@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
@@ -1,518 +1,518 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { AnimationClipFlag } from "../../graphics/ecs/animation/animator/AnimationClipFlag.js";
3
- import { AnimationState } from "../../graphics/ecs/animation/animator/graph/AnimationState.js";
4
- import { AnimationStateType } from "../../graphics/ecs/animation/animator/graph/AnimationStateType.js";
5
- import { AnimationTransition } from "../../graphics/ecs/animation/animator/graph/AnimationTransition.js";
6
- import { wrap_clip_time } from "./wrap_clip_time.js";
7
-
8
- /**
9
- * One entity's animation state machine: which state it is in, which transitions are running, what
10
- * each clip therefore weighs, and — the part the GPU cannot own — what time each of those clips is
11
- * playing at.
12
- *
13
- * **The clock is here and not on the GPU**, and I-4 is what forces it. Shade advances clip time
14
- * itself in its tick shader, but the time gameplay reads has to be the time the picture is drawn
15
- * from: notifications fire at authored moments off this clock, and the CPU pose evaluator answers
16
- * socket queries from it. Two clocks drift, so there is one, and {@link AnimationGraphSystem3}
17
- * writes it down to the renderer with `set_time` rather than letting the GPU advance anything.
18
- *
19
- * The state machine itself is not new — `AnimationState`, `AnimationTransition`, `BlendStateMatrix`
20
- * and the graph definitions are reused as they stand. What is not reused is the three-only half of
21
- * the legacy `AnimationGraph`: an `AnimationMixer`, the per-clip `AnimationAction`s it owns, and
22
- * writing weights onto them.
23
- */
24
- export class AnimationGraphController {
25
- /**
26
- * @type {AnimationGraphDefinition}
27
- */
28
- def = null;
29
-
30
- /**
31
- * @type {AnimationState[]}
32
- */
33
- states = [];
34
-
35
- /**
36
- * @type {AnimationTransition[]}
37
- */
38
- transitions = [];
39
-
40
- /**
41
- * The state the graph is in. During a transition this is already the target — the source stays
42
- * in {@link simulatedStates} until the transition finishes.
43
- *
44
- * @type {AnimationState}
45
- */
46
- state = null;
47
-
48
- /**
49
- * @type {AnimationTransition[]}
50
- */
51
- activeTransitions = [];
52
-
53
- /**
54
- * Every state whose clock is running: the current one, plus the sources of transitions that
55
- * have not finished.
56
- *
57
- * @type {AnimationState[]}
58
- */
59
- simulatedStates = [];
60
-
61
- /**
62
- * Per-clip weights and time scales, in `def.clipIndex` order. The weights are what reaches the
63
- * GPU; the time scales are consumed here, by {@link AnimationState#tick}, and have no GPU
64
- * counterpart because the time they scale is already integrated into the state's clock.
65
- *
66
- * @type {BlendStateMatrix}
67
- */
68
- blendState = null;
69
-
70
- /**
71
- * Where in its starting clip the graph begins, as a fraction of that clip's duration.
72
- *
73
- * A fraction rather than a time because a clip's duration comes from the model and the model
74
- * loads long after the entity does. Its purpose is to keep identical units from moving in
75
- * lockstep, and it is applied once, at {@link link}, without dispatching the notifications it
76
- * skips over — a unit that spawns mid-stride should not also spawn the footstep it missed.
77
- *
78
- * @type {number}
79
- */
80
- start_phase = 0;
81
-
82
- /**
83
- * The dataset this graph fires its notifications into.
84
- *
85
- * **Public, and named with the leading underscores, because `AnimationState.tick` reads it off
86
- * the graph by exactly that name.** The state classes are reused as they stand, so this is
87
- * their interface rather than an accident of style.
88
- *
89
- * @type {EntityComponentDataset}
90
- */
91
- __dataset = null;
92
-
93
- /**
94
- * The entity those notifications are addressed to. Read by `AnimationState.tick` — see
95
- * {@link __dataset}.
96
- *
97
- * @type {number}
98
- */
99
- __entity = -1;
100
-
101
- /**
102
- * @type {boolean}
103
- */
104
- #linked = false;
105
-
106
- /**
107
- * Playback time of each clip, in `def.clipIndex` order, already wrapped or clamped into the
108
- * clip's own duration — which is what the renderer's clip record wants, and what a pose query
109
- * has to agree with.
