@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
@@ -1,150 +1,150 @@
1
- import { BlendState } from "../../../shade/descriptor/blend/BlendState.js";
2
- import { CodeChunk } from "../../../shade/renderer/shader/compiler/CodeChunk.js";
3
- import { ImageShader } from "../../../shade/renderer/shader/ImageShader.js";
4
- import {
5
- ShaderResourceSetDescriptor
6
- } from "../../../shade/renderer/shader/resource/ShaderResourceSetDescriptor.js";
7
- import { ShaderDescriptor } from "../../../shade/renderer/shader/ShaderDescriptor.js";
8
- import { f32, u32, vec2u } from "../../../shade/renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
- import { WebGPUArray } from "../../../shade/renderer/shader/type/WebGPUArray.js";
10
- import { WebGPUStruct } from "../../../shade/renderer/shader/type/WebGPUStruct.js";
11
- import { chunk_highlight_lookup } from "./chunk_highlight_lookup.js";
12
-
13
- export const HIGHLIGHT_OUTLINE_SETTINGS = WebGPUStruct.from({
14
- screen_resolution: vec2u,
15
-
16
- /**
17
- * How many rows the lookup table has, which is one past the highest mesh row that was
18
- * highlighted when it was packed.
19
- */
20
- table_size: u32,
21
-
22
- /**
23
- * Outline width in pixels.
24
- */
25
- thickness: f32,
26
- });
27
-
28
- const resources = new ShaderResourceSetDescriptor();
29
-
30
- resources.createGroup()
31
- .addUniform("settings", HIGHLIGHT_OUTLINE_SETTINGS);
32
-
33
- resources.createGroup()
34
- .addTexture("viz_mesh", "uint");
35
-
36
- resources.createGroup()
37
- .addStorageBuffer("highlight_table", WebGPUArray.u32);
38
-
39
- const body = CodeChunk.from(
40
- //language=WGSL
41
- `
42
- @fragment
43
- fn main(
44
- @builtin(position) coord : vec4<f32>,
45
- ) -> @location(0) vec4<f32> {
46
-
47
- let here = vec2<i32>(coord.xy);
48
-
49
- let resolution = vec2<i32>(settings.screen_resolution);
50
-
51
- let table_size = settings.table_size;
52
-
53
- let own = highlight_of_mesh(&highlight_table, textureLoad(viz_mesh, here, 0).r, table_size);
54
-
55
- /*
56
- The outline sits **outside** the silhouette. A pixel that is itself the highlighted mesh is left
57
- alone — a highlight marks a unit without painting over it, which is the whole reason the legacy
58
- path dilated its mask outwards before compositing.
59
- */
60
- if (own.a > 0.0) {
61
- discard;
62
- }
63
-
64
- let thickness = settings.thickness;
65
-
66
- let radius = i32(ceil(thickness));
67
-
68
- /*
69
- The strongest highlight within reach, by coverage. Nearest would need a second comparison and
70
- would look the same: two highlights close enough to overlap an outline this thin are the same
71
- size on screen, and the brighter one is the one the eye follows.
72
- */
73
- var found = vec4<f32>(0.0);
74
-
75
- for (var dy = -radius; dy <= radius; dy++) {
76
- for (var dx = -radius; dx <= radius; dx++) {
77
- let offset = vec2<f32>(f32(dx), f32(dy));
78
-
79
- // a disc rather than a square, so the outline is the same width in every direction
80
- if (dot(offset, offset) > thickness * thickness) {
81
- continue;
82
- }
83
-
84
- let at = here + vec2<i32>(dx, dy);
85
-
86
- if (any(at < vec2<i32>(0)) || any(at >= resolution)) {
87
- continue;
88
- }
89
-
90
- let neighbour = highlight_of_mesh(&highlight_table, textureLoad(viz_mesh, at, 0).r, table_size);
91
-
92
- if (neighbour.a > found.a) {
93
- found = neighbour;
94
- }
95
- }
96
- }
97
-
98
- if (found.a <= 0.0) {
99
- discard;
100
- }
101
-
102
- // premultiplied, which is how the table stores it and how the blend state consumes it
103
- return found;
104
- }
105
- `, [
106
- chunk_highlight_lookup
107
- ]
108
- );
109
-
110
- /**
111
- * Paints an outline around every highlighted mesh, straight off the visibility buffer.
