@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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  879. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.d.ts +0 -0
  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 +1,135 @@
1
+ import Vector3 from "../../../core/geom/Vector3.js";
2
+ import { diff_traced_against_rasterized } from "./diff_traced_against_rasterized.js";
3
+
4
+ /**
5
+ * Run the traced-against-rasterized comparison from many directions and report the worst.
6
+ *
7
+ * One view proves nothing. Every check that has come back clean so far has come back clean from
8
+ * *a* camera, and the disagreement people actually see is reported from cameras they orbited to —
9
+ * so "which views fail" is the question, and answering it by looking is what has cost the most time
10
+ * on this.
11
+ *
12
+ * Views are placed on a sphere around the instance being examined, at several elevations including
13
+ * from below, because a mesh of long thin slivers presents completely differently edge-on than
14
+ * face-on and a horizon-only ring would miss half of it.
15
+ *
16
+ * The camera is driven directly rather than through the orbital controller, so a sweep does not
17
+ * depend on the controller's state and leaves it where it found it.
18
+ */
19
+
20
+ /**
21
+ * @param {object} options
22
+ * @param {Renderer} options.renderer
23
+ * @param {PerspectiveCamera} options.camera
24
+ * @param {Scene} options.scene
25
+ * @param {Mesh} options.mesh the instance to orbit and to frame on
26
+ * @param {function(boolean): void} [options.suspend]
27
+ * @param {number} [options.azimuths]
28
+ * @param {number[]} [options.elevations] radians; negative looks up from below
29
+ * @param {number} [options.distance] multiples of the instance's bounding radius
30
+ * @param {number} [options.samples] samples per pixel at each view
31
+ * @returns {Promise<object>}
32
+ */
33
+ export async function sweep_views({
34
+ renderer,
35
+ camera,
36
+ scene,
37
+ mesh,
38
+ suspend = () => undefined,
39
+ azimuths = 8,
40
+ elevations = [-0.9, -0.3, 0.3, 0.9],
41
+ distance = 2.2,
42
+ samples = 6,
43
+ }) {
44
+ const scene_context = renderer.scenes.obtain(scene);
45
+
46
+ const record = await scene_context.scene_database.debug_table_read_element(
47
+ 'meshes',
48
+ scene_context.mesh_row_of(mesh)
49
+ );
50
+
51
+ const box = record.bounding_box;
52
+
53
+ const centre = new Vector3(
54
+ (box[0] + box[3]) / 2,
55
+ (box[1] + box[4]) / 2,
56
+ (box[2] + box[5]) / 2
57
+ );
58
+
59
+ const radius = Math.hypot(box[3] - box[0], box[4] - box[1], box[5] - box[2]) * 0.5;
60
+
61
+ const kept = {
62
+ position: [...camera.transform.position],
63
+ near: camera.near,
64
+ far: camera.far,
65
+ };
66
+
67
+ camera.near = radius * 0.01;
68
+ camera.far = radius * 400;
69
+
70
+ const views = [];
71
+
72
+ for (const elevation of elevations) {
73
+ for (let step = 0; step < azimuths; step++) {
74
+ const azimuth = step / azimuths * Math.PI * 2;
75
+
76
+ const range = radius * distance;
77
+
78
+ camera.transform.position.set(
79
+ centre.x + range * Math.cos(elevation) * Math.cos(azimuth),
80
+ centre.y + range * Math.sin(elevation),
81
+ centre.z + range * Math.cos(elevation) * Math.sin(azimuth)
82
+ );
83
+
84
+ camera.transform.lookAt(centre);
85
+
86
+ const result = await diff_traced_against_rasterized({
87
+ renderer,
88
+ camera,
89
+ scene,
90
+ suspend,
91
+ samples,
92
+ });
93
+
94
+ views.push({
95
+ elevation: +elevation.toFixed(2),
96
+ azimuth: +(azimuth * 180 / Math.PI).toFixed(0),
97
+ covered: result.covered,
98
+ raster_only: result.raster_only,
99
+ traced_only: result.traced_only,
100
+ raster_only_pct: result.raster_only_pct,
101
+ largest: result.largest_components[0] ?? 0,
102
+ median: result.median_component,
103
+ converging: result.still_converging,
104
+ position: [...camera.transform.position].map(v => +v.toFixed(3)),
105
+ });
106
+ }
107
+ }
108
+
109
+ camera.transform.position.set(...kept.position);
110
+ camera.transform.lookAt(centre);
111
+ camera.near = kept.near;
112
+ camera.far = kept.far;
113
+
114
+ const worst = views.slice().sort((a, b) => b.largest - a.largest);
115
+
116
+ // A view whose largest one-directional component is a real blob is a view where something is
117
+ // actually absent, not a view with more silhouette than the others.
