@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
@@ -0,0 +1,169 @@
1
+ import { assert } from "../../core/assert.js";
2
+ import { SignalBinding } from "../../core/events/signal/SignalBinding.js";
3
+ import { Mesh } from "../../shade/renderer/scene/Mesh.js";
4
+ import Name from "../ecs/name/Name.js";
5
+ import { System } from "../ecs/System.js";
6
+ import { Transform } from "../ecs/transform/Transform.js";
7
+ import { t64_copy_from_transform } from "../ecs/transform/t64_copy_from_transform.js";
8
+ import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
9
+
10
+ /**
11
+ * Puts one primitive into Shade's scene, and keeps it where the entity says.
12
+ *
13
+ * **The component and the row are the same shape, which is the whole reason this system is short.**
14
+ * `ShadedGeometry` is a geometry, a material and a flat transform — *"not a hierarchical data
15
+ * structure"*, in its own docblock — and Shade's `Mesh` is a `Node3D` carrying a `MeshletGeometry`
16
+ * and a `ShadeMaterial`. §4.3 asks for exactly that mapping, 1:1, and there is nothing else to do.
17
+ *
18
+ * **What it is not is a model.** A model file is many primitives arranged in a hierarchy, and in an
19
+ * ECS a hierarchy is entities — one per node, parented through `EntityNode`, each carrying its own
20
+ * `ShadedGeometry` where it draws (D47). `SGMesh` is the layer that expands a loaded file into
21
+ * those entities; this system never sees the file, only the primitives that came out of it, and
22
+ * cannot tell them from primitives some tool built by hand.
23
+ *
24
+ * **The payload is the renderer's own.** Under three the same component holds a `BufferGeometry`
25
+ * and a three `Material`, and `ShadedGeometrySystem` reads those; here it holds Shade's pair. One
26
+ * renderer runs at a time and each system reads what its own renderer draws — the same bargain the
27
+ * v1 component made with `Mesh.mesh`, and not a neutral geometry format, which would be a redesign
28
+ * rather than a transition.
29
+ */
30
+ export class ShadedGeometrySystem extends System {
31
+ /**
32
+ * @type {GraphicsEngine}
33
+ */
34
+ #graphics;
35
+
36
+ /**
37
+ * @type {Scene}
38
+ */
39
+ #scene;
40
+
41
+ /**
42
+ * What each entity put in the scene, and what is listening on its behalf.
43
+ *
44
+ * @type {Map<number, {node: Mesh, bindings: SignalBinding[]}>}
45
+ */
46
+ #entries = new Map();
47
+
48
+ /**
49
+ * @param {GraphicsEngine} graphics
50
+ * @param {Scene} scene
51
+ */
52
+ constructor(graphics, scene) {
53
+ super();
54
+
55
+ assert.defined(graphics, 'graphics');
56
+ assert.defined(scene, 'scene');
57
+
58
+ this.#graphics = graphics;
59
+ this.#scene = scene;
60
+
61
+ this.dependencies = [ShadedGeometry, Transform];
62
+ }
63
+
64
+ async startup(entityManager) {
65
+ this.entityManager = entityManager;
66
+ }
67
+
68
+ async shutdown(entityManager) {
69
+ for (const entity of Array.from(this.#entries.keys())) {
70
+ this.#drop(entity);
71
+ }
72
+ }
73
+
74
+ /**
75
+ * @param {ShadedGeometry} geometry
76
+ * @param {Transform} transform
77
+ * @param {number} entity
78
+ */
79
+ link(geometry, transform, entity) {
80
+ const node = new Mesh();
81
+
82
+ node.geometry = geometry.geometry;
83
+ node.material = geometry.material;
84
+
85
+ /*
86
+ The row takes the entity's name when it has one. Nothing draws differently for it — what it
87
+ buys is that a walk over what is in the scene still answers with the names the model file
88
+ gave its nodes, which is what `MeshSystem.traverse_meshes` has always yielded and what
89
+ makes a scene readable in a debugger.
