@woosh/meep-engine 3.2.0 → 3.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/editor/process/SymbolicDisplayProcess.js +106 -106
- package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
- package/package.json +94 -94
- package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
- package/src/avif/encoder_worker.js +5 -18
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
- package/src/core/color/PQ/PQ_constants.d.ts +43 -0
- package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
- package/src/core/color/PQ/PQ_constants.js +50 -0
- package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
- package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
- package/src/core/color/PQ/PQ_to_linear.js +35 -0
- package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
- package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
- package/src/core/color/PQ/linear_to_PQ.js +32 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
- package/src/engine/EntityCreator.d.ts +19 -11
- package/src/engine/EntityCreator.d.ts.map +1 -1
- package/src/engine/EntityCreator.js +116 -94
- package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
- package/src/engine/achievements/AchievementManager.js +437 -433
- package/src/engine/animation/AnimatedActions.d.ts +6 -1
- package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
- package/src/engine/animation/AnimatedActions.js +111 -81
- package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
- package/src/engine/animation/AnimationUtils.js +234 -252
- package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
- package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
- package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
- package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
- package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMap.js +160 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
- package/src/engine/sound/SoundEngine.d.ts +2 -2
- package/src/engine/sound/SoundEngine.js +124 -124
- package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
- package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
- package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
- package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
- package/src/engine/sound/sopra/README.md +644 -643
- package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
- package/src/engine/sound/sopra/SopraEngine.js +432 -432
- package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
- package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
- package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
- package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
- package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
- package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
- package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
- package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
- package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
- package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
- package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
- package/src/shade/device/timing/GPUTimerArray.js +10 -0
- package/src/shade/playground/add_random_meshes.d.ts +19 -3
- package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
- package/src/shade/playground/add_random_meshes.js +132 -84
- package/src/shade/playground/bvh_repro/README.md +57 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
- package/src/shade/playground/bvh_repro/index.html +124 -0
- package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
- package/src/shade/playground/bvh_repro/main.js +254 -0
- package/src/shade/playground/load_default_environment.d.ts +10 -1
- package/src/shade/playground/load_default_environment.d.ts.map +1 -1
- package/src/shade/playground/load_default_environment.js +44 -20
- package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
- package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
- package/src/shade/playground/make_playground_asset_manager.js +33 -0
- package/src/shade/playground/skinned_blas_refit/README.md +103 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
- package/src/shade/playground/skinned_blas_refit/index.html +168 -0
- package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
- package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/main.js +502 -0
- package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
- package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
- package/src/shade/playground/sponza_path_trace/README.md +57 -0
- package/src/shade/playground/sponza_path_trace/index.html +164 -0
- package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
- package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
- package/src/shade/playground/sponza_path_trace/main.js +363 -0
- package/src/shade/renderer/Renderer.d.ts +16 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +23 -4
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
- package/src/shade/renderer/animation/Skin.d.ts +9 -7
- package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
- package/src/shade/renderer/animation/Skin.js +9 -7
- package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
- package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
- package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
- package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
- package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
- package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.js +41 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -0
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- package/src/shade/renderer/geometry/bvh/GPUGeometryBVH.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVH.js +0 -88
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.js +0 -49
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.js +0 -93
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.d.ts +0 -24
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.js +0 -119
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.js +0 -235
- package/src/shade/renderer/gpu_primitive/sort/NOTES.md +0 -5
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.js +0 -136
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.d.ts +0 -18
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.js +0 -108
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.d.ts +0 -35
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.js +0 -42
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.d.ts +0 -13
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.js +0 -116
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.js +0 -120
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.js +0 -76
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.js +0 -125
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.js +0 -140
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.js +0 -338
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.js +0 -261
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.js +0 -14
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.d.ts +0 -25
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.js +0 -25
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.d.ts +0 -15
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.js +0 -192
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.d.ts +0 -5