118
+ const suspicious = views.filter(view =>
119
+ !view.converging && view.largest >= 400 && view.raster_only > view.traced_only * 2);
120
+
121
+ const result = {
122
+ views,
123
+ worst: worst.slice(0, 5),
124
+ suspicious,
125
+ verdict: suspicious.length === 0
126
+ ? `pass — ${views.length} views, worst blob ${worst[0]?.largest ?? 0} px, `
127
+ + `median component ${worst[0]?.median ?? 0} px; nothing is missing from any of them`
128
+ : `FAIL — ${suspicious.length} of ${views.length} views lose geometry under the tracer, `
129
+ + `worst blob ${Math.max(...suspicious.map(v => v.largest))} px`,
130
+ };
131
+
132
+ console.log(result.verdict, result);
133
+
134
+ return result;
135
+ }
@@ -0,0 +1,31 @@
1
+ /**
2
+ * The AABB of a box's eight corners under a transform.
3
+ *
4
+ * Eight corners rather than two: any rotation in the matrix makes a componentwise transform of the
5
+ * min and max meaningless, which is the trap that makes this worth writing down. Michelle's root
6
+ * carries the file's axis conversion, so her boxes are rotated and a two-corner comparison reports
7
+ * violations that are not there and misses ones that are.
8
+ *
9
+ * @param {ArrayLike<number>} box `[min.xyz, max.xyz]`
10
+ * @param {ArrayLike<number>} matrix column-major 4x4
11
+ * @returns {number[]} `[min.xyz, max.xyz]`
12
+ */
13
+ export function transformed_box(box: ArrayLike<number>, matrix: ArrayLike<number>): number[];
14
+ /**
15
+ * Check every mesh in the scene.
16
+ *
17
+ * @param {object} options
18
+ * @param {Renderer} options.renderer
19
+ * @param {Scene} options.scene
20
+ * @param {PerspectiveCamera} [options.camera] rendered a few times first, so the bounds-refresh
21
+ * chain has published something to check
22
+ * @param {number} [options.tolerance] fraction of an instance's own size it may escape by
23
+ * @returns {Promise<object>}
24
+ */
25
+ export function verify_instance_bounds({ renderer, scene, camera, tolerance }: {
26
+ renderer: Renderer;
27
+ scene: Scene;
28
+ camera?: PerspectiveCamera;
29
+ tolerance?: number;
30
+ }): Promise<object>;
31
+ //# sourceMappingURL=verify_instance_bounds.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"verify_instance_bounds.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_instance_bounds.js"],"names":[],"mappings":"AAoFA;;;;;;;;;;;GAWG;AACH,qCAJW,UAAU,MAAM,CAAC,UACjB,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAqBpB;AAuCD;;;;;;;;;;GAUG;AACH;IAP6B,QAAQ;IACX,KAAK;IACQ,MAAM;IAEjB,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CA4E3B"}
@@ -0,0 +1,240 @@
1
+ import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
2
+
3
+ /**
4
+ * Does every instance's published world box actually contain its geometry?
5
+ *
6
+ * This is upstream of the tree and cheap to get wrong, and getting it wrong looks exactly like a
7
+ * broken BVH. `chunk_ray_query_nearest` tests the TLAS leaf's world AABB *before* it transforms the
8
+ * ray and enters the BLAS:
9
+ *
10
+ * ```wgsl
11
+ * if(!aabb3_intersects_ray(node.bounds, ...)){ ...; continue; }
12
+ * ```
13
+ *
14
+ * So a leaf box smaller than the geometry it stands for is a hard clip. Rays that would have hit
15
+ * the parts sticking out never get to ask the BLAS about them, and those parts are simply absent
16
+ * from the traced image while the rasterizer — which consults no such box — draws them. The pieces
17
+ * that go missing are the outlying ones, which is the tell: a compact core survives and the
18
+ * extremities do not.
19
+ *
20
+ * The rasterizer cannot detect this and neither can any amount of checking the tree, because the
21
+ * tree is fine. Only the composition is wrong.
