@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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@@ -1,309 +1,10 @@
1
- import { assert } from "../../core/assert.js";
2
- import { GPUDynamicMeshRenderer } from "../../shade/renderer/dynamic/GPUDynamicMeshRenderer.js";
3
- import { Geometry } from "../../shade/renderer/geometry/Geometry.js";
4
- import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
5
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
6
- import { SceneColor } from "../../shade/renderer/extension/SceneColor.js";
7
- import { ViewTextures } from "../../shade/renderer/extension/ViewTextures.js";
8
- import { DynamicMesh } from "../../shade/renderer/scene/DynamicMesh.js";
9
- import { DynamicMeshBatch } from "../../shade/renderer/scene/DynamicMeshBatch.js";
10
- import { System } from "../ecs/System.js";
11
- import { PathDisplay } from "../graphics/ecs/path/PathDisplay.js";
12
- import { PathDisplayEvents } from "../graphics/ecs/path/PathDisplayEvents.js";
13
- import { PathDisplayType } from "../graphics/ecs/path/PathDisplayType.js";
14
- import Path from "../navigation/ecs/components/Path.js";
15
- import { PathEvents } from "../navigation/ecs/components/PathEvents.js";
16
- import { build_tube_path_streams } from "./path/build_tube_path_streams.js";
17
- import { tube_stream_write_geometry } from "./path/tube_stream_write_geometry.js";
1
+ import { PathDisplaySystem } from "./PathDisplaySystem.js";
18
2
 
19
3
  /**
20
- * Draws {@link PathDisplay}'s tubes under Shade, on the dynamic-geometry path.
4
+ * @deprecated Renamed to {@link PathDisplaySystem}. 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.
21
6
  *
22
- * **A tube is dynamic content by definition** the game's one path display is the combat targeting
23
- * arc, rebuilt every time the cursor moves — so it goes down S4's dedicated non-meshlet path rather
24
- * than becoming a `ShadedGeometry` behind the meshlet encode that D5/I-10 rule out (D21).
25
- *
26
- * **No owned entities.** The legacy system spawns a child entity per mask span because three needs
27
- * an object-carrying entity per drawable; here the system holds the meshes itself, so link builds
28
- * them, a path or style change rewrites them, and unlink releases them.
29
- *
30
- * **The geometry is kept and rewritten, never replaced.** GPU residency on this path is keyed on
31
- * the geometry and survives leaving the batch, so a rebuild that produced a new one each time would
32
- * strand a vertex buffer per cursor move.
33
- *
34
- * Tubes are all it draws. `PathDisplayType.Ribbon` retires with the three path (I-6c) and
35
- * `PathDisplayType.Entity` builds marker entities that carry their own components — neither is
36
- * this system's to render.
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.
37
9
  */
38
- export class PathDisplaySystem3 extends System {
39
- dependencies = [PathDisplay, Path];
40
-
41
- /**
42
- * @type {GraphicsEngine3}
43
- */
44
- #graphics;
45
-
46
- /**
47
- * @type {GPUDynamicMeshRenderer}
48
- */
49
- #renderer = new GPUDynamicMeshRenderer();
50
-
51
- /**
52
- * @type {DynamicMeshBatch}
53
- */
54
- #batch = new DynamicMeshBatch();
55
-
56
- /**
57
- * @type {Map<number, {display: PathDisplay, path: Path, meshes: DynamicMesh[], listener: Function}>}
58
- */
59
- #entries = new Map();
60
-
61
- /**
62
- * Entities whose tubes are out of date. A path change and a style change both arrive as events,
63
- * and the arc sends one of each per cursor move — coalescing to one rebuild a tick is what the
64
- * queue is for.
65
- *
66
- * @type {Set<number>}
67
- */
68
- #dirty = new Set();
69
-
70
- /**
71
- * @type {RenderExtension|null}
72
- */
73
- #extension = null;
74
-
75
- /**
76
- * What the pass draws. Read-only — the meshes follow the entities.
