@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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  303. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +2 -2
  304. package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.d.ts.map +1 -1
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@@ -1,428 +1,428 @@
1
- import { m4_invert } from "../../../../core/geom/3d/mat4/m4_invert.js";
2
- import { assert } from "../../../../core/assert.js";
3
- import { array_copy } from "../../../../core/collection/array/array_copy.js";
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- import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
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- import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js";
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- import { aabb3_matrix4_project } from "../../../../core/geom/3d/aabb/aabb3_matrix4_project.js";
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- import { ray3_array_apply_matrix4 } from "../../../../core/geom/3d/ray/ray3_array_apply_matrix4.js";
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- import { GeometrySpatialQueryAccelerator } from "../../geometry/buffered/query/GeometrySpatialQueryAccelerator.js";
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- import { DrawMode } from "./DrawMode.js";
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- import { ShadedGeometryFlags } from "./ShadedGeometryFlags.js";
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-
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- /**
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- * @readonly
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- * @type {Float32Array}
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- */
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- const scratch_aabb3_array = new Float32Array(6);
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-
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- const DEFAULT_FLAGS = ShadedGeometryFlags.CastShadow
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- | ShadedGeometryFlags.ReceiveShadow
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- | ShadedGeometryFlags.Visible
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- ;
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-
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- const FLAG_SET_EQUALITY = ShadedGeometryFlags.CastShadow
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- | ShadedGeometryFlags.ReceiveShadow
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- | ShadedGeometryFlags.DrawMethodLocked
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- | ShadedGeometryFlags.Visible
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- ;
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-
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- /**
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- *
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- * @type {Float32Array|mat4}
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- */
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- const scratch_m4 = new Float32Array(16);
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-
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- /**
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- * @readonly
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- * @type {Float32Array}
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- */
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- const scratch_ray_0 = new Float32Array(6);
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-
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- /**
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- * Represents a primitive 3d object, a combination of a material and geometry
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- * This is roughly equivalent to single draw call, note that his is not a hierarchical data structure, if you want that - you will need to combine multiple entities, each with a `ShadedGeometry` component
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- */
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- export class ShadedGeometry {
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- /**
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- * Set when a transform change has been observed but the bounding box and the BVH have
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- * not been brought up to date yet. Only ever set under
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- * {@link ShadedGeometryFlags.DeferredBoundsUpdate}, and doubles as the "already queued"
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- * bit for {@link #bounds_queue}.
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- * @type {boolean}
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- */
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- #bounds_dirty = false;
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-
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- /**
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- * Transient, assigned in the system. Where this component parks itself when its bounds
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- * go stale under {@link ShadedGeometryFlags.DeferredBoundsUpdate}.
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- * @type {DeferredBoundsQueue|null}
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- */
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- #bounds_queue = null;
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-
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- /**
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- * Whatever the running renderer draws geometry from — a `MeshletGeometry` under Shade, and a
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- * `Geometry` where the primitive was built rather than loaded.
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- * @type {MeshletGeometry|Geometry|BufferGeometry|null}
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- */
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- geometry = null;
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-
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- /**
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- *
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- * @type {ShadeMaterial|Material|null}
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- */
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- material = null;
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-
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- /**
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- * Optional extra material used for shadowmaps
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- * @type {ShadeMaterial|Material|null}
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- */
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- depth_material = null;
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-
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- __bvh_leaf = new BvhClient();
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-
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- /**
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- * Transient, assigned in the system
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- * @type {number}
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- * @private
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- */
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- __entity = -1;
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-
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- /**
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- * Transient, cached for convenience. Associated transform component from the same entity
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- * @type {Transform|null}
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- * @private
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- */
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- __c_transform = null;
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-
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- /**
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- * The row a renderer put this primitive in, or `null` while it is in none.
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- *
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- * **Written by whichever system placed it, and read by whoever needs to know where it ended
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- * up** — `MeshSystem3` combining the bounds of an expanded model, for one. Same arrangement v1
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- * made with `Mesh.mesh`: a component that carries the renderer's own geometry may as well carry
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- * the renderer's own handle to it, and one renderer runs at a time.
