@woosh/meep-engine 3.14.5 → 3.15.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (788) hide show
  1. package/README.md +6 -0
  2. package/editor/Editor.d.ts +162 -0
  3. package/editor/Editor.d.ts.map +1 -0
  4. package/editor/EditorCameraNavigation.d.ts +22 -0
  5. package/editor/EditorCameraNavigation.d.ts.map +1 -0
  6. package/editor/EditorKeyMap.d.ts +28 -0
  7. package/editor/EditorKeyMap.d.ts.map +1 -0
  8. package/editor/SelectionVisualizer.d.ts +37 -0
  9. package/editor/SelectionVisualizer.d.ts.map +1 -0
  10. package/editor/actions/concrete/ActionInvalidateSampler.d.ts +18 -0
  11. package/editor/actions/concrete/ActionInvalidateSampler.d.ts.map +1 -0
  12. package/editor/actions/concrete/ActionUpdateTexture.d.ts +12 -0
  13. package/editor/actions/concrete/ActionUpdateTexture.d.ts.map +1 -0
  14. package/editor/actions/concrete/ActionUpdateTexture.js +1 -1
  15. package/editor/actions/concrete/ArrayCopyAction.d.ts +20 -0
  16. package/editor/actions/concrete/ArrayCopyAction.d.ts.map +1 -0
  17. package/editor/actions/concrete/ComponentAddAction.d.ts +15 -0
  18. package/editor/actions/concrete/ComponentAddAction.d.ts.map +1 -0
  19. package/editor/actions/concrete/ComponentRemoveAction.d.ts +11 -0
  20. package/editor/actions/concrete/ComponentRemoveAction.d.ts.map +1 -0
  21. package/editor/actions/concrete/EntityCreateAction.d.ts +18 -0
  22. package/editor/actions/concrete/EntityCreateAction.d.ts.map +1 -0
  23. package/editor/actions/concrete/EntityRemoveAction.d.ts +11 -0
  24. package/editor/actions/concrete/EntityRemoveAction.d.ts.map +1 -0
  25. package/editor/actions/concrete/ModifyPatchSampler2DAction.d.ts +47 -0
  26. package/editor/actions/concrete/ModifyPatchSampler2DAction.d.ts.map +1 -0
  27. package/editor/actions/concrete/ModifyPatchTextureArray2DAction.d.ts +38 -0
  28. package/editor/actions/concrete/ModifyPatchTextureArray2DAction.d.ts.map +1 -0
  29. package/editor/actions/concrete/PaintTerrainOverlayAction.d.ts +23 -0
  30. package/editor/actions/concrete/PaintTerrainOverlayAction.d.ts.map +1 -0
  31. package/editor/actions/concrete/PatchTerrainHeightAction.d.ts +32 -0
  32. package/editor/actions/concrete/PatchTerrainHeightAction.d.ts.map +1 -0
  33. package/editor/actions/concrete/SelectionAddAction.d.ts +19 -0
  34. package/editor/actions/concrete/SelectionAddAction.d.ts.map +1 -0
  35. package/editor/actions/concrete/SelectionClearAction.d.ts +9 -0
  36. package/editor/actions/concrete/SelectionClearAction.d.ts.map +1 -0
  37. package/editor/actions/concrete/SelectionRemoveAction.d.ts +10 -0
  38. package/editor/actions/concrete/SelectionRemoveAction.d.ts.map +1 -0
  39. package/editor/actions/concrete/TransformModifyAction.d.ts +17 -0
  40. package/editor/actions/concrete/TransformModifyAction.d.ts.map +1 -0
  41. package/editor/actions/concrete/WriteGridValueAction.d.ts +14 -0
  42. package/editor/actions/concrete/WriteGridValueAction.d.ts.map +1 -0
  43. package/editor/camera/camera_framing.d.ts +33 -0
  44. package/editor/camera/camera_framing.d.ts.map +1 -0
  45. package/editor/clipboard.d.ts +19 -0
  46. package/editor/clipboard.d.ts.map +1 -0
  47. package/editor/ecs/EditorEntity.d.ts +16 -0
  48. package/editor/ecs/EditorEntity.d.ts.map +1 -0
  49. package/editor/ecs/EditorEntitySystem.d.ts +8 -0
  50. package/editor/ecs/EditorEntitySystem.d.ts.map +1 -0
  51. package/editor/ecs/component/TypeEditor.d.ts +7 -1
  52. package/editor/ecs/component/TypeEditor.d.ts.map +1 -1
  53. package/editor/ecs/component/TypeEditor.js +5 -0
  54. package/editor/ecs/component/editors/ColorEditor.d.ts +7 -0
  55. package/editor/ecs/component/editors/ColorEditor.d.ts.map +1 -0
  56. package/editor/ecs/component/editors/HTMLElementEditor.d.ts +7 -0
  57. package/editor/ecs/component/editors/HTMLElementEditor.d.ts.map +1 -0
  58. package/editor/ecs/component/editors/ImagePathEditor.d.ts +7 -0
  59. package/editor/ecs/component/editors/ImagePathEditor.d.ts.map +1 -0
  60. package/editor/ecs/component/editors/LargeStringEditor.d.ts +16 -0
  61. package/editor/ecs/component/editors/LargeStringEditor.d.ts.map +1 -0
  62. package/editor/ecs/component/editors/NumericIntervalEditor.d.ts +7 -0
  63. package/editor/ecs/component/editors/NumericIntervalEditor.d.ts.map +1 -0
  64. package/editor/ecs/component/editors/ObservedBooleanEditor.d.ts +7 -0
  65. package/editor/ecs/component/editors/ObservedBooleanEditor.d.ts.map +1 -0
  66. package/editor/ecs/component/editors/ObservedEnumEditor.d.ts +7 -0
  67. package/editor/ecs/component/editors/ObservedEnumEditor.d.ts.map +1 -0
  68. package/editor/ecs/component/editors/ObservedIntegerEditor.d.ts +7 -0
  69. package/editor/ecs/component/editors/ObservedIntegerEditor.d.ts.map +1 -0
  70. package/editor/ecs/component/editors/ObservedStringEditor.d.ts +7 -0
  71. package/editor/ecs/component/editors/ObservedStringEditor.d.ts.map +1 -0
  72. package/editor/ecs/component/editors/Sampler2DEditor.d.ts +7 -0
  73. package/editor/ecs/component/editors/Sampler2DEditor.d.ts.map +1 -0
  74. package/editor/ecs/component/editors/collection/ListEditor.d.ts +8 -0
  75. package/editor/ecs/component/editors/collection/ListEditor.d.ts.map +1 -0
  76. package/editor/ecs/component/editors/common/BitFlagsEditor.d.ts +12 -0
  77. package/editor/ecs/component/editors/common/BitFlagsEditor.d.ts.map +1 -0