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.js +0 -990
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_global_histogram.d.ts +0 -5
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- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_global_histogram.js +0 -82
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_init_sweep.d.ts +0 -3
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- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_init_sweep.js +0 -44
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.d.ts +0 -5
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.d.ts.map +0 -1
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- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.d.ts +0 -6
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.js +0 -55
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/verify_radix_sort_one_sweep.d.ts +0 -14
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- package/src/shade/renderer/gpu_primitive/sort/one_sweep/verify_radix_sort_one_sweep.js +0 -110
- package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.d.ts +0 -12
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- package/src/shade/renderer/gpu_primitive/sort/v4/shader_radix_sort.d.ts +0 -3
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- package/src/shade/renderer/scene/optimization/geometry/internal/bt_face_loop_helpers.d.ts +0 -32
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- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.d.ts +0 -12
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.d.ts.map +0 -1
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.js +0 -35
- package/src/shade/renderer/scene/serialization/linear_to_pq.d.ts +0 -2
- package/src/shade/renderer/scene/serialization/linear_to_pq.d.ts.map +0 -1
- package/src/shade/renderer/scene/serialization/linear_to_pq.js +0 -14
- package/src/shade/renderer/scene/serialization/pq_to_linear.d.ts +0 -9
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- package/src/shade/renderer/scene/serialization/pq_to_linear.js +0 -30
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_calculate_morton_code.d.ts +0 -7
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- package/src/shade/renderer/shader/chunk/bvh/packed/NOTES.md +0 -19
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_STRUCT.d.ts +0 -3
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- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_read_node.d.ts +0 -3
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- package/src/shade/renderer/shader/chunk/bvh/packed/shader_pack_blas.d.ts +0 -3
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* Build a 3-channel (R/G/B) animation track from a list of `[Color, time]`
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* keyframes. Each colour stop becomes one keyframe per channel, with
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* smoothed tangents to give a continuous Hermite curve. The returned
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* track has its alpha channel masked off — `MaterialProperty.AlbedoColor`
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* will leave the existing alpha value untouched on apply.
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*
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* @param {GPUAnimationManager} manager
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* @param {Array<[Color, number]>} stops `[colour, timestamp]` pairs in
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* chronological order. At least one pair required.
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* @returns {number} track id
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*/
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function make_color_track(manager, stops) {
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const r_keys = [];
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const g_keys = [];
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const b_keys = [];
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for (let i = 0; i < stops.length; i++) {
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const [colour, t] = stops[i];
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r_keys.push(Keyframe.from(t, colour.r));
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g_keys.push(Keyframe.from(t, colour.g));
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b_keys.push(Keyframe.from(t, colour.b));
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}
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const r_curve_def = AnimationCurve.from(r_keys);
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const g_curve_def = AnimationCurve.from(g_keys);
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const b_curve_def = AnimationCurve.from(b_keys);
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r_curve_def.alignAllTangents();
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g_curve_def.alignAllTangents();
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b_curve_def.alignAllTangents();
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const r_curve = manager.add_curve(r_curve_def);
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const g_curve = manager.add_curve(g_curve_def);
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const b_curve = manager.add_curve(b_curve_def);
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// Mask is derived from the named channels — alpha is omitted, so its
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// bit stays clear and the apply step preserves the destination's alpha.
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return manager.add_track({
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x: r_curve,
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y: g_curve,
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z: b_curve,
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});
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}
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/**
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* Build the animation prototype scene: a cube simultaneously bobbing up and
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* down, spinning around a tilted axis, and shifting through the rainbow,
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* above a flat plane and lit by a directional sun. Animation runs entirely
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* on the GPU; the only per-frame CPU work is to advance the clip's `time`.
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*
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* Two separate playbacks drive two separate tracks (one scalar Y, one
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* 4-channel quaternion) with different periods, exercising:
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* - per-binding playback indirection (each binding picks its own `time`),
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* - simultaneous evaluation of multiple curves on a single instance,
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* - the `MeshRotation` apply path that writes a quaternion into the mesh
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* transform's rotation 3×3.
