@woosh/meep-engine 3.13.0 → 3.14.0

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Files changed (663) hide show
  1. package/README.md +257 -119
  2. package/editor/prototypeEditorShell.js +26 -2
  3. package/package.json +4 -3
  4. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  5. package/src/core/geom/3d/shape/ConvexHullShape3D.js +41 -25
  6. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  7. package/src/core/geom/3d/shape/PosedShape3D.js +7 -2
  8. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts +47 -0
  9. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -0
  10. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +109 -0
  11. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +28 -16
  12. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  13. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +111 -92
  14. package/src/engine/graphics3/FogOfWarSystem.d.ts +1 -1
  15. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  16. package/src/engine/graphics3/FogOfWarSystem.js +1 -1
  17. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +99 -0
  18. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -0
  19. package/src/engine/graphics3/HighlightOutlineSystem.js +240 -0
  20. package/src/engine/graphics3/HighlightSystem.d.ts +14 -77
  21. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -1
  22. package/src/engine/graphics3/HighlightSystem.js +19 -233
  23. package/src/engine/graphics3/HighlightSystem3.d.ts +7 -4
  24. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  25. package/src/engine/graphics3/HighlightSystem3.js +15 -10
  26. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +13 -8
  27. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  28. package/src/engine/graphics3/highlight/pack_highlight_table.js +14 -8
  29. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  30. package/src/shade/RENDERER_CONTRACT.md +579 -568
  31. package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +19 -14
  32. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +1 -1
  33. package/src/shade/renderer/scene/Mesh.d.ts.map +1 -1
  34. package/src/shade/renderer/scene/Mesh.js +4 -6
  35. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +16 -7
  36. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  37. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1342 -1322
  38. package/src/shade/renderer/shadow/map/Shadowmap.d.ts +13 -0
  39. package/src/shade/renderer/shadow/map/Shadowmap.d.ts.map +1 -1
  40. package/src/shade/renderer/shadow/map/Shadowmap.js +14 -0
  41. package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.d.ts +79 -0
  42. package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.d.ts.map +1 -0
  43. package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.js +196 -0
  44. package/src/shade/renderer/shadow/map/ShadowmapRegistry.d.ts +91 -0
  45. package/src/shade/renderer/shadow/map/ShadowmapRegistry.d.ts.map +1 -0
  46. package/src/shade/renderer/shadow/map/ShadowmapRegistry.js +156 -0
  47. package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.d.ts +0 -9
  48. package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.d.ts.map +0 -1
  49. package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.js +0 -12
  50. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.d.ts +0 -16
  51. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.d.ts.map +0 -1
  52. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.js +0 -44
  53. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.d.ts +0 -20
  54. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.d.ts.map +0 -1
  55. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.js +0 -29
  56. package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.d.ts +0 -8
  57. package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.d.ts.map +0 -1
  58. package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.js +0 -58
  59. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts +0 -8
  60. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts.map +0 -1
  61. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.js +0 -18
  62. package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1.mag.xy.png +0 -0
  63. package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1.mag.xz.png +0 -0
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  663. package/src/shade/renderer/texture/noise/stbn/images/stbn_vec3_2Dx1D_128x128x64_9.png +0 -0
@@ -1 +1 @@
1
- {"version":3,"file":"PosedShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/PosedShape3D.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAEI,mCAAmC;IACnC,OADW,eAAe,GAAC,IAAI,CAClB;IAEb,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IAEP;;;;;;;OAOG;IACH,aAJW,eAAe,YACf,UAAQ;QAAC,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAA;KAAC,YACpC,aAAW;QAAC,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAA;KAAC,QAM1D;IAoED,wCASC;IA4BD;;;;;;;OAOG;IACH,gCAHW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,GAChC,MAAM,CAKlB;IAED;;;;;OAKG;IACH,sBAHW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,GAChC,OAAO,CAKnB;IAGL;;;;OAIG;IACH,yBAFU,OAAO,CAEoB;;CAPpC;gCAlL+B,sBAAsB"}
1
+ {"version":3,"file":"PosedShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/PosedShape3D.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAEI,mCAAmC;IACnC,OADW,eAAe,GAAC,IAAI,CAClB;IAEb,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IAEP;;;;;;;OAOG;IACH,aAJW,eAAe,YACf,UAAQ;QAAC,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAA;KAAC,YACpC,aAAW;QAAC,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAA;KAAC,QAM1D;IAyED,wCASC;IA4BD;;;;;;;OAOG;IACH,gCAHW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,GAChC,MAAM,CAKlB;IAED;;;;;OAKG;IACH,sBAHW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,GAChC,OAAO,CAKnB;IAGL;;;;OAIG;IACH,yBAFU,OAAO,CAEoB;;CAPpC;gCAvL+B,sBAAsB"}
@@ -86,7 +86,10 @@ export class PosedShape3D extends AbstractShape3D {
86
86
  // inline here at the cost of ~7 extra lines per direction.
