@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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@@ -1,352 +1,10 @@
1
- import { assert } from "../../core/assert.js";
2
- import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
3
- import { Animation } from "../ecs/animation/Animation.js";
4
- import { System } from "../ecs/System.js";
5
- import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
6
- import { ClipListPlayer } from "./animation/ClipListPlayer.js";
7
- import { write_clip_playback } from "./animation/write_clip_playback.js";
8
- import {
9
- register_instance_clips,
10
- unregister_instance_clips
11
- } from "./register_instance_animation.js";
1
+ import { AnimationSystem } from "./AnimationSystem.js";
12
2
 
13
3
  /**
14
- * @type {ClipPlayback[]}
15
- */
16
- const NOTHING = Object.freeze([]);
17
-
18
- /**
19
- * Drives every entity's {@link Animation} component: runs the clocks of the clips its list names,
20
- * and tells the renderer what each of them weighs and where it is playing.
21
- *
22
- * The list path is what the game uses wherever there is no state machine — buildings, critters and
23
- * the strategy map's groups — and {@link ClipListPlayer} is what plays it. This is the ECS half:
24
- * which entity has which model, and when the ids the renderer issued for it stopped meaning
25
- * anything.
26
- *
27
- * **It is the CPU that plays the animation and the GPU that draws it.** Shade can advance a clip
28
- * itself, and this never asks it to — `AnimationClipFlags.Playing` is left clear and every audible
29
- * clip's time is written down each frame from the player's own clock. That is I-4: the pose
30
- * gameplay reads and the pose on the screen have to be the same pose, and they cannot be if two
31
- * clocks are running.
4
+ * @deprecated Renamed to {@link AnimationSystem}. 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.
32
6
  *
33
- * **Nothing here is culled.** The legacy system skipped entities under 32 px², which let camera
34
- * framing decide whether a clip ever reached its end. What may be culled is drawing, and drawing is
35
- * 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.
36
9
  */
37
- export class AnimationSystem3 extends System {
38
- /**
39
- * @type {GraphicsEngine3}
40
- */
41
- #graphics;
42
-
43
- /**
44
- * The system that owns the scene, the model instances, and the ids the animation manager issued
45
- * for them.
46
- *
47
- * @type {MeshSystem3}
48
- */
49
- #meshes;
50
-
51
- /**
52
- * @type {Map<number, {player: ClipListPlayer, instance: SceneBundleInstance|null, clip_registration: InstanceClipRegistration|null, played_slots: Int32Array, written: Float32Array, poses: PosePlayback[]}>}
53
- */
54
- #entries = new Map();
55
-
56
- /**
57
- * @param {GraphicsEngine3} graphics
58
- * @param {MeshSystem3} meshes
59
- */
60
- constructor(graphics, meshes) {
61
- super();
62
-
63
- assert.defined(graphics, 'graphics');
64
- assert.defined(meshes, 'meshes');
65
-
66
- this.#graphics = graphics;
67
- this.#meshes = meshes;
68
-
69
- this.dependencies = [Animation, SGMesh];
70
- }
71
-
72
- /**
73
- * What an entity is playing, and where each of them is.
74
- *
75
- * One entry per clip in the component's list, in the list's own order. Empty for an entity this
76
- * system is not driving — one that has left, or one whose model has not arrived, which is the
77
- * same wait the clip durations are on.
78
- *
79
- * @param {number} entity
80
- * @returns {ClipPlayback[]}
81
- */
82
- playbacks_of(entity) {
83
- const entry = this.#entries.get(entity);
84
-
85
- if (entry === undefined) {
86
- return NOTHING;
87
- }
88
-
89
- return entry.player.playbacks;
90
- }
91
-
92
- /**
93
- * What the entity's model is playing, in the form the CPU pose evaluator takes: one entry per
94
- * clip the model carries, at the weight and the time the renderer has been given.
95
- *
96
- * **Only the clips the list names are here, because they are the only ones registered** (D37).
97
- * The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
98
- * all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
99
- * leaving them at rest. The answer is not to hand the surplus to the evaluator so it agrees with
100
- * a mistake; it is not to bind them, and then a clip of the model nothing names moves nothing.