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- *
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- * @transient
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- * @type {Mesh|null}
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- */
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- node = null;
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-
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- /**
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- *
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- * @type {DrawMode|number}
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- */
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- mode = DrawMode.Triangles;
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-
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- /**
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- * Transient property signifying how to render object, such as using INSTANCED draw
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- * @type {number}
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- */
120
- draw_method = 0;
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-
122
- /**
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- *
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- * @type {number}
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- */
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- flags = DEFAULT_FLAGS;
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-
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- /**
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- *
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- * @param {number|ShadedGeometryFlags} flag
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- * @returns {void}
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- */
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- setFlag(flag) {
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- this.flags |= flag;
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- }
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-
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- /**
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- *
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- * @param {number|ShadedGeometryFlags} flag
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- * @returns {void}
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- */
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- clearFlag(flag) {
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- this.flags &= ~flag;
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- }
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-
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- /**
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- *
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- * @param {number|ShadedGeometryFlags} flag
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- * @param {boolean} value
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- */
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- writeFlag(flag, value) {
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- if (value) {
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- this.setFlag(flag);
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- } else {
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- this.clearFlag(flag);
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- }
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- }
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-
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- /**
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- *
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- * @param {number|ShadedGeometryFlags} flag
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- * @returns {boolean}
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- */
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- getFlag(flag) {
165
- return (this.flags & flag) === flag;
166
- }
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-
168
- /**
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- *
170
- * @return {number}
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- */
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- hash() {
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- return this.geometry.id
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- ^ this.material.id
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- ^ (this.flags & FLAG_SET_EQUALITY)
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- ^ (this.draw_method << 16)
177
- ^ (this.mode << 12)
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- ;
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- }
180
-
181
- /**
182
- *
183
- * @param {ShadedGeometry} other
184
- * @returns {boolean}
185
- */
186
- equals(other) {
187
- return this.geometry.id === other.geometry.id
188
- && this.material.id === other.material.id
189
- && this.draw_method === other.draw_method
190
- && this.mode === other.mode
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- && (this.flags & FLAG_SET_EQUALITY) === (other.flags & FLAG_SET_EQUALITY)
192
- && this.depth_material === other.depth_material
193
- ;
194
- }
195
-
196
- /**
197
- *
198
- * @param {ShadedGeometry} other
199
- */
200
- copy(other) {
201
- this.geometry = other.geometry;
202
- this.material = other.material;
203
- this.depth_material = other.depth_material;
204
- this.draw_method = other.draw_method;
205
- this.mode = other.mode;
206
- this.flags = other.flags;
207
- }
208
-
209
- /**
210
- *
211
- * @returns {ShadedGeometry}
212
- */
213
- clone() {
214
- const r = new ShadedGeometry();
215
-
216
- r.copy(this);
217
-
218
- return r;
219
- }
220
-
221
- /**
222
- * Current cached entity that this component is attached to
223
- * @return {number}
224
- */
225
- get entity() {
226
- return this.__entity;
227
- }
228
-
229
- /**
230
- * Global transform matrix
231
- * 4x4 matrix
232
- * @return {null|number[]}
233
- */
234
- get transform() {
235
- return this.__c_transform.matrix;
236
- }
237
-
238
- /**
239
- * Attach this component to the queue that collects deferred bounds updates.
240
- * Called by the system when the component enters the BVH.
241
- * @param {DeferredBoundsQueue} queue
242
- * @returns {void}
243
- */
244
- bindBoundsQueue(queue) {
245
- assert.defined(queue, 'queue');
246
-
247
- this.#bounds_queue = queue;
248
- }
249
-
250
- /**
251
- * Called by the system when the component leaves the BVH. Any update parked in the
252
- * queue is abandoned — the entry is left in place and becomes inert, so unlinking
253
- * stays O(1).
254
- * @returns {void}
255
- */
256
- unbindBoundsQueue() {
257
- this.#bounds_dirty = false;
258
- this.#bounds_queue = null;
259
- }
260
-
261
- /**
262
- * Recompute the bounding box and push it into the BVH, if a deferred update is pending.
263
- *
264
- * This is the single point where a parked update lands; it is driven both by
265
- * {@link DeferredBoundsQueue.flush} and by any read of the bounding box.
