@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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@@ -1,156 +1,156 @@
1
- import './style/editor.scss';
2
-
3
- import Vector2 from "../src/core/geom/Vector2.js";
4
- import { GameAssetType } from "../src/engine/asset/GameAssetType.js";
5
- import { ArrayBufferLoader } from "../src/engine/asset/loaders/ArrayBufferLoader.js";
6
- import {
7
- GLTFSceneBundleAssetLoader
8
- } from "../src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js";
9
- import { ImageBitmapAssetLoader } from "../src/engine/asset/loaders/image/ImageBitmapAssetLoader.js";
10
- import { ImageRGBADataLoader } from "../src/engine/asset/loaders/image/ImageRGBADataLoader.js";
11
- import { load_model_scene_bundle } from "../src/engine/asset/load_model_scene_bundle.js";
12
- import { ParentEntitySystem } from "../src/engine/ecs/parent/ParentEntitySystem.js";
13
- import { obtainTerrain } from "../src/engine/ecs/terrain/util/obtainTerrain.js";
14
- import { populateEngineSerializationRegistry } from "../src/engine/ecs/storage/populateEngineSerializationRegistry.js";
15
- import { TransformAttachmentSystem } from "../src/engine/ecs/transform-attachment/TransformAttachmentSystem.js";
16
- import { EngineHarness } from "../src/engine/EngineHarness.js";
17
- import TopDownCameraController from "../src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js";
18
- import { DebugDrawSystem3 } from "../src/engine/graphics3/DebugDrawSystem3.js";
19
- import { MeshSystem3 } from "../src/engine/graphics3/MeshSystem3.js";
20
- import {
21
- ShadedGeometrySystem3
22
- } from "../src/engine/graphics3/ShadedGeometrySystem3.js";
23
- import { ParticleEmitterSystem3 } from "../src/engine/graphics3/ParticleEmitterSystem3.js";
24
- import { enableEditor } from "./enableEditor.js";
25
-
26
- /**
27
- * Point the camera at the middle of the terrain, standing off by its own extent.
28
- *
29
- * The harness anchors terrain at the world origin and aims the camera at the origin too,
30
- * so the default view sits on the terrain's corner with three quadrants of empty space —
31
- * and every orbit pivots on that corner. The editor camera inherits this state when it
32
- * takes over the scene's active camera.
33
- *
34
- * Standing off by the terrain's extent frames most of it while keeping the far corners
35
- * inside the camera's clip range; the rest is a wheel away.
36
- *
37
- * @param {Engine} engine
38
- * @param {Terrain} terrain
39
- */
40
- function frameTerrain(engine, terrain) {
41
- const world_x = terrain.size.x * terrain.gridScale;
42
- const world_y = terrain.size.y * terrain.gridScale;
43
-
44
- engine.entityManager.dataset.traverseComponents(TopDownCameraController, controller => {
45
- controller.target.set(world_x / 2, 0, world_y / 2);
46
- controller.distance = Math.max(world_x, world_y);
47
- });
48
- }
49
-
50
- /**
51
- * The model loaders — the same split the game's graphics profile makes, and for the same reason: a
52
- * model is the one asset whose loaded form *is* the renderer's own representation.
53
- *
54
- * @param {EngineConfiguration} config
55
- */
56
- function addModelLoaders(config) {
57
- const loader = new GLTFSceneBundleAssetLoader();
58
-
59
- config.addLoader(GameAssetType.ModelGLTF, loader);
60
- config.addLoader(GameAssetType.ModelGLTF_JSON, loader);
61
-
62
- // `load_gltf` asks the asset manager for each of a model's images rather than fetching them
63
- // itself (D34), so a shell without this loader loads geometry and no textures
64
- config.addLoader(GameAssetType.ImageBitmap, new ImageBitmapAssetLoader());
65
- }
66
-
67
- /**
68
- * The systems that talk to the renderer.