112
- *
113
- * **There is no second geometry pass, no dilation and no blur.** The renderer this replaces drew
114
- * every highlighted object again into an id target of its own, ping-ponged two render targets to
115
- * dilate the mask, blurred it, and decoded ids back to colours to composite — five render targets, a
116
- * duplicated scene graph and its own skinned material variant. Shade already writes a per-pixel mesh
117
- * id while drawing the frame, so an outline is a neighbourhood test on an integer texture and
118
- * nothing more.
119
- *
120
- * **What that costs is the contract change in D27**: the visibility buffer knows only what was
121
- * rasterized, so a unit standing behind a building is outlined where it can be seen and nowhere
122
- * else. The old mask was drawn with the depth buffer cleared and showed through everything.
123
- *
124
- * @type {ImageShader}
125
- */
126
- export const shader_highlight_outline = ImageShader.from({
127
- descriptor: ShaderDescriptor.from({
128
- label: "Highlight outline",
129
- resources,
130
- body
131
- }),
132
- targets: [
133
- {
134
- label: "outlined",
135
- format: "rgba16float",
136
- blend: BlendState.from({
137
- color: {
138
- operation: "add",
139
- srcFactor: "one",
140
- dstFactor: "one-minus-src-alpha"
141
- },
142
- alpha: {
143
- operation: "add",
144
- srcFactor: "one",
145
- dstFactor: "one-minus-src-alpha"
146
- }
147
- })
148
- }
149
- ]
150
- });
1
+ import { BlendState } from "../../../shade/descriptor/blend/BlendState.js";
2
+ import { CodeChunk } from "../../../shade/renderer/shader/compiler/CodeChunk.js";
3
+ import { ImageShader } from "../../../shade/renderer/shader/ImageShader.js";
4
+ import {
5
+ ShaderResourceSetDescriptor
6
+ } from "../../../shade/renderer/shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { ShaderDescriptor } from "../../../shade/renderer/shader/ShaderDescriptor.js";
8
+ import { f32, u32, vec2u } from "../../../shade/renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { WebGPUArray } from "../../../shade/renderer/shader/type/WebGPUArray.js";
10
+ import { WebGPUStruct } from "../../../shade/renderer/shader/type/WebGPUStruct.js";
11
+ import { chunk_highlight_lookup } from "./chunk_highlight_lookup.js";
12
+
13
+ export const HIGHLIGHT_OUTLINE_SETTINGS = WebGPUStruct.from({
14
+ screen_resolution: vec2u,
15
+
16
+ /**
17
+ * How many rows the lookup table has, which is one past the highest mesh row that was
18
+ * highlighted when it was packed.
19
+ */
20
+ table_size: u32,
21
+
22
+ /**
23
+ * Outline width in pixels.
24
+ */
25
+ thickness: f32,
26
+ });
27
+
28
+ const resources = new ShaderResourceSetDescriptor();
29
+
30
+ // per-draw, 16 bytes, read-only: immediate data rather than a uniform buffer
31
+ resources.setImmediate("settings", HIGHLIGHT_OUTLINE_SETTINGS);
32
+
33
+ resources.createGroup()
34
+ .addTexture("viz_mesh", "uint");
35
+
36
+ resources.createGroup()
37
+ .addStorageBuffer("highlight_table", WebGPUArray.u32);
38
+
39
+ const body = CodeChunk.from(
40
+ //language=WGSL
41
+ `
42
+ @fragment
43
+ fn main(
44
+ @builtin(position) coord : vec4<f32>,
45
+ ) -> @location(0) vec4<f32> {
46
+
47
+ let here = vec2<i32>(coord.xy);
48
+
49
+ let resolution = vec2<i32>(settings.screen_resolution);
50
+
51
+ let table_size = settings.table_size;
52
+
53
+ let own = highlight_of_mesh(&highlight_table, textureLoad(viz_mesh, here, 0).r, table_size);
54
+
55
+ /*
56
+ The outline sits **outside** the silhouette. A pixel that is itself the highlighted mesh is left
57
+ alone — a highlight marks a unit without painting over it, which is the whole reason the legacy
58
+ path dilated its mask outwards before compositing.
