@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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@@ -0,0 +1,82 @@
1
+ /**
2
+ * Outlines highlighted entities under Shade.
3
+ *
4
+ * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
5
+ * every pixel came from. The renderer this replaces drew each highlighted object a second time into
6
+ * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
7
+ * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
8
+ * gets from a texture the frame was already writing.
9
+ *
10
+ * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
11
+ * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
12
+ * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
13
+ * accepted cost of not drawing the scene twice.
14
+ *
15
+ * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
16
+ * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
17
+ * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
18
+ * alpha-only edits, which is exactly what this animation is.
19
+ */
20
+ export class HighlightSystem extends System<any> {
21
+ /**
22
+ * @param {GraphicsEngine} graphics
23
+ * @param {MeshSystem} meshes
24
+ */
25
+ constructor(graphics: GraphicsEngine, meshes: MeshSystem);
26
+ dependencies: (typeof SGMesh | typeof Highlight)[];
27
+ /**
28
+ * How wide the outline is drawn, in pixels.
29
+ *
30
+ * @type {number}
31
+ */
32
+ thickness: number;
33
+ /**
34
+ * What is highlighted. Read-only — highlights follow their entities.
35
+ *
36
+ * @returns {Array}
37
+ */
38
+ get highlights(): any[];
39
+ /**
40
+ * @returns {Uint32Array} the table the last update packed
41
+ */
42
+ get table(): Uint32Array;
43
+ /**
44
+ * @returns {number} rows of {@link table} in use
45
+ */
46
+ get table_size(): number;
47
+ startup(entityManager: any): Promise<void>;
48
+ shutdown(entityManager: any): Promise<void>;
49
+ /**
50
+ * @param {Highlight} highlight
51
+ * @param {SGMesh} mesh
52
+ * @param {number} entity
53
+ */
54
+ link(highlight: Highlight, mesh: SGMesh, entity: number): void;
55
+ /**
56
+ * @param {Highlight} highlight
57
+ * @param {SGMesh} mesh
58
+ * @param {number} entity
59
+ */
60
+ unlink(highlight: Highlight, mesh: SGMesh, entity: number): void;
61
+ /**
62
+ * @param {FrameContext} frame
63
+ */
64
+ record(frame: FrameContext): void;
65
+ #private;
66
+ }
67
+ /**
68
+ * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
69
+ */
70
+ export class HighlightExtension extends RenderExtension {
71
+ /**
72
+ * @param {HighlightSystem} system
73
+ */
74
+ constructor(system: HighlightSystem);
75
+ record(frame: any): void;
76
+ #private;
77
+ }
78
+ import { System } from "../ecs/System.js";
79
+ import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
80
+ import Highlight from "../graphics/ecs/highlight/Highlight.js";
81
+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
82
+ //# sourceMappingURL=HighlightSystem.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"HighlightSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IA6EI;;;OAGG;IACH,0DAQC;IAxFD,mDAAmC;IA8CnC;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAgBD,2CAIC;IAED,4CAYC;IAED;;;;OAIG;IACH,gBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAOhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAgBhB;IAmBD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,eAAe,EAMzB;IAED,yBAEC;;CACJ;uBA7OsB,kBAAkB;uBAElB,6CAA6C;sBAD9C,wCAAwC;gCAF9B,mDAAmD"}
@@ -0,0 +1,241 @@
1
+ import { assert } from "../../core/assert.js";
2
+ import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
3
+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
4
+ import { System } from "../ecs/System.js";
5
+ import Highlight from "../graphics/ecs/highlight/Highlight.js";
6
+ import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
7
+ import { GPUHighlightRenderer } from "./highlight/GPUHighlightRenderer.js";
8
+ import { HIGHLIGHT_OUTLINE_THICKNESS } from "./highlight/HIGHLIGHT_OUTLINE.js";
9
+ import { pack_highlight_table } from "./highlight/pack_highlight_table.js";
10
+
11
+ /**
12
+ * Outlines highlighted entities under Shade.
13
+ *
14
+ * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
15
+ * every pixel came from. The renderer this replaces drew each highlighted object a second time into
16
+ * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
17
+ * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
18
+ * gets from a texture the frame was already writing.