69
- *
70
- * @param {Engine} engine
71
- * @returns {Promise}
72
- */
73
- async function addGraphicsSystems(engine) {
74
- const em = engine.entityManager;
75
-
76
- await em.addSystem(new MeshSystem3(
77
- engine.graphics,
78
- EngineHarness.shadeScene(engine),
79
- url => load_model_scene_bundle(engine.assetManager, url)
80
- ));
81
-
82
- // a model with neither skin nor clip becomes entities, and its primitives are drawn by the
83
- // system that owns primitives (D47)
84
- await em.addSystem(new ShadedGeometrySystem3(engine.graphics, EngineHarness.shadeScene(engine)));
85
-
86
- await em.addSystem(new ParticleEmitterSystem3(engine.graphics, engine.assetManager));
87
-
88
- // the editor's selection box is the debug-draw pass's first consumer (V5)
89
- await em.addSystem(new DebugDrawSystem3(engine.graphics));
90
- }
91
-
92
- /**
93
- * Standalone editor shell harness: engine + terrain + lights + camera, the systems the
94
- * editor tooling relies on, a seeded mesh library, and the editor enabled from the start.
95
- *
96
- * @returns {Promise<{engine: Engine, editor: Editor, editorControl: object, terrain: Terrain}>}
97
- */
98
- async function main() {
99
- const harness = new EngineHarness();
100
-
101
- const engine = await harness.initialize({
102
- configuration(config) {
103
- addModelLoaders(config);
104
-
105
- config.addLoader(GameAssetType.ArrayBuffer, new ArrayBufferLoader());
106
- config.addLoader(GameAssetType.Image, new ImageRGBADataLoader());
107
- }
108
- });
109
-
110
- populateEngineSerializationRegistry(engine.binarySerializationRegistry);
111
-
112
- const em = engine.entityManager;
113
-
114
- await addGraphicsSystems(engine);
115
-
116
- await em.addSystem(new TransformAttachmentSystem(engine));
117
- await em.addSystem(new ParentEntitySystem());
118
-
119
- await EngineHarness.buildBasics({
120
- engine,
121
- terrainSize: new Vector2(32, 32),
122
- enableWater: false,
123
- cameraController: false,
124
- pitch: 0.9
125
- });
126
-
127
- // the default terrain has a 1x1 height sampler; height painting needs real resolution
128
- const terrain = obtainTerrain(engine.entityManager.dataset);
129
- terrain.samplerHeight.resize(256, 256);
130
- terrain.updateHeights();
131
-
132
- frameTerrain(engine, terrain);
133
-
134
- const editorControl = enableEditor(engine);
135
-
136
- const editor = editorControl.editor;
137
-
138
- // console access for debugging, mirrors the window.engine convention
139
- window.editor = editor;
140
-
141
- editor.meshLibrary.add('data/models/samples/susanne.glb');
142
- editor.meshLibrary.add('data/models/samples/teapot.gltf');
143
- editor.meshLibrary.add('data/models/samples/textured_unit_cube.gltf');
144
-
145
- editorControl.enable();
146
-
147
- return { engine, editor, editorControl, terrain };
148
- }
149
-
150
- /**
151
- * The shell, booting. Exported as the promise it is so that a probe driving this page has something
152
- * to await — the module boots when it is loaded either way, which is what makes it an entry.
153
- *
154
- * @type {Promise<{engine: Engine, editor: Editor, editorControl: object, terrain: Terrain}>}
155
- */
156
- export const editor_shell = main();
1
+ import './style/editor.scss';
2
+
3
+ import Vector2 from "../src/core/geom/Vector2.js";
4
+ import { GameAssetType } from "../src/engine/asset/GameAssetType.js";
5
+ import { ArrayBufferLoader } from "../src/engine/asset/loaders/ArrayBufferLoader.js";
6
+ import {
7
+ GLTFSceneBundleAssetLoader
8
+ } from "../src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js";
9
+ import { ImageBitmapAssetLoader } from "../src/engine/asset/loaders/image/ImageBitmapAssetLoader.js";
10
+ import { ImageRGBADataLoader } from "../src/engine/asset/loaders/image/ImageRGBADataLoader.js";
11
+ import { load_model_scene_bundle } from "../src/engine/asset/load_model_scene_bundle.js";
12
+ import { ParentEntitySystem } from "../src/engine/ecs/parent/ParentEntitySystem.js";
13
+ import { obtainTerrain } from "../src/engine/ecs/terrain/util/obtainTerrain.js";
14
+ import { populateEngineSerializationRegistry } from "../src/engine/ecs/storage/populateEngineSerializationRegistry.js";
15
+ import { TransformAttachmentSystem } from "../src/engine/ecs/transform-attachment/TransformAttachmentSystem.js";
16
+ import { EngineHarness } from "../src/engine/EngineHarness.js";
17
+ import TopDownCameraController from "../src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js";
18
+ import { DebugDrawSystem } from "../src/engine/graphics3/DebugDrawSystem.js";
19
+ import { MeshSystem } from "../src/engine/graphics3/MeshSystem.js";
20
+ import {
21
+ ShadedGeometrySystem
22
+ } from "../src/engine/graphics3/ShadedGeometrySystem.js";
23
+ import { ParticleEmitterSystem } from "../src/engine/graphics3/ParticleEmitterSystem.js";
24
+ import { enableEditor } from "./enableEditor.js";
25
+
26
+ /**
27
+ * Point the camera at the middle of the terrain, standing off by its own extent.
