@woosh/meep-engine 3.13.1 → 3.14.1

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Files changed (644) hide show
  1. package/README.md +209 -109
  2. package/editor/prototypeEditorShell.js +26 -2
  3. package/package.json +4 -3
  4. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts +47 -0
  5. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -0
  6. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +109 -0
  7. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +28 -16
  8. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  9. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +111 -92
  10. package/src/engine/graphics3/FogOfWarSystem.d.ts +1 -1
  11. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  12. package/src/engine/graphics3/FogOfWarSystem.js +1 -1
  13. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +99 -0
  14. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -0
  15. package/src/engine/graphics3/HighlightOutlineSystem.js +240 -0
  16. package/src/engine/graphics3/HighlightSystem.d.ts +14 -77
  17. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -1
  18. package/src/engine/graphics3/HighlightSystem.js +19 -233
  19. package/src/engine/graphics3/HighlightSystem3.d.ts +7 -4
  20. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  21. package/src/engine/graphics3/HighlightSystem3.js +15 -10
  22. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +13 -8
  23. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  24. package/src/engine/graphics3/highlight/pack_highlight_table.js +14 -8
  25. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  26. package/src/shade/RENDERER_CONTRACT.md +579 -568
  27. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +1 -1
  28. package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.d.ts +0 -9
  29. package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.d.ts.map +0 -1
  30. package/src/engine/graphics/ecs/highlight/plugin/HighlightRenderElementSource.js +0 -12
  31. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.d.ts +0 -16
  32. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.d.ts.map +0 -1
  33. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderElement.js +0 -44
  34. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.d.ts +0 -20
  35. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.d.ts.map +0 -1
  36. package/src/engine/graphics/ecs/highlight/renderer/HighlightRenderGroup.js +0 -29
  37. package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.d.ts +0 -8
  38. package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.d.ts.map +0 -1
  39. package/src/engine/graphics/ecs/highlight/renderer/makeGaussianBlurShader.js +0 -58
  40. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts +0 -8
  41. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts.map +0 -1
  42. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.js +0 -18
  43. package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1.mag.xy.png +0 -0
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@@ -1,82 +1,19 @@
1
1
  /**
2
- * Outlines highlighted entities under Shade.
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
- * **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.
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
- * **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
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- * 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 class HighlightExtension extends RenderExtension {
71
- /**
72
- * @param {HighlightSystem} system
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":"AAUA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IA6EI;;;OAGG;IACH,0DAQC;IAxFD,mDAAmC;IA8CnC;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAgBD,2CAIC;IAED,4CAYC;IAED;;;;OAIG;IACH,gBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAOhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,QACT,MAAM,UACN,MAAM,QAgBhB;IAmBD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,eAAe,EAMzB;IAED,yBAEC;;CACJ;uBA7OsB,kBAAkB;uBAElB,6CAA6C;sBAD9C,wCAAwC;gCAF9B,mDAAmD"}
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 { assert } from "../../core/assert.js";
2
- import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
3
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
4
- import { System } from "../ecs/System.js";
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
- * Outlines highlighted entities under Shade.
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
- * **An outline is a neighbourhood test on the visibility buffer**, which already says which mesh
15
- * every pixel came from. The renderer this replaces drew each highlighted object a second time into
16
- * an id target of its own, dilated the mask across two ping-ponged render targets, blurred it, and
17
- * decoded ids back to colours five render targets and a duplicated scene graph, for a picture this
18
- * gets from a texture the frame was already writing.
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
- * **Highlights no longer show through what stands in front of them (D27).** The old id pass cleared
21
- * the depth buffer, so a unit behind a building was outlined in full; the visibility buffer knows
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
- export class HighlightSystem extends System {
31
- dependencies = [Highlight, SGMesh];
32
-
33
- /**
34
- * @type {GraphicsEngine}
35
- */
36
- #graphics;
37
-
38
- /**
39
- * @type {MeshSystem}
40
- */
41
- #meshes;
42
-
43
- /**
44
- * @type {GPUHighlightRenderer}
45
- */
46
- #renderer = new GPUHighlightRenderer();
47
-
48
- /**
49
- * Highlighted entities, in link order.
50
- *
51
- * @type {Array<{entity: number, highlight: Highlight}>}
52
- */
53
- #entries = [];
54
-
55
- /**
56
- * @type {Map<number, object>}
57
- */
58
- #by_entity = new Map();
59
-
60
- /**
61
- * One packed rgba8 colour per mesh row, indexed by the row the visibility buffer writes.
62
- *
63
- * @type {Uint32Array}
64
- */
65
- #table = new Uint32Array(0);
66
-
67
- /**
68
- * @type {number}
69
- */
70
- #table_size = 0;
71
-
72
- /**
73
- * @type {RenderExtension|null}
74
- */
75
- #extension = null;
76
-
77
- /**
78
- * How wide the outline is drawn, in pixels.
79
- *
80
- * @type {number}
81
- */
82
- thickness = HIGHLIGHT_OUTLINE_THICKNESS;
83
-
84
- /**
85
- * What is highlighted. Read-only — highlights follow their entities.
86
- *
87
- * @returns {Array}
88
- */
89
- get highlights() {
90
- return this.#entries;
91
- }
92
-
93
- /**
94
- * @returns {Uint32Array} the table the last update packed
95
- */
96
- get table() {
97
- return this.#table;
98
- }
99
-
100
- /**
101
- * @returns {number} rows of {@link table} in use
102
- */
103
- get table_size() {
104
- return this.#table_size;
105
- }
106
-
107
- /**
108
- * @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
