@woosh/meep-engine 3.11.3 → 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 (401) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  169. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  172. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  175. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  177. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  178. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  180. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  182. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  183. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  184. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  185. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  186. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  187. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  188. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  189. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  190. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  191. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  192. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  193. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  194. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  195. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  196. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  197. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  198. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  199. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  201. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  203. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  205. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  207. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  208. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  209. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  210. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  211. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  212. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  213. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  214. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  215. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  216. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  217. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  218. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  219. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  220. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  221. package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
  222. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
  223. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  224. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
  225. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  226. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  227. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  228. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  229. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  230. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +4 -4
  231. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  232. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +121 -122
  233. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +774 -774
  234. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
  235. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  236. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +69 -70
  237. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +367 -367
  238. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +184 -184
  239. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -1115
  240. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +142 -143
  243. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  244. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +0 -1
  245. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  246. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +140 -141
  247. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  248. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +0 -1
  249. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  250. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +0 -1
  251. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.d.ts.map +1 -1
  252. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.js +191 -198
  253. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts +0 -6
  254. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts.map +1 -1
  255. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js +120 -120
  256. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts +0 -4
  257. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts.map +1 -1
  258. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.js +112 -112
  259. package/src/shade/renderer/light/cluster/graph_assign_clsuters.d.ts.map +1 -1
  260. package/src/shade/renderer/light/cluster/graph_assign_clsuters.js +4 -7
  261. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts +0 -6
  262. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts.map +1 -1
  263. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.js +1 -1
  264. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +222 -222
  265. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_tile_composit.js +81 -81
  266. package/src/shade/renderer/material/GPUMaterialContext.js +380 -380
  267. package/src/shade/renderer/material/standard/fragment_gbuffer_vt.js +169 -169
  268. package/src/shade/renderer/object_property/shader_object_property_process.d.ts.map +1 -1
  269. package/src/shade/renderer/object_property/shader_object_property_process.js +83 -84
  270. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.d.ts.map +1 -1
  271. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js +57 -58
  272. package/src/shade/renderer/particles/prototypeParticleSystem.js +2 -3
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  326. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.d.ts.map +1 -1
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  328. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
  329. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +65 -66
  330. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_rasterization_bucket_sort.d.ts.map +1 -1
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  332. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.d.ts.map +1 -1
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  334. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.d.ts.map +1 -1
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  336. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
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  340. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
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  342. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
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  357. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
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  363. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
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  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
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  393. package/src/view/minimap/Minimap.d.ts +2 -2
  394. package/src/view/minimap/Minimap.d.ts.map +1 -1
  395. package/src/view/minimap/Minimap.js +225 -225
  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
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@@ -1 +1 @@
1
- {"version":3,"file":"shader_nodes_update_transform_hierarchy_naive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js"],"names":[],"mappings":"AA0GA,0EAKG;8BAtG2B,+BAA+B"}
1
+ {"version":3,"file":"shader_nodes_update_transform_hierarchy_naive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js"],"names":[],"mappings":"AA0GA,0EAIG;8BArG2B,+BAA+B"}
@@ -1,112 +1,111 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
4
- import { chunk_scene_database_access_rw } from "../chunk_scene_database_access.js";
5
- import { NODE3D_SCENE_ID } from "../NODE3D_STRUCT.js";
6
- import {
7
- chunk_mat4_compose_transform
8
- } from "../../shader/chunk/geometry/mat4/chunk_mat4_compose_transform.js";
9
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
10
- import { ComputeShader } from "../../shader/ComputeShader.js";
11
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
12
-
13
- /**
14
- * Maximum parent-chain depth a thread will walk before giving up.
15
- * Bounds runtime / shader complexity even on pathological data
16
- * (cycles, very deep skeletons). Same value the CSDLDF variant uses
17
- * for its fallback path.
18
- *
19
- * @type {number}
20
- */
21
- const MAX_PARENT_WALK = 64;
22
-
23
- const WORKGROUP_SIZE = 64;
24
-
25
- /**
26
- * Brute-force "Northlight-style" propagation pass for scene-graph node
27
- * transforms. Runs alongside {@link shader_nodes_update_transform_hierarchy}
28
- * (the CSDLDF lookback variant) as a comparison reference: when the
29
- * outputs of the two diverge, the bug is somewhere in the clever path.
30
- *
31
- * **Per-thread work**
32
- *
33
- * One thread per input position. Each thread:
34
- * - Reads its own node, composes its local TRS into `acc`.
35
- * - Walks `node.parent` repeatedly, composing each ancestor's local
36
- * TRS into `acc` from the left, until the chain hits the scene root
37
- * (`parent == NODE3D_SCENE_ID`) or `MAX_PARENT_WALK` steps.
