@woosh/meep-engine 3.23.0 → 3.24.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (522) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +416 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  158. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  159. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  160. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  161. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  163. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +13 -15
  164. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  165. package/src/engine/physics/cloth/ecs/ClothInstance.js +12 -14
  166. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  167. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  168. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  169. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -4
  170. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/ecs/ClothSystem.js +11 -12
  172. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  173. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  174. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  175. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  177. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  178. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  180. package/src/engine/physics/cloth/playground/README.md +11 -11
  181. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  182. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  183. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  184. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  185. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  186. package/src/shade/RENDERER_CONTRACT.md +85 -53
  187. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  188. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  189. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  190. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  191. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  192. package/src/shade/playground/add_random_meshes.js +20 -16
  193. package/src/shade/playground/avboit/main.d.ts +1 -0
  194. package/src/shade/playground/avboit/main.d.ts.map +1 -1
  195. package/src/shade/playground/avboit/main.js +916 -875
  196. package/src/shade/playground/basis_textures/main.d.ts.map +1 -1
  197. package/src/shade/playground/basis_textures/main.js +22 -8
  198. package/src/shade/playground/basis_textures/texture_inventory.d.ts +2 -2
  199. package/src/shade/playground/basis_textures/texture_inventory.d.ts.map +1 -1
  200. package/src/shade/playground/basis_textures/texture_inventory.js +6 -7
  201. package/src/shade/playground/ground_seam/main.d.ts.map +1 -1
  202. package/src/shade/playground/ground_seam/main.js +13 -4
  203. package/src/shade/playground/ground_seam/make_ground.d.ts +13 -4
  204. package/src/shade/playground/ground_seam/make_ground.d.ts.map +1 -1
  205. package/src/shade/playground/ground_seam/make_ground.js +21 -16
  206. package/src/shade/playground/particle_ecs/bonfire_editor.js +3 -3
  207. package/src/shade/playground/particle_system/main.js +11 -10
  208. package/src/shade/playground/particle_system/particle_prototype.d.ts +15 -10
  209. package/src/shade/playground/particle_system/particle_prototype.d.ts.map +1 -1
  210. package/src/shade/playground/particle_system/particle_prototype.js +56 -15
  211. package/src/shade/playground/particle_system/particle_scene.d.ts +68 -28
  212. package/src/shade/playground/particle_system/particle_scene.d.ts.map +1 -1
  213. package/src/shade/playground/particle_system/particle_scene.js +149 -53
  214. package/src/shade/playground/readback_crossover/index.html +41 -0
  215. package/src/shade/playground/readback_crossover/main.d.ts +2 -0
  216. package/src/shade/playground/readback_crossover/main.d.ts.map +1 -0
  217. package/src/shade/playground/readback_crossover/main.js +372 -0
  218. package/src/shade/playground/skinned_blas_refit/README.md +11 -7
  219. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +13 -44
  220. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -1
  221. package/src/shade/playground/skinned_blas_refit/add_floor.js +19 -59
  222. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -1
  223. package/src/shade/playground/skinned_blas_refit/main.js +67 -58
  224. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +40 -54
  225. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -1
  226. package/src/shade/playground/skinned_blas_refit/place_character.js +47 -74
  227. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +3 -3
  228. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -1
  229. package/src/shade/playground/skinned_blas_refit/sweep_views.js +4 -3
  230. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +3 -3
  231. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
  232. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +11 -4
  233. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -1
  234. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +38 -9
  235. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +3 -3
