@woosh/meep-engine 3.2.0 → 3.4.0

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 (893) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/avif/encoder_worker.js +5 -18
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  9. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  10. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  11. package/src/core/color/PQ/PQ_constants.js +50 -0
  12. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  13. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  14. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  15. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  16. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  17. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  18. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
  19. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
  20. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
  21. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
  22. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
  23. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
  24. package/src/engine/EntityCreator.d.ts +19 -11
  25. package/src/engine/EntityCreator.d.ts.map +1 -1
  26. package/src/engine/EntityCreator.js +116 -94
  27. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  28. package/src/engine/achievements/AchievementManager.js +437 -433
  29. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  30. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  31. package/src/engine/animation/AnimatedActions.js +111 -81
  32. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  33. package/src/engine/animation/AnimationUtils.js +234 -252
  34. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  35. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  36. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
  37. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  38. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  39. package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
  40. package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
  41. package/src/engine/graphics3/VolumetricLightMap.js +160 -0
  42. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
  43. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
  44. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
  45. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
  46. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
  47. package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
  48. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  49. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  50. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  51. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  52. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  53. package/src/engine/sound/SoundEngine.d.ts +2 -2
  54. package/src/engine/sound/SoundEngine.js +124 -124
  55. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  56. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  57. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  58. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  59. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  60. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  61. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  62. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  63. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  64. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  65. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  66. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  67. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  68. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  69. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  70. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  71. package/src/engine/sound/sopra/README.md +644 -643
  72. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  73. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  74. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  75. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  76. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  77. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  78. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  79. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  80. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  81. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  82. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  83. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  84. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  85. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  86. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  87. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  88. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  89. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  90. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  91. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  92. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  93. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  94. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  95. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  96. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  97. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  98. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  99. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  100. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  101. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  102. package/src/shade/playground/add_random_meshes.js +132 -84
  103. package/src/shade/playground/bvh_repro/README.md +57 -0
  104. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  105. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  106. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  107. package/src/shade/playground/bvh_repro/index.html +124 -0
  108. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  109. package/src/shade/playground/bvh_repro/main.js +254 -0
  110. package/src/shade/playground/load_default_environment.d.ts +10 -1
  111. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  112. package/src/shade/playground/load_default_environment.js +44 -20
  113. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  114. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  115. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  116. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  117. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  118. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  119. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  120. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  121. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  122. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  123. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  124. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  125. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  126. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  127. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  128. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  129. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  130. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  131. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  132. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  135. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  136. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  137. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  138. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  139. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  140. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  141. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  142. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  143. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  144. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  145. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  146. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  147. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  148. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  149. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  150. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  151. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  152. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  153. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  154. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  155. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  156. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  157. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  158. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  159. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  160. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  161. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  162. package/src/shade/renderer/Renderer.d.ts +16 -0
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +23 -4
  165. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  166. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  167. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  168. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  169. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  170. package/src/shade/renderer/animation/Skin.js +9 -7
  171. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  172. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  173. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  174. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  175. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  176. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  177. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  178. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  179. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  180. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  181. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  182. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  183. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  184. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  185. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  186. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  187. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  188. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  189. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  190. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  191. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  192. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  193. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  194. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  195. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  196. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
  197. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
  198. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  203. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  204. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  206. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  207. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  209. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  210. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  211. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  212. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  213. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
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  216. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
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  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  219. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  220. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  222. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  223. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  225. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  226. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  230. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
  233. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  234. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  235. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  236. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  238. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
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  880. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
  881. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
  882. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
  883. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.d.ts +0 -0
  884. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.js +0 -0
  885. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts +0 -0
  886. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.js +0 -0
  887. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts +0 -0
  888. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
  889. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  890. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
  891. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.d.ts +0 -0
  892. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.js +0 -0
  893. /package/src/shade/playground/{main.d.ts → bvh_repro/main.d.ts} +0 -0
@@ -0,0 +1,32 @@
1
+ /**
2
+ * The lightmap's bytes, verbatim.
3
+ *
4
+ * There is nothing to encode: what the component holds is already the renderer's own binary
5
+ * structure, and re-describing its fields here would be a second copy of a layout
6
+ * {@link brick4_to_gpu_structure} owns. So the format is a presence byte, a length, and the block.