19
+ *
20
+ * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
21
+ * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
22
+ * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
23
+ * accepted cost of not drawing the scene twice.
24
+ *
25
+ * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
26
+ * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
27
+ * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
28
+ * alpha-only edits, which is exactly what this animation is.
29
+ */
30
+ export class HighlightSystem extends System {
31
+ dependencies = [Highlight, SGMesh];
32
+
33
+ /**
34
+ * @type {GraphicsEngine}
35
+ */
36
+ #graphics;
37
+
38
+ /**
39
+ * @type {MeshSystem}
40
+ */
41
+ #meshes;
42
+
43
+ /**
44
+ * @type {GPUHighlightRenderer}
45
+ */
46
+ #renderer = new GPUHighlightRenderer();
47
+
48
+ /**
49
+ * Highlighted entities, in link order.
50
+ *
51
+ * @type {Array<{entity: number, highlight: Highlight}>}
52
+ */
53
+ #entries = [];
54
+
55
+ /**
56
+ * @type {Map<number, object>}
57
+ */
58
+ #by_entity = new Map();
59
+
60
+ /**
61
+ * One packed rgba8 colour per mesh row, indexed by the row the visibility buffer writes.
62
+ *
63
+ * @type {Uint32Array}
64
+ */
65
+ #table = new Uint32Array(0);
66
+
67
+ /**
68
+ * @type {number}
69
+ */
70
+ #table_size = 0;
71
+
72
+ /**
73
+ * @type {RenderExtension|null}
74
+ */
75
+ #extension = null;
76
+
77
+ /**
78
+ * How wide the outline is drawn, in pixels.
79
+ *
80
+ * @type {number}
81
+ */
82
+ thickness = HIGHLIGHT_OUTLINE_THICKNESS;
83
+
84
+ /**
85
+ * What is highlighted. Read-only — highlights follow their entities.
86
+ *
87
+ * @returns {Array}
88
+ */
89
+ get highlights() {
90
+ return this.#entries;
91
+ }
92
+
93
+ /**
94
+ * @returns {Uint32Array} the table the last update packed
95
+ */
96
+ get table() {
97
+ return this.#table;
98
+ }
99
+
100
+ /**
101
+ * @returns {number} rows of {@link table} in use
102
+ */
103
+ get table_size() {
104
+ return this.#table_size;
105
+ }
106
+
107
+ /**
108
+ * @param {GraphicsEngine} graphics
109
+ * @param {MeshSystem} meshes
110
+ */
111
+ constructor(graphics, meshes) {
112
+ super();
113
+
114
+ assert.defined(graphics, 'graphics');
115
+ assert.defined(meshes, 'meshes');
116
+
117
+ this.#graphics = graphics;
118
+ this.#meshes = meshes;
119
+ }
120
+
121
+ async startup(entityManager) {
122
+ this.entityManager = entityManager;
123
+
124
+ this.#extension = this.#graphics.add_extension(new HighlightExtension(this));
125
+ }
126
+
127
+ async shutdown(entityManager) {
128
+ if (this.#extension !== null) {
129
+ this.#graphics.remove_extension(this.#extension);
130
+
131
+ this.#extension = null;
132
+ }
133
+
134
+ this.#renderer.destroy();
135
+
136
+ this.#entries.length = 0;
137
+ this.#by_entity.clear();
138
+ this.#table_size = 0;
139
+ }
140
+
141
+ /**
142
+ * @param {Highlight} highlight
143
+ * @param {SGMesh} mesh
144
+ * @param {number} entity
145
+ */
146
+ link(highlight, mesh, entity) {
147
+ const entry = { entity, highlight };
148
+
149
+ this.#entries.push(entry);
150
+ this.#by_entity.set(entity, entry);
151
+ }
152
+
153
+ /**
154
+ * @param {Highlight} highlight
155
+ * @param {SGMesh} mesh
156
+ * @param {number} entity
157
+ */
158
+ unlink(highlight, mesh, entity) {
159
+ const entry = this.#by_entity.get(entity);
160
+
161
+ if (entry === undefined) {
162
+ return;
163
+ }
164
+
165
+ const index = this.#entries.indexOf(entry);
166
+
167
+ if (index !== -1) {
168
+ this.#entries.splice(index, 1);
169
+ }
170
+
171
+ this.#by_entity.delete(entity);
172
+ }
173
+
174
+ /**
175
+ * Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
176
+ *
177
+ * @param {GPUSceneContext} scene
178
+ */
179
+ #pack(scene) {
180
+ const packed = pack_highlight_table({
