -ARM_HALF_HEIGHT, 0);
296
-
297
- shoulder_joint.addChild(elbow_joint);
298
- shoulder_joint.updateMatrices();
299
-
300
- // ── Add to scene (order is load-bearing for joint ids) ──────
301
- // GPUSceneContext.build assigns transforms-table rows in this
302
- // order: scene root (0), meshes (1, 2, …), then non-mesh nodes
303
- // (joints) recursively from the InstanceBatch. The constants at
304
- // the top of this file capture the resulting row ids.
305
- scene.add(plane); // mesh row 1
306
- scene.add(arm); // mesh row 2
307
- scene.add(shoulder_joint); // non-mesh row 3 (children added via Scene.add recursion)
308
- // → elbow_joint becomes non-mesh row 4
309
-
310
- // ── Camera ──────────────────────────────────────────────────
311
- {
312
- const camera_position = new Vector3(3.5, 1.0, 4.0);
313
- const arm_center = new Vector3(0, 0, 0);
314
- controller.look(camera_position, arm_center);
315
- controller.camera.near = 0.05;
316
- controller.camera.far = 50;
317
- }
318
-
319
- // ── Animation manager (owned by scene context) ──────────────
320
- const gpu_scene = renderer.scenes.obtain(scene);
321
- const animation_manager = gpu_scene.animation_manager;
322
-
323
- // ── Bend animation tracks (data only; clip wiring is deferred) ──
324
- // Curves and tracks can be registered up front because they don't
325
- // depend on the scene's transforms-table layout. The clip's
326
- // bindings (which name target Node3D rows) need real row ids,
327
- // which only exist after the first scene.build populates
328
- // gpu_scene.id_mapping.
329
- const bend = build_bend_curves(BEND_PERIOD_SECONDS, MAX_BEND_RADIANS);
330
- const bend_x = animation_manager.add_curve(bend.x);
331
- const bend_y = animation_manager.add_curve(bend.y);
332
- const bend_z = animation_manager.add_curve(bend.z);
333
- const bend_w = animation_manager.add_curve(bend.w);
334
- const bend_track = animation_manager.add_track({
335
- x: bend_x, y: bend_y, z: bend_z, w: bend_w,
336
- });
337
-
338
- // Expose for debugging from the console.
339
- window.animation_manager = animation_manager;
340
- window.gpu_scene = gpu_scene;
341
- window.skinned_arm = arm;
342
-
343
- /**
344
- * Once-per-scene state populated on the first frame the scene
345
- * has been built. Holds the clip id we drive each frame plus a
346
- * sentinel so the per-frame callback knows we're ready.
347
- */
348
- let bend_clip = -1;
349
- let initialised = false;
350
-
351
- /**
352
- * One-shot deferred setup. Resolves real Node3D row ids from
353
- * `id_mapping` (populated by the first scene.build), registers
354
- * the skin against those rows, and creates the clip whose
355
- * binding targets the elbow's row. Re-running scene.build later
356
- * doesn't change row ids for nodes that stay in place — id_mapping
357
- * is keyed by Node3D.id which persists across rebuilds — so this
358
- * setup is genuinely once-and-for-all under the current
359
- * lifetime model.
360
- */
361
- function initialise_skinning() {
362
- if (!gpu_scene.id_mapping.has(shoulder_joint.id)) {
363
- // Scene hasn't been built yet — try again next frame.
364
- return false;
365
- }
366
-
367
- const shoulder_row = gpu_scene.id_mapping.get(shoulder_joint.id);
368
- const elbow_row = gpu_scene.id_mapping.get(elbow_joint.id);
369
-
370
- console.log(`[skinning prototype] joint rows: shoulder=${shoulder_row}, elbow=${elbow_row}, instance_count=${gpu_scene.scene.instance_count}`);
371
-
372
- // Two joints. inverse-bind matrices are the inverse of each
373
- // joint's bind-pose world transform:
374
- // shoulder.bind_global = translate(0, +1, 0) → inverse = translate(0, -1, 0)
375
- // elbow.bind_global = identity → inverse = identity
376
- // Elbow's bind_global is identity because the chain composes
377
- // translate(0, +1, 0) × translate(0, -1, 0) = identity at bind.
378
- // No mesh-world factor is needed on the skin — the rasterizer
379
- // re-applies the arm's transform_global to the skinned vertex
380
- // via the standard mesh transform path.
381
- const skin_id = animation_manager.add_skin({
382
- joints: [
383
- {
384
- node: shoulder_row,
385
- inverse_bind: translate_mat4(0, -ARM_HALF_HEIGHT, 0),
386
- },
387
- {
388
- node: elbow_row,
389
- inverse_bind: identity_mat4(),
390
- },
391
- ],
392
- });
393
- // scene.build already ran, but the binding hadn't been
394
- // registered (no skin was assigned at that point). Bind the
395
- // mesh to the freshly-added skin now — bind() is idempotent
396
- // and reuses the cached clone the build allocated.
397
- gpu_scene.skinning.bind(arm, skin_id);
398
-
399
- // One clip with one bound track — the rotation channel of the
400
- // elbow joint, addressed by its real (looked-up) transforms-
401
- // table row.
402
- bend_clip = animation_manager.add_clip({
403
- time: 0,
404
- bindings: [
405
- {
406
- track: bend_track,
407
- instance: elbow_row,
408
- property: Node3DProperty.Rotation,
409
- },
410
- ],
411
- });
412
-
413
- initialised = true;
414
- return true;
415
- }
416
-
417
- // ── Per-frame: animation + skinning dispatch ────────────────
418
- //
419
- // Same one-frame-lag pattern as the other prototypes: we hook
420
- // `onFrameFinished`, write into the scene/animation databases, and
421
- // let the next frame's rasterization read the deformed cache.
422
- const start_time_ms = performance.now();
423
-
424
- renderer.onFrameFinished.add(() => {
425
- const scene_database_buffer = gpu_scene.scene_database_buffer;
426
- if (scene_database_buffer === undefined) {
427
- // Scene hasn't been built yet.
428
- return;
429
- }
430
-
431
- if (!initialised) {
432
- // First time we see a built scene — resolve real Node3D row
433
- // ids for the joints, register the skin + clip against
434
- // them, then fall through to the regular per-frame path.
