@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
@@ -1,21 +1,29 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
-
3
- /**
4
- * Morton code encoding
5
- * @type {CodeChunk}
6
- */
7
- export const chunk_split_by_3 = CodeChunk.from(
8
- //language=WGSL
9
- `
10
- fn split_by_3(a: u32) -> u32{
11
- var x = a;
12
-
13
- x = (x | x << 16) & 0x30000ff;
14
- x = (x | x << 8) & 0x0300f00f;
15
- x = (x | x << 4) & 0x30c30c3;
16
- x = (x | x << 2) & 0x9249249;
17
-
18
- return x;
19
- }
20
- `
21
- );
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Spreads the low 10 bits of `a` three positions apart — `ABC` becomes `00A00B00C` — the expansion
5
+ * step of a 30-bit 3D Morton code. Bits above 10 are dropped by the masks, as they are in the CPU
6
+ * {@link split_by_3}.
7
+ *
8
+ * The shifts are parenthesised against the `|` around them because WGSL gives `<<` and `|` no
9
+ * relative precedence at all: `x | x << 16` is a syntax error, not a differently-bracketed
10
+ * expression. This chunk had no importer until the GPU BVH builder's Morton pass, so it had never
11
+ * reached a parser.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_split_by_3 = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ fn split_by_3(a: u32) -> u32{
19
+ var x = a;
20
+
21
+ x = (x | (x << 16u)) & 0x030000ffu;
22
+ x = (x | (x << 8u)) & 0x0300f00fu;
23
+ x = (x | (x << 4u)) & 0x030c30c3u;
24
+ x = (x | (x << 2u)) & 0x09249249u;
25
+
26
+ return x;
27
+ }
28
+ `
29
+ );
@@ -0,0 +1,22 @@
1
+ /**
2
+ * 30-bit 3D Morton code from three 10-bit coordinates — `x | y<<1 | z<<2`, bit-for-bit the same
3
+ * code {@link v3_morton_encode_magicbits} produces on the CPU.
4
+ *
5
+ * Bit-exactness is not decoration: the GPU BVH builder's hierarchy emission is validated against
6
+ * `ebvh_build_hierarchy_radix` fed the same codes, and a builder whose Morton order differs from
7
+ * the oracle's by one bit produces a different (still valid) tree, which turns a topology
8
+ * comparison from a test into noise.
9
+ *
10
+ * Inputs are expected already quantised to [0, 1023]; {@link split_by_3} looks at the low 10 bits
11
+ * and silently drops the rest, exactly as the CPU version does.
12
+ *
13
+ * Fixed-bit by design. An adaptive-bit variant — a WGSL port of the DXR Fallback's
14
+ * `CalculateMortonCodes.hlsli` — used to sit next door; it was unused, never passed WGSL
15
+ * validation, and had no CPU oracle to be bit-compared against, so it was deleted rather than
16
+ * fixed. This is the only Morton encode the builder has.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const chunk_v3_morton_encode: CodeChunk;
21
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
22
+ //# sourceMappingURL=chunk_v3_morton_encode.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_v3_morton_encode.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/bvh/morton/chunk_v3_morton_encode.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;GAkBG;AACH,qCAFU,SAAS,CAUhB;0BA9BuB,gCAAgC"}
@@ -0,0 +1,31 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_split_by_3 } from "../../binary/chunk_split_by_3.js";
3
+
4
+ /**
5
+ * 30-bit 3D Morton code from three 10-bit coordinates — `x | y<<1 | z<<2`, bit-for-bit the same
6
+ * code {@link v3_morton_encode_magicbits} produces on the CPU.
7
+ *
8
+ * Bit-exactness is not decoration: the GPU BVH builder's hierarchy emission is validated against
9
+ * `ebvh_build_hierarchy_radix` fed the same codes, and a builder whose Morton order differs from
10
+ * the oracle's by one bit produces a different (still valid) tree, which turns a topology
11
+ * comparison from a test into noise.
