@woosh/meep-engine 3.11.2 → 3.12.0

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 (551) hide show
  1. package/README.md +14 -18
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/SelectionVisualizer.js +127 -127
  4. package/editor/entity_world_bounds.js +27 -27
  5. package/editor/particles/rebuildParticleEmitter.js +31 -31
  6. package/editor/process/SymbolicDisplayProcess.js +1 -1
  7. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  8. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  9. package/editor/prototypeEditorShell.js +156 -156
  10. package/editor/selection/editor_pick.js +130 -130
  11. package/editor/selection/screen_rect_frustum.js +119 -119
  12. package/editor/tools/v2/TransformControls.js +971 -971
  13. package/package.json +1 -1
  14. package/src/engine/Engine.d.ts +3 -3
  15. package/src/engine/Engine.d.ts.map +1 -1
  16. package/src/engine/Engine.js +726 -726
  17. package/src/engine/EngineHarness.d.ts +1 -1
  18. package/src/engine/EngineHarness.js +590 -590
  19. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  21. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  23. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  24. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  25. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  26. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  27. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  29. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  30. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  31. package/src/engine/graphics/ecs/water/Water.js +104 -104
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  33. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  36. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  38. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  39. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  40. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  41. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  42. package/src/engine/graphics3/AnimationSystem.js +352 -0
  43. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  44. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  45. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  46. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  47. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  48. package/src/engine/graphics3/CameraSystem.js +170 -0
  49. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  50. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  51. package/src/engine/graphics3/CameraSystem3.js +6 -166
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  53. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  54. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  56. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  57. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  58. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  59. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  60. package/src/engine/graphics3/DecalSystem.js +441 -0
  61. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  62. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  63. package/src/engine/graphics3/DecalSystem3.js +6 -437
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  65. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  66. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  68. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  69. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  70. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  71. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  72. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  74. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  75. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  76. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  77. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  78. package/src/engine/graphics3/HighlightSystem.js +241 -0
  79. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  80. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  81. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  82. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  83. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  84. package/src/engine/graphics3/LightSystem.js +211 -0
  85. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  86. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  87. package/src/engine/graphics3/LightSystem3.js +6 -207
  88. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  89. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  90. package/src/engine/graphics3/MeshSystem.js +647 -0
  91. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  92. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  93. package/src/engine/graphics3/MeshSystem3.js +6 -642
  94. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  95. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  101. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  106. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  107. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  109. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  110. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  112. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  113. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  114. package/src/engine/graphics3/Pickable.d.ts +1 -1
  115. package/src/engine/graphics3/Pickable.js +65 -65
  116. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  117. package/src/engine/graphics3/PickingQuery.js +48 -48
  118. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  119. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  120. package/src/engine/graphics3/PickingSystem.js +273 -0
  121. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  122. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  123. package/src/engine/graphics3/PickingSystem3.js +6 -269
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  128. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  129. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  130. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  131. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  132. package/src/engine/graphics3/TerrainSystem.js +566 -0
  133. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  134. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  135. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  138. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  140. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  141. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  142. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  143. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  144. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  146. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  147. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  148. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  149. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  155. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  156. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  157. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  158. package/src/engine/graphics3/WaterSystem.js +293 -0
  159. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  160. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  161. package/src/engine/graphics3/WaterSystem3.js +6 -289
  162. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  163. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  164. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  165. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  166. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  167. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  169. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  172. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  175. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  177. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  178. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  180. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  182. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  183. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  184. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  185. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  186. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  187. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  188. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts +16 -2
  189. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts.map +1 -1
  190. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +28 -4
  191. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +1 -1