101
- *
102
- * The entries are this system's own and are rewritten by the next call, which is what keeps a
103
- * query on a per-frame path from allocating.
104
- *
105
- * @param {PosePlayback[]} target appended to
106
- * @param {number} entity
107
- * @returns {boolean} whether this system is driving the entity — `false` for one with no
108
- * {@link Animation}, and for one whose model has not arrived
109
- */
110
- write_pose_playbacks(target, entity) {
111
- const entry = this.#entries.get(entity);
112
-
113
- if (entry === undefined || entry.instance === null) {
114
- return false;
115
- }
116
-
117
- const clips = entry.instance.clips;
118
- const weights = entry.player.weights;
119
- const poses = entry.poses;
120
- const played = entry.played_slots;
121
-
122
- for (let i = 0; i < played.length; i++) {
123
- const slot = played[i];
124
- const pose = poses[slot];
125
-
126
- pose.clip = clips[slot];
127
- pose.weight = weights[slot];
128
-
129
- // a clip the list names but has stopped playing is where it stopped, and at weight zero
130
- // that is nowhere in particular
131
- pose.time = 0;
132
- }
133
-
134
- const playbacks = entry.player.playbacks;
135
-
136
- for (let i = 0; i < playbacks.length; i++) {
137
- const playback = playbacks[i];
138
-
139
- poses[playback.slot].time = playback.time;
140
- }
141
-
142
- for (let i = 0; i < played.length; i++) {
143
- target.push(poses[played[i]]);
144
- }
145
-
146
- return true;
147
- }
148
-
149
- /**
150
- * @param {Animation} component
151
- * @param {SGMesh} model
152
- * @param {number} entity
153
- */
154
- link(component, model, entity) {
155
- this.#entries.set(entity, {
156
- player: ClipListPlayer.from(component),
157
- instance: null,
158
- clip_registration: null,
159
- played_slots: new Int32Array(0),
160
- written: new Float32Array(0),
161
- poses: []
162
- });
163
- }
164
-
165
- /**
166
- * @param {Animation} component
167
- * @param {SGMesh} model
168
- * @param {number} entity
169
- */
170
- unlink(component, model, entity) {
171
- const entry = this.#entries.get(entity);
172
-
173
- if (entry !== undefined) {
174
- this.#release_clips(entry);
175
- }
176
-
177
- this.#entries.delete(entity);
178
- }
179
-
180
- async shutdown(entityManager) {
181
- for (const entry of this.#entries.values()) {
182
- this.#release_clips(entry);
183
- }
184
-
185
- this.#entries.clear();
186
- }
187
-
188
- /**
189
- * Give this entity's clips back, if the manager that issued them is still the one running.
190
- *
191
- * **An id may only be handed back to the manager that issued it.** A renderer restart replaces
192
- * the GPU scene context and voids every id it gave out, so a registration stamped with a context
193
- * that is no longer current is forgotten rather than returned.
194
- *
195
- * @param {object} entry
196
- */
197
- #release_clips(entry) {
198
- this.#release_clips_only(entry);
199
-
200
- entry.played_slots = new Int32Array(0);
201
- }
202
-
203
- /**
204
- * The registration alone, leaving {@link #refresh_played_slots}'s answer where it is — which is
205
- * what a re-registration wants, since the set it is about to register with is the current one.
206
- *
207
- * @param {object} entry
208
- */
209
- #release_clips_only(entry) {
210
- const registration = entry.clip_registration;
211
-
212
- if (registration === null) {
213
- return;
214
- }
215
-
216
- if (registration.context === this.#graphics.scene_context(this.#meshes.scene)) {
217
- unregister_instance_clips(registration);
218
- }
219
-
220
- entry.clip_registration = null;
221
- }
222
-
223
- /**
224
- * Which of the model's clips the list currently names, kept up to date.
225
- *
226
- * **The list is edited while the game runs** — `ClipListPlayer` reconciles its playbacks against
227
- * it every tick, and `StopAnimationBehavior` empties it outright — so which clips are playable
228
- * is not settled once at bind.
229
- *
230
- * Maintained here rather than alongside the registration because **the pose evaluator needs it
231
- * whether or not there is a device**: `query_entity_node_world_pose` answers on the CPU, from
232
- * the clips this driver plays, and a game with rendering disabled still asks (I-4).