110
- *
111
- * @type {Float64Array}
112
- */
113
- #clip_times = new Float64Array(0);
114
-
115
- /**
116
- * @returns {boolean}
117
- */
118
- get linked() {
119
- return this.#linked;
120
- }
121
-
122
- /**
123
- * Build the runtime graph — one {@link AnimationState} per state definition, one
124
- * {@link AnimationTransition} per transition definition, wired to each other.
125
- *
126
- * @param {AnimationGraphDefinition} def
127
- */
128
- initialize(def) {
129
- assert.defined(def, 'def');
130
- assert.equal(this.#linked, false, 'graph is linked');
131
-
132
- this.def = def;
133
-
134
- this.blendState = def.createBlendState();
135
- this.#clip_times = new Float64Array(def.clipIndex.length);
136
-
137
- const state_definitions = def.states;
138
- const state_count = state_definitions.length;
139
-
140
- this.states = [];
141
-
142
- for (let i = 0; i < state_count; i++) {
143
- const state = new AnimationState();
144
-
145
- state.def = state_definitions[i];
146
- state.graph = this;
147
-
148
- this.states[i] = state;
149
- }
150
-
151
- const transition_definitions = def.transitions;
152
- const transition_count = transition_definitions.length;
153
-
154
- this.transitions = [];
155
-
156
- for (let i = 0; i < transition_count; i++) {
157
- const transition = new AnimationTransition();
158
-
159
- transition.def = transition_definitions[i];
160
- transition.graph = this;
161
-
162
- this.transitions[i] = transition;
163
- }
164
-
165
- this.state = this.state_by_definition(def.startingSate);
166
-
167
- for (let i = 0; i < transition_count; i++) {
168
- const transition = this.transitions[i];
169
-
170
- transition.source = this.state_by_definition(transition.def.source);
171
- transition.target = this.state_by_definition(transition.def.target);
172
-
173
- transition.initialize();
174
- }
175
-
176
- for (let i = 0; i < state_count; i++) {
177
- const state = this.states[i];
178
-
179
- state.inEdges = state.def.inEdges.map(this.transition_by_definition, this);
180
- state.outEdges = state.def.outEdges.map(this.transition_by_definition, this);
181
-
182
- state.initialize();
183
- }
184
- }
185
-
186
- /**
187
- * @param {AnimationStateDefinition} definition
188
- * @returns {AnimationState|undefined}
189
- */
190
- state_by_definition(definition) {
191
- assert.defined(definition, 'definition');
192
-
193
- const states = this.states;
194
-
195
- for (let i = 0; i < states.length; i++) {
196
- if (states[i].def === definition) {
197
- return states[i];
198
- }
199
- }
200
-
201
- return undefined;
202
- }
203
-
204
- /**
205
- * @param {string} name
206
- * @returns {AnimationState|undefined}
207
- */
208
- state_by_name(name) {
209
- const states = this.states;
210
-
211
- for (let i = 0; i < states.length; i++) {
212
- if (states[i].def.name === name) {
213
- return states[i];
214
- }
215
- }
216
-
217
- return undefined;
218
- }
219
-
220
- /**
221
- * @param {string} name name of the clip the state plays
222
- * @returns {AnimationState|undefined}
223
- */
224
- state_by_clip_name(name) {
225
- const states = this.states;
226
-
227
- for (let i = 0; i < states.length; i++) {
228
- const definition = states[i].def;
229
-
230
- if (definition.type !== AnimationStateType.Clip) {
231
- continue;
232
- }
233
-
234
- if (definition.motion.def.name === name) {
235
- return states[i];
236
- }
237
- }
238
-
239
- return undefined;
240
- }
241
-
242
- /**
243
- * @param {AnimationTransitionDefinition} definition
244
- * @returns {AnimationTransition|undefined}
245
- */
246
- transition_by_definition(definition) {
247
- const transitions = this.transitions;
248
-
249
- for (let i = 0; i < transitions.length; i++) {
250
- if (transitions[i].def === definition) {
251
- return transitions[i];
252
- }
253
- }
254
-
255
- return undefined;
256
- }
257
-
258
- /**
259
- * Start the graph: take the clip durations the model turned out to have, enter the starting
260
- * state, and begin listening for the events its transitions fire on.
