@woosh/meep-engine 3.2.0 → 3.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/editor/process/SymbolicDisplayProcess.js +106 -106
- package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
- package/package.json +94 -94
- package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
- package/src/avif/encoder_worker.js +5 -18
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
- package/src/core/color/PQ/PQ_constants.d.ts +43 -0
- package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
- package/src/core/color/PQ/PQ_constants.js +50 -0
- package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
- package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
- package/src/core/color/PQ/PQ_to_linear.js +35 -0
- package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
- package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
- package/src/core/color/PQ/linear_to_PQ.js +32 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
- package/src/engine/EntityCreator.d.ts +19 -11
- package/src/engine/EntityCreator.d.ts.map +1 -1
- package/src/engine/EntityCreator.js +116 -94
- package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
- package/src/engine/achievements/AchievementManager.js +437 -433
- package/src/engine/animation/AnimatedActions.d.ts +6 -1
- package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
- package/src/engine/animation/AnimatedActions.js +111 -81
- package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
- package/src/engine/animation/AnimationUtils.js +234 -252
- package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
- package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
- package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
- package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
- package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMap.js +160 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
- package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
- package/src/engine/sound/SoundEngine.d.ts +2 -2
- package/src/engine/sound/SoundEngine.js +124 -124
- package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
- package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
- package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
- package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
- package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
- package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
- package/src/engine/sound/sopra/README.md +644 -643
- package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
- package/src/engine/sound/sopra/SopraEngine.js +432 -432
- package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
- package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
- package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
- package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
- package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
- package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
- package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
- package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
- package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
- package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
- package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
- package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
- package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
- package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
- package/src/shade/device/timing/GPUTimerArray.js +10 -0
- package/src/shade/playground/add_random_meshes.d.ts +19 -3
- package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
- package/src/shade/playground/add_random_meshes.js +132 -84
- package/src/shade/playground/bvh_repro/README.md +57 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
- package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
- package/src/shade/playground/bvh_repro/index.html +124 -0
- package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
- package/src/shade/playground/bvh_repro/main.js +254 -0
- package/src/shade/playground/load_default_environment.d.ts +10 -1
- package/src/shade/playground/load_default_environment.d.ts.map +1 -1
- package/src/shade/playground/load_default_environment.js +44 -20
- package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
- package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
- package/src/shade/playground/make_playground_asset_manager.js +33 -0
- package/src/shade/playground/skinned_blas_refit/README.md +103 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
- package/src/shade/playground/skinned_blas_refit/index.html +168 -0
- package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
- package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/main.js +502 -0
- package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
- package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
- package/src/shade/playground/sponza_path_trace/README.md +57 -0
- package/src/shade/playground/sponza_path_trace/index.html +164 -0
- package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
- package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
- package/src/shade/playground/sponza_path_trace/main.js +363 -0
- package/src/shade/renderer/Renderer.d.ts +16 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +23 -4
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
- package/src/shade/renderer/animation/Skin.d.ts +9 -7
- package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
- package/src/shade/renderer/animation/Skin.js +9 -7
- package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
- package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
- package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
- package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
- package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
- package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.js +41 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -0
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- package/src/shade/renderer/geometry/bvh/GPUGeometryBVH.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVH.js +0 -88
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_scan_add.js +0 -49
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v0/shader_exclusive_prefix_sum_scan.js +0 -93
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.d.ts +0 -24
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/graph_prefix_scan_csdl.js +0 -119
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/prefix_sum/v1/shader_one_sweep_prefix_scan.js +0 -235
- package/src/shade/renderer/gpu_primitive/sort/NOTES.md +0 -5
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.js +0 -136
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.d.ts +0 -18
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/chunk_safe_load_uint4_umax.js +0 -108
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.d.ts +0 -35
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/defs.js +0 -42
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.d.ts +0 -13
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/graph_radix_sort.js +0 -116
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_bit_histogram.js +0 -120
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_distribute_part_sum_int4.js +0 -76
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_partial.js +0 -125
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scan_exclusive_uint4.js +0 -140
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/ffx/shader_scatter_keys_and_values.js +0 -338
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.d.ts +0 -7
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/gaussian_splatting/x.js +0 -261
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/chunk_extract_digit.js +0 -14
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.d.ts +0 -25
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/defs.js +0 -25
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.d.ts +0 -15
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/graph_radix_sort.js +0 -192
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.d.ts +0 -5
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_digit_binning_pass_pairs.js +0 -990
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_global_histogram.d.ts +0 -5
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_global_histogram.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_global_histogram.js +0 -82
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_init_sweep.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_init_sweep.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_init_sweep.js +0 -44
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.d.ts +0 -5
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.js +0 -156
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.d.ts +0 -6