  78. package/editor/ecs/component/editors/common/EnumEditor.d.ts +8 -0
  79. package/editor/ecs/component/editors/common/EnumEditor.d.ts.map +1 -0
  80. package/editor/ecs/component/editors/common/makeV3_editor.d.ts +15 -0
  81. package/editor/ecs/component/editors/common/makeV3_editor.d.ts.map +1 -0
  82. package/editor/ecs/component/editors/common/noEditor.d.ts +3 -0
  83. package/editor/ecs/component/editors/common/noEditor.d.ts.map +1 -0
  84. package/editor/ecs/component/editors/common/two_way_sync.d.ts +22 -0
  85. package/editor/ecs/component/editors/common/two_way_sync.d.ts.map +1 -0
  86. package/editor/ecs/component/editors/ecs/GridObstacleEditor.d.ts +7 -0
  87. package/editor/ecs/component/editors/ecs/GridObstacleEditor.d.ts.map +1 -0
  88. package/editor/ecs/component/editors/ecs/MinimapMarkerEditor.d.ts +14 -0
  89. package/editor/ecs/component/editors/ecs/MinimapMarkerEditor.d.ts.map +1 -0
  90. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.d.ts +20 -0
  91. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.d.ts.map +1 -0
  92. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.d.ts +12 -0
  93. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.d.ts.map +1 -0
  94. package/editor/ecs/component/editors/ecs/ParameterTrackSetEditor.d.ts +14 -0
  95. package/editor/ecs/component/editors/ecs/ParameterTrackSetEditor.d.ts.map +1 -0
  96. package/editor/ecs/component/editors/ecs/ParticleEmitterEditor.d.ts +52 -0
  97. package/editor/ecs/component/editors/ecs/ParticleEmitterEditor.d.ts.map +1 -0
  98. package/editor/ecs/component/editors/ecs/ParticleEmitterLayerEditor.d.ts +47 -0
  99. package/editor/ecs/component/editors/ecs/ParticleEmitterLayerEditor.d.ts.map +1 -0
  100. package/editor/ecs/component/editors/ecs/SGMeshEditor.d.ts +21 -0
  101. package/editor/ecs/component/editors/ecs/SGMeshEditor.d.ts.map +1 -0
  102. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.d.ts +26 -0
  103. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.d.ts.map +1 -0
  104. package/editor/ecs/component/editors/ecs/SimulationStepDefinitionEditor.d.ts +16 -0
  105. package/editor/ecs/component/editors/ecs/SimulationStepDefinitionEditor.d.ts.map +1 -0
  106. package/editor/ecs/component/editors/ecs/Trail2DEditor.d.ts +15 -0
  107. package/editor/ecs/component/editors/ecs/Trail2DEditor.d.ts.map +1 -0
  108. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +42 -0
  109. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -0
  110. package/editor/ecs/component/editors/ecs/TransformEditor.d.ts +20 -0
  111. package/editor/ecs/component/editors/ecs/TransformEditor.d.ts.map +1 -0
  112. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.d.ts +8 -0
  113. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.d.ts.map +1 -0
  114. package/editor/ecs/component/editors/ecs/terrain/SplatMappingEditor.d.ts +19 -0
  115. package/editor/ecs/component/editors/ecs/terrain/SplatMappingEditor.d.ts.map +1 -0
  116. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.d.ts +27 -0
  117. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.d.ts.map +1 -0
  118. package/editor/ecs/component/editors/ecs/terrain/TerrainLayerEditor.d.ts +16 -0
  119. package/editor/ecs/component/editors/ecs/terrain/TerrainLayerEditor.d.ts.map +1 -0
  120. package/editor/ecs/component/editors/ecs/terrain/TerrainLayersEditor.d.ts +19 -0
  121. package/editor/ecs/component/editors/ecs/terrain/TerrainLayersEditor.d.ts.map +1 -0
  122. package/editor/ecs/component/editors/ecs/terrain/TerrainOverlayEditor.d.ts +18 -0
  123. package/editor/ecs/component/editors/ecs/terrain/TerrainOverlayEditor.d.ts.map +1 -0
  124. package/editor/ecs/component/editors/geom/QuaternionEditor.d.ts +6 -0
  125. package/editor/ecs/component/editors/geom/QuaternionEditor.d.ts.map +1 -0
  126. package/editor/ecs/component/editors/geom/Vector1Editor.d.ts +7 -0
  127. package/editor/ecs/component/editors/geom/Vector1Editor.d.ts.map +1 -0
  128. package/editor/ecs/component/editors/geom/Vector2Editor.d.ts +6 -0
  129. package/editor/ecs/component/editors/geom/Vector2Editor.d.ts.map +1 -0
  130. package/editor/ecs/component/editors/geom/Vector3Editor.d.ts +6 -0
  131. package/editor/ecs/component/editors/geom/Vector3Editor.d.ts.map +1 -0
  132. package/editor/ecs/component/editors/geom/Vector4Editor.d.ts +6 -0
  133. package/editor/ecs/component/editors/geom/Vector4Editor.d.ts.map +1 -0
  134. package/editor/ecs/component/editors/primitive/ArrayEditor.d.ts +8 -0
  135. package/editor/ecs/component/editors/primitive/ArrayEditor.d.ts.map +1 -0
  136. package/editor/ecs/component/editors/primitive/BooleanEditor.d.ts +7 -0
  137. package/editor/ecs/component/editors/primitive/BooleanEditor.d.ts.map +1 -0
  138. package/editor/ecs/component/editors/primitive/FunctionEditor.d.ts +7 -0
  139. package/editor/ecs/component/editors/primitive/FunctionEditor.d.ts.map +1 -0
  140. package/editor/ecs/component/editors/primitive/NumberEditor.d.ts +8 -0
  141. package/editor/ecs/component/editors/primitive/NumberEditor.d.ts.map +1 -0
  142. package/editor/ecs/component/editors/primitive/StringEditor.d.ts +7 -0
  143. package/editor/ecs/component/editors/primitive/StringEditor.d.ts.map +1 -0
  144. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.d.ts +28 -0