77
- *
78
- * @returns {DynamicMeshBatch}
79
- */
80
- get batch() {
81
- return this.#batch;
82
- }
83
-
84
- /**
85
- * @param {GraphicsEngine3} graphics
86
- */
87
- constructor(graphics) {
88
- super();
89
-
90
- assert.defined(graphics, 'graphics');
91
-
92
- this.#graphics = graphics;
93
- }
94
-
95
- async startup(entityManager) {
96
- this.entityManager = entityManager;
97
-
98
- this.#extension = this.#graphics.add_extension(new PathDisplayExtension(this));
99
- }
100
-
101
- async shutdown(entityManager) {
102
- if (this.#extension !== null) {
103
- this.#graphics.remove_extension(this.#extension);
104
-
105
- this.#extension = null;
106
- }
107
-
108
- this.#renderer.destroy();
109
-
110
- this.#batch.clear();
111
- this.#entries.clear();
112
- this.#dirty.clear();
113
- }
114
-
115
- /**
116
- * @param {PathDisplay} display
117
- * @param {Path} path
118
- * @param {number} entity
119
- */
120
- link(display, path, entity) {
121
- const dataset = this.entityManager.dataset;
122
-
123
- const listener = () => this.#dirty.add(entity);
124
-
125
- dataset.addEntityEventListener(entity, PathEvents.Changed, listener);
126
- dataset.addEntityEventListener(entity, PathDisplayEvents.Changed, listener);
127
-
128
- const entry = { display, path, meshes: [], listener };
129
-
130
- this.#entries.set(entity, entry);
131
-
132
- this.#rebuild(entry);
133
- }
134
-
135
- /**
136
- * @param {PathDisplay} display
137
- * @param {Path} path
138
- * @param {number} entity
139
- */
140
- unlink(display, path, entity) {
141
- const entry = this.#entries.get(entity);
142
-
143
- if (entry === undefined) {
144
- return;
145
- }
146
-
147
- const dataset = this.entityManager.dataset;
148
-
149
- dataset.removeEntityEventListener(entity, PathEvents.Changed, entry.listener);
150
- dataset.removeEntityEventListener(entity, PathDisplayEvents.Changed, entry.listener);
151
-
152
- this.#release(entry, 0);
153
-
154
- this.#entries.delete(entity);
155
- this.#dirty.delete(entity);
156
- }
157
-
158
- update(timeDelta) {
159
- if (this.#dirty.size === 0) {
160
- return;
161
- }
162
-
163
- for (const entity of this.#dirty) {
164
- const entry = this.#entries.get(entity);
165
-
166
- if (entry === undefined) {
167
- continue;
168
- }
169
-
170
- this.#rebuild(entry);
171
- }
172
-
173
- this.#dirty.clear();
174
- }
175
-
176
- /**
177
- * @param {{display: PathDisplay, path: Path, meshes: DynamicMesh[]}} entry
178
- */
179
- #rebuild(entry) {
180
- const specs = entry.display.specs;
181
-
182
- let written = 0;
183
-
184
- for (let i = 0; i < specs.length; i++) {
185
- const spec = specs[i];
186
-
187
- if (spec.type !== PathDisplayType.Tube) {
188
- continue;
189
- }
190
-
191
- const style = spec.style;
192
-
193
- const streams = build_tube_path_streams(entry.path, style);
194
-
195
- const color = style.color;
196
-
197
- for (let j = 0; j < streams.length; j++) {
198
- const mesh = this.#obtain_mesh(entry, written);
199
-
200
- tube_stream_write_geometry(mesh.geometry, streams[j]);
201
-
202
- mesh.color[0] = color.r;
203
- mesh.color[1] = color.g;
204
- mesh.color[2] = color.b;
205
- mesh.color[3] = style.opacity;
206
-
207
- written++;
208
- }
209
- }
210
-
211
- this.#release(entry, written);
212
- }
213
-
214
- /**
215
- * The mesh drawing span `index` of this entity, created on first use.
216
- *
217
- * @param {{meshes: DynamicMesh[]}} entry
218
- * @param {number} index
219
- * @returns {DynamicMesh}
220
- */
221
- #obtain_mesh(entry, index) {
222
- const existing = entry.meshes[index];
223
-
224
- if (existing !== undefined) {
225
- return existing;
226
- }
227
-
228
- const mesh = DynamicMesh.from(new Geometry());
229
-
230
- // the sweep produces world-space vertices, so what the draw applies is identity — but a
231
- // node's world transform is derived and stays unset until it is asked for
232
- mesh.updateMatrices();
233
-
234
- entry.meshes.push(mesh);
235
-
236
- this.#batch.add(mesh);
237
-
238
- return mesh;
239
- }
240
-
241
- /**
242
- * Give up every mesh from `count` on — a style whose mask lost a span, or an entity going away.