28
+ *
29
+ * The harness anchors terrain at the world origin and aims the camera at the origin too,
30
+ * so the default view sits on the terrain's corner with three quadrants of empty space —
31
+ * and every orbit pivots on that corner. The editor camera inherits this state when it
32
+ * takes over the scene's active camera.
33
+ *
34
+ * Standing off by the terrain's extent frames most of it while keeping the far corners
35
+ * inside the camera's clip range; the rest is a wheel away.
36
+ *
37
+ * @param {Engine} engine
38
+ * @param {Terrain} terrain
39
+ */
40
+ function frameTerrain(engine, terrain) {
41
+ const world_x = terrain.size.x * terrain.gridScale;
42
+ const world_y = terrain.size.y * terrain.gridScale;
43
+
44
+ engine.entityManager.dataset.traverseComponents(TopDownCameraController, controller => {
45
+ controller.target.set(world_x / 2, 0, world_y / 2);
46
+ controller.distance = Math.max(world_x, world_y);
47
+ });
48
+ }
49
+
50
+ /**
51
+ * The model loaders — the same split the game's graphics profile makes, and for the same reason: a
52
+ * model is the one asset whose loaded form *is* the renderer's own representation.
53
+ *
54
+ * @param {EngineConfiguration} config
55
+ */
56
+ function addModelLoaders(config) {
57
+ const loader = new GLTFSceneBundleAssetLoader();
58
+
59
+ config.addLoader(GameAssetType.ModelGLTF, loader);
60
+ config.addLoader(GameAssetType.ModelGLTF_JSON, loader);
61
+
62
+ // `load_gltf` asks the asset manager for each of a model's images rather than fetching them
63
+ // itself (D34), so a shell without this loader loads geometry and no textures
64
+ config.addLoader(GameAssetType.ImageBitmap, new ImageBitmapAssetLoader());
65
+ }
66
+
67
+ /**
68
+ * The systems that talk to the renderer.
69
+ *
70
+ * @param {Engine} engine
71
+ * @returns {Promise}
72
+ */
73
+ async function addGraphicsSystems(engine) {
74
+ const em = engine.entityManager;
75
+
76
+ await em.addSystem(new MeshSystem(
77
+ engine.graphics,
78
+ EngineHarness.shadeScene(engine),
79
+ url => load_model_scene_bundle(engine.assetManager, url)
80
+ ));
81
+
82
+ // a model with neither skin nor clip becomes entities, and its primitives are drawn by the
83
+ // system that owns primitives (D47)
84
+ await em.addSystem(new ShadedGeometrySystem(engine.graphics, EngineHarness.shadeScene(engine)));
85
+
86
+ await em.addSystem(new ParticleEmitterSystem(engine.graphics, engine.assetManager));
87
+
88
+ // the editor's selection box is the debug-draw pass's first consumer (V5)
89
+ await em.addSystem(new DebugDrawSystem(engine.graphics));
90
+ }
91
+
92
+ /**
93
+ * Standalone editor shell harness: engine + terrain + lights + camera, the systems the
94
+ * editor tooling relies on, a seeded mesh library, and the editor enabled from the start.
