@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
@@ -1,256 +1,284 @@
1
- import {
2
- TRANSFORM64_ROTATION_OFFSET,
3
- TRANSFORM64_TRANSLATION_OFFSET
4
- } from "../../../ecs/transform/Transform64.js";
5
- import { ClothProxy } from "./ClothProxy.js";
6
-
7
- /**
8
- * # Building a proxy for a garment that is already rigged
9
- *
10
- * §11.3 lists ten steps and says that for a rigged garment "only steps 5–8 run,
11
- * over the joint graph rather than a mesh". This is those steps: derive the
12
- * fixed set, bake the bind pose, resolve names to indices, and validate. Steps
13
- * 1–4 are mesh work a rigged garment does not need — the artist's joints *are*
14
- * the particle set and the artist's skin *is* the binding — and steps 9 and 10's
15
- * mesh half belong to the unrigged path.
16
- *
17
- * The colouring step (7) is absent for a reason rather than an omission: the
18
- * cloth's own row builder colours the particle graph inside
19
- * `ClothState.from`, and it does that for the entity path too. Baking a
20
- * permutation into the proxy would be a second answer to a question that
21
- * already has one, and it would have to agree with `cloth_color_particles`
22
- * exactly or the rows would name the wrong particles.
23
- *
24
- * ## The fixed set falls out of the topology
25
- *
26
- * A joint whose parent is outside the named set is a joint the garment hangs
27
- * from, and **every one of them must hang from the same bone** — that bone is
28
- * the anchor. §11.3 step 5 derives the fixed set from *skin weights* instead,
29
- * which is the right rule for the unrigged path, where the particles are mesh
30
- * vertices and there is no joint tree to read. For a rigged garment the tree is
31
- * the answer and the weights are not needed.
32
- *
33
- * Several chains from one bone are one garment and are the point: §3.1's "put
34
- * `Cloth` on a node with several chains under it and you get all of them in one
35
- * coupled solve" is exactly a cape's four strips off one shoulder. Chains from
36
- * *different* bones are refused, because there is then no single frame to
37
- * simulate in and no single fixed set — that is two garments, and nothing stops
38
- * a caller building two proxies.
39
- *
40
- * @author Alex Goldring
41
- * @copyright Company Named Limited (c) 2026
42
- */
43
-
44
- /**
45
- * @typedef {object} ClothProxyBuildResult
46
- * @property {ClothProxy|null} proxy `null` when the build refused
47
- * @property {string} error empty when it did not
48
- */
49
-
50
- /**
51
- * Build a proxy from the joints of a skin, named.
52
- *
53
- * The names are the only place a name appears anywhere in the system (§11.3
54
- * step 8) and they do not survive: what comes back holds indices into
55
- * `skin.joints`.
56
- *
57
- * @param {Skin} skin the instance's skin, or the asset's — the joint *order* is
58
- * what is read, and instantiation preserves it
59
- * @param {string[]} joint_names the garment's own joints, in any order
60
- * @param {object} [options]
61
- * @param {string} [options.name]
62
- * @returns {ClothProxyBuildResult}
63
- */
64
- export function cloth_proxy_from_joints(skin, joint_names, { name = "" } = {}) {
65
- if (skin === undefined || skin === null) {
66
- return refuse(`${name}: no skin`);
67
- }
68
-
69
- const joints = skin.joints;
70
-
71
- /** @type {Map<Node3D, number>} node → index in `skin.joints` */
72
- const index_of = new Map();
73
-
74
- for (let i = 0; i < joints.length; i++) {
75
- index_of.set(joints[i], i);
76
- }
77
-
78
- /** @type {Map<string, Node3D>} */
79
- const by_name = new Map();
80
-
81
- for (let i = 0; i < joints.length; i++) {
82
- const joint = joints[i];
83
-
84
- if (joint.name !== "" && !by_name.has(joint.name)) {
85
- by_name.set(joint.name, joint);
86
- }
87
- }
88
-
89
- /** @type {Set<Node3D>} the garment's own joints */
90
- const members = new Set();
91
-
92
- for (const joint_name of joint_names) {
93
- const node = by_name.get(joint_name);
94
-
95
- if (node === undefined) {
96
- return refuse(`${name}: the skin has no joint named "${joint_name}"`);
97
- }
98
-
99
- if (members.has(node)) {
100
- return refuse(`${name}: "${joint_name}" is named twice`);
101
- }
102
-
103
- members.add(node);
104
- }
105
-
106
- if (members.size === 0) {
107
- return refuse(`${name}: no joints`);
108
- }
109
-
110
- // Roots: members whose parent is not a member. They all have to hang from
111
- // the same bone, and that bone is the anchor.
