@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.
- package/editor/process/SymbolicDisplayProcess.js +106 -106
- package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
- package/package.json +94 -94
- package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
- package/src/avif/encoder_worker.js +5 -18
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
- package/src/core/color/PQ/PQ_constants.d.ts +43 -0
- package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
- package/src/core/color/PQ/PQ_constants.js +50 -0
- package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
- package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
- package/src/core/color/PQ/PQ_to_linear.js +35 -0
- package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
- package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
- package/src/core/color/PQ/linear_to_PQ.js +32 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
- package/src/engine/EntityCreator.d.ts +19 -11
- package/src/engine/EntityCreator.d.ts.map +1 -1
- package/src/engine/EntityCreator.js +116 -94
- package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
- package/src/engine/achievements/AchievementManager.js +437 -433
- package/src/engine/animation/AnimatedActions.d.ts +6 -1
- package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
- package/src/engine/animation/AnimatedActions.js +111 -81
- package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
- package/src/engine/animation/AnimationUtils.js +234 -252
- package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
- package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
- package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
- package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
- package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMap.js +160 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
- package/src/engine/sound/SoundEngine.d.ts +2 -2
- package/src/engine/sound/SoundEngine.js +124 -124
- package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
- package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
- package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
- package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
- package/src/engine/sound/sopra/README.md +644 -643
- package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
- package/src/engine/sound/sopra/SopraEngine.js +432 -432
- package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
- package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
- package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
- package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
- package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
- package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
- package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
- package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
- package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
- package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
- package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
- package/src/shade/device/timing/GPUTimerArray.js +10 -0
- package/src/shade/playground/add_random_meshes.d.ts +19 -3
- package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
- package/src/shade/playground/add_random_meshes.js +132 -84
- package/src/shade/playground/bvh_repro/README.md +57 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
- package/src/shade/playground/bvh_repro/index.html +124 -0
- package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
- package/src/shade/playground/bvh_repro/main.js +254 -0
- package/src/shade/playground/load_default_environment.d.ts +10 -1
- package/src/shade/playground/load_default_environment.d.ts.map +1 -1
- package/src/shade/playground/load_default_environment.js +44 -20
- package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
- package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
- package/src/shade/playground/make_playground_asset_manager.js +33 -0
- package/src/shade/playground/skinned_blas_refit/README.md +103 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
- package/src/shade/playground/skinned_blas_refit/index.html +168 -0
- package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
- package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/main.js +502 -0
- package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
- package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
- package/src/shade/playground/sponza_path_trace/README.md +57 -0
- package/src/shade/playground/sponza_path_trace/index.html +164 -0
- package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
- package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
- package/src/shade/playground/sponza_path_trace/main.js +363 -0
- package/src/shade/renderer/Renderer.d.ts +16 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +23 -4
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
- package/src/shade/renderer/animation/Skin.d.ts +9 -7
- package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
- package/src/shade/renderer/animation/Skin.js +9 -7
- package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
- package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
- package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
- package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
- package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
- package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.js +41 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -0
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- package/src/shade/renderer/geometry/bvh/GPUGeometryBVH.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVH.js +0 -88
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.js +0 -49
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.js +0 -93
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.d.ts +0 -24
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.js +0 -119
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.js +0 -235
- package/src/shade/renderer/gpu_primitive/sort/NOTES.md +0 -5
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.js +0 -136
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.d.ts +0 -18
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.js +0 -108
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.d.ts +0 -35
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.js +0 -42
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.d.ts +0 -13
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.js +0 -116
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.js +0 -120
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.js +0 -76
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.js +0 -125
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.js +0 -140
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.js +0 -338
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.js +0 -261
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.js +0 -14