261
- *
262
- * **Durations arrive here rather than at construction** because they are the model's and not
263
- * the graph's — `animation-graph.json` names clips, the `.glb` says how long they are — and the
264
- * notification path needs them to be right before a single frame is ticked. They are written
265
- * onto the shared clip definitions, which is where {@link AnimationClip} reads them.
266
- *
267
- * @param {number} entity
268
- * @param {EntityComponentDataset} ecd
269
- * @param {ArrayLike<number>} durations seconds, one per `def.clipIndex` entry, in that order
270
- */
271
- link(entity, ecd, durations) {
272
- assert.isNonNegativeInteger(entity, 'entity');
273
- assert.defined(ecd, 'ecd');
274
- assert.equal(this.#linked, false, 'graph is already linked, call unlink first');
275
-
276
- const clip_index = this.def.clipIndex;
277
-
278
- assert.equal(durations.length, clip_index.length, 'durations.length');
279
-
280
- for (let i = 0; i < clip_index.length; i++) {
281
- clip_index[i].duration = durations[i];
282
- }
283
-
284
- this.__entity = entity;
285
- this.__dataset = ecd;
286
-
287
- this.#linked = true;
288
-
289
- this.enter_state(this.state);
290
-
291
- this.state.time = this.start_phase * this.#state_clip_duration(this.state);
292
-
293
- this.update_blend_state();
294
- }
295
-
296
- /**
297
- * Stop listening. The graph keeps the state it was in, so a re-link resumes rather than
298
- * restarts.
299
- */
300
- unlink() {
301
- if (!this.#linked) {
302
- return;
303
- }
304
-
305
- this.exit_state(this.state);
306
-
307
- this.#linked = false;
308
- }
309
-
310
- /**
311
- * Advance every running clock by `time_delta`, fire whatever notifications were crossed, and
312
- * recompute the blend.
313
- *
314
- * Unconditional by design: §2.6-2's split puts pose evaluation and its events on the CPU
315
- * precisely so that camera framing cannot decide whether a projectile spawns. The screen-area
316
- * cull the legacy system applied has no counterpart here.
317
- *
318
- * @param {number} time_delta in seconds
319
- */
320
- tick(time_delta) {
321
- assert.equal(this.#linked, true, 'graph is not linked');
322
-
323
- const active_transitions = this.activeTransitions;
324
-
325
- let transition_count = active_transitions.length;
326
-
327
- transitions: for (let i = 0; i < transition_count; i++) {
328
- const active = active_transitions[i];
329
-
330
- active.tick(time_delta);
331
-
332
- if (!active.isFinished()) {
333
- continue;
334
- }
335
-
336
- active_transitions.splice(i, 1);
337
-
338
- transition_count--;
339
- i--;
340
-
341
- for (let j = 0; j < transition_count; j++) {
342
- const other = active_transitions[j];
343
-
344
- if (other.source === active.source || other.target === active.source) {
345
- // the state it came from is still in use by another transition
346
- continue transitions;
347
- }
348
- }
349
-
350
- this.stop_state_simulation(active.source);
351
- }
352
-
353
- const simulated = this.simulatedStates;
354
-
355
- for (let i = 0; i < simulated.length; i++) {
356
- simulated[i].tick(time_delta);
357
- }
358
-
359
- this.update_blend_state();
360
- }
361
-
362
- /**
363
- * @param {AnimationState} state
364
- * @returns {boolean} `false` when the state was not being simulated
365
- */
366
- stop_state_simulation(state) {
367
- const i = this.simulatedStates.indexOf(state);
368
-
369
- if (i === -1) {
370
- return false;
371
- }
372
-
373
- this.simulatedStates.splice(i, 1);
374
-
375
- return true;
376
- }
377
-
378
- /**
379
- * Recompute per-clip weights from the states and transitions that are running, and the time
380
- * each of those clips is at.
