@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.
- package/README.md +14 -18
- package/editor/SelectionVisualizer.js +127 -127
- package/editor/entity_world_bounds.js +27 -27
- package/editor/particles/rebuildParticleEmitter.js +31 -31
- package/editor/process/SymbolicDisplayProcess.js +1 -1
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/prototypeEditorShell.js +156 -156
- package/editor/selection/editor_pick.js +130 -130
- package/editor/selection/screen_rect_frustum.js +119 -119
- package/editor/tools/v2/TransformControls.js +971 -971
- package/package.json +1 -1
- package/src/engine/Engine.d.ts +3 -3
- package/src/engine/Engine.d.ts.map +1 -1
- package/src/engine/Engine.js +726 -726
- package/src/engine/EngineHarness.d.ts +1 -1
- package/src/engine/EngineHarness.js +590 -590
- package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
- package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
- package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
- package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
- package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
- package/src/engine/graphics/ecs/water/Water.js +104 -104
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
- package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationSystem.js +352 -0
- package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
- package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem3.js +6 -348
- package/src/engine/graphics3/CameraSystem.d.ts +49 -0
- package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
- package/src/engine/graphics3/CameraSystem.js +170 -0
- package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
- package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/CameraSystem3.js +6 -166
- package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
- package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DebugDrawSystem.js +205 -0
- package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
- package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
- package/src/engine/graphics3/DecalSystem.d.ts +81 -0
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DecalSystem.js +441 -0
- package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
- package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem3.js +6 -437
- package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
- package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
- package/src/engine/graphics3/FogOfWarSystem.js +265 -0
- package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
- package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
- package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
- package/src/engine/graphics3/GraphicsEngine.js +790 -0
- package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
- package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine3.js +6 -786
- package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
- package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/HighlightSystem.js +241 -0
- package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
- package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem3.js +6 -237
- package/src/engine/graphics3/LightSystem.d.ts +40 -0
- package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/LightSystem.js +211 -0
- package/src/engine/graphics3/LightSystem3.d.ts +6 -36
- package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/LightSystem3.js +6 -207
- package/src/engine/graphics3/MeshSystem.d.ts +106 -0
- package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
- package/src/engine/graphics3/MeshSystem.js +647 -0
- package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
- package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/MeshSystem3.js +6 -642
- package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
- package/src/engine/graphics3/ParticipatingMedia.js +203 -203
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
- package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
- package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
- package/src/engine/graphics3/PathDisplaySystem.js +309 -0
- package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
- package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
- package/src/engine/graphics3/Pickable.d.ts +1 -1
- package/src/engine/graphics3/Pickable.js +65 -65
- package/src/engine/graphics3/PickingQuery.d.ts +1 -1
- package/src/engine/graphics3/PickingQuery.js +48 -48
- package/src/engine/graphics3/PickingSystem.d.ts +67 -0
- package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
- package/src/engine/graphics3/PickingSystem.js +273 -0
- package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
- package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PickingSystem3.js +6 -269
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
- package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
- package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
- package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TerrainSystem.js +566 -0
- package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
- package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TerrainSystem3.js +6 -562
- package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
- package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
- package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
- package/src/engine/graphics3/Trail3DSystem.js +221 -0
- package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
- package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem3.js +6 -217
- package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
- package/src/engine/graphics3/VolumetricLightMap.js +2 -2
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
- package/src/engine/graphics3/WaterSystem.d.ts +59 -0
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/WaterSystem.js +293 -0
- package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
- package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem3.js +6 -289
- package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
- package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
- package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
- package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
- package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
- package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
- package/src/engine/graphics3/decal/GPUDecalRenderer.js +3 -3
- package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
- package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
- package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
- package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
- package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
- package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
- package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
- package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
- package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
- package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/RENDERER_CONTRACT.md +2 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
- package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
- package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
- package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
- package/src/shade/device/ShadeGPUCommandContext.js +801 -994
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
- package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
- package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
- package/src/shade/device/timing/GPUTimerArray.js +261 -289
- package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
- package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
- package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
- package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
- package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
- package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -2
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -2
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +135 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
- package/src/shade/renderer/Renderer.d.ts +0 -6
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +0 -29
- package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
- package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
- package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
- package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_tick.js +4 -2
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +3 -2
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +4 -2
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +24 -10
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +3 -2
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -2
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
- package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
- package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.js +16 -22
- package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +11 -5