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.js +0 -55
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/verify_radix_sort_one_sweep.d.ts +0 -14
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/verify_radix_sort_one_sweep.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/one_sweep/verify_radix_sort_one_sweep.js +0 -110
- package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.d.ts +0 -12
- package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.js +0 -74
- package/src/shade/renderer/gpu_primitive/sort/v4/shader_radix_sort.d.ts +0 -3
- package/src/shade/renderer/gpu_primitive/sort/v4/shader_radix_sort.d.ts.map +0 -1
- package/src/shade/renderer/gpu_primitive/sort/v4/shader_radix_sort.js +0 -125
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_face_loop_helpers.d.ts +0 -32
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_face_loop_helpers.d.ts.map +0 -1
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_face_loop_helpers.js +0 -77
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.d.ts +0 -12
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.d.ts.map +0 -1
- package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.js +0 -35
- package/src/shade/renderer/scene/serialization/linear_to_pq.d.ts +0 -2
- package/src/shade/renderer/scene/serialization/linear_to_pq.d.ts.map +0 -1
- package/src/shade/renderer/scene/serialization/linear_to_pq.js +0 -14
- package/src/shade/renderer/scene/serialization/pq_to_linear.d.ts +0 -9
- package/src/shade/renderer/scene/serialization/pq_to_linear.d.ts.map +0 -1
- package/src/shade/renderer/scene/serialization/pq_to_linear.js +0 -30
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_calculate_morton_code.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_calculate_morton_code.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_calculate_morton_code.js +0 -36
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_get_morton_codes_from_unit_coord.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_get_morton_codes_from_unit_coord.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/morton/chunk_get_morton_codes_from_unit_coord.js +0 -54
- package/src/shade/renderer/shader/chunk/bvh/packed/NOTES.md +0 -19
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_STRUCT.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_STRUCT.js +0 -9
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_WORD_COUNT.d.ts +0 -6
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_WORD_COUNT.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_WORD_COUNT.js +0 -5
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_make_f32_interval_f16_safe.d.ts +0 -8
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_make_f32_interval_f16_safe.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_make_f32_interval_f16_safe.js +0 -17
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_pack_f32_interval_to_u32.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_pack_f32_interval_to_u32.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_pack_f32_interval_to_u32.js +0 -14
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_from_unpacked_node.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_from_unpacked_node.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_from_unpacked_node.js +0 -27
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_read_node.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_read_node.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_read_node.js +0 -31
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_write_node.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_write_node.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/chunk_packed_bvh_write_node.js +0 -25
- package/src/shade/renderer/shader/chunk/bvh/packed/shader_pack_blas.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/bvh/packed/shader_pack_blas.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/packed/shader_pack_blas.js +0 -42
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.d.ts +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.d.ts +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.js +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.js +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
- /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.d.ts +0 -0
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{"version":3,"file":"enable_picker.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/enable_picker.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,mCAJW,OAAO,iDAqDjB"}
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import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
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import { Mesh } from "../renderer/scene/Mesh.js";
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import { Node3D } from "../renderer/scene/Node3D.js";
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/**
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* Diagnostic toggles. With both `false`, the SkinnedMesh routes
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* through a geometry clone whose vertices stay at the source's
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* bind-pose values (since no skinning binding is registered) — so we
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* can see whether the mesh shows up at all before animation logic
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* enters the picture.
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*
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* ENABLE_SKIN_REGISTRATION = false: skip register_skin, mesh stays
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* unbound in the skinning context, clone shows bind pose only.
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* ENABLE_CLIP_PLAYBACK = false: register skin but don't register
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* or start clips; joints sit at initial TRS, skin matrices
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* resolve to bind-pose identities, mesh appears in bind pose
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* with active skinning math.
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*
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* Run order during diagnosis: (false, false) → mesh visible? If yes,
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* geometry/clone routing works. (true, false) → mesh still visible?
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* If yes, skin matrix prep works. (true, true) → animated pose.
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*/
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const ENABLE_SKIN_REGISTRATION = true;
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const ENABLE_CLIP_PLAYBACK = true;
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/**
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* Build a "skeleton only" visualization of a skin: clone the joint
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* hierarchy as a fresh set of Node3Ds, attach a small cube mesh to
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* each cloned joint, and produce a parallel {@link ShadeAnimationClip}
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* whose channels target the *clones* instead of the originals (so
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* registering and starting it drives the cube hierarchy in lockstep
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* with the source clip on the original skin).
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*
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* The point is to isolate skinning from animation: if the skinned
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* dancer glitches but the cube-skeleton next to it stays smooth,
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* the bug is in the skinning chain; if both glitch in lockstep, the
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* bug is in the animation chain (apply / propagate / clip state).
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*
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* The cloned hierarchy preserves the original parent chain among
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* joint↔joint edges. The topmost joint(s) — whose original parent
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* isn't itself in the skin — get reparented to a fresh wrapper that
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* mirrors that original parent's local transform (so e.g. Mixamo's
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* "Character" 0.01 scale + axis rotation is reproduced on the
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* clone hierarchy). The wrapper is then placed at `offset` so the
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* visualization renders next to the original.