435
- if (!initialise_skinning()) return;
436
- }
437
-
438
- const elapsed_s = (performance.now() - start_time_ms) * 1e-3;
439
- const clip_time = elapsed_s % BEND_PERIOD_SECONDS;
440
-
441
- animation_manager.set_time(bend_clip, clip_time);
442
-
443
- // Throttled diagnostic — logs once per second across the whole
444
- // pipeline to bisect the static-bend bug. The log line follows
445
- // the data flow:
446
- // clip_time → cpu_shadow.time → gpu.time → elbow.local_rotation
447
- // → elbow.global → skin_matrices[1]
448
- // (the skin matrix prep writes [shoulder, elbow] at offsets 0/1).
449
- // The first stage that stops varying frame-to-frame is the one
450
- // dropping the update.
451
- //
452
- // All readbacks are async — they snapshot the buffer state at
453
- // the time the readback is queued. Note the previously-observed
454
- // 1-frame lag on gpu.time vs cpu_shadow.time: readbacks are
455
- // queued before this frame's animation_manager.update runs, so
456
- // they see the previous frame's flushed values. Same lag applies
457
- // to the elbow_local / elbow_global / skin_matrix readbacks.
458
- if (Math.floor(elapsed_s) !== Math.floor(elapsed_s - 0.016)) {
459
- const cpu_clip = animation_manager.database.get('animation_clips').get(bend_clip);
460
- const elapsed_snapshot = elapsed_s;
461
- const clip_time_snapshot = clip_time;
462
- const elbow_row_snapshot = gpu_scene.id_mapping.get(elbow_joint.id);
463
-
464
- // Bundle all readbacks in parallel so the throttled log lands
465
- // as one line.
466
- const p_clip = animation_manager.database.debug_table_read_element('animation_clips', bend_clip);
467
- const p_elbow = gpu_scene.scene_database.debug_table_read_element('transforms', elbow_row_snapshot);
468
-
469
- // skin_matrices is a flat scratch buffer (not a GPUDatabase
470
- // table), so use inspect_gpu_buffer_typed directly. Read both
471
- // matrices: skin[0] (shoulder × inv_bind, expected identity)
472
- // serves as a known-good cross-reference for skin[1] (elbow ×
473
- // inv_bind, the one that should track the bend).
474
- const skin_matrices_buffer = animation_manager.skin_matrices_buffer;
475
- const p_skin = skin_matrices_buffer === null
476
- ? Promise.resolve(null)
477
- : inspect_gpu_buffer_typed({
478
- buffer: skin_matrices_buffer,
479
- device: renderer.device,
480
- type: mat4x4f,
481
- offset: 0,
482
- count: 2,
483
- });
484
-
485
- // Float32Array.map returns Float32Array (coerces toFixed
486
- // strings → NaN), so spread to plain Array before formatting.
487
- const fmt_arr = (a, decimals) => `(${[...a].map(v => v.toFixed(decimals)).join(',')})`;
488
-
489
- // Capture the values from this frame's pre-flush state for
490
- // logging — skin_prep_dispatch_groups gates the skin_matrix_prep
491
- // dispatch later in this frame, so it tells us if the prep ran
492
- // at all.
493
- const skin_prep_groups_snapshot = animation_manager.database
494
- .get('animation_skin_joint_blocks')
495
- .dispatch_group_count(SKIN_MATRIX_PREP_WORKGROUP_SIZE);
496
-
497
- Promise.all([p_clip, p_elbow, p_skin]).then(([gpu_clip, gpu_elbow, gpu_skin]) => {
498
- const gpu_time = gpu_clip?.time?.toFixed(3) ?? 'undef';
499
- const elbow_rot = gpu_elbow?.local_rotation
500
- ? fmt_arr(gpu_elbow.local_rotation, 3)
501
- : 'undef';
502
- // Show ALL columns of the rotation 3x3 — col0 is invariant
503
- // for an X-axis rotation (X stays X), so col1/col2 carry
504
- // the actual rotation signal. Translation in col3.xyz.
505
- const elbow_global = gpu_elbow?.global
506
- ? `c0=${fmt_arr(gpu_elbow.global.slice(0, 3), 2)} c1=${fmt_arr(gpu_elbow.global.slice(4, 7), 2)} c2=${fmt_arr(gpu_elbow.global.slice(8, 11), 2)} t=${fmt_arr(gpu_elbow.global.slice(12, 15), 2)}`
507
- : 'undef';
508
- const fmt_mat = (m) => `c0=${fmt_arr(m.slice(0, 3), 2)} c1=${fmt_arr(m.slice(4, 7), 2)} c2=${fmt_arr(m.slice(8, 11), 2)} t=${fmt_arr(m.slice(12, 15), 2)}`;
509
- const skin0 = gpu_skin && gpu_skin[0] ? fmt_mat(gpu_skin[0]) : 'undef';
510
- const skin1 = gpu_skin && gpu_skin[1] ? fmt_mat(gpu_skin[1]) : 'undef';
511
- console.log(
512
- `[skin] elapsed=${elapsed_snapshot.toFixed(2)}s ` +
513
- `clip_time=${clip_time_snapshot.toFixed(3)} ` +
514
- `cpu=${cpu_clip.time.toFixed(3)} ` +
515
- `gpu=${gpu_time} ` +
516
- `prep_groups=${skin_prep_groups_snapshot} ` +
517
- `elbow.rot=${elbow_rot}\n` +
518
- ` elbow.global ${elbow_global}\n` +
519
- ` skin[0] ${skin0}\n` +
520
- ` skin[1] ${skin1}`
521
- );
522
- });
523
- }
524
-
525
- const apply_dispatch_groups = animation_manager.database
526
- .get('animation_bound_track_groups')
527
- .dispatch_group_count(ANIMATION_APPLY_WORKGROUP_SIZE);
528
- if (apply_dispatch_groups === 0) {
529
- return;
530
- }
531
-
532
- const skin_prep_dispatch_groups = animation_manager.database
533
- .get('animation_skin_joint_blocks')
534
- .dispatch_group_count(SKIN_MATRIX_PREP_WORKGROUP_SIZE);
535
-
536
- // Size the pose accumulator to cover every allocated row of
537
- // the transforms table — apply writes by absolute row index,
538
- // resolve iterates the table via page iterator.
