@woosh/meep-engine 3.11.3 → 3.13.0

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 (596) 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/GPUDecalRenderer.js +3 -3
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  169. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  172. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  175. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  176. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  177. package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
  178. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  179. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
  180. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  181. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  182. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  183. package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
  184. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  185. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  186. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  187. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  188. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  189. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  190. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  191. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  192. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  193. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  194. package/src/shade/RENDERER_CONTRACT.md +2 -1
  195. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
  196. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  197. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
  198. package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
  199. package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
  200. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  201. package/src/shade/device/ShadeGPUCommandContext.js +801 -994
  202. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
  203. package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
  204. package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
  205. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
  206. package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
  207. package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
  208. package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
  209. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  210. package/src/shade/device/timing/GPUTimerArray.js +261 -289
  211. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
  212. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
  213. package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
  214. package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
  215. package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
  216. package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
  217. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  218. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -2
  219. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -2
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +135 -134
  223. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  224. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  225. package/src/shade/renderer/Renderer.d.ts +0 -6
  226. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  227. package/src/shade/renderer/Renderer.js +0 -29
  228. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  229. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  230. package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
  231. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  234. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  236. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  238. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  239. package/src/shade/renderer/animation/shader_animation_tick.js +4 -2
  240. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  241. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +3 -2
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +4 -2
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +24 -10
  249. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +3 -2
  251. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -2
  253. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  254. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  255. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  256. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  257. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
  258. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  259. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  260. package/src/shade/renderer/buffer/table/GPUDatabase.js +16 -22
  261. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
  262. package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
  263. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  264. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +11 -5
  265. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  266. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +43 -42
  267. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  268. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  269. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  270. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
  271. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
  272. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
  273. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
  274. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  275. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  276. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  277. package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
  278. package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
  279. package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
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  487. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.js +89 -90
  488. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
  489. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.js +61 -62
  490. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
  491. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
  492. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  493. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  494. package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +722 -722
  495. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
  496. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
  497. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
  498. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
  499. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +76 -76
  500. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  501. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +1 -9
  502. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  503. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +1 -6
  504. package/src/shade/renderer/restir/di/graph_restir_di.d.ts.map +1 -1
  505. package/src/shade/renderer/restir/di/graph_restir_di.js +2 -3
  506. package/src/shade/renderer/restir/di/graph_restir_di_denoise.d.ts.map +1 -1
  507. package/src/shade/renderer/restir/di/graph_restir_di_denoise.js +1 -2
  508. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  509. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +5 -3
  510. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
  511. package/src/shade/renderer/restir/di/shader_restir_di_resample.js +4 -3
  512. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  513. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +4 -3
  514. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
  515. package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
  516. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  517. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +3 -7
  518. package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
  519. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
  520. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
  521. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
  522. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
  523. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
  524. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
  525. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  526. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -145
  527. package/src/shade/renderer/shader/ComputeShader.d.ts +26 -5
  528. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  529. package/src/shade/renderer/shader/ComputeShader.js +347 -296
  530. package/src/shade/renderer/shader/ImageShader.js +217 -217
  531. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
  532. package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
  533. package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
  534. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
  535. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  536. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
  537. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  538. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
  539. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  540. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  541. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  542. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  543. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
  544. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  545. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
  546. package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
  547. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
  548. package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
  549. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
  550. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
  551. package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
  552. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
  553. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +6 -4
  554. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
  555. package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
  556. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  557. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +11 -12
  558. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
  559. package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
  560. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
  561. package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
  562. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  563. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
  564. package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
  565. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
  566. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  567. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +3 -2
  568. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  569. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  570. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +14 -19
  571. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
  572. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  573. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
  574. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  575. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  576. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  577. package/src/shade/renderer/water/shader_water.js +246 -246
  578. package/src/shade/vitest.setup.mjs +1 -1
  579. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  580. package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
  581. package/src/shade/wgsl/validate_wgsl_source.js +8 -3
  582. package/src/view/minimap/Minimap.d.ts +2 -2
  583. package/src/view/minimap/Minimap.d.ts.map +1 -1
  584. package/src/view/minimap/Minimap.js +225 -225
  585. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  586. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  587. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  588. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
  589. package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
  590. package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
  591. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
  592. package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
  593. package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
  594. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  595. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  596. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
package/README.md CHANGED
@@ -1,7 +1,7 @@
1
1
  # Meep Engine
2
2
  **A pure-JavaScript, data-oriented game engine for WebGPU.**
3
3
 