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*
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* @param {{
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* skin: Skin,
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* clip: ShadeAnimationClip,
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* cube_size_local: number,
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* cube_material: ShadeMaterial,
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* offset: Vector3,
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* }} args
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* @returns {{ root: Node3D, clip: ShadeAnimationClip }}
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*/
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function build_skeleton_visualization({
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skin,
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clip,
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cube_size_local,
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cube_material,
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offset,
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}) {
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const old_joints = skin.joints;
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// Find the joint hierarchy's topmost parent (e.g. Mixamo's
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// "Character") — the first parent that isn't itself one of the
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// skin's joints. This is the node whose transform sets the
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// skeleton's overall scale + orientation.
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let outer_parent = null;
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for (let i = 0; i < old_joints.length; i++) {
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const j = old_joints[i];
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if (j.parent !== null && old_joints.indexOf(j.parent) === -1) {
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outer_parent = j.parent;
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break;
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}
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}
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// Clone each joint as a bare Node3D with the same local TRS.
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// A Map<original, clone> lets us re-wire parent pointers below.
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const old_to_new = new Map();
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const new_joints = new Array(old_joints.length);
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for (let i = 0; i < old_joints.length; i++) {
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const original = old_joints[i];
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const clone = new Node3D();
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clone.name = `${original.name}_skel`;
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clone.transform_local.copy(original.transform_local);
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old_to_new.set(original, clone);
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new_joints[i] = clone;
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}
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// Wrapper that mirrors the original outer parent's local transform
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// — keeps the cm→m scale and any axis rotation intact so the
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// clone hierarchy ends up at the right size / orientation.
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const outer_clone = new Node3D();
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outer_clone.name = "Character_skel";
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if (outer_parent !== null) {
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outer_clone.transform_local.copy(outer_parent.transform_local);
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}
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// Re-wire the cloned hierarchy. Joints whose original parent is
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// also a joint get parented to the matching clone. Joints whose
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// original parent is the outer_parent get parented to outer_clone.
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for (let i = 0; i < old_joints.length; i++) {
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const original = old_joints[i];
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const clone = new_joints[i];
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const parent_clone = old_to_new.get(original.parent);
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if (parent_clone !== undefined) {
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parent_clone.addChild(clone);
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} else {
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outer_clone.addChild(clone);
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}
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}
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// Shared cube geometry — built once, reused across all bones.
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if (SKELETON_CUBE_GEOMETRY === null) {
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SKELETON_CUBE_GEOMETRY = new BoxGeometry(1, 1, 1);
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SKELETON_CUBE_GEOMETRY.name = "SkeletonBoneCube";
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}
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// Attach a small cube to each cloned joint as a child. The cube's
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// local size is scaled up to compensate for the outer wrapper's
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// small scale (e.g. Mixamo's 0.01) — the multiplication leaves a
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// sensible world-space size.
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for (let i = 0; i < new_joints.length; i++) {
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const cube = new Mesh();
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cube.geometry = SKELETON_CUBE_GEOMETRY;
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cube.material = cube_material;
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cube.name = `${old_joints[i].name}_bone_cube`;
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cube.transform_local.setScale(cube_size_local, cube_size_local, cube_size_local);
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new_joints[i].addChild(cube);
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}
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143
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// Final root carries the comparison offset. Putting it on the
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// root (rather than baking into outer_clone) keeps outer_clone
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// a faithful copy of the original parent's transform.
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const root = new Node3D();
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root.name = "skeleton_visualization_root";
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root.transform_local.setTranslation(offset.x, offset.y, offset.z);
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root.addChild(outer_clone);
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151
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// Build the parallel clip — same curves, channels retargeted to
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// the cloned joints. Curves can be shared across the two clips
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// (`register_clip` uploads them independently and the GPU side
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// doesn't care about identity), so no need to deep-clone the
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// AnimationCurve instances.
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const new_channels = [];
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for (let c = 0; c < clip.channels.length; c++) {
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const ch = clip.channels[c];
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|
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const new_target = old_to_new.get(ch.target);
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if (new_target === undefined) continue;
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new_channels.push(ShadeAnimationChannel.from({
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target: new_target,
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property: ch.property,
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curves: ch.curves,
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165
|
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}));
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|
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}
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|
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|
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168
|
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const skel_clip = ShadeAnimationClip.from({
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name: `${clip.name}_skeleton`,
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channels: new_channels,
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171
|
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});
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|
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|
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173
|
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return { root, clip: skel_clip };
|
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174
|
-
}
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|
175
|
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|
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176
|
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/**
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177
|
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* Shared cube geometry for skeleton-bone visualizations. Lazily
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178
|
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* built on first {@link build_skeleton_visualization} call.