  145. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.d.ts.map +1 -0
  146. package/editor/ecs/component/editors/shade/ShadeImageEditor.d.ts +29 -0
  147. package/editor/ecs/component/editors/shade/ShadeImageEditor.d.ts.map +1 -0
  148. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.d.ts +28 -0
  149. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.d.ts.map +1 -0
  150. package/editor/ecs/component/editors/shade/ShadeTextureEditor.d.ts +41 -0
  151. package/editor/ecs/component/editors/shade/ShadeTextureEditor.d.ts.map +1 -0
  152. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.d.ts +31 -0
  153. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.d.ts.map +1 -0
  154. package/editor/ecs/component/prototypeObjectEditor.d.ts +2 -0
  155. package/editor/ecs/component/prototypeObjectEditor.d.ts.map +1 -0
  156. package/editor/ecs/component/registerBasicTypeEditors.d.ts +11 -0
  157. package/editor/ecs/component/registerBasicTypeEditors.d.ts.map +1 -0
  158. package/editor/ecs/component/registerEngineComponentEditors.d.ts +8 -0
  159. package/editor/ecs/component/registerEngineComponentEditors.d.ts.map +1 -0
  160. package/editor/enableEditor.d.ts +14 -0
  161. package/editor/enableEditor.d.ts.map +1 -0
  162. package/editor/entity_world_bounds.d.ts +17 -0
  163. package/editor/entity_world_bounds.d.ts.map +1 -0
  164. package/editor/library/MeshLibrary.d.ts +13 -0
  165. package/editor/library/MeshLibrary.d.ts.map +1 -0
  166. package/editor/particles/lut_ops.d.ts +34 -0
  167. package/editor/particles/lut_ops.d.ts.map +1 -0
  168. package/editor/particles/particleEditEvents.d.ts +11 -0
  169. package/editor/particles/particleEditEvents.d.ts.map +1 -0
  170. package/editor/particles/rebuildParticleEmitter.d.ts +11 -0
  171. package/editor/particles/rebuildParticleEmitter.d.ts.map +1 -0
  172. package/editor/persistence/EditorLayoutStore.d.ts +30 -0
  173. package/editor/persistence/EditorLayoutStore.d.ts.map +1 -0
  174. package/editor/persistence/SceneMetadata.d.ts +38 -0
  175. package/editor/persistence/SceneMetadata.d.ts.map +1 -0
  176. package/editor/persistence/SceneSlotManager.d.ts +40 -0
  177. package/editor/persistence/SceneSlotManager.d.ts.map +1 -0
  178. package/editor/persistence/buildNewSceneDataset.d.ts +10 -0
  179. package/editor/persistence/buildNewSceneDataset.d.ts.map +1 -0
  180. package/editor/persistence/files.d.ts +24 -0
  181. package/editor/persistence/files.d.ts.map +1 -0
  182. package/editor/persistence/scene_import.d.ts +45 -0
  183. package/editor/persistence/scene_import.d.ts.map +1 -0
  184. package/editor/persistence/scene_serialization.d.ts +36 -0
  185. package/editor/persistence/scene_serialization.d.ts.map +1 -0
  186. package/editor/persistence/string_buffer_codec.d.ts +20 -0
  187. package/editor/persistence/string_buffer_codec.d.ts.map +1 -0
  188. package/editor/process/DisableGameUIProcess.d.ts +8 -0
  189. package/editor/process/DisableGameUIProcess.d.ts.map +1 -0
  190. package/editor/process/EditorProcess.d.ts +19 -0
  191. package/editor/process/EditorProcess.d.ts.map +1 -0
  192. package/editor/process/GridDisplayProcess.d.ts +35 -0
  193. package/editor/process/GridDisplayProcess.d.ts.map +1 -0
  194. package/editor/process/ObstacleGridDisplayProcess.d.ts +13 -0
  195. package/editor/process/ObstacleGridDisplayProcess.d.ts.map +1 -0
  196. package/editor/process/ParticleEmitterRebuildProcess.d.ts +66 -0
  197. package/editor/process/ParticleEmitterRebuildProcess.d.ts.map +1 -0
  198. package/editor/process/ProcessEngine.d.ts +30 -0
  199. package/editor/process/ProcessEngine.d.ts.map +1 -0
  200. package/editor/process/SymbolicDisplayProcess.d.ts +23 -0
  201. package/editor/process/SymbolicDisplayProcess.d.ts.map +1 -0
  202. package/editor/process/symbolic/AudioEmitterSymbolicDisplay.d.ts +17 -0
  203. package/editor/process/symbolic/AudioEmitterSymbolicDisplay.d.ts.map +1 -0
  204. package/editor/process/symbolic/CameraSymbolicDisplay.d.ts +25 -0
  205. package/editor/process/symbolic/CameraSymbolicDisplay.d.ts.map +1 -0
  206. package/editor/process/symbolic/GridPositionSymbolicDisplay.d.ts +19 -0
  207. package/editor/process/symbolic/GridPositionSymbolicDisplay.d.ts.map +1 -0
  208. package/editor/process/symbolic/LightSymbolicDisplay.d.ts +19 -0
  209. package/editor/process/symbolic/LightSymbolicDisplay.d.ts.map +1 -0
  210. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts +18 -0
  211. package/editor/process/symbolic/ParticleEmitterSymbolicDisplay.d.ts.map +1 -0
  212. package/editor/process/symbolic/PathSymbolicDisplay.d.ts +20 -0
  213. package/editor/process/symbolic/PathSymbolicDisplay.d.ts.map +1 -0
  214. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.d.ts +25 -0
  215. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.d.ts.map +1 -0
  216. package/editor/process/symbolic/SymbolicDisplay.d.ts +48 -0
  217. package/editor/process/symbolic/SymbolicDisplay.d.ts.map +1 -0
  218. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.d.ts +13 -0
  219. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.d.ts.map +1 -0
  220. package/editor/process/symbolic/gizmo_draw_wire_circle.d.ts +18 -0
  221. package/editor/process/symbolic/gizmo_draw_wire_circle.d.ts.map +1 -0
  222. package/editor/prototypeEditorShell.d.ts +13 -0