181
+ entries: this.#entries,
182
+ meshes: this.#meshes,
183
+ scene,
184
+ table: this.#table
185
+ });
186
+
187
+ this.#table = packed.table;
188
+ this.#table_size = packed.size;
189
+ }
190
+
191
+ /**
192
+ * @param {FrameContext} frame
193
+ */
194
+ record(frame) {
195
+ if (this.#entries.length === 0) {
196
+ // nothing highlighted, so the frame keeps the colour it had and pays nothing
197
+ return;
198
+ }
199
+
200
+ this.#pack(frame.view.scene);
201
+
202
+ if (this.#table_size === 0) {
203
+ // highlighted entities whose models are not in the scene yet
204
+ return;
205
+ }
206
+
207
+ this.#renderer.graph_draw({
208
+ frame,
209
+ table: this.#table,
210
+ table_size: this.#table_size,
211
+ thickness: this.thickness
212
+ });
213
+ }
214
+ }
215
+
216
+ /**
217
+ * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
218
+ */
219
+ export class HighlightExtension extends RenderExtension {
220
+ name = "highlight";
221
+
222
+ phase = FramePhase.AfterTransparency;
223
+
224
+ /**
225
+ * @type {HighlightSystem}
226
+ */
227
+ #system;
228
+
229
+ /**
230
+ * @param {HighlightSystem} system
231
+ */
232
+ constructor(system) {
233
+ super();
234
+
235
+ this.#system = system;
236
+ }
237
+
238
+ record(frame) {
239
+ this.#system.record(frame);
240
+ }
241
+ }
@@ -1,82 +1,10 @@
1
1
  /**
2
- * Outlines highlighted entities under Shade.
2
+ * @deprecated Renamed to {@link HighlightSystem}. 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
- * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
5
- * every pixel came from. The renderer this replaces drew each highlighted object a second time into
6
- * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
7
- * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
8
- * gets from a texture the frame was already writing.
9
- *
10
- * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
11
- * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
12
- * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
13
- * accepted cost of not drawing the scene twice.
14
- *
15
- * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
16
- * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
17
- * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
18
- * alpha-only edits, which is exactly what this animation is.
19
- */
20
- export class HighlightSystem3 extends System<any> {
21
- /**
22
- * @param {GraphicsEngine3} graphics
23
- * @param {MeshSystem3} meshes
24
- */
25
- constructor(graphics: GraphicsEngine3, meshes: MeshSystem3);
26
- dependencies: (typeof SGMesh | typeof Highlight)[];
27
- /**
28
- * How wide the outline is drawn, in pixels.
29
- *
30
- * @type {number}
31
- */
32
- thickness: number;
33
- /**
34
- * What is highlighted. Read-only — highlights follow their entities.
35
- *
36
- * @returns {Array}
37
- */
38
- get highlights(): any[];
39
- /**
40
- * @returns {Uint32Array} the table the last update packed
41
- */
42
- get table(): Uint32Array;
43
- /**
44
- * @returns {number} rows of {@link table} in use
45
- */
46
- get table_size(): number;
47
- startup(entityManager: any): Promise<void>;
48
- shutdown(entityManager: any): Promise<void>;
49
- /**
50
- * @param {Highlight} highlight
51
- * @param {SGMesh} mesh
52
- * @param {number} entity
53
- */
54
- link(highlight: Highlight, mesh: SGMesh, entity: number): void;
55
- /**
56
- * @param {Highlight} highlight
57
- * @param {SGMesh} mesh
58
- * @param {number} entity
59
- */
60
- unlink(highlight: Highlight, mesh: SGMesh, entity: number): void;
61
- /**
62
- * @param {FrameContext} frame
63
- */
64
- record(frame: FrameContext): void;
65
- #private;
66
- }
67
- /**
68
- * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
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.