90
+ */
91
+ const name = this.entityManager.dataset.getComponent(entity, Name);
92
+
93
+ if (name !== undefined && name !== null) {
94
+ node.name = name.getValue();
95
+ }
96
+
97
+ const bindings = [];
98
+
99
+ // placed when the transform moves rather than on a poll, which is the bargain `MeshSystem`
100
+ // makes for the same reason: an entity that has not moved costs nothing downstream either
101
+ const place = () => this.#place(entity, transform);
102
+
103
+ for (const component of [transform.position, transform.rotation, transform.scale]) {
104
+ const binding = new SignalBinding(component.onChanged, place);
105
+
106
+ binding.link();
107
+
108
+ bindings.push(binding);
109
+ }
110
+
111
+ this.#entries.set(entity, { node, bindings });
112
+
113
+ // the component carries its own row, so anything holding the component can ask where the
114
+ // primitive ended up without going through this system
115
+ geometry.node = node;
116
+
117
+ this.#scene.add(node);
118
+
119
+ this.#place(entity, transform);
120
+ }
121
+
122
+ /**
123
+ * @param {ShadedGeometry} geometry
124
+ * @param {Transform} transform
125
+ * @param {number} entity
126
+ */
127
+ unlink(geometry, transform, entity) {
128
+ geometry.node = null;
129
+
130
+ this.#drop(entity);
131
+ }
132
+
133
+ /**
134
+ * @param {number} entity
135
+ * @param {Transform} transform
136
+ */
137
+ #place(entity, transform) {
138
+ const entry = this.#entries.get(entity);
139
+
140
+ if (entry === undefined) {
141
+ return;
142
+ }
143
+
144
+ t64_copy_from_transform(entry.node.transform_local, transform);
145
+
146
+ // recomputes `transform_global` and bumps the version the scene database reads to decide
147
+ // what to upload
148
+ entry.node.updateMatrices();
149
+ }
150
+
151
+ /**
152
+ * @param {number} entity
153
+ */
154
+ #drop(entity) {
155
+ const entry = this.#entries.get(entity);
156
+
157
+ if (entry === undefined) {
158
+ return;
159
+ }
160
+
161
+ for (const binding of entry.bindings) {
162
+ binding.unlink();
163
+ }
164
+
165
+ this.#scene.remove(entry.node);
166
+
167
+ this.#entries.delete(entity);
168
+ }
169
+ }
@@ -1,47 +1,10 @@
1
1
  /**
2
- * Puts one primitive into Shade's scene, and keeps it where the entity says.
2
+ * @deprecated Renamed to {@link ShadedGeometrySystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
3
+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
3
4
  *
4
- * **The component and the row are the same shape, which is the whole reason this system is short.**
5
- * `ShadedGeometry` is a geometry, a material and a flat transform — *"not a hierarchical data
6
- * structure"*, in its own docblock — and Shade's `Mesh` is a `Node3D` carrying a `MeshletGeometry`
7
- * and a `ShadeMaterial`. §4.3 asks for exactly that mapping, 1:1, and there is nothing else to do.
8
- *
9
- * **What it is not is a model.** A model file is many primitives arranged in a hierarchy, and in an
10
- * ECS a hierarchy is entities — one per node, parented through `EntityNode`, each carrying its own
11
- * `ShadedGeometry` where it draws (D47). `SGMesh` is the layer that expands a loaded file into
12
- * those entities; this system never sees the file, only the primitives that came out of it, and
13
- * cannot tell them from primitives some tool built by hand.
14
- *
15
- * **The payload is the renderer's own.** Under three the same component holds a `BufferGeometry`
16
- * and a three `Material`, and `ShadedGeometrySystem` reads those; here it holds Shade's pair. One
17
- * renderer runs at a time and each system reads what its own renderer draws — the same bargain the
18
- * v1 component made with `Mesh.mesh`, and not a neutral geometry format, which would be a redesign
19
- * rather than a transition.
5
+ * Kept as a re-export rather than removed: this is a library, and an import path is as much a
6
+ * published interface as a class name.