381
- */
382
- update_blend_state() {
383
- const simulated = this.simulatedStates;
384
-
385
- for (let i = 0; i < simulated.length; i++) {
386
- simulated[i].updateBlendState();
387
- }
388
-
389
- const active_transitions = this.activeTransitions;
390
- const transition_count = active_transitions.length;
391
-
392
- const blend = this.blendState;
393
-
394
- if (transition_count === 1) {
395
- const first = active_transitions[0];
396
-
397
- first.updateBlendsState();
398
-
399
- blend.copy(first.blendState);
400
- } else if (transition_count > 1) {
401
- blend.zero();
402
-
403
- for (let i = 0; i < transition_count; i++) {
404
- const active = active_transitions[i];
405
-
406
- active.updateBlendsState();
407
-
408
- blend.add(active.blendState);
409
- }
410
-
411
- blend.weightsMultiplyScalar(1 / transition_count);
412
- } else {
413
- blend.copy(this.state.blendState);
414
- }
415
-
416
- const times = this.#clip_times;
417
-
418
- for (let i = 0; i < simulated.length; i++) {
419
- const state = simulated[i];
420
-
421
- if (state.def.type !== AnimationStateType.Clip) {
422
- continue;
423
- }
424
-
425
- const clip = state.def.motion;
426
-
427
- times[this.def.getClipIndex(clip.def)] = wrap_clip_time(
428
- state.time,
429
- clip.def.duration,
430
- clip.getFlag(AnimationClipFlag.Repeat)
431
- );
432
- }
433
- }
434
-
435
- /**
436
- * Where clip `clip_index` is playing, in seconds from its own start — wrapped for a looping
437
- * clip and clamped for a one-shot, so it is directly what the renderer's clip record holds and
438
- * what a pose query has to be asked at.
439
- *
440
- * Only meaningful for a clip the blend gives weight to; a clip nothing is playing keeps
441
- * whatever time it last stopped at.
442
- *
443
- * @param {number} clip_index
444
- * @returns {number}
445
- */
446
- clip_time(clip_index) {
447
- return this.#clip_times[clip_index];
448
- }
449
-
450
- /**
451
- * @param {AnimationState} state
452
- * @returns {number}
453
- */
454
- #state_clip_duration(state) {
455
- if (state.def.type !== AnimationStateType.Clip) {
456
- return 0;
457
- }
458
-
459
- return state.def.motion.def.duration;
460
- }
461
-
462
- /**
463
- * @param {AnimationState} state
464
- */
465
- enter_state(state) {
466
- this.state = state;
467
-
468
- if (this.simulatedStates.indexOf(state) === -1) {
469
- this.simulatedStates.push(state);
470
- }
471
-
472
- state.activate(this.__entity, this.__dataset);
473
- }
474
-
475
- /**
476
- * @param {AnimationState} state
477
- */
478
- exit_state(state) {
479
- state.deactivate(this.__entity, this.__dataset);
480
- }
481
-
482
- /**
483
- * @param {AnimationState} state
484
- */
485
- activate_state(state) {
486
- this.exit_state(this.state);
487
-
488
- this.enter_state(state);
489
- }
490
-
491
- /**
492
- * Begin a transition that has just fired.
493
- *
494
- * **Named for `AnimationTransition.transition`, which calls it** — the transitions listen to
495
- * ECS events themselves and push the result back here.
496
- *
497
- * @param {AnimationTransition} transition
498
- */
499
- transition(transition) {
500
- this.activeTransitions.push(transition);
501
-
502
- this.activate_state(transition.target);
503
- }
504
- }
505
-
506
- /**
507
- * What the binary serialization registry knows this component by.
508
- *
509
- * The controller is built transiently — `CombatUnitEntityDecorator` constructs one from the
510
- * creature's `animation-graph.json` every time it decorates a unit — so nothing writes one to disk
511
- * and there is no adapter behind this name. It is here because the registry warns on any component
512
- * class that reaches it unnamed, once per boot, printing the whole class source; and because a
513
- * component with no name cannot be told apart from another one later, which is I-13's business
514
- * whether or not it round-trips today.
515
- *
516
- * @type {string}
517
- */
518
- AnimationGraphController.typeName = "AnimationGraphController";
1
+ import { assert } from "../../../core/assert.js";
2
+ import { AnimationClipFlag } from "../../graphics/ecs/animation/animator/AnimationClipFlag.js";
3
+ import { AnimationState } from "../../graphics/ecs/animation/animator/graph/AnimationState.js";
4
+ import { AnimationStateType } from "../../graphics/ecs/animation/animator/graph/AnimationStateType.js";
5
+ import { AnimationTransition } from "../../graphics/ecs/animation/animator/graph/AnimationTransition.js";
6
+ import { wrap_clip_time } from "./wrap_clip_time.js";
7
+
8
+ /**
9
+ * One entity's animation state machine: which state it is in, which transitions are running, what
10
+ * each clip therefore weighs, and — the part the GPU cannot own — what time each of those clips is
11
+ * playing at.