22
+ *
23
+ * The check is exact rather than statistical: eight corners of the geometry's own bounding box,
24
+ * through the node matrix the shader uses, against the box the shader tests. No sampling, no
25
+ * thresholds, no images.
26
+ */
27
+
28
+ /**
29
+ * Read a range of a GPU buffer back to the CPU.
30
+ *
31
+ * @param {GPUDevice} device
32
+ * @param {GPUBuffer} buffer must carry `COPY_SRC`
33
+ * @param {number} offset bytes
34
+ * @param {number} size bytes
35
+ * @returns {Promise<ArrayBuffer>}
36
+ */
37
+ async function read_back(device, buffer, offset, size) {
38
+ const aligned_offset = Math.floor(offset / 4) * 4;
39
+ const slack = offset - aligned_offset;
40
+ const aligned_size = Math.ceil((size + slack) / 4) * 4;
41
+
42
+ const staging = device.createBuffer({
43
+ label: 'verify/bounds readback',
44
+ size: aligned_size,
45
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
46
+ });
47
+
48
+ const encoder = device.createCommandEncoder({ label: 'verify/bounds readback' });
49
+
50
+ encoder.copyBufferToBuffer(buffer, aligned_offset, staging, 0, aligned_size);
51
+
52
+ device.queue.submit([encoder.finish()]);
53
+
54
+ await staging.mapAsync(GPUMapMode.READ);
55
+
56
+ const copy = staging.getMappedRange().slice(slack, slack + size);
57
+
58
+ staging.unmap();
59
+ staging.destroy();
60
+
61
+ return copy;
62
+ }
63
+
64
+ /**
65
+ * Apply a column-major 4x4 to a point.
66
+ *
67
+ * @param {ArrayLike<number>} m
68
+ * @param {number} x
69
+ * @param {number} y
70
+ * @param {number} z
71
+ * @returns {number[]}
72
+ */
73
+ function transform_point(m, x, y, z) {
74
+ const w = m[3] * x + m[7] * y + m[11] * z + m[15];
75
+
76
+ const inverse_w = w === 0 ? 1 : 1 / w;
77
+
78
+ return [
79
+ (m[0] * x + m[4] * y + m[8] * z + m[12]) * inverse_w,
80
+ (m[1] * x + m[5] * y + m[9] * z + m[13]) * inverse_w,
81
+ (m[2] * x + m[6] * y + m[10] * z + m[14]) * inverse_w,
82
+ ];
83
+ }
84
+
85
+ /**
86
+ * The AABB of a box's eight corners under a transform.
87
+ *
88
+ * Eight corners rather than two: any rotation in the matrix makes a componentwise transform of the
89
+ * min and max meaningless, which is the trap that makes this worth writing down. Michelle's root
90
+ * carries the file's axis conversion, so her boxes are rotated and a two-corner comparison reports
91
+ * violations that are not there and misses ones that are.
92
+ *
93
+ * @param {ArrayLike<number>} box `[min.xyz, max.xyz]`
94
+ * @param {ArrayLike<number>} matrix column-major 4x4
95
+ * @returns {number[]} `[min.xyz, max.xyz]`
96
+ */
97
+ export function transformed_box(box, matrix) {
98
+ const low = [Infinity, Infinity, Infinity];
99
+ const high = [-Infinity, -Infinity, -Infinity];
100
+
101
+ for (let corner = 0; corner < 8; corner++) {
102
+ const point = transform_point(
103
+ matrix,
104
+ box[(corner & 1) ? 3 : 0],
105
+ box[(corner & 2) ? 4 : 1],
106
+ box[(corner & 4) ? 5 : 2]
107
+ );
108
+
109
+ for (let axis = 0; axis < 3; axis++) {
110
+ low[axis] = Math.min(low[axis], point[axis]);
111
+ high[axis] = Math.max(high[axis], point[axis]);
112
+ }
113
+ }
114
+
115
+ return [...low, ...high];
116
+ }
117
+
118
+ /**
119
+ * How far `inner` pokes out of `outer`, per axis, as a fraction of `inner`'s own size.
120
+ *
121
+ * Relative so the answer means the same thing whatever the asset's units are, and signed per side
122
+ * so the report says which way it escaped.