38
- * - Writes the final `acc` into `node.global` via the per-field
39
- * `scene_write_node_global` helper — only the `global` field is
40
- * touched, so a transient stale read can't poison `local_T/R/S`.
41
- *
42
- * Every thread re-walks the entire parent chain — there's no
43
- * cross-thread cooperation, no spine flag, no lookback. That makes
44
- * each thread's work `O(depth)` and the overall pass
45
- * `O(node_count × depth)`. For the scene depths the prototype targets
46
- * (≤32) the absolute cost is fine; the point of this implementation
47
- * isn't speed, it's giving us a known-correct baseline to validate
48
- * the CSDLDF variant against.
49
- *
50
- * @type {ComputeShader}
51
- */
52
- const resources = new ShaderResourceSetDescriptor();
53
- resources.createGroup()
54
- .addStorageBuffer("input", COLLECTION_U32_STRUCT_READ)
55
- .addStorageBuffer("scene_database", WebGPUArray.from(u32), true);
56
-
57
- const body = CodeChunk.from(
58
- //language=WGSL
59
- `
60
- const NODE_SCENE: u32 = ${NODE3D_SCENE_ID}u;
61
- const MAX_PARENT_WALK: u32 = ${MAX_PARENT_WALK}u;
62
-
63
- @compute @workgroup_size(${WORKGROUP_SIZE})
64
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
65
- let pos = gid.x;
66
- if(pos >= input.count){
67
- return;
68
- }
69
-
70
- let node_id = input.elements[pos];
71
-
72
- let node = scene_read_node_rw(&scene_database, node_id);
73
-
74
- // Capture this node's current \`global\` as last frame's value,
75
- // before the new compose overwrites it. The full transforms row
76
- // is already loaded; reading the field here is free, and writing
77
- // prev_global ahead of the new global means there's never a
78
- // window where prev and current disagree about which is which.
79
- scene_write_node_prev_global(&scene_database, node_id, node.global);
80
-
81
- var acc = mat4_compose_transform(node.local_translation, node.local_rotation, node.local_scale);
82
- var parent_id = node.parent;
83
-
84
- // Walk straight up. Each step reads the parent fresh and prepends
85
- // its local matrix to acc. No reliance on previously-written
86
- // \`global\` fields anywhere — every thread reconstructs the full
87
- // world transform from local TRS data alone, so the order in
88
- // which threads finish doesn't matter and there's nothing for a
89
- // sibling thread's writes to corrupt mid-flight.
90
- for(var step = 0u; step < MAX_PARENT_WALK; step = step + 1u){
91
- if(parent_id == NODE_SCENE){
92
- break;
93
- }
94
- let parent = scene_read_node_rw(&scene_database, parent_id);
95
- let parent_local = mat4_compose_transform(parent.local_translation, parent.local_rotation, parent.local_scale);
96
- acc = parent_local * acc;
97
- parent_id = parent.parent;
98
- }
99
-
100
- scene_write_node_global(&scene_database, node_id, acc);
101
- }
102
- `, [
103
- chunk_scene_database_access_rw,
104
- chunk_mat4_compose_transform,
105
- ]);
106
-
107
- export const shader_nodes_update_transform_hierarchy_naive = ComputeShader.from({
108
- label: "SceneGraph/UpdateTransformHierarchy/Naive",
109
- body,
110
- resources,
111
- group_size: [WORKGROUP_SIZE, 1, 1],
112
- });
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
4
+ import { chunk_scene_database_access_rw } from "../chunk_scene_database_access.js";
5
+ import { NODE3D_SCENE_ID } from "../NODE3D_STRUCT.js";
6
+ import {
7
+ chunk_mat4_compose_transform
8
+ } from "../../shader/chunk/geometry/mat4/chunk_mat4_compose_transform.js";
9
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
10
+ import { ComputeShader } from "../../shader/ComputeShader.js";
11
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
12
+
13
+ /**
14
+ * Maximum parent-chain depth a thread will walk before giving up.
15
+ * Bounds runtime / shader complexity even on pathological data
16
+ * (cycles, very deep skeletons). Same value the CSDLDF variant uses
17
+ * for its fallback path.
18
+ *
19
+ * @type {number}
20
+ */
21
+ const MAX_PARENT_WALK = 64;
22
+
23
+ const WORKGROUP_SIZE = 64;
24
+
25
+ /**
26
+ * Brute-force "Northlight-style" propagation pass for scene-graph node
27
+ * transforms. Runs alongside {@link shader_nodes_update_transform_hierarchy}
28
+ * (the CSDLDF lookback variant) as a comparison reference: when the
29
+ * outputs of the two diverge, the bug is somewhere in the clever path.
30
+ *
31
+ * **Per-thread work**
32
+ *
33
+ * One thread per input position. Each thread:
34
+ * - Reads its own node, composes its local TRS into `acc`.