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.d.ts +0 -25
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.js +0 -25
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.d.ts +0 -15
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.js +0 -192
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.d.ts +0 -5
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.js +0 -990
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_global_histogram.d.ts +0 -5
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_global_histogram.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_global_histogram.js +0 -82
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_init_sweep.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_init_sweep.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_init_sweep.js +0 -44
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.d.ts +0 -5
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.js +0 -156
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.d.ts +0 -6
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.js +0 -55
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/verify_radix_sort_one_sweep.d.ts +0 -14
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/verify_radix_sort_one_sweep.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/verify_radix_sort_one_sweep.js +0 -110
- package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.d.ts +0 -12
- package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.js +0 -74
- package/src/shade/renderer/gpu_primitive/sort/v4/shader_radix_sort.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/v4/shader_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/v4/shader_radix_sort.js +0 -125
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_face_loop_helpers.d.ts +0 -32
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_face_loop_helpers.d.ts.map +0 -1
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_face_loop_helpers.js +0 -77
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.d.ts +0 -12
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.d.ts.map +0 -1
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.js +0 -35
- package/src/shade/renderer/scene/serialization/linear_to_pq.d.ts +0 -2
- package/src/shade/renderer/scene/serialization/linear_to_pq.d.ts.map +0 -1
- package/src/shade/renderer/scene/serialization/linear_to_pq.js +0 -14
- package/src/shade/renderer/scene/serialization/pq_to_linear.d.ts +0 -9
- package/src/shade/renderer/scene/serialization/pq_to_linear.d.ts.map +0 -1
- package/src/shade/renderer/scene/serialization/pq_to_linear.js +0 -30
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_calculate_morton_code.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_calculate_morton_code.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_calculate_morton_code.js +0 -36
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_get_morton_codes_from_unit_coord.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_get_morton_codes_from_unit_coord.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_get_morton_codes_from_unit_coord.js +0 -54
- package/src/shade/renderer/shader/chunk/bvh/packed/NOTES.md +0 -19
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_STRUCT.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_STRUCT.js +0 -9
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_WORD_COUNT.d.ts +0 -6
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_WORD_COUNT.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_WORD_COUNT.js +0 -5
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_make_f32_interval_f16_safe.d.ts +0 -8
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_make_f32_interval_f16_safe.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_make_f32_interval_f16_safe.js +0 -17
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_pack_f32_interval_to_u32.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_pack_f32_interval_to_u32.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_pack_f32_interval_to_u32.js +0 -14
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_from_unpacked_node.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_from_unpacked_node.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_from_unpacked_node.js +0 -27
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_read_node.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_read_node.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_read_node.js +0 -31
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_write_node.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_write_node.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_write_node.js +0 -25
- package/src/shade/renderer/shader/chunk/bvh/packed/shader_pack_blas.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/shader_pack_blas.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/shader_pack_blas.js +0 -42
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.d.ts +0 -0
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- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
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- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.d.ts +0 -0
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- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
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for (const mesh of skin.meshes) {
|
|
107
|
+
meshes.add(mesh);
|
|
108
|
+
}
|
|
109
|
+
}
|
|
110
|
+
|
|
111
|
+
return [...meshes];
|
|
112
|
+
}
|
|
113
|
+
|
|
114
|
+
/**
|
|
115
|
+
* Load one dancer, place it, and set it going.
|
|
116
|
+
*
|
|
117
|
+
* A whole load per dancer rather than one load and N instances: a second dancer needs a second
|
|
118
|
+
* joint hierarchy to pose, and those are scene nodes. The asset framework caches the bytes, so the
|
|
119
|
+
* repeat is parse work rather than transfer.
|
|
120
|
+
*
|
|
121
|
+
* @param {Scene} scene
|
|
122
|
+
* @param {GPUSceneContext} scene_context
|
|
123
|
+
* @param {AssetManager} asset_manager
|
|
124
|
+
* @param {number} index which dancer this is, used to place it
|
|
125
|
+
* @param {number} count how many there are in total
|
|
126
|
+
* @returns {Promise<SkinnedMesh[]>}
|
|
127
|
+
*/
|
|
128
|
+
async function add_dancer(scene, scene_context, asset_manager, index, count) {
|
|
129
|
+
const bundle = await load_gltf(CHARACTER_URL, { assetManager: asset_manager });
|
|
130
|
+
|
|
131
|
+
const meshes = skinned_meshes_of(bundle);
|
|
132
|
+
|
|
133
|
+
if (meshes.length === 0) {
|
|
134
|
+
throw new Error(`${CHARACTER_URL} has no skinned mesh — nothing here has a BLAS to refit`);
|
|
135
|
+
}
|
|
136
|
+
|
|
137
|
+
// A grid, centred on the origin. The offset goes on a fresh parent above the character's own
|
|
138
|
+
// roots rather than on the mesh node: a skinned mesh's own transform cancels out of both the
|
|
139
|
+
// vertex the renderer draws and the box it publishes, so the joints are what has to move. See
|
|
140
|
+
// `place_character`.
