@woosh/meep-engine 3.13.0 → 3.14.0
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 +257 -119
- package/editor/prototypeEditorShell.js +26 -2
- package/package.json +4 -3
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.js +41 -25
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +7 -2
- package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts +47 -0
- package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -0
- package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +109 -0
- package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +28 -16
- package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
- package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +111 -92
- package/src/engine/graphics3/FogOfWarSystem.d.ts +1 -1
- package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
- package/src/engine/graphics3/FogOfWarSystem.js +1 -1
- package/src/engine/graphics3/HighlightOutlineSystem.d.ts +99 -0
- package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -0
- package/src/engine/graphics3/HighlightOutlineSystem.js +240 -0
- package/src/engine/graphics3/HighlightSystem.d.ts +14 -77
- package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem.js +19 -233
- package/src/engine/graphics3/HighlightSystem3.d.ts +7 -4
- package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem3.js +15 -10
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +13 -8
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.js +14 -8
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/RENDERER_CONTRACT.md +579 -568
- package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +19 -14
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +1 -1
- package/src/shade/renderer/scene/Mesh.d.ts.map +1 -1
- package/src/shade/renderer/scene/Mesh.js +4 -6
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +16 -7
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1342 -1322
- package/src/shade/renderer/shadow/map/Shadowmap.d.ts +13 -0
- package/src/shade/renderer/shadow/map/Shadowmap.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/Shadowmap.js +14 -0
- package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.d.ts +79 -0
- package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.d.ts.map +1 -0
- package/src/shade/renderer/shadow/map/ShadowmapDrawSelector.js +196 -0
- package/src/shade/renderer/shadow/map/ShadowmapRegistry.d.ts +91 -0
- package/src/shade/renderer/shadow/map/ShadowmapRegistry.d.ts.map +1 -0
- package/src/shade/renderer/shadow/map/ShadowmapRegistry.js +156 -0
- package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.d.ts +0 -9
- package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.js +0 -12
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.d.ts +0 -16
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.js +0 -44
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.d.ts +0 -20
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.js +0 -29
- package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.d.ts +0 -8
- package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.js +0 -58
- package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts +0 -8
- package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts.map +0 -1
- package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.js +0 -18
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1.mag.xy.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1.mag.xz.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_0.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_1.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_10.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_11.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_12.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_13.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_14.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_15.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_16.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_17.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_18.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_19.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_2.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_20.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_21.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_22.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_23.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_24.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_25.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_26.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_27.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_28.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_29.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_3.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_30.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_31.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_32.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_33.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_34.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_35.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_36.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_37.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_38.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_39.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_4.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_40.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_41.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_42.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_43.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_44.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_45.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_46.png +0 -0
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- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_48.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_49.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_5.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_50.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_51.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_52.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_53.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_54.png +0 -0
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- package/src/shade/renderer/texture/noise/stbn/images/stbn_unitvec1_2Dx1D_128x128x64.mag.xy.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_unitvec1_2Dx1D_128x128x64.mag.xz.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_unitvec1_2Dx1D_128x128x64_0.png +0 -0
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- package/src/shade/renderer/texture/noise/stbn/images/stbn_unitvec1_2Dx1D_128x128x64_12.png +0 -0
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import { assert } from "../../core/assert.js";
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import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
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import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
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import { System } from "../ecs/System.js";
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import { GPUHighlightRenderer } from "./highlight/GPUHighlightRenderer.js";
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import { HIGHLIGHT_OUTLINE_THICKNESS } from "./highlight/HIGHLIGHT_OUTLINE.js";
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import { pack_highlight_table } from "./highlight/pack_highlight_table.js";
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/**
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* Draws the outline, for everything that is highlighted.
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* **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
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* every pixel came from. The renderer this replaces drew each highlighted object a second time into
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* an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
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* decoded ids back to colours — five render targets and a duplicated scene graph, for a picture this
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*
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* **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
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* the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
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* only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
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* accepted cost of not drawing the scene twice.
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*
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* The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
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* the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
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* nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
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* alpha-only edits, which is exactly what this animation is.