95
+ *
96
+ * @returns {Promise<{engine: Engine, editor: Editor, editorControl: object, terrain: Terrain}>}
97
+ */
98
+ async function main() {
99
+ const harness = new EngineHarness();
100
+
101
+ const engine = await harness.initialize({
102
+ configuration(config) {
103
+ addModelLoaders(config);
104
+
105
+ config.addLoader(GameAssetType.ArrayBuffer, new ArrayBufferLoader());
106
+ config.addLoader(GameAssetType.Image, new ImageRGBADataLoader());
107
+ }
108
+ });
109
+
110
+ populateEngineSerializationRegistry(engine.binarySerializationRegistry);
111
+
112
+ const em = engine.entityManager;
113
+
114
+ await addGraphicsSystems(engine);
115
+
116
+ await em.addSystem(new TransformAttachmentSystem(engine));
117
+ await em.addSystem(new ParentEntitySystem());
118
+
119
+ await EngineHarness.buildBasics({
120
+ engine,
121
+ terrainSize: new Vector2(32, 32),
122
+ enableWater: false,
123
+ cameraController: false,
124
+ pitch: 0.9
125
+ });
126
+
127
+ // the default terrain has a 1x1 height sampler; height painting needs real resolution
128
+ const terrain = obtainTerrain(engine.entityManager.dataset);
129
+ terrain.samplerHeight.resize(256, 256);
130
+ terrain.updateHeights();
131
+
132
+ frameTerrain(engine, terrain);
133
+
134
+ const editorControl = enableEditor(engine);
135
+
136
+ const editor = editorControl.editor;
137
+
138
+ // console access for debugging, mirrors the window.engine convention
139
+ window.editor = editor;
140
+
141
+ editor.meshLibrary.add('data/models/samples/susanne.glb');
142
+ editor.meshLibrary.add('data/models/samples/teapot.gltf');
143
+ editor.meshLibrary.add('data/models/samples/textured_unit_cube.gltf');
144
+
145
+ editorControl.enable();
146
+
147
+ return { engine, editor, editorControl, terrain };
148
+ }
149
+
150
+ /**
151
+ * The shell, booting. Exported as the promise it is so that a probe driving this page has something
152
+ * to await — the module boots when it is loaded either way, which is what makes it an entry.
153
+ *
154
+ * @type {Promise<{engine: Engine, editor: Editor, editorControl: object, terrain: Terrain}>}
155
+ */
156
+ export const editor_shell = main();
@@ -1,130 +1,130 @@
1
- import { assert } from "../../src/core/assert.js";
2
- import {
3
- aabb3_array_intersects_clipping_volume_array
4
- } from "../../src/core/geom/3d/aabb/aabb3_array_intersects_clipping_volume_array.js";
5
- import {
6
- aabb3_ray_segment_entry_distance
7
- } from "../../src/core/geom/3d/aabb/aabb3_ray_segment_entry_distance.js";
8
- import { Transform } from "../../src/engine/ecs/transform/Transform.js";
9
- import EditorEntity from "../ecs/EditorEntity.js";
10
-
11
- /**
12
- * @type {Float64Array}
13
- */
14
- const bounds = new Float64Array(6);
15
-
16
- /**
17
- * What the editor's pointer and marquee search, and why it is not the game's picking index.
18
- *
19
- * `PickingSystem3` indexes entities that carry a `Pickable`, which is an opt-in the game spends on
20
- * fourteen tooltip sites — and deliberately so: the per-entity duplication that index costs is the
21
- * thing the component exists to bound (I-9). **An editor has to be able to select a thing nobody
22
- * thought to make pickable**, so widening that opt-in to everything would spend exactly what it was
23
- * written to save, on a tool that is second-class by decision (D7).
24
- *
25
- * So the editor asks instead of indexing: every entity placed in the world is offered its bounds,
26
- * and the ones that have any are tested. A click happens once, a level holds thousands of entities
27
- * rather than millions, and nothing is kept between clicks that could be stale.
28
- *
29
- * **Bounds arrive through a reader** — `entity_world_bounds_reader` on a real editor — because where
30
- * a world box lives is the one thing that genuinely differs per renderer, and it is resolved once,
31
- * there.
32
- */
33
-
34
- /**
35
- * The entity a ray reaches first.