|
|
141
|
+
const { x, z } = grid_position(index, count, SPACING);
|
|
142
|
+
|
|
143
|
+
place_character(scene, bundle, x, z);
|
|
144
|
+
|
|
145
|
+
const animations = scene_context.animation_manager;
|
|
146
|
+
|
|
147
|
+
for (const skin of bundle.skins) {
|
|
148
|
+
animations.register_skin(skin);
|
|
149
|
+
}
|
|
150
|
+
|
|
151
|
+
// One clip, looping, at full weight. The pose accumulator sums every *bound* clip whatever its
|
|
152
|
+
// weight, so binding the T-pose alongside the dance would blend the two rather than leave the
|
|
153
|
+
// dance alone — only what should play is registered.
|
|
154
|
+
const clip = bundle.clips.find(candidate => /samba|dance/i.test(candidate.name ?? ''))
|
|
155
|
+
?? bundle.clips[0];
|
|
156
|
+
|
|
157
|
+
if (clip !== undefined) {
|
|
158
|
+
const clip_id = animations.register_clip(clip);
|
|
159
|
+
|
|
160
|
+
animations.set_playback_weight(clip_id, 1);
|
|
161
|
+
animations.set_flags(clip_id, AnimationClipFlags.Loop);
|
|
162
|
+
animations.start(clip_id);
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
return meshes;
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
/**
|
|
169
|
+
* The world-space box the renderer itself culls and traces this mesh by.
|
|
170
|
+
*
|
|
171
|
+
* Not `mesh.bounding_box`, which is the CPU-side box of the *source* geometry under the mesh
|
|
172
|
+
* transform — the rest pose, and for a glTF character whose node carries the file's centimetre
|
|
173
|
+
* scale, a box a couple of centimetres across. Framing a camera on that puts it inside the
|
|
174
|
+
* character, where a rasterized image and a traced one have no reason to look alike and neither
|
|
175
|
+
* says anything about the tree.
|
|
176
|
+
*
|
|
177
|
+
* The `meshes` table row is the deformed box: the skinning pass's bounds-refresh chain rewrites it
|
|
178
|
+
* every frame from the vertices it just moved. It is only right once that chain has run, so this
|
|
179
|
+
* is worth nothing before a few frames have gone by.
|
|
180
|
+
*
|
|
181
|
+
* @param {GPUSceneContext} scene_context
|
|
182
|
+
* @param {Mesh} mesh
|
|
183
|
+
* @returns {Promise<{low: Vector3, high: Vector3, radius: number}>}
|
|
184
|
+
*/
|
|
185
|
+
async function world_bounds_of(scene_context, mesh) {
|
|
186
|
+
const row = scene_context.mesh_row_of(mesh);
|
|
187
|
+
|
|
188
|
+
const record = await scene_context.scene_database.debug_table_read_element('meshes', row);
|
|
189
|
+
|
|
190
|
+
const box = record.bounding_box;
|
|
191
|
+
|
|
192
|
+
const low = new Vector3(box[0], box[1], box[2]);
|
|
193
|
+
const high = new Vector3(box[3], box[4], box[5]);
|
|
194
|
+
|
|
195
|
+
return {
|
|
196
|
+
low,
|
|
197
|
+
high,
|
|
198
|
+
radius: Math.hypot(high.x - low.x, high.y - low.y, high.z - low.z) * 0.5,
|
|
199
|
+
};
|
|
200
|
+
}
|
|
201
|
+
|
|
202
|
+
/**
|
|
203
|
+
* Stand the prototype up. Called by the page rather than run on import, so that nothing here
|
|
204
|
+
* touches the DOM until there is one.