-
117
- this.#graphics = graphics;
118
- this.#meshes = meshes;
119
- }
120
-
121
- async startup(entityManager) {
122
- 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
- * The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
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 class HighlightExtension extends RenderExtension {
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 HighlightSystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
3
- * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
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 HighlightSystem;
9
- import { HighlightSystem } from "./HighlightSystem.js";
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":"AAEA;;;;;;GAMG;AACH,sDAAgD;gCAThB,sBAAsB"}
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 { HighlightSystem } from "./HighlightSystem.js";
2
-
3
- /**
4
- * @deprecated Renamed to {@link HighlightSystem}. The trailing `3` marked the 2.x → 3.x renderer transition;
5
- * the 2.x name it disambiguated against is gone, so the suffix no longer distinguishes anything.
6
- *
7
- * Kept as a re-export rather than removed: this is a library, and an import path is as much a
8
- * published interface as a class name.
9
- */
10
- export const HighlightSystem3 = HighlightSystem;
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;
@@ -2,9 +2,16 @@
2
2
  * Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
3
3
  * the visibility buffer writes.
4
4
  *
5
- * **The scene decides the indices.** A highlight is attached to an entity, an entity's model is
6
- * several nodes, and each node that carries geometry has a row so the walk is entity nodes →
7
- * rows, and an entity whose model has not loaded contributes none and needs no special case.
5
+ * **The scene decides the indices, and each entry decides which of them are its own.** A highlight
6
+ * is attached to an entity, and what that entity has in the scene depends on what kind of thing it
7
+ * is a model is many nodes the mesh system holds, a primitive is the one node its own component
8
+ * carries. Neither is this function's business: an entry arrives already knowing how to walk to its
9
+ * nodes, so the walk here is entry → nodes → rows and there is no kind to switch on. An entity
10
+ * whose model has not loaded walks to nothing and needs no special case.
11
+ *
12
+ * **A row holds one colour.** Where two entries reach the same node — a highlighted model and a
13
+ * separately highlighted primitive inside it — the later entry wins, which is link order. Nothing
14
+ * blends there, because the outline is drawn from the table and the table has one word per row.
8
15
  *
9
16
  * Rebuilt every frame, which is the cheaper arrangement and not a concession: the game's highlights
10
17
  * animate colour and alpha continuously, so nothing is saved by watching for changes — and a
@@ -12,19 +19,17 @@
12
19
  * is.
13
20
  *
14
21
  * @param {object} args
15
- * @param {Array<{entity: number, highlight: Highlight}>} args.entries
16
- * @param {MeshSystem} args.meshes resolves an entity to the nodes it has in the scene
22
+ * @param {Array<{highlight: Highlight, traverse: function(function(Mesh): void): void}>} args.entries
17
23
  * @param {GPUSceneContext} args.scene resolves a node to its row
18
24
  * @param {Uint32Array} args.table reused between frames; replaced when it is too small
19
25
  * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
20
26
  * zero when nothing highlighted is in the scene
21
27
  */
22
- export function pack_highlight_table({ entries, meshes, scene, table }: {
28
+ export function pack_highlight_table({ entries, scene, table }: {
23
29
  entries: Array<{
24
- entity: number;
25
30
  highlight: Highlight;
31
+ traverse: (arg0: (arg0: Mesh) => void) => void;
26
32
  }>;
27
- meshes: MeshSystem;
28
33
  scene: GPUSceneContext;
29
34
  table: Uint32Array;
30
35
  }): {
@@ -1 +1 @@
1
- {"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAP+D,OAAO,EAA3D,MAAM;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,SAAS,YAAW;KAAC,CAAC;IAC5B,MAAM;IACD,KAAK;IACT,KAAK,EAAvB,WAAW;;WACD,WAAW;UAAQ,MAAM;EAqD7C"}
1
+ {"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IAN+F,OAAO,EAA3F,MAAM;QAAC,SAAS,YAAY;QAAC,QAAQ,yBAA2B,IAAI,KAAG,IAAI,CAAA;KAAC,CAAC;IACvD,KAAK;IACT,KAAK,EAAvB,WAAW;;WACD,WAAW;UAAQ,MAAM;EAqD7C"}
@@ -4,9 +4,16 @@ import { pack_highlight_color } from "./pack_highlight_color.js";
4
4
  * Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
5
5
  * the visibility buffer writes.
6
6
  *
7
- * **The scene decides the indices.** A highlight is attached to an entity, an entity's model is
8
- * several nodes, and each node that carries geometry has a row so the walk is entity nodes →
9
- * rows, and an entity whose model has not loaded contributes none and needs no special case.
7
+ * **The scene decides the indices, and each entry decides which of them are its own.** A highlight
8
+ * is attached to an entity, and what that entity has in the scene depends on what kind of thing it
9
+ * is a model is many nodes the mesh system holds, a primitive is the one node its own component
10
+ * carries. Neither is this function's business: an entry arrives already knowing how to walk to its
11
+ * nodes, so the walk here is entry → nodes → rows and there is no kind to switch on. An entity
12
+ * whose model has not loaded walks to nothing and needs no special case.
13
+ *
14
+ * **A row holds one colour.** Where two entries reach the same node — a highlighted model and a
15
+ * separately highlighted primitive inside it — the later entry wins, which is link order. Nothing
16
+ * blends there, because the outline is drawn from the table and the table has one word per row.
10
17
  *
11
18
  * Rebuilt every frame, which is the cheaper arrangement and not a concession: the game's highlights
12
19
  * animate colour and alpha continuously, so nothing is saved by watching for changes — and a
@@ -14,14 +21,13 @@ import { pack_highlight_color } from "./pack_highlight_color.js";
14
21
  * is.
15
22
  *
16
23
  * @param {object} args
17
- * @param {Array<{entity: number, highlight: Highlight}>} args.entries
18
- * @param {MeshSystem} args.meshes resolves an entity to the nodes it has in the scene
24
+ * @param {Array<{highlight: Highlight, traverse: function(function(Mesh): void): void}>} args.entries
19
25
  * @param {GPUSceneContext} args.scene resolves a node to its row
20
26
  * @param {Uint32Array} args.table reused between frames; replaced when it is too small
21
27
  * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
22
28
  * zero when nothing highlighted is in the scene
23
29
  */
24
- export function pack_highlight_table({ entries, meshes, scene, table }) {
30
+ export function pack_highlight_table({ entries, scene, table }) {
25
31
  let highest = -1;
26
32
 