4
- A library you import from and drive in code no native bindings, no editor-first workflow. Built over 10+ years, shipped in commercial Steam releases, and held to ~13,400 tests across ~2,100 spec files, determinism and adversarial suites among them.
4
+ A library you import from and drive in code - no native bindings, no editor-first workflow. Built over 10+ years, shipped in commercial Steam releases, and held to ~13,400 tests across ~2,100 spec files, determinism and adversarial suites among them.
5
5
 
6
6
  **Proprietary and source-available.** You get all ~6,000 fine-grained ES modules, unobfuscated, under a licence that lets you ship. Need a lerp function? Import the module that holds it and pay for those four lines.
7
7
 
@@ -9,16 +9,12 @@ A library you import from and drive in code — no native bindings, no editor-fi
9
9
 
10
10
  ---
11
11
 
12
- ## Requirements & Installation
13
-
14
- **WebGPU**, with `indirect-first-instance`, `float32-blendable`, ≥10 storage buffers per shader stage, and ≥32 colour-attachment bytes per sample. No WebGL fallback and no degradation tiers: hardware below that floor gets a clean failure message rather than a lesser picture.
12
+ ## Installation
15
13
 
16
14
  ```shell
17
15
  npm install @woosh/meep-engine
18
16
  ```
19
17
 
20
- `dat.gui` is a required peer dependency, `stats.js` an optional one. Node 24+.
21
-
22
18
  **Coming from 2.x?** [Migration guide](MIGRATION_2_TO_3.md) · [Changelog](CHANGELOG.md).
23
19
 
24
20
  ---
@@ -26,7 +22,7 @@ npm install @woosh/meep-engine
26
22
  ## 💎 Architecture: Pure ECS
27
23
 
28
24
  * **Strict data-oriented design:** one component instance per type per entity. That constraint is what keeps memory layout and query paths predictable.
29
- * **Hierarchy without a scene graph:** `ParentEntity` and `EntityNode` give you the composability of a scene graph on top of flat component storage the thing pure-ECS architectures usually punt on.
25
+ * **Hierarchy without a scene graph:** `ParentEntity` and `EntityNode` give you the composability of a scene graph on top of flat component storage - the thing pure-ECS architectures usually punt on.
30
26
  * **Tiered access:** abstraction layers for gameplay logic, raw typed arrays underneath. Physics bodies, geometry and transforms are all backed by them; the component store itself is index-addressed rather than a flat typed array.
31
27
  * **Allocation-conscious throughout:** pooling, SoA storage and reuse on the hot paths, so frame times stay flat instead of sawtoothing against the collector.
32
28
 
@@ -35,7 +31,7 @@ npm install @woosh/meep-engine
35
31
  ## ⚡ Rendering: Shade
36
32
  GPU-driven and visibility-buffer deferred. Geometry is clustered into meshlets ahead of time and lives GPU-resident in one buffer; culling runs on the GPU; the rasterizer writes a visibility buffer and a G-buffer rather than shading as it draws; lights are binned into froxels and applied deferred; the result is temporally resolved, upscaled, tonemapped and presented.
37
33
 
38
- **→ [The renderer contract](src/shade/RENDERER_CONTRACT.md)** what it promises, how to put a model on the screen, and how to add your own work to the frame.
34
+ **→ [The renderer contract](src/shade/RENDERER_CONTRACT.md)** - what it promises, how to put a model on the screen, and how to add your own work to the frame.
39
35
 