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*
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* **It observes no entities, which is why it is one pass and not one pass per kind of highlighted
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* thing.** What an entity has in the scene depends on what kind of thing it is — a model's rows
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* come from `MeshSystem`, a primitive's from its own component — and a system per pairing is how
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* that stays legible. But there is nothing to draw twice: the outline reads the whole visibility
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* buffer once, so a second pass would read it again and paint over the first wherever the two named
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* the same row. So the pairings are systems and the drawing is here, and they meet at
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* {@link add_entry}. `SGMeshHighlightSystem` and `ShadedGeometryHighlightSystem` are the two.
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export class HighlightOutlineSystem extends System {
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* No tuple. `System` allows this and drives such a system purely from startup and shutdown,
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* business.
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*/
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dependencies = [];
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/**
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* @type {GraphicsEngine}
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*/
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#graphics;
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/**
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* @type {GPUHighlightRenderer}
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*/
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#renderer = new GPUHighlightRenderer();
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/**
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* What is highlighted, in the order it was contributed. Each entry carries the walk to its own
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* rows — see {@link add_entry}.
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*
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* @type {Array<{entity: number, highlight: Highlight, traverse: function(function(Mesh): void): void}>}
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*/
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#entries = [];
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/**
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* One packed rgba8 colour per mesh row, indexed by the row the visibility buffer writes.
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*
|
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* @type {Uint32Array}
|
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*/
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#table = new Uint32Array(0);
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/**
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* @type {number}
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*/
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#table_size = 0;
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/**
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* @type {RenderExtension|null}
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*/
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#extension = null;
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* How wide the outline is drawn, in pixels.
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*
|
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* @type {number}
|
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*/
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thickness = HIGHLIGHT_OUTLINE_THICKNESS;
|
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/**
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* What is highlighted. Read-only — highlights follow their entities.
|
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*
|
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* @returns {Array}
|
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*/
|
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get highlights() {
|
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return this.#entries;
|
|
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|
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}
|
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|
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|
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/**
|
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* @returns {Uint32Array} the table the last update packed
|
|
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*/
|
|
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|
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get table() {
|
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return this.#table;
|
|
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|
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}
|
|
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|
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|
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/**
|
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* @returns {number} rows of {@link table} in use
|
|
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*/
|
|
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|
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get table_size() {
|
|
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|
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return this.#table_size;
|
|
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|
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}
|
|
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|
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|
|
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/**
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* @param {GraphicsEngine} graphics
|
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*/
|
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constructor(graphics) {
|
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super();
|
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assert.defined(graphics, 'graphics');
|
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|
|
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|
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this.#graphics = graphics;
|
|
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|
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}
|
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|
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|
|
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|
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async startup(entityManager) {
|
|
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|
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this.entityManager = entityManager;
|
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|
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this.#extension = this.#graphics.add_extension(new HighlightExtension(this));
|
|
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|
+
}
|
|
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|
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|
|
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|
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async shutdown(entityManager) {
|
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|
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if (this.#extension !== null) {
|
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this.#graphics.remove_extension(this.#extension);
|
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|
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this.#extension = null;
|
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|
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}
|
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|
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|
|
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|
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this.#renderer.destroy();
|
|
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|
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|
|
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|
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this.#entries.length = 0;
|
|
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|
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this.#table_size = 0;
|
|
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|
+
}
|
|
140
|
+
|
|
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|
+
/**
|
|
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|
+
* Outline a highlight whose rows the caller knows how to find.
|
|
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|
+
*
|
|
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|
+
* @param {number} entity for reading back through {@link highlights}; nothing here resolves it
|
|
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|
+
* @param {Highlight} highlight read every frame, so its animation is followed without being watched
|
|
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|
+
* @param {function(function(Mesh): void): void} traverse visits the scene nodes this highlight
|
|
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|
+
* covers, and visits none of them while they are still loading
|
|
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|
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* @returns {object} the entry — hand it back to {@link remove_entry}, which is the only handle
|
|
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|
+
* on it: an entity that is both a model and a primitive contributes one entry per system, so an
|
|
150
|
+
* entity is not a key here
|
|
151
|
+
*/
|
|
152
|
+
add_entry(entity, highlight, traverse) {
|
|
153
|
+
const entry = { entity, highlight, traverse };
|
|
154
|
+
|
|
155
|
+
this.#entries.push(entry);
|
|
156
|
+
|
|
157
|
+
return entry;
|
|
158
|
+
}
|
|
159
|
+
|
|
160
|
+
/**
|
|
161
|
+
* @param {object} entry as returned by {@link add_entry}. One this system no longer holds is not
|
|
162
|
+
* an error, which is what leaves shutdown order between the contributing systems free.