539
- const transforms_table = gpu_scene.scene_database.get('transforms');
540
- const resolve_dispatch_groups = transforms_table.dispatch_group_count(
541
- ANIMATION_POSE_RESOLVE_WORKGROUP_SIZE
542
- );
543
- const pose_accumulator_rows = transforms_table.dispatch_page_count
544
- * transforms_table.descriptor.elements_per_page;
545
- animation_manager.ensure_pose_accumulator_capacity(pose_accumulator_rows);
546
-
547
- const cmd = ShadeGPUCommandContext.create(
548
- renderer.graphics,
549
- "AnimationPrototypeSkinning/Tick"
550
- );
551
-
552
- // Animation database flush picks up the per-frame `set_time`
553
- // write. (The scene-context update path also flushes earlier in
554
- // the frame; this second flush is the one that catches the
555
- // post-render clip-time advance.)
556
- animation_manager.update(cmd);
557
-
558
- const graph = new FrameGraph("AnimationPrototypeSkinning/Tick");
559
-
560
- // ── Imported existing resources ────────────────────────
561
- const gr_animation_database = graph_import_buffer(
562
- graph, animation_manager.database.buffer, "animation_database"
563
- );
564
- const gr_scene_database = graph_import_buffer(
565
- graph, scene_database_buffer, "scene_database"
566
- );
567
- const gr_materials = graph_import_buffer(
568
- graph, gpu_scene.materials.metadata_table.buffer, "materials"
569
- );
570
- const gr_pose_accumulator = graph_import_buffer(
571
- graph, animation_manager.pose_accumulator_buffer, "pose_accumulator"
572
- );
573
-
574
- // ── Pass 1: animation apply ───────────────────────────
575
- // Atomic-adds elbow's bend contribution into the pose
576
- // accumulator (one bound track → one rotation entry on the
577
- // elbow row).
578
- const apply_data = {};
579
- const apply_pass = graph.add("animation/apply", apply_data, (data, resources, ctx) => {
580
- shader_animation_apply.dispatch({
581
- encoder: ctx.encoder,
582
- group_count_x: apply_dispatch_groups,
583
- bindings: {
584
- animation_database: resources.get(data.animation_database),
585
- pose_accumulator: resources.get(data.pose_accumulator),
586
- materials: resources.get(data.materials),
587
- },
588
- });
589
- });
590
-
591
- apply_data.animation_database = apply_pass.read(gr_animation_database);
592
- apply_data.materials = apply_pass.write(apply_pass.read(gr_materials));
593
- apply_data.pose_accumulator = apply_pass.write(apply_pass.read(gr_pose_accumulator));
594
-
595
- // ── Pass 2: pose resolve ──────────────────────────────
596
- // Drains the accumulator into transforms_table.local_*,
597
- // normalizes rotation, zeros the slot for next frame.
598
- const resolve_data = {};
599
- const resolve_pass = graph.add("animation/pose_resolve", resolve_data, (data, resources, ctx) => {
600
- if (resolve_dispatch_groups === 0) {
601
- return;
602
- }
603
- shader_animation_pose_resolve.dispatch({
604
- encoder: ctx.encoder,
605
- group_count_x: resolve_dispatch_groups,
606
- bindings: {
607
- scene_database: resources.get(data.scene_database),
608
- pose_accumulator: resources.get(data.pose_accumulator),
609
- },
610
- });
611
- });
612
-
613
- resolve_data.scene_database = resolve_pass.write(resolve_pass.read(gr_scene_database));
614
- resolve_data.pose_accumulator = resolve_pass.write(resolve_pass.read(apply_data.pose_accumulator));
615
-
616
- // ── Pass 3: propagate node.local → node.global ─────────
617
- // Composes elbow_joint.global from its parent's global × its
618
- // newly-resolved local matrix. The skin-matrix-prep pass below
619
- // reads these globals.
620
- graph_scene_update_transform_hierarchy({
621
- graph,
622
- scene: gpu_scene,
623
- scene_database: resolve_data.scene_database,
624
- });
625
-
626
- cmd.encodeGraph(graph);
627
-
628
- // ── Pass 4: skin-matrix prep ──────────────────────────
629
- // Reads each registered joint's `node.global` from the scene
630
- // database (now post-hierarchy-update) and writes
631
- // `node.global × inverse_bind` into the skin-matrices scratch
632
- // buffer the skinning pass will read. The manager handles
633
- // the ping-pong with last-frame's matrices (used by the
634
- // velocity post-pass).
635
- animation_manager.dispatch_skin_matrix_prep(cmd);
636
-
637
- // ── Pass 5: skinning apply (deform clone vertex regions) ─
638
- // Pulls the binding table + dispatch lookup the skinning
639
- // context owns, dispatches one workgroup per (binding, meshlet)
640
- // pair, deforms positions/normals/tangents into the clones via
641
- // dual-quaternion blending. Idempotent / no-op if no
642
- // SkinnedMesh has been registered.
643
- gpu_scene.skinning.update(cmd);
644
-
645
- cmd.finish();
646
- });
647
- }
1
+ import Vector3 from "../../core/geom/Vector3.js";
2
+ import { AnimationCurve } from "../../engine/animation/curve/AnimationCurve.js";
3
+ import { Keyframe } from "../../engine/animation/curve/Keyframe.js";
4
+ import { Transform } from "../../engine/ecs/transform/Transform.js";
5
+ import { FrameGraph } from "../../engine/graphics/render/frame_graph/FrameGraph.js";
6
+ import { ShadeGPUCommandContext } from "../device/ShadeGPUCommandContext.js";
7
+ import { shader_animation_apply, WORKGROUP_SIZE as ANIMATION_APPLY_WORKGROUP_SIZE } from "../renderer/animation/shader_animation_apply.js";
8
+ import {
9
+ shader_animation_pose_resolve,
10
+ WORKGROUP_SIZE as ANIMATION_POSE_RESOLVE_WORKGROUP_SIZE,
11
+ } from "../renderer/animation/shader_animation_pose_resolve.js";
12
+ import {
13
+ shader_skin_matrix_prep,
14
+ WORKGROUP_SIZE as SKIN_MATRIX_PREP_WORKGROUP_SIZE
15
+ } from "../renderer/animation/skinning/shader_skin_matrix_prep.js";
16
+ import { mat4x4f } from "../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
17
+ import { inspect_gpu_buffer_typed } from "../renderer/buffer/inspect_gpu_buffer_typed.js";
18
+ import { Attribute } from "../renderer/geometry/Attribute.js";
19
+ import { PlaneGeometry } from "../renderer/geometry/BoxGeometry.js";
20
+ import { meshlet_geometry_build_from_geometry } from "../renderer/geometry/meshlet_geometry_build_from_geometry.js";
21
+ import { make_box_geometry } from "../renderer/geometry/primitives/make_box_geometry.js";
22
+ import { StandardAttributes } from "../renderer/geometry/StandardAttributes.js";
23
+ import { make_sunlight } from "../renderer/light/make_sunlight.js";
24
+ import { load_default_environment } from "./load_default_environment.js";
25
+ import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
26
+ import { Mesh } from "../renderer/scene/Mesh.js";
27
+ import { Node3D } from "../renderer/scene/Node3D.js";
28
+ import { SkinnedMesh } from "../renderer/scene/SkinnedMesh.js";
29
+ import { Node3DProperty } from "../renderer/object_property/Node3DProperty.js";
30
+ import { graph_scene_update_transform_hierarchy } from "../renderer/scene/hierarchy/graph_scene_update_transform_hierarchy.js";
31
+ import { graph_import_buffer } from "../renderer/shader/graph/graph_import_buffer.js";
32
+
33
+ /**
34
+ * Length of one bend cycle, in seconds. Half spent bending, half
35
+ * unbending, smooth at both ends.