12
+ *
13
+ * **The clock is here and not on the GPU**, and I-4 is what forces it. Shade advances clip time
14
+ * itself in its tick shader, but the time gameplay reads has to be the time the picture is drawn
15
+ * from: notifications fire at authored moments off this clock, and the CPU pose evaluator answers
16
+ * socket queries from it. Two clocks drift, so there is one, and {@link AnimationGraphSystem}
17
+ * writes it down to the renderer with `set_time` rather than letting the GPU advance anything.
18
+ *
19
+ * The state machine itself is not new — `AnimationState`, `AnimationTransition`, `BlendStateMatrix`
20
+ * and the graph definitions are reused as they stand. What is not reused is the three-only half of
21
+ * the legacy `AnimationGraph`: an `AnimationMixer`, the per-clip `AnimationAction`s it owns, and
22
+ * writing weights onto them.
23
+ */
24
+ export class AnimationGraphController {
25
+ /**
26
+ * @type {AnimationGraphDefinition}
27
+ */
28
+ def = null;
29
+
30
+ /**
31
+ * @type {AnimationState[]}
32
+ */
33
+ states = [];
34
+
35
+ /**
36
+ * @type {AnimationTransition[]}
37
+ */
38
+ transitions = [];
39
+
40
+ /**
41
+ * The state the graph is in. During a transition this is already the target — the source stays
42
+ * in {@link simulatedStates} until the transition finishes.
43
+ *
44
+ * @type {AnimationState}
45
+ */
46
+ state = null;
47
+
48
+ /**
49
+ * @type {AnimationTransition[]}
50
+ */
51
+ activeTransitions = [];
52
+
53
+ /**
54
+ * Every state whose clock is running: the current one, plus the sources of transitions that
55
+ * have not finished.
56
+ *
57
+ * @type {AnimationState[]}
58
+ */
59
+ simulatedStates = [];
60
+
61
+ /**
62
+ * Per-clip weights and time scales, in `def.clipIndex` order. The weights are what reaches the
63
+ * GPU; the time scales are consumed here, by {@link AnimationState#tick}, and have no GPU
64
+ * counterpart because the time they scale is already integrated into the state's clock.
65
+ *
66
+ * @type {BlendStateMatrix}
67
+ */
68
+ blendState = null;
69
+
70
+ /**
71
+ * Where in its starting clip the graph begins, as a fraction of that clip's duration.
72
+ *
73
+ * A fraction rather than a time because a clip's duration comes from the model and the model
74
+ * loads long after the entity does. Its purpose is to keep identical units from moving in
75
+ * lockstep, and it is applied once, at {@link link}, without dispatching the notifications it
76
+ * skips over — a unit that spawns mid-stride should not also spawn the footstep it missed.
77
+ *
78
+ * @type {number}
79
+ */
80
+ start_phase = 0;
81
+
82
+ /**
83
+ * The dataset this graph fires its notifications into.
84
+ *
85
+ * **Public, and named with the leading underscores, because `AnimationState.tick` reads it off
86
+ * the graph by exactly that name.** The state classes are reused as they stand, so this is
87
+ * their interface rather than an accident of style.
88
+ *
89
+ * @type {EntityComponentDataset}
90
+ */
91
+ __dataset = null;
92
+
93
+ /**
94
+ * The entity those notifications are addressed to. Read by `AnimationState.tick` — see
95
+ * {@link __dataset}.
96
+ *
97
+ * @type {number}
98
+ */
99
+ __entity = -1;
100
+
101
+ /**
102
+ * @type {boolean}
103
+ */
104
+ #linked = false;
105
+
106
+ /**
107
+ * Playback time of each clip, in `def.clipIndex` order, already wrapped or clamped into the
108
+ * clip's own duration — which is what the renderer's clip record wants, and what a pose query
109
+ * has to agree with.