87
87
  // See core/geom/vec3/v3_quat3_apply.js for the canonical form
88
88
  // — this is a literal expansion of it.
89
- const qx = this.qx, qy = this.qy, qz = this.qz, qw = this.qw;
89
+ const qx = this.qx;
90
+ const qy = this.qy;
91
+ const qz = this.qz;
92
+ const qw = this.qw;
90
93
 
91
94
  // Rotate world direction into body frame via the conjugate
92
95
  // quaternion: v_local = q* · v_world · q. Conjugate xyz are
@@ -105,7 +108,9 @@ export class PosedShape3D extends AbstractShape3D {
105
108
 
106
109
  // Rotate the body-local support point back to world: v_world =
107
110
  // q · v_local · q*.
108
- const lsx = scratch_local[0], lsy = scratch_local[1], lsz = scratch_local[2];
111
+ const lsx = scratch_local[0];
112
+ const lsy = scratch_local[1];
113
+ const lsz = scratch_local[2];
109
114
 
110
115
  const tsx = qw * lsx + qy * lsz - qz * lsy;
111
116
  const tsy = qw * lsy + qz * lsx - qx * lsz;
@@ -0,0 +1,47 @@
1
+ /**
2
+ * Outlines a highlighted primitive — one that is not a model.
3
+ *
4
+ * **A `ShadedGeometry` is not an `SGMesh`, and {@link SGMeshHighlightSystem} reads only the latter.**
5
+ * A model is a file that expanded into entities, and the highlight sits on the root; a primitive is
6
+ * a geometry and a material some tool built directly, and the highlight sits on the thing itself.
7
+ * This tuple was the last `HighlightSystemBase` subclass still standing when the three renderer was
8
+ * deleted, and it went with it — so between then and now, everything built rather than loaded had no
9
+ * outline. This file is that path restored, at the import path it used to occupy.
10
+ *
11
+ * **It is a second source, not a second pass.** Everything about drawing the outline —
12
+ * the pass, the lookup table, the renderer — belongs to {@link HighlightOutlineSystem}, and this
13
+ * contributes entries to it through {@link HighlightOutlineSystem#add_entry}. Two passes would each
14
+ * read the whole visibility buffer and the later would paint over the earlier's outline wherever
15
+ * they named the same row.
16
+ *
17
+ * The walk is one node, because that is what the component is: `ShadedGeometry` is *"not a
18
+ * hierarchical data structure"* in its own words, and `ShadedGeometrySystem` gives it exactly one
19
+ * row. A primitive whose system has not linked it yet has no node and contributes nothing, which is
20
+ * the same silence every other reader of `ShadedGeometry.node` already tolerates.