36
- *
37
- * @param {EntityComponentDataset} dataset
38
- * @param {function(ArrayLike<number>, number): boolean} read_bounds
39
- * @param {Vector3} origin
40
- * @param {Vector3} direction unit length
41
- * @param {number} max_distance
42
- * @returns {number} the entity, or `-1` when the ray reaches nothing
43
- */
44
- export function editor_pick_ray(dataset, read_bounds, origin, direction, max_distance) {
45
- assert.defined(dataset, 'dataset');
46
- assert.isFunction(read_bounds, 'read_bounds');
47
- assert.isNumber(max_distance, 'max_distance');
48
-
49
- const origin_x = origin.x;
50
- const origin_y = origin.y;
51
- const origin_z = origin.z;
52
-
53
- // a zero component produces an infinity the entry-distance test handles, which is why this is
54
- // computed rather than guarded
55
- const inv_x = 1 / direction.x;
56
- const inv_y = 1 / direction.y;
57
- const inv_z = 1 / direction.z;
58
-
59
- let best_distance = max_distance;
60
- let best_entity = -1;
61
-
62
- dataset.traverseEntities([Transform], (transform, entity) => {
63
- if (dataset.hasComponent(entity, EditorEntity)) {
64
- return;
65
- }
66
-
67
- if (!read_bounds(bounds, entity)) {
68
- return;
69
- }
70
-
71
- const distance = aabb3_ray_segment_entry_distance(
72
- bounds[0], bounds[1], bounds[2],
73
- bounds[3], bounds[4], bounds[5],
74
- origin_x, origin_y, origin_z,
75
- inv_x, inv_y, inv_z,
76
- 0, max_distance
77
- );
78
-
79
- if (distance >= best_distance) {
80
- return;
81
- }
82
-
83
- best_distance = distance;
84
- best_entity = entity;
85
- });
86
-
87
- return best_entity;
88
- }
89
-
90
- /**
91
- * Every entity a volume overlaps.
92
- *
93
- * Overlap rather than containment: half a thing inside a marquee is inside it, which is what a
94
- * marquee has always meant.
95
- *
96
- * @param {number[]} result appended to
97
- * @param {EntityComponentDataset} dataset
98
- * @param {function(ArrayLike<number>, number): boolean} read_bounds
99
- * @param {ArrayLike<number>|Float64Array} planes `nx, ny, nz, w` each, interior positive
100
- * @param {number} plane_count
101
- * @returns {number} how many were written
102
- */
103
- export function editor_pick_frustum(result, dataset, read_bounds, planes, plane_count) {
104
- assert.defined(result, 'result');
105
- assert.defined(dataset, 'dataset');
106
- assert.isFunction(read_bounds, 'read_bounds');
107
- assert.isNonNegativeInteger(plane_count, 'plane_count');
108
-
109
- let count = 0;
110
-
111
- dataset.traverseEntities([Transform], (transform, entity) => {
112
- if (dataset.hasComponent(entity, EditorEntity)) {
113
- return;
114
- }
115
-
116
- if (!read_bounds(bounds, entity)) {
117
- return;
118
- }
119
-
120
- if (!aabb3_array_intersects_clipping_volume_array(bounds, 0, planes, 0, plane_count)) {
121
- return;
122
- }
123
-
124
- result[count] = entity;
125
-
126
- count++;
127
- });
128
-
129
- return count;
130
- }
1
+ import { assert } from "../../src/core/assert.js";
2
+ import {
3
+ aabb3_array_intersects_clipping_volume_array
4
+ } from "../../src/core/geom/3d/aabb/aabb3_array_intersects_clipping_volume_array.js";
5
+ import {
6
+ aabb3_ray_segment_entry_distance
7
+ } from "../../src/core/geom/3d/aabb/aabb3_ray_segment_entry_distance.js";
8
+ import { Transform } from "../../src/engine/ecs/transform/Transform.js";
9
+ import EditorEntity from "../ecs/EditorEntity.js";
10
+
11
+ /**
12
+ * @type {Float64Array}
13
+ */
14
+ const bounds = new Float64Array(6);
15
+
16
+ /**
17
+ * What the editor's pointer and marquee search, and why it is not the game's picking index.
18
+ *
19
+ * `PickingSystem` indexes entities that carry a `Pickable`, which is an opt-in the game spends on
20
+ * fourteen tooltip sites — and deliberately so: the per-entity duplication that index costs is the
21
+ * thing the component exists to bound (I-9). **An editor has to be able to select a thing nobody
22
+ * thought to make pickable**, so widening that opt-in to everything would spend exactly what it was
23
+ * written to save, on a tool that is second-class by decision (D7).