36
+ */
37
+ const BEND_PERIOD_SECONDS = 2.5;
38
+
39
+ /**
40
+ * Maximum bend angle (radians). 90° puts the forearm perpendicular to
41
+ * the upper arm at the apex.
42
+ */
43
+ const MAX_BEND_RADIANS = Math.PI * 0.5;
44
+
45
+ /**
46
+ * Vertical extent of the arm box, in metres. Centred at scene origin —
47
+ * vertices span Y in `[-ARM_HALF_HEIGHT, +ARM_HALF_HEIGHT]`. The
48
+ * elbow joint sits at Y = 0 (mid-box); the shoulder is at Y =
49
+ * `+ARM_HALF_HEIGHT`. With this layout the upper-arm region
50
+ * (Y in `[0, +ARM_HALF_HEIGHT]`) weights to the shoulder, the
51
+ * forearm (Y in `[-ARM_HALF_HEIGHT, 0]`) weights to the elbow.
52
+ */
53
+ const ARM_HALF_HEIGHT = 1.0;
54
+
55
+ /**
56
+ * Arm cross-section side length (square box: width = depth).
57
+ */
58
+ const ARM_CROSS_SECTION = 0.4;
59
+
60
+ /**
61
+ * Half-width of the smooth-blend band around the elbow, in metres.
62
+ * Vertices with |y| < this distance get a linear blend between the
63
+ * two joints' weights; everything outside is fully bound to one.
64
+ * A small band keeps the bend visually crisp without causing the
65
+ * candy-wrapper artifact that single-joint binding around a hinge
66
+ * can produce on the inside of the elbow.
67
+ */
68
+ const BLEND_BAND_HALF_WIDTH = 0.15;
69
+
70
+
71
+ /**
72
+ * Build a column-major 4×4 translation matrix as a `Float32Array(16)`.
73
+ * Column-major to match the WGSL `mat4x4<f32>` convention the
74
+ * marshalling code reads.
75
+ */
76
+ function translate_mat4(tx, ty, tz) {
77
+ const m = new Float32Array(16);
78
+ m[0] = 1; m[5] = 1; m[10] = 1; m[15] = 1;
79
+ m[12] = tx; m[13] = ty; m[14] = tz;
80
+ return m;
81
+ }
82
+
83
+ /**
84
+ * Identity 4×4.
85
+ */
86
+ function identity_mat4() {
87
+ const m = new Float32Array(16);
88
+ m[0] = 1; m[5] = 1; m[10] = 1; m[15] = 1;
89
+ return m;
90
+ }
91
+
92
+ /**
93
+ * Build the arm geometry: a tall thin box centred on Y=0 with enough
94
+ * vertical subdivision that the elbow bend is smooth, plus per-vertex
95
+ * skinning attributes that bind the upper half to joint 0 (shoulder)
96
+ * and the lower half to joint 1 (elbow), with a linear blend across a
97
+ * narrow band at the elbow itself.
98
+ */
99
+ function build_arm_geometry() {
100
+ // Eight Y-segments give nine vertex rows along the arm — a few in
101
+ // each region and a couple inside the blend band. Coarse enough to
102
+ // see the meshlet structure if you want to debug it, fine enough
103
+ // that the elbow looks like a smooth bend rather than a hinge.
104
+ const HEIGHT_SEGMENTS = 8;
105
+
106
+ const geo = make_box_geometry(
107
+ ARM_CROSS_SECTION, ARM_HALF_HEIGHT * 2, ARM_CROSS_SECTION,
108
+ 1, HEIGHT_SEGMENTS, 1,
109
+ );
110
+ geo.name = "Arm";
111
+
112
+ const positions = geo.getAttribute(StandardAttributes.Position).data;
113
+ const vertex_count = positions.length / 3;
114
+
115
+ // Joints palette has two entries (0 = shoulder, 1 = elbow). We use
116
+ // the first two slots of each per-vertex (joint, weight) pair; the
117
+ // unused tail slots stay zero, with the GPU's blend math cleanly
118
+ // ignoring them since the weights are zero too.
119
+ const joints = new Uint16Array(vertex_count * 4);
120
+ const weights = new Float32Array(vertex_count * 4);
121
+
122
+ const blend_lo = -BLEND_BAND_HALF_WIDTH;
123
+ const blend_hi = +BLEND_BAND_HALF_WIDTH;
124
+ const blend_width = blend_hi - blend_lo;
125
+
126
+ for (let i = 0; i < vertex_count; i++) {
127
+ const y = positions[i * 3 + 1];
128
+
129
+ // Joint indices are constant per vertex — only the weights vary
130
+ // by Y. Slot 0 always names the shoulder, slot 1 always names
131
+ // the elbow.
132
+ joints[i * 4 + 0] = 0; // shoulder
133
+ joints[i * 4 + 1] = 1; // elbow
134
+ joints[i * 4 + 2] = 0;
135
+ joints[i * 4 + 3] = 0;
136
+
137
+ let w_shoulder;
138
+ if (y >= blend_hi) {
139
+ w_shoulder = 1;
140
+ } else if (y <= blend_lo) {
141
+ w_shoulder = 0;
142
+ } else {
143
+ // Linear blend across the band — full shoulder at the
144
+ // band's upper edge, full elbow at the lower edge.