7
+ *
8
+ * The presence byte is what keeps "no map yet" distinct from "a map of zero bytes" across a save.
9
+ * Both light the scene with nothing, but only one of them is a state the component can be put back
10
+ * into, and a round trip that quietly turned one into the other would be a round trip that lied.
11
+ *
12
+ * **The block is native-endian**, because that is what `brick4_to_gpu_structure` writes and what the
13
+ * GPU reads back out of it. A save is therefore as portable as the bake it came from — which is to
14
+ * say little-endian, like every platform WebGPU runs on.
15
+ */
16
+ export class VolumetricLightMapSerializationAdapter extends BinaryClassSerializationAdapter<any> {
17
+ constructor();
18
+ klass: typeof VolumetricLightMap;
19
+ /**
20
+ * @param {BinaryBuffer} buffer
21
+ * @param {VolumetricLightMap} value
22
+ */
23
+ serialize(buffer: BinaryBuffer, value: VolumetricLightMap): void;
24
+ /**
25
+ * @param {BinaryBuffer} buffer
26
+ * @param {VolumetricLightMap} value
27
+ */
28
+ deserialize(buffer: BinaryBuffer, value: VolumetricLightMap): void;
29
+ }
30
+ import { BinaryClassSerializationAdapter } from "../ecs/storage/binary/BinaryClassSerializationAdapter.js";
31
+ import { VolumetricLightMap } from "./VolumetricLightMap.js";
32
+ //# sourceMappingURL=VolumetricLightMapSerializationAdapter.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VolumetricLightMapSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/VolumetricLightMapSerializationAdapter.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;GAcG;AACH;;IAEI,iCAA2B;IAG3B;;;OAGG;IACH,uCAFW,kBAAkB,QAkB5B;IAED;;;OAGG;IACH,yCAFW,kBAAkB,QAkB5B;CACJ;gDAlE+C,0DAA0D;mCACvE,yBAAyB"}
@@ -0,0 +1,67 @@
1
+ import { BinaryClassSerializationAdapter } from "../ecs/storage/binary/BinaryClassSerializationAdapter.js";
2
+ import { VolumetricLightMap } from "./VolumetricLightMap.js";
3
+
4
+ /**
5
+ * The lightmap's bytes, verbatim.
6
+ *
7
+ * There is nothing to encode: what the component holds is already the renderer's own binary
8
+ * structure, and re-describing its fields here would be a second copy of a layout
9
+ * {@link brick4_to_gpu_structure} owns. So the format is a presence byte, a length, and the block.
10
+ *
11
+ * The presence byte is what keeps "no map yet" distinct from "a map of zero bytes" across a save.
12
+ * Both light the scene with nothing, but only one of them is a state the component can be put back
13
+ * into, and a round trip that quietly turned one into the other would be a round trip that lied.
14
+ *
15
+ * **The block is native-endian**, because that is what `brick4_to_gpu_structure` writes and what the
16
+ * GPU reads back out of it. A save is therefore as portable as the bake it came from — which is to
17
+ * say little-endian, like every platform WebGPU runs on.
18
+ */
19
+ export class VolumetricLightMapSerializationAdapter extends BinaryClassSerializationAdapter {
20
+
21
+ klass = VolumetricLightMap;
22
+ version = 0;
23
+
24
+ /**
25
+ * @param {BinaryBuffer} buffer
26
+ * @param {VolumetricLightMap} value
27
+ */
28
+ serialize(buffer, value) {
29
+ const data = value.data;
30
+
31
+ if (data === null) {
32
+ buffer.writeUint8(0);
33
+
34
+ return;
35
+ }
36
+
37
+ buffer.writeUint8(1);
38
+
39
+ const byte_length = data.byteLength;
40
+
41
+ buffer.writeUintVar(byte_length);
42
+
43
+ buffer.writeBytes(new Uint8Array(data), 0, byte_length);
44
+ }
45
+
46
+ /**
47
+ * @param {BinaryBuffer} buffer
48
+ * @param {VolumetricLightMap} value
49
+ */
50
+ deserialize(buffer, value) {
51
+ const present = buffer.readUint8();
52
+
53
+ if (present === 0) {
54
+ value.data = null;
55
+
56
+ return;
57
+ }
58
+
59
+ const byte_length = buffer.readUintVar();
60
+
61
+ const bytes = new Uint8Array(byte_length);
62
+
63
+ buffer.readBytes(bytes, 0, byte_length);
64
+
65
+ value.data = bytes.buffer;
66
+ }
67
+ }
@@ -0,0 +1,98 @@
1
+ /**
2
+ * The bytes the scene's lightmap buffer should hold for a given claim.