110
+ *
111
+ * @type {Float64Array}
112
+ */
113
+ #clip_times = new Float64Array(0);
114
+
115
+ /**
116
+ * @returns {boolean}
117
+ */
118
+ get linked() {
119
+ return this.#linked;
120
+ }
121
+
122
+ /**
123
+ * Build the runtime graph — one {@link AnimationState} per state definition, one
124
+ * {@link AnimationTransition} per transition definition, wired to each other.
125
+ *
126
+ * @param {AnimationGraphDefinition} def
127
+ */
128
+ initialize(def) {
129
+ assert.defined(def, 'def');
130
+ assert.equal(this.#linked, false, 'graph is linked');
131
+
132
+ this.def = def;
133
+
134
+ this.blendState = def.createBlendState();
135
+ this.#clip_times = new Float64Array(def.clipIndex.length);
136
+
137
+ const state_definitions = def.states;
138
+ const state_count = state_definitions.length;
139
+
140
+ this.states = [];
141
+
142
+ for (let i = 0; i < state_count; i++) {
143
+ const state = new AnimationState();
144
+
145
+ state.def = state_definitions[i];
146
+ state.graph = this;
147
+
148
+ this.states[i] = state;
149
+ }
150
+
151
+ const transition_definitions = def.transitions;
152
+ const transition_count = transition_definitions.length;
153
+
154
+ this.transitions = [];
155
+
156
+ for (let i = 0; i < transition_count; i++) {
157
+ const transition = new AnimationTransition();
158
+
159
+ transition.def = transition_definitions[i];
160
+ transition.graph = this;
161
+
162
+ this.transitions[i] = transition;
163
+ }
164
+
165
+ this.state = this.state_by_definition(def.startingSate);
166
+
167
+ for (let i = 0; i < transition_count; i++) {
168
+ const transition = this.transitions[i];
169
+
170
+ transition.source = this.state_by_definition(transition.def.source);
171
+ transition.target = this.state_by_definition(transition.def.target);
172
+
173
+ transition.initialize();
174
+ }
175
+
176
+ for (let i = 0; i < state_count; i++) {
177
+ const state = this.states[i];
178
+
179
+ state.inEdges = state.def.inEdges.map(this.transition_by_definition, this);
180
+ state.outEdges = state.def.outEdges.map(this.transition_by_definition, this);
181
+
182
+ state.initialize();
183
+ }
184
+ }
185
+
186
+ /**
187
+ * @param {AnimationStateDefinition} definition
188
+ * @returns {AnimationState|undefined}
189
+ */
190
+ state_by_definition(definition) {
191
+ assert.defined(definition, 'definition');
192
+
193
+ const states = this.states;
194
+
195
+ for (let i = 0; i < states.length; i++) {
196
+ if (states[i].def === definition) {
197
+ return states[i];
198
+ }
199
+ }
200
+
201
+ return undefined;
202
+ }
203
+
204
+ /**
205
+ * @param {string} name
206
+ * @returns {AnimationState|undefined}
207
+ */
208
+ state_by_name(name) {
209
+ const states = this.states;
210
+
211
+ for (let i = 0; i < states.length; i++) {
212
+ if (states[i].def.name === name) {
213
+ return states[i];
214
+ }
215
+ }
216
+
217
+ return undefined;
218
+ }
219
+
220
+ /**
221
+ * @param {string} name name of the clip the state plays
222
+ * @returns {AnimationState|undefined}
223
+ */
224
+ state_by_clip_name(name) {
225
+ const states = this.states;
226
+
227
+ for (let i = 0; i < states.length; i++) {
228
+ const definition = states[i].def;
229
+
230
+ if (definition.type !== AnimationStateType.Clip) {
231
+ continue;
232
+ }
233
+
234
+ if (definition.motion.def.name === name) {
235
+ return states[i];
236
+ }
237
+ }
238
+
239
+ return undefined;
240
+ }
241
+
242
+ /**
243
+ * @param {AnimationTransitionDefinition} definition
244
+ * @returns {AnimationTransition|undefined}
245
+ */
246
+ transition_by_definition(definition) {
247
+ const transitions = this.transitions;
248
+
249
+ for (let i = 0; i < transitions.length; i++) {
250
+ if (transitions[i].def === definition) {
251
+ return transitions[i];
252
+ }
253
+ }
254
+
255
+ return undefined;
256
+ }
257
+
258
+ /**
259
+ * Start the graph: take the clip durations the model turned out to have, enter the starting
260
+ * state, and begin listening for the events its transitions fire on.