145
+ w_shoulder = (y - blend_lo) / blend_width;
146
+ }
147
+
148
+ weights[i * 4 + 0] = w_shoulder;
149
+ weights[i * 4 + 1] = 1 - w_shoulder;
150
+ weights[i * 4 + 2] = 0;
151
+ weights[i * 4 + 3] = 0;
152
+ }
153
+
154
+ geo.addAttribute(Attribute.from(joints, 4, StandardAttributes.SkinningJoints));
155
+ geo.addAttribute(Attribute.from(weights, 4, StandardAttributes.SkinningWeights));
156
+
157
+ return meshlet_geometry_build_from_geometry(geo);
158
+ }
159
+
160
+ /**
161
+ * Build a 4-channel rotation track that bends the elbow around the
162
+ * scene's X axis: angle 0 → MAX_BEND_RADIANS → 0 across one cycle, with
163
+ * smoothed Hermite tangents.
164
+ *
165
+ * Quaternion period equals the visual period (unlike a full revolution,
166
+ * a hinge sweep stays well under 360°), so we can sample the same
167
+ * keyframes for every channel and the curve loops cleanly without
168
+ * needing the half-angle trick the existing rotation prototype uses.
169
+ */
170
+ function build_bend_curves(period_seconds, max_angle) {
171
+ const SAMPLES = 8;
172
+
173
+ const x_keys = [];
174
+ const y_keys = [];
175
+ const z_keys = [];
176
+ const w_keys = [];
177
+
178
+ for (let i = 0; i <= SAMPLES; i++) {
179
+ const t = (i / SAMPLES) * period_seconds;
180
+
181
+ // Triangle wave through the bend angle: 0 at t=0, peak at the
182
+ // half-cycle, back to 0 at the cycle end. A cosine would also
183
+ // work; the triangle keeps the timing predictable and lets us
184
+ // see the shape of the Hermite tangent fit.
185
+ const phase = i / SAMPLES;
186
+ const angle = phase < 0.5
187
+ ? max_angle * (phase * 2)
188
+ : max_angle * ((1 - phase) * 2);
189
+
190
+ const half = angle * 0.5;
191
+ const s = Math.sin(half);
192
+ const c = Math.cos(half);
193
+
194
+ // Rotation around X — quaternion (sin(θ/2), 0, 0, cos(θ/2)).
195
+ x_keys.push(Keyframe.from(t, s));
196
+ y_keys.push(Keyframe.from(t, 0));
197
+ z_keys.push(Keyframe.from(t, 0));
198
+ w_keys.push(Keyframe.from(t, c));
199
+ }
200
+
201
+ const x = AnimationCurve.from(x_keys);
202
+ const y = AnimationCurve.from(y_keys);
203
+ const z = AnimationCurve.from(z_keys);
204
+ const w = AnimationCurve.from(w_keys);
205
+
206
+ x.alignAllTangents();
207
+ y.alignAllTangents();
208
+ z.alignAllTangents();
209
+ w.alignAllTangents();
210
+
211
+ return { x, y, z, w };
212
+ }
213
+
214
+ /**
215
+ * Build a two-bone elbow rig: a tall box bound to a shoulder joint and
216
+ * an elbow joint, with the elbow animated to bend a forearm-shaped
217
+ * lower half around the elbow's X axis.
218
+ *
219
+ * The geometry is built once from `make_box_geometry`, with skinning
220
+ * attributes appended manually. The shoulder Node3D sits at Y=+1 (the
221
+ * top of the box) and the elbow Node3D is its child at local Y=-1
222
+ * (mid-box). At bind pose both joints' world transforms compose to
223
+ * place the elbow at the box midpoint with identity rotation, so the
224
+ * inverse-bind matrices are simple translations.
225
+ *
226
+ * Per-frame the prototype dispatches:
227
+ * 1. animation/apply — writes elbow's local rotation
228
+ * 2. transform hierarchy — composes node.global from local TRS
229
+ * 3. skin-matrix prep — joint.global × inverse_bind → skin matrices
230
+ * 4. skinning/apply (clones) — DQ-blend skinning into the cloned vertex region
231
+ *
232
+ * Rasterization in the next frame picks up the deformed clone.
233
+ *
234
+ * @param {object} args
235
+ * @param {Renderer} args.renderer
236
+ * @param {Scene} args.scene
237
+ * @param {OrbitalCameraController} args.controller
238
+ */
239
+ export function animation_prototype_skinning({ renderer, scene, controller }) {
240
+
241
+ // ── Lighting & environment ──────────────────────────────────
242
+ scene.lights.add(make_sunlight({
243
+ intensity: 3,
244
+ direction: new Vector3(-0.4, -1, -0.3),
245
+ }));
246
+
247
+ load_default_environment(scene);
248
+
249
+ // ── Ground plane ────────────────────────────────────────────
250
+ const plane_material = new StandardShadeMaterial();
251
+ plane_material.diffuse_color.parse("#b5b5b5");
252
+ plane_material.roughness_factor = 1;
253
+ plane_material.metallic_factor = 0;
254
+
255
+ const plane_transform = Transform.fromJSON({ position: { x: 0, y: -2, z: 0 } });
256
+ plane_transform.lookAt(Vector3.up);
257
+
258
+ const plane = Mesh.from(
259
+ new PlaneGeometry(20, 20, 1, 1),
260
+ plane_material,
261
+ plane_transform.matrix,
262
+ );
263
+ plane.name = "Ground";
264
+
265
+ // ── Arm geometry + material ─────────────────────────────────
266
+ const arm_material = new StandardShadeMaterial();
267
+ arm_material.diffuse_color.parse("#F2994A");
268
+ arm_material.roughness_factor = 0.5;
269
+ arm_material.metallic_factor = 0;
270
+
271
+ const arm_geometry = build_arm_geometry();
272
+
273
+ // SkinnedMesh sits at scene origin with identity transform — joints
274
+ // are at scene root level (not parented to the mesh) so their
275
+ // globals live directly in world space, matching the convention
276
+ // the inverse-bind matrices below assume.