21
+ */
22
+ export class ShadedGeometryHighlightSystem extends System<any> {
23
+ /**
24
+ * @param {HighlightOutlineSystem} outline the system that owns the outline pass
25
+ */
26
+ constructor(outline: HighlightOutlineSystem);
27
+ dependencies: (typeof ShadedGeometry | typeof Highlight)[];
28
+ startup(entityManager: any): Promise<void>;
29
+ shutdown(entityManager: any): Promise<void>;
30
+ /**
31
+ * @param {Highlight} highlight
32
+ * @param {ShadedGeometry} geometry
33
+ * @param {number} entity
34
+ */
35
+ link(highlight: Highlight, geometry: ShadedGeometry, entity: number): void;
36
+ /**
37
+ * @param {Highlight} highlight
38
+ * @param {ShadedGeometry} geometry
39
+ * @param {number} entity
40
+ */
41
+ unlink(highlight: Highlight, geometry: ShadedGeometry, entity: number): void;
42
+ #private;
43
+ }
44
+ import { System } from "../../../../ecs/System.js";
45
+ import { ShadedGeometry } from "../../mesh-v2/ShadedGeometry.js";
46
+ import Highlight from "../Highlight.js";
47
+ //# sourceMappingURL=ShadedGeometryHighlightSystem.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ShadedGeometryHighlightSystem.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAiBI;;OAEG;IACH,6CAMC;IAzBD,2DAA2C;IA2B3C,2CAEC;IAED,4CAWC;IAED;;;;OAIG;IACH,gBAJW,SAAS,YACT,cAAc,UACd,MAAM,QAgBhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,YACT,cAAc,UACd,MAAM,QAYhB;;CACJ;uBA3GsB,2BAA2B;+BAEnB,iCAAiC;sBAD1C,iBAAiB"}
@@ -0,0 +1,109 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { System } from "../../../../ecs/System.js";
3
+ import Highlight from "../Highlight.js";
4
+ import { ShadedGeometry } from "../../mesh-v2/ShadedGeometry.js";
5
+
6
+ /**
7
+ * Outlines a highlighted primitive — one that is not a model.
8
+ *
9
+ * **A `ShadedGeometry` is not an `SGMesh`, and {@link SGMeshHighlightSystem} reads only the latter.**
10
+ * A model is a file that expanded into entities, and the highlight sits on the root; a primitive is
11
+ * a geometry and a material some tool built directly, and the highlight sits on the thing itself.
12
+ * This tuple was the last `HighlightSystemBase` subclass still standing when the three renderer was
13
+ * deleted, and it went with it — so between then and now, everything built rather than loaded had no
14
+ * outline. This file is that path restored, at the import path it used to occupy.
15
+ *
16
+ * **It is a second source, not a second pass.** Everything about drawing the outline —
17
+ * the pass, the lookup table, the renderer — belongs to {@link HighlightOutlineSystem}, and this
18
+ * contributes entries to it through {@link HighlightOutlineSystem#add_entry}. Two passes would each
19
+ * read the whole visibility buffer and the later would paint over the earlier's outline wherever
20
+ * they named the same row.
21
+ *
22
+ * The walk is one node, because that is what the component is: `ShadedGeometry` is *"not a
23
+ * hierarchical data structure"* in its own words, and `ShadedGeometrySystem` gives it exactly one
24
+ * row. A primitive whose system has not linked it yet has no node and contributes nothing, which is
25
+ * the same silence every other reader of `ShadedGeometry.node` already tolerates.
26
+ */
27
+ export class ShadedGeometryHighlightSystem extends System {
28
+ dependencies = [Highlight, ShadedGeometry];
29
+
30
+ /**
31
+ * @type {HighlightOutlineSystem}
32
+ */
33
+ #outline;
34
+
35
+ /**
36
+ * The entry each highlighted primitive has with {@link #outline}, which is the only handle on
37
+ * it: an entity that is both a model and a primitive has an entry from each contributing system,
38
+ * so the shared list cannot be keyed by entity and each contributor remembers its own.
39
+ *
40
+ * @type {Map<number, object>}
41
+ */
42
+ #entries = new Map();
43
+
44
+ /**
45
+ * @param {HighlightOutlineSystem} outline the system that owns the outline pass
46
+ */
47
+ constructor(outline) {
48
+ super();
49
+
50
+ assert.defined(outline, 'outline');
51
+
52
+ this.#outline = outline;
53
+ }
54
+
55
+ async startup(entityManager) {
56
+ this.entityManager = entityManager;
57
+ }
58
+
59
+ async shutdown(entityManager) {
60
+ /*
61
+ Handing every entry back rather than trusting the outline system to have cleared its list
62
+ makes shutdown order between the two free — and `remove_entry` tolerates an entry that is
63
+ already gone, which is the case when the outline system went down first.