266
- * @returns {boolean} whether an update was actually pending
267
- */
268
- applyDeferredBoundsUpdate() {
269
- if (!this.#bounds_dirty) {
270
- return false;
271
- }
272
-
273
- this.#bounds_dirty = false;
274
-
275
- this.update_bounds();
276
-
277
- this.__bvh_leaf.write_bounds();
278
-
279
- return true;
280
- }
281
-
282
- /**
283
- *
284
- * @param {AABB3} destination
285
- */
286
- getBoundingBox(destination) {
287
- const node = this.node;
288
-
289
- if (node !== null) {
290
- /*
291
- Placed in a renderer that keeps a world box per row and refreshes it as part of placing
292
- it. Reading that is not an optimization — the deferred path below computes its box from
293
- the geometry's own, and only a three `BufferGeometry` has one of those.
294
- */
295
- destination.readFromArray(node.bounding_box);
296
-
297
- return;
298
- }
299
-
300
- // settle a pending deferred update, so a read never observes a stale box
301
- this.applyDeferredBoundsUpdate();
302
-
303
- const aabb = this.__bvh_leaf.bounds;
304
-
305
- destination.readFromArray(aabb);
306
- }
307
-
308
- /**
309
- *
310
- * @param {MeshletGeometry|BufferGeometry} geometry
311
- * @param {ShadeMaterial|Material} material
312
- * @param {DrawMode} [draw_mode]
313
- */
314
- from(geometry, material, draw_mode = DrawMode.Triangles) {
315
- this.geometry = geometry;
316
- this.material = material;
317
- this.mode = draw_mode;
318
- }
319
-
320
- /**
321
- *
322
- * @param {MeshletGeometry|BufferGeometry} geometry
323
- * @param {ShadeMaterial|Material} material
324
- * @param {DrawMode} [draw_mode]
325
- * @return {ShadedGeometry}
326
- */
327
- static from(geometry, material, draw_mode) {
328
- const r = new ShadedGeometry();
329
-
330
- r.from(geometry, material, draw_mode);
331
-
332
- return r;
333
- }
334
-
335
- /**
336
- * Change handler subscribed to the entity's {@link Transform} while the component is
337
- * linked; see {@link ShadedGeometrySystem.link}.
338
- * @returns {void}
339
- */
340
- updateTransform() {
341
- if (this.getFlag(ShadedGeometryFlags.DeferredBoundsUpdate)) {
342
- if (!this.#bounds_dirty) {
343
- this.#bounds_dirty = true;
344
-
345
- this.#bounds_queue.add(this);
346
- }
347
-
348
- return;
349
- }
350
-
351
- this.update_bounds();
352
-
353
- this.__bvh_leaf.write_bounds();
354
- }
355
-
356
- update_bounds() {
357
- const geometry = this.geometry;
358
-
359
- /*
360
- The box comes off the geometry's own, which is why this is only reachable for a `Geometry`:
361
- it computes one on demand and remembers it, which is the whole of what
362
- `GeometryFlags.BoundsNeedUpdate` is for. A `MeshletGeometry` carries its box from the build
363
- and is read through {@link #node} instead — see `getBoundingBox`.
364
- */
365
- geometry.ensureBounds();
366
-
367
- array_copy(geometry.bounding_box, 0, scratch_aabb3_array, 0, 6);
368
-
369
- // transform
370
- aabb3_matrix4_project(this.__bvh_leaf.bounds, scratch_aabb3_array, this.transform);
371
- }
372
-
373
- /**
374
- * Raycast this primitive's own triangles on the CPU.
375
- *
376
- * **Requires a {@link Geometry}** — the vertex arrays themselves. A `MeshletGeometry` keeps its
377
- * triangles quantized inside meshlet pages, so a `ShadedGeometry` placed by
378
- * `shade_node_to_entity_composition` cannot be asked this; `geometry_build_from_meshlet_geometry`
379
- * decodes one, and holding that decode is the caller's business rather than this method's.
380
- * Picking a whole scene goes through the renderer's own `pick` instead (I-9) — this answers with
381
- * a surface point on one primitive.