27
33
  /*
@@ -31,7 +37,7 @@ export function pack_highlight_table({ entries, meshes, scene, table }) {
31
37
  rather than over the scene.
32
38
  */
33
39
  for (let i = 0; i < entries.length; i++) {
34
- meshes.traverse_meshes(entries[i].entity, node => {
40
+ entries[i].traverse(node => {
35
41
  const row = scene.mesh_row_of(node);
36
42
 
37
43
  if (row > highest) {
@@ -61,7 +67,7 @@ export function pack_highlight_table({ entries, meshes, scene, table }) {
61
67
  continue;
62
68
  }
63
69
 
64
- meshes.traverse_meshes(entry.entity, node => {
70
+ entry.traverse(node => {
65
71
  const row = scene.mesh_row_of(node);
66
72
 
67
73
  if (row >= 0) {
@@ -64,11 +64,11 @@ export class FluidObstacleSystem extends System<any> {
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  /**
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  * @param {FluidComponent} fluid
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  */
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- static "__#362@#refresh_masks"(fluid: FluidComponent): void;
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+ static "__#364@#refresh_masks"(fluid: FluidComponent): void;
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  /**
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  * @param {FluidComponent} fluid
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  */
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- static "__#362@#clear_field"(fluid: FluidComponent): void;
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+ static "__#364@#clear_field"(fluid: FluidComponent): void;
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  /**
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  * Mark every cell of `fluid` whose centre lies within `inflation` of the
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  * posed shape as solid. Iteration is clipped to the shape's world AABB
@@ -80,7 +80,7 @@ export class FluidObstacleSystem extends System<any> {
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  * @param {number} inflation world-units SDF threshold
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  * @param {Float64Array} point length-3 scratch
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  */
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- static "__#362@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
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+ static "__#364@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
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  /**
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  * Write the obstacle's translation velocity onto every face of every cell
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  * it voxelized — the moving-wall boundary condition. Runs AFTER the mask
@@ -100,7 +100,7 @@ export class FluidObstacleSystem extends System<any> {
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  * @param {number} wvy
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  * @param {number} wvz
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  */
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- static "__#362@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
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+ static "__#364@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
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  constructor();
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  dependencies: (typeof FluidObstacle)[];
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  components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidObstacle>)[];