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +43 -42
- package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
- package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
- package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
- package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
- package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
- package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
- package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
- package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
- package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -102
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +5 -2
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +3 -11
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +6 -4
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +5 -10
- package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +129 -129
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +5 -3
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -1
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- package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +4 -3
- package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_spatial.js +116 -117
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +3 -7
- package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
- package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.js +64 -65
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.js +372 -373
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
- package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -145
- package/src/shade/renderer/shader/ComputeShader.d.ts +26 -5
- package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
- package/src/shade/renderer/shader/ComputeShader.js +347 -296
- package/src/shade/renderer/shader/ImageShader.js +217 -217
- package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
- package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
- package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
- package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
- package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
- package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
- package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +6 -4
- package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +11 -12
- package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +3 -2
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +14 -19
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
- package/src/shade/renderer/water/shader_water.js +246 -246
- package/src/shade/vitest.setup.mjs +1 -1
- package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
- package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
- package/src/shade/wgsl/validate_wgsl_source.js +8 -3
- package/src/view/minimap/Minimap.d.ts +2 -2
- package/src/view/minimap/Minimap.d.ts.map +1 -1
- package/src/view/minimap/Minimap.js +225 -225
- package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
- package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
- package/src/view/minimap/dom/MinimapCameraView.js +206 -206
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
- package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
- package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
- package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
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* A body of water flooding the level, as authored data and nothing else.
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declare class Water {
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import { Color } from "../../../../core/color/Color.js";
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import { WATER_SIZE } from "./WATER_SIZE.js";
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/**
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* A body of water flooding the level, as authored data and nothing else.
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class Water {
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level = new Vector1(0);
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/**
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* Defines what is considered as shore as well as how long is the transition between shore and deep water
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* Color of the water at the shore
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waveFrequency = new Vector1(1);
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scattering = new Vector1(1.2);
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constructor(options) {
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updateBounds() {
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toJSON() {
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Water.typeName = "Water";
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export default Water;
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import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
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import { NumericInterval } from "../../../../core/math/interval/NumericInterval.js";
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import { WATER_SIZE } from "./WATER_SIZE.js";
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/**
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* A body of water flooding the level, as authored data and nothing else.
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*
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* The component holds no renderer state: `WaterSystem` reads these values every frame onto the
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* surface its pass draws, which is why an edit needs no notification to be picked up.
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*/
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class Water {
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level = new Vector1(0);
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/**
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color = new Color(0, 0.3, 0.5);
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/**
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* Defines what is considered as shore as well as how long is the transition between shore and deep water
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shoreDepthTransition = new NumericInterval(0.7, 2);
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/**
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shoreColor = new Color(0.584, 0.792, 0.850);
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waveSpeed = new Vector1(1.8);
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/**
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waveAmplitude = new Vector1(0.3);
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waveFrequency = new Vector1(1);
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/**
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constructor(options) {
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}
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updateBounds() {
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level,
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}
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fromJSON(json) {
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toJSON() {
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return {
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}
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Water.typeName = "Water";
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export default Water;
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dispose() {
|
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1117
1117
|
if (this.particles !== null) {
|
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1
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/**
|
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2
|
+
* Drives every entity's {@link AnimationGraphController}: runs its clock, and tells the renderer
|
|
3
|
+
* what its clips weigh and where they are playing.
|
|
4
|
+
*
|
|
5
|
+
* **It is the CPU that plays the animation and the GPU that draws it.** Shade can advance a clip
|
|
6
|
+
* itself, and this never asks it to — `AnimationClipFlags.Playing` is left clear and every audible
|
|
7
|
+
* clip's time is written down each frame from the controller's own clock. That is I-4: the pose
|
|
8
|
+
* gameplay reads (sockets, effect anchors, projectile spawns) and the pose on the screen have to be
|
|
9
|
+
* the same pose, and they cannot be if two clocks are running.
|
|
10
|
+
*
|
|
11
|
+
* **Nothing here is culled.** The legacy system skipped entities smaller than 32 px², which let
|
|
12
|
+
* camera framing decide whether a footstep effect or an ability release ever happened. The clock and
|
|
13
|
+
* its notifications are gameplay and run for every entity whose model has arrived; what may be
|
|
14
|
+
* culled is drawing, and drawing is Shade's to cull.