  223. package/editor/prototypeEditorShell.d.ts.map +1 -0
  224. package/editor/selection/editor_pick.d.ts +43 -0
  225. package/editor/selection/editor_pick.d.ts.map +1 -0
  226. package/editor/selection/screen_rect_frustum.d.ts +32 -0
  227. package/editor/selection/screen_rect_frustum.d.ts.map +1 -0
  228. package/editor/templates/entity_templates.d.ts +19 -0
  229. package/editor/templates/entity_templates.d.ts.map +1 -0
  230. package/editor/tools/GridPaintTool.d.ts +18 -0
  231. package/editor/tools/GridPaintTool.d.ts.map +1 -0
  232. package/editor/tools/SelectionTool.d.ts +38 -0
  233. package/editor/tools/SelectionTool.d.ts.map +1 -0
  234. package/editor/tools/SelectionTool.js +2 -2
  235. package/editor/tools/TransformToolV2.d.ts +70 -0
  236. package/editor/tools/TransformToolV2.d.ts.map +1 -0
  237. package/editor/tools/engine/Tool.d.ts +88 -0
  238. package/editor/tools/engine/Tool.d.ts.map +1 -0
  239. package/editor/tools/engine/ToolEngine.d.ts +22 -0
  240. package/editor/tools/engine/ToolEngine.d.ts.map +1 -0
  241. package/editor/tools/engine/ToolState.d.ts +7 -0
  242. package/editor/tools/engine/ToolState.d.ts.map +1 -0
  243. package/editor/tools/paint/TerrainHeightPaintTool.d.ts +18 -0
  244. package/editor/tools/paint/TerrainHeightPaintTool.d.ts.map +1 -0
  245. package/editor/tools/paint/TerrainPaintTool.d.ts +82 -0
  246. package/editor/tools/paint/TerrainPaintTool.d.ts.map +1 -0
  247. package/editor/tools/paint/TerrainTexturePaintTool.d.ts +19 -0
  248. package/editor/tools/paint/TerrainTexturePaintTool.d.ts.map +1 -0
  249. package/editor/tools/v2/BlenderCameraOrientationGizmo.d.ts +139 -0
  250. package/editor/tools/v2/BlenderCameraOrientationGizmo.d.ts.map +1 -0
  251. package/editor/tools/v2/GizmoNode.d.ts +21 -0
  252. package/editor/tools/v2/GizmoNode.d.ts.map +1 -0
  253. package/editor/tools/v2/TransformControls.d.ts +219 -0
  254. package/editor/tools/v2/TransformControls.d.ts.map +1 -0
  255. package/editor/tools/v2/TransformMode.d.ts +7 -0
  256. package/editor/tools/v2/TransformMode.d.ts.map +1 -0
  257. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts +37 -0
  258. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -0
  259. package/editor/tools/v2/handle/gizmo_draw.d.ts +14 -0
  260. package/editor/tools/v2/handle/gizmo_draw.d.ts.map +1 -0
  261. package/editor/tools/v2/handle/gizmo_handles.d.ts +160 -0
  262. package/editor/tools/v2/handle/gizmo_handles.d.ts.map +1 -0
  263. package/editor/tools/v2/handle/gizmo_ray_shapes.d.ts +103 -0
  264. package/editor/tools/v2/handle/gizmo_ray_shapes.d.ts.map +1 -0
  265. package/editor/view/GridPickCoordinateView.d.ts +22 -0
  266. package/editor/view/GridPickCoordinateView.d.ts.map +1 -0
  267. package/editor/view/ecs/ComponentControlView.d.ts +24 -0
  268. package/editor/view/ecs/ComponentControlView.d.ts.map +1 -0
  269. package/editor/view/ecs/EntityEditor.d.ts +25 -0
  270. package/editor/view/ecs/EntityEditor.d.ts.map +1 -0
  271. package/editor/view/ecs/EntityList.d.ts +22 -0
  272. package/editor/view/ecs/EntityList.d.ts.map +1 -0
  273. package/editor/view/ecs/HierarchicalEntityListView.d.ts +25 -0
  274. package/editor/view/ecs/HierarchicalEntityListView.d.ts.map +1 -0
  275. package/editor/view/ecs/components/DatGuiController.d.ts +2 -0
  276. package/editor/view/ecs/components/DatGuiController.d.ts.map +1 -0
  277. package/editor/view/ecs/components/color/GaugeView.d.ts +9 -5
  278. package/editor/view/ecs/components/color/GaugeView.d.ts.map +1 -1
  279. package/editor/view/ecs/components/color/GaugeView.js +4 -4
  280. package/editor/view/ecs/components/common/NumberController.d.ts +9 -5
  281. package/editor/view/ecs/components/common/NumberController.d.ts.map +1 -1
  282. package/editor/view/ecs/components/common/NumberController.js +4 -4
  283. package/editor/view/ecs/components/common/NumericIntervalController.d.ts +10 -0
  284. package/editor/view/ecs/components/common/NumericIntervalController.d.ts.map +1 -0
  285. package/editor/view/ecs/components/common/TextController.d.ts.map +1 -1
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  788. package/src/shade/renderer/rasterize/native/oit/vertex_shader_chunk.d.ts.map +0 -1
@@ -0,0 +1,179 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { graph_compute_indirect_pass } from "../../shader/graph/compute/graph_compute_indirect_pass.js";
3
+ import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
4
+ import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
5
+ import {
6
+ PREFIX_SCAN_CSDLDF_HEADER_WORDS,
7
+ } from "../../gpu_primitive/prefix_sum/v1/shader_prefix_scan_csdldf.js";
8
+ import { graph_prefix_scan_csdldf } from "../../gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdldf.js";
9
+ import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "../ParticleConstants.js";
10
+ import {
11
+ shader_particle_bucket_fill,
12
+ shader_particle_bucket_histogram,
13
+ shader_particle_bucket_pad,
14
+ shader_particle_bucket_reset,
15
+ shader_particle_bucket_scatter,
16
+ } from "./shader_particle_bucket.js";
17
+
18
+ /**
19
+ * Frame-graph wiring for the simulation-order bucketing: turns the frame's freshly compacted alive
20
+ * list into the program-coherent, workgroup-padded list NEXT frame's simulate consumes.