277
+ const arm = new SkinnedMesh();
278
+ arm.geometry = arm_geometry;
279
+ arm.material = arm_material;
280
+ arm.name = "SkinnedArm";
281
+ arm.updateMatrices();
282
+
283
+ // ── Joint hierarchy ─────────────────────────────────────────
284
+ // shoulder_joint at Y=+1 (top of the box, where the upper arm
285
+ // anchors). elbow_joint as its child, with local position (0, -1, 0)
286
+ // so its world position lands at Y=0 (mid-box, where the bend
287
+ // happens). Both have identity rotation at bind — animation drives
288
+ // elbow's rotation to bend.
289
+ const shoulder_joint = new Node3D();
290
+ shoulder_joint.name = "ShoulderJoint";
291
+ shoulder_joint.transform_local.setTranslation(0, ARM_HALF_HEIGHT, 0);
292
+
293
+ const elbow_joint = new Node3D();
294
+ elbow_joint.name = "ElbowJoint";
295
+ elbow_joint.transform_local.setTranslation(0, -ARM_HALF_HEIGHT, 0);
296
+
297
+ shoulder_joint.addChild(elbow_joint);
298
+ shoulder_joint.updateMatrices();
299
+
300
+ // ── Add to scene (order is load-bearing for joint ids) ──────
301
+ // GPUSceneContext.build assigns transforms-table rows in this
302
+ // order: scene root (0), meshes (1, 2, …), then non-mesh nodes
303
+ // (joints) recursively from the InstanceBatch. The constants at
304
+ // the top of this file capture the resulting row ids.
305
+ scene.add(plane); // mesh row 1
306
+ scene.add(arm); // mesh row 2
307
+ scene.add(shoulder_joint); // non-mesh row 3 (children added via Scene.add recursion)
308
+ // → elbow_joint becomes non-mesh row 4
309
+
310
+ // ── Camera ──────────────────────────────────────────────────
311
+ {
312
+ const camera_position = new Vector3(3.5, 1.0, 4.0);
313
+ const arm_center = new Vector3(0, 0, 0);
314
+ controller.look(camera_position, arm_center);
315
+ controller.camera.near = 0.05;
316
+ controller.camera.far = 50;
317
+ }
318
+
319
+ // ── Animation manager (owned by scene context) ──────────────
320
+ const gpu_scene = renderer.scenes.obtain(scene);
321
+ const animation_manager = gpu_scene.animation_manager;
322
+
323
+ // ── Bend animation tracks (data only; clip wiring is deferred) ──
324
+ // Curves and tracks can be registered up front because they don't
325
+ // depend on the scene's transforms-table layout. The clip's
326
+ // bindings (which name target Node3D rows) need real row ids,
327
+ // which only exist after the first scene.build populates
328
+ // gpu_scene.id_mapping.
329
+ const bend = build_bend_curves(BEND_PERIOD_SECONDS, MAX_BEND_RADIANS);
330
+ const bend_x = animation_manager.add_curve(bend.x);
331
+ const bend_y = animation_manager.add_curve(bend.y);
332
+ const bend_z = animation_manager.add_curve(bend.z);
333
+ const bend_w = animation_manager.add_curve(bend.w);
334
+ const bend_track = animation_manager.add_track({
335
+ x: bend_x, y: bend_y, z: bend_z, w: bend_w,
336
+ });
337
+
338
+ // Expose for debugging from the console.
339
+ window.animation_manager = animation_manager;
340
+ window.gpu_scene = gpu_scene;
341
+ window.skinned_arm = arm;
342
+
343
+ /**
344
+ * Once-per-scene state populated on the first frame the scene
345
+ * has been built. Holds the clip id we drive each frame plus a
346
+ * sentinel so the per-frame callback knows we're ready.
347
+ */
348
+ let bend_clip = -1;
349
+ let initialised = false;
350
+
351
+ /**
352
+ * One-shot deferred setup. Resolves real Node3D row ids from
353
+ * `id_mapping` (populated by the first scene.build), registers
354
+ * the skin against those rows, and creates the clip whose
355
+ * binding targets the elbow's row. Re-running scene.build later
356
+ * doesn't change row ids for nodes that stay in place — id_mapping
357
+ * is keyed by Node3D.id which persists across rebuilds — so this
358
+ * setup is genuinely once-and-for-all under the current
359
+ * lifetime model.
360
+ */
361
+ function initialise_skinning() {
362
+ if (!gpu_scene.id_mapping.has(shoulder_joint.id)) {
363
+ // Scene hasn't been built yet — try again next frame.
364
+ return false;
365
+ }
366
+
367
+ const shoulder_row = gpu_scene.id_mapping.get(shoulder_joint.id);
368
+ const elbow_row = gpu_scene.id_mapping.get(elbow_joint.id);
369
+
370
+ console.log(`[skinning prototype] joint rows: shoulder=${shoulder_row}, elbow=${elbow_row}, instance_count=${gpu_scene.scene.instance_count}`);
371
+
372
+ // Two joints. inverse-bind matrices are the inverse of each
373
+ // joint's bind-pose world transform:
374
+ // shoulder.bind_global = translate(0, +1, 0) → inverse = translate(0, -1, 0)
375
+ // elbow.bind_global = identity → inverse = identity
376
+ // Elbow's bind_global is identity because the chain composes
377
+ // translate(0, +1, 0) × translate(0, -1, 0) = identity at bind.
378
+ // No mesh-world factor is needed on the skin — the rasterizer
379
+ // re-applies the arm's transform_global to the skinned vertex
380
+ // via the standard mesh transform path.
381
+ const skin_id = animation_manager.add_skin({
382
+ joints: [
383
+ {
384
+ node: shoulder_row,
385
+ inverse_bind: translate_mat4(0, -ARM_HALF_HEIGHT, 0),
386
+ },
387
+ {
388
+ node: elbow_row,
389
+ inverse_bind: identity_mat4(),
390
+ },
391
+ ],
392
+ });
393
+ // scene.build already ran, but the binding hadn't been
394
+ // registered (no skin was assigned at that point). Bind the
395
+ // mesh to the freshly-added skin now — bind() is idempotent
396
+ // and reuses the cached clone the build allocated.
397
+ gpu_scene.skinning.bind(arm, skin_id);
398
+
399
+ // One clip with one bound track — the rotation channel of the
400
+ // elbow joint, addressed by its real (looked-up) transforms-
401
+ // table row.
