@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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@@ -1,65 +1,10 @@
1
1
  /**
2
- * Drives every entity's {@link AnimationGraphController}: runs its clock, and tells the renderer
3
- * what its clips weigh and where they are playing.
2
+ * @deprecated Renamed to {@link AnimationGraphSystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
3
+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
4
4
  *
5
- * **It is the CPU that plays the animation and the GPU that draws it.** Shade can advance a clip
6
- * itself, and this never asks it to — `AnimationClipFlags.Playing` is left clear and every audible
7
- * clip's time is written down each frame from the controller's own clock. That is I-4: the pose
8
- * gameplay reads (sockets, effect anchors, projectile spawns) and the pose on the screen have to be
9
- * the same pose, and they cannot be if two clocks are running.
10
- *
11
- * **Nothing here is culled.** The legacy system skipped entities smaller than 32 px², which let
12
- * camera framing decide whether a footstep effect or an ability release ever happened. The clock and
13
- * its notifications are gameplay and run for every entity whose model has arrived; what may be
14
- * culled is drawing, and drawing is Shade's to cull.
5
+ * Kept as a re-export rather than removed: this is a library, and an import path is as much a
6
+ * published interface as a class name.
15
7
  */
16
- export class AnimationGraphSystem3 extends System<any> {
17
- /**
18
- * @param {GraphicsEngine3} graphics
19
- * @param {MeshSystem3} meshes
20
- */
21
- constructor(graphics: GraphicsEngine3, meshes: MeshSystem3);
22
- dependencies: (typeof SGMesh | typeof AnimationGraphController)[];
23
- /**
24
- * @param {AnimationGraphController} controller
25
- * @param {SGMesh} model
26
- * @param {number} entity
27
- */
28
- link(controller: AnimationGraphController, model: SGMesh, entity: number): void;
29
- /**
30
- * What the entity's model is playing, in the form the CPU pose evaluator takes: one entry per
31
- * clip **this graph names**, at the weight and the time the renderer has been given.
32
- *
33
- * **The clips the graph does not name are not here, because they are not registered** (D37).
34
- * The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
35
- * all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
36
- * leaving them at rest. The answer is not to hand those clips to the evaluator so it can make
37
- * the same mistake; it is not to bind them. What the graph never names, nothing plays, and the
38
- * joints it alone would have driven stay where the model rests.
39
- *
40
- * A clip the graph names but is not currently playing **is** here, at weight zero, because it is
41
- * bound and the accumulator does see it.
42
- *
43
- * The entries are this system's own and are rewritten by the next call, which is what keeps a
44
- * query on a per-frame path from allocating.
45
- *
46
- * @param {PosePlayback[]} target appended to
47
- * @param {number} entity
48
- * @returns {boolean} whether this system is driving the entity — `false` for one with no
49
- * {@link AnimationGraphController}, and for one whose model has not arrived
50
- */
51
- write_pose_playbacks(target: PosePlayback[], entity: number): boolean;
52
- /**
53
- * @param {AnimationGraphController} controller
54
- * @param {SGMesh} model
55
- * @param {number} entity
56
- */
57
- unlink(controller: AnimationGraphController, model: SGMesh, entity: number): void;
58
- shutdown(entityManager: any): Promise<void>;
59
- #private;
60
- }
61
- import { System } from "../ecs/System.js";
62
- import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
63
- import { AnimationGraphController } from "./animation/AnimationGraphController.js";
64
- import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
8
+ export const AnimationGraphSystem3: typeof AnimationGraphSystem;
9
+ import { AnimationGraphSystem } from "./AnimationGraphSystem.js";
65
10
  //# sourceMappingURL=AnimationGraphSystem3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"AnimationGraphSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/AnimationGraphSystem3.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;GAcG;AACH;IAmBI;;;OAGG;IACH,4DAUC;IADG,kEAAsD;IAG1D;;;;OAIG;IACH,iBAJW,wBAAwB,SACxB,MAAM,UACN,MAAM,QAahB;IAED;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,6BALW,YAAY,EAAE,UACd,MAAM,GACJ,OAAO,CA+CnB;IAED;;;;OAIG;IACH,mBAJW,wBAAwB,SACxB,MAAM,UACN,MAAM,QAYhB;IAED,4CAQC;;CA4JJ;uBAtUsB,kBAAkB;uBAClB,6CAA6C;yCAC3B,yCAAyC;6BAHrD,qDAAqD"}
1
+ {"version":3,"file":"AnimationGraphSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/AnimationGraphSystem3.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,gEAA0D;qCATrB,2BAA2B"}
@@ -1,329 +1,10 @@
1
- import { assert } from "../../core/assert.js";
2
- import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
3
- import { System } from "../ecs/System.js";
4
- import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
5
- import { AnimationGraphController } from "./animation/AnimationGraphController.js";
6
- import { write_graph_playback } from "./animation/write_graph_playback.js";
7
- import {
8
- register_instance_clips,
9
- unregister_instance_clips
10
- } from "./register_instance_animation.js";
1
+ import { AnimationGraphSystem } from "./AnimationGraphSystem.js";
11
2
 
12
3
  /**
13
- * Drives every entity's {@link AnimationGraphController}: runs its clock, and tells the renderer
14
- * what its clips weigh and where they are playing.