40
36
  * **Lighting:** clustered point and spot lights, shadows, ReSTIR DI, brick4 volumetric GI.
41
37
 
@@ -51,7 +47,7 @@ GPU-driven and visibility-buffer deferred. Geometry is clustered into meshlets a
51
47
 
52
48
  * **Path tracing:** a GPU path tracer in Shade, and a separate CPU one that runs off the engine's own BVH.
53
49
 
54
- * **Extensible frames:** your own work goes in as a *render extension* a declared phase, declared ordering, typed per-frame records rather than as a patch to the pipeline.
50
+ * **Extensible frames:** your own work goes in as a *render extension* - a declared phase, declared ordering, typed per-frame records - rather than as a patch to the pipeline.
55
51
 
56
52
  * **Picking** is asynchronous and batched (`PickingQuery`); there is no synchronous entry point.
57
53
 
@@ -62,7 +58,7 @@ Deliberately absent: compressed textures (DDS, Draco, Basis), double-sided drawi
62
58
  ---
63
59
 
64
60
  ## ⚙️ Physics
65
- Deterministic rigid bodies in pure JS no WASM, no worker threads built for replay-stable netcode and scenes with millions of mostly-sleeping bodies.
61
+ Deterministic rigid bodies in pure JS - no WASM, no worker threads - built for replay-stable netcode and scenes with millions of mostly-sleeping bodies.
66
62
 
67
63
  * **At scale:** SoA body pool, two-tree BVH broadphase, sequential-impulse solver with warm starting, island-based atomic sleep/wake.
68
64
 
@@ -75,9 +71,9 @@ Deterministic rigid bodies in pure JS — no WASM, no worker threads — built f
75
71
  * **Inverse kinematics:** FABRIK and analytic two-joint solvers.
76
72
 
77
73
  ## 🔊 Audio
78
- A data-driven sound engine built on Wwise / FMOD concepts without the opaque middleware banks.
74
+ A data-driven sound engine built on Wwise / FMOD concepts - without the opaque middleware banks.
79
75
 
80
- * **The middleware feature set:** events, a mixer bus tree, RTPC parameters, voice stealing, mixer snapshots and ducking all authored as serializable engine data.
76
+ * **The middleware feature set:** events, a mixer bus tree, RTPC parameters, voice stealing, mixer snapshots and ducking - all authored as serializable engine data.
81
77
 
82
78
  * **Two entry points:** `AudioEmitter` puts a sound on an entity; `AudioEventTrigger` fires authored events in response to entity events.
83
79
 
@@ -89,7 +85,7 @@ A data-driven sound engine built on Wwise / FMOD concepts — without the opaque
89
85
 
90
86
  * **Server-authoritative rollback:** client-side prediction and reconciliation over action-log replication and binary snapshots.
91
87
 
92
- * **Pluggable transports:** WebRTC DataChannel, WebTransport, WebSocket and Node UDP plus loopback and simulated transports for tests with ack-based reliability, MTU fragmentation and per-peer scope filtering.
88
+ * **Pluggable transports:** WebRTC DataChannel, WebTransport, WebSocket and Node UDP - plus loopback and simulated transports for tests - with ack-based reliability, MTU fragmentation and per-peer scope filtering.
93
89
 
94
90
  * **Diagnostics:** bandwidth metering, packet record/replay, cross-peer desync detection.
95
91
 
@@ -110,9 +106,9 @@ A data-driven sound engine built on Wwise / FMOD concepts — without the opaque
110
106
 
111
107
  ## 📦 Assets & Codecs
112
108
 
113
- * **Models:** glTF, including `KHR_meshopt_compression`. A model file expands into **entities** `ShadedGeometry` on the nodes that draw rather than living as a tree inside one component.
109
+ * **Models:** glTF, including `KHR_meshopt_compression`. A model file expands into **entities** - `ShadedGeometry` on the nodes that draw - rather than living as a tree inside one component.
114
110
 