12
+ *
13
+ * Inputs are expected already quantised to [0, 1023]; {@link split_by_3} looks at the low 10 bits
14
+ * and silently drops the rest, exactly as the CPU version does.
15
+ *
16
+ * Fixed-bit by design. An adaptive-bit variant — a WGSL port of the DXR Fallback's
17
+ * `CalculateMortonCodes.hlsli` — used to sit next door; it was unused, never passed WGSL
18
+ * validation, and had no CPU oracle to be bit-compared against, so it was deleted rather than
19
+ * fixed. This is the only Morton encode the builder has.
20
+ *
21
+ * @type {CodeChunk}
22
+ */
23
+ export const chunk_v3_morton_encode = CodeChunk.from(
24
+ //language=WGSL
25
+ `
26
+ fn v3_morton_encode(x: u32, y: u32, z: u32) -> u32 {
27
+ return split_by_3(x) | (split_by_3(y) << 1u) | (split_by_3(z) << 2u);
28
+ }
29
+ `, [
30
+ chunk_split_by_3,
31
+ ]);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_aabb3_intersects_ray.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/aabb3/chunk_aabb3_intersects_ray.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,yCAFU,SAAS,CA6BZ;0BArCmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_aabb3_intersects_ray.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/aabb3/chunk_aabb3_intersects_ray.js"],"names":[],"mappings":"AAmDA;;;;;GAKG;AACH,yCAFU,SAAS,CA+BZ;0BAtFmB,gCAAgC"}
@@ -1,39 +1,87 @@
1
- import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
- import { chunk_max4 } from "../../math/chunk_max4.js";
3
- import { chunk_min4 } from "../../math/chunk_min4.js";
4
-
5
- /**
6
- * Tests Ray/AABB intersection
7
- * `ray_direction_inverse` is `1.0 / ray_direction`
8
- * @see https://github.com/microsoft/DirectX-Graphics-Samples/blob/7aa24663f26e547a5bc437db028dfcfdb4b3c8f3/Libraries/D3D12RaytracingFallback/src/TraverseFunction.hlsli#L174
9
- * @type {CodeChunk}
10
- */
11
- export const chunk_aabb3_intersects_ray = CodeChunk.from(
12
- //language=WGSL
13
- `
14
- fn aabb3_intersects_ray(
15
- bounds:array<f32, 6>,
16
- ray_origin:vec3<f32>,
17
- ray_direction_inverse:vec3<f32>,
18
- max_distance: f32,
19
- ) -> bool{
20
- let aabb_min = vec3(bounds[0], bounds[1], bounds[2]);
21
- let aabb_max = vec3(bounds[3], bounds[4], bounds[5]);
22
-
23
- // move aabb into ray space
24
- let t0 = (aabb_min - ray_origin) * ray_direction_inverse;
25
- let t1 = (aabb_max - ray_origin) * ray_direction_inverse;
26
-
27
- let tmin = min(t0, t1);
28
- let tmax = max(t0, t1);
29
-
30
- let hit_max = min4(max_distance, tmax.x, tmax.y, tmax.z);
31
- let hit_min = max4(0.0, tmin.x, tmin.y, tmin.z);
32
-
33
- return hit_max >= hit_min;
34
-
35
- }`, [
36
- chunk_max4,
37
- chunk_min4,
38
- ]);
39
-
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { F32_MAX_DEFINITION } from "../../math/F32_MAX_DEFINITION.js";
3
+ import { chunk_max4 } from "../../math/chunk_max4.js";
4
+ import { chunk_min4 } from "../../math/chunk_min4.js";
5
+
6
+ /**
7
+ * The distances at which a ray enters and leaves one slab, as `(near, far)`.
8
+ *
9
+ * `low` and `high` are the slab's two planes relative to the ray origin, and `inverse_direction` is
10
+ * the reciprocal of the ray's direction on this axis.