4
+ * @deprecated Renamed to {@link AnimationGraphSystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
5
+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
15
6
  *
16
- * **It is the CPU that plays the animation and the GPU that draws it.** Shade can advance a clip
17
- * itself, and this never asks it to — `AnimationClipFlags.Playing` is left clear and every audible
18
- * clip's time is written down each frame from the controller's own clock. That is I-4: the pose
19
- * gameplay reads (sockets, effect anchors, projectile spawns) and the pose on the screen have to be
20
- * the same pose, and they cannot be if two clocks are running.
21
- *
22
- * **Nothing here is culled.** The legacy system skipped entities smaller than 32 px², which let
23
- * camera framing decide whether a footstep effect or an ability release ever happened. The clock and
24
- * its notifications are gameplay and run for every entity whose model has arrived; what may be
25
- * culled is drawing, and drawing is Shade's to cull.
7
+ * Kept as a re-export rather than removed: this is a library, and an import path is as much a
8
+ * published interface as a class name.
26
9
  */
27
- export class AnimationGraphSystem3 extends System {
28
- /**
29
- * @type {GraphicsEngine3}
30
- */
31
- #graphics;
32
-
33
- /**
34
- * The system that owns the scene, the model instances, and the ids the animation manager issued
35
- * for them.
36
- *
37
- * @type {MeshSystem3}
38
- */
39
- #meshes;
40
-
41
- /**
42
- * @type {Map<number, {controller: AnimationGraphController, instance: SceneBundleInstance|null, clip_registration: InstanceClipRegistration|null, slots: Int32Array, played_slots: Int32Array, clip_ids: Int32Array, weights: Float32Array, poses: PosePlayback[]}>}
43
- */
44
- #entries = new Map();
45
-
46
- /**
47
- * @param {GraphicsEngine3} graphics
48
- * @param {MeshSystem3} meshes
49
- */
50
- constructor(graphics, meshes) {
51
- super();
52
-
53
- assert.defined(graphics, 'graphics');
54
- assert.defined(meshes, 'meshes');
55
-
56
- this.#graphics = graphics;
57
- this.#meshes = meshes;
58
-
59
- this.dependencies = [AnimationGraphController, SGMesh];
60
- }
61
-
62
- /**
63
- * @param {AnimationGraphController} controller
64
- * @param {SGMesh} model
65
- * @param {number} entity
66
- */
67
- link(controller, model, entity) {
68
- this.#entries.set(entity, {
69
- controller,
70
- instance: null,
71
- clip_registration: null,
72
- slots: new Int32Array(0),
73
- played_slots: new Int32Array(0),
74
- clip_ids: new Int32Array(0),
75
- weights: new Float32Array(0),
76
- poses: []
77
- });
78
- }
79
-
80
- /**
81
- * What the entity's model is playing, in the form the CPU pose evaluator takes: one entry per
82
- * clip **this graph names**, at the weight and the time the renderer has been given.
83
- *
84
- * **The clips the graph does not name are not here, because they are not registered** (D37).