115
- * **Images, decoded in-engine:** PNG (every bit depth and filter), JPEG, and AVIF a from-scratch AV1 intra encoder and decoder in pure JavaScript with rate-distortion mode search, and no WebAssembly. `NativeImageDecoder` prefers the browser's own decoder where there is one and falls back to these.
111
+ * **Images, decoded in-engine:** PNG (every bit depth and filter), JPEG, and AVIF - a from-scratch AV1 intra encoder and decoder in pure JavaScript with rate-distortion mode search, and no WebAssembly. `NativeImageDecoder` prefers the browser's own decoder where there is one and falls back to these.
116
112
 
117
113
  * **Streaming:** web-first asset streaming. The engine runs before assets even load.
118
114
 
@@ -124,7 +120,7 @@ A data-driven sound engine built on Wwise / FMOD concepts — without the opaque
124
120
 
125
121
  * **In-app editor** (`editor/`), opt-in through `enableEditor(engine)`: entity inspection, gizmo tools, particle authoring, docked panels, layout persistence. It attaches to and detaches from a running `Engine`.
126
122
 
127
- * **GPU profile capture:** hand the renderer a `GPUProfileSession` and it writes `.sgpt` captures pass timings, frame graph structure, dispatch and draw counts. Writer and reader both ship, and the container is specified in [`SGPT_FORMAT.md`](src/shade/device/timing/profile/SGPT_FORMAT.md); a viewer is distributed separately. Nothing reaches the capture code unless you import it, so an application that never profiles does not carry it.
123
+ * **GPU profile capture:** hand the renderer a `GPUProfileSession` and it writes `.sgpt` captures - pass timings, frame graph structure, dispatch and draw counts. Writer and reader both ship, and the container is specified in [`SGPT_FORMAT.md`](src/shade/device/timing/profile/SGPT_FORMAT.md); a viewer is distributed separately. Nothing reaches the capture code unless you import it, so an application that never profiles does not carry it.
128
124
 
129
125
  * **Software GPU device:** a validating software WebGPU implementation and a WGSL interpreter under `src/shade/device/mock/`, so your own shaders and pipelines can run on a machine with no GPU.
130
126
 
@@ -132,7 +128,7 @@ A data-driven sound engine built on Wwise / FMOD concepts — without the opaque
132
128
 
133
129
  ## 🔬 Shipping a build
134
130
 
135
- The engine carries ~6,000 assertions. They throw while you develop, and [`@rollup/plugin-strip`](https://github.com/rollup/plugins/tree/master/packages/strip) takes them out of a production build its defaults already cover `assert.*`:
131
+ The engine carries ~6,000 assertions. They throw while you develop, and [`@rollup/plugin-strip`](https://github.com/rollup/plugins/tree/master/packages/strip) takes them out of a production build - its defaults already cover `assert.*`:
136
132
 