402
+ bend_clip = animation_manager.add_clip({
403
+ time: 0,
404
+ bindings: [
405
+ {
406
+ track: bend_track,
407
+ instance: elbow_row,
408
+ property: Node3DProperty.Rotation,
409
+ },
410
+ ],
411
+ });
412
+
413
+ initialised = true;
414
+ return true;
415
+ }
416
+
417
+ // ── Per-frame: animation + skinning dispatch ────────────────
418
+ //
419
+ // Same one-frame-lag pattern as the other prototypes: we hook
420
+ // `onFrameFinished`, write into the scene/animation databases, and
421
+ // let the next frame's rasterization read the deformed cache.
422
+ const start_time_ms = performance.now();
423
+
424
+ renderer.onFrameFinished.add(() => {
425
+ const scene_database_buffer = gpu_scene.scene_database_buffer;
426
+ if (scene_database_buffer === undefined) {
427
+ // Scene hasn't been built yet.
428
+ return;
429
+ }
430
+
431
+ if (!initialised) {
432
+ // First time we see a built scene — resolve real Node3D row
433
+ // ids for the joints, register the skin + clip against
434
+ // them, then fall through to the regular per-frame path.
435
+ if (!initialise_skinning()) return;
436
+ }
437
+
438
+ const elapsed_s = (performance.now() - start_time_ms) * 1e-3;
439
+ const clip_time = elapsed_s % BEND_PERIOD_SECONDS;
440
+
441
+ animation_manager.set_time(bend_clip, clip_time);
442
+
443
+ // Throttled diagnostic — logs once per second across the whole
444
+ // pipeline to bisect the static-bend bug. The log line follows
445
+ // the data flow:
446
+ // clip_time → cpu_shadow.time → gpu.time → elbow.local_rotation
447
+ // → elbow.global → skin_matrices[1]
448
+ // (the skin matrix prep writes [shoulder, elbow] at offsets 0/1).
449
+ // The first stage that stops varying frame-to-frame is the one
450
+ // dropping the update.
451
+ //
452
+ // All readbacks are async — they snapshot the buffer state at
453
+ // the time the readback is queued. Note the previously-observed
454
+ // 1-frame lag on gpu.time vs cpu_shadow.time: readbacks are
455
+ // queued before this frame's animation_manager.update runs, so
456
+ // they see the previous frame's flushed values. Same lag applies
457
+ // to the elbow_local / elbow_global / skin_matrix readbacks.
458
+ if (Math.floor(elapsed_s) !== Math.floor(elapsed_s - 0.016)) {
459
+ const cpu_clip = animation_manager.database.get('animation_clips').get(bend_clip);
460
+ const elapsed_snapshot = elapsed_s;
461
+ const clip_time_snapshot = clip_time;
462
+ const elbow_row_snapshot = gpu_scene.id_mapping.get(elbow_joint.id);
463
+
464
+ // Bundle all readbacks in parallel so the throttled log lands
465
+ // as one line.
466
+ const p_clip = animation_manager.database.debug_table_read_element('animation_clips', bend_clip);
467
+ const p_elbow = gpu_scene.scene_database.debug_table_read_element('transforms', elbow_row_snapshot);
468
+
469
+ // skin_matrices is a flat scratch buffer (not a GPUDatabase
470
+ // table), so use inspect_gpu_buffer_typed directly. Read both
471
+ // matrices: skin[0] (shoulder × inv_bind, expected identity)
472
+ // serves as a known-good cross-reference for skin[1] (elbow ×
473
+ // inv_bind, the one that should track the bend).
474
+ const skin_matrices_buffer = animation_manager.skin_matrices_buffer;
475
+ const p_skin = skin_matrices_buffer === null
476
+ ? Promise.resolve(null)
477
+ : inspect_gpu_buffer_typed({
478
+ buffer: skin_matrices_buffer,
479
+ device: renderer.device,
480
+ type: mat4x4f,
481
+ offset: 0,
482
+ count: 2,
483
+ });
484
+
485
+ // Float32Array.map returns Float32Array (coerces toFixed
486
+ // strings → NaN), so spread to plain Array before formatting.
487
+ const fmt_arr = (a, decimals) => `(${[...a].map(v => v.toFixed(decimals)).join(',')})`;
488
+
489
+ // Capture the values from this frame's pre-flush state for
490
+ // logging — skin_prep_dispatch_groups gates the skin_matrix_prep
491
+ // dispatch later in this frame, so it tells us if the prep ran
492
+ // at all.
493
+ const skin_prep_groups_snapshot = animation_manager.database
494
+ .get('animation_skin_joint_blocks')
495
+ .dispatch_group_count(SKIN_MATRIX_PREP_WORKGROUP_SIZE);
496
+
497
+ Promise.all([p_clip, p_elbow, p_skin]).then(([gpu_clip, gpu_elbow, gpu_skin]) => {
498
+ const gpu_time = gpu_clip?.time?.toFixed(3) ?? 'undef';
499
+ const elbow_rot = gpu_elbow?.local_rotation
500
+ ? fmt_arr(gpu_elbow.local_rotation, 3)
501
+ : 'undef';
502
+ // Show ALL columns of the rotation 3x3 — col0 is invariant
503
+ // for an X-axis rotation (X stays X), so col1/col2 carry
504
+ // the actual rotation signal. Translation in col3.xyz.
505
+ const elbow_global = gpu_elbow?.global
506
+ ? `c0=${fmt_arr(gpu_elbow.global.slice(0, 3), 2)} c1=${fmt_arr(gpu_elbow.global.slice(4, 7), 2)} c2=${fmt_arr(gpu_elbow.global.slice(8, 11), 2)} t=${fmt_arr(gpu_elbow.global.slice(12, 15), 2)}`
507
+ : 'undef';
508
+ const fmt_mat = (m) => `c0=${fmt_arr(m.slice(0, 3), 2)} c1=${fmt_arr(m.slice(4, 7), 2)} c2=${fmt_arr(m.slice(8, 11), 2)} t=${fmt_arr(m.slice(12, 15), 2)}`;
509
+ const skin0 = gpu_skin && gpu_skin[0] ? fmt_mat(gpu_skin[0]) : 'undef';
510
+ const skin1 = gpu_skin && gpu_skin[1] ? fmt_mat(gpu_skin[1]) : 'undef';
511
+ console.log(
512
+ `[skin] elapsed=${elapsed_snapshot.toFixed(2)}s ` +
513
+ `clip_time=${clip_time_snapshot.toFixed(3)} ` +
514
+ `cpu=${cpu_clip.time.toFixed(3)} ` +
515
+ `gpu=${gpu_time} ` +
516
+ `prep_groups=${skin_prep_groups_snapshot} ` +
517
+ `elbow.rot=${elbow_rot}\n` +
518
+ ` elbow.global ${elbow_global}\n` +
519
+ ` skin[0] ${skin0}\n` +
520
+ ` skin[1] ${skin1}`
521
+ );
522
+ });
523
+ }
524
+
525
+ const apply_dispatch_groups = animation_manager.database
526
+ .get('animation_bound_track_groups')
527
+ .dispatch_group_count(ANIMATION_APPLY_WORKGROUP_SIZE);
528
+ if (apply_dispatch_groups === 0) {
529
+ return;
530
+ }
531
+
532
+ const skin_prep_dispatch_groups = animation_manager.database
533
+ .get('animation_skin_joint_blocks')
534
+ .dispatch_group_count(SKIN_MATRIX_PREP_WORKGROUP_SIZE);
535
+
536
+ // Size the pose accumulator to cover every allocated row of
537
+ // the transforms table — apply writes by absolute row index,
538
+ // resolve iterates the table via page iterator.