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|
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*
|
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180
|
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* @type {BoxGeometry|null}
|
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181
|
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*/
|
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182
|
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let SKELETON_CUBE_GEOMETRY = null;
|
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183
|
-
|
|
184
|
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/**
|
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185
|
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* GPU-driven skinning end-to-end demo. Loads a skinned glTF asset
|
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186
|
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* (Michelle, the dancing model — the three.js community's go-to
|
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187
|
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* skinning test rig), registers the resulting {@link Skin} and
|
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188
|
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* {@link ShadeAnimationClip} via {@link GPUAnimationManager}'s
|
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189
|
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* high-level API, and lets the GPU drive playback through
|
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190
|
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* {@link shader_animation_tick}.
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191
|
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*
|
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192
|
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* Per-frame work in the host is intentionally minimal once setup is
|
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193
|
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* done: push the current `dt` into a transient uniform, dispatch the
|
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194
|
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* tick / apply / skin-matrix-prep / skinning-apply chain, done. CPU
|
|
195
|
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* doesn't write `clip.time` after `start()` returns.
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196
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*
|
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197
|
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* Expects `public/Michelle.glb` to exist (Michelle is the rigged
|
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198
|
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* three.js sample dancer). Add it to `public/` before running.
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199
|
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*
|
|
200
|
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* @param {object} args
|
|
201
|
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* @param {Renderer} args.renderer
|
|
202
|
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* @param {Scene} args.scene
|
|
203
|
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* @param {OrbitalCameraController} args.controller
|
|
204
|
-
*/
|
|
205
|
-
export function gltf_skinned_prototype({ renderer, scene, controller }) {
|
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206
|
-
|
|
207
|
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// ── Lighting & environment ──────────────────────────────────
|
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208
|
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scene.lights.add(make_sunlight({
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209
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intensity: 3,
|
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210
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direction: new Vector3(-0.4, -1, -0.3),
|
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211
|
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}));
|
|
212
|
-
|
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213
|
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load_default_environment(scene);
|
|
214
|
-
|
|
215
|
-
// ── Ground plane ────────────────────────────────────────────
|
|
216
|
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const plane_material = new StandardShadeMaterial();
|
|
217
|
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plane_material.diffuse_color.parse("#b5b5b5");
|
|
218
|
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plane_material.roughness_factor = 1;
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219
|
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plane_material.metallic_factor = 0;
|
|
220
|
-
|
|
221
|
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const plane_transform = Transform.fromJSON({ position: { x: 0, y: 0, z: 0 } });
|
|
222
|
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plane_transform.lookAt(Vector3.up);
|
|
223
|
-
|
|
224
|
-
const plane = Mesh.from(
|
|
225
|
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new PlaneGeometry(20, 20, 1, 1),
|
|
226
|
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plane_material,
|
|
227
|
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plane_transform.matrix,
|
|
228
|
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);
|
|
229
|
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plane.name = "Ground";
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|
230
|
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scene.add(plane);
|
|
231
|
-
|
|
232
|
-
// ── Camera framing for Michelle ─────────────────────────────
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|
233
|
-
// Michelle is roughly 1.7m tall, standing on Y=0. Camera framed
|
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234
|
-
// to catch the whole dancer with a bit of headroom.
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|
235
|
-
{
|
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236
|
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const camera_position = new Vector3(2.5, 1.4, 3.5);
|
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237
|
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const look_at = new Vector3(0, 1.0, 0);
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238
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controller.look(camera_position, look_at);
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239
|
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controller.camera.near = 0.05;
|
|
240
|
-
controller.camera.far = 50;
|
|
241
|
-
}
|
|
242
|
-
|
|
243
|
-
const gpu_scene = renderer.scenes.obtain(scene);
|
|
244
|
-
const animation_manager = gpu_scene.animation_manager;
|
|
245
|
-
|
|
246
|
-
/**
|
|
247
|
-
* Set by the load promise; consumed in the next per-frame hook
|
|
248
|
-
* to wire the asset into the scene + animation manager.
|
|
249
|
-
*
|
|
250
|
-
* @type {SceneBundle|null}
|
|
251
|
-
*/
|
|
252
|
-
let pending_bundle = null;
|
|
253
|
-
let setup_complete = false;
|
|
254
|
-
/** @type {number[]} */
|
|
255
|
-
const registered_clip_ids = [];
|
|
256
|
-
|
|
257
|
-
// Kick off load. The promise resolves to a SceneBundle — we
|
|
258
|
-
// can't add it to the scene until the renderer's frame loop is
|
|
259
|
-
// running (Scene.add invalidates the GPU scene; that's fine, but
|
|
260
|
-
// we want to make sure we're in the same async tick as the
|
|
261
|
-
// per-frame callback, not the bootstrap path).