11
+ *
12
+ * The reciprocal is infinite when the direction component is exactly zero, and `low` or `high` is
13
+ * exactly zero when the origin sits exactly on one of the planes. Multiplying those together is
14
+ * `0 * inf`, which is NaN — and WGSL leaves `min` and `max` **indeterminate** when either operand
15
+ * is NaN, so the axis then contributes a value the shader cannot predict and the caller's
16
+ * comparison answers whichever way it fell. Measured on the CPU emulator as an asymmetry: a ray
17
+ * running along the slab's low plane came back a hit and the same ray along its high plane a miss.
18
+ *
19
+ * That arrangement is not exotic. It is what a ray travelling parallel to a flat surface meets, and
20
+ * bounds fitted exactly to flat geometry put a box face in the plane of that surface — so a bounce
21
+ * or shadow ray leaving one, and any axis-aligned probe ray, lands on it.
22
+ *
23
+ * Handling the parallel case on its own terms keeps the NaN from being formed rather than hoping
24
+ * `min`/`max` discard it. A ray parallel to a slab never crosses either plane: it is inside the slab
25
+ * for its whole length or outside it for its whole length, which is what the origin's own position
26
+ * says. The two returns are the same open and empty intervals the finite path produces, written as
27
+ * the largest finite float so nothing downstream has to reason about infinities either.
28
+ *
29
+ * @type {CodeChunk}
30
+ */
31
+ const chunk_aabb3_slab_span = CodeChunk.from(
32
+ //language=WGSL
33
+ `
34
+ fn aabb3_slab_span(low: f32, high: f32, inverse_direction: f32) -> vec2<f32> {
35
+ if (abs(inverse_direction) > F32_MAX) {
36
+ // parallel to this slab — inside it forever, or outside it forever
37
+ if (low <= 0.0 && high >= 0.0) {
38
+ return vec2(-F32_MAX, F32_MAX);
39
+ }
40
+
41
+ return vec2(F32_MAX, -F32_MAX);
42
+ }
43
+
44
+ let t0 = low * inverse_direction;
45
+ let t1 = high * inverse_direction;
46
+
47
+ return vec2(min(t0, t1), max(t0, t1));
48
+ }`, [
49
+ F32_MAX_DEFINITION,
50
+ ]);
51
+
52
+ /**
53
+ * Tests Ray/AABB intersection
54
+ * `ray_direction_inverse` is `1.0 / ray_direction`
55
+ * @see https://github.com/microsoft/DirectX-Graphics-Samples/blob/7aa24663f26e547a5bc437db028dfcfdb4b3c8f3/Libraries/D3D12RaytracingFallback/src/TraverseFunction.hlsli#L174
56
+ * @type {CodeChunk}
57
+ */
58
+ export const chunk_aabb3_intersects_ray = CodeChunk.from(
59
+ //language=WGSL
60
+ `
61
+ fn aabb3_intersects_ray(
62
+ bounds:array<f32, 6>,
63
+ ray_origin:vec3<f32>,
64
+ ray_direction_inverse:vec3<f32>,
65
+ max_distance: f32,
66
+ ) -> bool{
67
+ let aabb_min = vec3(bounds[0], bounds[1], bounds[2]);
68
+ let aabb_max = vec3(bounds[3], bounds[4], bounds[5]);
69
+
70
+ // move aabb into ray space
71
+ let low = aabb_min - ray_origin;
72
+ let high = aabb_max - ray_origin;
73
+
74
+ let span_x = aabb3_slab_span(low.x, high.x, ray_direction_inverse.x);
75
+ let span_y = aabb3_slab_span(low.y, high.y, ray_direction_inverse.y);
76
+ let span_z = aabb3_slab_span(low.z, high.z, ray_direction_inverse.z);
77
+
78
+ let hit_max = min4(max_distance, span_x.y, span_y.y, span_z.y);
79
+ let hit_min = max4(0.0, span_x.x, span_y.x, span_z.x);
80
+
81
+ return hit_max >= hit_min;
82
+
83
+ }`, [
84
+ chunk_aabb3_slab_span,
85
+ chunk_max4,
86
+ chunk_min4,
87
+ ]);
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The AABB of the triangle a BLAS leaf names.