3
+ *
4
+ * **A claim with nothing usable in it is still a claim.** A component whose bake has not finished
5
+ * loading holds `null`, and one whose file turned out to be empty holds a zero-length buffer —
6
+ * neither is a structure the shader can traverse, and neither can simply be handed to
7
+ * `Brick4LightMap.upload`: it copies what it is given and no more, so a zero-length upload writes
8
+ * nothing at all and leaves the previous level's lighting exactly where it was. Both therefore
9
+ * resolve to an empty map, which is a real structure that lights nothing.
10
+ *
11
+ * @param {VolumetricLightMap|null} map `null` when nothing claims the scene
12
+ * @returns {ArrayBuffer}
13
+ */
14
+ export function volumetric_light_map_payload(map: VolumetricLightMap | null): ArrayBuffer;
15
+ /**
16
+ * Whether the scene's lightmap buffer is already holding what the claim says it should.
17
+ *
18
+ * The whole of what {@link VolumetricLightMapSystem3.update} decides, and true on all but a handful
19
+ * of frames in a session — an upload is a state change, and there are only so many of those.
20
+ *
21
+ * **A claim is identified by the component, not by its bytes.** Comparing the buffers would answer
22
+ * the same question and cost a full read of a megabyte-scale map to do it; the version is what makes
23
+ * a component that swapped its bytes distinguishable from one that did not.
24
+ *
25
+ * **No claim and nothing uploaded is current; no claim after an upload is not.** That asymmetry is
26
+ * the unlink: a buffer nobody has written to holds nothing, and a buffer holding the last level's
27
+ * lighting has to be given an empty map before it holds nothing too.
28
+ *
29
+ * @param {VolumetricLightMap|null} active what claims the scene now
30
+ * @param {VolumetricLightMap|null} uploaded what the buffer was last given, `null` for none
31
+ * @param {number} uploaded_version {@link VolumetricLightMap.version} as of that upload
32
+ * @returns {boolean}
33
+ */
34
+ export function volumetric_light_map_is_current(active: VolumetricLightMap | null, uploaded: VolumetricLightMap | null, uploaded_version: number): boolean;
35
+ /**
36
+ * Feeds the scene's baked volumetric lightmap to the GPU, and takes it away again.
37
+ *
38
+ * **The whole system is one buffer's worth of state.** Shade keeps a single `Brick4LightMap` on the
39
+ * scene's GPU context; a `VolumetricLightMap` component is a claim on it. So unlike the systems
40
+ * around it there is no per-entity object to build and place — there is one upload, and the work is
41
+ * deciding when it has to happen.
42
+ *
43
+ * **A scene has one lightmap, so a second claim waits rather than wins.** {@link active} is the
44
+ * *first* component to link and stays that way until it unlinks, at which point the next in line
45
+ * takes over. The alternative — last writer wins — makes the scene's lighting depend on the order
46
+ * entities happened to be built in, which is not a thing a level author controls. Swapping one map
47
+ * for another is therefore: remove the old component, add the new one.
48
+ *
49
+ * **The upload is decided in {@link update}, not in {@link link}.** A lightmap arrives whenever its
50
+ * level does, including before the renderer has a device — `scene_context` answers `null` until one
51
+ * exists, and answers with a *different* context after a restart, whose buffer is empty again. Both
52
+ * are the same question asked once a frame: is what the GPU holds still what the components say. A
53
+ * link is therefore eventually consistent, by at most one frame.