137
133
  ```js
138
134
  // vite.config.js
@@ -161,7 +157,7 @@ export default defineConfig({
161
157
  ## License & Copyright
162
158
  Copyright © 2026 Company Named Limited. All rights reserved.
163
159
 
164
- **Free for small projects.** You can build and ship commercially at no cost for as long as a project stays under US$50,000 in funding and US$50,000 in revenue. Evaluating the engine and building internal prototypes are free whatever your funding. Paid tiers Indie, Standard, and Enterprise raise that ceiling for a one-time fee per project, and add 24 months of major-version coverage.
160
+ **Free for small projects.** You can build and ship commercially at no cost for as long as a project stays under US$50,000 in funding and US$50,000 in revenue. Evaluating the engine and building internal prototypes are free whatever your funding. Paid tiers - Indie, Standard, and Enterprise - raise that ceiling for a one-time fee per project, and add 24 months of major-version coverage.
165
161
 
166
162
  Short version: ship anything you like, just don't redistribute the source and don't build a competing engine.
167
163
 
@@ -1,127 +1,127 @@
1
- import { assert } from "../src/core/assert.js";
2
- import { Gizmo } from "../src/engine/graphics/render/gizmo/Gizmo.js";
3
- import { entity_world_bounds_reader } from "./entity_world_bounds.js";
4
-
5
- /**
6
- * The colour a selection is drawn in, RGBA. Yellow, which is what the three `BoxHelper` this
7
- * replaces defaulted to — the editor is not asking for a new language, only for a new backend.
8
- *
9
- * @type {number[]}
10
- */
11
- const SELECTION_COLOR = [1, 1, 0, 1];
12
-
13
- /**
14
- * @type {Float32Array}
15
- */
16
- const scratch_bounds = new Float32Array(6);
17
-
18
- /**
19
- * @type {Float32Array}
20
- */
21
- const scratch_center = new Float32Array(3);
22
-
23
- /**
24
- * @type {Float32Array}
25
- */
26
- const scratch_size = new Float32Array(3);
27
-
28
- /**
29
- * Draws a box around every selected entity.
30
- *
31
- * **It holds nothing per selection, and that is the whole of the rewrite.** The three version built
32
- * a `BoxHelper` per selected entity, kept it in a `Map`, subscribed to the entity's mesh events to
33
- * re-fit it and added it to `graphics.scene` — a lifetime to get right for something that is only
34
- * ever a picture of the current selection. On an immediate-mode surface there is nothing to get
35
- * right: each frame asks where the selection is and records a box, and a selection whose entity has
36
- * gone answers nothing and draws nothing. That is also why an entity removed under a live selection
37
- * cannot leave a box behind — there is no box to leave.
38
- *
39
- * **What draws it is whichever backend the engine has registered** — `DebugDrawSystem3` under
40
- * Shade, `GizmoRenderingPlugin` under three — because {@link Gizmo} is renderer-neutral by
41
- * construction (V3). The one thing this does have to resolve per renderer is where an entity's
42
- * bounds live; see {@link entity_world_bounds_reader}.
43
- *
44
- * **A box is drawn on the entity's bounds, so it is occluded by what stands in front of it** the
45
- * same way the debug-draw pass's other shapes are. It survives an occluder wherever the bounds
46
- * exceed what covers them, which is more than the highlight outline can do — that one can only mark
47
- * pixels the entity itself wrote (D27), so an entity that is hidden has no outline at all. Whether
48
- * a selection should instead sit on top of everything is the same question the gizmo handles ask,
49
- * and V6 answers it for both.
50
- */
51
- export class SelectionVisualizer {
52
- /**
53
- * @type {Editor}
54
- */
55
- editor;
56
-
57
- /**
58
- * Where an entity is, on the renderer this editor attached to. Resolved on {@link startup},
59
- * because the engine is not known when the editor is built.