64
+ */
65
+ for (const entry of this.#entries.values()) {
66
+ this.#outline.remove_entry(entry);
67
+ }
68
+
69
+ this.#entries.clear();
70
+ }
71
+
72
+ /**
73
+ * @param {Highlight} highlight
74
+ * @param {ShadedGeometry} geometry
75
+ * @param {number} entity
76
+ */
77
+ link(highlight, geometry, entity) {
78
+ const entry = this.#outline.add_entry(entity, highlight, visitor => {
79
+ const node = geometry.node;
80
+
81
+ if (node === null || node === undefined) {
82
+ // not in the scene: either `ShadedGeometrySystem` has not linked it yet, or it is
83
+ // not running at all, and neither is this system's to complain about
84
+ return;
85
+ }
86
+
87
+ visitor(node);
88
+ });
89
+
90
+ this.#entries.set(entity, entry);
91
+ }
92
+
93
+ /**
94
+ * @param {Highlight} highlight
95
+ * @param {ShadedGeometry} geometry
96
+ * @param {number} entity
97
+ */
98
+ unlink(highlight, geometry, entity) {
99
+ const entry = this.#entries.get(entity);
100
+
101
+ if (entry === undefined) {
102
+ return;
103
+ }
104
+
105
+ this.#entries.delete(entity);
106
+
107
+ this.#outline.remove_entry(entry);
108
+ }
109
+ }
@@ -1,34 +1,46 @@
1
+ /**
2
+ * Outlines a highlighted model.
3
+ *
4
+ * **The rows come from `MeshSystem`, because a model's nodes are its.** An `SGMesh` is a file, and
5
+ * what a file becomes in the scene is several nodes — instanced ones the mesh system holds, plus the
6
+ * primitives of an expanded model, which are components on descendant entities. `traverse_meshes`
7
+ * answers for both, so this system asks one question per highlight and does not care which kind of
8
+ * model it got.
9
+ *
10
+ * **What it no longer does is push the component downwards.** The system this replaces copied the
11
+ * `Highlight` onto every entity the model expanded into, so that the system watching
12
+ * `[Highlight, ShadedGeometry]` would find them — the walk existed because nothing else could see a
13
+ * model whole. `MeshSystem.traverse_meshes` can, so the propagation buys nothing, and the
14
+ * `SGMesh.__node` / `SGMeshEvents.AssetLoaded` pair it was driven by has had nothing writing to it
15
+ * since `SGMeshSystem`. The name and the tuple are the same; the mechanism underneath is Shade's.
16
+ *
17
+ * The drawing is not here — see {@link HighlightOutlineSystem}, which this contributes entries to
18
+ * alongside {@link ShadedGeometryHighlightSystem}. One outline pass reads the whole visibility
19
+ * buffer, so a pass per kind of highlighted thing would read it once per kind and the last would
20
+ * paint over the rest.
21
+ */
1
22
  export class SGMeshHighlightSystem extends System<any> {
2
- constructor();
3
- dependencies: (typeof SGMesh | typeof Highlight)[];
4
- /**
5
- *
6
- * @param event
7
- * @param {number} entity
8
- * @private
9
- */
10
- private __apply_highlight;
11
23
  /**
12
- *
13
- * @param event
14
- * @param {number} entity
15
- * @private
24
+ * @param {HighlightOutlineSystem} outline the system that owns the outline pass
25
+ * @param {MeshSystem} meshes resolves an entity to the nodes its model has in the scene
16
26
  */
17
- private __remove_highlight;
27
+ constructor(outline: HighlightOutlineSystem, meshes: MeshSystem);
28
+ dependencies: (typeof SGMesh | typeof Highlight)[];
29
+ startup(entityManager: any): Promise<void>;
30
+ shutdown(entityManager: any): Promise<void>;
18
31
  /**
19
- *
20
32
  * @param {Highlight} highlight
21
33
  * @param {SGMesh} mesh
22
34
  * @param {number} entity
23
35
  */
24
36
  link(highlight: Highlight, mesh: SGMesh, entity: number): void;