54
+ *
55
+ * **Unlinking uploads an empty map rather than leaving the last one there.** There is no way to
56
+ * un-upload — the shader reads the buffer unconditionally in Brick4 mode — so a component that
57
+ * removed itself and left the scene lit exactly as before would make the lifetime a fiction. A
58
+ * claim carrying nothing usable resolves the same way; see {@link volumetric_light_map_payload}.
59
+ *
60
+ * **What this does not do is turn Brick4 on.** Which indirect-lighting technique a frame uses is the
61
+ * renderer's setting, and a scene in IBL or LPV mode never reads this buffer no matter what is in
62
+ * it. Uploading a lightmap is necessary for Brick4 lighting and not sufficient for it.
63
+ *
64
+ * @see VolumetricLightMap
65
+ */
66
+ export class VolumetricLightMapSystem3 extends System<any> {
67
+ /**
68
+ * @param {GraphicsEngine3} graphics
69
+ * @param {Scene} scene
70
+ */
71
+ constructor(graphics: GraphicsEngine3, scene: Scene);
72
+ dependencies: (typeof VolumetricLightMap)[];
73
+ /**
74
+ * The component the scene is lit from, or `null` when nothing claims it.
75
+ *
76
+ * Read-only — it follows the entities. What the GPU holds catches up with this on the next
77
+ * {@link update}.
78
+ *
79
+ * @returns {VolumetricLightMap|null}
80
+ */
81
+ get active(): VolumetricLightMap;
82
+ startup(entityManager: any): Promise<void>;
83
+ shutdown(entityManager: any): Promise<void>;
84
+ /**
85
+ * @param {VolumetricLightMap} map
86
+ * @param {number} entity
87
+ */
88
+ link(map: VolumetricLightMap, entity: number): void;
89
+ /**
90
+ * @param {VolumetricLightMap} map
91
+ * @param {number} entity
92
+ */
93
+ unlink(map: VolumetricLightMap, entity: number): void;
94
+ #private;
95
+ }
96
+ import { VolumetricLightMap } from "./VolumetricLightMap.js";
97
+ import { System } from "../ecs/System.js";
98
+ //# sourceMappingURL=VolumetricLightMapSystem3.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VolumetricLightMapSystem3.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/VolumetricLightMapSystem3.js"],"names":[],"mappings":"AAoNA;;;;;;;;;;;;GAYG;AACH,kDAHW,kBAAkB,GAAC,IAAI,GACrB,WAAW,CAUvB;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wDALW,kBAAkB,GAAC,IAAI,YACvB,kBAAkB,GAAC,IAAI,oBACvB,MAAM,GACJ,OAAO,CAQnB;AA7PD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH;IAyDI;;;OAGG;IACH,qDAQC;IAnED,4CAAoC;IAyCpC;;;;;;;OAOG;IACH,iCAIC;IAgBD,2CAEC;IAED,4CAUC;IAED;;;OAGG;IACH,UAHW,kBAAkB,UAClB,MAAM,QAIhB;IAED;;;OAGG;IACH,YAHW,kBAAkB,UAClB,MAAM,QAYhB;;CA+DJ;mCA7MkC,yBAAyB;uBADrC,kBAAkB"}
@@ -0,0 +1,261 @@
1
+ import { assert } from "../../core/assert.js";
2
+ import {
3
+ brick4_empty_gpu_structure
4
+ } from "../../shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js";
5
+ import { System } from "../ecs/System.js";
6
+ import { VolumetricLightMap } from "./VolumetricLightMap.js";
7
+
8
+ /**
9
+ * Feeds the scene's baked volumetric lightmap to the GPU, and takes it away again.
10
+ *
11
+ * **The whole system is one buffer's worth of state.** Shade keeps a single `Brick4LightMap` on the
12
+ * scene's GPU context; a `VolumetricLightMap` component is a claim on it. So unlike the systems
13
+ * around it there is no per-entity object to build and place — there is one upload, and the work is
14
+ * deciding when it has to happen.
15
+ *
16
+ * **A scene has one lightmap, so a second claim waits rather than wins.** {@link active} is the
17
+ * *first* component to link and stays that way until it unlinks, at which point the next in line
18
+ * takes over. The alternative — last writer wins — makes the scene's lighting depend on the order
19
+ * entities happened to be built in, which is not a thing a level author controls. Swapping one map
20
+ * for another is therefore: remove the old component, add the new one.