|
|
262
|
-
load_gltf('public/Michelle.glb').then(bundle => {
|
|
263
|
-
pending_bundle = bundle;
|
|
264
|
-
console.log(
|
|
265
|
-
`[gltf-skinning] loaded Michelle: ${bundle.scenes.length} scene(s), ` +
|
|
266
|
-
`${bundle.skins.length} skin(s), ${bundle.clips.length} clip(s)`
|
|
267
|
-
);
|
|
268
|
-
}).catch(e => {
|
|
269
|
-
console.error("[gltf-skinning] failed to load Michelle.glb", e);
|
|
270
|
-
});
|
|
271
|
-
|
|
272
|
-
// For debugging from the console.
|
|
273
|
-
window.animation_manager = animation_manager;
|
|
274
|
-
window.gpu_scene = gpu_scene;
|
|
275
|
-
|
|
276
|
-
let dump_frame_counter = 0;
|
|
277
|
-
let dump_done = false;
|
|
278
|
-
|
|
279
|
-
/**
|
|
280
|
-
* Wait a few frames after setup completes so GPU writes have
|
|
281
|
-
* settled (transforms uploaded, clones flushed, first apply +
|
|
282
|
-
* skin-matrix-prep run if enabled), then read back the rows of
|
|
283
|
-
* interest from each table and log them. One-shot — fires once
|
|
284
|
-
* per session.
|
|
285
|
-
*/
|
|
286
|
-
function dump_gpu_state() {
|
|
287
|
-
const skinned_mesh = pending_bundle.skins[0]?.meshes[0];
|
|
288
|
-
const skinned_node_row = skinned_mesh
|
|
289
|
-
? gpu_scene.id_mapping.get(skinned_mesh.id)
|
|
290
|
-
: -1;
|
|
291
|
-
const static_copy_node_row = window.static_copy
|
|
292
|
-
? gpu_scene.id_mapping.get(window.static_copy.id)
|
|
293
|
-
: -1;
|
|
294
|
-
|
|
295
|
-
const promises = [];
|
|
296
|
-
|
|
297
|
-
// SkinnedMesh's row in meshes (row 2 if Plane is 0/1 and
|
|
298
|
-
// SkinnedMesh is the second instance). Use id_mapping for
|
|
299
|
-
// the *node* row, but the *mesh* row is harder to look up
|
|
300
|
-
// — dump rows [0..5] to cover Plane + SkinnedMesh + static
|
|
301
|
-
// copy and any neighbours.
|
|
302
|
-
for (let i = 0; i < 6; i++) {
|
|
303
|
-
promises.push(
|
|
304
|
-
gpu_scene.scene_database
|
|
305
|
-
.debug_table_read_element('meshes', i)
|
|
306
|
-
.then(r => ({ kind: 'mesh', row: i, record: r }))
|
|
307
|
-
);
|
|
308
|
-
}
|
|
309
|
-
|
|
310
|
-
if (skinned_node_row !== -1) {
|
|
311
|
-
promises.push(
|
|
312
|
-
gpu_scene.scene_database
|
|
313
|
-
.debug_table_read_element('transforms', skinned_node_row)
|
|
314
|
-
.then(r => ({ kind: 'transform-skinned', row: skinned_node_row, record: r }))
|
|
315
|
-
);
|
|
316
|
-
}
|
|
317
|
-
if (static_copy_node_row !== -1) {
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318
|
-
promises.push(
|
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319
|
-
gpu_scene.scene_database
|
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320
|
-
.debug_table_read_element('transforms', static_copy_node_row)
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321
|
-
.then(r => ({ kind: 'transform-static', row: static_copy_node_row, record: r }))
|
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322
|
-
);
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323
|
-
}
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324
|
-
|
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325
|
-
// Dump joint 0 of the skin (head of the joint chain — usually
|
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326
|
-
// the hip/root) so we can sanity-check the global transform.
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327
|
-
const first_joint = pending_bundle.skins[0]?.joints[0];
|
|
328
|
-
if (first_joint !== undefined) {
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329
|
-
const joint_row = gpu_scene.id_mapping.get(first_joint.id);
|
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330
|
-
if (joint_row !== undefined) {
|
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331
|
-
promises.push(
|
|
332
|
-
gpu_scene.scene_database
|
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333
|
-
.debug_table_read_element('transforms', joint_row)
|
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334
|
-
.then(r => ({ kind: 'transform-joint0', row: joint_row, record: r, joint_name: first_joint.name }))
|
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335
|
-
);
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336
|
-
}
|
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337
|
-
}
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338
|
-
|
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339
|
-
// Animation tables — only meaningful when clips registered.