21
+ *
22
+ * Runs at the end of the frame, after emit and simulate have both finished appending to the alive
23
+ * list and before the build-indirect pass, which reads the padded length this produces
24
+ * ({@link PARTICLE_COUNTER.SIM_PADDED}) and turns it into next frame's dispatch args and bound.
25
+ *
26
+ * Six passes, the middle one being `graph_prefix_scan_csdldf` reused unchanged — the same scan the
27
+ * radix sort runs its spine through. Reusing it is deliberate: it is the one prefix scan in this
28
+ * codebase whose only cross-workgroup wait is CSDLDF's own bounded-spin-then-fallback, so the pass
29
+ * makes progress on a scheduler that offers no fairness guarantee. A hand-rolled scan here would be
30
+ * a second place to get that wrong.
31
+ *
32
+ * Nothing on this path reads back to the CPU. The only host-supplied number is `bucket_count`, and
33
+ * that is static topology — it changes when the emitter set does, never as particles are born and
34
+ * die. The per-frame quantities (the alive count, the bin sizes, the padded total) are produced and
35
+ * consumed entirely on the GPU, including the dispatch size of the two per-particle passes, which
36
+ * the reset pass writes into `sim_dispatch_args` from the GPU's own alive count.
37
+ *
38
+ * @param {object} params
39
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} params.graph
40
+ * @param {object} params.gpu persistent buffers owned by the feature (GPUBuffer instances)
41
+ * @param {GPUBuffer} params.gpu.sim_list the padded, program-coherent index list this produces
42
+ * @param {GPUBuffer} params.gpu.sim_keys per-alive-entry program id
43
+ * @param {GPUBuffer} params.gpu.sim_histogram `{count, elements}` bins for the CSDLDF scan
44
+ * @param {GPUBuffer} params.gpu.sim_bucket_counts raw (unpadded) per-bucket counts
45
+ * @param {GPUBuffer} params.gpu.sim_cursor per-bucket scatter cursor
46
+ * @param {GPUBuffer} params.gpu.sim_dispatch_args indirect args for the two per-particle passes
47
+ * @param {number} params.emitters graph handle of the packed emitter records
48
+ * @param {number} params.pool graph handle of the particle pool
49
+ * @param {number} params.alive graph handle of this frame's compacted alive list
50
+ * @param {number} params.counters graph handle of the atomic counters
51
+ * @param {number} params.sim_list graph handle of the list this rewrites. Passed in rather than
52
+ * imported here because the simulate pass reads it earlier in the same frame: importing the same
53
+ * GPUBuffer twice makes two resource entries the graph cannot see are the same memory, so the read
54
+ * and the write end up on separate dependency chains
55
+ * @param {number} params.bucket_count number of distinct compiled programs
56
+ * @returns {{counters: number, sim_list: number}} the threaded handles downstream passes must read
57
+ */
58
+ export function graph_particle_bucket({ graph, gpu, emitters, pool, alive, counters, sim_list, bucket_count }) {
59
+ assert.defined(graph, "graph");
60
+ assert.isPositiveInteger(bucket_count, "bucket_count");
61
+ assert.isNonNegativeInteger(sim_list, "sim_list");
62
+
63
+ // Sized from the bucket count, which only changes when the emitter set does — so a caller that
64
+ // added an emitter and did not reallocate gets told here rather than scattering out of bounds.
65
+ const bin_words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count);
66
+ assert.greaterThanOrEqual(gpu.sim_histogram.size, bin_words * Uint32Array.BYTES_PER_ELEMENT, "sim_histogram is too small for the bucket count");
67
+ assert.greaterThanOrEqual(gpu.sim_cursor.size, bucket_count * Uint32Array.BYTES_PER_ELEMENT, "sim_cursor is too small for the bucket count");
68
+ assert.greaterThanOrEqual(gpu.sim_bucket_counts.size, bucket_count * Uint32Array.BYTES_PER_ELEMENT, "sim_bucket_counts is too small for the bucket count");
69
+
70
+ // Every buffer a pass WRITES must be THREADED: the write returns a renamed (versioned) handle
71
+ // and the next pass must read THAT one. Reading the original import instead leaves the ordering
72
+ // between the two passes unexpressed — the graph's own validator rejects it, because both
73
+ // versions name one piece of memory and the stale-looking read silently returns the new
74
+ // contents.