59
+ */
60
+ if (own.a > 0.0) {
61
+ discard;
62
+ }
63
+
64
+ let thickness = settings.thickness;
65
+
66
+ let radius = i32(ceil(thickness));
67
+
68
+ /*
69
+ The strongest highlight within reach, by coverage. Nearest would need a second comparison and
70
+ would look the same: two highlights close enough to overlap an outline this thin are the same
71
+ size on screen, and the brighter one is the one the eye follows.
72
+ */
73
+ var found = vec4<f32>(0.0);
74
+
75
+ for (var dy = -radius; dy <= radius; dy++) {
76
+ for (var dx = -radius; dx <= radius; dx++) {
77
+ let offset = vec2<f32>(f32(dx), f32(dy));
78
+
79
+ // a disc rather than a square, so the outline is the same width in every direction
80
+ if (dot(offset, offset) > thickness * thickness) {
81
+ continue;
82
+ }
83
+
84
+ let at = here + vec2<i32>(dx, dy);
85
+
86
+ if (any(at < vec2<i32>(0)) || any(at >= resolution)) {
87
+ continue;
88
+ }
89
+
90
+ let neighbour = highlight_of_mesh(&highlight_table, textureLoad(viz_mesh, at, 0).r, table_size);
91
+
92
+ if (neighbour.a > found.a) {
93
+ found = neighbour;
94
+ }
95
+ }
96
+ }
97
+
98
+ if (found.a <= 0.0) {
99
+ discard;
100
+ }
101
+
102
+ // premultiplied, which is how the table stores it and how the blend state consumes it
103
+ return found;
104
+ }
105
+ `, [
106
+ chunk_highlight_lookup
107
+ ]
108
+ );
109
+
110
+ /**
111
+ * Paints an outline around every highlighted mesh, straight off the visibility buffer.
112
+ *
113
+ * **There is no second geometry pass, no dilation and no blur.** The renderer this replaces drew
114
+ * every highlighted object again into an id target of its own, ping-ponged two render targets to
115
+ * dilate the mask, blurred it, and decoded ids back to colours to composite — five render targets, a
116
+ * duplicated scene graph and its own skinned material variant. Shade already writes a per-pixel mesh
117
+ * id while drawing the frame, so an outline is a neighbourhood test on an integer texture and
118
+ * nothing more.
119
+ *
120
+ * **What that costs is the contract change in D27**: the visibility buffer knows only what was
121
+ * rasterized, so a unit standing behind a building is outlined where it can be seen and nowhere
122
+ * else. The old mask was drawn with the depth buffer cleared and showed through everything.
123
+ *
124
+ * @type {ImageShader}
125
+ */
126
+ export const shader_highlight_outline = ImageShader.from({
127
+ descriptor: ShaderDescriptor.from({
128
+ label: "Highlight outline",
129
+ resources,
130
+ body
131
+ }),
132
+ targets: [
133
+ {
134
+ label: "outlined",
135
+ format: "rgba16float",
136
+ blend: BlendState.from({
137
+ color: {
138
+ operation: "add",
139
+ srcFactor: "one",
140
+ dstFactor: "one-minus-src-alpha"
141
+ },
142
+ alpha: {
143
+ operation: "add",
144
+ srcFactor: "one",
145
+ dstFactor: "one-minus-src-alpha"
146
+ }
147
+ })
148
+ }
149
+ ]
150
+ });
@@ -5,7 +5,7 @@
5
5
  * where does this projectile leave from, where does that effect anchor, where does the floating UI
6
6
  * hang. **The answer is computed, never read back** — GPU readback is a frame late and asynchronous,
7
7
  * so an outcome that depended on it would depend on frame pacing, and determinism and replay would
8
- * go with it (`EXECUTION.md` I-4).