539
+ const transforms_table = gpu_scene.scene_database.get('transforms');
540
+ const resolve_dispatch_groups = transforms_table.dispatch_group_count(
541
+ ANIMATION_POSE_RESOLVE_WORKGROUP_SIZE
542
+ );
543
+ const pose_accumulator_rows = transforms_table.dispatch_page_count
544
+ * transforms_table.descriptor.elements_per_page;
545
+ animation_manager.ensure_pose_accumulator_capacity(pose_accumulator_rows);
546
+
547
+ const cmd = ShadeGPUCommandContext.create(
548
+ renderer.graphics,
549
+ "AnimationPrototypeSkinning/Tick"
550
+ );
551
+
552
+ // Animation database flush picks up the per-frame `set_time`
553
+ // write. (The scene-context update path also flushes earlier in
554
+ // the frame; this second flush is the one that catches the
555
+ // post-render clip-time advance.)
556
+ animation_manager.update(cmd);
557
+
558
+ const graph = new FrameGraph("AnimationPrototypeSkinning/Tick");
559
+
560
+ // ── Imported existing resources ────────────────────────
561
+ const gr_animation_database = graph_import_buffer(
562
+ graph, animation_manager.database.buffer, "animation_database"
563
+ );
564
+ const gr_scene_database = graph_import_buffer(
565
+ graph, scene_database_buffer, "scene_database"
566
+ );
567
+ const gr_materials = graph_import_buffer(
568
+ graph, gpu_scene.materials.metadata_table.buffer, "materials"
569
+ );
570
+ const gr_pose_accumulator = graph_import_buffer(
571
+ graph, animation_manager.pose_accumulator_buffer, "pose_accumulator"
572
+ );
573
+
574
+ // ── Pass 1: animation apply ───────────────────────────
575
+ // Atomic-adds elbow's bend contribution into the pose
576
+ // accumulator (one bound track → one rotation entry on the
577
+ // elbow row).
578
+ const apply_data = {};
579
+ const apply_pass = graph.add("animation/apply", apply_data, (data, resources, ctx) => {
580
+ shader_animation_apply.dispatch({
581
+ encoder: ctx.encoder,
582
+ group_count_x: apply_dispatch_groups,
583
+ bindings: {
584
+ animation_database: resources.get(data.animation_database),
585
+ pose_accumulator: resources.get(data.pose_accumulator),
586
+ materials: resources.get(data.materials),
587
+ },
588
+ });
589
+ });
590
+
591
+ apply_data.animation_database = apply_pass.read(gr_animation_database);
592
+ apply_data.materials = apply_pass.write(apply_pass.read(gr_materials));
593
+ apply_data.pose_accumulator = apply_pass.write(apply_pass.read(gr_pose_accumulator));
594
+
595
+ // ── Pass 2: pose resolve ──────────────────────────────
596
+ // Drains the accumulator into transforms_table.local_*,
597
+ // normalizes rotation, zeros the slot for next frame.
598
+ const resolve_data = {};
599
+ const resolve_pass = graph.add("animation/pose_resolve", resolve_data, (data, resources, ctx) => {
600
+ if (resolve_dispatch_groups === 0) {
601
+ return;
602
+ }
603
+ shader_animation_pose_resolve.dispatch({
604
+ encoder: ctx.encoder,
605
+ group_count_x: resolve_dispatch_groups,
606
+ bindings: {
607
+ scene_database: resources.get(data.scene_database),
608
+ pose_accumulator: resources.get(data.pose_accumulator),
609
+ },
610
+ });
611
+ });
612
+
613
+ resolve_data.scene_database = resolve_pass.write(resolve_pass.read(gr_scene_database));
614
+ resolve_data.pose_accumulator = resolve_pass.write(resolve_pass.read(apply_data.pose_accumulator));
615
+
616
+ // ── Pass 3: propagate node.local → node.global ─────────
617
+ // Composes elbow_joint.global from its parent's global × its
618
+ // newly-resolved local matrix. The skin-matrix-prep pass below
619
+ // reads these globals.
620
+ graph_scene_update_transform_hierarchy({
621
+ graph,
622
+ scene: gpu_scene,
623
+ scene_database: resolve_data.scene_database,
624
+ });
625
+
626
+ cmd.encodeGraph(graph);
627
+
628
+ // ── Pass 4: skin-matrix prep ──────────────────────────
629
+ // Reads each registered joint's `node.global` from the scene
630
+ // database (now post-hierarchy-update) and writes
631
+ // `node.global × inverse_bind` into the skin-matrices scratch
632
+ // buffer the skinning pass will read. The manager handles
633
+ // the ping-pong with last-frame's matrices (used by the
634
+ // velocity post-pass).
635
+ animation_manager.dispatch_skin_matrix_prep(cmd);
636
+
637
+ // ── Pass 5: skinning apply (deform clone vertex regions) ─
638
+ // Pulls the binding table + dispatch lookup the skinning
639
+ // context owns, dispatches one workgroup per (binding, meshlet)
640
+ // pair, deforms positions/normals/tangents into the clones via
641
+ // dual-quaternion blending. Idempotent / no-op if no
642
+ // SkinnedMesh has been registered.
643
+ gpu_scene.skinning.update(cmd);
644
+
645
+ cmd.finish();
646
+ });
647
+ }