25
37
  /**
26
- *
27
38
  * @param {Highlight} highlight
28
39
  * @param {SGMesh} mesh
29
40
  * @param {number} entity
30
41
  */
31
42
  unlink(highlight: Highlight, mesh: SGMesh, entity: number): void;
43
+ #private;
32
44
  }
33
45
  import { System } from "../../../../ecs/System.js";
34
46
  import { SGMesh } from "./SGMesh.js";
@@ -1 +1 @@
1
- {"version":3,"file":"SGMeshHighlightSystem.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js"],"names":[],"mappings":"AAKA;;IACI,mDAAmC;IAEnC;;;;;OAKG;IACH,0BA0BC;IAED;;;;;OAKG;IACH,2BAWC;IAED;;;;;OAKG;IACH,gBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAUhB;IAED;;;;;OAKG;IACH,kBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAShB;CACJ;uBA3FsB,2BAA2B;uBAE3B,aAAa;sBADd,8BAA8B"}
1
+ {"version":3,"file":"SGMeshHighlightSystem.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAsBI;;;OAGG;IACH,iEAQC;IAjCD,mDAAmC;IAmCnC,2CAEC;IAED,4CAWC;IAED;;;;OAIG;IACH,gBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAUhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAYhB;;CACJ;uBA7GsB,2BAA2B;uBAE3B,aAAa;sBADd,8BAA8B"}
@@ -1,92 +1,111 @@
1
- import { System } from "../../../../ecs/System.js";
2
- import Highlight from "../../highlight/Highlight.js";
3
- import { SGMesh } from "./SGMesh.js";
4
- import { SGMeshEvents } from "./SGMeshEvents.js";
5
-
6
- export class SGMeshHighlightSystem extends System {
7
- dependencies = [Highlight, SGMesh];
8
-
9
- /**
10
- *
11
- * @param event
12
- * @param {number} entity
13
- * @private
14
- */
15
- __apply_highlight(event, entity) {
16
- const ecd = this.entityManager.dataset;
17
-
18
- const sg_mesh = ecd.getComponent(entity, SGMesh);
19
-
20
- if (sg_mesh === undefined) {
21
- return;
22
- }
23
-
24
- const highlight = ecd.getComponent(entity, Highlight);
25
-
26
- if (highlight === undefined) {
27
- return;
28
- }
29
-
30
- const node = sg_mesh.__node;
31
-
32
- if (node === null) {
33
- // not loaded yet
34
- console.warn(`SGMesh is not loaded yet: ${sg_mesh.url}`);
35
- return;
36
- }
37
-
38
- node.traverse(t => {
39
- t.entity.add(highlight);
40
- });
41
- }
42
-
43
- /**
44
- *
45
- * @param event
46
- * @param {number} entity
47
- * @private
48
- */
49
- __remove_highlight(event, entity) {
50
-
51
- const ecd = this.entityManager.dataset;
52
-
53
- const sg_mesh = ecd.getComponent(entity, SGMesh);
54
-
55
- const node = sg_mesh.__node;
56
-
57
- node.traverse(t => {
58
- t.entity.removeComponent(Highlight);
59
- });
60
- }
61
-
62
- /**
63
- *
64
- * @param {Highlight} highlight
65
- * @param {SGMesh} mesh
66
- * @param {number} entity
67
- */
68
- link(highlight, mesh, entity) {
69
- if (mesh.__node !== null) {
70
- this.__apply_highlight(undefined, entity);
71
- }
72
-
73
- const ecd = this.entityManager.dataset;
74
-
75
- ecd.addEntityEventListener(entity, SGMeshEvents.AssetLoaded, this.__apply_highlight, this);
76
- }
77
-
78
- /**
79
- *
80
- * @param {Highlight} highlight
81
- * @param {SGMesh} mesh
82
- * @param {number} entity
83
- */
84
- unlink(highlight, mesh, entity) {
85
- const ecd = this.entityManager.dataset;
86
- ecd.removeEntityEventListener(entity, SGMeshEvents.AssetLoaded, this.__apply_highlight, this);
87
-
88
- if (mesh.__node !== null) {
89
- this.__remove_highlight(undefined, entity);
90
- }
91
- }
92
- }
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { System } from "../../../../ecs/System.js";
3
+ import Highlight from "../../highlight/Highlight.js";
4
+ import { SGMesh } from "./SGMesh.js";
5
+
6
+ /**
7
+ * Outlines a highlighted model.