75
+ let keys = graph_import_buffer(graph, gpu.sim_keys, "particles/sim_keys");
76
+ let histogram = graph_import_buffer(graph, gpu.sim_histogram, "particles/sim_histogram");
77
+ let cursor = graph_import_buffer(graph, gpu.sim_cursor, "particles/sim_cursor");
78
+ let bucket_counts = graph_import_buffer(graph, gpu.sim_bucket_counts, "particles/sim_bucket_counts");
79
+ let dispatch_args = graph_import_buffer(graph, gpu.sim_dispatch_args, "particles/sim_dispatch_args");
80
+
81
+ // 0. Clear the bins and cursors, write the scan's {count} header, and size the two per-particle
82
+ // passes below from the GPU's own alive count.
83
+ {
84
+ const out = graph_compute_pass({
85
+ graph,
86
+ shader: shader_particle_bucket_reset,
87
+ bindings: { counters, histogram, cursor, sim_dispatch_args: dispatch_args, u_bucket_count: bucket_count },
88
+ group_count: [reset_group_count(bucket_count), 1, 1],
89
+ });
90
+ counters = out.counters;
91
+ histogram = out.histogram;
92
+ cursor = out.cursor;
93
+ dispatch_args = out.sim_dispatch_args;
94
+ }
95
+
96
+ // 1. One bin per PROGRAM. Indirect, because the thread count is the alive count.
97
+ {
98
+ const out = graph_compute_indirect_pass({
99
+ graph,
100
+ shader: shader_particle_bucket_histogram,
101
+ bindings: { emitters, pool, alive, keys, histogram, counters },
102
+ command: dispatch_args,
103
+ });
104
+ keys = out.keys;
105
+ histogram = out.histogram;
106
+ counters = out.counters;
107
+ }
108
+
109
+ // 2. Round every bin up to a whole workgroup BEFORE the scan — that is what puts each bucket
110
+ // boundary on a wave boundary rather than in the middle of one.
111
+ {
112
+ const out = graph_compute_pass({
113
+ graph,
114
+ shader: shader_particle_bucket_pad,
115
+ bindings: { histogram, bucket_counts, u_bucket_count: bucket_count },
116
+ group_count: [Math.ceil(bucket_count / PARTICLE_SIMULATE_WORKGROUP_SIZE), 1, 1],
117
+ });
118
+ histogram = out.histogram;
119
+ bucket_counts = out.bucket_counts;
120
+ }
121
+
122
+ // 3. Inclusive prefix sums of the padded bins, in place.
123
+ const scanned = graph_prefix_scan_csdldf({
124
+ graph,
125
+ data: histogram,
126
+ element_max_count: bucket_count,
127
+ });
128
+
129
+ // 4. Place each alive entry at its bucket's offset plus an atomic rank.
130
+ {
131
+ const out = graph_compute_indirect_pass({
132
+ graph,
133
+ shader: shader_particle_bucket_scatter,
134
+ bindings: { keys, alive, scanned, cursor, sim_list, counters },
135
+ command: dispatch_args,
136
+ });
137
+ cursor = out.cursor;
138
+ sim_list = out.sim_list;
139
+ counters = out.counters;
140
+ }
141
+
142
+ // 5. Stamp the padding sentinel into each bucket's tail and publish the padded total. One
143
+ // workgroup per bucket: padding is at most a workgroup less one entry, and a bucket whose
144
+ // particles all died has no scatter thread to ride along with.
145
+ {
146
+ const out = graph_compute_pass({
147
+ graph,
148
+ shader: shader_particle_bucket_fill,
149
+ bindings: { bucket_counts, scanned, sim_list, counters, u_bucket_count: bucket_count },
150
+ group_count: [bucket_count, 1, 1],
151
+ });
152
+ sim_list = out.sim_list;
153
+ counters = out.counters;
154
+ }
155
+
156
+ return { counters, sim_list };
157
+ }
158
+
159
+ /**
160
+ * Workgroups the reset pass needs to cover its widest loop — the scan header plus the bins, rounded
161
+ * up to the whole `vec4` the last bin lands in (the scan reads whole `vec4`s, so the tail has to be
162
+ * cleared too or garbage joins the sums).
163
+ *
164
+ * @param {number} bucket_count
165
+ * @returns {number}
166
+ */
167
+ function reset_group_count(bucket_count) {
168
+ const words = PREFIX_SCAN_CSDLDF_HEADER_WORDS + round_up_4(bucket_count);
169
+
170
+ return Math.ceil(words / PARTICLE_SIMULATE_WORKGROUP_SIZE);
171
+ }
172
+
173
+ /**
174
+ * @param {number} value
175
+ * @returns {number} `value` rounded up to a multiple of four — the scan reads whole `vec4`s
176
+ */
177
+ function round_up_4(value) {
178
+ return (value + 3) & ~3;
179
+ }
@@ -0,0 +1,63 @@
1
+ /**
2
+ * Round `value` up to a multiple of {@link PARTICLE_SIMULATE_WORKGROUP_SIZE}.
3
+ *
4
+ * Mirrors the WGSL, which does this with a mask rather than a divide — see
5
+ * {@link PARTICLE_SIMULATE_WORKGROUP_SIZE} for why.
6
+ *
7
+ * @param {number} value
8
+ * @returns {number}
9
+ */
10
+ export function particle_bucket_round_up(value: number): number;
11
+ /**
12
+ * @typedef {object} ParticleProgramBucketLayout
13
+ * @property {number[]} counts particles per program, before padding
14
+ * @property {number[]} padded_counts each count rounded up to a whole workgroup
15
+ * @property {number[]} offsets first index of each program's run in the padded list
16
+ * @property {number} total length of the padded list — what sizes the simulate dispatch
17
+ */
18
+ /**
19
+ * Bucket sizes and start offsets, exactly as the GPU derives them: an atomic histogram, a round-up
20
+ * of each bin to a whole workgroup, and an exclusive prefix sum of the *padded* bins (the GPU takes
21
+ * that sum from `graph_prefix_scan_csdldf`, the same scan the radix sort runs its spine through).
22
+ *
23
+ * A program with no particles contributes nothing: `round_up(0)` is 0, so empty buckets neither
24
+ * consume a workgroup nor shift the offsets of the buckets after them.