60
- *
61
- * @type {function(ArrayLike<number>, number): boolean|null}
62
- */
63
- #bounds = null;
64
-
65
- /**
66
- * @type {function}
67
- */
68
- #draw;
69
-
70
- /**
71
- * @param {Editor} editor
72
- */
73
- constructor(editor) {
74
- assert.defined(editor, 'editor');
75
-
76
- this.editor = editor;
77
-
78
- this.#draw = () => this.#record();
79
- }
80
-
81
- /**
82
- * Record this frame's selection.
83
- */
84
- #record() {
85
- const selection = this.editor.selection;
86
- const bounds = this.#bounds;
87
-
88
- Gizmo.color = SELECTION_COLOR;
89
-
90
- for (let i = 0; i < selection.length; i++) {
91
- const entity = selection.get(i);
92
-
93
- if (!bounds(scratch_bounds, entity)) {
94
- // no model, or one that has not loaded — there is nothing to put a box around
95
- continue;
96
- }
97
-
98
- scratch_center[0] = (scratch_bounds[0] + scratch_bounds[3]) / 2;
99
- scratch_center[1] = (scratch_bounds[1] + scratch_bounds[4]) / 2;
100
- scratch_center[2] = (scratch_bounds[2] + scratch_bounds[5]) / 2;
101
-
102
- scratch_size[0] = scratch_bounds[3] - scratch_bounds[0];
103
- scratch_size[1] = scratch_bounds[4] - scratch_bounds[1];
104
- scratch_size[2] = scratch_bounds[5] - scratch_bounds[2];
105
-
106
- Gizmo.draw_wire_cube(scratch_center, scratch_size);
107
- }
108
- }
109
-
110
- startup() {
111
- const engine = this.editor.engine;
112
-
113
- this.#bounds = entity_world_bounds_reader(engine);
114
-
115
- // per frame rather than per tick: the recording is cleared once the frame that consumed it
116
- // has been submitted, and a frame can be drawn more than once between two ticks
117
- engine.graphics.on.preRender.add(this.#draw);
118
- }
119
-
120
- shutdown() {
121
- const engine = this.editor.engine;
122
-
123
- engine.graphics.on.preRender.remove(this.#draw);
124
-
125
- this.#bounds = null;
126
- }
127
- }
1
+ import { assert } from "../src/core/assert.js";
2
+ import { Gizmo } from "../src/engine/graphics/render/gizmo/Gizmo.js";
3
+ import { entity_world_bounds_reader } from "./entity_world_bounds.js";
4
+
5
+ /**
6
+ * The colour a selection is drawn in, RGBA. Yellow, which is what the three `BoxHelper` this
7
+ * replaces defaulted to — the editor is not asking for a new language, only for a new backend.
8
+ *
9
+ * @type {number[]}
10
+ */
11
+ const SELECTION_COLOR = [1, 1, 0, 1];
12
+
13
+ /**
14
+ * @type {Float32Array}
15
+ */
16
+ const scratch_bounds = new Float32Array(6);
17
+
18
+ /**
19
+ * @type {Float32Array}
20
+ */
21
+ const scratch_center = new Float32Array(3);
22
+
23
+ /**
24
+ * @type {Float32Array}
25
+ */
26
+ const scratch_size = new Float32Array(3);
27
+
28
+ /**
29
+ * Draws a box around every selected entity.
30
+ *
31
+ * **It holds nothing per selection, and that is the whole of the rewrite.** The three version built
32
+ * a `BoxHelper` per selected entity, kept it in a `Map`, subscribed to the entity's mesh events to
33
+ * re-fit it and added it to `graphics.scene` — a lifetime to get right for something that is only
34
+ * ever a picture of the current selection. On an immediate-mode surface there is nothing to get
35
+ * right: each frame asks where the selection is and records a box, and a selection whose entity has
36
+ * gone answers nothing and draws nothing. That is also why an entity removed under a live selection
37
+ * cannot leave a box behind — there is no box to leave.
38
+ *
39
+ * **What draws it is whichever backend the engine has registered** — `DebugDrawSystem` under
40
+ * Shade, `GizmoRenderingPlugin` under three — because {@link Gizmo} is renderer-neutral by
41
+ * construction (V3). The one thing this does have to resolve per renderer is where an entity's
42
+ * bounds live; see {@link entity_world_bounds_reader}.
43
+ *
44
+ * **A box is drawn on the entity's bounds, so it is occluded by what stands in front of it** the
45