  236. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
  237. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +9 -6
  238. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +3 -3
  239. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
  240. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +3 -3
  241. package/src/shade/playground/skinned_mesh_soup/README.md +6 -6
  242. package/src/shade/playground/skinned_mesh_soup/main.d.ts.map +1 -1
  243. package/src/shade/playground/skinned_mesh_soup/main.js +44 -102
  244. package/src/shade/playground/skinned_mesh_soup/verify_clone_vertices.d.ts +5 -5
  245. package/src/shade/playground/skinned_mesh_soup/verify_clone_vertices.d.ts.map +1 -1
  246. package/src/shade/playground/skinned_mesh_soup/verify_clone_vertices.js +42 -33
  247. package/src/shade/playground/sponza_path_trace/main.d.ts +1 -0
  248. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -1
  249. package/src/shade/playground/sponza_path_trace/main.js +393 -363
  250. package/src/shade/playground/ssr_reprojection/main.js +11 -9
  251. package/src/shade/playground/ssr_reprojection/scene.d.ts +15 -4
  252. package/src/shade/playground/ssr_reprojection/scene.d.ts.map +1 -1
  253. package/src/shade/playground/ssr_reprojection/scene.js +32 -11
  254. package/src/shade/playground/ssr_variance/main.js +1 -1
  255. package/src/shade/playground/ssr_variance/scene.d.ts +10 -4
  256. package/src/shade/playground/ssr_variance/scene.d.ts.map +1 -1
  257. package/src/shade/playground/ssr_variance/scene.js +39 -15
  258. package/src/shade/playground/vgeo_viewer/main.js +6 -2
  259. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  260. package/src/shade/playground/volumetrics_froxel/main.js +936 -922
  261. package/src/shade/renderer/GraphicsContext.d.ts +7 -0
  262. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  263. package/src/shade/renderer/GraphicsContext.js +11 -0
  264. package/src/shade/renderer/Renderer.d.ts +3 -2
  265. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  266. package/src/shade/renderer/Renderer.js +3 -2
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  510. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  511. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  512. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  513. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  514. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  515. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  516. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  517. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  518. package/src/shade/renderer/scene/Mesh.js +0 -168
  519. package/src/shade/renderer/scene/Node3D.js +0 -263
  520. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  521. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  522. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -1,55 +1,47 @@
1
- import { assert } from "../../core/assert.js";
2
- import { aabb3_array_combine } from "../../core/geom/3d/aabb/aabb3_array_combine.js";
3
-
4
- /**
5
- * The box a loaded model occupies, in the model's own space.
6
- *
7
- * **Matrices are refreshed here.** A `Mesh`'s `bounding_box` is its geometry's box projected
8
- * through its global transform, and a bundle handed straight off a loader has never had
9
- * {@link Node3D.updateMatrices} run on it — so asking for the bounds without refreshing them reads
10
- * whatever the loader left, which for a node under a transformed parent is the wrong box.
11
- *
12
- * A bundle with no geometry in it — a file that is all empties, or a scene that is only lights —
13
- * has no bounds, and that is what `false` says. `result` is untouched then.
14
- *
15
- * @param {AABB3} result
16
- * @param {SceneBundle} bundle
17
- * @returns {boolean} whether the bundle had any geometry to bound
18
- */
19
- export function shade_bundle_bounds(result, bundle) {
20
- assert.defined(result, 'result');
21
- assert.defined(bundle, 'bundle');
22
-
23
- let found = false;
24
-
25
- /**
26
- * @param {Mesh} node
27
- */
28
- function combine(node) {
29
- if (node.isMesh !== true) {
30
- // a grouping node carries no geometry, so it has no bounds of its own
31
- return;
32
- }
33
-
34
- const bounds = node.bounding_box;
35
-
36
- if (found) {
37
- aabb3_array_combine(result, 0, result, 0, bounds, 0);
38
- } else {
39
- result.setBounds(bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5]);
40
-
41
- found = true;
42
- }
43
- }
44
-
45
- const scenes = bundle.scenes;
46
-
47
- for (let i = 0; i < scenes.length; i++) {
48
- const root = scenes[i];
49
-
50
- root.updateMatrices();
51
- root.traverse(combine);
52
- }
53
-
54
- return found;
55
- }
1
+ import { assert } from "../../core/assert.js";
2
+ import { aabb3_array_combine } from "../../core/geom/3d/aabb/aabb3_array_combine.js";
3
+ import { aabb3_matrix4_project } from "../../core/geom/3d/aabb/aabb3_matrix4_project.js";
4
+
5
+ const SCRATCH_BOX = new Float64Array(6);
6
+
7
+ /**
8
+ * The box a loaded model occupies, in the model's own space: every primitive's geometry box
9
+ * under its node's world transform, composed here from the bundle's locals.