  192. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  193. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +5 -2
  194. package/src/shade/device/IMMEDIATE_DATA_PLAN_2026_08_28.md +564 -451
  195. package/src/shade/device/ShadeGPUCommandContext.d.ts +18 -2
  196. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  197. package/src/shade/device/ShadeGPUCommandContext.js +994 -940
  198. package/src/shade/device/immediate_data_supported.d.ts +33 -0
  199. package/src/shade/device/immediate_data_supported.d.ts.map +1 -0
  200. package/src/shade/device/immediate_data_supported.js +53 -0
  201. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts +18 -0
  202. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts.map +1 -1
  203. package/src/shade/device/mock/SoftwareGPUCommandEncoder.js +24 -0
  204. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts +7 -0
  205. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts.map +1 -1
  206. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.js +49 -1
  207. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  208. package/src/shade/device/mock/SoftwareGPUDevice.js +20 -2
  209. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts +65 -0
  210. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts.map +1 -0
  211. package/src/shade/device/mock/SoftwareGPUImmediateData.js +160 -0
  212. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts +7 -0
  213. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts.map +1 -1
  214. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.js +50 -0
  215. package/src/shade/device/mock/pipeline_immediate_size.d.ts +11 -0
  216. package/src/shade/device/mock/pipeline_immediate_size.d.ts.map +1 -0
  217. package/src/shade/device/mock/pipeline_immediate_size.js +18 -0
  218. package/src/shade/device/pipeline/PipelineLayoutManager.d.ts.map +1 -1
  219. package/src/shade/device/pipeline/PipelineLayoutManager.js +1 -0
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  223. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  224. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  225. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  226. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  227. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  228. package/src/shade/renderer/GraphicsContext.d.ts +9 -2
  229. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  230. package/src/shade/renderer/GraphicsContext.js +13 -1
  231. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  234. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  236. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  238. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  239. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  240. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  241. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  249. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  251. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  253. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  254. package/src/shade/renderer/atmosphere/GPUSky.js +145 -142
  255. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +34 -0
  256. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -0
  257. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +36 -0
  258. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +20 -0
  259. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -0
  260. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +25 -0
  261. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +14 -1
  262. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  263. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +163 -177
  264. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts +20 -0
  265. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts.map +1 -0
  266. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.js +46 -0
  267. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +11 -1
  268. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
  269. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +57 -27
  270. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +19 -1
  271. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
  272. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +69 -33
  273. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +13 -0
  274. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
  275. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +35 -35
  276. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts +13 -0
  277. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts.map +1 -0
  278. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.js +38 -0
  279. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts +17 -0
  280. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts.map +1 -0
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  492. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  493. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +1 -0
  494. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts +21 -0
  495. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts.map +1 -0
  496. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.js +21 -0
  497. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts +59 -1
  498. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  499. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +195 -2
  500. package/src/shade/renderer/shader/type/type_has_arrays.d.ts +14 -0
  501. package/src/shade/renderer/shader/type/type_has_arrays.d.ts.map +1 -0
  502. package/src/shade/renderer/shader/type/type_has_arrays.js +33 -0
  503. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  504. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  505. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  506. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  507. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  508. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  509. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  510. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  511. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  512. package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +1 -1
  513. package/src/shade/renderer/view/GPUViewSkyContext.js +169 -173
  514. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  515. package/src/shade/renderer/volumetrics/NOTES.md +238 -0
  516. package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js +145 -145
  517. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts.map +1 -1
  518. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js +38 -15
  519. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +14 -2
  520. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  521. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +591 -577
  522. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +17 -0
  523. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  524. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +20 -2
  525. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  526. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +29 -18
  527. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +260 -260
  528. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +53 -3
  529. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -1
  530. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +175 -59
  531. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  532. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  533. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  534. package/src/shade/renderer/water/shader_water.js +246 -246
  535. package/src/shade/vitest.setup.mjs +1 -1
  536. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  537. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
  538. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  539. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1325 -1297
  540. package/src/view/minimap/Minimap.d.ts +2 -2
  541. package/src/view/minimap/Minimap.d.ts.map +1 -1
  542. package/src/view/minimap/Minimap.js +225 -225
  543. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  544. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  545. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  546. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  547. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  548. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
  549. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts +0 -2
  550. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts.map +0 -1
  551. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.js +0 -1
@@ -2,7 +2,7 @@ export default Water;
2
2
  /**
3
3
  * A body of water flooding the level, as authored data and nothing else.