69
7
  */
70
- export class HighlightExtension extends RenderExtension {
71
- /**
72
- * @param {HighlightSystem3} system
73
- */
74
- constructor(system: HighlightSystem3);
75
- record(frame: any): void;
76
- #private;
77
- }
78
- import { System } from "../ecs/System.js";
79
- import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
80
- import Highlight from "../graphics/ecs/highlight/Highlight.js";
81
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
8
+ export const HighlightSystem3: typeof HighlightSystem;
9
+ import { HighlightSystem } from "./HighlightSystem.js";
82
10
  //# sourceMappingURL=HighlightSystem3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"HighlightSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem3.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IA6EI;;;OAGG;IACH,4DAQC;IAxFD,mDAAmC;IA8CnC;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAgBD,2CAIC;IAED,4CAYC;IAED;;;;OAIG;IACH,gBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAOhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAgBhB;IAmBD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,gBAAgB,EAM1B;IAED,yBAEC;;CACJ;uBA7OsB,kBAAkB;uBAElB,6CAA6C;sBAD9C,wCAAwC;gCAF9B,mDAAmD"}
1
+ {"version":3,"file":"HighlightSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem3.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,sDAAgD;gCAThB,sBAAsB"}
@@ -1,241 +1,10 @@
1
- import { assert } from "../../core/assert.js";
2
- import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
3
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
4
- import { System } from "../ecs/System.js";
5
- import Highlight from "../graphics/ecs/highlight/Highlight.js";
6
- import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
7
- import { GPUHighlightRenderer } from "./highlight/GPUHighlightRenderer.js";
8
- import { HIGHLIGHT_OUTLINE_THICKNESS } from "./highlight/HIGHLIGHT_OUTLINE.js";
9
- import { pack_highlight_table } from "./highlight/pack_highlight_table.js";
1
+ import { HighlightSystem } from "./HighlightSystem.js";
10
2
 
11
3
  /**
12
- * Outlines highlighted entities under Shade.
4
+ * @deprecated Renamed to {@link HighlightSystem}. 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.
13
6
  *
14
- * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
15
- * every pixel came from. The renderer this replaces drew each highlighted object a second time into
16
- * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
17
- * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
18
- * gets from a texture the frame was already writing.
19
- *
20
- * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
21
- * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
22
- * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
23
- * accepted cost of not drawing the scene twice.
24
- *
25
- * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
26
- * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
27
- * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
28
- * alpha-only edits, which is exactly what this animation is.
29
- */
30
- export class HighlightSystem3 extends System {
31
- dependencies = [Highlight, SGMesh];
32
-
33
- /**
34
- * @type {GraphicsEngine3}
35
- */
36
- #graphics;
37
-
38
- /**
39
- * @type {MeshSystem3}
40
- */
41
- #meshes;
42
-
43
- /**
44
- * @type {GPUHighlightRenderer}
45
- */
46
- #renderer = new GPUHighlightRenderer();
47
-
48
- /**
49
- * Highlighted entities, in link order.
50
- *
51
- * @type {Array<{entity: number, highlight: Highlight}>}
52
- */
53
- #entries = [];
54
-
55
- /**
56
- * @type {Map<number, object>}
57
- */
58
- #by_entity = new Map();
59
-
60
- /**
61
- * One packed rgba8 colour per mesh row, indexed by the row the visibility buffer writes.
62
- *
63
- * @type {Uint32Array}
64
- */
65
- #table = new Uint32Array(0);
66
-
67
- /**
68
- * @type {number}
69
- */
70
- #table_size = 0;
71
-
72
- /**
73
- * @type {RenderExtension|null}
74
- */
75
- #extension = null;
76
-
77
- /**
78
- * How wide the outline is drawn, in pixels.
79
- *
80
- * @type {number}
81
- */
82
- thickness = HIGHLIGHT_OUTLINE_THICKNESS;
83
-
84
- /**
85
- * What is highlighted. Read-only — highlights follow their entities.