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*
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* @param {object} args
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* @param {Renderer} args.renderer
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* @param {Scene} args.scene
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* @param {OrbitalCameraController} args.controller
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*/
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export function animation_prototype({ renderer, scene, controller }) {
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// ── Lighting & environment ──────────────────────────────────
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scene.lights.add(make_sunlight({
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intensity: 3,
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direction: new Vector3(-0.4, -1, -0.3),
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}));
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load_default_environment(scene);
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// ── Ground plane ────────────────────────────────────────────
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const plane_material = new StandardShadeMaterial();
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plane_material.diffuse_color.parse("#b5b5b5");
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plane_material.roughness_factor = 1;
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plane_material.metallic_factor = 0;
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const plane_transform = Transform.fromJSON({ position: { x: 0, y: 0, z: 0 } });
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plane_transform.lookAt(Vector3.up);
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const plane = Mesh.from(
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new PlaneGeometry(20, 20, 1, 1),
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plane_material,
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plane_transform.matrix,
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);
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plane.name = "Ground";
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// ── Cube (the animated instance) ────────────────────────────
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const cube_material = new StandardShadeMaterial();
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cube_material.diffuse_color.parse("#F2994A");
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cube_material.roughness_factor = 0.6;
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cube_material.metallic_factor = 0;
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|
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|
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// Set the CPU position to the midpoint of the animation range so the
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// CPU-side bounding box used for culling roughly covers where the cube
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// will actually appear at runtime.
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const cube_transform = Transform.fromJSON({
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position: { x: 0, y: (CUBE_Y_LOW + CUBE_Y_HIGH) * 0.5, z: 0 },
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});
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const cube = Mesh.from(
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new BoxGeometry(1, 1, 1),
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cube_material,
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cube_transform.matrix,
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);
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cube.name = "AnimatedCube";
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|
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206
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// ── Child cube (pulsates, parented to the bobbing cube) ─────
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|
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//
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208
|
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// Sits offset along the parent's local +X axis so as the parent
|
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|
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// rotates the child sweeps around it; the child's own Scale
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|
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// animation grows and shrinks the box independently. The child's
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211
|
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// local matrix is in the *parent's* coordinate space — actual
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212
|
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// world placement falls out of the GPU scene-graph propagation
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213
|
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// pass that runs each frame after the animation/apply.
|
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214
|
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const cube_child_material = new StandardShadeMaterial();
|
|
215
|
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cube_child_material.diffuse_color.parse("#56CCF2");
|
|
216
|
-
cube_child_material.roughness_factor = 0.4;
|
|
217
|
-
cube_child_material.metallic_factor = 0;
|
|
218
|
-
|
|
219
|
-
const cube_child_transform = Transform.fromJSON({
|
|
220
|
-
position: { x: 1.5, y: 0, z: 0 },
|
|
221
|
-
});
|
|
222
|
-
|
|
223
|
-
const cube_child = Mesh.from(
|
|
224
|
-
// Half the parent's footprint so it reads as a satellite, not
|
|
225
|
-
// another primary object.
|
|
226
|
-
new BoxGeometry(0.5, 0.5, 0.5),
|
|
227
|
-
cube_child_material,
|
|
228
|
-
cube_child_transform.matrix,
|
|
229
|
-
);
|
|
230
|
-
cube_child.name = "PulsatingChildCube";
|
|
231
|
-
|
|
232
|
-
// Hierarchy goes through Node3D's scene-graph machinery — sets
|
|
233
|
-
// parent/children pointers on both ends and refreshes the global
|
|
234
|
-
// matrix. GPUSceneContext.build picks the parent up via
|
|
235
|
-
// mesh.parent and writes it into the GPU NODE3D record.
|
|
236
|
-
cube.addChild(cube_child);
|
|
237
|
-
cube.updateMatrices();
|
|
238
|
-
|
|
239
|
-
// Order matters: each instance's index in the scene's GPU instance
|
|
240
|
-
// buffer is its position in the order added. The animation
|
|
241
|
-
// bindings below rely on these indices being stable.