4
4
  *
5
- * The component holds no renderer state: `WaterSystem3` reads these values every frame onto the
5
+ * The component holds no renderer state: `WaterSystem` reads these values every frame onto the
6
6
  * surface its pass draws, which is why an edit needs no notification to be picked up.
7
7
  */
8
8
  declare class Water {
@@ -1,104 +1,104 @@
1
- import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
2
- import { Color } from "../../../../core/color/Color.js";
3
- import Vector1 from "../../../../core/geom/Vector1.js";
4
- import { NumericInterval } from "../../../../core/math/interval/NumericInterval.js";
5
- import { WATER_SIZE } from "./WATER_SIZE.js";
6
-
7
- /**
8
- * A body of water flooding the level, as authored data and nothing else.
9
- *
10
- * The component holds no renderer state: `WaterSystem3` reads these values every frame onto the
11
- * surface its pass draws, which is why an edit needs no notification to be picked up.
12
- */
13
- class Water {
14
- level = new Vector1(0);
15
- /**
16
- *
17
- * @type {Color}
18
- */
19
- color = new Color(0, 0.3, 0.5);
20
-
21
-
22
- /**
23
- * Defines what is considered as shore as well as how long is the transition between shore and deep water
24
- * @type {NumericInterval}
25
- */
26
- shoreDepthTransition = new NumericInterval(0.7, 2);
27
-
28
-
29
- /**
30
- * Color of the water at the shore
31
- * @type {Color}
32
- */
33
- shoreColor = new Color(0.584, 0.792, 0.850);
34
-
35
- /**
36
- *
37
- * @type {Vector1}
38
- */
39
- waveSpeed = new Vector1(1.8);
40
-
41
- /**
42
- *
43
- * @type {Vector1}
44
- */
45
- waveAmplitude = new Vector1(0.3);
46
-
47
- /**
48
- *
49
- * @type {Vector1}
50
- */
51
- waveFrequency = new Vector1(1);
52
-
53
- /**
54
- * Scattering of light, the higher this value is - the more opaque water will become
55
- * @type {Vector1}
56
- */
57
- scattering = new Vector1(1.2);
58
-
59
- bvh = new BvhClient();
60
-
61
- constructor(options) {
62
-
63
- if (options !== undefined) {
64
- console.error('Constructor options are deprecated');
65
- this.fromJSON(options);
66
- }
67
- }
68
-
69
- updateBounds() {
70
- const width = WATER_SIZE;
71
- const height = WATER_SIZE;
72
-
73
- const level = this.level.getValue();
74
-
75
- this.bvh.resize(
76
- -width / 4,
77
- level,
78
- -height / 4,
79
- width * (3 / 4),
80
- level,
81
- height * (3 / 4)
82
- );
83
- }
84
-
85
- fromJSON(json) {
86
- if (typeof json.level === 'number') {
87
- this.level.fromJSON(json.level);
88
- }
89
- if (typeof json.color === 'object') {
90
- this.color.fromJSON(json.color);
91
- }
92
- }
93
-
94
- toJSON() {
95
- return {
96
- level: this.level.toJSON(),
97
- color: this.color.toJSON()
98
- };
99
- }
100
- }
101
-
102
- Water.typeName = "Water";
103
-
104
- export default Water;
1
+ import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
2
+ import { Color } from "../../../../core/color/Color.js";
3
+ import Vector1 from "../../../../core/geom/Vector1.js";
4
+ import { NumericInterval } from "../../../../core/math/interval/NumericInterval.js";
5
+ import { WATER_SIZE } from "./WATER_SIZE.js";
6
+
7
+ /**
8
+ * A body of water flooding the level, as authored data and nothing else.
9
+ *
10
+ * The component holds no renderer state: `WaterSystem` reads these values every frame onto the
11
+ * surface its pass draws, which is why an edit needs no notification to be picked up.