8
+ *
9
+ * **The rows come from `MeshSystem`, because a model's nodes are its.** An `SGMesh` is a file, and
10
+ * what a file becomes in the scene is several nodes — instanced ones the mesh system holds, plus the
11
+ * primitives of an expanded model, which are components on descendant entities. `traverse_meshes`
12
+ * answers for both, so this system asks one question per highlight and does not care which kind of
13
+ * model it got.
14
+ *
15
+ * **What it no longer does is push the component downwards.** The system this replaces copied the
16
+ * `Highlight` onto every entity the model expanded into, so that the system watching
17
+ * `[Highlight, ShadedGeometry]` would find them — the walk existed because nothing else could see a
18
+ * model whole. `MeshSystem.traverse_meshes` can, so the propagation buys nothing, and the
19
+ * `SGMesh.__node` / `SGMeshEvents.AssetLoaded` pair it was driven by has had nothing writing to it
20
+ * since `SGMeshSystem`. The name and the tuple are the same; the mechanism underneath is Shade's.
21
+ *
22
+ * The drawing is not here — see {@link HighlightOutlineSystem}, which this contributes entries to
23
+ * alongside {@link ShadedGeometryHighlightSystem}. One outline pass reads the whole visibility
24
+ * buffer, so a pass per kind of highlighted thing would read it once per kind and the last would
25
+ * paint over the rest.
26
+ */
27
+ export class SGMeshHighlightSystem extends System {
28
+ dependencies = [Highlight, SGMesh];
29
+
30
+ /**
31
+ * @type {HighlightOutlineSystem}
32
+ */
33
+ #outline;
34
+
35
+ /**
36
+ * @type {MeshSystem}
37
+ */
38
+ #meshes;
39
+
40
+ /**
41
+ * The entry each highlighted model has with {@link #outline}, which is the only handle on it: an
42
+ * entity that is both a model and a primitive has an entry from each contributing system, so the
43
+ * shared list cannot be keyed by entity and each contributor remembers its own.
44
+ *
45
+ * @type {Map<number, object>}
46
+ */
47
+ #entries = new Map();
48
+
49
+ /**
50
+ * @param {HighlightOutlineSystem} outline the system that owns the outline pass
51
+ * @param {MeshSystem} meshes resolves an entity to the nodes its model has in the scene
52
+ */
53
+ constructor(outline, meshes) {
54
+ super();
55
+
56
+ assert.defined(outline, 'outline');
57
+ assert.defined(meshes, 'meshes');
58
+
59
+ this.#outline = outline;
60
+ this.#meshes = meshes;
61
+ }
62
+
63
+ async startup(entityManager) {
64
+ this.entityManager = entityManager;
65
+ }
66
+
67
+ async shutdown(entityManager) {
68
+ /*
69
+ Handing every entry back rather than trusting the outline system to have cleared its list
70
+ makes shutdown order between the two free — and `remove_entry` tolerates an entry that is
71
+ already gone, which is the case when the outline system went down first.