|
|
340
|
-
if (registered_clip_ids.length > 0) {
|
|
341
|
-
promises.push(
|
|
342
|
-
animation_manager.database
|
|
343
|
-
.debug_table_read_element('animation_clips', registered_clip_ids[0])
|
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344
|
-
.then(r => ({ kind: 'clip', row: registered_clip_ids[0], record: r }))
|
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345
|
-
);
|
|
346
|
-
promises.push(
|
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347
|
-
animation_manager.database
|
|
348
|
-
.debug_table_read_element('animation_skins', 0)
|
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349
|
-
.then(r => ({ kind: 'skin', row: 0, record: r }))
|
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350
|
-
);
|
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351
|
-
}
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352
|
-
|
|
353
|
-
Promise.all(promises).then(results => {
|
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354
|
-
console.group('[gltf-skinning] GPU state dump');
|
|
355
|
-
for (const r of results) {
|
|
356
|
-
console.log(r.kind, 'row=' + r.row, r.record);
|
|
357
|
-
}
|
|
358
|
-
console.groupEnd();
|
|
359
|
-
}).catch(e => {
|
|
360
|
-
console.error('[gltf-skinning] dump failed:', e);
|
|
361
|
-
});
|
|
362
|
-
}
|
|
363
|
-
|
|
364
|
-
renderer.onFrameFinished.add(() => {
|
|
365
|
-
|
|
366
|
-
// One-shot setup once the bundle has loaded. Eventual-
|
|
367
|
-
// consistency registration means we can scene.add + register
|
|
368
|
-
// in the same callback — the joint-block / bindings chains
|
|
369
|
-
// get patched in by animation_manager.update()'s drain pass
|
|
370
|
-
// once scene.build has populated id_mapping.
|
|
371
|
-
if (pending_bundle !== null && !setup_complete) {
|
|
372
|
-
const bundle = pending_bundle;
|
|
373
|
-
|
|
374
|
-
scene.add(bundle.scenes);
|
|
375
|
-
|
|
376
|
-
// Static side-by-side clone — same MeshletGeometry +
|
|
377
|
-
// material as the SkinnedMesh, but rendered as a regular
|
|
378
|
-
// Mesh with no skinning routing. If this one shows up but
|
|
379
|
-
// the SkinnedMesh doesn't, the bug is in the geometry
|
|
380
|
-
// clone / skinning context, not in geometry/material/
|
|
381
|
-
// transform shared with the source.
|
|
382
|
-
if (bundle.skins.length > 0 && bundle.skins[0].meshes.length > 0) {
|
|
383
|
-
const src = bundle.skins[0].meshes[0];
|
|
384
|
-
const static_copy = new Mesh();
|
|
385
|
-
static_copy.geometry = src.geometry;
|
|
386
|
-
static_copy.material = src.material;
|
|
387
|
-
static_copy.name = `${src.name}_static_copy`;
|
|
388
|
-
// Place 1.5m to the right of the skinned mesh so both
|
|
389
|
-
// are in frame.
|
|
390
|
-
static_copy.transform_local.setTranslation(1.5, 0, 0);
|
|
391
|
-
static_copy.updateMatrices();
|
|
392
|
-
scene.add(static_copy);
|
|
393
|
-
window.static_copy = static_copy;
|
|
394
|
-
console.log(
|
|
395
|
-
`[gltf-skinning] added static (non-skinned) sibling at x=1.5 ` +
|
|
396
|
-
`for comparison: name='${static_copy.name}'`
|
|
397
|
-
);
|
|
398
|
-
}
|
|
399
|
-
|
|
400
|
-
// Skeleton-only visualization — clones the joint
|
|
401
|
-
// hierarchy and attaches a cube per bone. Driven by a
|
|
402
|
-
// parallel clip registered immediately below.
|
|
403
|
-
let skel_clip_for_registration = null;
|
|
404
|
-
if (
|
|
405
|
-
ENABLE_CLIP_PLAYBACK
|
|
406
|
-
&& bundle.skins.length > 0
|
|
407
|
-
&& bundle.clips.length > 0
|
|
408
|
-
) {
|
|
409
|
-
const main_clip = bundle.clips.find(c => c.duration > 0.1);
|
|
410
|
-
if (main_clip !== undefined) {
|
|
411
|
-
// Plain opaque material with bright diffuse only —
|
|
412
|
-
// no emissive_factor (which would route into the
|
|
413
|
-
// emissive G-buffer slot and might engage a
|
|
414
|
-
// different rasterization bucket than the static
|
|
415
|
-
// copy / Michelle; rule that out by matching the
|
|
416
|
-
// material shape).
|
|
417
|
-
//
|
|
418
|
-
// Force draw_side = Double so we can't be eaten
|
|
419
|
-
// by backface culling if the BoxGeometry's winding
|
|
420
|
-
// happens to face away from camera for whatever
|
|
421
|
-
// reason (e.g. an inverted-handedness combine in
|
|
422
|
-
// the joint chain producing negative-determinant
|
|
423
|
-
// transforms).