21
+ *
22
+ * **The upload is decided in {@link update}, not in {@link link}.** A lightmap arrives whenever its
23
+ * level does, including before the renderer has a device — `scene_context` answers `null` until one
24
+ * exists, and answers with a *different* context after a restart, whose buffer is empty again. Both
25
+ * are the same question asked once a frame: is what the GPU holds still what the components say. A
26
+ * link is therefore eventually consistent, by at most one frame.
27
+ *
28
+ * **Unlinking uploads an empty map rather than leaving the last one there.** There is no way to
29
+ * un-upload — the shader reads the buffer unconditionally in Brick4 mode — so a component that
30
+ * removed itself and left the scene lit exactly as before would make the lifetime a fiction. A
31
+ * claim carrying nothing usable resolves the same way; see {@link volumetric_light_map_payload}.
32
+ *
33
+ * **What this does not do is turn Brick4 on.** Which indirect-lighting technique a frame uses is the
34
+ * renderer's setting, and a scene in IBL or LPV mode never reads this buffer no matter what is in
35
+ * it. Uploading a lightmap is necessary for Brick4 lighting and not sufficient for it.
36
+ *
37
+ * @see VolumetricLightMap
38
+ */
39
+ export class VolumetricLightMapSystem3 extends System {
40
+
41
+ dependencies = [VolumetricLightMap];
42
+
43
+ /**
44
+ * @type {GraphicsEngine3}
45
+ */
46
+ #graphics;
47
+
48
+ /**
49
+ * @type {Scene}
50
+ */
51
+ #scene;
52
+
53
+ /**
54
+ * Every entity claiming the scene's lightmap, oldest first.
55
+ *
56
+ * @type {{entity: number, component: VolumetricLightMap}[]}
57
+ */
58
+ #entries = [];
59
+
60
+ /**
61
+ * The context the buffer currently holding {@link #uploaded} belongs to.
62
+ *
63
+ * @type {GPUSceneContext|null}
64
+ */
65
+ #context = null;
66
+
67
+ /**
68
+ * Whose bytes the GPU is holding, `null` when it is holding none.
69
+ *
70
+ * @type {VolumetricLightMap|null}
71
+ */
72
+ #uploaded = null;
73
+
74
+ /**
75
+ * {@link VolumetricLightMap.version} as of that upload. A component can replace its bytes
76
+ * without ever leaving the scene, and this is how that is noticed.
77
+ *
78
+ * @type {number}
79
+ */
80
+ #uploaded_version = -1;
81
+
82
+ /**
83
+ * The component the scene is lit from, or `null` when nothing claims it.
84
+ *
85
+ * Read-only — it follows the entities. What the GPU holds catches up with this on the next
86
+ * {@link update}.
87
+ *
88
+ * @returns {VolumetricLightMap|null}
89
+ */
90
+ get active() {
91
+ const entries = this.#entries;
92
+
93
+ return entries.length === 0 ? null : entries[0].component;
94
+ }
95
+
96
+ /**
97
+ * @param {GraphicsEngine3} graphics
98
+ * @param {Scene} scene
99
+ */
100
+ constructor(graphics, scene) {
101
+ super();
102
+
103
+ assert.defined(graphics, 'graphics');
104
+ assert.defined(scene, 'scene');
105
+
106
+ this.#graphics = graphics;
107
+ this.#scene = scene;
108
+ }
109
+
110
+ async startup(entityManager) {
111
+ this.entityManager = entityManager;
112
+ }
113
+
114
+ async shutdown(entityManager) {
115
+ this.#entries.length = 0;
116
+
117
+ if (this.#uploaded !== null) {
118
+ // the renderer outlives the entity manager, so the scene is left unlit rather than lit
119
+ // by a level that is no longer loaded
120
+ this.#sync();
121
+ }
122
+
123
+ this.#forget();
124
+ }
125
+
126
+ /**
127
+ * @param {VolumetricLightMap} map
128
+ * @param {number} entity
129
+ */
130
+ link(map, entity) {
131
+ this.#entries.push({ entity, component: map });
132
+ }
133
+
134
+ /**
135
+ * @param {VolumetricLightMap} map
136
+ * @param {number} entity
137
+ */
138
+ unlink(map, entity) {
139
+ const entries = this.#entries;
140
+
141
+ const index = entries.findIndex(entry => entry.entity === entity);
142
+
143
+ if (index === -1) {
144
+ return;
145
+ }
146
+
147
+ entries.splice(index, 1);
148
+ }
149
+
150
+ /**
151
+ * @param {number} time_delta_seconds
152
+ */
153
+ update(time_delta_seconds) {
154
+ this.#sync();
155
+ }
156
+
157
+ /**
158
+ * Bring the scene's lightmap buffer in line with what the components say.