10
+ *
11
+ * A bundle with no geometry in it — a file that is all empties, or a scene that is only lights —
12
+ * has no bounds, and that is what `false` says. `result` is untouched then.
13
+ *
14
+ * @param {AABB3} result
15
+ * @param {SceneBundle} bundle
16
+ * @returns {boolean} whether the bundle had any geometry to bound
17
+ */
18
+ export function shade_bundle_bounds(result, bundle) {
19
+ assert.defined(result, 'result');
20
+ assert.defined(bundle, 'bundle');
21
+ assert.equal(bundle.isSceneBundle, true, 'bundle.isSceneBundle !== true');
22
+
23
+ const nodes = bundle.nodes;
24
+ const worlds = bundle.compute_world_matrices();
25
+
26
+ let found = false;
27
+
28
+ for (let i = 0; i < nodes.length; i++) {
29
+ const geometry = nodes[i].geometry;
30
+
31
+ if (geometry === null) {
32
+ // a grouping node carries no geometry, so it has no bounds of its own
33
+ continue;
34
+ }
35
+
36
+ aabb3_matrix4_project(SCRATCH_BOX, geometry.bounding_box, worlds[i]);
37
+
38
+ if (found) {
39
+ aabb3_array_combine(result, 0, result, 0, SCRATCH_BOX, 0);
40
+ } else {
41
+ result.setBounds(SCRATCH_BOX[0], SCRATCH_BOX[1], SCRATCH_BOX[2], SCRATCH_BOX[3], SCRATCH_BOX[4], SCRATCH_BOX[5]);
42
+ found = true;
43
+ }
44
+ }
45
+
46
+ return found;
47
+ }
@@ -1,26 +1,19 @@
1
1
  /**
2
- * Build the lookup the splat shader reads: one word per mesh row, 1 where the row is one of this
3
- * terrain's tiles, addressed by the row the visibility buffer writes.
2
+ * The lookup the splat pass reads a visibility-buffer mesh row through: one word per row, 1 for a
3
+ * row that is a tile of this terrain, 0 for anything else.
4
4
  *
5
- * **The scene decides the indices** — a tile that has not reached the scene database yet has no
6
- * row and contributes nothing, which is also what makes "no tile drawn yet" read as an empty
7
- * table rather than an error. Rebuilt per frame like the highlight table, and for the same
8
- * reason: rows move as the scene streams, and the walk is over this terrain's few tiles rather
9
- * than over the scene.
5
+ * A tile is an entity, and its row is the entity's, one on — so the table is sized by the highest
6
+ * tile entity and the rows in between belong to whatever else the level holds. Whether a row has
7
+ * been written yet is not this table's business: a row the scene has not placed is in no pixel of
8
+ * the visibility buffer, and marking it costs nothing.
10
9
  *
11
10
  * @param {object} args
12
- * @param {{values(): Iterable<Mesh>}} args.meshes the terrain's tile meshes, e.g. the entry's
13
- * `Map<TerrainTile, Mesh>`
14
- * @param {GPUSceneContext} args.scene resolves a node to its row
15
- * @param {Uint32Array} args.table reused between frames; replaced when it is too small
16
- * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and
17
- * zero when no tile is in the scene
11
+ * @param {Map<*, number>} args.tiles the terrain's tile entities, by whatever spawned them
12
+ * @param {Uint32Array} args.table the previous frame's table, reused when it is long enough
13
+ * @returns {{table: Uint32Array, size: number}} the table and how much of it is meaningful
18
14
  */
19
- export function pack_terrain_row_table({ meshes, scene, table }: {
20
- meshes: {
21
- values(): Iterable<Mesh>;
22
- };
23
- scene: GPUSceneContext;
15
+ export function pack_terrain_row_table({ tiles, table }: {
16
+ tiles: Map<any, number>;
24
17
  table: Uint32Array;
25
18
  }): {
26
19
  table: Uint32Array;
@@ -1 +1 @@
1
- {"version":3,"file":"pack_terrain_row_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/terrain/pack_terrain_row_table.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH;IAP4C,MAAM,EAAvC;QAAC,MAAM,IAAI,cAAc,CAAA;KAAC;IAEJ,KAAK;IACT,KAAK,EAAvB,WAAW;IACT;IAAC,KAAK,EAAE,WAAW,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAqC9C"}
1
+ {"version":3,"file":"pack_terrain_row_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/terrain/pack_terrain_row_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;GAaG;AACH;IAJgC,KAAK,EAA1B,SAAO,MAAM,CAAC;IACI,KAAK,EAAvB,WAAW;IACT;IAAC,KAAK,EAAE,WAAW,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAiC9C"}
@@ -1,53 +1,48 @@
1
- /**
2
- * Build the lookup the splat shader reads: one word per mesh row, 1 where the row is one of this
3
- * terrain's tiles, addressed by the row the visibility buffer writes.