8
+ * go with it: no GPU readback on a gameplay-affecting path.
9
9
  *
10
10
  * The pose is {@link pose_evaluate_world} over the clips the animation systems are driving: a pure
11
11
  * function of (clip set, time, weights), off the same clock the renderer is written from, which is
@@ -1,101 +1,101 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { PosePlayback } from "../../../shade/renderer/animation/pose/PosePlayback.js";
3
- import { pose_evaluate_world } from "../../../shade/renderer/animation/pose/pose_evaluate_world.js";
4
- import { AnimationGraphSystem3 } from "../AnimationGraphSystem3.js";
5
- import { AnimationSystem3 } from "../AnimationSystem3.js";
6
- import { MeshSystem3 } from "../MeshSystem3.js";
7
-
8
- /**
9
- * The clip set handed to the evaluator, rebuilt per call from the systems' own entries. Nothing in
10
- * here outlives the call — the query is on a per-frame path and allocates nothing.
11
- *
12
- * @type {PosePlayback[]}
13
- */
14
- const PLAYBACKS = [];
15
-
16
- /**
17
- * Where a named part of an entity's model is, in world space.
18
- *
19
- * This is the question gameplay asks of an animated model and the only sanctioned way to ask it:
20
- * where does this projectile leave from, where does that effect anchor, where does the floating UI
21
- * hang. **The answer is computed, never read back** — GPU readback is a frame late and asynchronous,
22
- * so an outcome that depended on it would depend on frame pacing, and determinism and replay would
23
- * go with it (`EXECUTION.md` I-4).
24
- *
25
- * The pose is {@link pose_evaluate_world} over the clips the animation systems are driving: a pure
26
- * function of (clip set, time, weights), off the same clock the renderer is written from, which is
27
- * what keeps a socket on the mesh that is drawn.
28
- *
29
- * The result carries both its matrix and its components.
30
- *
31
- * @param {Transform64} result
32
- * @param {EntityManager} entity_manager
33
- * @param {number} entity
34
- * @param {string} node_name name the asset gave the node — a bone, a socket's bone, an effector
35
- * @returns {boolean} `false` when there is no such node to answer about: no mesh system is
36
- * registered, the model has not loaded yet, the entity has none, or the name is not in it. None of
37
- * the four is an error
38
- */
39
- export function query_entity_node_world_pose(result, entity_manager, entity, node_name) {
40
- assert.defined(result, 'result');
41
- assert.defined(entity_manager, 'entity_manager');
42
- assert.isNonNegativeInteger(entity, 'entity');
43
- assert.isString(node_name, 'node_name');
44
-
45
- const meshes = entity_manager.getSystem(MeshSystem3);
46
-
47
- if (meshes === null) {
48
- // nothing draws models here, so nothing holds one to answer about
49
- return false;
50
- }
51
-
52
- const instance = meshes.instance_of(entity);
53
-
54
- if (instance === null) {
55
- return false;
56
- }
57
-
58
- const node = instance.nodes.get(node_name);
59
-
60
- if (node === undefined) {
61
- return false;
62
- }
63
-
64
- const playbacks = PLAYBACKS;
65
-
66
- playbacks.length = 0;
67
-
68
- write_playbacks(playbacks, entity_manager, entity);
69
-
70
- pose_evaluate_world(result, node, playbacks);
71
-
72
- playbacks.length = 0;
73
-
74
- return true;
75
- }
76
-
77
- /**
78
- * Collect what every animation driver is playing on the entity.
79
- *
80
- * Both are asked because either may be the one driving it — a combat unit runs a state machine, a
81
- * building runs a clip list — and an entity has one of them, so the two sets do not overlap in
82
- * practice. What they hand back is one entry per clip of the model, silent clips included, because
83
- * that is what the GPU's accumulator is summing.