|
|
15
|
+
*/
|
|
16
|
+
export class AnimationGraphSystem extends System<any> {
|
|
17
|
+
/**
|
|
18
|
+
* @param {GraphicsEngine} graphics
|
|
19
|
+
* @param {MeshSystem} meshes
|
|
20
|
+
*/
|
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21
|
+
constructor(graphics: GraphicsEngine, meshes: MeshSystem);
|
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22
|
+
dependencies: (typeof SGMesh | typeof AnimationGraphController)[];
|
|
23
|
+
/**
|
|
24
|
+
* @param {AnimationGraphController} controller
|
|
25
|
+
* @param {SGMesh} model
|
|
26
|
+
* @param {number} entity
|
|
27
|
+
*/
|
|
28
|
+
link(controller: AnimationGraphController, model: SGMesh, entity: number): void;
|
|
29
|
+
/**
|
|
30
|
+
* What the entity's model is playing, in the form the CPU pose evaluator takes: one entry per
|
|
31
|
+
* clip **this graph names**, at the weight and the time the renderer has been given.
|
|
32
|
+
*
|
|
33
|
+
* **The clips the graph does not name are not here, because they are not registered** (D37).
|
|
34
|
+
* The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
|
|
35
|
+
* all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
|
|
36
|
+
* leaving them at rest. The answer is not to hand those clips to the evaluator so it can make
|
|
37
|
+
* the same mistake; it is not to bind them. What the graph never names, nothing plays, and the
|
|
38
|
+
* joints it alone would have driven stay where the model rests.
|
|
39
|
+
*
|
|
40
|
+
* A clip the graph names but is not currently playing **is** here, at weight zero, because it is
|
|
41
|
+
* bound and the accumulator does see it.
|
|
42
|
+
*
|
|
43
|
+
* The entries are this system's own and are rewritten by the next call, which is what keeps a
|
|
44
|
+
* query on a per-frame path from allocating.
|
|
45
|
+
*
|
|
46
|
+
* @param {PosePlayback[]} target appended to
|
|
47
|
+
* @param {number} entity
|
|
48
|
+
* @returns {boolean} whether this system is driving the entity — `false` for one with no
|
|
49
|
+
* {@link AnimationGraphController}, and for one whose model has not arrived
|
|
50
|
+
*/
|
|
51
|
+
write_pose_playbacks(target: PosePlayback[], entity: number): boolean;
|
|
52
|
+
/**
|
|
53
|
+
* @param {AnimationGraphController} controller
|
|
54
|
+
* @param {SGMesh} model
|
|
55
|
+
* @param {number} entity
|
|
56
|
+
*/
|
|
57
|
+
unlink(controller: AnimationGraphController, model: SGMesh, entity: number): void;
|
|
58
|
+
shutdown(entityManager: any): Promise<void>;
|
|
59
|
+
#private;
|
|
60
|
+
}
|
|
61
|
+
import { System } from "../ecs/System.js";
|
|
62
|
+
import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
|
|
63
|
+
import { AnimationGraphController } from "./animation/AnimationGraphController.js";
|
|
64
|
+
import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
|
|
65
|
+
//# sourceMappingURL=AnimationGraphSystem.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"AnimationGraphSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/AnimationGraphSystem.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;GAcG;AACH;IAmBI;;;OAGG;IACH,0DAUC;IADG,kEAAsD;IAG1D;;;;OAIG;IACH,iBAJW,wBAAwB,SACxB,MAAM,UACN,MAAM,QAahB;IAED;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,6BALW,YAAY,EAAE,UACd,MAAM,GACJ,OAAO,CA+CnB;IAED;;;;OAIG;IACH,mBAJW,wBAAwB,SACxB,MAAM,UACN,MAAM,QAYhB;IAED,4CAQC;;CA4JJ;uBAtUsB,kBAAkB;uBAClB,6CAA6C;yCAC3B,yCAAyC;6BAHrD,qDAAqD"}
|
|
@@ -0,0 +1,329 @@
|
|
|
1
|
+
import { assert } from "../../core/assert.js";
|
|
2
|
+
import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
|
|
3
|
+
import { System } from "../ecs/System.js";
|
|
4
|
+
import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
|
|
5
|
+
import { AnimationGraphController } from "./animation/AnimationGraphController.js";
|
|
6
|
+
import { write_graph_playback } from "./animation/write_graph_playback.js";
|
|
7
|
+
import {
|
|
8
|
+
register_instance_clips,
|
|
9
|
+
unregister_instance_clips
|
|
10
|
+
} from "./register_instance_animation.js";
|
|
11
|
+
|
|
12
|
+
/**
|
|
13
|
+
* Drives every entity's {@link AnimationGraphController}: runs its clock, and tells the renderer
|
|
14
|
+
* what its clips weigh and where they are playing.