20
7
  */
21
- export class ShadedGeometrySystem3 extends System<any> {
22
- /**
23
- * @param {GraphicsEngine3} graphics
24
- * @param {Scene} scene
25
- */
26
- constructor(graphics: GraphicsEngine3, scene: Scene);
27
- dependencies: (typeof Transform | typeof ShadedGeometry)[];
28
- startup(entityManager: any): Promise<void>;
29
- shutdown(entityManager: any): Promise<void>;
30
- /**
31
- * @param {ShadedGeometry} geometry
32
- * @param {Transform} transform
33
- * @param {number} entity
34
- */
35
- link(geometry: ShadedGeometry, transform: Transform, entity: number): void;
36
- /**
37
- * @param {ShadedGeometry} geometry
38
- * @param {Transform} transform
39
- * @param {number} entity
40
- */
41
- unlink(geometry: ShadedGeometry, transform: Transform, entity: number): void;
42
- #private;
43
- }
44
- import { System } from "../ecs/System.js";
45
- import { Transform } from "../ecs/transform/Transform.js";
46
- import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
8
+ export const ShadedGeometrySystem3: typeof ShadedGeometrySystem;
9
+ import { ShadedGeometrySystem } from "./ShadedGeometrySystem.js";
47
10
  //# sourceMappingURL=ShadedGeometrySystem3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ShadedGeometrySystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ShadedGeometrySystem3.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAkBI;;;OAGG;IACH,qDAUC;IADG,2DAA+C;IAGnD,2CAEC;IAED,4CAIC;IAED;;;;OAIG;IACH,eAJW,cAAc,aACd,SAAS,UACT,MAAM,QA2ChB;IAED;;;;OAIG;IACH,iBAJW,cAAc,aACd,SAAS,UACT,MAAM,QAMhB;;CAsCJ;uBApKsB,kBAAkB;0BACf,+BAA+B;+BAE1B,2CAA2C"}
1
+ {"version":3,"file":"ShadedGeometrySystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ShadedGeometrySystem3.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,gEAA0D;qCATrB,2BAA2B"}
@@ -1,169 +1,10 @@
1
- import { assert } from "../../core/assert.js";
2
- import { SignalBinding } from "../../core/events/signal/SignalBinding.js";
3
- import { Mesh } from "../../shade/renderer/scene/Mesh.js";
4
- import Name from "../ecs/name/Name.js";
5
- import { System } from "../ecs/System.js";
6
- import { Transform } from "../ecs/transform/Transform.js";
7
- import { t64_copy_from_transform } from "../ecs/transform/t64_copy_from_transform.js";
8
- import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
1
+ import { ShadedGeometrySystem } from "./ShadedGeometrySystem.js";
9
2
 
10
3
  /**
11
- * Puts one primitive into Shade's scene, and keeps it where the entity says.
4
+ * @deprecated Renamed to {@link ShadedGeometrySystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
5
+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
12
6
  *
13
- * **The component and the row are the same shape, which is the whole reason this system is short.**
14
- * `ShadedGeometry` is a geometry, a material and a flat transform — *"not a hierarchical data
15
- * structure"*, in its own docblock — and Shade's `Mesh` is a `Node3D` carrying a `MeshletGeometry`
16
- * and a `ShadeMaterial`. §4.3 asks for exactly that mapping, 1:1, and there is nothing else to do.
17
- *
18
- * **What it is not is a model.** A model file is many primitives arranged in a hierarchy, and in an
19
- * ECS a hierarchy is entities — one per node, parented through `EntityNode`, each carrying its own
20
- * `ShadedGeometry` where it draws (D47). `SGMesh` is the layer that expands a loaded file into
21
- * those entities; this system never sees the file, only the primitives that came out of it, and
22
- * cannot tell them from primitives some tool built by hand.
23
- *
24
- * **The payload is the renderer's own.** Under three the same component holds a `BufferGeometry`
25
- * and a three `Material`, and `ShadedGeometrySystem` reads those; here it holds Shade's pair. One
26
- * renderer runs at a time and each system reads what its own renderer draws — the same bargain the
27
- * v1 component made with `Mesh.mesh`, and not a neutral geometry format, which would be a redesign
28
- * rather than a transition.
