@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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  283. package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +184 -184
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  314. package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.d.ts.map +1 -1
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  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
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  379. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
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  384. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
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@@ -1,101 +1,101 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { PosePlayback } from "../../../shade/renderer/animation/pose/PosePlayback.js";
3
- import { pose_evaluate_world } from "../../../shade/renderer/animation/pose/pose_evaluate_world.js";
4
- import { AnimationGraphSystem3 } from "../AnimationGraphSystem3.js";
5
- import { AnimationSystem3 } from "../AnimationSystem3.js";
6
- import { MeshSystem3 } from "../MeshSystem3.js";
7
-
8
- /**
9
- * The clip set handed to the evaluator, rebuilt per call from the systems' own entries. Nothing in
10
- * here outlives the call — the query is on a per-frame path and allocates nothing.
11
- *
12
- * @type {PosePlayback[]}
13
- */
14
- const PLAYBACKS = [];
15
-
16
- /**
17
- * Where a named part of an entity's model is, in world space.
18
- *
19
- * This is the question gameplay asks of an animated model and the only sanctioned way to ask it:
20
- * where does this projectile leave from, where does that effect anchor, where does the floating UI
21
- * hang. **The answer is computed, never read back** — GPU readback is a frame late and asynchronous,
22
- * so an outcome that depended on it would depend on frame pacing, and determinism and replay would
23
- * go with it (`EXECUTION.md` I-4).
24
- *
25
- * The pose is {@link pose_evaluate_world} over the clips the animation systems are driving: a pure
26
- * function of (clip set, time, weights), off the same clock the renderer is written from, which is
27
- * what keeps a socket on the mesh that is drawn.
28
- *
29
- * The result carries both its matrix and its components.
30
- *
31
- * @param {Transform64} result
32
- * @param {EntityManager} entity_manager
33
- * @param {number} entity
34
- * @param {string} node_name name the asset gave the node — a bone, a socket's bone, an effector
35
- * @returns {boolean} `false` when there is no such node to answer about: no mesh system is
36
- * registered, the model has not loaded yet, the entity has none, or the name is not in it. None of
37
- * the four is an error
38
- */
39
- export function query_entity_node_world_pose(result, entity_manager, entity, node_name) {
40
- assert.defined(result, 'result');
41
- assert.defined(entity_manager, 'entity_manager');
42
- assert.isNonNegativeInteger(entity, 'entity');
43
- assert.isString(node_name, 'node_name');
44
-
45
- const meshes = entity_manager.getSystem(MeshSystem3);
46
-
47
- if (meshes === null) {
48
- // nothing draws models here, so nothing holds one to answer about
49
- return false;
50
- }
51
-
52
- const instance = meshes.instance_of(entity);
53
-
54
- if (instance === null) {
55
- return false;
56
- }
57
-
58
- const node = instance.nodes.get(node_name);
59
-
60
- if (node === undefined) {
61
- return false;
62
- }
63
-
64
- const playbacks = PLAYBACKS;
65
-
66
- playbacks.length = 0;
67
-
68
- write_playbacks(playbacks, entity_manager, entity);
69
-
70
- pose_evaluate_world(result, node, playbacks);
71
-
72
- playbacks.length = 0;
73
-
74
- return true;
75
- }
76
-
77
- /**
78
- * Collect what every animation driver is playing on the entity.
79
- *
80
- * Both are asked because either may be the one driving it — a combat unit runs a state machine, a
81
- * building runs a clip list — and an entity has one of them, so the two sets do not overlap in
82
- * practice. What they hand back is one entry per clip of the model, silent clips included, because
83
- * that is what the GPU's accumulator is summing.