84
- *
85
- * @param {PosePlayback[]} target
86
- * @param {EntityManager} entity_manager
87
- * @param {number} entity
88
- */
89
- function write_playbacks(target, entity_manager, entity) {
90
- const graphs = entity_manager.getSystem(AnimationGraphSystem3);
91
-
92
- if (graphs !== null) {
93
- graphs.write_pose_playbacks(target, entity);
94
- }
95
-
96
- const clips = entity_manager.getSystem(AnimationSystem3);
97
-
98
- if (clips !== null) {
99
- clips.write_pose_playbacks(target, entity);
100
- }
101
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import { PosePlayback } from "../../../shade/renderer/animation/pose/PosePlayback.js";
3
+ import { pose_evaluate_world } from "../../../shade/renderer/animation/pose/pose_evaluate_world.js";
4
+ import { AnimationGraphSystem } from "../AnimationGraphSystem.js";
5
+ import { AnimationSystem } from "../AnimationSystem.js";
6
+ import { MeshSystem } from "../MeshSystem.js";
7
+
8
+ /**
9
+ * The clip set handed to the evaluator, rebuilt per call from the systems' own entries. Nothing in
10
+ * here outlives the call — the query is on a per-frame path and allocates nothing.
11
+ *
12
+ * @type {PosePlayback[]}
13
+ */
14
+ const PLAYBACKS = [];
15
+
16
+ /**
17
+ * Where a named part of an entity's model is, in world space.
18
+ *
19
+ * This is the question gameplay asks of an animated model and the only sanctioned way to ask it:
20
+ * where does this projectile leave from, where does that effect anchor, where does the floating UI
21
+ * hang. **The answer is computed, never read back** — GPU readback is a frame late and asynchronous,
22
+ * so an outcome that depended on it would depend on frame pacing, and determinism and replay would
23
+ * go with it: no GPU readback on a gameplay-affecting path.
24
+ *
25
+ * The pose is {@link pose_evaluate_world} over the clips the animation systems are driving: a pure
26
+ * function of (clip set, time, weights), off the same clock the renderer is written from, which is
27
+ * what keeps a socket on the mesh that is drawn.
28
+ *
29
+ * The result carries both its matrix and its components.
30
+ *
31
+ * @param {Transform64} result
32
+ * @param {EntityManager} entity_manager
33
+ * @param {number} entity
34
+ * @param {string} node_name name the asset gave the node — a bone, a socket's bone, an effector
35
+ * @returns {boolean} `false` when there is no such node to answer about: no mesh system is
36
+ * registered, the model has not loaded yet, the entity has none, or the name is not in it. None of
37
+ * the four is an error
38
+ */
39
+ export function query_entity_node_world_pose(result, entity_manager, entity, node_name) {
40
+ assert.defined(result, 'result');
41
+ assert.defined(entity_manager, 'entity_manager');
42
+ assert.isNonNegativeInteger(entity, 'entity');
43
+ assert.isString(node_name, 'node_name');
44
+
45
+ const meshes = entity_manager.getSystem(MeshSystem);
46
+
47
+ if (meshes === null) {
48
+ // nothing draws models here, so nothing holds one to answer about
49
+ return false;
50
+ }
51
+
52
+ const instance = meshes.instance_of(entity);
53
+
54
+ if (instance === null) {
55
+ return false;
56
+ }
57
+
58
+ const node = instance.nodes.get(node_name);
59
+
60
+ if (node === undefined) {
61
+ return false;
62
+ }
63
+
64
+ const playbacks = PLAYBACKS;
65
+
66
+ playbacks.length = 0;
67
+
68
+ write_playbacks(playbacks, entity_manager, entity);
69
+
70
+ pose_evaluate_world(result, node, playbacks);
71
+
72
+ playbacks.length = 0;
73
+
74
+ return true;
75
+ }
76
+
77
+ /**
78
+ * Collect what every animation driver is playing on the entity.
79
+ *
80
+ * Both are asked because either may be the one driving it — a combat unit runs a state machine, a
81
+ * building runs a clip list — and an entity has one of them, so the two sets do not overlap in
82
+ * practice. What they hand back is one entry per clip of the model, silent clips included, because
83
+ * that is what the GPU's accumulator is summing.