|
|
242
|
-
// cube_child is added implicitly by Scene.add(cube) walking children —
|
|
243
|
-
// re-adding here would duplicate it in the InstanceBatch and shift
|
|
244
|
-
// the cube_child node id off CUBE_CHILD_INSTANCE_INDEX = 2.
|
|
245
|
-
scene.add(cube);
|
|
246
|
-
scene.add(plane);
|
|
247
|
-
|
|
248
|
-
// Node ids 1 and 2: meshes start at row 1 of the transforms table —
|
|
249
|
-
// row 0 is reserved for the scene root (NODE3D_SCENE_ID). Insertion
|
|
250
|
-
// order into `scene` decides which mesh gets which id.
|
|
251
|
-
const CUBE_INSTANCE_INDEX = 1;
|
|
252
|
-
const CUBE_CHILD_INSTANCE_INDEX = 2;
|
|
253
|
-
|
|
254
|
-
// ── Camera ──────────────────────────────────────────────────
|
|
255
|
-
{
|
|
256
|
-
const camera_position = new Vector3(3.5, 2.5, 4.5);
|
|
257
|
-
const cube_center = new Vector3(0, (CUBE_Y_LOW + CUBE_Y_HIGH) * 0.5, 0);
|
|
258
|
-
controller.look(camera_position, cube_center);
|
|
259
|
-
controller.camera.near = 0.05;
|
|
260
|
-
controller.camera.far = 50;
|
|
261
|
-
}
|
|
262
|
-
|
|
263
|
-
// ── Animation setup ─────────────────────────────────────────
|
|
264
|
-
// Animation manager is owned by the scene context — fetch it via
|
|
265
|
-
// the scene context, don't construct a separate one. Multiple
|
|
266
|
-
// animation managers per scene would each have their own database
|
|
267
|
-
// and skin-matrices buffer, which would defeat the skinning
|
|
268
|
-
// pipeline's assumption of a single source of truth.
|
|
269
|
-
const animation_manager = renderer.scenes.obtain(scene).animation_manager;
|
|
270
|
-
|
|
271
|
-
// Up-down bob: low → high → low across one full clip cycle. Smoothed
|
|
272
|
-
// tangents give an ease in/out feel.
|
|
273
|
-
const bob_curve_def = AnimationCurve.from([
|
|
274
|
-
Keyframe.from(0, CUBE_Y_LOW),
|
|
275
|
-
Keyframe.from(LOOP_DURATION_SECONDS * 0.5, CUBE_Y_HIGH),
|
|
276
|
-
Keyframe.from(LOOP_DURATION_SECONDS, CUBE_Y_LOW),
|
|
277
|
-
]);
|
|
278
|
-
bob_curve_def.alignAllTangents();
|
|
279
|
-
|
|
280
|
-
const bob_curve = animation_manager.add_curve(bob_curve_def);
|
|
281
|
-
// Y-only translation track: mask is derived from the named channels,
|
|
282
|
-
// so this drives only the Y component and leaves X/Z untouched.
|
|
283
|
-
const bob_track = animation_manager.add_track({ y: bob_curve });
|
|
284
|
-
|
|
285
|
-
// Rotation around a tilted axis — picks a non-axis-aligned vector so
|
|
286
|
-
// every component of the quaternion gets engaged during the cycle.
|
|
287
|
-
// Period matches the bob so they share one clip / one `time`.