85
- * The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
86
- * all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
87
- * leaving them at rest. The answer is not to hand those clips to the evaluator so it can make
88
- * the same mistake; it is not to bind them. What the graph never names, nothing plays, and the
89
- * joints it alone would have driven stay where the model rests.
90
- *
91
- * A clip the graph names but is not currently playing **is** here, at weight zero, because it is
92
- * bound and the accumulator does see it.
93
- *
94
- * The entries are this system's own and are rewritten by the next call, which is what keeps a
95
- * query on a per-frame path from allocating.
96
- *
97
- * @param {PosePlayback[]} target appended to
98
- * @param {number} entity
99
- * @returns {boolean} whether this system is driving the entity — `false` for one with no
100
- * {@link AnimationGraphController}, and for one whose model has not arrived
101
- */
102
- write_pose_playbacks(target, entity) {
103
- const entry = this.#entries.get(entity);
104
-
105
- if (entry === undefined || entry.instance === null) {
106
- return false;
107
- }
108
-
109
- const clips = entry.instance.clips;
110
- const poses = entry.poses;
111
- const played = entry.played_slots;
112
-
113
- for (let i = 0; i < played.length; i++) {
114
- const slot = played[i];
115
- const pose = poses[slot];
116
-
117
- pose.clip = clips[slot];
118
- pose.weight = 0;
119
- pose.time = 0;
120
- }
121
-
122
- const controller = entry.controller;
123
- const slots = entry.slots;
124
- const weights = controller.blendState.weights;
125
-
126
- for (let i = 0; i < slots.length; i++) {
127
- const pose = poses[slots[i]];
128
- const weight = weights[i];
129
-
130
- // assignment rather than accumulation, and it matters only where two of the graph's
131
- // clips are one clip of the model: the renderer is written to in this order too, so the
132
- // last of them is what it holds
133
- pose.weight = weight;
134
-
135
- if (weight > 0) {
136
- pose.time = controller.clip_time(i);
137
- }
138
- }
139
-
140
- // once each, however many of the graph's clips named it — the renderer holds one row for it
141
- for (let i = 0; i < played.length; i++) {
142
- target.push(poses[played[i]]);
143
- }
144
-
145
- return true;
146
- }
147
-
148
- /**
149
- * @param {AnimationGraphController} controller
150
- * @param {SGMesh} model
151
- * @param {number} entity
152
- */
153
- unlink(controller, model, entity) {
154
- controller.unlink();
155
-
156
- const entry = this.#entries.get(entity);
157
-
158
- if (entry !== undefined) {
159
- this.#release_clips(entry);
160
- }
161
-
162
- this.#entries.delete(entity);
163
- }
164
-
165
- async shutdown(entityManager) {
166
- for (const entry of this.#entries.values()) {
167
- entry.controller.unlink();
168
-
169
- this.#release_clips(entry);
170
- }
171
-
172
- this.#entries.clear();
173
- }
174
-
175
- /**
176
- * Give this entity's clips back, if the manager that issued them is still the one running.
177
- *
178
- * **An id may only be handed back to the manager that issued it.** A renderer restart replaces
179
- * the GPU scene context and voids every id it gave out, so a registration stamped with a context
180
- * that is no longer current is forgotten rather than returned — returning it would corrupt a
181
- * stranger's table. Same rule as {@link unregister_instance_animation}, same `===`.
182
- *
183
- * @param {object} entry
184
- */
185
- #release_clips(entry) {
186
- const registration = entry.clip_registration;
187
-
188
- if (registration === null) {
189
- return;
190
- }
191
-
192
- if (registration.context === this.#graphics.scene_context(this.#meshes.scene)) {
193
- unregister_instance_clips(registration);
194
- }
195
-
196
- entry.clip_registration = null;
197
- }
198
-
199
- /**
200
- * @param {number} time_delta_seconds
201
- */
202
- update(time_delta_seconds) {
203
- const ecd = this.entityManager.dataset;
204
-
205
- const context = this.#graphics.scene_context(this.#meshes.scene);
206
-
207
- // No device — before the first start, and again after a stop. The clocks still run: a unit
208
- // that fires an ability while the renderer is being replaced still fires it.