|
|
205
|
+
*
|
|
206
|
+
* @returns {Promise<void>}
|
|
207
|
+
*/
|
|
208
|
+
export async function start() {
|
|
209
|
+
|
|
210
|
+
const element = id => document.getElementById(id);
|
|
211
|
+
|
|
212
|
+
const status_element = element('status');
|
|
213
|
+
const stats_element = element('stats');
|
|
214
|
+
|
|
215
|
+
/**
|
|
216
|
+
* @param {string} text
|
|
217
|
+
* @param {string} [kind]
|
|
218
|
+
*/
|
|
219
|
+
function set_status(text, kind = '') {
|
|
220
|
+
status_element.textContent = text;
|
|
221
|
+
status_element.className = kind;
|
|
222
|
+
}
|
|
223
|
+
|
|
224
|
+
const canvas = element('view');
|
|
225
|
+
|
|
226
|
+
const context = canvas.getContext('webgpu');
|
|
227
|
+
|
|
228
|
+
if (context === null) {
|
|
229
|
+
set_status('no WebGPU context — this browser has none, or the page is not a secure context', 'fail');
|
|
230
|
+
return;
|
|
231
|
+
}
|
|
232
|
+
|
|
233
|
+
const renderer = new Renderer();
|
|
234
|
+
|
|
235
|
+
set_status('acquiring a device…');
|
|
236
|
+
|
|
237
|
+
await renderer.initialize({ context });
|
|
238
|
+
|
|
239
|
+
if (!renderer.graphics.device.features.has('subgroups')) {
|
|
240
|
+
set_status('device has no `subgroups`, which this engine takes as a baseline', 'warn');
|
|
241
|
+
}
|
|
242
|
+
|
|
243
|
+
const camera = new PerspectiveCamera();
|
|
244
|
+
|
|
245
|
+
camera.near = 0.01;
|
|
246
|
+
camera.far = 200;
|
|
247
|
+
camera.fov = 50 * DEG_TO_RAD;
|
|
248
|
+
camera.aspect = renderer.aspect_ratio;
|
|
249
|
+
|
|
250
|
+
const scene = new Scene();
|
|
251
|
+
|
|
252
|
+
// document.body rather than the canvas: the controller starts a keyboard device, and only a
|
|
253
|
+
// focusable element can receive key events — body carries tabindex for exactly that.
|
|
254
|
+
const controller = new OrbitalCameraController(camera, document.body);
|
|
255
|
+
|
|
256
|
+
// handy from the console
|
|
257
|
+
globalThis.renderer = renderer;
|
|
258
|
+
globalThis.scene = scene;
|
|
259
|
+
globalThis.camera = camera;
|
|
260
|
+
globalThis.controller = controller;
|
|
261
|
+
|
|
262
|
+
// The numeric half of what this page checks by eye: `verify()` in the console holds the tree's
|
|
263
|
+
// root box against the bounds-refresh chain's box over the same deformed vertices. Useful when
|
|
264
|
+
// the page cannot be looked at — a browser stops calling `requestAnimationFrame` for a page it
|
|
265
|
+
// is not compositing, so a hidden tab renders no frames to look at in the first place.
|
|
266
|
+
globalThis.verify = async () => {
|
|
267
|
+
const { verify_skinned_blas_refit } = await import('./verify_skinned_blas_refit.js');
|
|
268
|
+
|
|
269
|
+
return verify_skinned_blas_refit({ renderer, camera, scene, mesh: globalThis.dancers[0] });
|
|
270
|
+
};
|
|
271
|
+
|
|
272
|
+
// The half `verify()` is blind to: whether each leaf's box belongs to the triangle that leaf
|
|
273
|
+
// names. Run against the character's *source* geometry — skinning deforms the clone's vertex
|
|
274
|
+
// region and leaves the source's alone, so the tree the builder wrote for it is still the right
|
|
275
|
+
// answer and is there to compare against.
|
|
276
|
+
globalThis.verify_leaves = async () => {
|
|
277
|
+
const { verify_leaf_correspondence } = await import('./verify_skinned_blas_refit.js');
|
|
278
|
+
|
|
279
|
+
return verify_leaf_correspondence({ renderer, geometry: globalThis.dancers[0].geometry });
|
|
280
|
+
};
|
|
281
|
+
|
|
282
|
+
const frame_timer = new FrameTimer();
|
|
283
|
+
|
|
284
|
+
// Tracing by default — it is the reading of the scene this page exists to check.
|
|
285
|
+
renderer.feature_path_tracing_enabled = element('path_tracing').checked;
|
|
286
|
+
renderer.feature_taa_enabled = element('taa').checked;
|
|
287
|
+
|
|
288
|
+
element('path_tracing').addEventListener('change', event => {
|
|
289
|
+
renderer.feature_path_tracing_enabled = event.target.checked;
|
|
290
|
+
|
|
291
|
+
// Two temporal filters over one image is nonsense; the tracer accumulates on its own.