84
- *
85
- * @param {PosePlayback[]} target
86
- * @param {EntityManager} entity_manager
87
- * @param {number} entity
88
- */
89
- function write_playbacks(target, entity_manager, entity) {
90
- const graphs = entity_manager.getSystem(AnimationGraphSystem3);
91
-
92
- if (graphs !== null) {
93
- graphs.write_pose_playbacks(target, entity);
94
- }
95
-
96
- const clips = entity_manager.getSystem(AnimationSystem3);
97
-
98
- if (clips !== null) {
99
- clips.write_pose_playbacks(target, entity);
100
- }
101
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import { PosePlayback } from "../../../shade/renderer/animation/pose/PosePlayback.js";
3
+ import { pose_evaluate_world } from "../../../shade/renderer/animation/pose/pose_evaluate_world.js";
4
+ import { AnimationGraphSystem } from "../AnimationGraphSystem.js";
5
+ import { AnimationSystem } from "../AnimationSystem.js";
6
+ import { MeshSystem } from "../MeshSystem.js";
7
+
8
+ /**
9
+ * The clip set handed to the evaluator, rebuilt per call from the systems' own entries. Nothing in
10
+ * here outlives the call — the query is on a per-frame path and allocates nothing.
11
+ *
12
+ * @type {PosePlayback[]}
13
+ */
14
+ const PLAYBACKS = [];
15
+
16
+ /**
17
+ * Where a named part of an entity's model is, in world space.
18
+ *
19
+ * This is the question gameplay asks of an animated model and the only sanctioned way to ask it:
20
+ * where does this projectile leave from, where does that effect anchor, where does the floating UI
21
+ * hang. **The answer is computed, never read back** — GPU readback is a frame late and asynchronous,
22
+ * so an outcome that depended on it would depend on frame pacing, and determinism and replay would
23
+ * go with it: no GPU readback on a gameplay-affecting path.
24
+ *
25
+ * The pose is {@link pose_evaluate_world} over the clips the animation systems are driving: a pure
26
+ * function of (clip set, time, weights), off the same clock the renderer is written from, which is
27
+ * what keeps a socket on the mesh that is drawn.
28
+ *
29
+ * The result carries both its matrix and its components.
30
+ *
31
+ * @param {Transform64} result
32
+ * @param {EntityManager} entity_manager
33
+ * @param {number} entity
34
+ * @param {string} node_name name the asset gave the node — a bone, a socket's bone, an effector
35
+ * @returns {boolean} `false` when there is no such node to answer about: no mesh system is
36
+ * registered, the model has not loaded yet, the entity has none, or the name is not in it. None of
37
+ * the four is an error
38
+ */
39
+ export function query_entity_node_world_pose(result, entity_manager, entity, node_name) {
40
+ assert.defined(result, 'result');
41
+ assert.defined(entity_manager, 'entity_manager');
42
+ assert.isNonNegativeInteger(entity, 'entity');
43
+ assert.isString(node_name, 'node_name');
44
+
45
+ const meshes = entity_manager.getSystem(MeshSystem);
46
+
47
+ if (meshes === null) {
48
+ // nothing draws models here, so nothing holds one to answer about
49
+ return false;
50
+ }
51
+
52
+ const instance = meshes.instance_of(entity);
53
+
54
+ if (instance === null) {
55
+ return false;
56
+ }
57
+
58
+ const node = instance.nodes.get(node_name);
59
+
60
+ if (node === undefined) {
61
+ return false;
62
+ }
63
+
64
+ const playbacks = PLAYBACKS;
65
+
66
+ playbacks.length = 0;
67
+
68
+ write_playbacks(playbacks, entity_manager, entity);
69
+
70
+ pose_evaluate_world(result, node, playbacks);
71
+
72
+ playbacks.length = 0;
73
+
74
+ return true;
75
+ }
76
+
77
+ /**
78
+ * Collect what every animation driver is playing on the entity.
79
+ *
80
+ * Both are asked because either may be the one driving it — a combat unit runs a state machine, a
81
+ * building runs a clip list — and an entity has one of them, so the two sets do not overlap in
82
+ * practice. What they hand back is one entry per clip of the model, silent clips included, because
83
+ * that is what the GPU's accumulator is summing.