12
+ */
13
+ class Water {
14
+ level = new Vector1(0);
15
+ /**
16
+ *
17
+ * @type {Color}
18
+ */
19
+ color = new Color(0, 0.3, 0.5);
20
+
21
+
22
+ /**
23
+ * Defines what is considered as shore as well as how long is the transition between shore and deep water
24
+ * @type {NumericInterval}
25
+ */
26
+ shoreDepthTransition = new NumericInterval(0.7, 2);
27
+
28
+
29
+ /**
30
+ * Color of the water at the shore
31
+ * @type {Color}
32
+ */
33
+ shoreColor = new Color(0.584, 0.792, 0.850);
34
+
35
+ /**
36
+ *
37
+ * @type {Vector1}
38
+ */
39
+ waveSpeed = new Vector1(1.8);
40
+
41
+ /**
42
+ *
43
+ * @type {Vector1}
44
+ */
45
+ waveAmplitude = new Vector1(0.3);
46
+
47
+ /**
48
+ *
49
+ * @type {Vector1}
50
+ */
51
+ waveFrequency = new Vector1(1);
52
+
53
+ /**
54
+ * Scattering of light, the higher this value is - the more opaque water will become
55
+ * @type {Vector1}
56
+ */
57
+ scattering = new Vector1(1.2);
58
+
59
+ bvh = new BvhClient();
60
+
61
+ constructor(options) {
62
+
63
+ if (options !== undefined) {
64
+ console.error('Constructor options are deprecated');
65
+ this.fromJSON(options);
66
+ }
67
+ }
68
+
69
+ updateBounds() {
70
+ const width = WATER_SIZE;
71
+ const height = WATER_SIZE;
72
+
73
+ const level = this.level.getValue();
74
+
75
+ this.bvh.resize(
76
+ -width / 4,
77
+ level,
78
+ -height / 4,
79
+ width * (3 / 4),
80
+ level,
81
+ height * (3 / 4)
82
+ );
83
+ }
84
+
85
+ fromJSON(json) {
86
+ if (typeof json.level === 'number') {
87
+ this.level.fromJSON(json.level);
88
+ }
89
+ if (typeof json.color === 'object') {
90
+ this.color.fromJSON(json.color);
91
+ }
92
+ }
93
+
94
+ toJSON() {
95
+ return {
96
+ level: this.level.toJSON(),
97
+ color: this.color.toJSON()
98
+ };
99
+ }
100
+ }
101
+
102
+ Water.typeName = "Water";
103
+
104
+ export default Water;
@@ -227,7 +227,7 @@ export class ParticleEmitter {
227
227
  * The pool and the parameter tracks are what `build` produces, so dropping them has to drop
228
228
  * the flags that say they exist as well - a disposed emitter that still reads as `Built` gets
229
229
  * written into by whoever picks it up next, and the pool it writes into has no attributes left.
230
- * {@link ParticleEmitterSystem3#rebuild} clears the same pair before building again.
230
+ * {@link ParticleEmitterSystem#rebuild} clears the same pair before building again.
231
231
  */
232
232
  dispose(): void;
233
233
  #private;
@@ -1111,7 +1111,7 @@ export class ParticleEmitter {
1111
1111
  * The pool and the parameter tracks are what `build` produces, so dropping them has to drop
1112
1112
  * the flags that say they exist as well - a disposed emitter that still reads as `Built` gets
1113
1113
  * written into by whoever picks it up next, and the pool it writes into has no attributes left.
1114
- * {@link ParticleEmitterSystem3#rebuild} clears the same pair before building again.
1114
+ * {@link ParticleEmitterSystem#rebuild} clears the same pair before building again.
1115
1115
  */
1116
1116
  dispose() {
1117
1117
  if (this.particles !== null) {
@@ -0,0 +1,65 @@
1
+ /**
2
+ * Drives every entity's {@link AnimationGraphController}: runs its clock, and tells the renderer
3
+ * what its clips weigh and where they are playing.
4
+ *
5
+ * **It is the CPU that plays the animation and the GPU that draws it.** Shade can advance a clip
6
+ * itself, and this never asks it to — `AnimationClipFlags.Playing` is left clear and every audible
7
+ * clip's time is written down each frame from the controller's own clock. That is I-4: the pose
8
+ * gameplay reads (sockets, effect anchors, projectile spawns) and the pose on the screen have to be
9
+ * the same pose, and they cannot be if two clocks are running.