3
+ *
4
+ * `meshlet_triangle_id` is the leaf's `child_2` verbatim — `(meshlet << 8) | triangle`, the payload
5
+ * encoding that is serialized to disk with geometry. Taking it straight off the node is what lets a
6
+ * refit pass work without any side table saying which triangle each leaf holds: the tree already
7
+ * says so.
8
+ *
9
+ * The geometry-level counterpart of {@link chunk_read_meshlet_triangle_bounds}, and the same shape
10
+ * as {@link chunk_geometry_read_triangle_vertices} beside it — meshlet ids in a leaf payload are
11
+ * local to the geometry, and `meshlets_address` is what makes them global.
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_geometry_read_triangle_bounds: CodeChunk;
16
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_geometry_read_triangle_bounds.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_geometry_read_triangle_bounds.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/format/chunk_geometry_read_triangle_bounds.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;GAaG;AACH,kDAFU,SAAS,CAqBhB;0BArCuB,gCAAgC"}
@@ -0,0 +1,40 @@
1
+ import { GEOMETRY_METADATA_STRUCT } from "../../../../geometry/GEOMETRY_METADATA_STRUCT.js";
2
+ import { AABB3_STRUCT } from "../aabb3/AABB3_STRUCT.js";
3
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
4
+ import { chunk_decode_meshlet_element } from "../meshlet/chunk_decode_meshlet_element.js";
5
+ import { chunk_read_meshlet_triangle_bounds } from "../meshlet/chunk_read_meshlet_triangle_bounds.js";
6
+
7
+ /**
8
+ * The AABB of the triangle a BLAS leaf names.
9
+ *
10
+ * `meshlet_triangle_id` is the leaf's `child_2` verbatim — `(meshlet << 8) | triangle`, the payload
11
+ * encoding that is serialized to disk with geometry. Taking it straight off the node is what lets a
12
+ * refit pass work without any side table saying which triangle each leaf holds: the tree already
13
+ * says so.
14
+ *
15
+ * The geometry-level counterpart of {@link chunk_read_meshlet_triangle_bounds}, and the same shape
16
+ * as {@link chunk_geometry_read_triangle_vertices} beside it — meshlet ids in a leaf payload are
17
+ * local to the geometry, and `meshlets_address` is what makes them global.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_geometry_read_triangle_bounds = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ fn geometry_read_triangle_bounds(
25
+ geometry: ${GEOMETRY_METADATA_STRUCT.wgsl_ref},
26
+ meshlet_triangle_id: u32,
27
+ ) -> ${AABB3_STRUCT.wgsl_ref} {
28
+ let decoded = decode_meshlet_element(meshlet_triangle_id);
29
+
30
+ return read_meshlet_triangle_bounds(
31
+ geometry.meshlets_address + decoded[0],
32
+ decoded[1]
33
+ );
34
+ }
35
+ `, [
36
+ GEOMETRY_METADATA_STRUCT.declaration_chunk,
37
+ AABB3_STRUCT.declaration_chunk,
38
+ chunk_decode_meshlet_element,
39
+ chunk_read_meshlet_triangle_bounds,
40
+ ]);
@@ -0,0 +1,15 @@
1
+ /**
2
+ * The AABB of one triangle of a meshlet, from positions alone.