84
+ *
85
+ * @param {PosePlayback[]} target
86
+ * @param {EntityManager} entity_manager
87
+ * @param {number} entity
88
+ */
89
+ function write_playbacks(target, entity_manager, entity) {
90
+ const graphs = entity_manager.getSystem(AnimationGraphSystem);
91
+
92
+ if (graphs !== null) {
93
+ graphs.write_pose_playbacks(target, entity);
94
+ }
95
+
96
+ const clips = entity_manager.getSystem(AnimationSystem);
97
+
98
+ if (clips !== null) {
99
+ clips.write_pose_playbacks(target, entity);
100
+ }
101
+ }
@@ -3,19 +3,19 @@
3
3
  *
4
4
  * The four steps are each somebody's: where the model is (`shade_bundle_bounds`), how to frame it
5
5
  * (`model_preview_framing`), what a scene of one model looks like (`make_model_preview_scene`), and
6
- * how a frame becomes pixels (`GraphicsEngine3.render_to_sampler`). This is only the order.
6
+ * how a frame becomes pixels (`GraphicsEngine.render_to_sampler`). This is only the order.
7
7
  *
8
8
  * **A model with nothing to draw has no picture, and that is data rather than a fault**: a glTF of
9
9
  * empties, or one whose every mesh is skinned — a preview scene registers no skin, so a skinned
10
10
  * mesh is not in it. The answer then is `null`, and a caller showing icons shows none for that
11
11
  * asset rather than a blank square that reads as a broken renderer.
12
12
  *
13
- * @param {GraphicsEngine3} graphics
13
+ * @param {GraphicsEngine} graphics
14
14
  * @param {SceneBundle} bundle
15
15
  * @param {number} width texels
16
16
  * @param {number} height texels
17
17
  * @param {number} [margin] fraction of the frame's height left clear around the model
18
18
  * @returns {Promise<Sampler2D|null>}
19
19
  */
20
- export function make_model_thumbnail(graphics: GraphicsEngine3, bundle: SceneBundle, width: number, height: number, margin?: number): Promise<Sampler2D | null>;
20
+ export function make_model_thumbnail(graphics: GraphicsEngine, bundle: SceneBundle, width: number, height: number, margin?: number): Promise<Sampler2D | null>;
21
21
  //# sourceMappingURL=make_model_thumbnail.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"make_model_thumbnail.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/preview/make_model_thumbnail.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;GAkBG;AACH,4FALW,MAAM,UACN,MAAM,WACN,MAAM,GACJ,QAAQ,YAAU,IAAI,CAAC,CAuBnC"}
1
+ {"version":3,"file":"make_model_thumbnail.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/preview/make_model_thumbnail.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;GAkBG;AACH,2FALW,MAAM,UACN,MAAM,WACN,MAAM,GACJ,QAAQ,YAAU,IAAI,CAAC,CAuBnC"}
@@ -1,48 +1,48 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { AABB3 } from "../../../core/geom/3d/aabb/AABB3.js";
3
- import { shade_bundle_bounds } from "../shade_bundle_bounds.js";
4
- import { make_model_preview_scene, MODEL_PREVIEW_FOV } from "./make_model_preview_scene.js";
5
- import { model_preview_framing } from "./model_preview_framing.js";
6
- import { ModelPreviewFraming } from "./ModelPreviewFraming.js";
7
-
8
- /**
9
- * A picture of a loaded model, framed on itself.
10
- *
11
- * The four steps are each somebody's: where the model is (`shade_bundle_bounds`), how to frame it
12
- * (`model_preview_framing`), what a scene of one model looks like (`make_model_preview_scene`), and
13
- * how a frame becomes pixels (`GraphicsEngine3.render_to_sampler`). This is only the order.
14
- *
15
- * **A model with nothing to draw has no picture, and that is data rather than a fault**: a glTF of
16
- * empties, or one whose every mesh is skinned — a preview scene registers no skin, so a skinned
17
- * mesh is not in it. The answer then is `null`, and a caller showing icons shows none for that
18
- * asset rather than a blank square that reads as a broken renderer.