|
|
163
|
+
*/
|
|
164
|
+
remove_entry(entry) {
|
|
165
|
+
const index = this.#entries.indexOf(entry);
|
|
166
|
+
|
|
167
|
+
if (index === -1) {
|
|
168
|
+
return;
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
this.#entries.splice(index, 1);
|
|
172
|
+
}
|
|
173
|
+
|
|
174
|
+
/**
|
|
175
|
+
* Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
|
|
176
|
+
*
|
|
177
|
+
* @param {GPUSceneContext} scene
|
|
178
|
+
*/
|
|
179
|
+
#pack(scene) {
|
|
180
|
+
const packed = pack_highlight_table({
|
|
181
|
+
entries: this.#entries,
|
|
182
|
+
scene,
|
|
183
|
+
table: this.#table
|
|
184
|
+
});
|
|
185
|
+
|
|
186
|
+
this.#table = packed.table;
|
|
187
|
+
this.#table_size = packed.size;
|
|
188
|
+
}
|
|
189
|
+
|
|
190
|
+
/**
|
|
191
|
+
* @param {FrameContext} frame
|
|
192
|
+
*/
|
|
193
|
+
record(frame) {
|
|
194
|
+
if (this.#entries.length === 0) {
|
|
195
|
+
// nothing highlighted, so the frame keeps the colour it had and pays nothing
|
|
196
|
+
return;
|
|
197
|
+
}
|
|
198
|
+
|
|
199
|
+
this.#pack(frame.view.scene);
|
|
200
|
+
|
|
201
|
+
if (this.#table_size === 0) {
|
|
202
|
+
// highlighted entities whose models are not in the scene yet
|
|
203
|
+
return;
|
|
204
|
+
}
|
|
205
|
+
|
|
206
|
+
this.#renderer.graph_draw({
|
|
207
|
+
frame,
|
|
208
|
+
table: this.#table,
|
|
209
|
+
table_size: this.#table_size,
|
|
210
|
+
thickness: this.thickness
|
|
211
|
+
});
|
|
212
|
+
}
|
|
213
|
+
}
|
|
214
|
+
|
|
215
|
+
/**
|
|
216
|
+
* The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
|
|
217
|
+
*/
|
|
218
|
+
export class HighlightExtension extends RenderExtension {
|
|
219
|
+
name = "highlight";
|
|
220
|
+
|
|
221
|
+
phase = FramePhase.AfterTransparency;
|
|
222
|
+
|
|
223
|
+
/**
|
|
224
|
+
* @type {HighlightOutlineSystem}
|
|
225
|
+
*/
|
|
226
|
+
#system;
|
|
227
|
+
|
|
228
|
+
/**
|
|
229
|
+
* @param {HighlightOutlineSystem} system
|
|
230
|
+
*/
|
|
231
|
+
constructor(system) {
|
|
232
|
+
super();
|
|
233
|
+
|
|
234
|
+
this.#system = system;
|
|
235
|
+
}
|
|
236
|
+
|
|
237
|
+
record(frame) {
|
|
238
|
+
this.#system.record(frame);
|
|
239
|
+
}
|
|
240
|
+
}
|
|
@@ -1,82 +1,19 @@
|
|
|
1
1
|
/**
|
|
2
|
-
*
|
|
2
|
+
* @deprecated Renamed to {@link SGMeshHighlightSystem} and moved back beside the component it reads.
|
|
3
|
+
* The name said "highlight" where the tuple says `[Highlight, SGMesh]`, and one of the two systems
|
|
4
|
+
* that outline things is not the highlight system.
|
|
3
5
|
*
|
|
4
|
-
* **
|
|
5
|
-
*
|
|
6
|
-
*
|
|
7
|
-
*
|
|
8
|
-
*
|
|
6
|
+
* **The class behind this name no longer owns the outline pass**, so a constructor call does not
|
|
7
|
+
* survive the rename: it is now `new SGMeshHighlightSystem(outline, meshes)` against a
|
|
8
|
+
* {@link HighlightOutlineSystem}, which is registered alongside it and does the drawing for every
|
|
9
|
+
* kind of highlighted thing. That is a change no alias can absorb — this one keeps `instanceof` and
|
|
10
|
+
* `EntityManager.getSystem` answering for callers still holding the old name.