261
+ *
262
+ * **Durations arrive here rather than at construction** because they are the model's and not
263
+ * the graph's — `animation-graph.json` names clips, the `.glb` says how long they are — and the
264
+ * notification path needs them to be right before a single frame is ticked. They are written
265
+ * onto the shared clip definitions, which is where {@link AnimationClip} reads them.
266
+ *
267
+ * @param {number} entity
268
+ * @param {EntityComponentDataset} ecd
269
+ * @param {ArrayLike<number>} durations seconds, one per `def.clipIndex` entry, in that order
270
+ */
271
+ link(entity, ecd, durations) {
272
+ assert.isNonNegativeInteger(entity, 'entity');
273
+ assert.defined(ecd, 'ecd');
274
+ assert.equal(this.#linked, false, 'graph is already linked, call unlink first');
275
+
276
+ const clip_index = this.def.clipIndex;
277
+
278
+ assert.equal(durations.length, clip_index.length, 'durations.length');
279
+
280
+ for (let i = 0; i < clip_index.length; i++) {
281
+ clip_index[i].duration = durations[i];
282
+ }
283
+
284
+ this.__entity = entity;
285
+ this.__dataset = ecd;
286
+
287
+ this.#linked = true;
288
+
289
+ this.enter_state(this.state);
290
+
291
+ this.state.time = this.start_phase * this.#state_clip_duration(this.state);
292
+
293
+ this.update_blend_state();
294
+ }
295
+
296
+ /**
297
+ * Stop listening. The graph keeps the state it was in, so a re-link resumes rather than
298
+ * restarts.
299
+ */
300
+ unlink() {
301
+ if (!this.#linked) {
302
+ return;
303
+ }
304
+
305
+ this.exit_state(this.state);
306
+
307
+ this.#linked = false;
308
+ }
309
+
310
+ /**
311
+ * Advance every running clock by `time_delta`, fire whatever notifications were crossed, and
312
+ * recompute the blend.
313
+ *
314
+ * Unconditional by design: §2.6-2's split puts pose evaluation and its events on the CPU
315
+ * precisely so that camera framing cannot decide whether a projectile spawns. The screen-area
316
+ * cull the legacy system applied has no counterpart here.
317
+ *
318
+ * @param {number} time_delta in seconds
319
+ */
320
+ tick(time_delta) {
321
+ assert.equal(this.#linked, true, 'graph is not linked');
322
+
323
+ const active_transitions = this.activeTransitions;
324
+
325
+ let transition_count = active_transitions.length;
326
+
327
+ transitions: for (let i = 0; i < transition_count; i++) {
328
+ const active = active_transitions[i];
329
+
330
+ active.tick(time_delta);
331
+
332
+ if (!active.isFinished()) {
333
+ continue;
334
+ }
335
+
336
+ active_transitions.splice(i, 1);
337
+
338
+ transition_count--;
339
+ i--;
340
+
341
+ for (let j = 0; j < transition_count; j++) {
342
+ const other = active_transitions[j];
343
+
344
+ if (other.source === active.source || other.target === active.source) {
345
+ // the state it came from is still in use by another transition
346
+ continue transitions;
347
+ }
348
+ }
349
+
350
+ this.stop_state_simulation(active.source);
351
+ }
352
+
353
+ const simulated = this.simulatedStates;
354
+
355
+ for (let i = 0; i < simulated.length; i++) {
356
+ simulated[i].tick(time_delta);
357
+ }
358
+
359
+ this.update_blend_state();
360
+ }
361
+
362
+ /**
363
+ * @param {AnimationState} state
364
+ * @returns {boolean} `false` when the state was not being simulated
365
+ */
366
+ stop_state_simulation(state) {
367
+ const i = this.simulatedStates.indexOf(state);
368
+
369
+ if (i === -1) {
370
+ return false;
371
+ }
372
+
373
+ this.simulatedStates.splice(i, 1);
374
+
375
+ return true;
376
+ }
377
+
378
+ /**
379
+ * Recompute per-clip weights from the states and transitions that are running, and the time
380
+ * each of those clips is at.