233
- *
234
- * @param {object} entry
235
- * @returns {boolean} whether the set changed
236
- */
237
- #refresh_played_slots(entry) {
238
- const playbacks = entry.player.playbacks;
239
- const played = entry.played_slots;
240
-
241
- /*
242
- The distinct slots, and distinct is the point: two entries of the list can name one clip of
243
- the model, so the number of playbacks is not the number of clips. Comparing the two would
244
- report a change on every frame for a list that had not moved, and a change here is a
245
- re-registration.
246
- */
247
- const wanted = [];
248
-
249
- for (let i = 0; i < playbacks.length; i++) {
250
- const slot = playbacks[i].slot;
251
-
252
- if (wanted.indexOf(slot) === -1) {
253
- wanted.push(slot);
254
- }
255
- }
256
-
257
- if (wanted.length === played.length) {
258
- let same = true;
259
-
260
- for (let i = 0; i < wanted.length; i++) {
261
- if (played[i] !== wanted[i]) {
262
- same = false;
263
- break;
264
- }
265
- }
266
-
267
- if (same) {
268
- return false;
269
- }
270
- }
271
-
272
- entry.played_slots = Int32Array.from(wanted);
273
-
274
- return true;
275
- }
276
-
277
- /**
278
- * Keep the registered clips equal to the ones the list names.
279
- *
280
- * A clip that leaves the list has to be unregistered, or it stays bound at weight zero and takes
281
- * the joints only it drives down to zero with it.
282
- *
283
- * @param {object} entry
284
- * @param {SceneBundleInstance} instance
285
- * @param {GPUSceneContext} context
286
- * @param {boolean} set_changed whether {@link #refresh_played_slots} just moved
287
- * @returns {boolean} whether the registration was replaced
288
- */
289
- #refresh_clips(entry, instance, context, set_changed) {
290
- const registration = entry.clip_registration;
291
-
292
- if (!set_changed && registration !== null && registration.context === context) {
293
- return false;
294
- }
295
-
296
- this.#release_clips_only(entry);
297
-
298
- entry.clip_registration = register_instance_clips(context, instance, entry.played_slots);
299
-
300
- return true;
301
- }
302
-
303
- /**
304
- * @param {number} time_delta_seconds
305
- */
306
- update(time_delta_seconds) {
307
- const ecd = this.entityManager.dataset;
308
-
309
- const context = this.#graphics.scene_context(this.#meshes.scene);
310
-
311
- // No device — before the first start, and again after a stop. The clocks still run: a clip
312
- // that ends while the renderer is being replaced still says so.
313
- const manager = context === null ? null : context.animation_manager;
314
-
315
- for (const [entity, entry] of this.#entries) {
316
- const instance = this.#meshes.instance_of(entity);
317
-
318
- if (instance === null) {
319
- // the model has not arrived, and its clips are what say how long they run
320
- continue;
321
- }
322
-
323
- if (instance !== entry.instance) {
324
- entry.instance = instance;
325
-
326
- entry.player.bind(entity, ecd, instance);
327
-
328
- entry.written = new Float32Array(instance.clips.length).fill(-1);
329
- entry.poses = instance.clips.map(() => new PosePlayback());
330
-
331
- // ids the manager issued for the model that was here before name clips this one
332
- // does not have
333
- this.#release_clips(entry);
334
- }
335
-
336
- entry.player.tick(time_delta_seconds);
337
-
338
- const set_changed = this.#refresh_played_slots(entry);
339
-
340
- if (context === null) {
341
- continue;
342
- }
343
-
344
- if (this.#refresh_clips(entry, instance, context, set_changed)) {
345
- // whatever the last registration was told is not what this one knows
346
- entry.written.fill(-1);
347
- }
348
-
349
- write_clip_playback(manager, entry.player, entry.clip_registration.ids, entry.written);
350
- }
351
- }
352
- }
10
+ export const AnimationSystem3 = AnimationSystem;
@@ -0,0 +1,49 @@
1
+ /**
2
+ * Drives the camera the frame is drawn from, from whichever camera entity is active.