4
- *
5
- * **The scene decides the indices** — a tile that has not reached the scene database yet has no
6
- * row and contributes nothing, which is also what makes "no tile drawn yet" read as an empty
7
- * table rather than an error. Rebuilt per frame like the highlight table, and for the same
8
- * reason: rows move as the scene streams, and the walk is over this terrain's few tiles rather
9
- * than over the scene.
10
- *
11
- * @param {object} args
12
- * @param {{values(): Iterable<Mesh>}} args.meshes the terrain's tile meshes, e.g. the entry's
13
- * `Map<TerrainTile, Mesh>`
14
- * @param {GPUSceneContext} args.scene resolves a node to its row
15
- * @param {Uint32Array} args.table reused between frames; replaced when it is too small
16
- * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and
17
- * zero when no tile is in the scene
18
- */
19
- export function pack_terrain_row_table({ meshes, scene, table }) {
20
- let highest = -1;
21
-
22
- /*
23
- Two sweeps, because the table has to be as long as the highest row before anything can be
24
- written into it. Asking twice is cheaper than growing a typed array mid-walk.
25
- */
26
- for (const mesh of meshes.values()) {
27
- const row = scene.mesh_row_of(mesh);
28
-
29
- if (row > highest) {
30
- highest = row;
31
- }
32
- }
33
-
34
- const size = highest + 1;
35
-
36
- let result = table;
37
-
38
- if (result.length < size) {
39
- result = new Uint32Array(size);
40
- } else {
41
- result.fill(0, 0, size);
42
- }
43
-
44
- for (const mesh of meshes.values()) {
45
- const row = scene.mesh_row_of(mesh);
46
-
47
- if (row >= 0) {
48
- result[row] = 1;
49
- }
50
- }
51
-
52
- return { table: result, size };
53
- }
1
+ import { row_of_entity } from "../../../shade/renderer/scene/rows/GPUSceneRows.js";
2
+
3
+ /**
4
+ * The lookup the splat pass reads a visibility-buffer mesh row through: one word per row, 1 for a
5
+ * row that is a tile of this terrain, 0 for anything else.
6
+ *
7
+ * A tile is an entity, and its row is the entity's, one on — so the table is sized by the highest
8
+ * tile entity and the rows in between belong to whatever else the level holds. Whether a row has
9
+ * been written yet is not this table's business: a row the scene has not placed is in no pixel of
10
+ * the visibility buffer, and marking it costs nothing.
11
+ *
12
+ * @param {object} args
13
+ * @param {Map<*, number>} args.tiles the terrain's tile entities, by whatever spawned them
14
+ * @param {Uint32Array} args.table the previous frame's table, reused when it is long enough
15
+ * @returns {{table: Uint32Array, size: number}} the table and how much of it is meaningful
16
+ */
17
+ export function pack_terrain_row_table({ tiles, table }) {
18
+ let highest = -1;
19
+
20
+ /*
21
+ Two sweeps, because the table has to be as long as the highest row before anything can be
22
+ written into it. Asking twice is cheaper than growing a typed array mid-walk — and is why this
23
+ takes the map rather than an iterator, which would be spent by the first.