10
+ *
11
+ * **Nothing here is culled.** The legacy system skipped entities smaller than 32 px², which let
12
+ * camera framing decide whether a footstep effect or an ability release ever happened. The clock and
13
+ * its notifications are gameplay and run for every entity whose model has arrived; what may be
14
+ * culled is drawing, and drawing is Shade's to cull.
15
+ */
16
+ export class AnimationGraphSystem extends System<any> {
17
+ /**
18
+ * @param {GraphicsEngine} graphics
19
+ * @param {MeshSystem} meshes
20
+ */
21
+ constructor(graphics: GraphicsEngine, meshes: MeshSystem);
22
+ dependencies: (typeof SGMesh | typeof AnimationGraphController)[];
23
+ /**
24
+ * @param {AnimationGraphController} controller
25
+ * @param {SGMesh} model
26
+ * @param {number} entity
27
+ */
28
+ link(controller: AnimationGraphController, model: SGMesh, entity: number): void;
29
+ /**
30
+ * What the entity's model is playing, in the form the CPU pose evaluator takes: one entry per
31
+ * clip **this graph names**, at the weight and the time the renderer has been given.
32
+ *
33
+ * **The clips the graph does not name are not here, because they are not registered** (D37).
34
+ * The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
35
+ * all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
36
+ * leaving them at rest. The answer is not to hand those clips to the evaluator so it can make
37
+ * the same mistake; it is not to bind them. What the graph never names, nothing plays, and the
38
+ * joints it alone would have driven stay where the model rests.
39
+ *
40
+ * A clip the graph names but is not currently playing **is** here, at weight zero, because it is
41
+ * bound and the accumulator does see it.
42
+ *
43
+ * The entries are this system's own and are rewritten by the next call, which is what keeps a
44
+ * query on a per-frame path from allocating.
45
+ *
46
+ * @param {PosePlayback[]} target appended to
47
+ * @param {number} entity
48
+ * @returns {boolean} whether this system is driving the entity — `false` for one with no
49
+ * {@link AnimationGraphController}, and for one whose model has not arrived
50
+ */
51
+ write_pose_playbacks(target: PosePlayback[], entity: number): boolean;
52
+ /**
53
+ * @param {AnimationGraphController} controller
54
+ * @param {SGMesh} model
55
+ * @param {number} entity
56
+ */
57
+ unlink(controller: AnimationGraphController, model: SGMesh, entity: number): void;
58
+ shutdown(entityManager: any): Promise<void>;
59
+ #private;
60
+ }
61
+ import { System } from "../ecs/System.js";
62
+ import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
63
+ import { AnimationGraphController } from "./animation/AnimationGraphController.js";
64
+ import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
65
+ //# sourceMappingURL=AnimationGraphSystem.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AnimationGraphSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/AnimationGraphSystem.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;GAcG;AACH;IAmBI;;;OAGG;IACH,0DAUC;IADG,kEAAsD;IAG1D;;;;OAIG;IACH,iBAJW,wBAAwB,SACxB,MAAM,UACN,MAAM,QAahB;IAED;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,6BALW,YAAY,EAAE,UACd,MAAM,GACJ,OAAO,CA+CnB;IAED;;;;OAIG;IACH,mBAJW,wBAAwB,SACxB,MAAM,UACN,MAAM,QAYhB;IAED,4CAQC;;CA4JJ;uBAtUsB,kBAAkB;uBAClB,6CAA6C;yCAC3B,yCAAyC;6BAHrD,qDAAqD"}
@@ -0,0 +1,329 @@
1
+ import { assert } from "../../core/assert.js";
2
+ import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
3
+ import { System } from "../ecs/System.js";
4
+ import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
5
+ import { AnimationGraphController } from "./animation/AnimationGraphController.js";
6
+ import { write_graph_playback } from "./animation/write_graph_playback.js";
7
+ import {
8
+ register_instance_clips,
9
+ unregister_instance_clips
10
+ } from "./register_instance_animation.js";
11
+
12
+ /**
13
+ * Drives every entity's {@link AnimationGraphController}: runs its clock, and tells the renderer
14
+ * what its clips weigh and where they are playing.