3
+ *
4
+ * The old system gave every camera entity a three camera of its own and pointed
5
+ * `graphics.camera` at one of them. Shade's facade **owns** its camera — one of them, for the whole
6
+ * engine — so this does the other thing: whichever entity is active has its pose and its lens copied
7
+ * onto that one. Nothing is swapped, so there is no state to get out of step, and a camera entity
8
+ * appearing or leaving cannot leave the renderer pointed at a camera nobody owns.
9
+ *
10
+ * **Read once per tick rather than followed by signal**, which is the opposite of how
11
+ * {@link MeshSystem} and {@link LightSystem} work, for a reason that is specific to cameras: the
12
+ * component's clip planes are plain fields whose setters write straight through to the three camera
13
+ * object it used to own, so there is no signal to bind to. A camera that changed its near plane while
14
+ * standing still would silently keep the old one. It also happens to be the cheaper arrangement — a
15
+ * game camera moves on almost every frame, so a signal per property would fire constantly to do work
16
+ * this does once.
17
+ */
18
+ export class CameraSystem extends System<any> {
19
+ /**
20
+ * @param {GraphicsEngine} graphics
21
+ */
22
+ constructor(graphics: GraphicsEngine);
23
+ dependencies: (typeof Transform | typeof Camera)[];
24
+ startup(entityManager: any): Promise<void>;
25
+ shutdown(entityManager: any): Promise<void>;
26
+ /**
27
+ * Which entity is driving the render camera, or −1.
28
+ *
29
+ * @returns {number}
30
+ */
31
+ get active_entity(): number;
32
+ /**
33
+ * @param {Camera} camera
34
+ * @param {Transform} transform
35
+ * @param {number} entity
36
+ */
37
+ link(camera: Camera, transform: Transform, entity: number): void;
38
+ /**
39
+ * @param {Camera} camera
40
+ * @param {Transform} transform
41
+ * @param {number} entity
42
+ */
43
+ unlink(camera: Camera, transform: Transform, entity: number): void;
44
+ #private;
45
+ }
46
+ import { System } from "../ecs/System.js";
47
+ import { Transform } from "../ecs/transform/Transform.js";
48
+ import { Camera } from "../graphics/ecs/camera/Camera.js";
49
+ //# sourceMappingURL=CameraSystem.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CameraSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/CameraSystem.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;GAgBG;AACH;IAoBI;;OAEG;IACH,sCAQC;IADG,mDAAuC;IAG3C,2CAEC;IAED,4CAIC;IAED;;;;OAIG;IACH,4BAEC;IAED;;;;OAIG;IACH,aAJW,MAAM,aACN,SAAS,UACT,MAAM,QAUhB;IAED;;;;OAIG;IACH,eAJW,MAAM,aACN,SAAS,UACT,MAAM,QAIhB;;CAsEJ;uBAtKsB,kBAAkB;0BACf,+BAA+B;uBAClC,kCAAkC"}
@@ -0,0 +1,170 @@
1
+ import { assert } from "../../core/assert.js";
2
+ import { SignalBinding } from "../../core/events/signal/SignalBinding.js";
3
+ import { DEG_TO_RAD } from "../../core/math/DEG_TO_RAD.js";
4
+ import { System } from "../ecs/System.js";
5
+ import { Transform } from "../ecs/transform/Transform.js";
6
+ import { Camera } from "../graphics/ecs/camera/Camera.js";
7
+ import { camera_sync_from_transform } from "./camera_sync_from_transform.js";
8
+
9
+ /**
10
+ * Drives the camera the frame is drawn from, from whichever camera entity is active.
11
+ *
12
+ * The old system gave every camera entity a three camera of its own and pointed
13
+ * `graphics.camera` at one of them. Shade's facade **owns** its camera — one of them, for the whole
14
+ * engine — so this does the other thing: whichever entity is active has its pose and its lens copied
15
+ * onto that one. Nothing is swapped, so there is no state to get out of step, and a camera entity
16
+ * appearing or leaving cannot leave the renderer pointed at a camera nobody owns.