|
|
292
|
+
if (event.target.checked) {
|
|
293
|
+
element('taa').checked = false;
|
|
294
|
+
renderer.feature_taa_enabled = false;
|
|
295
|
+
}
|
|
296
|
+
|
|
297
|
+
renderer.indicate_view_change();
|
|
298
|
+
frame_timer.reset();
|
|
299
|
+
});
|
|
300
|
+
|
|
301
|
+
element('taa').addEventListener('change', event => {
|
|
302
|
+
renderer.feature_taa_enabled = event.target.checked;
|
|
303
|
+
renderer.indicate_view_change();
|
|
304
|
+
});
|
|
305
|
+
|
|
306
|
+
let animating = true;
|
|
307
|
+
|
|
308
|
+
element('animation').addEventListener('click', () => {
|
|
309
|
+
animating = !animating;
|
|
310
|
+
|
|
311
|
+
element('animation').textContent = animating ? 'Freeze pose' : 'Resume dance';
|
|
312
|
+
|
|
313
|
+
renderer.path_tracer.clear_history = true;
|
|
314
|
+
renderer.indicate_view_change();
|
|
315
|
+
});
|
|
316
|
+
|
|
317
|
+
let diff_showing = false;
|
|
318
|
+
|
|
319
|
+
// Held while the diff captures. The frame loop draws to the same canvas the capture reads back
|
|
320
|
+
// from, and a frame presented between a render and its `drawImage` leaves the read with an
|
|
321
|
+
// empty bitmap — a comparison of two blanks, which agrees with itself perfectly.
|
|
322
|
+
let frame_loop_suspended = false;
|
|
323
|
+
|
|
324
|
+
element('diff').addEventListener('click', async () => {
|
|
325
|
+
const { clear_diff_overlay, diff_traced_against_rasterized } =
|
|
326
|
+
await import('./diff_traced_against_rasterized.js');
|
|
327
|
+
|
|
328
|
+
if (diff_showing) {
|
|
329
|
+
clear_diff_overlay();
|
|
330
|
+
|
|
331
|
+
diff_showing = false;
|
|
332
|
+
|
|
333
|
+
set_status('diff cleared', '');
|
|
334
|
+
|
|
335
|
+
return;
|
|
336
|
+
}
|
|
337
|
+
|
|
338
|
+
set_status('rendering both ways…');
|
|
339
|
+
|
|
340
|
+
try {
|
|
341
|
+
const result = await diff_traced_against_rasterized({
|
|
342
|
+
renderer,
|
|
343
|
+
camera,
|
|
344
|
+
scene,
|
|
345
|
+
suspend: held => {
|
|
346
|
+
frame_loop_suspended = held;
|
|
347
|
+
},
|
|
348
|
+
});
|
|
349
|
+
|
|
350
|
+
diff_showing = true;
|
|
351
|
+
|
|
352
|
+
set_status(result.verdict, result.verdict.startsWith('edge') ? 'pass' : 'fail');
|
|
353
|
+
} catch (error) {
|
|
354
|
+
set_status(error.message, 'fail');
|
|
355
|
+
|
|
356
|
+
console.error(error);
|
|
357
|
+
}
|
|
358
|
+
});
|
|
359
|
+
|
|
360
|
+
element('reset_accumulation').addEventListener('click', () => {
|
|
361
|
+
renderer.path_tracer.clear_history = true;
|
|
362
|
+
renderer.indicate_view_change();
|
|
363
|
+
frame_timer.reset();
|
|
364
|
+
});
|
|
365
|
+
|
|
366
|
+
const parameters = new URLSearchParams(location.search);
|
|
367
|
+
|
|
368
|
+
const count = Math.min(64, Math.max(1, Number.parseInt(parameters.get('count'), 10) || 1));
|
|
369
|
+
|
|
370
|
+
element('character_count').value = String(count);
|
|
371
|
+
|
|
372
|
+
// A Scene has no teardown, so changing the cast reloads the page rather than emptying one in
|
|
373
|
+
// place.