|
|
9
11
|
*
|
|
10
|
-
*
|
|
11
|
-
*
|
|
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
|
-
export class HighlightSystem extends System<any> {
|
|
21
|
-
/**
|
|
22
|
-
* @param {GraphicsEngine} graphics
|
|
23
|
-
* @param {MeshSystem} meshes
|
|
24
|
-
*/
|
|
25
|
-
constructor(graphics: GraphicsEngine, meshes: MeshSystem);
|
|
26
|
-
dependencies: (typeof SGMesh | typeof Highlight)[];
|
|
27
|
-
/**
|
|
28
|
-
* How wide the outline is drawn, in pixels.
|
|
29
|
-
*
|
|
30
|
-
* @type {number}
|
|
31
|
-
*/
|
|
32
|
-
thickness: number;
|
|
33
|
-
/**
|
|
34
|
-
* What is highlighted. Read-only — highlights follow their entities.
|
|
35
|
-
*
|
|
36
|
-
* @returns {Array}
|
|
37
|
-
*/
|
|
38
|
-
get highlights(): any[];
|
|
39
|
-
/**
|
|
40
|
-
* @returns {Uint32Array} the table the last update packed
|
|
41
|
-
*/
|
|
42
|
-
get table(): Uint32Array;
|
|
43
|
-
/**
|
|
44
|
-
* @returns {number} rows of {@link table} in use
|
|
45
|
-
*/
|
|
46
|
-
get table_size(): number;
|
|
47
|
-
startup(entityManager: any): Promise<void>;
|
|
48
|
-
shutdown(entityManager: any): Promise<void>;
|
|
49
|
-
/**
|
|
50
|
-
* @param {Highlight} highlight
|
|
51
|
-
* @param {SGMesh} mesh
|
|
52
|
-
* @param {number} entity
|
|
53
|
-
*/
|
|
54
|
-
link(highlight: Highlight, mesh: SGMesh, entity: number): void;
|
|
55
|
-
/**
|
|
56
|
-
* @param {Highlight} highlight
|
|
57
|
-
* @param {SGMesh} mesh
|
|
58
|
-
* @param {number} entity
|
|
59
|
-
*/
|
|
60
|
-
unlink(highlight: Highlight, mesh: SGMesh, entity: number): void;
|
|
61
|
-
/**
|
|
62
|
-
* @param {FrameContext} frame
|
|
63
|
-
*/
|
|
64
|
-
record(frame: FrameContext): void;
|
|
65
|
-
#private;
|
|
66
|
-
}
|
|
67
|
-
/**
|
|
68
|
-
* The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
|
|
12
|
+
* Kept as a re-export rather than removed: this is a library, and an import path is as much a
|
|
13
|
+
* published interface as a class name.
|
|
69
14
|
*/
|
|
70
|
-
export
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
constructor(system: HighlightSystem);
|
|
75
|
-
record(frame: any): void;
|
|
76
|
-
#private;
|
|
77
|
-
}
|
|
78
|
-
import { System } from "../ecs/System.js";
|
|
79
|
-
import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
|
|
80
|
-
import Highlight from "../graphics/ecs/highlight/Highlight.js";
|
|
81
|
-
import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
|
|
15
|
+
export const HighlightSystem: typeof SGMeshHighlightSystem;
|
|
16
|
+
export { HighlightExtension };
|
|
17
|
+
import { SGMeshHighlightSystem } from "../graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js";
|
|
18
|
+
import { HighlightExtension } from "./HighlightOutlineSystem.js";
|
|
82
19
|
//# sourceMappingURL=HighlightSystem.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"HighlightSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"HighlightSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;GAaG;AACH,2DAAqD;;sCAjB9C,4DAA4D;mCAChC,6BAA6B"}
|
|
@@ -1,241 +1,27 @@
|
|
|
1
|
-
import {
|
|
2
|
-
|
|
3
|
-
|
|
4
|
-
import {
|
|
5
|
-
import Highlight from "../graphics/ecs/highlight/Highlight.js";
|
|
6
|
-
import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
|
|
7
|
-
import { GPUHighlightRenderer } from "./highlight/GPUHighlightRenderer.js";
|
|
8
|
-
import { HIGHLIGHT_OUTLINE_THICKNESS } from "./highlight/HIGHLIGHT_OUTLINE.js";
|
|
9
|
-
import { pack_highlight_table } from "./highlight/pack_highlight_table.js";
|
|
1
|
+
import {
|
|
2
|
+
SGMeshHighlightSystem
|
|
3
|
+
} from "../graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js";
|
|
4
|
+
import { HighlightExtension } from "./HighlightOutlineSystem.js";
|
|
10
5
|
|
|
11
6
|
/**
|
|
12
|
-
*
|
|
7
|
+
* @deprecated Renamed to {@link SGMeshHighlightSystem} and moved back beside the component it reads.