209
- const manager = context === null ? null : context.animation_manager;
210
-
211
- for (const [entity, entry] of this.#entries) {
212
- const instance = this.#meshes.instance_of(entity);
213
-
214
- if (instance === null) {
215
- // the model has not arrived, and its clips are what say how long they run
216
- continue;
217
- }
218
-
219
- if (instance !== entry.instance) {
220
- this.#bind_model(entry, entity, instance, ecd);
221
- }
222
-
223
- entry.controller.tick(time_delta_seconds);
224
-
225
- if (context === null) {
226
- continue;
227
- }
228
-
229
- /*
230
- Registered against the context that is running now. A renderer restart builds a new one
231
- and voids every id the old gave out, and the stamp on the registration is how that is
232
- noticed — in one comparison, without depending on when anything last ran.
233
- */
234
- if (entry.clip_registration === null || entry.clip_registration.context !== context) {
235
- this.#bind_gpu(entry, instance, context);
236
- }
237
-
238
- write_graph_playback(manager, entry.controller, entry.clip_ids, entry.weights);
239
- }
240
- }
241
-
242
- /**
243
- * Bind the graph to a model: work out which of the model's clips each of the graph's clips is,
244
- * how long each of them runs, and start the graph on that.
245
- *
246
- * @param {object} entry
247
- * @param {number} entity
248
- * @param {SceneBundleInstance} instance
249
- * @param {EntityComponentDataset} ecd
250
- */
251
- #bind_model(entry, entity, instance, ecd) {
252
- const clip_index = entry.controller.def.clipIndex;
253
- const clip_count = clip_index.length;
254
-
255
- const slots = new Int32Array(clip_count);
256
- const durations = new Float64Array(clip_count);
257
-
258
- for (let i = 0; i < clip_count; i++) {
259
- const name = clip_index[i].name;
260
-
261
- const slot = instance.clips.findIndex(clip => clip.name === name);
262
-
263
- if (slot === -1) {
264
- throw new Error(`Animation clip '${name}' is not in the model`);
265
- }
266
-
267
- slots[i] = slot;
268
- durations[i] = instance.clips[slot].duration;
269
- }
270
-
271
- entry.controller.unlink();
272
- entry.controller.link(entity, ecd, durations);
273
-
274
- entry.instance = instance;
275
- entry.slots = slots;
276
-
277
- /*
278
- The distinct clips of the model this graph plays. Two states can name one clip — an idle a
279
- hurt returns to, say — and it is one row on the GPU either way, so it is one entry here:
280
- registered once, reported to the pose evaluator once.
281
- */
282
- const played = [];
283
-
284
- for (let i = 0; i < clip_count; i++) {
285
- if (played.indexOf(slots[i]) === -1) {
286
- played.push(slots[i]);
287
- }
288
- }
289
-
290
- entry.played_slots = Int32Array.from(played);
291
-
292
- entry.clip_ids = new Int32Array(clip_count);
293
- entry.weights = new Float32Array(clip_count).fill(-1);
294
- entry.poses = instance.clips.map(() => new PosePlayback());
295
-
296
- // ids the manager issued for the model that was here before name clips this one does not
297
- // have
298
- this.#release_clips(entry);
299
- }
300
-
301
- /**
302
- * Make this graph's clips playable, and take up the ids that come back.
303
- *
304
- * **Only the clips the graph names are registered** (D37), so there is nothing to silence: a
305
- * clip of the model no state plays is never bound, never marks a joint, and leaves the joints
306
- * only it would have driven at rest. What this used to do instead — register everything and then
307
- * write a zero weight over the surplus — kept them bound, and a bound clip at weight zero
308
- * resolves its joints to zero rather than to the model's own pose.