|
|
288
|
-
const rotation_axis = new Vector3(1, 1, 0.4);
|
|
289
|
-
rotation_axis.normalize();
|
|
290
|
-
|
|
291
|
-
const rotation_curves_def = make_rotation_curves(rotation_axis, LOOP_DURATION_SECONDS);
|
|
292
|
-
|
|
293
|
-
const rot_curve_x = animation_manager.add_curve(rotation_curves_def.x);
|
|
294
|
-
const rot_curve_y = animation_manager.add_curve(rotation_curves_def.y);
|
|
295
|
-
const rot_curve_z = animation_manager.add_curve(rotation_curves_def.z);
|
|
296
|
-
const rot_curve_w = animation_manager.add_curve(rotation_curves_def.w);
|
|
297
|
-
|
|
298
|
-
const rot_track = animation_manager.add_track({
|
|
299
|
-
x: rot_curve_x,
|
|
300
|
-
y: rot_curve_y,
|
|
301
|
-
z: rot_curve_z,
|
|
302
|
-
w: rot_curve_w,
|
|
303
|
-
});
|
|
304
|
-
|
|
305
|
-
// Rainbow scroll across the clip cycle. We sample fully-saturated
|
|
306
|
-
// hues at evenly-spaced timestamps and let make_color_track lay out
|
|
307
|
-
// a 3-channel (RGB) track — alpha is masked off so the material's
|
|
308
|
-
// existing alpha is preserved.
|
|
309
|
-
const RAINBOW_STOPS = 8;
|
|
310
|
-
const rainbow_keyframes = [];
|
|
311
|
-
for (let i = 0; i <= RAINBOW_STOPS; i++) {
|
|
312
|
-
const t = (i / RAINBOW_STOPS) * LOOP_DURATION_SECONDS;
|
|
313
|
-
// hue wraps at i = RAINBOW_STOPS so the loop closes on the same colour
|
|
314
|
-
const hue = i / RAINBOW_STOPS;
|
|
315
|
-
rainbow_keyframes.push([Color.fromHSV(hue, 1, 1), t]);
|
|
316
|
-
}
|
|
317
|
-
const color_track = make_color_track(animation_manager, rainbow_keyframes);
|
|
318
|
-
|
|
319
|
-
// Uniform pulsate: scale factor traces low → high → low across one
|
|
320
|
-
// clip cycle. Smoothed tangents give a breathing-out / breathing-in
|
|
321
|
-
// feel. A single curve drives all three of x/y/z so the cube grows
|
|
322
|
-
// and shrinks uniformly — see the Node3DProperty.Scale docs for
|
|
323
|
-
// the per-axis mask convention.
|
|
324
|
-
const pulsate_curve_def = AnimationCurve.from([
|
|
325
|
-
Keyframe.from(0, PULSATE_SCALE_LOW),
|
|
326
|
-
Keyframe.from(LOOP_DURATION_SECONDS * 0.5, PULSATE_SCALE_HIGH),
|
|
327
|
-
Keyframe.from(LOOP_DURATION_SECONDS, PULSATE_SCALE_LOW),
|
|
328
|
-
]);
|
|
329
|
-
pulsate_curve_def.alignAllTangents();
|
|
330
|
-
|
|
331
|
-
const pulsate_curve = animation_manager.add_curve(pulsate_curve_def);
|
|
332
|
-
const pulsate_track = animation_manager.add_track({
|
|
333
|
-
x: pulsate_curve,
|
|
334
|
-
y: pulsate_curve,
|
|
335
|
-
z: pulsate_curve,
|
|
336
|
-
});
|
|
337
|
-
|
|
338
|
-
// One clip with four bound tracks. The clip's `time` drives all of
|
|
339
|
-
// them — exactly the situation an unbound clip-template would describe
|
|
340
|
-
// (e.g. a "run" clip with bound tracks for each bone of a skeleton).
|
|
341
|
-
//
|
|
342
|
-
// `instance` is a packed object handle. The Node3D handle has
|
|
343
|
-
// `ObjectType.Node3D = 0` in the upper 8 bits, so the bare node id
|
|
344
|
-
// is already the correct value — the *_INSTANCE_INDEX constants are
|
|
345
|
-
// direct node ids assigned by `GPUSceneContext.build` (scene at 0,
|
|
346
|
-
// meshes at 1, 2, …, in insertion order). The material handle needs
|
|
347
|
-
// the type bits set explicitly.