381
+ */
382
+ update_blend_state() {
383
+ const simulated = this.simulatedStates;
384
+
385
+ for (let i = 0; i < simulated.length; i++) {
386
+ simulated[i].updateBlendState();
387
+ }
388
+
389
+ const active_transitions = this.activeTransitions;
390
+ const transition_count = active_transitions.length;
391
+
392
+ const blend = this.blendState;
393
+
394
+ if (transition_count === 1) {
395
+ const first = active_transitions[0];
396
+
397
+ first.updateBlendsState();
398
+
399
+ blend.copy(first.blendState);
400
+ } else if (transition_count > 1) {
401
+ blend.zero();
402
+
403
+ for (let i = 0; i < transition_count; i++) {
404
+ const active = active_transitions[i];
405
+
406
+ active.updateBlendsState();
407
+
408
+ blend.add(active.blendState);
409
+ }
410
+
411
+ blend.weightsMultiplyScalar(1 / transition_count);
412
+ } else {
413
+ blend.copy(this.state.blendState);
414
+ }
415
+
416
+ const times = this.#clip_times;
417
+
418
+ for (let i = 0; i < simulated.length; i++) {
419
+ const state = simulated[i];
420
+
421
+ if (state.def.type !== AnimationStateType.Clip) {
422
+ continue;
423
+ }
424
+
425
+ const clip = state.def.motion;
426
+
427
+ times[this.def.getClipIndex(clip.def)] = wrap_clip_time(
428
+ state.time,
429
+ clip.def.duration,
430
+ clip.getFlag(AnimationClipFlag.Repeat)
431
+ );
432
+ }
433
+ }
434
+
435
+ /**
436
+ * Where clip `clip_index` is playing, in seconds from its own start — wrapped for a looping
437
+ * clip and clamped for a one-shot, so it is directly what the renderer's clip record holds and
438
+ * what a pose query has to be asked at.
439
+ *
440
+ * Only meaningful for a clip the blend gives weight to; a clip nothing is playing keeps
441
+ * whatever time it last stopped at.
442
+ *
443
+ * @param {number} clip_index
444
+ * @returns {number}
445
+ */
446
+ clip_time(clip_index) {
447
+ return this.#clip_times[clip_index];
448
+ }
449
+
450
+ /**
451
+ * @param {AnimationState} state
452
+ * @returns {number}
453
+ */
454
+ #state_clip_duration(state) {
455
+ if (state.def.type !== AnimationStateType.Clip) {
456
+ return 0;
457
+ }
458
+
459
+ return state.def.motion.def.duration;
460
+ }
461
+
462
+ /**
463
+ * @param {AnimationState} state
464
+ */
465
+ enter_state(state) {
466
+ this.state = state;
467
+
468
+ if (this.simulatedStates.indexOf(state) === -1) {
469
+ this.simulatedStates.push(state);
470
+ }
471
+
472
+ state.activate(this.__entity, this.__dataset);
473
+ }
474
+
475
+ /**
476
+ * @param {AnimationState} state
477
+ */
478
+ exit_state(state) {
479
+ state.deactivate(this.__entity, this.__dataset);
480
+ }
481
+
482
+ /**
483
+ * @param {AnimationState} state
484
+ */
485
+ activate_state(state) {
486
+ this.exit_state(this.state);
487
+
488
+ this.enter_state(state);
489
+ }
490
+
491
+ /**
492
+ * Begin a transition that has just fired.
493
+ *
494
+ * **Named for `AnimationTransition.transition`, which calls it** — the transitions listen to
495
+ * ECS events themselves and push the result back here.
496
+ *
497
+ * @param {AnimationTransition} transition
498
+ */
499
+ transition(transition) {
500
+ this.activeTransitions.push(transition);
501
+
502
+ this.activate_state(transition.target);
503
+ }
504
+ }
505
+
506
+ /**
507
+ * What the binary serialization registry knows this component by.
508
+ *
509
+ * The controller is built transiently — `CombatUnitEntityDecorator` constructs one from the
510
+ * creature's `animation-graph.json` every time it decorates a unit — so nothing writes one to disk
511
+ * and there is no adapter behind this name. It is here because the registry warns on any component
512
+ * class that reaches it unnamed, once per boot, printing the whole class source; and because a
513
+ * component with no name cannot be told apart from another one later, which is I-13's business
514
+ * whether or not it round-trips today.
515
+ *
516
+ * @type {string}
517
+ */
518
+ AnimationGraphController.typeName = "AnimationGraphController";