|
|
8
|
+
* The name said "highlight" where the tuple says `[Highlight, SGMesh]`, and one of the two systems
|
|
9
|
+
* that outline things is not the highlight system.
|
|
13
10
|
*
|
|
14
|
-
* **
|
|
15
|
-
*
|
|
16
|
-
*
|
|
17
|
-
*
|
|
18
|
-
*
|
|
11
|
+
* **The class behind this name no longer owns the outline pass**, so a constructor call does not
|
|
12
|
+
* survive the rename: it is now `new SGMeshHighlightSystem(outline, meshes)` against a
|
|
13
|
+
* {@link HighlightOutlineSystem}, which is registered alongside it and does the drawing for every
|
|
14
|
+
* kind of highlighted thing. That is a change no alias can absorb — this one keeps `instanceof` and
|
|
15
|
+
* `EntityManager.getSystem` answering for callers still holding the old name.
|
|
19
16
|
*
|
|
20
|
-
*
|
|
21
|
-
*
|
|
22
|
-
* only what was rasterized, so it is outlined where it can be seen and nowhere else. That is the
|
|
23
|
-
* accepted cost of not drawing the scene twice.
|
|
24
|
-
*
|
|
25
|
-
* The table is rebuilt every frame, and that is the cheaper arrangement rather than a concession:
|
|
26
|
-
* the game's highlights animate their colour and alpha continuously (0.2 s in, 0.7 s out), so
|
|
27
|
-
* nothing would be saved by watching for changes — and a `Color`'s change signal does not fire for
|
|
28
|
-
* alpha-only edits, which is exactly what this animation is.
|
|
17
|
+
* Kept as a re-export rather than removed: this is a library, and an import path is as much a
|
|
18
|
+
* published interface as a class name.
|
|
29
19
|
*/
|
|
30
|
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export
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dependencies = [Highlight, SGMesh];
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/**
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* @type {GraphicsEngine}
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*/
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#graphics;
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/**
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* @type {MeshSystem}
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*/
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#meshes;
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-
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/**
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* @type {GPUHighlightRenderer}
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*/
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#renderer = new GPUHighlightRenderer();
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-
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/**
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* Highlighted entities, in link order.
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*
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* @type {Array<{entity: number, highlight: Highlight}>}
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*/
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#entries = [];
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-
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/**
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* @type {Map<number, object>}
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*/
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#by_entity = new Map();
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-
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/**
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* One packed rgba8 colour per mesh row, indexed by the row the visibility buffer writes.
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*
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* @type {Uint32Array}
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*/
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#table = new Uint32Array(0);
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-
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/**
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* @type {number}
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*/
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#table_size = 0;
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|
-
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/**
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* @type {RenderExtension|null}
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*/
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#extension = null;
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76
|
-
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77
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/**
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* How wide the outline is drawn, in pixels.
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|
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*
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80
|
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* @type {number}
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81
|
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*/
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82
|
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thickness = HIGHLIGHT_OUTLINE_THICKNESS;
|
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83
|
-
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84
|
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/**
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85
|
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* What is highlighted. Read-only — highlights follow their entities.