382
- *
383
- * @param {SurfacePoint3} contact if found, contact is written here
384
- * @param {ArrayLike<number>|number[]|Float32Array} ray 6-tuple: [origin_x, origin_y, origin_z, direction_x, direction_y, direction_z]
385
- * @param {ArrayLike<number>|number[]|Float32Array} transform_matrix4 transform applied to the geometry
386
- * @returns {boolean}
387
- */
388
- query_raycast_nearest(contact, ray, transform_matrix4) {
389
-
390
- // get transform in local space
391
- m4_invert(scratch_m4, transform_matrix4);
392
-
393
- // transform ray to local space
394
- if (!ray3_array_apply_matrix4(scratch_ray_0, 0, ray, 0, scratch_m4)) {
395
- // invalid transform matrix
396
- return false;
397
- }
398
-
399
- const hit_found = GeometrySpatialQueryAccelerator.INSTANCE.queryRaycastNearest_array(
400
- contact,
401
- this.geometry,
402
- scratch_ray_0
403
- );
404
-
405
- if (!hit_found) {
406
- return false;
407
- }
408
-
409
- // transform hit contact into global space
410
- contact.applyMatrix4(transform_matrix4);
411
-
412
- return true;
413
-
414
- }
415
- }
416
-
417
- /**
418
- * @readonly
419
- * @type {string}
420
- */
421
- ShadedGeometry.typeName = 'ShadedGeometry';
422
-
423
- /**
424
- * TODO add serialization support
425
- * @readonly
426
- * @type {boolean}
427
- */
428
- ShadedGeometry.serializable = false;
1
+ import { m4_invert } from "../../../../core/geom/3d/mat4/m4_invert.js";
2
+ import { assert } from "../../../../core/assert.js";
3
+ import { array_copy } from "../../../../core/collection/array/array_copy.js";
4
+ import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
5
+ import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js";
6
+ import { aabb3_matrix4_project } from "../../../../core/geom/3d/aabb/aabb3_matrix4_project.js";
7
+ import { ray3_array_apply_matrix4 } from "../../../../core/geom/3d/ray/ray3_array_apply_matrix4.js";
8
+ import { GeometrySpatialQueryAccelerator } from "../../geometry/buffered/query/GeometrySpatialQueryAccelerator.js";
9
+ import { DrawMode } from "./DrawMode.js";
10
+ import { ShadedGeometryFlags } from "./ShadedGeometryFlags.js";
11
+
12
+ /**
13
+ * @readonly
14
+ * @type {Float32Array}
15
+ */
16
+ const scratch_aabb3_array = new Float32Array(6);
17
+
18
+ const DEFAULT_FLAGS = ShadedGeometryFlags.CastShadow
19
+ | ShadedGeometryFlags.ReceiveShadow
20
+ | ShadedGeometryFlags.Visible
21
+ ;
22
+
23
+ const FLAG_SET_EQUALITY = ShadedGeometryFlags.CastShadow
24
+ | ShadedGeometryFlags.ReceiveShadow
25
+ | ShadedGeometryFlags.DrawMethodLocked
26
+ | ShadedGeometryFlags.Visible
27
+ ;
28
+
29
+ /**
30
+ *
31
+ * @type {Float32Array|mat4}
32
+ */
33
+ const scratch_m4 = new Float32Array(16);
34
+
35
+ /**
36
+ * @readonly
37
+ * @type {Float32Array}
38
+ */
39
+ const scratch_ray_0 = new Float32Array(6);
40
+
41
+ /**
42
+ * Represents a primitive 3d object, a combination of a material and geometry
43
+ * This is roughly equivalent to single draw call, note that his is not a hierarchical data structure, if you want that - you will need to combine multiple entities, each with a `ShadedGeometry` component
44
+ */
45
+ export class ShadedGeometry {
46
+ /**
47
+ * Set when a transform change has been observed but the bounding box and the BVH have
48
+ * not been brought up to date yet. Only ever set under
49
+ * {@link ShadedGeometryFlags.DeferredBoundsUpdate}, and doubles as the "already queued"
50
+ * bit for {@link #bounds_queue}.
51
+ * @type {boolean}
52
+ */
53
+ #bounds_dirty = false;
54
+
55
+ /**
56
+ * Transient, assigned in the system. Where this component parks itself when its bounds
57
+ * go stale under {@link ShadedGeometryFlags.DeferredBoundsUpdate}.