+ * same way the debug-draw pass's other shapes are. It survives an occluder wherever the bounds
46
+ * exceed what covers them, which is more than the highlight outline can do — that one can only mark
47
+ * pixels the entity itself wrote (D27), so an entity that is hidden has no outline at all. Whether
48
+ * a selection should instead sit on top of everything is the same question the gizmo handles ask,
49
+ * and V6 answers it for both.
50
+ */
51
+ export class SelectionVisualizer {
52
+ /**
53
+ * @type {Editor}
54
+ */
55
+ editor;
56
+
57
+ /**
58
+ * Where an entity is, on the renderer this editor attached to. Resolved on {@link startup},
59
+ * because the engine is not known when the editor is built.
60
+ *
61
+ * @type {function(ArrayLike<number>, number): boolean|null}
62
+ */
63
+ #bounds = null;
64
+
65
+ /**
66
+ * @type {function}
67
+ */
68
+ #draw;
69
+
70
+ /**
71
+ * @param {Editor} editor
72
+ */
73
+ constructor(editor) {
74
+ assert.defined(editor, 'editor');
75
+
76
+ this.editor = editor;
77
+
78
+ this.#draw = () => this.#record();
79
+ }
80
+
81
+ /**
82
+ * Record this frame's selection.
83
+ */
84
+ #record() {
85
+ const selection = this.editor.selection;
86
+ const bounds = this.#bounds;
87
+
88
+ Gizmo.color = SELECTION_COLOR;
89
+
90
+ for (let i = 0; i < selection.length; i++) {
91
+ const entity = selection.get(i);
92
+
93
+ if (!bounds(scratch_bounds, entity)) {
94
+ // no model, or one that has not loaded — there is nothing to put a box around
95
+ continue;
96
+ }
97
+
98
+ scratch_center[0] = (scratch_bounds[0] + scratch_bounds[3]) / 2;
99
+ scratch_center[1] = (scratch_bounds[1] + scratch_bounds[4]) / 2;
100
+ scratch_center[2] = (scratch_bounds[2] + scratch_bounds[5]) / 2;
101
+
102
+ scratch_size[0] = scratch_bounds[3] - scratch_bounds[0];
103
+ scratch_size[1] = scratch_bounds[4] - scratch_bounds[1];
104
+ scratch_size[2] = scratch_bounds[5] - scratch_bounds[2];
105
+
106
+ Gizmo.draw_wire_cube(scratch_center, scratch_size);
107
+ }
108
+ }
109
+
110
+ startup() {
111
+ const engine = this.editor.engine;
112
+
113
+ this.#bounds = entity_world_bounds_reader(engine);
114
+
115
+ // per frame rather than per tick: the recording is cleared once the frame that consumed it
116
+ // has been submitted, and a frame can be drawn more than once between two ticks
117
+ engine.graphics.on.preRender.add(this.#draw);
118
+ }
119
+
120
+ shutdown() {
121
+ const engine = this.editor.engine;
122
+
123
+ engine.graphics.on.preRender.remove(this.#draw);
124
+
125
+ this.#bounds = null;
126
+ }
127
+ }
@@ -1,27 +1,27 @@
1
- import { assert } from "../src/core/assert.js";
2
- import { MeshSystem3 } from "../src/engine/graphics3/MeshSystem3.js";
3
-
4
- /**
5
- * Where an entity's model is, in world space.
6
- *
7
- * The renderer refreshes a world box per scene node as part of placing it, so the answer is the
8
- * renderer's rather than the component's — which is why this is a reader built from an engine rather
9
- * than a function over a component.
10
- *
11
- * **Precondition:** the engine has a {@link MeshSystem3}. It is what puts anything on a screen at
12
- * all, so an editor running without one has nothing to select.
13
- *
14
- * @param {Engine} engine
15
- * @returns {function(ArrayLike<number>, number): boolean} writes an aabb3 in the order
16
- * `x0,y0,z0,x1,y1,z1` and answers whether the entity had one — an entity with no model, or one
17
- * whose model has not loaded, has no bounds and that is not an error
18
- */
19
- export function entity_world_bounds_reader(engine) {
20
- assert.defined(engine, 'engine');
21
-
22
- const meshes = engine.entityManager.getSystem(MeshSystem3);
23
-
24
- assert.notNull(meshes, 'MeshSystem3');
25
-
26
- return (target, entity) => meshes.compute_world_bounds(target, entity);
27
- }
1
+ import { assert } from "../src/core/assert.js";
2