25
+ *
26
+ * @param {ArrayLike<number>} programs program id of each alive entry
27
+ * @param {number} program_count number of distinct programs (the bucket count)
28
+ * @returns {ParticleProgramBucketLayout}
29
+ */
30
+ export function particle_program_bucket_layout(programs: ArrayLike<number>, program_count: number): ParticleProgramBucketLayout;
31
+ /**
32
+ * The simulate pass's input list: pool slot indices grouped by program, each group padded out to a
33
+ * workgroup boundary with {@link PARTICLE_SIM_PAD_SLOT}.
34
+ *
35
+ * Order within a bucket is arrival order here and arbitrary on the GPU (the scatter takes its rank
36
+ * from an atomic), which is fine — nothing downstream depends on the order of particles running the
37
+ * same program.
38
+ *
39
+ * @param {ArrayLike<number>} slots pool slot index of each alive entry
40
+ * @param {ArrayLike<number>} programs program id of each alive entry, parallel to `slots`
41
+ * @param {number} program_count number of distinct programs (the bucket count)
42
+ * @returns {number[]} the padded, program-coherent indirection list
43
+ */
44
+ export function particle_program_bucket_list(slots: ArrayLike<number>, programs: ArrayLike<number>, program_count: number): number[];
45
+ export type ParticleProgramBucketLayout = {
46
+ /**
47
+ * particles per program, before padding
48
+ */
49
+ counts: number[];
50
+ /**
51
+ * each count rounded up to a whole workgroup
52
+ */
53
+ padded_counts: number[];
54
+ /**
55
+ * first index of each program's run in the padded list
56
+ */
57
+ offsets: number[];
58
+ /**
59
+ * length of the padded list — what sizes the simulate dispatch
60
+ */
61
+ total: number;
62
+ };
63
+ //# sourceMappingURL=particle_program_buckets.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"particle_program_buckets.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/coherence/particle_program_buckets.js"],"names":[],"mappings":"AAwCA;;;;;;;;GAQG;AACH,gDAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;GAMG;AAEH;;;;;;;;;;;GAWG;AACH,yDAJW,UAAU,MAAM,CAAC,iBACjB,MAAM,GACJ,2BAA2B,CAkBvC;AAED;;;;;;;;;;;;GAYG;AACH,oDALW,UAAU,MAAM,CAAC,YACjB,UAAU,MAAM,CAAC,iBACjB,MAAM,GACJ,MAAM,EAAE,CAapB;;;;;YA5Da,MAAM,EAAE;;;;mBACR,MAAM,EAAE;;;;aACR,MAAM,EAAE;;;;WACR,MAAM"}
@@ -0,0 +1,116 @@
1
+ import { PARTICLE_SIMULATE_WORKGROUP_SIZE, PARTICLE_SIM_PAD_SLOT } from "../ParticleConstants.js";
2
+
3
+ /**
4
+ * CPU reference for the simulation-order bucketing — the readable statement of the answer the GPU
5
+ * passes in {@link ./shader_particle_bucket.js} have to produce, the same role
6
+ * {@link ../sort/particle_counting_sort.js} plays for the render-order depth sort.
7
+ *
8
+ * ## What it is for
9
+ *
10
+ * The simulate pass is one dispatch interpreting every emitter's compiled UPDATE bytecode over the
11
+ * whole alive list. The alive list comes out of compaction — survivors are appended with
12
+ * `atomicAdd(&counters[ALIVE])` — so its order says nothing about which emitter a particle belongs
13
+ * to, and a single wave routinely holds particles running different programs. That costs twice
14
+ * over: the interpreter's opcode `switch` diverges, so the wave serially executes the union of the
15
+ * opcodes its lanes want; and the VM register file is dynamically indexed, which on AMD compiles to
16
+ * a `v_movrels`/`v_movreld` waterfall whose trip count is the number of *distinct* register indices
17
+ * live in the wave.
18
+ *
19
+ * Grouping the list by program collapses both. Padding each group out to
20
+ * {@link PARTICLE_SIMULATE_WORKGROUP_SIZE} is what makes the grouping actually hold at wave
21
+ * granularity: an unpadded boundary lands mid-wave and that wave spans two programs again.
22
+ *
23
+ * ## What it is NOT
24
+ *
25
+ * This is the *simulation* order: camera-independent, changing only when emitters and their
26
+ * programs change. It is a different ordering from the *render* order in `../sort/`, which is
27
+ * back-to-front by view depth and exists so premultiplied transparency composites correctly. The
28
+ * two must stay in separate buffers and separate passes — reordering the render list for coherence
29
+ * breaks transparency, and depth-sorting the simulation list destroys the coherence.
30
+ *
31
+ * ## Indirection only
32
+ *
33
+ * Everything here permutes *indices into the pool*. Particle records never move: a slot is
34
+ * referenced by the dead (free) list and by the alive list across frames, so relocating a record
35
+ * would leave both pointing at the wrong particle.
36
+ */
37
+
38
+ /** @type {number} bucket granularity — one whole simulate workgroup, and so at least one whole wave */
39
+ const WG = PARTICLE_SIMULATE_WORKGROUP_SIZE;
40
+
41
+ /**
42
+ * Round `value` up to a multiple of {@link PARTICLE_SIMULATE_WORKGROUP_SIZE}.
43
+ *
44
+ * Mirrors the WGSL, which does this with a mask rather than a divide — see
45
+ * {@link PARTICLE_SIMULATE_WORKGROUP_SIZE} for why.
46
+ *
47
+ * @param {number} value
48
+ * @returns {number}
49
+ */
50
+ export function particle_bucket_round_up(value) {
51
+ return (value + (WG - 1)) & ~(WG - 1);
52
+ }
53
+
54
+ /**
55
+ * @typedef {object} ParticleProgramBucketLayout
56
+ * @property {number[]} counts particles per program, before padding
57
+ * @property {number[]} padded_counts each count rounded up to a whole workgroup
58
+ * @property {number[]} offsets first index of each program's run in the padded list
59
+ * @property {number} total length of the padded list — what sizes the simulate dispatch
60
+ */
61
+
62
+ /**
63
+ * Bucket sizes and start offsets, exactly as the GPU derives them: an atomic histogram, a round-up
64
+ * of each bin to a whole workgroup, and an exclusive prefix sum of the *padded* bins (the GPU takes
65
+ * that sum from `graph_prefix_scan_csdldf`, the same scan the radix sort runs its spine through).