24
+ *
25
+ * So the editor asks instead of indexing: every entity placed in the world is offered its bounds,
26
+ * and the ones that have any are tested. A click happens once, a level holds thousands of entities
27
+ * rather than millions, and nothing is kept between clicks that could be stale.
28
+ *
29
+ * **Bounds arrive through a reader** — `entity_world_bounds_reader` on a real editor — because where
30
+ * a world box lives is the one thing that genuinely differs per renderer, and it is resolved once,
31
+ * there.
32
+ */
33
+
34
+ /**
35
+ * The entity a ray reaches first.
36
+ *
37
+ * @param {EntityComponentDataset} dataset
38
+ * @param {function(ArrayLike<number>, number): boolean} read_bounds
39
+ * @param {Vector3} origin
40
+ * @param {Vector3} direction unit length
41
+ * @param {number} max_distance
42
+ * @returns {number} the entity, or `-1` when the ray reaches nothing
43
+ */
44
+ export function editor_pick_ray(dataset, read_bounds, origin, direction, max_distance) {
45
+ assert.defined(dataset, 'dataset');
46
+ assert.isFunction(read_bounds, 'read_bounds');
47
+ assert.isNumber(max_distance, 'max_distance');
48
+
49
+ const origin_x = origin.x;
50
+ const origin_y = origin.y;
51
+ const origin_z = origin.z;
52
+
53
+ // a zero component produces an infinity the entry-distance test handles, which is why this is
54
+ // computed rather than guarded
55
+ const inv_x = 1 / direction.x;
56
+ const inv_y = 1 / direction.y;
57
+ const inv_z = 1 / direction.z;
58
+
59
+ let best_distance = max_distance;
60
+ let best_entity = -1;
61
+
62
+ dataset.traverseEntities([Transform], (transform, entity) => {
63
+ if (dataset.hasComponent(entity, EditorEntity)) {
64
+ return;
65
+ }
66
+
67
+ if (!read_bounds(bounds, entity)) {
68
+ return;
69
+ }
70
+
71
+ const distance = aabb3_ray_segment_entry_distance(
72
+ bounds[0], bounds[1], bounds[2],
73
+ bounds[3], bounds[4], bounds[5],
74
+ origin_x, origin_y, origin_z,
75
+ inv_x, inv_y, inv_z,
76
+ 0, max_distance
77
+ );
78
+
79
+ if (distance >= best_distance) {
80
+ return;
81
+ }
82
+
83
+ best_distance = distance;
84
+ best_entity = entity;
85
+ });
86
+
87
+ return best_entity;
88
+ }
89
+
90
+ /**
91
+ * Every entity a volume overlaps.
92
+ *
93
+ * Overlap rather than containment: half a thing inside a marquee is inside it, which is what a
94
+ * marquee has always meant.
95
+ *
96
+ * @param {number[]} result appended to
97
+ * @param {EntityComponentDataset} dataset
98
+ * @param {function(ArrayLike<number>, number): boolean} read_bounds
99
+ * @param {ArrayLike<number>|Float64Array} planes `nx, ny, nz, w` each, interior positive
100
+ * @param {number} plane_count
101
+ * @returns {number} how many were written
102
+ */
103
+ export function editor_pick_frustum(result, dataset, read_bounds, planes, plane_count) {
104
+ assert.defined(result, 'result');
105
+ assert.defined(dataset, 'dataset');
106
+ assert.isFunction(read_bounds, 'read_bounds');
107
+ assert.isNonNegativeInteger(plane_count, 'plane_count');
108
+
109
+ let count = 0;
110
+
111
+ dataset.traverseEntities([Transform], (transform, entity) => {
112
+ if (dataset.hasComponent(entity, EditorEntity)) {
113
+ return;
114
+ }
115
+
116
+ if (!read_bounds(bounds, entity)) {
117
+ return;
118
+ }
119
+
120
+ if (!aabb3_array_intersects_clipping_volume_array(bounds, 0, planes, 0, plane_count)) {
121
+ return;
122
+ }
123
+
124
+ result[count] = entity;
125
+
126
+ count++;
127
+ });
128
+
129
+ return count;
130
+ }