159
+ *
160
+ * Does nothing at all in the common case, which is every frame after the one that uploaded.
161
+ */
162
+ #sync() {
163
+ const context = this.#graphics.scene_context(this.#scene);
164
+
165
+ if (context === null) {
166
+ /*
167
+ No device — before the first start, or after a stop. Nothing can be uploaded while this
168
+ holds, and nothing has to be undone: the buffer that held the last upload was destroyed
169
+ with the context that owned it.
170
+ */
171
+ this.#forget();
172
+
173
+ return;
174
+ }
175
+
176
+ if (context !== this.#context) {
177
+ /*
178
+ A restart, which is the same event seen from the other side. The new context's buffer
179
+ has never been written to, so a claim that survived the restart uploads again below and
180
+ a scene with no claim is left alone rather than being cleared to a state it is already
181
+ in.
182
+ */
183
+ this.#forget();
184
+
185
+ this.#context = context;
186
+ }
187
+
188
+ const active = this.active;
189
+
190
+ if (volumetric_light_map_is_current(active, this.#uploaded, this.#uploaded_version)) {
191
+ return;
192
+ }
193
+
194
+ context.volumetric_light_map.upload(volumetric_light_map_payload(active));
195
+
196
+ this.#uploaded = active;
197
+ this.#uploaded_version = active === null ? -1 : active.version;
198
+ }
199
+
200
+ /**
201
+ * Drop the record of what the GPU is holding, without touching the GPU.
202
+ *
203
+ * Also drops this system's last reference to a component that has left the scene, which for a
204
+ * lightmap is megabytes.
205
+ */
206
+ #forget() {
207
+ this.#context = null;
208
+ this.#uploaded = null;
209
+ this.#uploaded_version = -1;
210
+ }
211
+ }
212
+
213
+ /**
214
+ * The bytes the scene's lightmap buffer should hold for a given claim.
215
+ *
216
+ * **A claim with nothing usable in it is still a claim.** A component whose bake has not finished
217
+ * loading holds `null`, and one whose file turned out to be empty holds a zero-length buffer —
218
+ * neither is a structure the shader can traverse, and neither can simply be handed to
219
+ * `Brick4LightMap.upload`: it copies what it is given and no more, so a zero-length upload writes
220
+ * nothing at all and leaves the previous level's lighting exactly where it was. Both therefore
221
+ * resolve to an empty map, which is a real structure that lights nothing.
222
+ *
223
+ * @param {VolumetricLightMap|null} map `null` when nothing claims the scene
224
+ * @returns {ArrayBuffer}
225
+ */
226
+ export function volumetric_light_map_payload(map) {
227
+ const data = map === null ? null : map.data;
228
+
229
+ if (data === null || data.byteLength === 0) {
230
+ return brick4_empty_gpu_structure();
231
+ }
232
+
233
+ return data;
234
+ }
235
+
236
+ /**
237
+ * Whether the scene's lightmap buffer is already holding what the claim says it should.
238
+ *
239
+ * The whole of what {@link VolumetricLightMapSystem3.update} decides, and true on all but a handful
240
+ * of frames in a session — an upload is a state change, and there are only so many of those.
241
+ *
242
+ * **A claim is identified by the component, not by its bytes.** Comparing the buffers would answer
243
+ * the same question and cost a full read of a megabyte-scale map to do it; the version is what makes
244
+ * a component that swapped its bytes distinguishable from one that did not.