|
|
15
|
+
*
|
|
16
|
+
* **It is the CPU that plays the animation and the GPU that draws it.** Shade can advance a clip
|
|
17
|
+
* itself, and this never asks it to — `AnimationClipFlags.Playing` is left clear and every audible
|
|
18
|
+
* clip's time is written down each frame from the controller's own clock. That is I-4: the pose
|
|
19
|
+
* gameplay reads (sockets, effect anchors, projectile spawns) and the pose on the screen have to be
|
|
20
|
+
* the same pose, and they cannot be if two clocks are running.
|
|
21
|
+
*
|
|
22
|
+
* **Nothing here is culled.** The legacy system skipped entities smaller than 32 px², which let
|
|
23
|
+
* camera framing decide whether a footstep effect or an ability release ever happened. The clock and
|
|
24
|
+
* its notifications are gameplay and run for every entity whose model has arrived; what may be
|
|
25
|
+
* culled is drawing, and drawing is Shade's to cull.
|
|
26
|
+
*/
|
|
27
|
+
export class AnimationGraphSystem extends System {
|
|
28
|
+
/**
|
|
29
|
+
* @type {GraphicsEngine}
|
|
30
|
+
*/
|
|
31
|
+
#graphics;
|
|
32
|
+
|
|
33
|
+
/**
|
|
34
|
+
* The system that owns the scene, the model instances, and the ids the animation manager issued
|
|
35
|
+
* for them.
|
|
36
|
+
*
|
|
37
|
+
* @type {MeshSystem}
|
|
38
|
+
*/
|
|
39
|
+
#meshes;
|
|
40
|
+
|
|
41
|
+
/**
|
|
42
|
+
* @type {Map<number, {controller: AnimationGraphController, instance: SceneBundleInstance|null, clip_registration: InstanceClipRegistration|null, slots: Int32Array, played_slots: Int32Array, clip_ids: Int32Array, weights: Float32Array, poses: PosePlayback[]}>}
|
|
43
|
+
*/
|
|
44
|
+
#entries = new Map();
|
|
45
|
+
|
|
46
|
+
/**
|
|
47
|
+
* @param {GraphicsEngine} graphics
|
|
48
|
+
* @param {MeshSystem} meshes
|
|
49
|
+
*/
|
|
50
|
+
constructor(graphics, meshes) {
|
|
51
|
+
super();
|
|
52
|
+
|
|
53
|
+
assert.defined(graphics, 'graphics');
|
|
54
|
+
assert.defined(meshes, 'meshes');
|
|
55
|
+
|
|
56
|
+
this.#graphics = graphics;
|
|
57
|
+
this.#meshes = meshes;
|
|
58
|
+
|
|
59
|
+
this.dependencies = [AnimationGraphController, SGMesh];
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
/**
|
|
63
|
+
* @param {AnimationGraphController} controller
|
|
64
|
+
* @param {SGMesh} model
|
|
65
|
+
* @param {number} entity
|
|
66
|
+
*/
|
|
67
|
+
link(controller, model, entity) {
|
|
68
|
+
this.#entries.set(entity, {
|
|
69
|
+
controller,
|
|
70
|
+
instance: null,
|
|
71
|
+
clip_registration: null,
|
|
72
|
+
slots: new Int32Array(0),
|
|
73
|
+
played_slots: new Int32Array(0),
|
|
74
|
+
clip_ids: new Int32Array(0),
|
|
75
|
+
weights: new Float32Array(0),
|
|
76
|
+
poses: []
|
|
77
|
+
});
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
/**
|
|
81
|
+
* What the entity's model is playing, in the form the CPU pose evaluator takes: one entry per
|
|
82
|
+
* clip **this graph names**, at the weight and the time the renderer has been given.