|
|
86
|
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*
|
|
87
|
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* @returns {Array}
|
|
88
|
-
*/
|
|
89
|
-
get highlights() {
|
|
90
|
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return this.#entries;
|
|
91
|
-
}
|
|
92
|
-
|
|
93
|
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/**
|
|
94
|
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* @returns {Uint32Array} the table the last update packed
|
|
95
|
-
*/
|
|
96
|
-
get table() {
|
|
97
|
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return this.#table;
|
|
98
|
-
}
|
|
99
|
-
|
|
100
|
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/**
|
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101
|
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* @returns {number} rows of {@link table} in use
|
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102
|
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*/
|
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103
|
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get table_size() {
|
|
104
|
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return this.#table_size;
|
|
105
|
-
}
|
|
106
|
-
|
|
107
|
-
/**
|
|
108
|
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* @param {GraphicsEngine} graphics
|
|
109
|
-
* @param {MeshSystem} meshes
|
|
110
|
-
*/
|
|
111
|
-
constructor(graphics, meshes) {
|
|
112
|
-
super();
|
|
113
|
-
|
|
114
|
-
assert.defined(graphics, 'graphics');
|
|
115
|
-
assert.defined(meshes, 'meshes');
|
|
116
|
-
|
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117
|
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this.#graphics = graphics;
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118
|
-
this.#meshes = meshes;
|
|
119
|
-
}
|
|
120
|
-
|
|
121
|
-
async startup(entityManager) {
|
|
122
|
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this.entityManager = entityManager;
|
|
123
|
-
|
|
124
|
-
this.#extension = this.#graphics.add_extension(new HighlightExtension(this));
|
|
125
|
-
}
|
|
126
|
-
|
|
127
|
-
async shutdown(entityManager) {
|
|
128
|
-
if (this.#extension !== null) {
|
|
129
|
-
this.#graphics.remove_extension(this.#extension);
|
|
130
|
-
|
|
131
|
-
this.#extension = null;
|
|
132
|
-
}
|
|
133
|
-
|
|
134
|
-
this.#renderer.destroy();
|
|
135
|
-
|
|
136
|
-
this.#entries.length = 0;
|
|
137
|
-
this.#by_entity.clear();
|
|
138
|
-
this.#table_size = 0;
|
|
139
|
-
}
|
|
140
|
-
|
|
141
|
-
/**
|
|
142
|
-
* @param {Highlight} highlight
|
|
143
|
-
* @param {SGMesh} mesh
|
|
144
|
-
* @param {number} entity
|
|
145
|
-
*/
|
|
146
|
-
link(highlight, mesh, entity) {
|
|
147
|
-
const entry = { entity, highlight };
|
|
148
|
-
|
|
149
|
-
this.#entries.push(entry);
|
|
150
|
-
this.#by_entity.set(entity, entry);
|
|
151
|
-
}
|
|
152
|
-
|
|
153
|
-
/**
|
|
154
|
-
* @param {Highlight} highlight
|
|
155
|
-
* @param {SGMesh} mesh
|
|
156
|
-
* @param {number} entity
|
|
157
|
-
*/
|
|
158
|
-
unlink(highlight, mesh, entity) {
|
|
159
|
-
const entry = this.#by_entity.get(entity);
|
|
160
|
-
|
|
161
|
-
if (entry === undefined) {
|
|
162
|
-
return;
|
|
163
|
-
}
|
|
164
|
-
|
|
165
|
-
const index = this.#entries.indexOf(entry);
|
|
166
|
-
|
|
167
|
-
if (index !== -1) {
|
|
168
|
-
this.#entries.splice(index, 1);
|
|
169
|
-
}
|
|
170
|
-
|
|
171
|
-
this.#by_entity.delete(entity);
|
|
172
|
-
}
|
|
173
|
-
|
|
174
|
-
/**
|
|
175
|
-
* Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
|
|
176
|
-
*
|
|
177
|
-
* @param {GPUSceneContext} scene
|
|
178
|
-
*/
|
|
179
|
-
#pack(scene) {
|
|
180
|
-
const packed = pack_highlight_table({
|
|
181
|
-
entries: this.#entries,
|
|
182
|
-
meshes: this.#meshes,
|
|
183
|
-
scene,
|
|
184
|
-
table: this.#table
|
|
185
|
-
});
|
|
186
|
-
|
|
187
|
-
this.#table = packed.table;
|
|
188
|
-
this.#table_size = packed.size;
|
|
189
|
-
}
|
|
190
|
-
|
|
191
|
-
/**
|
|
192
|
-
* @param {FrameContext} frame
|
|
193
|
-
*/
|
|
194
|
-
record(frame) {
|
|
195
|
-
if (this.#entries.length === 0) {
|
|
196
|
-
// nothing highlighted, so the frame keeps the colour it had and pays nothing
|
|
197
|
-
return;
|
|
198
|
-
}
|
|
199
|
-
|
|
200
|
-
this.#pack(frame.view.scene);
|
|
201
|
-
|
|
202
|
-
if (this.#table_size === 0) {
|
|
203
|
-
// highlighted entities whose models are not in the scene yet
|
|
204
|
-
return;
|
|
205
|
-
}
|
|
206
|
-
|
|
207
|
-
this.#renderer.graph_draw({
|
|
208
|
-
frame,
|
|
209
|
-
table: this.#table,
|
|
210
|
-
table_size: this.#table_size,
|
|
211
|
-
thickness: this.thickness
|
|
212
|
-
});
|
|
213
|
-
}
|
|
214
|
-
}
|
|
20
|
+
export const HighlightSystem = SGMeshHighlightSystem;
|
|
215
21
|
|
|
216
22
|
/**
|
|
217
|
-
*
|
|
23
|
+
* Re-exported because this is where it was published from, and because it is the ordering token
|
|
24
|
+
* `FogOfWarExtension` and anything else sequencing against the outline names. It lives in
|
|
25
|
+
* {@link HighlightOutlineSystem}'s file now, with the pass it registers.