3
+ *
4
+ * {@link chunk_read_meshlet_triangle_vertices} answers the same addressing question and then decodes
5
+ * every attribute a shaded hit needs — normal, tangent, two UV sets, colour. A bounds pass wants
6
+ * none of that, and runs over every triangle of a deformed mesh every frame, so it reads the three
7
+ * positions and stops. The index addressing, the attribute-section offset and the vertex clamp are
8
+ * the shared chunks either way, which is where a disagreement between the two would actually hurt:
9
+ * bounds that do not contain the triangle the ray query goes on to intersect.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_read_meshlet_triangle_bounds: CodeChunk;
14
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
15
+ //# sourceMappingURL=chunk_read_meshlet_triangle_bounds.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_read_meshlet_triangle_bounds.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_bounds.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;GAWG;AACH,iDAFU,SAAS,CAkChB;0BAjDuB,gCAAgC"}
@@ -0,0 +1,52 @@
1
+ import { AABB3_STRUCT } from "../aabb3/AABB3_STRUCT.js";
2
+ import { MESHLET_METADATA_STRUCT } from "../../../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
3
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
4
+ import { chunk_meshlet_compute_attribute_section_offset } from "./chunk_meshlet_compute_attribute_section_offset.js";
5
+ import { chunk_read_meshlet_attribute_vec3f } from "./chunk_read_meshlet_attribute_vec3f.js";
6
+ import { chunk_read_meshlet_resolved_index } from "./chunk_read_meshlet_resolved_index.js";
7
+
8
+ /**
9
+ * The AABB of one triangle of a meshlet, from positions alone.
10
+ *
11
+ * {@link chunk_read_meshlet_triangle_vertices} answers the same addressing question and then decodes
12
+ * every attribute a shaded hit needs — normal, tangent, two UV sets, colour. A bounds pass wants
13
+ * none of that, and runs over every triangle of a deformed mesh every frame, so it reads the three
14
+ * positions and stops. The index addressing, the attribute-section offset and the vertex clamp are
15
+ * the shared chunks either way, which is where a disagreement between the two would actually hurt:
16
+ * bounds that do not contain the triangle the ray query goes on to intersect.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const chunk_read_meshlet_triangle_bounds = CodeChunk.from(
21
+ //language=WGSL
22
+ `
23
+ fn read_meshlet_triangle_bounds(
24
+ meshlet_id: u32,
25
+ triangle_id: u32
26
+ ) -> ${AABB3_STRUCT.wgsl_ref} {
27
+ let header = meshlet_metadata[meshlet_id];
28
+
29
+ let attribute_offset = meshlet_compute_attribute_section_offset(header);
30
+
31
+ let index_offset = triangle_id * 3u;
32
+
33
+ // position is the first attribute of the section, three floats per vertex
34
+ let a = read_meshlet_attribute_vec3f(
35
+ attribute_offset + min(read_meshlet_resolved_index(header, index_offset), header.vertex_count - 1u) * 3u
36
+ );
37
+ let b = read_meshlet_attribute_vec3f(
38
+ attribute_offset + min(read_meshlet_resolved_index(header, index_offset + 1u), header.vertex_count - 1u) * 3u
39
+ );
40
+ let c = read_meshlet_attribute_vec3f(
41
+ attribute_offset + min(read_meshlet_resolved_index(header, index_offset + 2u), header.vertex_count - 1u) * 3u
42
+ );
43
+
44
+ return ${AABB3_STRUCT.wgsl_ref}(min(min(a, b), c), max(max(a, b), c));
45
+ }
46
+ `, [
47
+ AABB3_STRUCT.declaration_chunk,
48
+ MESHLET_METADATA_STRUCT.declaration_chunk,
49
+ chunk_meshlet_compute_attribute_section_offset,
50
+ chunk_read_meshlet_attribute_vec3f,
51
+ chunk_read_meshlet_resolved_index,
52
+ ]);
@@ -1,5 +1,14 @@
1
1
  /**
2
2
  * `tmin` is implied and is equal to 0
3
+ *
4
+ * `direction` is **unit length**, and `tmax` is therefore a *distance* rather than a multiple of
5
+ * the direction — the two readings coincide only while the direction is normalised, and the
6
+ * traversal mixes them freely: `ray_query_nearest` writes `tmax` from `distance(...)`, hands it to
7
+ * `aabb3_intersects_ray` as a bound on a parametric `t`, and `ray_shaded_query_occluded` subtracts
8
+ * a hit distance from it. Every producer normalises — `camera_ray_from_uv`, `ray_transform_m4`,
9
+ * and the callers sampling `sphere_fibonacci_point` — and one that did not would shorten or
10
+ * lengthen every reach downstream of it by its own length.