243
- *
244
- * @param {{meshes: DynamicMesh[]}} entry
245
- * @param {number} count
246
- */
247
- #release(entry, count) {
248
- const meshes = entry.meshes;
249
-
250
- for (let i = count; i < meshes.length; i++) {
251
- const mesh = meshes[i];
252
-
253
- this.#batch.remove(mesh);
254
-
255
- // residency deliberately survives leaving the batch, so nothing else would free it
256
- this.#renderer.release(mesh.geometry);
257
- }
258
-
259
- meshes.length = count;
260
- }
261
-
262
- /**
263
- * @param {FrameContext} frame
264
- */
265
- record(frame) {
266
- if (this.#batch.count === 0) {
267
- // nothing to draw, and the frame's colour is left exactly as it was
268
- return;
269
- }
270
-
271
- const scene = frame.get(SceneColor);
272
-
273
- scene.color = this.#renderer.graph_draw({
274
- graph: frame.graph,
275
- batch: this.#batch,
276
- color: scene.color,
277
- depth: frame.get(ViewTextures).depth,
278
- camera: frame.view.camera.buffer
279
- });
280
- }
281
- }
282
-
283
- /**
284
- * The targeting arc draws into the scene, so it belongs before the fog of war that conceals it and
285
- * before the upscale that resolves it.
286
- */
287
- export class PathDisplayExtension extends RenderExtension {
288
- name = "path display";
289
-
290
- phase = FramePhase.AfterTransparency;
291
-
292
- /**
293
- * @type {PathDisplaySystem3}
294
- */
295
- #system;
296
-
297
- /**
298
- * @param {PathDisplaySystem3} system
299
- */
300
- constructor(system) {
301
- super();
302
-
303
- this.#system = system;
304
- }
305
-
306
- record(frame) {
307
- this.#system.record(frame);
308
- }
309
- }
10
+ export const PathDisplaySystem3 = PathDisplaySystem;
@@ -13,7 +13,7 @@
13
13
  * A marker, deliberately: the bounds come from what the entity actually looks like, so there is
14
14
  * nothing to configure and no second way for an entity's picking shape to disagree with its model.
15
15
  *
16
- * @see PickingSystem3
16
+ * @see PickingSystem
17
17
  */
18
18
  export class Pickable {
19
19
  /**
@@ -1,65 +1,65 @@
1
- import { BinaryClassSerializationAdapter } from "../ecs/storage/binary/BinaryClassSerializationAdapter.js";
2
-
3
- /**
4
- * Opts an entity into picking.
5
- *
6
- * Picking keeps a CPU-side spatial index of where things are, which is state the renderer already
7
- * holds on the GPU — so it is duplication, and it is paid for **per entity that asks**. A level is
8
- * mostly scenery that nothing will ever click on, and scenery costs nothing here.
9
- *
10
- * That is also what makes the index disposable. The backend is a CPU bounding-volume hierarchy today
11
- * and is meant to become a GPU visibility-buffer id readback; when it does, this component stops
12
- * implying a duplicate and starts implying nothing but "answers picking queries", with no change to
13
- * anything that uses it.
14
- *
15
- * A marker, deliberately: the bounds come from what the entity actually looks like, so there is
16
- * nothing to configure and no second way for an entity's picking shape to disagree with its model.
17
- *
18
- * @see PickingSystem3
19
- */
20
- export class Pickable {
21
- /**
22
- * @returns {number}
23
- */
24
- hash() {
25
- return 0;
26
- }
27
-
28
- /**
29
- * @param {Pickable} other
30
- * @returns {boolean}
31
- */
32
- equals(other) {
33
- return other instanceof Pickable;
34
- }
35
-
36
- toJSON() {
37
- return {};
38
- }
39
-
40
- fromJSON() {
41
- }
42
-
43
- /**
44
- * @returns {Pickable}
45
- */
46
- static fromJSON() {
47
- return new Pickable();
48
- }
49
- }
50
-
51
- /**
52
- * @readonly
53
- * @type {string}
54
- */
55
- Pickable.typeName = "Pickable";
56
-
57
-
58
- /**
59
- * A marker carries no data, so this writes none — what has to survive a save is that the entity
60
- * opted in at all, and the presence of the component is that.
61
- */
62
- export class PickableSerializationAdapter extends BinaryClassSerializationAdapter {
63
- klass = Pickable;
64
- version = 0;
65
- }
1
+ import { BinaryClassSerializationAdapter } from "../ecs/storage/binary/BinaryClassSerializationAdapter.js";
2
+
3
+ /**
4
+ * Opts an entity into picking.
