@woosh/meep-engine 3.13.1 → 3.14.1
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 +209 -109
- package/editor/prototypeEditorShell.js +26 -2
- package/package.json +4 -3
- 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/renderer/postprocess/eye/GPUCameraExposureManager.js +1 -1
- 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
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- 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
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_55.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_56.png +0 -0
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- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_59.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_6.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_scalar_2Dx1Dx1D_128x128x64x1_60.png +0 -0
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- package/src/shade/renderer/texture/noise/stbn/images/stbn_unitvec1_2Dx1D_128x128x64_19.png +0 -0
- package/src/shade/renderer/texture/noise/stbn/images/stbn_unitvec1_2Dx1D_128x128x64_2.png +0 -0
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* @deprecated Renamed to {@link SGMeshHighlightSystem} and moved back beside the component it reads.
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* The name said "highlight" where the tuple says `[Highlight, SGMesh]`, and one of the two systems
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* that outline things is not the highlight system.
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* **The class behind this name no longer owns the outline pass**, so a constructor call does not
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* survive the rename: it is now `new SGMeshHighlightSystem(outline, meshes)` against a
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* {@link HighlightOutlineSystem}, which is registered alongside it and does the drawing for every
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* kind of highlighted thing. That is a change no alias can absorb — this one keeps `instanceof` and
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export class HighlightSystem extends System<any> {
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constructor(graphics: GraphicsEngine, meshes: MeshSystem);
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dependencies: (typeof SGMesh | typeof Highlight)[];
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thickness: number;
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get highlights(): any[];
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get table(): Uint32Array;
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get table_size(): number;
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startup(entityManager: any): Promise<void>;
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shutdown(entityManager: any): Promise<void>;
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link(highlight: Highlight, mesh: SGMesh, entity: number): void;
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unlink(highlight: Highlight, mesh: SGMesh, entity: number): void;
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record(frame: FrameContext): void;
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#private;
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}
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* The outline is drawn into the scene, so the fog of war conceals it along with what it outlines.
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{"version":3,"file":"HighlightSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightSystem.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;GAaG;AACH,2DAAqD;;sCAjB9C,4DAA4D;mCAChC,6BAA6B"}
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thickness = HIGHLIGHT_OUTLINE_THICKNESS;
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constructor(graphics, meshes) {
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super();
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async startup(entityManager) {
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}
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}
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/**
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* Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
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*
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*/
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#pack(scene) {
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scene,
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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 {FrameContext} frame
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*/
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|
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record(frame) {
|
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|
-
if (this.#entries.length === 0) {
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|
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// nothing highlighted, so the frame keeps the colour it had and pays nothing
|
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return;
|
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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.#pack(frame.view.scene);
|
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|
-
|
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|
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if (this.#table_size === 0) {
|
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|
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// highlighted entities whose models are not in the scene yet
|
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|
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return;
|
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|
-
}
|
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|
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|
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207
|
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this.#renderer.graph_draw({
|
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|
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frame,
|
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|
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table: this.#table,
|
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210
|
-
table_size: this.#table_size,
|
|
211
|
-
thickness: this.thickness
|
|
212
|
-
});
|
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213
|
-
}
|
|
214
|
-
}
|
|
20
|
+
export const HighlightSystem = SGMeshHighlightSystem;
|
|
215
21
|
|
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216
22
|
/**
|
|
217
|
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*
|
|
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;
|
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223
|
-
|
|
224
|
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/**
|
|
225
|
-
* @type {HighlightSystem}
|
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226
|
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*/
|
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227
|
-
#system;
|
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228
|
-
|
|
229
|
-
/**
|
|
230
|
-
* @param {HighlightSystem} system
|
|
231
|
-
*/
|
|
232
|
-
constructor(system) {
|
|
233
|
-
super();
|
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234
|
-
|
|
235
|
-
this.#system = system;
|
|
236
|
-
}
|
|
237
|
-
|
|
238
|
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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;
|
|
@@ -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
|
|
6
|
-
*
|
|
7
|
-
*
|
|
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
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* carries. Neither is this function's business: an entry arrives already knowing how to walk to its
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* nodes, so the walk here is entry → nodes → rows and there is no kind to switch on. An entity
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* whose model has not loaded walks to nothing and needs no special case.