58
+ * @type {DeferredBoundsQueue|null}
59
+ */
60
+ #bounds_queue = null;
61
+
62
+ /**
63
+ * Whatever the running renderer draws geometry from — a `MeshletGeometry` under Shade, and a
64
+ * `Geometry` where the primitive was built rather than loaded.
65
+ * @type {MeshletGeometry|Geometry|BufferGeometry|null}
66
+ */
67
+ geometry = null;
68
+
69
+ /**
70
+ *
71
+ * @type {ShadeMaterial|Material|null}
72
+ */
73
+ material = null;
74
+
75
+ /**
76
+ * Optional extra material used for shadowmaps
77
+ * @type {ShadeMaterial|Material|null}
78
+ */
79
+ depth_material = null;
80
+
81
+ __bvh_leaf = new BvhClient();
82
+
83
+ /**
84
+ * Transient, assigned in the system
85
+ * @type {number}
86
+ * @private
87
+ */
88
+ __entity = -1;
89
+
90
+ /**
91
+ * Transient, cached for convenience. Associated transform component from the same entity
92
+ * @type {Transform|null}
93
+ * @private
94
+ */
95
+ __c_transform = null;
96
+
97
+ /**
98
+ * The row a renderer put this primitive in, or `null` while it is in none.
99
+ *
100
+ * **Written by whichever system placed it, and read by whoever needs to know where it ended
101
+ * up** — `MeshSystem` combining the bounds of an expanded model, for one. Same arrangement v1
102
+ * made with `Mesh.mesh`: a component that carries the renderer's own geometry may as well carry
103
+ * the renderer's own handle to it, and one renderer runs at a time.
104
+ *
105
+ * @transient
106
+ * @type {Mesh|null}
107
+ */
108
+ node = null;
109
+
110
+ /**
111
+ *
112
+ * @type {DrawMode|number}
113
+ */
114
+ mode = DrawMode.Triangles;
115
+
116
+ /**
117
+ * Transient property signifying how to render object, such as using INSTANCED draw
118
+ * @type {number}
119
+ */
120
+ draw_method = 0;
121
+
122
+ /**
123
+ *
124
+ * @type {number}
125
+ */
126
+ flags = DEFAULT_FLAGS;
127
+
128
+ /**
129
+ *
130
+ * @param {number|ShadedGeometryFlags} flag
131
+ * @returns {void}
132
+ */
133
+ setFlag(flag) {
134
+ this.flags |= flag;
135
+ }
136
+
137
+ /**
138
+ *
139
+ * @param {number|ShadedGeometryFlags} flag
140
+ * @returns {void}
141
+ */
142
+ clearFlag(flag) {
143
+ this.flags &= ~flag;
144
+ }
145
+
146
+ /**
147
+ *
148
+ * @param {number|ShadedGeometryFlags} flag
149
+ * @param {boolean} value
150
+ */
151
+ writeFlag(flag, value) {
152
+ if (value) {
153
+ this.setFlag(flag);
154
+ } else {
155
+ this.clearFlag(flag);
156
+ }
157
+ }
158
+
159
+ /**
160
+ *
161
+ * @param {number|ShadedGeometryFlags} flag
162
+ * @returns {boolean}
163
+ */
164
+ getFlag(flag) {
165
+ return (this.flags & flag) === flag;
166
+ }
167
+
168
+ /**
169
+ *
170
+ * @return {number}
171
+ */
172
+ hash() {
173
+ return this.geometry.id
174
+ ^ this.material.id
175
+ ^ (this.flags & FLAG_SET_EQUALITY)
176
+ ^ (this.draw_method << 16)
177
+ ^ (this.mode << 12)
178
+ ;
179
+ }
180
+
181
+ /**
182
+ *
183
+ * @param {ShadedGeometry} other
184
+ * @returns {boolean}
185
+ */
186
+ equals(other) {
187
+ return this.geometry.id === other.geometry.id
188
+ && this.material.id === other.material.id
189
+ && this.draw_method === other.draw_method
190
+ && this.mode === other.mode
191
+ && (this.flags & FLAG_SET_EQUALITY) === (other.flags & FLAG_SET_EQUALITY)
192
+ && this.depth_material === other.depth_material
193
+ ;
194
+ }
195
+
196
+ /**
197
+ *
198
+ * @param {ShadedGeometry} other
199
+ */
200
+ copy(other) {
201
+ this.geometry = other.geometry;
202
+ this.material = other.material;
203
+ this.depth_material = other.depth_material;
204
+ this.draw_method = other.draw_method;