|
|
424
|
-
const cube_material = new StandardShadeMaterial();
|
|
425
|
-
cube_material.diffuse_color.parse("#ffcc00");
|
|
426
|
-
cube_material.roughness_factor = 0.6;
|
|
427
|
-
cube_material.metallic_factor = 0;
|
|
428
|
-
cube_material.draw_side = ShadeDrawSide.Double;
|
|
429
|
-
|
|
430
|
-
const { root: skel_root, clip: skel_clip } =
|
|
431
|
-
build_skeleton_visualization({
|
|
432
|
-
skin: bundle.skins[0],
|
|
433
|
-
clip: main_clip,
|
|
434
|
-
// 15 units in joint-local space — after
|
|
435
|
-
// the outer Mixamo 0.01 scale, ~15 cm in
|
|
436
|
-
// world. Smaller than the prior 30 unit
|
|
437
|
-
// value per visual feedback.
|
|
438
|
-
cube_size_local: 15,
|
|
439
|
-
cube_material,
|
|
440
|
-
offset: new Vector3(-1.5, 0, 0),
|
|
441
|
-
});
|
|
442
|
-
|
|
443
|
-
// Walk the hierarchy to compose transform_global
|
|
444
|
-
// and (importantly) compute mesh.bounding_box /
|
|
445
|
-
// bounding_sphere via updateBoundsBasic on every
|
|
446
|
-
// cube. Without this, the cubes' CPU bounds
|
|
447
|
-
// default to zeros (Float32Array init), scene.build
|
|
448
|
-
// uploads those zeros into the meshes_table, and
|
|
449
|
-
// the camera-frustum sphere/AABB culler rejects
|
|
450
|
-
// every cube — invisible in the main view even
|
|
451
|
-
// though the shadow pass (which uses the light
|
|
452
|
-
// volume sphere, not the mesh bounds) still
|
|
453
|
-
// rasterizes them.
|
|
454
|
-
skel_root.updateMatrices();
|
|
455
|
-
|
|
456
|
-
scene.add(skel_root);
|
|
457
|
-
skel_clip_for_registration = skel_clip;
|
|
458
|
-
console.log(
|
|
459
|
-
`[gltf-skinning] added skeleton-only viz at x=-1.5 ` +
|
|
460
|
-
`(${skel_clip.channels.length} cloned channels)`
|
|
461
|
-
);
|
|
462
|
-
}
|
|
463
|
-
}
|
|
464
|
-
|
|
465
|
-
// Diagnostic logging of the first skinned mesh.
|
|
466
|
-
if (bundle.skins.length > 0 && bundle.skins[0].meshes.length > 0) {
|
|
467
|
-
const m = bundle.skins[0].meshes[0];
|
|
468
|
-
const g = m.geometry;
|
|
469
|
-
console.log(
|
|
470
|
-
`[gltf-skinning] first skinned mesh: name='${m.name}' ` +
|
|
471
|
-
`parent='${m.parent?.name ?? '<none>'}'`
|
|
472
|
-
);
|
|
473
|
-
console.log(
|
|
474
|
-
`[gltf-skinning] geometry.bounding_box=`, g.bounding_box,
|
|
475
|
-
` sphere=`, g.bounding_sphere
|
|
476
|
-
);
|
|
477
|
-
console.log(
|
|
478
|
-
`[gltf-skinning] mesh.bounding_box=`, m.bounding_box,
|
|
479
|
-
` sphere=`, m.bounding_sphere
|
|
480
|
-
);
|
|
481
|
-
console.log(
|
|
482
|
-
`[gltf-skinning] mesh.transform_global.matrix=`,
|
|
483
|
-
Array.from(m.transform_global.matrix)
|
|
484
|
-
);
|
|
485
|
-
console.log(
|
|
486
|
-
`[gltf-skinning] material draw_side=${m.material.draw_side} ` +
|
|
487
|
-
`transparency_mode=${m.material.transparency_mode}`
|
|
488
|
-
);
|
|
489
|
-
}
|
|
490
|
-
|
|
491
|
-
if (ENABLE_SKIN_REGISTRATION) {
|
|
492
|
-
for (let i = 0; i < bundle.skins.length; i++) {
|
|
493
|
-
const skin = bundle.skins[i];
|
|
494
|
-
const skin_id = animation_manager.register_skin(skin);
|
|
495
|
-
console.log(
|
|
496
|
-
`[gltf-skinning] registered skin '${skin.name}' ` +
|
|
497
|
-
`(id=${skin_id}, joints=${skin.joints.length}, meshes=${skin.meshes.length})`
|
|
498
|
-
);
|
|
499
|
-
}
|
|
500
|
-
} else {
|
|
501
|
-
console.log('[gltf-skinning] SKIN REGISTRATION DISABLED — mesh stays unbound');
|
|
502
|
-
}
|
|
503
|
-
|
|
504
|
-
if (ENABLE_CLIP_PLAYBACK) {
|
|
505
|
-
// Drop near-zero-duration clips (rest poses) — they'd
|
|
506
|
-
// fight the real animation when both have Playing+Loop set.