24
+ */
25
+ for (const tile of tiles.values()) {
26
+ const row = row_of_entity(tile);
27
+
28
+ if (row > highest) {
29
+ highest = row;
30
+ }
31
+ }
32
+
33
+ const size = highest + 1;
34
+
35
+ let result = table;
36
+
37
+ if (result.length < size) {
38
+ result = new Uint32Array(size);
39
+ } else {
40
+ result.fill(0, 0, size);
41
+ }
42
+
43
+ for (const tile of tiles.values()) {
44
+ result[row_of_entity(tile)] = 1;
45
+ }
46
+
47
+ return { table: result, size };
48
+ }
@@ -1,3 +1,7 @@
1
+ /**
2
+ * @typedef {import("../../../graphics3/prefab/Prefab.js").Prefab} Prefab
3
+ * @typedef {import("../../../../shade/renderer/animation/Skin.js").Skin} Skin
4
+ */
1
5
  /**
2
6
  * # Building a proxy for a garment that is already rigged
3
7
  *
@@ -31,6 +35,14 @@
31
35
  * simulate in and no single fixed set — that is two garments, and nothing stops
32
36
  * a caller building two proxies.
33
37
  *
38
+ * ## The joint graph is the prefab's
39
+ *
40
+ * A model's hierarchy is its compiled prefab: parent indices, names and rest
41
+ * poses per node, fixed for every placement. The skin handed in is one of the
42
+ * prefab's — joints as node indices — and what comes back holds indices into
43
+ * that skin's joints, which is what a placement's own skin (joints as entities)
44
+ * is indexed by too. Built once per model, like the prefab.
45
+ *
34
46
  * @author Alex Goldring
35
47
  * @copyright Company Named Limited (c) 2026
36
48
  */
@@ -46,16 +58,19 @@
46
58
  * step 8) and they do not survive: what comes back holds indices into
47
59
  * `skin.joints`.
48
60
  *
49
- * @param {Skin} skin the instance's skin, or the asset's — the joint *order* is
61
+ * @param {Prefab} prefab the compiled model whose hierarchy the joints are nodes of
62
+ * @param {Skin} skin one of the prefab's skins — joints as node indices. The joint *order* is
50
63
  * what is read, and instantiation preserves it
51
64
  * @param {string[]} joint_names the garment's own joints, in any order
52
65
  * @param {object} [options]
53
66
  * @param {string} [options.name]
54
67
  * @returns {ClothProxyBuildResult}
55
68
  */
56
- export function cloth_proxy_from_joints(skin: Skin, joint_names: string[], { name }?: {
69
+ export function cloth_proxy_from_joints(prefab: Prefab, skin: Skin, joint_names: string[], { name }?: {
57
70
  name?: string;
58
71
  }): ClothProxyBuildResult;
72
+ export type Prefab = import("../../../graphics3/prefab/Prefab.js").Prefab;
73
+ export type Skin = import("../../../../shade/renderer/animation/Skin.js").Skin;
59
74
  export type ClothProxyBuildResult = {
60
75
  /**
61
76
  * `null` when the build refused
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_proxy_from_joints.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/build/cloth_proxy_from_joints.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AAEH;;;;GAIG;AAEH;;;;;;;;;;;;;GAaG;AACH,iEALW,MAAM,EAAE;IAES,IAAI,GAArB,MAAM;IACJ,qBAAqB,CAyLjC;;;;;WAzMa,UAAU,GAAC,IAAI;;;;WACf,MAAM;;2BA1CO,iBAAiB"}
1
+ {"version":3,"file":"cloth_proxy_from_joints.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/build/cloth_proxy_from_joints.js"],"names":[],"mappings":"AAMA;;;GAGG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2CG;AAEH;;;;GAIG;AAEH;;;;;;;;;;;;;;GAcG;AACH,gDARW,MAAM,QACN,IAAI,eAEJ,MAAM,EAAE;IAES,IAAI,GAArB,MAAM;IACJ,qBAAqB,CAwMjC;qBA5QY,OAAO,qCAAqC,EAAE,MAAM;mBACpD,OAAO,8CAA8C,EAAE,IAAI;;;;;WAkD1D,UAAU,GAAC,IAAI;;;;WACf,MAAM;;2BAvDO,iBAAiB"}