|
|
218
26
|
*/
|
|
219
|
-
export
|
|
220
|
-
name = "highlight";
|
|
221
|
-
|
|
222
|
-
phase = FramePhase.AfterTransparency;
|
|
223
|
-
|
|
224
|
-
/**
|
|
225
|
-
* @type {HighlightSystem}
|
|
226
|
-
*/
|
|
227
|
-
#system;
|
|
228
|
-
|
|
229
|
-
/**
|
|
230
|
-
* @param {HighlightSystem} system
|
|
231
|
-
*/
|
|
232
|
-
constructor(system) {
|
|
233
|
-
super();
|
|
234
|
-
|
|
235
|
-
this.#system = system;
|
|
236
|
-
}
|
|
237
|
-
|
|
238
|
-
record(frame) {
|
|
239
|
-
this.#system.record(frame);
|
|
240
|
-
}
|
|
241
|
-
}
|
|
27
|
+
export { HighlightExtension };
|
|
@@ -1,10 +1,13 @@
|
|
|
1
1
|
/**
|
|
2
|
-
* @deprecated Renamed to {@link
|
|
3
|
-
* the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes
|
|
2
|
+
* @deprecated Renamed to {@link SGMeshHighlightSystem}. The trailing `3` marked the 2.x → 3.x renderer
|
|
3
|
+
* transition; the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes
|
|
4
|
+
* anything. It pointed at `HighlightSystem` for one release, which is itself now a deprecated alias
|
|
5
|
+
* of the same class — this chains straight through rather than through that, so there is one hop
|
|
6
|
+
* from either old name.
|
|
4
7
|
*
|
|
5
8
|
* Kept as a re-export rather than removed: this is a library, and an import path is as much a
|
|
6
9
|
* published interface as a class name.
|
|
7
10
|
*/
|
|
8
|
-
export const HighlightSystem3: typeof
|
|
9
|
-
import {
|
|
11
|
+
export const HighlightSystem3: typeof SGMeshHighlightSystem;
|
|
12
|
+
import { SGMeshHighlightSystem } from "../graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js";
|
|
10
13
|
//# sourceMappingURL=HighlightSystem3.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"HighlightSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem3.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"HighlightSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem3.js"],"names":[],"mappings":"AAIA;;;;;;;;;GASG;AACH,4DAAsD;sCAZ/C,4DAA4D"}
|
|
@@ -1,10 +1,15 @@
|
|
|
1
|
-
import {
|
|
2
|
-
|
|
3
|
-
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
*
|
|
7
|
-
*
|
|
8
|
-
*
|
|
9
|
-
|
|
10
|
-
|
|
1
|
+
import {
|
|
2
|
+
SGMeshHighlightSystem
|
|
3
|
+
} from "../graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js";
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* @deprecated Renamed to {@link SGMeshHighlightSystem}. The trailing `3` marked the 2.x → 3.x renderer
|
|
7
|
+
* transition; the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes
|
|
8
|
+
* anything. It pointed at `HighlightSystem` for one release, which is itself now a deprecated alias
|
|
9
|
+
* of the same class — this chains straight through rather than through that, so there is one hop
|
|
10
|
+
* from either old name.
|
|
11
|
+
*
|
|
12
|
+
* Kept as a re-export rather than removed: this is a library, and an import path is as much a
|
|
13
|
+
* published interface as a class name.
|
|
14
|
+
*/
|
|
15
|
+
export const HighlightSystem3 = SGMeshHighlightSystem;
|