|
|
507
|
-
const usable_clips = bundle.clips.filter(c => c.duration > 0.1);
|
|
508
|
-
console.log(
|
|
509
|
-
`[gltf-skinning] selecting ${usable_clips.length}/${bundle.clips.length} ` +
|
|
510
|
-
`clip(s) with duration > 0.1s`
|
|
511
|
-
);
|
|
512
|
-
|
|
513
|
-
for (let i = 0; i < usable_clips.length; i++) {
|
|
514
|
-
const clip = usable_clips[i];
|
|
515
|
-
const clip_id = animation_manager.register_clip(clip);
|
|
516
|
-
|
|
517
|
-
animation_manager.set_flags(clip_id, AnimationClipFlags.Loop);
|
|
518
|
-
animation_manager.start(clip_id);
|
|
519
|
-
|
|
520
|
-
registered_clip_ids.push(clip_id);
|
|
521
|
-
console.log(
|
|
522
|
-
`[gltf-skinning] registered clip '${clip.name}' ` +
|
|
523
|
-
`(id=${clip_id}, ${clip.channels.length} channels, ` +
|
|
524
|
-
`duration=${clip.duration.toFixed(3)}s)`
|
|
525
|
-
);
|
|
526
|
-
}
|
|
527
|
-
|
|
528
|
-
if (skel_clip_for_registration !== null) {
|
|
529
|
-
const skel_clip_id = animation_manager.register_clip(skel_clip_for_registration);
|
|
530
|
-
animation_manager.set_flags(skel_clip_id, AnimationClipFlags.Loop);
|
|
531
|
-
animation_manager.start(skel_clip_id);
|
|
532
|
-
registered_clip_ids.push(skel_clip_id);
|
|
533
|
-
console.log(
|
|
534
|
-
`[gltf-skinning] registered skeleton clip '${skel_clip_for_registration.name}' ` +
|
|
535
|
-
`(id=${skel_clip_id}, ${skel_clip_for_registration.channels.length} channels)`
|
|
536
|
-
);
|
|
537
|
-
}
|
|
538
|
-
} else {
|
|
539
|
-
console.log('[gltf-skinning] CLIP PLAYBACK DISABLED — joints stay at bind TRS');
|
|
540
|
-
}
|
|
541
|
-
|
|
542
|
-
setup_complete = true;
|
|
543
|
-
}
|
|
544
|
-
|
|
545
|
-
if (!setup_complete) {
|
|
546
|
-
return;
|
|
547
|
-
}
|
|
548
|
-
|
|
549
|
-
// One-shot GPU state dump a few frames into the stable
|
|
550
|
-
// regime. Wait for all the upload + first-frame passes to
|
|
551
|
-
// have settled before reading back.
|
|
552
|
-
if (!dump_done) {
|
|
553
|
-
dump_frame_counter++;
|
|
554
|
-
if (dump_frame_counter > 5) {
|
|
555
|
-
dump_done = true;
|
|
556
|
-
dump_gpu_state();
|
|
557
|
-
}
|
|
558
|
-
}
|
|
559
|
-
});
|
|
560
|
-
}
|
|
@@ -1,24 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Stress variant of the single-dancer glTF skinning demo: a grid of
|
|
3
|
-
* dancing Michelles, each with a random phase offset into the same
|
|
4
|
-
* SambaDance clip.
|
|
5
|
-
*
|
|
6
|
-
* Per-frame work scales linearly in dancer count for apply /
|
|
7
|
-
* propagate / skin-matrix-prep (one workgroup family each) and in
|
|
8
|
-
* `dancer_count × joint_count × meshlet_count` for the skinning
|
|
9
|
-
* deformation. Tick is a single dispatch over the clips table.
|
|
10
|
-
*
|
|
11
|
-
* Expects `public/Michelle.glb` — same asset as the single-dancer
|
|
12
|
-
* prototype.
|
|
13
|
-
*
|
|
14
|
-
* @param {object} args
|
|
15
|
-
* @param {Renderer} args.renderer
|
|
16
|
-
* @param {Scene} args.scene
|
|
17
|
-
* @param {OrbitalCameraController} args.controller
|
|
18
|
-
*/
|
|
19
|
-
export function gltf_skinned_stress_prototype({ renderer, scene, controller }: {
|
|
20
|
-
renderer: Renderer;
|
|
21
|
-
scene: Scene;
|
|
22
|
-
controller: OrbitalCameraController;
|
|
23
|
-
}): void;
|
|
24
|
-
//# sourceMappingURL=gltf_skinned_stress_prototype.d.ts.map
|