7
+ * Kept as a re-export rather than removed: this is a library, and an import path is as much a
8
+ * published interface as a class name.
29
9
  */
30
- export class ShadedGeometrySystem3 extends System {
31
- /**
32
- * @type {GraphicsEngine3}
33
- */
34
- #graphics;
35
-
36
- /**
37
- * @type {Scene}
38
- */
39
- #scene;
40
-
41
- /**
42
- * What each entity put in the scene, and what is listening on its behalf.
43
- *
44
- * @type {Map<number, {node: Mesh, bindings: SignalBinding[]}>}
45
- */
46
- #entries = new Map();
47
-
48
- /**
49
- * @param {GraphicsEngine3} graphics
50
- * @param {Scene} scene
51
- */
52
- constructor(graphics, scene) {
53
- super();
54
-
55
- assert.defined(graphics, 'graphics');
56
- assert.defined(scene, 'scene');
57
-
58
- this.#graphics = graphics;
59
- this.#scene = scene;
60
-
61
- this.dependencies = [ShadedGeometry, Transform];
62
- }
63
-
64
- async startup(entityManager) {
65
- this.entityManager = entityManager;
66
- }
67
-
68
- async shutdown(entityManager) {
69
- for (const entity of Array.from(this.#entries.keys())) {
70
- this.#drop(entity);
71
- }
72
- }
73
-
74
- /**
75
- * @param {ShadedGeometry} geometry
76
- * @param {Transform} transform
77
- * @param {number} entity
78
- */
79
- link(geometry, transform, entity) {
80
- const node = new Mesh();
81
-
82
- node.geometry = geometry.geometry;
83
- node.material = geometry.material;
84
-
85
- /*
86
- The row takes the entity's name when it has one. Nothing draws differently for it — what it
87
- buys is that a walk over what is in the scene still answers with the names the model file
88
- gave its nodes, which is what `MeshSystem3.traverse_meshes` has always yielded and what
89
- makes a scene readable in a debugger.
90
- */
91
- const name = this.entityManager.dataset.getComponent(entity, Name);
92
-
93
- if (name !== undefined && name !== null) {
94
- node.name = name.getValue();
95
- }
96
-
97
- const bindings = [];
98
-
99
- // placed when the transform moves rather than on a poll, which is the bargain `MeshSystem3`
100
- // makes for the same reason: an entity that has not moved costs nothing downstream either
101
- const place = () => this.#place(entity, transform);
102
-
103
- for (const component of [transform.position, transform.rotation, transform.scale]) {
104
- const binding = new SignalBinding(component.onChanged, place);
105
-
106
- binding.link();
107
-
108
- bindings.push(binding);
109
- }
110
-
111
- this.#entries.set(entity, { node, bindings });
112
-
113
- // the component carries its own row, so anything holding the component can ask where the
114
- // primitive ended up without going through this system
115
- geometry.node = node;
116
-
117
- this.#scene.add(node);
118
-
119
- this.#place(entity, transform);
120
- }
121
-
122
- /**
123
- * @param {ShadedGeometry} geometry
124
- * @param {Transform} transform
125
- * @param {number} entity
126
- */
127
- unlink(geometry, transform, entity) {
128
- geometry.node = null;
129
-
130
- this.#drop(entity);
131
- }
132
-
133
- /**
134
- * @param {number} entity
135
- * @param {Transform} transform
136
- */
137
- #place(entity, transform) {
138
- const entry = this.#entries.get(entity);
139
-
140
- if (entry === undefined) {
141
- return;
142
- }
143
-
144
- t64_copy_from_transform(entry.node.transform_local, transform);
145
-
146
- // recomputes `transform_global` and bumps the version the scene database reads to decide
147
- // what to upload
148
- entry.node.updateMatrices();
149
- }
150
-
151
- /**
152
- * @param {number} entity
153
- */
154
- #drop(entity) {
155
- const entry = this.#entries.get(entity);
156
-
157
- if (entry === undefined) {
158
- return;
159
- }
160
-
161
- for (const binding of entry.bindings) {
162
- binding.unlink();
163
- }
164
-
165
- this.#scene.remove(entry.node);
166
-
167
- this.#entries.delete(entity);
168
- }
169
- }
10
+ export const ShadedGeometrySystem3 = ShadedGeometrySystem;
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+ /**
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+ * Draws terrain under Shade: each built tile becomes one meshlet-encoded mesh in the scene, and a
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+ * pass after the opaque geometry textures the lot.