15
+ *
16
+ * **It is the CPU that plays the animation and the GPU that draws it.** Shade can advance a clip
17
+ * itself, and this never asks it to — `AnimationClipFlags.Playing` is left clear and every audible
18
+ * clip's time is written down each frame from the controller's own clock. That is I-4: the pose
19
+ * gameplay reads (sockets, effect anchors, projectile spawns) and the pose on the screen have to be
20
+ * the same pose, and they cannot be if two clocks are running.
21
+ *
22
+ * **Nothing here is culled.** The legacy system skipped entities smaller than 32 px², which let
23
+ * camera framing decide whether a footstep effect or an ability release ever happened. The clock and
24
+ * its notifications are gameplay and run for every entity whose model has arrived; what may be
25
+ * culled is drawing, and drawing is Shade's to cull.
26
+ */
27
+ export class AnimationGraphSystem extends System {
28
+ /**
29
+ * @type {GraphicsEngine}
30
+ */
31
+ #graphics;
32
+
33
+ /**
34
+ * The system that owns the scene, the model instances, and the ids the animation manager issued
35
+ * for them.
36
+ *
37
+ * @type {MeshSystem}
38
+ */
39
+ #meshes;
40
+
41
+ /**
42
+ * @type {Map<number, {controller: AnimationGraphController, instance: SceneBundleInstance|null, clip_registration: InstanceClipRegistration|null, slots: Int32Array, played_slots: Int32Array, clip_ids: Int32Array, weights: Float32Array, poses: PosePlayback[]}>}
43
+ */
44
+ #entries = new Map();
45
+
46
+ /**
47
+ * @param {GraphicsEngine} graphics
48
+ * @param {MeshSystem} meshes
49
+ */
50
+ constructor(graphics, meshes) {
51
+ super();
52
+
53
+ assert.defined(graphics, 'graphics');
54
+ assert.defined(meshes, 'meshes');
55
+
56
+ this.#graphics = graphics;
57
+ this.#meshes = meshes;
58
+
59
+ this.dependencies = [AnimationGraphController, SGMesh];
60
+ }
61
+
62
+ /**
63
+ * @param {AnimationGraphController} controller
64
+ * @param {SGMesh} model
65
+ * @param {number} entity
66
+ */
67
+ link(controller, model, entity) {
68
+ this.#entries.set(entity, {
69
+ controller,
70
+ instance: null,
71
+ clip_registration: null,
72
+ slots: new Int32Array(0),
73
+ played_slots: new Int32Array(0),
74
+ clip_ids: new Int32Array(0),
75
+ weights: new Float32Array(0),
76
+ poses: []
77
+ });
78
+ }
79
+
80
+ /**
81
+ * What the entity's model is playing, in the form the CPU pose evaluator takes: one entry per
82
+ * clip **this graph names**, at the weight and the time the renderer has been given.
83
+ *
84
+ * **The clips the graph does not name are not here, because they are not registered** (D37).
85
+ * The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
86
+ * all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
87
+ * leaving them at rest. The answer is not to hand those clips to the evaluator so it can make
88
+ * the same mistake; it is not to bind them. What the graph never names, nothing plays, and the
89
+ * joints it alone would have driven stay where the model rests.
90
+ *
91
+ * A clip the graph names but is not currently playing **is** here, at weight zero, because it is
92
+ * bound and the accumulator does see it.
93
+ *
94
+ * The entries are this system's own and are rewritten by the next call, which is what keeps a
95
+ * query on a per-frame path from allocating.