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*
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* **A row holds one colour.** Where two entries reach the same node — a highlighted model and a
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* separately highlighted primitive inside it — the later entry wins, which is link order. Nothing
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* blends there, because the outline is drawn from the table and the table has one word per row.
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*
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* Rebuilt every frame, which is the cheaper arrangement and not a concession: the game's highlights
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* animate colour and alpha continuously, so nothing is saved by watching for changes — and a
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@@ -12,19 +19,17 @@
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* is.
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*
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* @param {object} args
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-
* @param {Array<{
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-
* @param {MeshSystem} args.meshes resolves an entity to the nodes it has in the scene
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+
* @param {Array<{highlight: Highlight, traverse: function(function(Mesh): void): void}>} args.entries
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* @param {GPUSceneContext} args.scene resolves a node to its row
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* @param {Uint32Array} args.table reused between frames; replaced when it is too small
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* @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
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* zero when nothing highlighted is in the scene
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*/
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-
export function pack_highlight_table({ entries,
|
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+
export function pack_highlight_table({ entries, scene, table }: {
|
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entries: Array<{
|
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-
entity: number;
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highlight: Highlight;
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+
traverse: (arg0: (arg0: Mesh) => void) => void;
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}>;
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-
meshes: MeshSystem;
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scene: GPUSceneContext;
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table: Uint32Array;
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}): {
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA
|
|
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
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* Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
|
|
5
5
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* the visibility buffer writes.
|
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6
6
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*
|
|
7
|
-
* **The scene decides the indices
|
|
8
|
-
*
|
|
9
|
-
*
|
|
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<{
|
|
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,
|
|
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
|
-
|
|
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
|
-
|
|
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> {
|
|
|
64
64
|
/**
|
|
65
65
|
* @param {FluidComponent} fluid
|
|
66
66
|
*/
|
|
67
|
-
static "__#
|
|
67
|
+
static "__#364@#refresh_masks"(fluid: FluidComponent): void;
|
|
68
68
|
/**
|
|
69
69
|
* @param {FluidComponent} fluid
|
|
70
70
|
*/
|
|
71
|
-
static "__#
|
|
71
|
+
static "__#364@#clear_field"(fluid: FluidComponent): void;
|
|
72
72
|
/**
|
|
73
73
|
* Mark every cell of `fluid` whose centre lies within `inflation` of the
|
|
74
74
|
* posed shape as solid. Iteration is clipped to the shape's world AABB
|
|
@@ -80,7 +80,7 @@ export class FluidObstacleSystem extends System<any> {
|
|
|
80
80
|
* @param {number} inflation world-units SDF threshold
|
|
81
81
|
* @param {Float64Array} point length-3 scratch
|
|
82
82
|
*/
|
|
83
|
-
static "__#
|
|
83
|
+
static "__#364@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
|
|
84
84
|
/**
|
|
85
85
|
* Write the obstacle's translation velocity onto every face of every cell
|
|
86
86
|
* it voxelized — the moving-wall boundary condition. Runs AFTER the mask
|
|
@@ -100,7 +100,7 @@ export class FluidObstacleSystem extends System<any> {
|
|
|
100
100
|
* @param {number} wvy
|
|
101
101
|
* @param {number} wvz
|
|
102
102
|
*/
|
|
103
|
-
static "__#
|
|
103
|
+
static "__#364@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
|
|
104
104
|
constructor();
|
|
105
105
|
dependencies: (typeof FluidObstacle)[];
|
|
106
106
|
components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidObstacle>)[];
|