5
+ *
6
+ * Picking keeps a CPU-side spatial index of where things are, which is state the renderer already
7
+ * holds on the GPU — so it is duplication, and it is paid for **per entity that asks**. A level is
8
+ * mostly scenery that nothing will ever click on, and scenery costs nothing here.
9
+ *
10
+ * That is also what makes the index disposable. The backend is a CPU bounding-volume hierarchy today
11
+ * and is meant to become a GPU visibility-buffer id readback; when it does, this component stops
12
+ * implying a duplicate and starts implying nothing but "answers picking queries", with no change to
13
+ * anything that uses it.
14
+ *
15
+ * A marker, deliberately: the bounds come from what the entity actually looks like, so there is
16
+ * nothing to configure and no second way for an entity's picking shape to disagree with its model.
17
+ *
18
+ * @see PickingSystem
19
+ */
20
+ export class Pickable {
21
+ /**
22
+ * @returns {number}
23
+ */
24
+ hash() {
25
+ return 0;
26
+ }
27
+
28
+ /**
29
+ * @param {Pickable} other
30
+ * @returns {boolean}
31
+ */
32
+ equals(other) {
33
+ return other instanceof Pickable;
34
+ }
35
+
36
+ toJSON() {
37
+ return {};
38
+ }
39
+
40
+ fromJSON() {
41
+ }
42
+
43
+ /**
44
+ * @returns {Pickable}
45
+ */
46
+ static fromJSON() {
47
+ return new Pickable();
48
+ }
49
+ }
50
+
51
+ /**
52
+ * @readonly
53
+ * @type {string}
54
+ */
55
+ Pickable.typeName = "Pickable";
56
+
57
+
58
+ /**
59
+ * A marker carries no data, so this writes none — what has to survive a save is that the entity
60
+ * opted in at all, and the presence of the component is that.
61
+ */
62
+ export class PickableSerializationAdapter extends BinaryClassSerializationAdapter {
63
+ klass = Pickable;
64
+ version = 0;
65
+ }
@@ -1,5 +1,5 @@
1
1
  /**
2
- * One ray to be answered by {@link PickingSystem3#pick}.
2
+ * One ray to be answered by {@link PickingSystem#pick}.
3
3
  *
4
4
  * A type rather than a pair of loose vectors because queries travel in batches, and a batch of
5
5
  * `[origin, direction, origin, direction, …]` is a shape that goes wrong silently.
@@ -1,48 +1,48 @@
1
- import Vector3 from "../../core/geom/Vector3.js";
2
-
3
- /**
4
- * One ray to be answered by {@link PickingSystem3#pick}.
5
- *
6
- * A type rather than a pair of loose vectors because queries travel in batches, and a batch of
7
- * `[origin, direction, origin, direction, …]` is a shape that goes wrong silently.
8
- */
9
- export class PickingQuery {
10
- /**
11
- * Where the ray starts, in world space.
12
- *
13
- * @type {Vector3}
14
- */
15
- origin = new Vector3();
16
-
17
- /**
18
- * Which way it goes. Must be unit length — distances in the result are measured along it, so a
19
- * direction of any other length rescales every one of them.
20
- *
21
- * @type {Vector3}
22
- */
23
- direction = new Vector3();
24
-
25
- /**
26
- * How far along the ray to look. Everything beyond is not a hit, which is how a caller asks
27
- * "within reach" rather than "anywhere in the world".
28
- *
29
- * @type {number}
30
- */
31
- max_distance = Infinity;
32
-
33
- /**
34
- * @param {Vector3} origin
35
- * @param {Vector3} direction unit length
36
- * @param {number} [max_distance]
37
- * @returns {PickingQuery}
38
- */
39
- static from(origin, direction, max_distance = Infinity) {
40
- const r = new PickingQuery();
41
-
42
- r.origin.copy(origin);
43
- r.direction.copy(direction);
44
- r.max_distance = max_distance;
45
-
46
- return r;
47
- }
48
- }
1
+ import Vector3 from "../../core/geom/Vector3.js";
2
+
3
+ /**
4
+ * One ray to be answered by {@link PickingSystem#pick}.
5
+ *
6
+ * A type rather than a pair of loose vectors because queries travel in batches, and a batch of
7
+ * `[origin, direction, origin, direction, …]` is a shape that goes wrong silently.
8
+ */
9
+ export class PickingQuery {
10
+ /**
11
+ * Where the ray starts, in world space.