+ import { MeshSystem } from "../src/engine/graphics3/MeshSystem.js";
3
+
4
+ /**
5
+ * Where an entity's model is, in world space.
6
+ *
7
+ * The renderer refreshes a world box per scene node as part of placing it, so the answer is the
8
+ * renderer's rather than the component's — which is why this is a reader built from an engine rather
9
+ * than a function over a component.
10
+ *
11
+ * **Precondition:** the engine has a {@link MeshSystem}. It is what puts anything on a screen at
12
+ * all, so an editor running without one has nothing to select.
13
+ *
14
+ * @param {Engine} engine
15
+ * @returns {function(ArrayLike<number>, number): boolean} writes an aabb3 in the order
16
+ * `x0,y0,z0,x1,y1,z1` and answers whether the entity had one — an entity with no model, or one
17
+ * whose model has not loaded, has no bounds and that is not an error
18
+ */
19
+ export function entity_world_bounds_reader(engine) {
20
+ assert.defined(engine, 'engine');
21
+
22
+ const meshes = engine.entityManager.getSystem(MeshSystem);
23
+
24
+ assert.notNull(meshes, 'MeshSystem');
25
+
26
+ return (target, entity) => meshes.compute_world_bounds(target, entity);
27
+ }
@@ -1,31 +1,31 @@
1
- import {
2
- ParticleEmitter
3
- } from "../../src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js";
4
- import { ParticleEmitterSystem3 } from "../../src/engine/graphics3/ParticleEmitterSystem3.js";
5
-
6
- /**
7
- * Rebuild a live particle emitter after structural edits (layers, sprites, parameter
8
- * tracks): the system pulls it out of the particle engine, runs the full build sequence and puts
9
- * it back. Sleep state is preserved.
10
- *
11
- * @param {EntityManager} entityManager
12
- * @param {number} entity
13
- * @returns {boolean} false when the entity has no emitter or no emitter system runs
14
- */
15
- export function rebuildParticleEmitter(entityManager, entity) {
16
- const system = entityManager.getSystem(ParticleEmitterSystem3);
17
-
18
- if (system === null) {
19
- return false;
20
- }
21
-
22
- const emitter = entityManager.dataset.getComponent(entity, ParticleEmitter);
23
-
24
- if (emitter === undefined) {
25
- return false;
26
- }
27
-
28
- system.rebuild(emitter);
29
-
30
- return true;
31
- }
1
+ import {
2
+ ParticleEmitter
3
+ } from "../../src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js";
4
+ import { ParticleEmitterSystem } from "../../src/engine/graphics3/ParticleEmitterSystem.js";
5
+
6
+ /**
7
+ * Rebuild a live particle emitter after structural edits (layers, sprites, parameter
8
+ * tracks): the system pulls it out of the particle engine, runs the full build sequence and puts
9
+ * it back. Sleep state is preserved.
10
+ *
11
+ * @param {EntityManager} entityManager
12
+ * @param {number} entity
13
+ * @returns {boolean} false when the entity has no emitter or no emitter system runs
14
+ */
15
+ export function rebuildParticleEmitter(entityManager, entity) {
16
+ const system = entityManager.getSystem(ParticleEmitterSystem);
17
+
18
+ if (system === null) {
19
+ return false;
20
+ }
21
+
22
+ const emitter = entityManager.dataset.getComponent(entity, ParticleEmitter);
23
+
24
+ if (emitter === undefined) {
25
+ return false;
26
+ }
27
+
28
+ system.rebuild(emitter);
29
+
30
+ return true;
31
+ }
@@ -27,7 +27,7 @@ import {
27
27
  * went — which is why this process had to spawn a `RenderSystem` to draw at all and had to check
28
28
  * whether each display's component types were even registered before starting it. None of that
29
29
  * survives: the displays are asked once a frame what the scene looks like and answer with shapes
30
- * in {@link Gizmo}, and `DebugDrawSystem3` turns them into pixels.
30
+ * in {@link Gizmo}, and `DebugDrawSystem` turns them into pixels.
31
31
  */
32
32
  class SymbolicDisplayProcess extends EditorProcess {
33
33
  name = SymbolicDisplayProcess.Id;