|
|
348
|
-
const cube_material_handle = (ObjectType.Material << 24) | cube_material.id;
|
|
349
|
-
const cube_clip = animation_manager.add_clip({
|
|
350
|
-
time: 0,
|
|
351
|
-
bindings: [
|
|
352
|
-
{
|
|
353
|
-
track: bob_track,
|
|
354
|
-
instance: CUBE_INSTANCE_INDEX,
|
|
355
|
-
property: Node3DProperty.Translation,
|
|
356
|
-
},
|
|
357
|
-
{
|
|
358
|
-
track: rot_track,
|
|
359
|
-
instance: CUBE_INSTANCE_INDEX,
|
|
360
|
-
property: Node3DProperty.Rotation,
|
|
361
|
-
},
|
|
362
|
-
{
|
|
363
|
-
track: color_track,
|
|
364
|
-
instance: cube_material_handle,
|
|
365
|
-
property: MaterialProperty.AlbedoColor,
|
|
366
|
-
},
|
|
367
|
-
{
|
|
368
|
-
track: pulsate_track,
|
|
369
|
-
instance: CUBE_CHILD_INSTANCE_INDEX,
|
|
370
|
-
property: Node3DProperty.Scale,
|
|
371
|
-
},
|
|
372
|
-
],
|
|
373
|
-
});
|
|
374
|
-
|
|
375
|
-
// Expose for debugging from the console.
|
|
376
|
-
window.animation_manager = animation_manager;
|
|
377
|
-
|
|
378
|
-
// ── Per-frame: advance both `time`s, dispatch evaluation ────
|
|
379
|
-
//
|
|
380
|
-
// We fire on `onFrameFinished`, which is dispatched at the end of the
|
|
381
|
-
// renderer's frame. Our compute pass writes into the scene's instance
|
|
382
|
-
// buffer; the *next* frame's rasterization picks up the new transform.
|
|
383
|
-
// That introduces a one-frame lag versus `time`, which is fine for a
|
|
384
|
-
// visual prototype.
|
|
385
|
-
//
|
|
386
|
-
// Skipping while the scene's instance buffer is still empty: it gets
|
|
387
|
-
// its real allocation only on the first call to `GPUSceneContext.build()`,
|
|
388
|
-
// which happens during the first render.
|
|
389
|
-
const start_time_ms = performance.now();
|
|
390
|
-
|
|
391
|
-
renderer.onFrameFinished.add(() => {
|
|
392
|
-
const elapsed_s = (performance.now() - start_time_ms) * 1e-3;
|
|
393
|
-
|
|
394
|
-
animation_manager.set_time(cube_clip, elapsed_s % LOOP_DURATION_SECONDS);
|
|
395
|
-
|
|
396
|
-
const gpu_scene = renderer.scenes.obtain(scene);
|
|
397
|
-
const scene_database_buffer = gpu_scene.scene_database_buffer;
|
|
398
|
-
|
|
399
|
-
if (scene_database_buffer === undefined) {
|
|
400
|
-
// Scene hasn't been built yet — nothing to write into.
|
|
401
|
-
return;
|
|
402
|
-
}
|
|
403
|
-
|
|
404
|
-
const apply_dispatch_groups = animation_manager.database
|
|
405
|
-
.get('animation_bound_track_groups')
|
|
406
|
-
.dispatch_group_count(ANIMATION_APPLY_WORKGROUP_SIZE);
|
|
407
|
-
if (apply_dispatch_groups === 0) {
|
|
408
|
-
return;
|
|
409
|
-
}
|
|
410
|
-
|
|
411
|
-
// Size the pose accumulator to cover every allocated row of
|
|
412
|
-
// the transforms table — apply writes by absolute row index,
|
|
413
|
-
// resolve iterates the table via page iterator. Grow on
|
|
414
|
-
// demand; idempotent when capacity already suffices.