19
- *
20
- * @param {GraphicsEngine3} graphics
21
- * @param {SceneBundle} bundle
22
- * @param {number} width texels
23
- * @param {number} height texels
24
- * @param {number} [margin] fraction of the frame's height left clear around the model
25
- * @returns {Promise<Sampler2D|null>}
26
- */
27
- export async function make_model_thumbnail(graphics, bundle, width, height, margin = 0) {
28
- assert.defined(graphics, 'graphics');
29
- assert.defined(bundle, 'bundle');
30
-
31
- // held locally rather than in module scratch: a caller may have several thumbnails in flight,
32
- // and what each of them is framing must not be what the last one was
33
- const bounds = new AABB3();
34
-
35
- if (!shade_bundle_bounds(bounds, bundle)) {
36
- return null;
37
- }
38
-
39
- const framing = model_preview_framing(new ModelPreviewFraming(), bounds, MODEL_PREVIEW_FOV, margin);
40
-
41
- const { scene, camera, drawn } = make_model_preview_scene(bundle, framing, width / height);
42
-
43
- if (drawn === 0) {
44
- return null;
45
- }
46
-
47
- return graphics.render_to_sampler(scene, camera, width, height);
48
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import { AABB3 } from "../../../core/geom/3d/aabb/AABB3.js";
3
+ import { shade_bundle_bounds } from "../shade_bundle_bounds.js";
4
+ import { make_model_preview_scene, MODEL_PREVIEW_FOV } from "./make_model_preview_scene.js";
5
+ import { model_preview_framing } from "./model_preview_framing.js";
6
+ import { ModelPreviewFraming } from "./ModelPreviewFraming.js";
7
+
8
+ /**
9
+ * A picture of a loaded model, framed on itself.
10
+ *
11
+ * The four steps are each somebody's: where the model is (`shade_bundle_bounds`), how to frame it
12
+ * (`model_preview_framing`), what a scene of one model looks like (`make_model_preview_scene`), and
13
+ * how a frame becomes pixels (`GraphicsEngine.render_to_sampler`). This is only the order.
14
+ *
15
+ * **A model with nothing to draw has no picture, and that is data rather than a fault**: a glTF of
16
+ * empties, or one whose every mesh is skinned — a preview scene registers no skin, so a skinned
17
+ * mesh is not in it. The answer then is `null`, and a caller showing icons shows none for that
18
+ * asset rather than a blank square that reads as a broken renderer.
19
+ *
20
+ * @param {GraphicsEngine} graphics
21
+ * @param {SceneBundle} bundle
22
+ * @param {number} width texels
23
+ * @param {number} height texels
24
+ * @param {number} [margin] fraction of the frame's height left clear around the model
25
+ * @returns {Promise<Sampler2D|null>}
26
+ */
27
+ export async function make_model_thumbnail(graphics, bundle, width, height, margin = 0) {
28
+ assert.defined(graphics, 'graphics');
29
+ assert.defined(bundle, 'bundle');
30
+
31
+ // held locally rather than in module scratch: a caller may have several thumbnails in flight,
32
+ // and what each of them is framing must not be what the last one was
33
+ const bounds = new AABB3();
34
+
35
+ if (!shade_bundle_bounds(bounds, bundle)) {
36
+ return null;
37
+ }
38
+
39
+ const framing = model_preview_framing(new ModelPreviewFraming(), bounds, MODEL_PREVIEW_FOV, margin);
40
+
41
+ const { scene, camera, drawn } = make_model_preview_scene(bundle, framing, width / height);
42
+
43
+ if (drawn === 0) {
44
+ return null;
45
+ }
46
+
47
+ return graphics.render_to_sampler(scene, camera, width, height);
48
+ }
@@ -6,7 +6,7 @@
6
6
  * where it used to be.
7
7
  *
8
8
  * `x` and `y` are **clip-space**, in −1…1 with +Y up, which is what
9
- * `GraphicsEngine3.normalizeViewportPoint` produces from pixels.