|
|
83
|
+
*
|
|
84
|
+
* **The clips the graph does not name are not here, because they are not registered** (D37).
|
|
85
|
+
* The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
|
|
86
|
+
* all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
|
|
87
|
+
* leaving them at rest. The answer is not to hand those clips to the evaluator so it can make
|
|
88
|
+
* the same mistake; it is not to bind them. What the graph never names, nothing plays, and the
|
|
89
|
+
* joints it alone would have driven stay where the model rests.
|
|
90
|
+
*
|
|
91
|
+
* A clip the graph names but is not currently playing **is** here, at weight zero, because it is
|
|
92
|
+
* bound and the accumulator does see it.
|
|
93
|
+
*
|
|
94
|
+
* The entries are this system's own and are rewritten by the next call, which is what keeps a
|
|
95
|
+
* query on a per-frame path from allocating.
|
|
96
|
+
*
|
|
97
|
+
* @param {PosePlayback[]} target appended to
|
|
98
|
+
* @param {number} entity
|
|
99
|
+
* @returns {boolean} whether this system is driving the entity — `false` for one with no
|
|
100
|
+
* {@link AnimationGraphController}, and for one whose model has not arrived
|
|
101
|
+
*/
|
|
102
|
+
write_pose_playbacks(target, entity) {
|
|
103
|
+
const entry = this.#entries.get(entity);
|
|
104
|
+
|
|
105
|
+
if (entry === undefined || entry.instance === null) {
|
|
106
|
+
return false;
|
|
107
|
+
}
|
|
108
|
+
|
|
109
|
+
const clips = entry.instance.clips;
|
|
110
|
+
const poses = entry.poses;
|
|
111
|
+
const played = entry.played_slots;
|
|
112
|
+
|
|
113
|
+
for (let i = 0; i < played.length; i++) {
|
|
114
|
+
const slot = played[i];
|
|
115
|
+
const pose = poses[slot];
|
|
116
|
+
|
|
117
|
+
pose.clip = clips[slot];
|
|
118
|
+
pose.weight = 0;
|
|
119
|
+
pose.time = 0;
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
const controller = entry.controller;
|
|
123
|
+
const slots = entry.slots;
|
|
124
|
+
const weights = controller.blendState.weights;
|
|
125
|
+
|
|
126
|
+
for (let i = 0; i < slots.length; i++) {
|
|
127
|
+
const pose = poses[slots[i]];
|
|
128
|
+
const weight = weights[i];
|
|
129
|
+
|
|
130
|
+
// assignment rather than accumulation, and it matters only where two of the graph's
|
|
131
|
+
// clips are one clip of the model: the renderer is written to in this order too, so the
|
|
132
|
+
// last of them is what it holds
|
|
133
|
+
pose.weight = weight;
|
|
134
|
+
|
|
135
|
+
if (weight > 0) {
|
|
136
|
+
pose.time = controller.clip_time(i);
|
|
137
|
+
}
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
// once each, however many of the graph's clips named it — the renderer holds one row for it
|
|
141
|
+
for (let i = 0; i < played.length; i++) {
|
|
142
|
+
target.push(poses[played[i]]);
|
|
143
|
+
}
|
|
144
|
+
|
|
145
|
+
return true;
|
|
146
|
+
}
|
|
147
|
+
|
|
148
|
+
/**
|
|
149
|
+
* @param {AnimationGraphController} controller
|
|
150
|
+
* @param {SGMesh} model
|
|
151
|
+
* @param {number} entity
|
|
152
|
+
*/
|
|
153
|
+
unlink(controller, model, entity) {
|
|
154
|
+
controller.unlink();
|
|
155
|
+
|
|
156
|
+
const entry = this.#entries.get(entity);
|
|
157
|
+
|
|
158
|
+
if (entry !== undefined) {
|
|
159
|
+
this.#release_clips(entry);
|
|
160
|
+
}
|
|
161
|
+
|
|
162
|
+
this.#entries.delete(entity);
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
async shutdown(entityManager) {
|
|
166
|
+
for (const entry of this.#entries.values()) {
|
|
167
|
+
entry.controller.unlink();
|
|
168
|
+
|
|
169
|
+
this.#release_clips(entry);
|
|
170
|
+
}
|
|
171
|
+
|
|
172
|
+
this.#entries.clear();
|
|
173
|
+
}
|
|
174
|
+
|
|
175
|
+
/**
|
|
176
|
+
* Give this entity's clips back, if the manager that issued them is still the one running.