|
|
415
|
-
const transforms_table = gpu_scene.scene_database.get('transforms');
|
|
416
|
-
const resolve_dispatch_groups = transforms_table.dispatch_group_count(
|
|
417
|
-
ANIMATION_POSE_RESOLVE_WORKGROUP_SIZE
|
|
418
|
-
);
|
|
419
|
-
const pose_accumulator_rows = transforms_table.dispatch_page_count
|
|
420
|
-
* transforms_table.descriptor.elements_per_page;
|
|
421
|
-
animation_manager.ensure_pose_accumulator_capacity(pose_accumulator_rows);
|
|
422
|
-
|
|
423
|
-
const cmd = ShadeGPUCommandContext.create(
|
|
424
|
-
renderer.graphics,
|
|
425
|
-
"AnimationPrototype/Tick"
|
|
426
|
-
);
|
|
427
|
-
|
|
428
|
-
// Direct dispatches — the database upload shaders need to run before
|
|
429
|
-
// the FrameGraph passes that read from the database. They share the
|
|
430
|
-
// same command context, so ordering across submits is preserved.
|
|
431
|
-
animation_manager.update(cmd);
|
|
432
|
-
|
|
433
|
-
const graph = new FrameGraph("AnimationPrototype/Tick");
|
|
434
|
-
|
|
435
|
-
// ── Imported existing resources ────────────────────────
|
|
436
|
-
const gr_animation_database = graph_import_buffer(
|
|
437
|
-
graph, animation_manager.database.buffer, "animation_database"
|
|
438
|
-
);
|
|
439
|
-
const gr_scene_database = graph_import_buffer(
|
|
440
|
-
graph, scene_database_buffer, "scene_database"
|
|
441
|
-
);
|
|
442
|
-
const gr_materials = graph_import_buffer(
|
|
443
|
-
graph, gpu_scene.materials.metadata_table.buffer, "materials"
|
|
444
|
-
);
|
|
445
|
-
const gr_pose_accumulator = graph_import_buffer(
|
|
446
|
-
graph, animation_manager.pose_accumulator_buffer, "pose_accumulator"
|
|
447
|
-
);
|
|
448
|
-
|
|
449
|
-
// ── Pass 1: animation apply ───────────────────────────
|
|
450
|
-
// Atomic-adds weighted per-binding values into the pose
|
|
451
|
-
// accumulator (Node3D properties) and writes material
|
|
452
|
-
// properties directly. Materials and the accumulator are
|
|
453
|
-
// both written here; the accumulator is drained by the
|
|
454
|
-
// resolve pass next.
|
|
455
|
-
const apply_data = {};
|
|
456
|
-
const apply_pass = graph.add("animation/apply", apply_data, (data, resources, ctx) => {
|
|
457
|
-
shader_animation_apply.dispatch({
|
|
458
|
-
encoder: ctx.encoder,
|
|
459
|
-
group_count_x: apply_dispatch_groups,
|
|
460
|
-
bindings: {
|
|
461
|
-
animation_database: resources.get(data.animation_database),
|
|
462
|
-
pose_accumulator: resources.get(data.pose_accumulator),
|
|
463
|
-
materials: resources.get(data.materials),
|
|
464
|
-
},
|
|
465
|
-
});
|
|
466
|
-
});
|
|
467
|
-
|
|
468
|
-
apply_data.animation_database = apply_pass.read(gr_animation_database);
|
|
469
|
-
apply_data.materials = apply_pass.write(apply_pass.read(gr_materials));
|
|
470
|
-
apply_data.pose_accumulator = apply_pass.write(apply_pass.read(gr_pose_accumulator));
|
|
471
|
-
|
|
472
|
-
// ── Pass 2: pose resolve ──────────────────────────────
|
|
473
|
-
// Drains the accumulator into transforms_table.local_*,
|
|
474
|
-
// normalizes rotation, and zeros the slot for next frame.
|
|
475
|
-
// One thread per transforms-table row via page iterator.