11
+ *
3
12
  * @type {WebGPUStruct}
4
13
  */
5
14
  export const RAY_STRUCT: WebGPUStruct;
@@ -1 +1 @@
1
- {"version":3,"file":"RAY_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/RAY_STRUCT.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,yBAFU,YAAY,CAMZ;6BAVmB,+BAA+B"}
1
+ {"version":3,"file":"RAY_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/RAY_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;GAYG;AACH,yBAFU,YAAY,CAMZ;6BAnBmB,+BAA+B"}
@@ -3,6 +3,15 @@ import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
3
3
 
4
4
  /**
5
5
  * `tmin` is implied and is equal to 0
6
+ *
7
+ * `direction` is **unit length**, and `tmax` is therefore a *distance* rather than a multiple of
8
+ * the direction — the two readings coincide only while the direction is normalised, and the
9
+ * traversal mixes them freely: `ray_query_nearest` writes `tmax` from `distance(...)`, hands it to
10
+ * `aabb3_intersects_ray` as a bound on a parametric `t`, and `ray_shaded_query_occluded` subtracts
11
+ * a hit distance from it. Every producer normalises — `camera_ray_from_uv`, `ray_transform_m4`,
12
+ * and the callers sampling `sphere_fibonacci_point` — and one that did not would shorten or
13
+ * lengthen every reach downstream of it by its own length.
14
+ *
6
15
  * @type {WebGPUStruct}
7
16
  */
8
17
  export const RAY_STRUCT = WebGPUStruct.from({
@@ -1,3 +1,23 @@
1
+ /**
2
+ * Move a ray into the space `transform` maps into — the trip `ray_query_nearest` makes at every
3
+ * TLAS leaf, from world space into the instance's geometry space.
4
+ *
5
+ * `tmax` is a distance on both sides (see {@link RAY_STRUCT}), and the two spaces measure distance
6
+ * differently: a transform carrying a scale stretches the ray, so the same reach is a different
7
+ * number of units at the other end. The stretch is the length of the direction under the
8
+ * transform's linear part, which is what the direction has to be divided by to come out unit — so
9
+ * the factor is already in hand and `tmax` is scaled by it.
10
+ *
11
+ * This used to be derived by transforming the ray's far end point and measuring back to the new
12
+ * origin. That is the same number for an affine transform, but it is arrived at through
13
+ * `origin + direction * tmax`, and a primary ray carries `tmax = F32_MAX`: the far end is then a
14
+ * vector of order 1e38, a transform with any scale above one overflows it to infinity component by
15
+ * component, and a rotation mixing those infinities with opposite signs produces NaN. `tmax` then
16
+ * arrives in geometry space as NaN, and WGSL leaves `min`/`max` indeterminate on NaN — so the box
17
+ * test that gates the whole instance answers unpredictably. Scaling the number directly never
18
+ * forms the intermediate; the worst it does at `F32_MAX` is saturate to infinity, which the slab
19
+ * test already reads as "no limit".