|
|
177
|
+
*
|
|
178
|
+
* **An id may only be handed back to the manager that issued it.** A renderer restart replaces
|
|
179
|
+
* the GPU scene context and voids every id it gave out, so a registration stamped with a context
|
|
180
|
+
* that is no longer current is forgotten rather than returned — returning it would corrupt a
|
|
181
|
+
* stranger's table. Same rule as {@link unregister_instance_animation}, same `===`.
|
|
182
|
+
*
|
|
183
|
+
* @param {object} entry
|
|
184
|
+
*/
|
|
185
|
+
#release_clips(entry) {
|
|
186
|
+
const registration = entry.clip_registration;
|
|
187
|
+
|
|
188
|
+
if (registration === null) {
|
|
189
|
+
return;
|
|
190
|
+
}
|
|
191
|
+
|
|
192
|
+
if (registration.context === this.#graphics.scene_context(this.#meshes.scene)) {
|
|
193
|
+
unregister_instance_clips(registration);
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
entry.clip_registration = null;
|
|
197
|
+
}
|
|
198
|
+
|
|
199
|
+
/**
|
|
200
|
+
* @param {number} time_delta_seconds
|
|
201
|
+
*/
|
|
202
|
+
update(time_delta_seconds) {
|
|
203
|
+
const ecd = this.entityManager.dataset;
|
|
204
|
+
|
|
205
|
+
const context = this.#graphics.scene_context(this.#meshes.scene);
|
|
206
|
+
|
|
207
|
+
// No device — before the first start, and again after a stop. The clocks still run: a unit
|
|
208
|
+
// that fires an ability while the renderer is being replaced still fires it.
|
|
209
|
+
const manager = context === null ? null : context.animation_manager;
|
|
210
|
+
|
|
211
|
+
for (const [entity, entry] of this.#entries) {
|
|
212
|
+
const instance = this.#meshes.instance_of(entity);
|
|
213
|
+
|
|
214
|
+
if (instance === null) {
|
|
215
|
+
// the model has not arrived, and its clips are what say how long they run
|
|
216
|
+
continue;
|
|
217
|
+
}
|
|
218
|
+
|
|
219
|
+
if (instance !== entry.instance) {
|
|
220
|
+
this.#bind_model(entry, entity, instance, ecd);
|
|
221
|
+
}
|
|
222
|
+
|
|
223
|
+
entry.controller.tick(time_delta_seconds);
|
|
224
|
+
|
|
225
|
+
if (context === null) {
|
|
226
|
+
continue;
|
|
227
|
+
}
|
|
228
|
+
|
|
229
|
+
/*
|
|
230
|
+
Registered against the context that is running now. A renderer restart builds a new one
|
|
231
|
+
and voids every id the old gave out, and the stamp on the registration is how that is
|
|
232
|
+
noticed — in one comparison, without depending on when anything last ran.
|
|
233
|
+
*/
|
|
234
|
+
if (entry.clip_registration === null || entry.clip_registration.context !== context) {
|
|
235
|
+
this.#bind_gpu(entry, instance, context);
|
|
236
|
+
}
|
|
237
|
+
|
|
238
|
+
write_graph_playback(manager, entry.controller, entry.clip_ids, entry.weights);
|
|
239
|
+
}
|
|
240
|
+
}
|
|
241
|
+
|
|
242
|
+
/**
|
|
243
|
+
* Bind the graph to a model: work out which of the model's clips each of the graph's clips is,
|
|
244
|
+
* how long each of them runs, and start the graph on that.