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+ *
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+ * **The tile is the unit, not the terrain.** Tiles are built on demand as the camera sees them and
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+ * destroyed as it leaves, which is the streaming the tile manager already does; this system follows
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+ * that with scene membership rather than deciding anything about it.
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+ *
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+ * **Tile vertices are already in terrain space** — the height-field builder positions each tile
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+ * within the whole grid rather than at its own origin — so every tile mesh carries the terrain
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+ * entity's transform and nothing else. That is also why the tile's own raycast inverts the same
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+ * matrix.
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+ *
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+ * **Texturing is a full-screen pass, not a material** (U3b, D40): the tiles draw with one flat
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+ * material, and at {@link FramePhase.AfterGBuffer} the splat mix and grid overlay are painted over
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+ * every pixel the visibility buffer attributes to a tile — the architecture decals built (D23),
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+ * keyed on mesh rows rather than froxels. Registered before `DecalSystem` in the profile, which
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+ * is what puts scorch marks on top of the textured ground rather than under it.
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+ *
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+ * **It does not call `Terrain.link`.** That method binds a three `ShaderMaterial` through
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+ * `graphics.getMaterialManager()`, which `GraphicsEngine` does not have and will not; the parts of
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+ * linking that are not about three — starting the tile build service — are done here directly.
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+ */
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+ export class TerrainSystem extends System<any> {
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+ /**
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+ * @param {GraphicsEngine} graphics
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+ * @param {Scene} scene
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+ * @param {AssetManager} assetManager
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+ */
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+ constructor(graphics: GraphicsEngine, scene: Scene, assetManager: AssetManager);
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+ dependencies: (typeof Terrain)[];
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+ startup(entityManager: any): Promise<void>;
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+ shutdown(entityManager: any): Promise<void>;
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+ /**
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+ * @param {Terrain} terrain
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+ * @param {number} entity
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+ */
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+ link(terrain: Terrain, entity: number): void;
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+ /**
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+ * @param {Terrain} terrain
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+ * @param {number} entity
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+ */
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+ unlink(terrain: Terrain, entity: number): void;
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+ update(timeDelta: any): void;
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+ /**
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+ * Everything the splat pass draws one terrain from, assembled against the scene that will be
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+ * asked for the rows. What the pass consumes and what a gate inspects are deliberately the
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+ * same object — the same reason `DecalSystem` exposes its packed records.
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+ *
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+ * @param {number} entity
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+ * @param {GPUSceneContext} scene
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+ * @returns {object|null} `null` when this terrain has nothing on screen to texture — no tiles
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+ * built, or none of them in the scene database yet
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+ */
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+ splat_frame(entity: number, scene: GPUSceneContext): object | null;
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+ /**
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+ * @param {FrameContext} frame
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+ */
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+ record(frame: FrameContext): void;
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+ #private;
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+ }
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+ /**
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+ * The splat and the grid overlay are a full-screen pass writing a replacement albedo, so this is
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+ * {@link FramePhase.AfterGBuffer} — the one phase where the G-buffer may be published into.
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+ *
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+ * Everything that paints on top of the ground declares itself after this rather than being
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+ * registered after it; {@link DecalExtension} is the one that does.
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+ */
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+ export class TerrainExtension extends RenderExtension {
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+ /**
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+ * @param {TerrainSystem} system
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+ */
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+ constructor(system: TerrainSystem);
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+ record(frame: any): void;
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+ #private;
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+ }
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+ import { System } from "../ecs/System.js";
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+ import Terrain from "../ecs/terrain/ecs/Terrain.js";
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+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
80
+ //# sourceMappingURL=TerrainSystem.d.ts.map
@@ -0,0 +1 @@
1
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