17
+ *
18
+ * **Read once per tick rather than followed by signal**, which is the opposite of how
19
+ * {@link MeshSystem} and {@link LightSystem} work, for a reason that is specific to cameras: the
20
+ * component's clip planes are plain fields whose setters write straight through to the three camera
21
+ * object it used to own, so there is no signal to bind to. A camera that changed its near plane while
22
+ * standing still would silently keep the old one. It also happens to be the cheaper arrangement — a
23
+ * game camera moves on almost every frame, so a signal per property would fire constantly to do work
24
+ * this does once.
25
+ */
26
+ export class CameraSystem extends System {
27
+ /**
28
+ * @type {GraphicsEngine}
29
+ */
30
+ #graphics;
31
+
32
+ /**
33
+ * The camera entities present, and the binding watching each one's active flag.
34
+ *
35
+ * @type {Map<number, {camera: Camera, transform: Transform, binding: SignalBinding}>}
36
+ */
37
+ #entries = new Map();
38
+
39
+ /**
40
+ * Which entity is driving the render camera, or −1 when none is.
41
+ *
42
+ * @type {number}
43
+ */
44
+ #active = -1;
45
+
46
+ /**
47
+ * @param {GraphicsEngine} graphics
48
+ */
49
+ constructor(graphics) {
50
+ super();
51
+
52
+ assert.equal(graphics.isGraphicsEngine, true, 'graphics.isGraphicsEngine !== true');
53
+
54
+ this.#graphics = graphics;
55
+
56
+ this.dependencies = [Camera, Transform];
57
+ }
58
+
59
+ async startup(entityManager) {
60
+ this.entityManager = entityManager;
61
+ }
62
+
63
+ async shutdown(entityManager) {
64
+ for (const entity of Array.from(this.#entries.keys())) {
65
+ this.#drop(entity);
66
+ }
67
+ }
68
+
69
+ /**
70
+ * Which entity is driving the render camera, or −1.
71
+ *
72
+ * @returns {number}
73
+ */
74
+ get active_entity() {
75
+ return this.#active;
76
+ }
77
+
78
+ /**
79
+ * @param {Camera} camera
80
+ * @param {Transform} transform
81
+ * @param {number} entity
82
+ */
83
+ link(camera, transform, entity) {
84
+ const binding = new SignalBinding(camera.active.onChanged, () => this.#elect());
85
+
86
+ binding.link();
87
+
88
+ this.#entries.set(entity, { camera, transform, binding });
89
+
90
+ this.#elect();
91
+ }
92
+
93
+ /**
94
+ * @param {Camera} camera
95
+ * @param {Transform} transform
96
+ * @param {number} entity
97
+ */
98
+ unlink(camera, transform, entity) {
99
+ this.#drop(entity);
100
+ }
101
+
102
+ /**
103
+ * Copy the active camera entity onto the camera Shade draws with, and its frustum back.
104
+ *
105
+ * @param {number} time_delta
106
+ */
107
+ update(time_delta) {
108
+ const entry = this.#entries.get(this.#active);
109
+
110
+ if (entry === undefined) {
111
+ // no camera entity is active; the facade keeps whatever it was last given, which is what
112
+ // lets a scene without a camera still render from wherever the last one left it
113
+ return;
114
+ }
115
+
116
+ const target = this.#graphics.camera.camera;
117
+
118
+ // degrees on the component, radians on Shade's; the facade's own `render` owns the aspect
119
+ // ratio, because only it knows what resolution the frame is going out at
120
+ target.fov = entry.camera.fov.getValue() * DEG_TO_RAD;
121
+ target.near = entry.camera.clip_near;
122
+ target.far = entry.camera.clip_far;
123
+
124
+ camera_sync_from_transform(target, entry.transform);
125
+
126
+ /*
127
+ The return trip. Gameplay asks what the camera can see — which armies to generate now,
128
+ which terrain tiles a scene has to have before it is shown — and the honest answer is the
129
+ frustum the renderer is drawing with, not a second one derived from the component. It is
130
+ copied rather than aliased because the renderer's camera is one object and any number of
131
+ camera entities can pass through it.
132
+ */
133
+ entry.camera.publishFrustum(target.frustum);
134
+ }
135
+
136
+ /**
137
+ * Settle on which entity drives the camera.