|
|
245
|
+
*
|
|
246
|
+
* @param {object} entry
|
|
247
|
+
* @param {number} entity
|
|
248
|
+
* @param {SceneBundleInstance} instance
|
|
249
|
+
* @param {EntityComponentDataset} ecd
|
|
250
|
+
*/
|
|
251
|
+
#bind_model(entry, entity, instance, ecd) {
|
|
252
|
+
const clip_index = entry.controller.def.clipIndex;
|
|
253
|
+
const clip_count = clip_index.length;
|
|
254
|
+
|
|
255
|
+
const slots = new Int32Array(clip_count);
|
|
256
|
+
const durations = new Float64Array(clip_count);
|
|
257
|
+
|
|
258
|
+
for (let i = 0; i < clip_count; i++) {
|
|
259
|
+
const name = clip_index[i].name;
|
|
260
|
+
|
|
261
|
+
const slot = instance.clips.findIndex(clip => clip.name === name);
|
|
262
|
+
|
|
263
|
+
if (slot === -1) {
|
|
264
|
+
throw new Error(`Animation clip '${name}' is not in the model`);
|
|
265
|
+
}
|
|
266
|
+
|
|
267
|
+
slots[i] = slot;
|
|
268
|
+
durations[i] = instance.clips[slot].duration;
|
|
269
|
+
}
|
|
270
|
+
|
|
271
|
+
entry.controller.unlink();
|
|
272
|
+
entry.controller.link(entity, ecd, durations);
|
|
273
|
+
|
|
274
|
+
entry.instance = instance;
|
|
275
|
+
entry.slots = slots;
|
|
276
|
+
|
|
277
|
+
/*
|
|
278
|
+
The distinct clips of the model this graph plays. Two states can name one clip — an idle a
|
|
279
|
+
hurt returns to, say — and it is one row on the GPU either way, so it is one entry here:
|
|
280
|
+
registered once, reported to the pose evaluator once.
|
|
281
|
+
*/
|
|
282
|
+
const played = [];
|
|
283
|
+
|
|
284
|
+
for (let i = 0; i < clip_count; i++) {
|
|
285
|
+
if (played.indexOf(slots[i]) === -1) {
|
|
286
|
+
played.push(slots[i]);
|
|
287
|
+
}
|
|
288
|
+
}
|
|
289
|
+
|
|
290
|
+
entry.played_slots = Int32Array.from(played);
|
|
291
|
+
|
|
292
|
+
entry.clip_ids = new Int32Array(clip_count);
|
|
293
|
+
entry.weights = new Float32Array(clip_count).fill(-1);
|
|
294
|
+
entry.poses = instance.clips.map(() => new PosePlayback());
|
|
295
|
+
|
|
296
|
+
// ids the manager issued for the model that was here before name clips this one does not
|
|
297
|
+
// have
|
|
298
|
+
this.#release_clips(entry);
|
|
299
|
+
}
|
|
300
|
+
|
|
301
|
+
/**
|
|
302
|
+
* Make this graph's clips playable, and take up the ids that come back.
|
|
303
|
+
*
|
|
304
|
+
* **Only the clips the graph names are registered** (D37), so there is nothing to silence: a
|
|
305
|
+
* clip of the model no state plays is never bound, never marks a joint, and leaves the joints
|
|
306
|
+
* only it would have driven at rest. What this used to do instead — register everything and then
|
|
307
|
+
* write a zero weight over the surplus — kept them bound, and a bound clip at weight zero
|
|
308
|
+
* resolves its joints to zero rather than to the model's own pose.
|
|
309
|
+
*
|
|
310
|
+
* @param {object} entry
|
|
311
|
+
* @param {SceneBundleInstance} instance
|
|
312
|
+
* @param {GPUSceneContext} context
|
|
313
|
+
*/
|
|
314
|
+
#bind_gpu(entry, instance, context) {
|
|
315
|
+
const registration = register_instance_clips(context, instance, entry.played_slots);
|
|
316
|
+
|
|
317
|
+
const slots = entry.slots;
|
|
318
|
+
const clip_ids = entry.clip_ids;
|
|
319
|
+
|
|
320
|
+
for (let i = 0; i < slots.length; i++) {
|
|
321
|
+
clip_ids[i] = registration.ids[slots[i]];
|
|
322
|
+
}
|
|
323
|
+
|
|
324
|
+
entry.clip_registration = registration;
|
|
325
|
+
|
|
326
|
+
// whatever the last renderer was told is not what this one knows
|
|
327
|
+
entry.weights.fill(-1);
|
|
328
|
+
}
|
|
329
|
+
}
|