123
+ *
124
+ * @param {number[]} inner
125
+ * @param {number[]} outer
126
+ * @returns {{worst: number, sides: object[]}}
127
+ */
128
+ function containment_error(inner, outer) {
129
+ const sides = [];
130
+
131
+ let worst = 0;
132
+
133
+ for (let axis = 0; axis < 3; axis++) {
134
+ const span = Math.max(1e-9, inner[axis + 3] - inner[axis]);
135
+
136
+ const below = (outer[axis] - inner[axis]) / span;
137
+ const above = (inner[axis + 3] - outer[axis + 3]) / span;
138
+
139
+ if (below > 0) {
140
+ sides.push({ axis, side: 'min', escapes_by: +below.toFixed(4) });
141
+
142
+ worst = Math.max(worst, below);
143
+ }
144
+
145
+ if (above > 0) {
146
+ sides.push({ axis, side: 'max', escapes_by: +above.toFixed(4) });
147
+
148
+ worst = Math.max(worst, above);
149
+ }
150
+ }
151
+
152
+ return { worst, sides };
153
+ }
154
+
155
+ /**
156
+ * Check every mesh in the scene.
157
+ *
158
+ * @param {object} options
159
+ * @param {Renderer} options.renderer
160
+ * @param {Scene} options.scene
161
+ * @param {PerspectiveCamera} [options.camera] rendered a few times first, so the bounds-refresh
162
+ * chain has published something to check
163
+ * @param {number} [options.tolerance] fraction of an instance's own size it may escape by
164
+ * @returns {Promise<object>}
165
+ */
166
+ export async function verify_instance_bounds({ renderer, scene, camera, tolerance = 1e-3 }) {
167
+ const graphics = renderer.graphics;
168
+ const device = graphics.device;
169
+
170
+ const scene_context = renderer.scenes.obtain(scene);
171
+
172
+ const geometries = graphics.geometries;
173
+
174
+ if (camera !== undefined) {
175
+ for (let i = 0; i < 8; i++) {
176
+ renderer.render(camera, scene, 0);
177
+
178
+ await device.queue.onSubmittedWorkDone();
179
+ }
180
+ }
181
+
182
+ const stride = GEOMETRY_METADATA_STRUCT.aligned_size;
183
+
184
+ const box_offset = GEOMETRY_METADATA_STRUCT.fields.find(f => f.name === 'bounding_box').offset;
185
+
186
+ const rows = [];
187
+
188
+ for (const mesh of scene.instances.instances) {
189
+ const row = scene_context.mesh_row_of(mesh);
190
+
191
+ if (row === undefined) {
192
+ continue;
193
+ }
194
+
195
+ const record = await scene_context.scene_database.debug_table_read_element('meshes', row);
196
+
197
+ const geometry_index = record.geometry;
198
+
199
+ const geometry_box = [...new Float32Array(await read_back(
200
+ device,
201
+ geometries.buffer_metadata,
202
+ geometry_index * stride + box_offset,
203
+ 24
204
+ ))];
205
+
206
+ // the same matrix `chunk_ray_query_nearest` inverts to put the ray in geometry space
207
+ const world_box = transformed_box(geometry_box, mesh.transform_global.matrix);
208
+
209
+ const error = containment_error(world_box, record.bounding_box);
210
+
211
+ rows.push({
212
+ name: mesh.name ?? mesh.constructor.name,
213
+ skinned: mesh.isSkinnedMesh === true,
214
+ row,
215
+ geometry_index,
216
+ geometry_box: geometry_box.map(v => +v.toFixed(3)),
217
+ geometry_in_world: world_box.map(v => +v.toFixed(3)),
218
+ published: [...record.bounding_box].map(v => +v.toFixed(3)),
219
+ worst_escape: +error.worst.toFixed(4),
220
+ escapes: error.sides,
221
+ });
222
+ }
223
+
224
+ const failures = rows.filter(entry => entry.worst_escape > tolerance);
225
+
226
+ const result = {
227
+ rows,
228
+ failures,
229
+ verdict: failures.length === 0
230
+ ? `pass — all ${rows.length} instances are contained by the box the TLAS tests them with`
231
+ : `FAIL — ${failures.length} of ${rows.length} instances stick out of their own TLAS box, `
232
+ + `worst by ${(Math.max(...failures.map(f => f.worst_escape)) * 100).toFixed(1)}% of its `
233
+ + `size. Rays are being clipped before they reach the BLAS, and the traced image loses `
234
+ + `whatever sticks out.`,
235
+ };
236
+
237
+ console.log(result.verdict, result);
238
+
239
+ return result;
240
+ }
@@ -0,0 +1,20 @@
1
+ /**
2
+ * @param {object} options
3
+ * @param {Renderer} options.renderer
4
+ * @param {object} [options.owner] the identity the tree is registered under
5
+ * @param {object} [options.target] an explicit refit target, for a tree whose owner handle is not
6
+ * reachable — a skinned clone's metadata row lives inside the skinning context. Every copy of a
7
+ * geometry shares one topology, so a clone's target is the source's with its own `node_word_offset`
8
+ * substituted, and that is composable from the published lookup alone.