245
+ *
246
+ * **No claim and nothing uploaded is current; no claim after an upload is not.** That asymmetry is
247
+ * the unlink: a buffer nobody has written to holds nothing, and a buffer holding the last level's
248
+ * lighting has to be given an empty map before it holds nothing too.
249
+ *
250
+ * @param {VolumetricLightMap|null} active what claims the scene now
251
+ * @param {VolumetricLightMap|null} uploaded what the buffer was last given, `null` for none
252
+ * @param {number} uploaded_version {@link VolumetricLightMap.version} as of that upload
253
+ * @returns {boolean}
254
+ */
255
+ export function volumetric_light_map_is_current(active, uploaded, uploaded_version) {
256
+ if (active === null) {
257
+ return uploaded === null;
258
+ }
259
+
260
+ return active === uploaded && active.version === uploaded_version;
261
+ }
@@ -11,9 +11,11 @@
11
11
  export class ActionBehavior<CTX> extends Behavior<CTX> {
12
12
  /**
13
13
  * Constructor alias
14
+ * @param {(timeDelta: number, context: CTX) => void} action
15
+ * @param {*} [thisArg=this]
14
16
  * @returns {ActionBehavior}
15
17
  */
16
- static from(func: any, thisArg: any): ActionBehavior<any>;
18
+ static from(action: (timeDelta: number, context: CTX) => void, thisArg?: any): ActionBehavior<any>;
17
19
  /**
18
20
  *
19
21
  * @param {(timeDelta: number, context: CTX) => void} action
@@ -1 +1 @@
1
- {"version":3,"file":"ActionBehavior.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/intelligence/behavior/primitive/ActionBehavior.js"],"names":[],"mappings":"AAIA;;;;;;;;;GASG;AACH;IAqBI;;;OAGG;IACH,0DAEC;IA1BD;;;;OAIG;IACH,gCAHuB,MAAM,WAAW,GAAG,KAAK,IAAI,iBAgBnD;IARG,sBARmB,MAAM,WAAW,GAAG,KAAK,IAAI,CAQ1B;IAIlB,eAAqB;IAc7B,6BAeC;CACJ;yBA1DwB,gBAAgB"}
1
+ {"version":3,"file":"ActionBehavior.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/intelligence/behavior/primitive/ActionBehavior.js"],"names":[],"mappings":"AAIA;;;;;;;;;GASG;AACH;IAqBI;;;;;OAKG;IACH,gCAJuB,MAAM,mBAAmB,IAAI,sCAMnD;IA5BD;;;;OAIG;IACH,gCAHuB,MAAM,WAAW,GAAG,KAAK,IAAI,iBAgBnD;IARG,sBARmB,MAAM,WAAW,GAAG,KAAK,IAAI,CAQ1B;IAIlB,eAAqB;IAgB7B,6BAeC;CACJ;yBA5DwB,gBAAgB"}
@@ -35,10 +35,12 @@ export class ActionBehavior extends Behavior {
35
35
 
36
36
  /**
37
37
  * Constructor alias
38
+ * @param {(timeDelta: number, context: CTX) => void} action
39
+ * @param {*} [thisArg=this]
38
40
  * @returns {ActionBehavior}
39
41
  */
40
- static from(func, thisArg) {
41
- return new ActionBehavior(func, thisArg);
42
+ static from(action, thisArg) {
43
+ return new ActionBehavior(action, thisArg);
42
44
  }
43
45
 
44
46
  tick(timeDelta) {
@@ -64,11 +64,11 @@ export class FluidObstacleSystem extends System<any> {
64
64
  /**
65
65
  * @param {FluidComponent} fluid
66
66
  */
67
- static "__#349@#refresh_masks"(fluid: FluidComponent): void;
67
+ static "__#350@#refresh_masks"(fluid: FluidComponent): void;
68
68
  /**
69
69
  * @param {FluidComponent} fluid
70
70
  */
71
- static "__#349@#clear_field"(fluid: FluidComponent): void;
71
+ static "__#350@#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 "__#349@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
83
+ static "__#350@#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 "__#349@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
103
+ static "__#350@#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>)[];