96
+ *
97
+ * @param {PosePlayback[]} target appended to
98
+ * @param {number} entity
99
+ * @returns {boolean} whether this system is driving the entity — `false` for one with no
100
+ * {@link AnimationGraphController}, and for one whose model has not arrived
101
+ */
102
+ write_pose_playbacks(target, entity) {
103
+ const entry = this.#entries.get(entity);
104
+
105
+ if (entry === undefined || entry.instance === null) {
106
+ return false;
107
+ }
108
+
109
+ const clips = entry.instance.clips;
110
+ const poses = entry.poses;
111
+ const played = entry.played_slots;
112
+
113
+ for (let i = 0; i < played.length; i++) {
114
+ const slot = played[i];
115
+ const pose = poses[slot];
116
+
117
+ pose.clip = clips[slot];
118
+ pose.weight = 0;
119
+ pose.time = 0;
120
+ }
121
+
122
+ const controller = entry.controller;
123
+ const slots = entry.slots;
124
+ const weights = controller.blendState.weights;
125
+
126
+ for (let i = 0; i < slots.length; i++) {
127
+ const pose = poses[slots[i]];
128
+ const weight = weights[i];
129
+
130
+ // assignment rather than accumulation, and it matters only where two of the graph's
131
+ // clips are one clip of the model: the renderer is written to in this order too, so the
132
+ // last of them is what it holds
133
+ pose.weight = weight;
134
+
135
+ if (weight > 0) {
136
+ pose.time = controller.clip_time(i);
137
+ }
138
+ }
139
+
140
+ // once each, however many of the graph's clips named it — the renderer holds one row for it
141
+ for (let i = 0; i < played.length; i++) {
142
+ target.push(poses[played[i]]);
143
+ }
144
+
145
+ return true;
146
+ }
147
+
148
+ /**
149
+ * @param {AnimationGraphController} controller
150
+ * @param {SGMesh} model
151
+ * @param {number} entity
152
+ */
153
+ unlink(controller, model, entity) {
154
+ controller.unlink();
155
+
156
+ const entry = this.#entries.get(entity);
157
+
158
+ if (entry !== undefined) {
159
+ this.#release_clips(entry);
160
+ }
161
+
162
+ this.#entries.delete(entity);
163
+ }
164
+
165
+ async shutdown(entityManager) {
166
+ for (const entry of this.#entries.values()) {
167
+ entry.controller.unlink();
168
+
169
+ this.#release_clips(entry);
170
+ }
171
+
172
+ this.#entries.clear();
173
+ }
174
+
175
+ /**
176
+ * Give this entity's clips back, if the manager that issued them is still the one running.
177
+ *
178
+ * **An id may only be handed back to the manager that issued it.** A renderer restart replaces
179
+ * the GPU scene context and voids every id it gave out, so a registration stamped with a context
180
+ * that is no longer current is forgotten rather than returned — returning it would corrupt a
181
+ * stranger's table. Same rule as {@link unregister_instance_animation}, same `===`.
182
+ *
183
+ * @param {object} entry
184
+ */
185
+ #release_clips(entry) {
186
+ const registration = entry.clip_registration;
187
+
188
+ if (registration === null) {
189
+ return;
190
+ }
191
+
192
+ if (registration.context === this.#graphics.scene_context(this.#meshes.scene)) {
193
+ unregister_instance_clips(registration);
194
+ }
195
+
196
+ entry.clip_registration = null;
197
+ }
198
+
199
+ /**
200
+ * @param {number} time_delta_seconds
201
+ */
202
+ update(time_delta_seconds) {
203
+ const ecd = this.entityManager.dataset;
204
+
205
+ const context = this.#graphics.scene_context(this.#meshes.scene);
206
+
207
+ // No device — before the first start, and again after a stop. The clocks still run: a unit
208
+ // that fires an ability while the renderer is being replaced still fires it.
209
+ const manager = context === null ? null : context.animation_manager;
210
+
211
+ for (const [entity, entry] of this.#entries) {
212
+ const instance = this.#meshes.instance_of(entity);
213
+
214
+ if (instance === null) {
215
+ // the model has not arrived, and its clips are what say how long they run
216
+ continue;
217
+ }
218
+
219
+ if (instance !== entry.instance) {
220
+ this.#bind_model(entry, entity, instance, ecd);
221
+ }
222
+
223
+ entry.controller.tick(time_delta_seconds);
224
+
225
+ if (context === null) {
226
+ continue;
227
+ }
228
+
229
+ /*
230
+ Registered against the context that is running now. A renderer restart builds a new one
231
+ and voids every id the old gave out, and the stamp on the registration is how that is
232
+ noticed — in one comparison, without depending on when anything last ran.