9
+ * @param {number} options.geometry_index the row whose vertices the leaves index into
10
+ * @param {number} [options.tolerance] fraction of a leaf's own size a vertex may sit outside by
11
+ * @returns {Promise<object>}
12
+ */
13
+ export function verify_leaf_triangles({ renderer, owner, target: explicit_target, geometry_index, tolerance, }: {
14
+ renderer: Renderer;
15
+ owner?: object;
16
+ target?: object;
17
+ geometry_index: number;
18
+ tolerance?: number;
19
+ }): Promise<object>;
20
+ //# sourceMappingURL=verify_leaf_triangles.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"verify_leaf_triangles.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js"],"names":[],"mappings":"AA4DA;;;;;;;;;;;GAWG;AACH;IAV6B,QAAQ;IACT,KAAK,GAAtB,MAAM;IACW,MAAM,GAAvB,MAAM;IAIU,cAAc,EAA9B,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CAmI3B"}
@@ -0,0 +1,202 @@
1
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
2
+ import {
3
+ BVH_NODE_BOUNDS_WORD,
4
+ BVH_NODE_STRIDE_WORDS
5
+ } from "../../renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
6
+ import {
7
+ BLAS_LEAF_BOUNDS_SETTINGS_STRUCT
8
+ } from "../../renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js";
9
+ import { BVH2_NODE_STRUCT } from "../../renderer/shader/chunk/bvh/BVH2_NODE_STRUCT.js";
10
+ import { shader_blas_audit_leaf_triangles } from "./shader_blas_audit_leaf_triangles.js";
11
+
12
+ /**
13
+ * Does every leaf's box actually contain the triangle a ray will test inside it?
14
+ *
15
+ * This is the seam nothing else covers. The refit fills a leaf's box using
16
+ * `geometry_read_triangle_bounds`; `ray_query_blas_nearest` fetches the triangle it tests using
17
+ * `geometry_read_triangle_vertices`. Two functions, one encoded payload, and every check so far has
18
+ * only ever exercised the first — the structural tests confirm the tree is a consistent tree, and a
19
+ * tree consistently bounding the *wrong* triangles is consistent.
20
+ *
21
+ * When they disagree the failure is silent and view-dependent: a ray descends into a box, tests a
22
+ * triangle that is elsewhere, misses, and a whole meshlet is absent from the traced image while the
23
+ * rasterizer — which never consults the tree — draws it.
24
+ *
25
+ * So this runs the intersector's reader over every leaf on the live asset and holds its answer
26
+ * against the box the tree carries. Containment, not equality: a leaf's box is allowed to be
27
+ * larger than its triangle, and under deformation it will be, because the refit and this audit can
28
+ * run a frame apart. It is not allowed to be somewhere else.
29
+ */
30
+
31
+ /**
32
+ * @param {GPUDevice} device
33
+ * @param {GPUBuffer} buffer
34
+ * @param {number} offset
35
+ * @param {number} size
36
+ * @returns {Promise<ArrayBuffer>}
37
+ */
38
+ async function read_back(device, buffer, offset, size) {
39
+ const staging = device.createBuffer({
40
+ label: 'audit/readback',
41
+ size,
42
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
43
+ });
44
+
45
+ const encoder = device.createCommandEncoder({ label: 'audit/readback' });
46
+
47
+ encoder.copyBufferToBuffer(buffer, offset, staging, 0, size);
48
+
49
+ device.queue.submit([encoder.finish()]);
50
+
51
+ await staging.mapAsync(GPUMapMode.READ);
52
+
53
+ const copy = staging.getMappedRange().slice(0);
54
+
55
+ staging.unmap();
56
+ staging.destroy();
57
+
58
+ return copy;
59
+ }
60
+
61
+ /**
62
+ * @param {object} options
63
+ * @param {Renderer} options.renderer
64
+ * @param {object} [options.owner] the identity the tree is registered under
65
+ * @param {object} [options.target] an explicit refit target, for a tree whose owner handle is not
66
+ * reachable — a skinned clone's metadata row lives inside the skinning context. Every copy of a
67
+ * geometry shares one topology, so a clone's target is the source's with its own `node_word_offset`
68
+ * substituted, and that is composable from the published lookup alone.