84
+ *
85
+ * @param {PosePlayback[]} target
86
+ * @param {EntityManager} entity_manager
87
+ * @param {number} entity
88
+ */
89
+ function write_playbacks(target, entity_manager, entity) {
90
+ const graphs = entity_manager.getSystem(AnimationGraphSystem);
91
+
92
+ if (graphs !== null) {
93
+ graphs.write_pose_playbacks(target, entity);
94
+ }
95
+
96
+ const clips = entity_manager.getSystem(AnimationSystem);
97
+
98
+ if (clips !== null) {
99
+ clips.write_pose_playbacks(target, entity);
100
+ }
101
+ }
@@ -3,19 +3,19 @@
3
3
  *
4
4
  * The four steps are each somebody's: where the model is (`shade_bundle_bounds`), how to frame it
5
5
  * (`model_preview_framing`), what a scene of one model looks like (`make_model_preview_scene`), and
6
- * how a frame becomes pixels (`GraphicsEngine3.render_to_sampler`). This is only the order.
6
+ * how a frame becomes pixels (`GraphicsEngine.render_to_sampler`). This is only the order.
7
7
  *
8
8
  * **A model with nothing to draw has no picture, and that is data rather than a fault**: a glTF of
9
9
  * empties, or one whose every mesh is skinned — a preview scene registers no skin, so a skinned
10
10
  * mesh is not in it. The answer then is `null`, and a caller showing icons shows none for that
11
11
  * asset rather than a blank square that reads as a broken renderer.
12
12
  *
13
- * @param {GraphicsEngine3} graphics
13
+ * @param {GraphicsEngine} graphics
14
14
  * @param {SceneBundle} bundle
15
15
  * @param {number} width texels
16
16
  * @param {number} height texels
17
17
  * @param {number} [margin] fraction of the frame's height left clear around the model
18
18
  * @returns {Promise<Sampler2D|null>}
19
19
  */
20
- export function make_model_thumbnail(graphics: GraphicsEngine3, bundle: SceneBundle, width: number, height: number, margin?: number): Promise<Sampler2D | null>;
20
+ export function make_model_thumbnail(graphics: GraphicsEngine, bundle: SceneBundle, width: number, height: number, margin?: number): Promise<Sampler2D | null>;
21
21
  //# sourceMappingURL=make_model_thumbnail.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"make_model_thumbnail.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/preview/make_model_thumbnail.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;GAkBG;AACH,4FALW,MAAM,UACN,MAAM,WACN,MAAM,GACJ,QAAQ,YAAU,IAAI,CAAC,CAuBnC"}
1
+ {"version":3,"file":"make_model_thumbnail.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/preview/make_model_thumbnail.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;GAkBG;AACH,2FALW,MAAM,UACN,MAAM,WACN,MAAM,GACJ,QAAQ,YAAU,IAAI,CAAC,CAuBnC"}
@@ -1,48 +1,48 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { AABB3 } from "../../../core/geom/3d/aabb/AABB3.js";
3
- import { shade_bundle_bounds } from "../shade_bundle_bounds.js";
4
- import { make_model_preview_scene, MODEL_PREVIEW_FOV } from "./make_model_preview_scene.js";
5
- import { model_preview_framing } from "./model_preview_framing.js";
6
- import { ModelPreviewFraming } from "./ModelPreviewFraming.js";
7
-
8
- /**
9
- * A picture of a loaded model, framed on itself.
10
- *
11
- * The four steps are each somebody's: where the model is (`shade_bundle_bounds`), how to frame it
12
- * (`model_preview_framing`), what a scene of one model looks like (`make_model_preview_scene`), and
13
- * how a frame becomes pixels (`GraphicsEngine3.render_to_sampler`). This is only the order.
14
- *
15
- * **A model with nothing to draw has no picture, and that is data rather than a fault**: a glTF of
16
- * empties, or one whose every mesh is skinned — a preview scene registers no skin, so a skinned
17
- * mesh is not in it. The answer then is `null`, and a caller showing icons shows none for that
18
- * asset rather than a blank square that reads as a broken renderer.