205
+ this.mode = other.mode;
206
+ this.flags = other.flags;
207
+ }
208
+
209
+ /**
210
+ *
211
+ * @returns {ShadedGeometry}
212
+ */
213
+ clone() {
214
+ const r = new ShadedGeometry();
215
+
216
+ r.copy(this);
217
+
218
+ return r;
219
+ }
220
+
221
+ /**
222
+ * Current cached entity that this component is attached to
223
+ * @return {number}
224
+ */
225
+ get entity() {
226
+ return this.__entity;
227
+ }
228
+
229
+ /**
230
+ * Global transform matrix
231
+ * 4x4 matrix
232
+ * @return {null|number[]}
233
+ */
234
+ get transform() {
235
+ return this.__c_transform.matrix;
236
+ }
237
+
238
+ /**
239
+ * Attach this component to the queue that collects deferred bounds updates.
240
+ * Called by the system when the component enters the BVH.
241
+ * @param {DeferredBoundsQueue} queue
242
+ * @returns {void}
243
+ */
244
+ bindBoundsQueue(queue) {
245
+ assert.defined(queue, 'queue');
246
+
247
+ this.#bounds_queue = queue;
248
+ }
249
+
250
+ /**
251
+ * Called by the system when the component leaves the BVH. Any update parked in the
252
+ * queue is abandoned — the entry is left in place and becomes inert, so unlinking
253
+ * stays O(1).
254
+ * @returns {void}
255
+ */
256
+ unbindBoundsQueue() {
257
+ this.#bounds_dirty = false;
258
+ this.#bounds_queue = null;
259
+ }
260
+
261
+ /**
262
+ * Recompute the bounding box and push it into the BVH, if a deferred update is pending.
263
+ *
264
+ * This is the single point where a parked update lands; it is driven both by
265
+ * {@link DeferredBoundsQueue.flush} and by any read of the bounding box.
266
+ * @returns {boolean} whether an update was actually pending
267
+ */
268
+ applyDeferredBoundsUpdate() {
269
+ if (!this.#bounds_dirty) {
270
+ return false;
271
+ }
272
+
273
+ this.#bounds_dirty = false;
274
+
275
+ this.update_bounds();
276
+
277
+ this.__bvh_leaf.write_bounds();
278
+
279
+ return true;
280
+ }
281
+
282
+ /**
283
+ *
284
+ * @param {AABB3} destination
285
+ */
286
+ getBoundingBox(destination) {
287
+ const node = this.node;
288
+
289
+ if (node !== null) {
290
+ /*
291
+ Placed in a renderer that keeps a world box per row and refreshes it as part of placing
292
+ it. Reading that is not an optimization — the deferred path below computes its box from
293
+ the geometry's own, and only a three `BufferGeometry` has one of those.
294
+ */
295
+ destination.readFromArray(node.bounding_box);
296
+
297
+ return;
298
+ }
299
+
300
+ // settle a pending deferred update, so a read never observes a stale box
301
+ this.applyDeferredBoundsUpdate();
302
+
303
+ const aabb = this.__bvh_leaf.bounds;
304
+
305
+ destination.readFromArray(aabb);
306
+ }
307
+
308
+ /**
309
+ *
310
+ * @param {MeshletGeometry|BufferGeometry} geometry
311
+ * @param {ShadeMaterial|Material} material
312
+ * @param {DrawMode} [draw_mode]
313
+ */
314
+ from(geometry, material, draw_mode = DrawMode.Triangles) {
315
+ this.geometry = geometry;
316
+ this.material = material;
317
+ this.mode = draw_mode;
318
+ }
319
+
320
+ /**
321
+ *
322
+ * @param {MeshletGeometry|BufferGeometry} geometry
323
+ * @param {ShadeMaterial|Material} material
324
+ * @param {DrawMode} [draw_mode]
325
+ * @return {ShadedGeometry}
326
+ */
327
+ static from(geometry, material, draw_mode) {
328
+ const r = new ShadedGeometry();
329
+
330
+ r.from(geometry, material, draw_mode);
331
+
332
+ return r;
333
+ }
334
+
335
+ /**
336
+ * Change handler subscribed to the entity's {@link Transform} while the component is
337
+ * linked; see {@link ShadedGeometrySystem.link}.