72
+ */
73
+ for (const entry of this.#entries.values()) {
74
+ this.#outline.remove_entry(entry);
75
+ }
76
+
77
+ this.#entries.clear();
78
+ }
79
+
80
+ /**
81
+ * @param {Highlight} highlight
82
+ * @param {SGMesh} mesh
83
+ * @param {number} entity
84
+ */
85
+ link(highlight, mesh, entity) {
86
+ const entry = this.#outline.add_entry(
87
+ entity,
88
+ highlight,
89
+ visitor => this.#meshes.traverse_meshes(entity, visitor)
90
+ );
91
+
92
+ this.#entries.set(entity, entry);
93
+ }
94
+
95
+ /**
96
+ * @param {Highlight} highlight
97
+ * @param {SGMesh} mesh
98
+ * @param {number} entity
99
+ */
100
+ unlink(highlight, mesh, entity) {
101
+ const entry = this.#entries.get(entity);
102
+
103
+ if (entry === undefined) {
104
+ return;
105
+ }
106
+
107
+ this.#entries.delete(entity);
108
+
109
+ this.#outline.remove_entry(entry);
110
+ }
111
+ }
@@ -67,7 +67,7 @@ import { System } from "../ecs/System.js";
67
67
  import Terrain from "../ecs/terrain/ecs/Terrain.js";
68
68
  import { FogOfWar } from "../ecs/fow/FogOfWar.js";
69
69
  import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
70
- import { HighlightExtension } from "./HighlightSystem.js";
70
+ import { HighlightExtension } from "./HighlightOutlineSystem.js";
71
71
  import { ParticleExtension } from "./ParticleEmitterSystem.js";
72
72
  import { PathDisplayExtension } from "./PathDisplaySystem.js";
73
73
  import { TrailExtension } from "./Trail3DSystem.js";
@@ -1 +1 @@
1
- {"version":3,"file":"FogOfWarSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/FogOfWarSystem.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;GAYG;AACH;IAwCI;;OAEG;IACH,sCAMC;IAhDD,mDAAmC;IA8BnC;;;;OAIG;IACH,yBAEC;IAaD,2CAIC;IAED,4CAeC;IAED;;OAEG;IACH,kCAwBC;IAED;;;;OAIG;IACH,UAJW,QAAQ,WACR,OAAO,UACP,MAAM,QA8BhB;IAED;;;;OAIG;IACH,YAJW,QAAQ,WACR,OAAO,UACP,MAAM,QAkBhB;IAED,6BASC;;CA4BJ;AAED;;;;;;;;;GASG;AACH;IAYI;;OAEG;IACH,oBAFW,cAAc,EAMxB;IAdD,sHAAsF;IAgBtF,yBAEC;;CACJ;uBAzPsB,kBAAkB;oBADrB,+BAA+B;yBAH1B,wBAAwB;gCAHjB,mDAAmD;mCALhD,sBAAsB;kCACvB,4BAA4B;qCACzB,wBAAwB;+BAC9B,oBAAoB"}
1
+ {"version":3,"file":"FogOfWarSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/FogOfWarSystem.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;GAYG;AACH;IAwCI;;OAEG;IACH,sCAMC;IAhDD,mDAAmC;IA8BnC;;;;OAIG;IACH,yBAEC;IAaD,2CAIC;IAED,4CAeC;IAED;;OAEG;IACH,kCAwBC;IAED;;;;OAIG;IACH,UAJW,QAAQ,WACR,OAAO,UACP,MAAM,QA8BhB;IAED;;;;OAIG;IACH,YAJW,QAAQ,WACR,OAAO,UACP,MAAM,QAkBhB;IAED,6BASC;;CA4BJ;AAED;;;;;;;;;GASG;AACH;IAYI;;OAEG;IACH,oBAFW,cAAc,EAMxB;IAdD,sHAAsF;IAgBtF,yBAEC;;CACJ;uBAzPsB,kBAAkB;oBADrB,+BAA+B;yBAH1B,wBAAwB;gCAHjB,mDAAmD;mCALhD,6BAA6B;kCAC9B,4BAA4B;qCACzB,wBAAwB;+BAC9B,oBAAoB"}
@@ -1,7 +1,7 @@
1
1
  import { assert } from "../../core/assert.js";
2
2
  import { SignalBinding } from "../../core/events/signal/SignalBinding.js";
3
3
  import { GPUFogOfWarRenderer } from "../../shade/renderer/fow/GPUFogOfWarRenderer.js";
4
- import { HighlightExtension } from "./HighlightSystem.js";
4
+ import { HighlightExtension } from "./HighlightOutlineSystem.js";
5
5
  import { ParticleExtension } from "./ParticleEmitterSystem.js";
6
6
  import { PathDisplayExtension } from "./PathDisplaySystem.js";
7
7
  import { TrailExtension } from "./Trail3DSystem.js";
@@ -0,0 +1,99 @@
1
+ /**
2
+ * Draws the outline, for everything that is highlighted.
3
+ *
4
+ * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
5
+ * every pixel came from. The renderer this replaces drew each highlighted object a second time into
6
+ * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
7
+ * decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
8
+ * gets from a texture the frame was already writing.
9
+ *
10
+ * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
11
+ * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
12
+ * only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
13
+ * accepted cost of not drawing the scene twice.
14
+ *
15
+ * The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
16
+ * the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
17
+ * nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
18
+ * alpha-only edits, which is exactly what this animation is.