|
|
476
|
-
const resolve_data = {};
|
|
477
|
-
const resolve_pass = graph.add("animation/pose_resolve", resolve_data, (data, resources, ctx) => {
|
|
478
|
-
if (resolve_dispatch_groups === 0) {
|
|
479
|
-
return;
|
|
480
|
-
}
|
|
481
|
-
shader_animation_pose_resolve.dispatch({
|
|
482
|
-
encoder: ctx.encoder,
|
|
483
|
-
group_count_x: resolve_dispatch_groups,
|
|
484
|
-
bindings: {
|
|
485
|
-
scene_database: resources.get(data.scene_database),
|
|
486
|
-
pose_accumulator: resources.get(data.pose_accumulator),
|
|
487
|
-
},
|
|
488
|
-
});
|
|
489
|
-
});
|
|
490
|
-
|
|
491
|
-
resolve_data.scene_database = resolve_pass.write(resolve_pass.read(gr_scene_database));
|
|
492
|
-
resolve_data.pose_accumulator = resolve_pass.write(resolve_pass.read(apply_data.pose_accumulator));
|
|
493
|
-
|
|
494
|
-
// ── Pass 3: propagate node.local → node.global ─────────
|
|
495
|
-
// Rasterization reads node.global; this pass walks the scene
|
|
496
|
-
// graph and derives global from local + parent.global. Chain
|
|
497
|
-
// off `resolve_data.scene_database` so propagation sees the
|
|
498
|
-
// freshly-resolved locals.
|
|
499
|
-
graph_scene_update_transform_hierarchy({
|
|
500
|
-
graph,
|
|
501
|
-
scene: gpu_scene,
|
|
502
|
-
scene_database: resolve_data.scene_database,
|
|
503
|
-
});
|
|
504
|
-
|
|
505
|
-
cmd.encodeGraph(graph);
|
|
506
|
-
cmd.finish();
|
|
507
|
-
});
|
|
508
|
-
}
|
|
@@ -1,31 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Build a two-bone elbow rig: a tall box bound to a shoulder joint and
|
|
3
|
-
* an elbow joint, with the elbow animated to bend a forearm-shaped
|
|
4
|
-
* lower half around the elbow's X axis.
|
|
5
|
-
*
|
|
6
|
-
* The geometry is built once from `make_box_geometry`, with skinning
|
|
7
|
-
* attributes appended manually. The shoulder Node3D sits at Y=+1 (the
|
|
8
|
-
* top of the box) and the elbow Node3D is its child at local Y=-1
|
|
9
|
-
* (mid-box). At bind pose both joints' world transforms compose to
|
|
10
|
-
* place the elbow at the box midpoint with identity rotation, so the
|
|
11
|
-
* inverse-bind matrices are simple translations.
|
|
12
|
-
*
|
|
13
|
-
* Per-frame the prototype dispatches:
|
|
14
|
-
* 1. animation/apply — writes elbow's local rotation
|
|
15
|
-
* 2. transform hierarchy — composes node.global from local TRS
|
|
16
|
-
* 3. skin-matrix prep — joint.global × inverse_bind → skin matrices
|
|
17
|
-
* 4. skinning/apply (clones) — DQ-blend skinning into the cloned vertex region
|
|
18
|
-
*
|
|
19
|
-
* Rasterization in the next frame picks up the deformed clone.
|
|
20
|
-
*
|
|
21
|
-
* @param {object} args
|
|
22
|
-
* @param {Renderer} args.renderer
|
|
23
|
-
* @param {Scene} args.scene
|
|
24
|
-
* @param {OrbitalCameraController} args.controller
|
|
25
|
-
*/
|
|
26
|
-
export function animation_prototype_skinning({ renderer, scene, controller }: {
|
|
27
|
-
renderer: Renderer;
|
|
28
|
-
scene: Scene;
|
|
29
|
-
controller: OrbitalCameraController;
|
|
30
|
-
}): void;
|
|
31
|
-
//# sourceMappingURL=animation_prototype_skinning.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"animation_prototype_skinning.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/animation_prototype_skinning.js"],"names":[],"mappings":"AAqNA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IAJ0B,QAAQ;IACX,KAAK;IACa,UAAU;SA0ZlD"}
|