|
|
374
|
+
element('respawn').addEventListener('click', () => {
|
|
375
|
+
const next = new URLSearchParams(location.search);
|
|
376
|
+
|
|
377
|
+
next.set('count', element('character_count').value);
|
|
378
|
+
|
|
379
|
+
location.search = next.toString();
|
|
380
|
+
});
|
|
381
|
+
|
|
382
|
+
// ---- the scene ------------------------------------------------------------------------
|
|
383
|
+
|
|
384
|
+
set_status(`loading ${count} × ${CHARACTER_URL} …`);
|
|
385
|
+
|
|
386
|
+
const scene_context = renderer.scenes.obtain(scene);
|
|
387
|
+
|
|
388
|
+
/** @type {SkinnedMesh[]} */
|
|
389
|
+
const dancers = [];
|
|
390
|
+
|
|
391
|
+
try {
|
|
392
|
+
const asset_manager = await make_playground_asset_manager();
|
|
393
|
+
|
|
394
|
+
for (let i = 0; i < count; i++) {
|
|
395
|
+
dancers.push(...await add_dancer(scene, scene_context, asset_manager, i, count));
|
|
396
|
+
}
|
|
397
|
+
} catch (error) {
|
|
398
|
+
set_status(
|
|
399
|
+
`could not load the character (${error.message}). Put it under test_assets/ — `
|
|
400
|
+
+ `see test_assets/README.md.`,
|
|
401
|
+
'fail'
|
|
402
|
+
);
|
|
403
|
+
console.error(error);
|
|
404
|
+
return;
|
|
405
|
+
}
|
|
406
|
+
|
|
407
|
+
if (!scene.lights.elements.some(light => light.isDirectionalLight)) {
|
|
408
|
+
// a glTF character carries no light of its own
|
|
409
|
+
scene.lights.add(make_sunlight({ intensity: 6 }));
|
|
410
|
+
}
|
|
411
|
+
|
|
412
|
+
// Frames enough for skinning to run and its bounds-refresh chain to publish a deformed box,
|
|
413
|
+
// which is the only box worth framing on — see `world_bounds_of`. The camera is parked at the
|
|
414
|
+
// origin until then, so nothing is worth looking at yet either.
|
|
415
|
+
for (let i = 0; i < 8; i++) {
|
|
416
|
+
renderer.render(camera, scene, 1 / 60);
|
|
417
|
+
|
|
418
|
+
await renderer.graphics.device.queue.onSubmittedWorkDone();
|
|
419
|
+
}
|
|
420
|
+
|
|
421
|
+
// union over every dancer, so a crowd is framed rather than whoever loaded first
|
|
422
|
+
let low = null;
|
|
423
|
+
let high = null;
|
|
424
|
+
|
|
425
|
+
for (const dancer of dancers) {
|
|
426
|
+
const bounds = await world_bounds_of(scene_context, dancer);
|
|
427
|
+
|
|
428
|
+
low = low === null ? bounds.low : new Vector3(
|
|
429
|
+
Math.min(low.x, bounds.low.x), Math.min(low.y, bounds.low.y), Math.min(low.z, bounds.low.z)
|
|
430
|
+
);
|
|
431
|
+
|
|
432
|
+
high = high === null ? bounds.high : new Vector3(
|
|
433
|
+
Math.max(high.x, bounds.high.x), Math.max(high.y, bounds.high.y), Math.max(high.z, bounds.high.z)
|
|
434
|
+
);
|
|
435
|
+
}
|
|
436
|
+
|
|
437
|
+
const span = new Vector3(high.x - low.x, high.y - low.y, high.z - low.z);
|
|
438
|
+
|
|
439
|
+
globalThis.floor = add_floor(scene, Math.max(span.x, span.z) * 6, low.y);
|
|
440
|
+
|
|
441
|
+
const radius = Math.hypot(span.x, span.y, span.z) * 0.5;
|
|
442
|
+
|
|
443
|
+
camera_frame_sphere(
|
|
444
|
+
controller,
|
|
445
|
+
radius,
|
|
446
|
+
new Vector3((low.x + high.x) / 2, (low.y + high.y) / 2, (low.z + high.z) / 2)
|
|
447
|
+
);
|
|
448
|
+
|
|
449
|
+
controller.movement_speed_scale = radius * 0.2;
|
|
450
|
+
|
|
451
|
+
// a metre-scale subject, so the default 0.01 near plane is far too tight to be worth keeping