86
- *
87
- * @returns {Array}
88
- */
89
- get highlights() {
90
- return this.#entries;
91
- }
92
-
93
- /**
94
- * @returns {Uint32Array} the table the last update packed
95
- */
96
- get table() {
97
- return this.#table;
98
- }
99
-
100
- /**
101
- * @returns {number} rows of {@link table} in use
102
- */
103
- get table_size() {
104
- return this.#table_size;
105
- }
106
-
107
- /**
108
- * @param {GraphicsEngine3} graphics
109
- * @param {MeshSystem3} meshes
110
- */
111
- constructor(graphics, meshes) {
112
- super();
113
-
114
- assert.defined(graphics, 'graphics');
115
- assert.defined(meshes, 'meshes');
116
-
117
- this.#graphics = graphics;
118
- this.#meshes = meshes;
119
- }
120
-
121
- async startup(entityManager) {
122
- this.entityManager = entityManager;
123
-
124
- this.#extension = this.#graphics.add_extension(new HighlightExtension(this));
125
- }
126
-
127
- async shutdown(entityManager) {
128
- if (this.#extension !== null) {
129
- this.#graphics.remove_extension(this.#extension);
130
-
131
- this.#extension = null;
132
- }
133
-
134
- this.#renderer.destroy();
135
-
136
- this.#entries.length = 0;
137
- this.#by_entity.clear();
138
- this.#table_size = 0;
139
- }
140
-
141
- /**
142
- * @param {Highlight} highlight
143
- * @param {SGMesh} mesh
144
- * @param {number} entity
145
- */
146
- link(highlight, mesh, entity) {
147
- const entry = { entity, highlight };
148
-
149
- this.#entries.push(entry);
150
- this.#by_entity.set(entity, entry);
151
- }
152
-
153
- /**
154
- * @param {Highlight} highlight
155
- * @param {SGMesh} mesh
156
- * @param {number} entity
157
- */
158
- unlink(highlight, mesh, entity) {
159
- const entry = this.#by_entity.get(entity);
160
-
161
- if (entry === undefined) {
162
- return;
163
- }
164
-
165
- const index = this.#entries.indexOf(entry);
166
-
167
- if (index !== -1) {
168
- this.#entries.splice(index, 1);
169
- }
170
-
171
- this.#by_entity.delete(entity);
172
- }
173
-
174
- /**
175
- * Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
176
- *
177
- * @param {GPUSceneContext} scene
178
- */
179
- #pack(scene) {
180
- const packed = pack_highlight_table({
181
- entries: this.#entries,
182
- meshes: this.#meshes,
183
- scene,
184
- table: this.#table
185
- });
186
-
187
- this.#table = packed.table;
188
- this.#table_size = packed.size;
189
- }
190
-
191
- /**
192
- * @param {FrameContext} frame
193
- */
194
- record(frame) {
195
- if (this.#entries.length === 0) {
196
- // nothing highlighted, so the frame keeps the colour it had and pays nothing
197
- return;
198
- }
199
-
200
- this.#pack(frame.view.scene);
201
-
202
- if (this.#table_size === 0) {
203
- // highlighted entities whose models are not in the scene yet
204
- return;
205
- }
206
-
207
- this.#renderer.graph_draw({
208
- frame,
209
- table: this.#table,
210
- table_size: this.#table_size,
211
- thickness: this.thickness
212
- });
213
- }
214
- }
215
-
216
- /**
217
- * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
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.
218
9
  */
219
- export class HighlightExtension extends RenderExtension {
220
- name = "highlight";
221
-
222
- phase = FramePhase.AfterTransparency;
223
-
224
- /**
225
- * @type {HighlightSystem3}
226
- */
227
- #system;
228
-
229
- /**
230
- * @param {HighlightSystem3} system
231
- */
232
- constructor(system) {
233
- super();
234
-
235
- this.#system = system;
236
- }
237
-
238
- record(frame) {
239
- this.#system.record(frame);
240
- }
241
- }
10
+ export const HighlightSystem3 = HighlightSystem;