338
+ * @returns {void}
339
+ */
340
+ updateTransform() {
341
+ if (this.getFlag(ShadedGeometryFlags.DeferredBoundsUpdate)) {
342
+ if (!this.#bounds_dirty) {
343
+ this.#bounds_dirty = true;
344
+
345
+ this.#bounds_queue.add(this);
346
+ }
347
+
348
+ return;
349
+ }
350
+
351
+ this.update_bounds();
352
+
353
+ this.__bvh_leaf.write_bounds();
354
+ }
355
+
356
+ update_bounds() {
357
+ const geometry = this.geometry;
358
+
359
+ /*
360
+ The box comes off the geometry's own, which is why this is only reachable for a `Geometry`:
361
+ it computes one on demand and remembers it, which is the whole of what
362
+ `GeometryFlags.BoundsNeedUpdate` is for. A `MeshletGeometry` carries its box from the build
363
+ and is read through {@link #node} instead — see `getBoundingBox`.
364
+ */
365
+ geometry.ensureBounds();
366
+
367
+ array_copy(geometry.bounding_box, 0, scratch_aabb3_array, 0, 6);
368
+
369
+ // transform
370
+ aabb3_matrix4_project(this.__bvh_leaf.bounds, scratch_aabb3_array, this.transform);
371
+ }
372
+
373
+ /**
374
+ * Raycast this primitive's own triangles on the CPU.
375
+ *
376
+ * **Requires a {@link Geometry}** — the vertex arrays themselves. A `MeshletGeometry` keeps its
377
+ * triangles quantized inside meshlet pages, so a `ShadedGeometry` placed by
378
+ * `shade_node_to_entity_composition` cannot be asked this; `geometry_build_from_meshlet_geometry`
379
+ * decodes one, and holding that decode is the caller's business rather than this method's.
380
+ * Picking a whole scene goes through the renderer's own `pick` instead (I-9) — this answers with
381
+ * a surface point on one primitive.
382
+ *
383
+ * @param {SurfacePoint3} contact if found, contact is written here
384
+ * @param {ArrayLike<number>|number[]|Float32Array} ray 6-tuple: [origin_x, origin_y, origin_z, direction_x, direction_y, direction_z]
385
+ * @param {ArrayLike<number>|number[]|Float32Array} transform_matrix4 transform applied to the geometry
386
+ * @returns {boolean}
387
+ */
388
+ query_raycast_nearest(contact, ray, transform_matrix4) {
389
+
390
+ // get transform in local space
391
+ m4_invert(scratch_m4, transform_matrix4);
392
+
393
+ // transform ray to local space
394
+ if (!ray3_array_apply_matrix4(scratch_ray_0, 0, ray, 0, scratch_m4)) {
395
+ // invalid transform matrix
396
+ return false;
397
+ }
398
+
399
+ const hit_found = GeometrySpatialQueryAccelerator.INSTANCE.queryRaycastNearest_array(
400
+ contact,
401
+ this.geometry,
402
+ scratch_ray_0
403
+ );
404
+
405
+ if (!hit_found) {
406
+ return false;
407
+ }
408
+
409
+ // transform hit contact into global space
410
+ contact.applyMatrix4(transform_matrix4);
411
+
412
+ return true;
413
+
414
+ }
415
+ }
416
+
417
+ /**
418
+ * @readonly
419
+ * @type {string}
420
+ */
421
+ ShadedGeometry.typeName = 'ShadedGeometry';
422
+
423
+ /**
424
+ * TODO add serialization support
425
+ * @readonly
426
+ * @type {boolean}
427
+ */
428
+ ShadedGeometry.serializable = false;