19
- *
20
- * @param {GraphicsEngine3} graphics
21
- * @param {SceneBundle} bundle
22
- * @param {number} width texels
23
- * @param {number} height texels
24
- * @param {number} [margin] fraction of the frame's height left clear around the model
25
- * @returns {Promise<Sampler2D|null>}
26
- */
27
- export async function make_model_thumbnail(graphics, bundle, width, height, margin = 0) {
28
- assert.defined(graphics, 'graphics');
29
- assert.defined(bundle, 'bundle');
30
-
31
- // held locally rather than in module scratch: a caller may have several thumbnails in flight,
32
- // and what each of them is framing must not be what the last one was
33
- const bounds = new AABB3();
34
-
35
- if (!shade_bundle_bounds(bounds, bundle)) {
36
- return null;
37
- }
38
-
39
- const framing = model_preview_framing(new ModelPreviewFraming(), bounds, MODEL_PREVIEW_FOV, margin);
40
-
41
- const { scene, camera, drawn } = make_model_preview_scene(bundle, framing, width / height);
42
-
43
- if (drawn === 0) {
44
- return null;
45
- }
46
-
47
- return graphics.render_to_sampler(scene, camera, width, height);
48
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import { AABB3 } from "../../../core/geom/3d/aabb/AABB3.js";
3
+ import { shade_bundle_bounds } from "../shade_bundle_bounds.js";
4
+ import { make_model_preview_scene, MODEL_PREVIEW_FOV } from "./make_model_preview_scene.js";
5
+ import { model_preview_framing } from "./model_preview_framing.js";
6
+ import { ModelPreviewFraming } from "./ModelPreviewFraming.js";
7
+
8
+ /**
9
+ * A picture of a loaded model, framed on itself.
10
+ *
11
+ * The four steps are each somebody's: where the model is (`shade_bundle_bounds`), how to frame it
12
+ * (`model_preview_framing`), what a scene of one model looks like (`make_model_preview_scene`), and
13
+ * how a frame becomes pixels (`GraphicsEngine.render_to_sampler`). This is only the order.
14
+ *
15
+ * **A model with nothing to draw has no picture, and that is data rather than a fault**: a glTF of
16
+ * empties, or one whose every mesh is skinned — a preview scene registers no skin, so a skinned
17
+ * mesh is not in it. The answer then is `null`, and a caller showing icons shows none for that
18
+ * asset rather than a blank square that reads as a broken renderer.
19
+ *
20
+ * @param {GraphicsEngine} graphics
21
+ * @param {SceneBundle} bundle
22
+ * @param {number} width texels
23
+ * @param {number} height texels
24
+ * @param {number} [margin] fraction of the frame's height left clear around the model
25
+ * @returns {Promise<Sampler2D|null>}
26
+ */
27
+ export async function make_model_thumbnail(graphics, bundle, width, height, margin = 0) {
28
+ assert.defined(graphics, 'graphics');
29
+ assert.defined(bundle, 'bundle');
30
+
31
+ // held locally rather than in module scratch: a caller may have several thumbnails in flight,
32
+ // and what each of them is framing must not be what the last one was
33
+ const bounds = new AABB3();
34
+
35
+ if (!shade_bundle_bounds(bounds, bundle)) {
36
+ return null;
37
+ }
38
+
39
+ const framing = model_preview_framing(new ModelPreviewFraming(), bounds, MODEL_PREVIEW_FOV, margin);
40
+
41
+ const { scene, camera, drawn } = make_model_preview_scene(bundle, framing, width / height);
42
+
43
+ if (drawn === 0) {
44
+ return null;
45
+ }
46
+
47
+ return graphics.render_to_sampler(scene, camera, width, height);
48
+ }
@@ -6,7 +6,7 @@
6
6
  * where it used to be.
7
7
  *
8
8
  * `x` and `y` are **clip-space**, in −1…1 with +Y up, which is what
9
- * `GraphicsEngine3.normalizeViewportPoint` produces from pixels.
9
+ * `GraphicsEngine.normalizeViewportPoint` produces from pixels.
10
10
  *
11
11
  * The origin is the camera's own position, which is right for a perspective camera and is also what
12
12
  * the three-based engine did for both kinds. A true orthographic pick wants parallel rays from the