|
|
452
|
+
camera.near = radius * 0.01;
|
|
453
|
+
camera.far = radius * 400;
|
|
454
|
+
|
|
455
|
+
load_default_environment(scene).then(applied => {
|
|
456
|
+
if (applied) {
|
|
457
|
+
renderer.indicate_view_change();
|
|
458
|
+
}
|
|
459
|
+
});
|
|
460
|
+
|
|
461
|
+
// the controller's keyboard device listens on body, and only a focused element gets key events
|
|
462
|
+
document.body.focus();
|
|
463
|
+
|
|
464
|
+
globalThis.dancers = dancers;
|
|
465
|
+
|
|
466
|
+
set_status(`loaded — ${count} dancing, ${scene.instances.instances.length} instances`, 'pass');
|
|
467
|
+
|
|
468
|
+
renderer.indicate_view_change();
|
|
469
|
+
|
|
470
|
+
// ---- frame loop -----------------------------------------------------------------------
|
|
471
|
+
|
|
472
|
+
const FRAME_RATE_LIMIT = 60;
|
|
473
|
+
|
|
474
|
+
create_frame_loop(time_delta_s => {
|
|
475
|
+
if (frame_loop_suspended) {
|
|
476
|
+
// the diff owns the canvas until it has both captures
|
|
477
|
+
return;
|
|
478
|
+
}
|
|
479
|
+
|
|
480
|
+
const width = window.innerWidth;
|
|
481
|
+
const height = window.innerHeight;
|
|
482
|
+
|
|
483
|
+
renderer.resize(width, height);
|
|
484
|
+
renderer.pixel_ratio = window.devicePixelRatio;
|
|
485
|
+
camera.aspect = width / height;
|
|
486
|
+
|
|
487
|
+
controller.update();
|
|
488
|
+
|
|
489
|
+
// A frozen pose is a still scene, which is the only condition under which the accumulator
|
|
490
|
+
// converges — so time stops rather than the frame loop stopping, and the camera stays live.
|
|
491
|
+
renderer.render(camera, scene, animating ? time_delta_s : 0);
|
|
492
|
+
|
|
493
|
+
frame_timer.add(time_delta_s);
|
|
494
|
+
|
|
495
|
+
const mean = frame_timer.mean_ms;
|
|
496
|
+
|
|
497
|
+
stats_element.textContent =
|
|
498
|
+
`${mean.toFixed(1)} ms · ${mean > 0 ? (1000 / mean).toFixed(0) : '0'} fps · `
|
|
499
|
+
+ `${count} dancer${count === 1 ? '' : 's'}`
|
|
500
|
+
+ `${renderer.feature_path_tracing_enabled ? ' · path traced' : ' · rasterized'}`;
|
|
501
|
+
}, FRAME_RATE_LIMIT);
|
|
502
|
+
}
|
|
@@ -0,0 +1,81 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Stand one loaded character on the floor at `(x, 0, z)`.
|
|
3
|
+
*
|
|
4
|
+
* ## Why the mesh node is not the placement point
|
|
5
|
+
*
|
|
6
|
+
* It is tempting, and it is what this page used to do: the mesh is the visible thing, so move the
|
|
7
|
+
* mesh. For a {@link SkinnedMesh} that is a no-op, and the reason is the glTF skinning formula
|
|
8
|
+
* itself. A skinned vertex lands at
|
|
9
|
+
*
|
|
10
|
+
* ```
|
|
11
|
+
* mesh.global × inverse(mesh.global) × joint.global × inverse_bind × v
|
|
12
|
+
* ```
|
|
13
|
+
*
|
|
14
|
+
* — `chunk_skin_blend_mesh_local` folds the leftmost inverse into each joint matrix and the
|
|
15
|
+
* rasterizer re-applies `mesh.global` afterwards, so the mesh node's own transform **cancels
|
|
16
|
+
* exactly** and the vertex is at `joint.global × inverse_bind × v`. `compute_skin_world_bounds`
|
|
17
|
+
* composes the published box the same way and does not read the mesh node either. So a skinned
|
|
18
|
+
* character is placed by its **joints**, and the only thing that moves them is an ancestor they
|
|
19
|
+
* actually sit under.