35
+ * - Walks `node.parent` repeatedly, composing each ancestor's local
36
+ * TRS into `acc` from the left, until the chain hits the scene root
37
+ * (`parent == NODE3D_SCENE_ID`) or `MAX_PARENT_WALK` steps.
38
+ * - Writes the final `acc` into `node.global` via the per-field
39
+ * `scene_write_node_global` helper — only the `global` field is
40
+ * touched, so a transient stale read can't poison `local_T/R/S`.
41
+ *
42
+ * Every thread re-walks the entire parent chain — there's no
43
+ * cross-thread cooperation, no spine flag, no lookback. That makes
44
+ * each thread's work `O(depth)` and the overall pass
45
+ * `O(node_count × depth)`. For the scene depths the prototype targets
46
+ * (≤32) the absolute cost is fine; the point of this implementation
47
+ * isn't speed, it's giving us a known-correct baseline to validate
48
+ * the CSDLDF variant against.
49
+ *
50
+ * @type {ComputeShader}
51
+ */
52
+ const resources = new ShaderResourceSetDescriptor();
53
+ resources.createGroup()
54
+ .addStorageBuffer("input", COLLECTION_U32_STRUCT_READ)
55
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32), true);
56
+
57
+ const body = CodeChunk.from(
58
+ //language=WGSL
59
+ `
60
+ const NODE_SCENE: u32 = ${NODE3D_SCENE_ID}u;
61
+ const MAX_PARENT_WALK: u32 = ${MAX_PARENT_WALK}u;
62
+
63
+ @compute @workgroup_size(${WORKGROUP_SIZE})
64
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
65
+ let pos = gid.x;
66
+ if(pos >= input.count){
67
+ return;
68
+ }
69
+
70
+ let node_id = input.elements[pos];
71
+
72
+ let node = scene_read_node_rw(&scene_database, node_id);
73
+
74
+ // Capture this node's current \`global\` as last frame's value,
75
+ // before the new compose overwrites it. The full transforms row
76
+ // is already loaded; reading the field here is free, and writing
77
+ // prev_global ahead of the new global means there's never a
78
+ // window where prev and current disagree about which is which.
79
+ scene_write_node_prev_global(&scene_database, node_id, node.global);
80
+
81
+ var acc = mat4_compose_transform(node.local_translation, node.local_rotation, node.local_scale);
82
+ var parent_id = node.parent;
83
+
84
+ // Walk straight up. Each step reads the parent fresh and prepends
85
+ // its local matrix to acc. No reliance on previously-written
86
+ // \`global\` fields anywhere — every thread reconstructs the full
87
+ // world transform from local TRS data alone, so the order in
88
+ // which threads finish doesn't matter and there's nothing for a
89
+ // sibling thread's writes to corrupt mid-flight.
90
+ for(var step = 0u; step < MAX_PARENT_WALK; step = step + 1u){
91
+ if(parent_id == NODE_SCENE){
92
+ break;
93
+ }
94
+ let parent = scene_read_node_rw(&scene_database, parent_id);
95
+ let parent_local = mat4_compose_transform(parent.local_translation, parent.local_rotation, parent.local_scale);
96
+ acc = parent_local * acc;
97
+ parent_id = parent.parent;
98
+ }
99
+
100
+ scene_write_node_global(&scene_database, node_id, acc);
101
+ }
102
+ `, [
103
+ chunk_scene_database_access_rw,
104
+ chunk_mat4_compose_transform,
105
+ ]);
106
+
107
+ export const shader_nodes_update_transform_hierarchy_naive = ComputeShader.from({
108
+ label: "SceneGraph/UpdateTransformHierarchy/Naive",
109
+ body,
110
+ resources,
111
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_bvh_extract_instance_leaves.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js"],"names":[],"mappings":"AAUA,4CAA6C;AA+G7C;;;;;;;;;;;;;;;;;GAiBG;AACH,iDAFU,aAAa,CAOpB;8BA3I2B,4BAA4B"}
1
+ {"version":3,"file":"shader_bvh_extract_instance_leaves.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js"],"names":[],"mappings":"AAUA,4CAA6C;AA+G7C;;;;;;;;;;;;;;;;;GAiBG;AACH,iDAFU,aAAa,CAMpB;8BA1I2B,4BAA4B"}
@@ -141,5 +141,4 @@ export const shader_bvh_extract_instance_leaves = ComputeShader.from({
141
141
  label: "BVHBuild/ExtractInstanceLeaves",
142
142
  resources,
143
143
  body,
144
- group_size: [BVH_EXTRACT_WORKGROUP_SIZE, 1, 1],
145
144
  });
@@ -4,7 +4,9 @@ export class ComputeShader {
4
4
  * @param {string} [label]
5
5
  * @param {ShaderResourceSetDescriptor} resources
6
6
  * @param {CodeChunk} body
7
- * @param {number[]} [group_size] Compute shader's group_size attribute, defaults to `[1,1,1]`, can be [x], [x,y] or [x,y,z].