69
+ * @param {number} options.geometry_index the row whose vertices the leaves index into
70
+ * @param {number} [options.tolerance] fraction of a leaf's own size a vertex may sit outside by
71
+ * @returns {Promise<object>}
72
+ */
73
+ export async function verify_leaf_triangles({
74
+ renderer,
75
+ owner,
76
+ target: explicit_target,
77
+ geometry_index,
78
+ tolerance = 1e-3,
79
+ }) {
80
+ const graphics = renderer.graphics;
81
+ const device = graphics.device;
82
+
83
+ const geometries = graphics.geometries;
84
+ const blas = geometries.blas;
85
+ const meshlets = geometries.meshlets;
86
+
87
+ const target = explicit_target ?? blas.get_refit_target(owner);
88
+
89
+ if (target === undefined) {
90
+ throw new Error('that owner has no resident tree');
91
+ }
92
+
93
+ const { leaf_count, node_word_offset, leaf_nodes_offset } = target;
94
+
95
+ const out_bytes = leaf_count * 6 * Float32Array.BYTES_PER_ELEMENT;
96
+
97
+ const out_bounds = device.createBuffer({
98
+ label: 'audit/leaf triangles',
99
+ size: out_bytes,
100
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
101
+ });
102
+
103
+ const cmd = ShadeGPUCommandContext.create(graphics, 'audit/leaf triangles');
104
+
105
+ shader_blas_audit_leaf_triangles.dispatchLinear({
106
+ encoder: cmd,
107
+ element_count: leaf_count,
108
+ bindings: {
109
+ settings: cmd.allocateTransientValueBuffer(BLAS_LEAF_BOUNDS_SETTINGS_STRUCT, {
110
+ leaf_count,
111
+ node_word_offset,
112
+ leaf_nodes_offset,
113
+ geometry_index,
114
+ }),
115
+ leaf_nodes: blas.buffer_leaf_nodes,
116
+ geometries: geometries.buffer_metadata,
117
+ meshlet_metadata: meshlets.buffer_metadata,
118
+ meshlet_data: meshlets.buffer_data,
119
+ nodes: blas.buffer_data,
120
+ out_bounds,
121
+ },
122
+ });
123
+
124
+ cmd.finish();
125
+
126
+ await device.queue.onSubmittedWorkDone();
127
+
128
+ const intersector = new Float32Array(await read_back(device, out_bounds, 0, out_bytes));
129
+
130
+ const leaves = new Uint32Array(await read_back(
131
+ device,
132
+ blas.buffer_leaf_nodes,
133
+ leaf_nodes_offset * Uint32Array.BYTES_PER_ELEMENT,
134
+ leaf_count * Uint32Array.BYTES_PER_ELEMENT
135
+ ));
136
+
137
+ const node_bytes = Math.max(...leaves) * BVH2_NODE_STRUCT.size + BVH2_NODE_STRUCT.size;
138
+
139
+ const nodes = new Float32Array(await read_back(
140
+ device,
141
+ blas.buffer_data,
142
+ node_word_offset * Uint32Array.BYTES_PER_ELEMENT,
143
+ node_bytes
144
+ ));
145
+
146
+ out_bounds.destroy();
147
+
148
+ let escaped = 0;
149
+ let worst = 0;
150
+
151
+ const examples = [];
152
+
153
+ for (let i = 0; i < leaf_count; i++) {
154
+ const base = leaves[i] * BVH_NODE_STRIDE_WORDS + BVH_NODE_BOUNDS_WORD;
155
+
156
+ const source = i * 6;
157
+
158
+ let error = 0;
159
+
160
+ for (let axis = 0; axis < 3; axis++) {
161
+ const span = Math.max(1e-9, nodes[base + axis + 3] - nodes[base + axis]);
162
+
163
+ error = Math.max(
164
+ error,
165
+ (nodes[base + axis] - intersector[source + axis]) / span,
166
+ (intersector[source + axis + 3] - nodes[base + axis + 3]) / span
167
+ );
168
+ }
169
+
170
+ if (error > tolerance) {
171
+ escaped += 1;
172
+
173
+ if (examples.length < 5) {
174
+ examples.push({
175
+ leaf: i,
176
+ node: leaves[i],
177
+ tree_box: [0, 1, 2, 3, 4, 5].map(k => +nodes[base + k].toFixed(3)),
178
+ intersector_box: [0, 1, 2, 3, 4, 5].map(k => +intersector[source + k].toFixed(3)),
179
+ escapes_by: +error.toFixed(4),
180
+ });
181
+ }
182
+ }
183
+
184
+ worst = Math.max(worst, error);
185
+ }
186
+
187
+ const result = {
188
+ leaf_count,
189
+ escaped,
190