|
|
20
|
+
*
|
|
21
|
+
* Michelle is the shape that makes this concrete. Her file is one root carrying the centimetre
|
|
22
|
+
* scale and the Z-up rotation, with the mesh node and the joint root as *siblings* beneath it:
|
|
23
|
+
*
|
|
24
|
+
* ```
|
|
25
|
+
* "Character" R=(0.70711, 0, 0, 0.70711) S=(0.01, 0.01, 0.01)
|
|
26
|
+
* ├── "Ch03" mesh 0, skin 0 — no local transform of its own
|
|
27
|
+
* └── "mixamorig:Hips" the joint root
|
|
28
|
+
* ```
|
|
29
|
+
*
|
|
30
|
+
* Nothing under `Ch03` drives a joint, so writing a grid offset there — to either transform —
|
|
31
|
+
* moves nothing at all.
|
|
32
|
+
*
|
|
33
|
+
* ## Why a placement node rather than the character's own root
|
|
34
|
+
*
|
|
35
|
+
* `"Character"`'s local transform is the file's, and it is load-bearing twice over: the 0.01 scale
|
|
36
|
+
* is what makes the inverse-bind matrices agree with the vertex positions, and a `Transform64`
|
|
37
|
+
* composes as `T · R · S`, so a translation written there is *not* the world offset — it is an
|
|
38
|
+
* offset the file's own rotation and scale then act on. A fresh parent keeps the two apart: the
|
|
39
|
+
* grid offset is this node's whole transform, the file's is untouched below it, and the
|
|
40
|
+
* composition happens where it always happens.
|
|
41
|
+
*
|
|
42
|
+
* A node under {@link TransformAuthority.GPU} still follows a CPU-driven parent — the hierarchy
|
|
43
|
+
* pass composes `global` from the node's own TRS and the parent chain — so the joints the pose
|
|
44
|
+
* accumulator owns are carried by this without anyone writing to their rows.
|
|
45
|
+
*
|
|
46
|
+
* ## Why the local transform
|
|
47
|
+
*
|
|
48
|
+
* The same reason the floor is placed that way, and it is worth restating because this page has
|
|
49
|
+
* now been bitten by it twice. `Node3D.transform_global` is **derived** — its doc comment says so
|
|
50
|
+
* — and `updateMatrices` recomputes it from the local transform and the parent chain. The GPU is
|
|
51
|
+
* handed the node's local TRS and composes `node.global` from it, so a placement that only ever
|
|
52
|
+
* reached `transform_global` is discarded at both ends. See `add_floor` for the version of this
|
|
53
|
+
* where the two ends disagreed and produced two different pictures; here they agreed on the wrong
|
|
54
|
+
* answer, which is quieter and took longer to see.
|
|
55
|
+
*
|
|
56
|
+
* @param {Scene} scene
|
|
57
|
+
* @param {SceneBundle} bundle a freshly loaded character — its roots must not be parented yet
|
|
58
|
+
* @param {number} x
|
|
59
|
+
* @param {number} z
|
|
60
|
+
* @returns {Node3D} the placement node, now the parent of every root in `bundle.scenes`
|
|
61
|
+
*/
|
|
62
|
+
export function place_character(scene: Scene, bundle: SceneBundle, x: number, z: number): Node3D;
|
|
63
|
+
/**
|
|
64
|
+
* Where the `index`-th of `count` characters stands: a square-ish grid centred on the origin, laid
|
|
65
|
+
* out in rows along +x.
|
|
66
|
+
*
|
|
67
|
+
* Centred rather than growing from the origin so that `?count=N` frames the same way for every N —
|
|
68
|
+
* the camera is aimed at the union of the cast, and a grid that walks away from the origin as it
|
|
69
|
+
* grows pushes that union off with it.
|
|
70
|
+
*
|
|
71
|
+
* @param {number} index
|
|
72
|
+
* @param {number} count
|
|
73
|
+
* @param {number} spacing distance between neighbours
|
|
74
|
+
* @returns {{x: number, z: number}}
|
|
75
|
+
*/
|
|
76
|
+
export function grid_position(index: number, count: number, spacing: number): {
|
|
77
|
+
x: number;
|
|
78
|
+
z: number;
|
|
79
|
+
};
|
|
80
|
+
import { Node3D } from "../../renderer/scene/Node3D.js";
|
|
81
|
+
//# sourceMappingURL=place_character.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"place_character.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/place_character.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4DG;AACH,sEAJW,MAAM,KACN,MAAM,GACJ,MAAM,CA+BlB;AAED;;;;;;;;;;;;GAYG;AACH,qCALW,MAAM,SACN,MAAM,WACN,MAAM,GACJ;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,CAUlC;uBAnHsB,gCAAgC"}
|