309
- *
310
- * @param {object} entry
311
- * @param {SceneBundleInstance} instance
312
- * @param {GPUSceneContext} context
313
- */
314
- #bind_gpu(entry, instance, context) {
315
- const registration = register_instance_clips(context, instance, entry.played_slots);
316
-
317
- const slots = entry.slots;
318
- const clip_ids = entry.clip_ids;
319
-
320
- for (let i = 0; i < slots.length; i++) {
321
- clip_ids[i] = registration.ids[slots[i]];
322
- }
323
-
324
- entry.clip_registration = registration;
325
-
326
- // whatever the last renderer was told is not what this one knows
327
- entry.weights.fill(-1);
328
- }
329
- }
10
+ export const AnimationGraphSystem3 = AnimationGraphSystem;
@@ -0,0 +1,76 @@
1
+ /**
2
+ * Drives every entity's {@link Animation} component: runs the clocks of the clips its list names,
3
+ * and tells the renderer what each of them weighs and where it is playing.
4
+ *
5
+ * The list path is what the game uses wherever there is no state machine — buildings, critters and
6
+ * the strategy map's groups — and {@link ClipListPlayer} is what plays it. This is the ECS half:
7
+ * which entity has which model, and when the ids the renderer issued for it stopped meaning
8
+ * anything.
9
+ *
10
+ * **It is the CPU that plays the animation and the GPU that draws it.** Shade can advance a clip
11
+ * itself, and this never asks it to — `AnimationClipFlags.Playing` is left clear and every audible
12
+ * clip's time is written down each frame from the player's own clock. That is I-4: the pose
13
+ * gameplay reads and the pose on the screen have to be the same pose, and they cannot be if two
14
+ * clocks are running.
15
+ *
16
+ * **Nothing here is culled.** The legacy system skipped entities under 32 px², which let camera
17
+ * framing decide whether a clip ever reached its end. What may be culled is drawing, and drawing is
18
+ * Shade's to cull.
19
+ */
20
+ export class AnimationSystem extends System<any> {
21
+ /**
22
+ * @param {GraphicsEngine} graphics
23
+ * @param {MeshSystem} meshes
24
+ */
25
+ constructor(graphics: GraphicsEngine, meshes: MeshSystem);
26
+ dependencies: (typeof SGMesh | typeof Animation)[];
27
+ /**
28
+ * What an entity is playing, and where each of them is.
29
+ *
30
+ * One entry per clip in the component's list, in the list's own order. Empty for an entity this
31
+ * system is not driving — one that has left, or one whose model has not arrived, which is the
32
+ * same wait the clip durations are on.
33
+ *
34
+ * @param {number} entity
35
+ * @returns {ClipPlayback[]}
36
+ */
37
+ playbacks_of(entity: number): ClipPlayback[];
38
+ /**
39
+ * What the entity's model is playing, in the form the CPU pose evaluator takes: one entry per
40
+ * clip the model carries, at the weight and the time the renderer has been given.
41
+ *
42
+ * **Only the clips the list names are here, because they are the only ones registered** (D37).
43
+ * The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
44
+ * all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
45
+ * leaving them at rest. The answer is not to hand the surplus to the evaluator so it agrees with
46
+ * a mistake; it is not to bind them, and then a clip of the model nothing names moves nothing.
47
+ *
48
+ * The entries are this system's own and are rewritten by the next call, which is what keeps a
49
+ * query on a per-frame path from allocating.
50
+ *
51
+ * @param {PosePlayback[]} target appended to
52
+ * @param {number} entity
53
+ * @returns {boolean} whether this system is driving the entity — `false` for one with no
54
+ * {@link Animation}, and for one whose model has not arrived
55
+ */
56
+ write_pose_playbacks(target: PosePlayback[], entity: number): boolean;
57
+ /**
58
+ * @param {Animation} component
59
+ * @param {SGMesh} model
60
+ * @param {number} entity
61
+ */
62
+ link(component: Animation, model: SGMesh, entity: number): void;
63
+ /**
64
+ * @param {Animation} component
65
+ * @param {SGMesh} model
66
+ * @param {number} entity
67
+ */
68
+ unlink(component: Animation, model: SGMesh, entity: number): void;
69
+ shutdown(entityManager: any): Promise<void>;
70
+ #private;
71
+ }
72
+ import { System } from "../ecs/System.js";
73
+ import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
74
+ import { Animation } from "../ecs/animation/Animation.js";
75
+ import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
76
+ //# sourceMappingURL=AnimationSystem.d.ts.map
@@ -0,0 +1 @@
1
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