9
+ * `GraphicsEngine.normalizeViewportPoint` produces from pixels.
10
10
  *
11
11
  * The origin is the camera's own position, which is right for a perspective camera and is also what
12
12
  * the three-based engine did for both kinds. A true orthographic pick wants parallel rays from the
@@ -1,77 +1,77 @@
1
- import { m4_invert } from "../../core/geom/3d/mat4/m4_invert.js";
2
- import { v3_matrix4_multiply } from "../../core/geom/vec3/v3_matrix4_multiply.js";
3
-
4
- /**
5
- * @type {Float32Array}
6
- */
7
- const SCRATCH_INVERSE = new Float32Array(16);
8
-
9
- /**
10
- * @type {Float32Array}
11
- */
12
- const SCRATCH_CLIP = new Float32Array(3);
13
-
14
- /**
15
- * @type {Float32Array}
16
- */
17
- const SCRATCH_WORLD = new Float32Array(3);
18
-
19
- /**
20
- * Where along the ray the unprojected point is taken.
21
- *
22
- * Any depth strictly inside the frustum names a point on the same ray, so this only has to avoid the
23
- * two ends. It matters that it avoids them: the perspective camera projects with an **infinite
24
- * reverse-Z**, where clip depth 0 is the far plane at infinity and unprojecting it divides by zero.
25
- * Half-way is finite under that projection and under a conventional one alike, which is what keeps
26
- * this a single expression rather than a branch on {@link Camera#isReverseZ}.
27
- *
28
- * @type {number}
29
- */
30
- const SAMPLE_DEPTH = 0.5;
31
-
32
- /**
33
- * A ray from the eye through a point on the viewport, in world space.
34
- *
35
- * The camera's matrices are read as they stand, so they have to be current — `camera.update()` is
36
- * what composes the view-projection this inverts, and a camera moved since then produces a ray for
37
- * where it used to be.
38
- *
39
- * `x` and `y` are **clip-space**, in −1…1 with +Y up, which is what
40
- * `GraphicsEngine3.normalizeViewportPoint` produces from pixels.
41
- *
42
- * The origin is the camera's own position, which is right for a perspective camera and is also what
43
- * the three-based engine did for both kinds. A true orthographic pick wants parallel rays from the
44
- * near plane instead; nothing asks for one, and this would quietly answer the perspective question if
45
- * something did.
46
- *
47
- * @param {Camera} camera Shade's
48
- * @param {number} x clip space, −1…1
49
- * @param {number} y clip space, −1…1, +Y up
50
- * @param {Vector3} out_source written with the ray's origin
51
- * @param {Vector3} out_direction written with a unit direction
52
- */
53
- export function shade_camera_projection_ray(camera, x, y, out_source, out_direction) {
54
- m4_invert(SCRATCH_INVERSE, camera.view_projection_matrix);
55
-
56
- SCRATCH_CLIP[0] = x;
57
- SCRATCH_CLIP[1] = y;
58
- SCRATCH_CLIP[2] = SAMPLE_DEPTH;
59
-
60
- v3_matrix4_multiply(SCRATCH_WORLD, 0, SCRATCH_CLIP, 0, SCRATCH_INVERSE);
61
-
62
- const position = camera.transform.position;
63
-
64
- const origin_x = position.x;
65
- const origin_y = position.y;
66
- const origin_z = position.z;
67
-
68
- out_source.set(origin_x, origin_y, origin_z);
69
-
70
- out_direction.set(
71
- SCRATCH_WORLD[0] - origin_x,
72
- SCRATCH_WORLD[1] - origin_y,
73
- SCRATCH_WORLD[2] - origin_z
74
- );
75
-
76
- out_direction.normalize();
77
- }
1
+ import { m4_invert } from "../../core/geom/3d/mat4/m4_invert.js";
2
+ import { v3_matrix4_multiply } from "../../core/geom/vec3/v3_matrix4_multiply.js";
3
+
4
+ /**
5
+ * @type {Float32Array}
6
+ */
7
+ const SCRATCH_INVERSE = new Float32Array(16);
8
+
9
+ /**
10
+ * @type {Float32Array}
11
+ */
12
+ const SCRATCH_CLIP = new Float32Array(3);
13
+
14
+ /**
15
+ * @type {Float32Array}
16
+ */
17
+ const SCRATCH_WORLD = new Float32Array(3);
18
+
19
+ /**
20
+ * Where along the ray the unprojected point is taken.