20
+ */
1
21
  export const chunk_ray_transform_m4: CodeChunk;
2
22
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
3
23
  //# sourceMappingURL=chunk_ray_transform_m4.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_ray_transform_m4.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_transform_m4.js"],"names":[],"mappings":"AAKA,+CA4BE;0BAjCwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_ray_transform_m4.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_ray_transform_m4.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,+CA2BE;0BAnDwB,gCAAgC"}
@@ -1,34 +1,52 @@
1
- import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
- import { chunk_v3_matrix4_project } from "../vec3/chunk_v3_matrix4_project.js";
3
- import { chunk_v3_matrix4_rotate } from "../vec3/chunk_v3_matrix4_rotate.js";
4
- import { RAY_STRUCT } from "./RAY_STRUCT.js";
5
-
6
- export const chunk_ray_transform_m4 = CodeChunk.from(
7
- //language=WGSL
8
- `
9
- fn ray_transform_m4(
10
- ray: ${RAY_STRUCT.wgsl_ref},
11
- transform: mat4x4<f32>
12
- ) -> ${RAY_STRUCT.wgsl_ref} {
13
-
14
- let ray_length = ray.tmax;
15
-
16
- let new_origin = v3_matrix4_project( ray.origin, transform );
17
- let new_direction = v3_matrix4_rotate( ray.direction, transform );
18
-
19
- let new_end = v3_matrix4_project( ray.origin + ray.direction * ray_length, transform );
20
-
21
- let new_ray_length = distance(new_end, new_origin);
22
-
23
- return ${RAY_STRUCT.make({
24
- origin: 'new_origin',
25
- direction: 'new_direction',
26
- tmax: 'new_ray_length'
27
- })};
28
- }`,
29
- [
30
- chunk_v3_matrix4_rotate,
31
- chunk_v3_matrix4_project,
32
- RAY_STRUCT.declaration_chunk
33
- ]
34
- );
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_v3_matrix4_project } from "../vec3/chunk_v3_matrix4_project.js";
3
+ import { RAY_STRUCT } from "./RAY_STRUCT.js";
4
+
5
+ /**
6
+ * Move a ray into the space `transform` maps into — the trip `ray_query_nearest` makes at every
7
+ * TLAS leaf, from world space into the instance's geometry space.
8
+ *
9
+ * `tmax` is a distance on both sides (see {@link RAY_STRUCT}), and the two spaces measure distance
10
+ * differently: a transform carrying a scale stretches the ray, so the same reach is a different
11
+ * number of units at the other end. The stretch is the length of the direction under the
12
+ * transform's linear part, which is what the direction has to be divided by to come out unit — so
13
+ * the factor is already in hand and `tmax` is scaled by it.
14
+ *
15
+ * This used to be derived by transforming the ray's far end point and measuring back to the new
16
+ * origin. That is the same number for an affine transform, but it is arrived at through
17
+ * `origin + direction * tmax`, and a primary ray carries `tmax = F32_MAX`: the far end is then a
18
+ * vector of order 1e38, a transform with any scale above one overflows it to infinity component by
19
+ * component, and a rotation mixing those infinities with opposite signs produces NaN. `tmax` then
20
+ * arrives in geometry space as NaN, and WGSL leaves `min`/`max` indeterminate on NaN — so the box
21
+ * test that gates the whole instance answers unpredictably. Scaling the number directly never
22
+ * forms the intermediate; the worst it does at `F32_MAX` is saturate to infinity, which the slab
23
+ * test already reads as "no limit".
24
+ */
25
+ export const chunk_ray_transform_m4 = CodeChunk.from(
26
+ //language=WGSL
27
+ `
28
+ fn ray_transform_m4(
29
+ ray: ${RAY_STRUCT.wgsl_ref},
30
+ transform: mat4x4<f32>
31
+ ) -> ${RAY_STRUCT.wgsl_ref} {
32
+
33
+ let new_origin = v3_matrix4_project( ray.origin, transform );
34
+
35
+ // the direction under the transform's linear part, before it is made unit again
36
+ let stretched = transform[0].xyz * ray.direction.x
37
+ + transform[1].xyz * ray.direction.y
38
+ + transform[2].xyz * ray.direction.z;
39
+
40
+ let stretch = length(stretched);
41
+
42
+ return ${RAY_STRUCT.make({
43
+ origin: 'new_origin',
44
+ direction: 'stretched / stretch',
45
+ tmax: 'ray.tmax * stretch'
46
+ })};
47
+ }`,
48
+ [
49
+ chunk_v3_matrix4_project,
50
+ RAY_STRUCT.declaration_chunk
51
+ ]
52
+ );