19
+ *
20
+ * **It observes no entities, which is why it is one pass and not one pass per kind of highlighted
21
+ * thing.** What an entity has in the scene depends on what kind of thing it is — a model's rows
22
+ * come from `MeshSystem`, a primitive's from its own component — and a system per pairing is how
23
+ * that stays legible. But there is nothing to draw twice: the outline reads the whole visibility
24
+ * buffer once, so a second pass would read it again and paint over the first wherever the two named
25
+ * the same row. So the pairings are systems and the drawing is here, and they meet at
26
+ * {@link add_entry}. `SGMeshHighlightSystem` and `ShadedGeometryHighlightSystem` are the two.
27
+ */
28
+ export class HighlightOutlineSystem extends System<any> {
29
+ /**
30
+ * @param {GraphicsEngine} graphics
31
+ */
32
+ constructor(graphics: GraphicsEngine);
33
+ /**
34
+ * No tuple. `System` allows this and drives such a system purely from startup and shutdown,
35
+ * which is exactly what owning a render pass needs — the entities are the contributing systems'
36
+ * business.
37
+ *
38
+ * @type {Array}
39
+ */
40
+ dependencies: any[];
41
+ /**
42
+ * How wide the outline is drawn, in pixels.
43
+ *
44
+ * @type {number}
45
+ */
46
+ thickness: number;
47
+ /**
48
+ * What is highlighted. Read-only — highlights follow their entities.
49
+ *
50
+ * @returns {Array}
51
+ */
52
+ get highlights(): any[];
53
+ /**
54
+ * @returns {Uint32Array} the table the last update packed
55
+ */
56
+ get table(): Uint32Array;
57
+ /**
58
+ * @returns {number} rows of {@link table} in use
59
+ */
60
+ get table_size(): number;
61
+ startup(entityManager: any): Promise<void>;
62
+ shutdown(entityManager: any): Promise<void>;
63
+ /**
64
+ * Outline a highlight whose rows the caller knows how to find.
65
+ *
66
+ * @param {number} entity for reading back through {@link highlights}; nothing here resolves it
67
+ * @param {Highlight} highlight read every frame, so its animation is followed without being watched
68
+ * @param {function(function(Mesh): void): void} traverse visits the scene nodes this highlight
69
+ * covers, and visits none of them while they are still loading
70
+ * @returns {object} the entry — hand it back to {@link remove_entry}, which is the only handle
71
+ * on it: an entity that is both a model and a primitive contributes one entry per system, so an
72
+ * entity is not a key here
73
+ */
74
+ add_entry(entity: number, highlight: Highlight, traverse: (arg0: (arg0: Mesh) => void) => void): object;
75
+ /**
76
+ * @param {object} entry as returned by {@link add_entry}. One this system no longer holds is not
77
+ * an error, which is what leaves shutdown order between the contributing systems free.
78
+ */
79
+ remove_entry(entry: object): void;
80
+ /**
81
+ * @param {FrameContext} frame
82
+ */
83
+ record(frame: FrameContext): void;
84
+ #private;
85
+ }
86
+ /**
87
+ * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
88
+ */
89
+ export class HighlightExtension extends RenderExtension {
90
+ /**
91
+ * @param {HighlightOutlineSystem} system
92
+ */
93
+ constructor(system: HighlightOutlineSystem);
94
+ record(frame: any): void;
95
+ #private;
96
+ }
97
+ import { System } from "../ecs/System.js";
98
+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
99
+ //# sourceMappingURL=HighlightOutlineSystem.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"HighlightOutlineSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightOutlineSystem.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IA2EI;;OAEG;IACH,sCAMC;IAnFD;;;;;;OAMG;IACH,oBAAkB;IAqClB;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAaD,2CAIC;IAED,4CAWC;IAED;;;;;;;;;;OAUG;IACH,kBARW,MAAM,yDAEmB,IAAI,KAAG,IAAI,GAElC,MAAM,CAUlB;IAED;;;OAGG;IACH,oBAHW,MAAM,QAWhB;IAkBD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,sBAAsB,EAMhC;IAED,yBAEC;;CACJ;uBA5OsB,kBAAkB;gCADT,mDAAmD"}