7
+ * @param {number[]} [group_size] removed see {@link group_size_x}. Still destructured only so
8
+ * that a call site left over from before the removal fails loudly instead of having its value
9
+ * silently ignored.
8
10
  * @returns {ComputeShader}
9
11
  */
10
12
  static from({ label, body, resources, group_size, }?: string): ComputeShader;
@@ -46,14 +48,33 @@ export class ComputeShader {
46
48
  */
47
49
  constructPass({ encoder, bindings }: ShadeGPUCommandContext): GPUComputePassEncoder;
48
50
  /**
51
+ * Shortcut to {@link dispatch}, expressed in threads instead of workgroups.
52
+ *
53
+ * Each dimension's thread count is divided by the matching `group_size` component, rounding up.
54
+ *
55
+ * For example, if we have a workload with 1000 elements, and `@workgroup_size(256,1,1)`. We supply `thread_count_x=1000` and this utility will set `group_count_x` to `Math.ceil(1000 / 256) = 4`.
56
+ *
57
+ * NOTE: rounding up means the last group in each dimension is only partially useful, the shader is responsible for discarding threads beyond the requested counts.
58
+ *
59
+ * @param {ShadeGPUCommandContext} encoder
60
+ * @param {Object} bindings
61
+ * @param {number} [thread_count_x] number of useful threads to process along X. Must be a non-negative integer. Defaults to `1`.
62
+ * @param {number} [thread_count_y] number of useful threads to process along Y. Must be a non-negative integer. Defaults to `1`.
63
+ * @param {number} [thread_count_z] number of useful threads to process along Z. Must be a non-negative integer. Defaults to `1`.
64
+ * @see dispatch
65
+ */
66
+ dispatchThreads({ encoder, bindings, thread_count_x, thread_count_y, thread_count_z, }: ShadeGPUCommandContext): void;
67
+ /**
68
+ * @deprecated use {@link dispatchThreads} instead, passing `element_count` as `thread_count_x`.
69
+ *
49
70
  * Shortcut to {@link dispatch}, intended for iteration of linear workloads.
50
71
  *
51
- * For example, if we have a workload with 1000 elements, and `@group_size(256,1,1)`. We supply `element_count=1000` and this utility will set group_count to `Math.ceil(1000 / 256) = 4`.
72
+ * For example, if we have a workload with 1000 elements, and `@workgroup_size(256,1,1)`. We supply `element_count=1000` and this utility will set group_count to `Math.ceil(1000 / 256) = 4`.
52
73
  *
53
74
  * @param {ShadeGPUCommandContext} encoder
54
75
  * @param {Object} bindings
55
76
  * @param {number} element_count number of useful threads to process. Must be a non-negative integer.
56
- * @see dispatch
77
+ * @see dispatchThreads
57
78
  */
58
79
  dispatchLinear({ encoder, bindings, element_count }: ShadeGPUCommandContext): void;
59
80
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"ComputeShader.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ComputeShader.js"],"names":[],"mappings":"AAMA;IA2EI;;;;;;;OAOG;IACH,sDANW,MAAM,GAIJ,aAAa,CAiCzB;IAvDD;;;OAGG;IACH,wBAFW,gBAAgB,EAY1B;IA7DD;;;OAGG;IACH,0CAEC;IASD;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,mCAEC;IA2DD;;;;;OAKG;IACH,oFAuBC;IAED;;;;;;;;;OASG;IACH,mFA4BC;IAED;;;;;;;OAOG;IACH,4GAyCC;IAED;;;;;;OAMG;IACH,+FAsCC;IAGL;;;OAGG;IACH,0BAFU,OAAO,CAEsB;;CANtC;0CAjSyC,gEAAgE;iCACzE,uBAAuB"}
1
+ {"version":3,"file":"ComputeShader.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/shader/ComputeShader.js"],"names":[],"mappings":"AASA;IA8FI;;;;;;;;;OASG;IACH,sDARW,MAAM,GAMJ,aAAa,CAuBzB;IA9DD;;;OAGG;IACH,wBAFW,gBAAgB,EA2B1B;IAhFD;;;OAGG;IACH,0CAEC;IAaD;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,mCAEC;IAkED;;;;;OAKG;IACH,oFAuBC;IAED;;;;;;;;;;;;;;;OAeG;IACH,sHA6BC;IAED;;;;;;;;;;;OAWG;IACH,mFAmBC;IAED;;;;;;;OAOG;IACH,4GAyCC;IAED;;;;;;OAMG;IACH,+FAsCC;IAGL;;;OAGG;IACH,0BAFU,OAAO,CAEsB;;CANtC;0CAvVyC,gEAAgE;iCACzE,uBAAuB"}