66
+ *
67
+ * A program with no particles contributes nothing: `round_up(0)` is 0, so empty buckets neither
68
+ * consume a workgroup nor shift the offsets of the buckets after them.
69
+ *
70
+ * @param {ArrayLike<number>} programs program id of each alive entry
71
+ * @param {number} program_count number of distinct programs (the bucket count)
72
+ * @returns {ParticleProgramBucketLayout}
73
+ */
74
+ export function particle_program_bucket_layout(programs, program_count) {
75
+ const counts = new Array(program_count).fill(0);
76
+ for (let i = 0; i < programs.length; i++) {
77
+ counts[programs[i]]++;
78
+ }
79
+
80
+ const padded_counts = counts.map(particle_bucket_round_up);
81
+
82
+ const offsets = new Array(program_count);
83
+ let total = 0;
84
+ for (let b = 0; b < program_count; b++) {
85
+ offsets[b] = total;
86
+ total += padded_counts[b];
87
+ }
88
+
89
+ return { counts, padded_counts, offsets, total };
90
+ }
91
+
92
+ /**
93
+ * The simulate pass's input list: pool slot indices grouped by program, each group padded out to a
94
+ * workgroup boundary with {@link PARTICLE_SIM_PAD_SLOT}.
95
+ *
96
+ * Order within a bucket is arrival order here and arbitrary on the GPU (the scatter takes its rank
97
+ * from an atomic), which is fine — nothing downstream depends on the order of particles running the
98
+ * same program.
99
+ *
100
+ * @param {ArrayLike<number>} slots pool slot index of each alive entry
101
+ * @param {ArrayLike<number>} programs program id of each alive entry, parallel to `slots`
102
+ * @param {number} program_count number of distinct programs (the bucket count)
103
+ * @returns {number[]} the padded, program-coherent indirection list
104
+ */
105
+ export function particle_program_bucket_list(slots, programs, program_count) {
106
+ const layout = particle_program_bucket_layout(programs, program_count);
107
+
108
+ const list = new Array(layout.total).fill(PARTICLE_SIM_PAD_SLOT);
109
+
110
+ const cursor = layout.offsets.slice();
111
+ for (let i = 0; i < slots.length; i++) {
112
+ list[cursor[programs[i]]++] = slots[i];
113
+ }
114
+
115
+ return list;
116
+ }
@@ -0,0 +1,59 @@
1
+ /**
2
+ * Per-frame reset, and the only place the bucketing decides how big it is.
3
+ *
4
+ * WebGPU zero-fills a buffer on CREATION only, so without this the scan would consume last frame's
5
+ * bins and the scatter would compound last frame's ranks.
6
+ *
7
+ * @type {ComputeShader}
8
+ */
9
+ export const shader_particle_bucket_reset: ComputeShader;
10
+ /**
11
+ * One bin per PROGRAM, not per emitter: emitters compiled from the same graph share a program id
12
+ * (see {@link ../runtime/ProgramArena.js}) and belong in one wave-coherent run. Keying on the
13
+ * emitter index would split a run that was already coherent into one padded bucket per emitter.
14
+ *
15
+ * The emitter's program id is read by direct indexing rather than through
16
+ * `particle_emitter_read` — decoding a whole 41-word record, transform matrix included, to reach one
17
+ * word would be pure waste in a pass that touches every live particle.
18
+ *
19
+ * @type {ComputeShader}
20
+ */
21
+ export const shader_particle_bucket_histogram: ComputeShader;
22
+ /**
23
+ * Round every bin up to a whole workgroup, keeping the raw count in `bucket_counts` for the fill
24
+ * pass (which needs to know where the real entries stop and the padding starts).
25
+ *
26
+ * This is THE step that makes the bucketing worth doing. Scanning the raw counts would put a
27
+ * bucket boundary at an arbitrary index, and the wave straddling it would span two programs again —
28
+ * the exact divergence the pass exists to remove. An empty bin rounds up to zero, so a program with
29
+ * no live particles costs no lanes and shifts nothing.
30
+ *
31
+ * @type {ComputeShader}
32
+ */
33
+ export const shader_particle_bucket_pad: ComputeShader;
34
+ /**
35
+ * Place each alive entry's pool slot at its bucket's exclusive offset plus an atomic rank.
36
+ *
37
+ * Order within a bucket is therefore arbitrary, which is exactly as much order as the simulation
38
+ * needs: every lane in the bucket runs the same program, so which of them runs where changes
39
+ * nothing.
40
+ *
41
+ * @type {ComputeShader}
42
+ */
43
+ export const shader_particle_bucket_scatter: ComputeShader;
44
+ /**
45
+ * Stamp the padding sentinel into the tail of every bucket, and publish the padded total.
46
+ *
47
+ * Dispatched over one workgroup per bucket — a bucket's padding is at most `BUCKET_ALIGNMENT - 1`
48
+ * entries, so a workgroup always covers it. It cannot ride along with the scatter, which has no
49
+ * thread at all for a bucket whose particles all died.
50
+ *
51
+ * The padded total is the last bucket's inclusive scan value. It, and not the alive count, is what
52
+ * sizes next frame's simulate dispatch — the build-indirect pass reads it out of
53
+ * {@link PARTICLE_COUNTER.SIM_PADDED}.
54
+ *
55
+ * @type {ComputeShader}
56
+ */
57
+ export const shader_particle_bucket_fill: ComputeShader;
58
+ import { ComputeShader } from "../../shader/ComputeShader.js";
59
+ //# sourceMappingURL=shader_particle_bucket.d.ts.map
@@ -0,0 +1 @@
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