21
+ *
22
+ * Any depth strictly inside the frustum names a point on the same ray, so this only has to avoid the
23
+ * two ends. It matters that it avoids them: the perspective camera projects with an **infinite
24
+ * reverse-Z**, where clip depth 0 is the far plane at infinity and unprojecting it divides by zero.
25
+ * Half-way is finite under that projection and under a conventional one alike, which is what keeps
26
+ * this a single expression rather than a branch on {@link Camera#isReverseZ}.
27
+ *
28
+ * @type {number}
29
+ */
30
+ const SAMPLE_DEPTH = 0.5;
31
+
32
+ /**
33
+ * A ray from the eye through a point on the viewport, in world space.
34
+ *
35
+ * The camera's matrices are read as they stand, so they have to be current — `camera.update()` is
36
+ * what composes the view-projection this inverts, and a camera moved since then produces a ray for
37
+ * where it used to be.
38
+ *
39
+ * `x` and `y` are **clip-space**, in −1…1 with +Y up, which is what
40
+ * `GraphicsEngine.normalizeViewportPoint` produces from pixels.
41
+ *
42
+ * The origin is the camera's own position, which is right for a perspective camera and is also what
43
+ * the three-based engine did for both kinds. A true orthographic pick wants parallel rays from the
44
+ * near plane instead; nothing asks for one, and this would quietly answer the perspective question if
45
+ * something did.
46
+ *
47
+ * @param {Camera} camera Shade's
48
+ * @param {number} x clip space, −1…1
49
+ * @param {number} y clip space, −1…1, +Y up
50
+ * @param {Vector3} out_source written with the ray's origin
51
+ * @param {Vector3} out_direction written with a unit direction
52
+ */
53
+ export function shade_camera_projection_ray(camera, x, y, out_source, out_direction) {
54
+ m4_invert(SCRATCH_INVERSE, camera.view_projection_matrix);
55
+
56
+ SCRATCH_CLIP[0] = x;
57
+ SCRATCH_CLIP[1] = y;
58
+ SCRATCH_CLIP[2] = SAMPLE_DEPTH;
59
+
60
+ v3_matrix4_multiply(SCRATCH_WORLD, 0, SCRATCH_CLIP, 0, SCRATCH_INVERSE);
61
+
62
+ const position = camera.transform.position;
63
+
64
+ const origin_x = position.x;
65
+ const origin_y = position.y;
66
+ const origin_z = position.z;
67
+
68
+ out_source.set(origin_x, origin_y, origin_z);
69
+
70
+ out_direction.set(
71
+ SCRATCH_WORLD[0] - origin_x,
72
+ SCRATCH_WORLD[1] - origin_y,
73
+ SCRATCH_WORLD[2] - origin_z
74
+ );
75
+
76
+ out_direction.normalize();
77
+ }
@@ -12,7 +12,7 @@
12
12
  *
13
13
  * **Geometry and material are shared, not copied.** Two entities placing the same model name the
14
14
  * same `MeshletGeometry` and the same `ShadeMaterial`; what is per-entity is the row each one gets
15
- * in the scene, which is `ShadedGeometrySystem3`'s business. That is the whole reason a static model
15
+ * in the scene, which is `ShadedGeometrySystem`'s business. That is the whole reason a static model
16
16
  * needs no clone of the bundle at all.
17
17
  *
18
18
  * **A skinned mesh is not expanded, and that is a boundary rather than an omission.** Its vertices