138
+ *
139
+ * First active one wins, and it is re-decided from scratch rather than tracked incrementally so
140
+ * that two entities both claiming to be active resolve the same way however they got there.
141
+ */
142
+ #elect() {
143
+ this.#active = -1;
144
+
145
+ for (const [entity, entry] of this.#entries) {
146
+ if (entry.camera.active.getValue()) {
147
+ this.#active = entity;
148
+
149
+ return;
150
+ }
151
+ }
152
+ }
153
+
154
+ /**
155
+ * @param {number} entity
156
+ */
157
+ #drop(entity) {
158
+ const entry = this.#entries.get(entity);
159
+
160
+ if (entry === undefined) {
161
+ return;
162
+ }
163
+
164
+ entry.binding.unlink();
165
+
166
+ this.#entries.delete(entity);
167
+
168
+ this.#elect();
169
+ }
170
+ }
@@ -1,49 +1,10 @@
1
1
  /**
2
- * Drives the camera the frame is drawn from, from whichever camera entity is active.
2
+ * @deprecated Renamed to {@link CameraSystem}. The trailing `3` marked the 2.x 3.x renderer transition;
3
+ * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
3
4
  *
4
- * The old system gave every camera entity a three camera of its own and pointed
5
- * `graphics.camera` at one of them. Shade's facade **owns** its camera — one of them, for the whole
6
- * engine — so this does the other thing: whichever entity is active has its pose and its lens copied
7
- * onto that one. Nothing is swapped, so there is no state to get out of step, and a camera entity
8
- * appearing or leaving cannot leave the renderer pointed at a camera nobody owns.
9
- *
10
- * **Read once per tick rather than followed by signal**, which is the opposite of how
11
- * {@link MeshSystem3} and {@link LightSystem3} work, for a reason that is specific to cameras: the
12
- * component's clip planes are plain fields whose setters write straight through to the three camera
13
- * object it used to own, so there is no signal to bind to. A camera that changed its near plane while
14
- * standing still would silently keep the old one. It also happens to be the cheaper arrangement — a
15
- * game camera moves on almost every frame, so a signal per property would fire constantly to do work
16
- * this does once.
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.
17
7
  */
18
- export class CameraSystem3 extends System<any> {
19
- /**
20
- * @param {GraphicsEngine3} graphics
21
- */
22
- constructor(graphics: GraphicsEngine3);
23
- dependencies: (typeof Transform | typeof Camera)[];
24
- startup(entityManager: any): Promise<void>;
25
- shutdown(entityManager: any): Promise<void>;
26
- /**
27
- * Which entity is driving the render camera, or −1.
28
- *
29
- * @returns {number}
30
- */
31
- get active_entity(): number;
32
- /**
33
- * @param {Camera} camera
34
- * @param {Transform} transform
35
- * @param {number} entity
36
- */
37
- link(camera: Camera, transform: Transform, entity: number): void;
38
- /**
39
- * @param {Camera} camera
40
- * @param {Transform} transform
41
- * @param {number} entity
42
- */
43
- unlink(camera: Camera, transform: Transform, entity: number): void;
44
- #private;
45
- }
46
- import { System } from "../ecs/System.js";
47
- import { Transform } from "../ecs/transform/Transform.js";
48
- import { Camera } from "../graphics/ecs/camera/Camera.js";
8
+ export const CameraSystem3: typeof CameraSystem;
9
+ import { CameraSystem } from "./CameraSystem.js";
49
10
  //# sourceMappingURL=CameraSystem3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"CameraSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/CameraSystem3.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;GAgBG;AACH;IAoBI;;OAEG;IACH,uCAQC;IADG,mDAAuC;IAG3C,2CAEC;IAED,4CAIC;IAED;;;;OAIG;IACH,4BAEC;IAED;;;;OAIG;IACH,aAJW,MAAM,aACN,SAAS,UACT,MAAM,QAUhB;IAED;;;;OAIG;IACH,eAJW,MAAM,aACN,SAAS,UACT,MAAM,QAIhB;;CAsEJ;uBAtKsB,kBAAkB;0BACf,+BAA+B;uBAClC,kCAAkC"}
1
+ {"version":3,"file":"CameraSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/CameraSystem3.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,gDAA0C;6BATb,mBAAmB"}