12
+ *
13
+ * @type {Vector3}
14
+ */
15
+ origin = new Vector3();
16
+
17
+ /**
18
+ * Which way it goes. Must be unit length — distances in the result are measured along it, so a
19
+ * direction of any other length rescales every one of them.
20
+ *
21
+ * @type {Vector3}
22
+ */
23
+ direction = new Vector3();
24
+
25
+ /**
26
+ * How far along the ray to look. Everything beyond is not a hit, which is how a caller asks
27
+ * "within reach" rather than "anywhere in the world".
28
+ *
29
+ * @type {number}
30
+ */
31
+ max_distance = Infinity;
32
+
33
+ /**
34
+ * @param {Vector3} origin
35
+ * @param {Vector3} direction unit length
36
+ * @param {number} [max_distance]
37
+ * @returns {PickingQuery}
38
+ */
39
+ static from(origin, direction, max_distance = Infinity) {
40
+ const r = new PickingQuery();
41
+
42
+ r.origin.copy(origin);
43
+ r.direction.copy(direction);
44
+ r.max_distance = max_distance;
45
+
46
+ return r;
47
+ }
48
+ }
@@ -0,0 +1,67 @@
1
+ /**
2
+ * Answers "what is under this ray" for entities that asked to be pickable.
3
+ *
4
+ * **Asynchronous and batched from the first line, on purpose (I-9).** The backend here is a CPU
5
+ * bounding-volume hierarchy and could answer synchronously; the API does not let it, because the
6
+ * backend this is meant to grow into reads entity ids back off the GPU's visibility buffer, and that
7
+ * answer is inherently a frame late and arrives for a whole batch at once. A synchronous entry point
8
+ * would have to be broken to get there, and every caller broken with it.
9
+ *
10
+ * **Bounding boxes, not triangles.** A hit means the ray entered the entity's world bounding box.
11
+ * That is the precision this can offer for free — Shade maintains those boxes as part of drawing —
12
+ * and going finer means keeping CPU-side triangles for every pickable entity, which is the
13
+ * duplication {@link Pickable} exists to keep small. Terrain picking, which is where the game's
14
+ * precision actually matters, does not come through here at all: it is an exact raycast against the
15
+ * terrain's own representation and is untouched by any of this.
16
+ *
17
+ * The index is refreshed **on query rather than per frame**. Nothing pays for picking on a frame where
18
+ * nobody picks, and there is no window in which the index disagrees with the scene, so no class of
19
+ * bug where a pick lands on where something used to be.
20
+ */
21
+ export class PickingSystem extends System<any> {
22
+ /**
23
+ * @param {MeshSystem} meshes what an entity looks like, which is where its bounds come from
24
+ */
25
+ constructor(meshes: MeshSystem);
26
+ dependencies: (typeof Transform | typeof Pickable)[];
27
+ startup(entityManager: any): Promise<void>;
28
+ shutdown(entityManager: any): Promise<void>;
29
+ /**
30
+ * @param {Pickable} pickable
31
+ * @param {Transform} transform
32
+ * @param {number} entity
33
+ */
34
+ link(pickable: Pickable, transform: Transform, entity: number): void;
35
+ /**
36
+ * @param {Pickable} pickable
37
+ * @param {Transform} transform
38
+ * @param {number} entity
39
+ */
40
+ unlink(pickable: Pickable, transform: Transform, entity: number): void;
41
+ /**
42
+ * How many entities the index currently stands for.
43
+ *
44
+ * The index is built on query, so this is zero until the first {@link pick} — and stays behind by
45
+ * however many pickable entities are still waiting on their models.
46
+ *
47
+ * @returns {number}
48
+ */
49
+ get indexed_count(): number;
50
+ /**
51
+ * What each of these rays hits first.
52
+ *
53
+ * One result per query, in the order the queries were given. A ray that hits nothing still gets a
54
+ * result — `entity` is {@link PickingResult.NOTHING} — so the two arrays line up by position and a
55
+ * caller never has to search for the answer to its own question.
56
+ *
57
+ * @param {PickingQuery[]} queries
58
+ * @returns {Promise<PickingResult[]>}
59
+ */
60
+ pick(queries: PickingQuery[]): Promise<PickingResult[]>;
61
+ #private;
62
+ }
63
+ import { System } from "../ecs/System.js";
64
+ import { Transform } from "../ecs/transform/Transform.js";
65
+ import { Pickable } from "./Pickable.js";
66
+ import { PickingResult } from "./PickingResult.js";
67
+ //# sourceMappingURL=PickingSystem.d.ts.map
@@ -0,0 +1 @@
1
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