233
+ */
234
+ if (entry.clip_registration === null || entry.clip_registration.context !== context) {
235
+ this.#bind_gpu(entry, instance, context);
236
+ }
237
+
238
+ write_graph_playback(manager, entry.controller, entry.clip_ids, entry.weights);
239
+ }
240
+ }
241
+
242
+ /**
243
+ * Bind the graph to a model: work out which of the model's clips each of the graph's clips is,
244
+ * how long each of them runs, and start the graph on that.
245
+ *
246
+ * @param {object} entry
247
+ * @param {number} entity
248
+ * @param {SceneBundleInstance} instance
249
+ * @param {EntityComponentDataset} ecd
250
+ */
251
+ #bind_model(entry, entity, instance, ecd) {
252
+ const clip_index = entry.controller.def.clipIndex;
253
+ const clip_count = clip_index.length;
254
+
255
+ const slots = new Int32Array(clip_count);
256
+ const durations = new Float64Array(clip_count);
257
+
258
+ for (let i = 0; i < clip_count; i++) {
259
+ const name = clip_index[i].name;
260
+
261
+ const slot = instance.clips.findIndex(clip => clip.name === name);
262
+
263
+ if (slot === -1) {
264
+ throw new Error(`Animation clip '${name}' is not in the model`);
265
+ }
266
+
267
+ slots[i] = slot;
268
+ durations[i] = instance.clips[slot].duration;
269
+ }
270
+
271
+ entry.controller.unlink();
272
+ entry.controller.link(entity, ecd, durations);
273
+
274
+ entry.instance = instance;
275
+ entry.slots = slots;
276
+
277
+ /*
278
+ The distinct clips of the model this graph plays. Two states can name one clip — an idle a
279
+ hurt returns to, say — and it is one row on the GPU either way, so it is one entry here:
280
+ registered once, reported to the pose evaluator once.
281
+ */
282
+ const played = [];
283
+
284
+ for (let i = 0; i < clip_count; i++) {
285
+ if (played.indexOf(slots[i]) === -1) {
286
+ played.push(slots[i]);
287
+ }
288
+ }
289
+
290
+ entry.played_slots = Int32Array.from(played);
291
+
292
+ entry.clip_ids = new Int32Array(clip_count);
293
+ entry.weights = new Float32Array(clip_count).fill(-1);
294
+ entry.poses = instance.clips.map(() => new PosePlayback());
295
+
296
+ // ids the manager issued for the model that was here before name clips this one does not
297
+ // have
298
+ this.#release_clips(entry);
299
+ }
300
+
301
+ /**
302
+ * Make this graph's clips playable, and take up the ids that come back.
303
+ *
304
+ * **Only the clips the graph names are registered** (D37), so there is nothing to silence: a
305
+ * clip of the model no state plays is never bound, never marks a joint, and leaves the joints
306
+ * only it would have driven at rest. What this used to do instead — register everything and then
307
+ * write a zero weight over the surplus — kept them bound, and a bound clip at weight zero
308
+ * resolves its joints to zero rather than to the model's own pose.
309
+ *
310
+ * @param {object} entry
311
+ * @param {SceneBundleInstance} instance
312
+ * @param {GPUSceneContext} context
313
+ */
314
+ #bind_gpu(entry, instance, context) {
315
+ const registration = register_instance_clips(context, instance, entry.played_slots);
316
+
317
+ const slots = entry.slots;
318
+ const clip_ids = entry.clip_ids;
319
+
320
+ for (let i = 0; i < slots.length; i++) {
321
+ clip_ids[i] = registration.ids[slots[i]];
322
+ }
323
+
324
+ entry.clip_registration = registration;
325
+
326
+ // whatever the last renderer was told is not what this one knows
327
+ entry.weights.fill(-1);
328
+ }
329
+ }