+ worst: +worst.toFixed(5),
191
+ examples,
192
+ verdict: escaped === 0
193
+ ? `pass — all ${leaf_count} leaves bound the triangle the intersector fetches for them`
194
+ : `FAIL — ${escaped} of ${leaf_count} leaves bound a different triangle than the `
195
+ + `intersector tests, worst by ${(worst * 100).toFixed(1)}% of the leaf's own size. `
196
+ + `Rays descend into those boxes, test a triangle that is elsewhere, and miss.`,
197
+ };
198
+
199
+ console.log(result.verdict, result);
200
+
201
+ return result;
202
+ }
@@ -0,0 +1,50 @@
1
+ /**
2
+ * Run the check.
3
+ *
4
+ * Two samples, taken far enough apart in the dance that the pose is meaningfully different. Each
5
+ * sample holds the two boxes against each other; the pair holds the tree against *itself* over
6
+ * time, which is what catches a refit that runs but reads the source's rest-pose vertices — the
7
+ * boxes would agree at every sample and never move.
8
+ *
9
+ * @param {object} options
10
+ * @param {Renderer} options.renderer
11
+ * @param {PerspectiveCamera} options.camera
12
+ * @param {Scene} options.scene
13
+ * @param {SkinnedMesh} options.mesh a mesh whose clone is being deformed
14
+ * @param {number} [options.tolerance] relative box disagreement to accept
15
+ * @returns {Promise<object>} the samples and the verdict
16
+ */
17
+ export function verify_skinned_blas_refit({ renderer, camera, scene, mesh, tolerance, }: {
18
+ renderer: Renderer;
19
+ camera: PerspectiveCamera;
20
+ scene: Scene;
21
+ mesh: SkinnedMesh;
22
+ tolerance?: number;
23
+ }): Promise<object>;
24
+ /**
25
+ * Does each leaf's box belong to the triangle that leaf names?
26
+ *
27
+ * The check above cannot see this, and it is worth being explicit about why. Its two properties —
28
+ * root box equals the metadata box, every internal node equals its children's union — are both
29
+ * invariant under *any* permutation of triangles among leaves. Deal the same set of triangle boxes
30
+ * out to the wrong leaves and the union of all of them is unchanged, so the root still matches, and
31
+ * the climb still computes each node from whatever its children hold. A tree that fits every
32
+ * triangle to the wrong leaf passes both and traces garbage: a ray descends into a box, tests the
33
+ * triangle the leaf names, and that triangle is somewhere else entirely.
34
+ *
35
+ * The way to see it is to refit a geometry that is **not** deforming, and hold the result against
36
+ * the tree it was copied from. The CPU builder put each leaf's box there with the correspondence
37
+ * that is correct by construction; the refit recomputes those boxes from the vertex buffer. Nothing
38
+ * moved in between, so the two have to be the same bytes — and a permutation is exactly what stops
39
+ * them being.
40
+ *
41
+ * @param {object} options
42
+ * @param {Renderer} options.renderer
43
+ * @param {MeshletGeometry} options.geometry a geometry nothing deforms
44
+ * @returns {Promise<object>}
45
+ */
46
+ export function verify_leaf_correspondence({ renderer, geometry }: {
47
+ renderer: Renderer;
48
+ geometry: MeshletGeometry;
49
+ }): Promise<object>;
50
+ //# sourceMappingURL=verify_skinned_blas_refit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"verify_skinned_blas_refit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js"],"names":[],"mappings":"AA2JA;;;;;;;;;;;;;;;GAeG;AACH;IAP6B,QAAQ;IACC,MAAM;IAClB,KAAK;IACC,IAAI;IACR,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CAkF3B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAJ6B,QAAQ;IACD,QAAQ;IAC/B,QAAQ,MAAM,CAAC,CA4F3B"}