112
- /** @type {Node3D[]} */
113
- const roots = [];
114
-
115
- for (const node of members) {
116
- if (node.parent === null || !members.has(node.parent)) {
117
- roots.push(node);
118
- }
119
- }
120
-
121
- const anchor_node = roots[0].parent;
122
-
123
- if (anchor_node === null) {
124
- return refuse(`${name}: "${roots[0].name}" has no parent, so the garment has nothing to hang from`);
125
- }
126
-
127
- for (const root of roots) {
128
- if (root.parent !== anchor_node) {
129
- return refuse(
130
- `${name}: "${roots[0].name}" hangs from "${anchor_node.name}" and "${root.name}" hangs`
131
- + ` from "${root.parent === null ? 'nothing' : root.parent.name}" — a garment hangs from one`
132
- + ` anchor, and chains from different bones are two garments`
133
- );
134
- }
135
- }
136
-
137
- const anchor = index_of.get(anchor_node);
138
-
139
- if (anchor === undefined) {
140
- return refuse(
141
- `${name}: "${roots[0].name}" hangs from "${anchor_node.name}", which is not a joint of this skin`
142
- );
143
- }
144
-
145
- // Parents before children, so one forward pass composes the chain.
146
- /** @type {Node3D[]} */
147
- const ordered = [];
148
-
149
- /** @type {Map<Node3D, number>} */
150
- const position = new Map();
151
-
152
- // Breadth-first from every root at once, which keeps parents before
153
- // children across the whole forest rather than only within one chain.
154
- const queue = roots.slice();
155
-
156
- while (queue.length > 0) {
157
- const node = queue.shift();
158
-
159
- position.set(node, ordered.length);
160
- ordered.push(node);
161
-
162
- for (const child of node.children) {
163
- if (members.has(child)) {
164
- queue.push(child);
165
- }
166
- }
167
- }
168
-
169
- if (ordered.length !== members.size) {
170
- const stranded = [];
171
-
172
- for (const node of members) {
173
- if (!position.has(node)) {
174
- stranded.push(node.name);
175
- }
176
- }
177
-
178
- return refuse(
179
- `${name}: ${stranded.length} joints are unreachable from the anchor (${stranded.join(', ')})`
180
- );
181
- }
182
-
183
- const joint_count = ordered.length;
184
-
185
- const joint = new Int32Array(joint_count);
186
- const joint_parent = new Int32Array(joint_count);
187
-
188
- const rest_position = new Float32Array(joint_count * 3);
189
- const rest_rotation = new Float32Array(joint_count * 4);
190
-
191
- const joint_name = [];
192
-
193
- for (let i = 0; i < joint_count; i++) {
194
- const node = ordered[i];
195
-
196
- const resolved = index_of.get(node);
197
-
198
- if (resolved === undefined) {
199
- return refuse(`${name}: "${node.name}" is not a joint of this skin`);
200
- }
201
-
202
- joint[i] = resolved;
203
- joint_parent[i] = members.has(node.parent) ? position.get(node.parent) : -1;
204
-
205
- joint_name.push(node.name);
206
-
207
- const local = node.transform_local;
208
-
209
- rest_position[i * 3] = local[TRANSFORM64_TRANSLATION_OFFSET];
210
- rest_position[i * 3 + 1] = local[TRANSFORM64_TRANSLATION_OFFSET + 1];
211
- rest_position[i * 3 + 2] = local[TRANSFORM64_TRANSLATION_OFFSET + 2];
212
-
213
- rest_rotation[i * 4] = local[TRANSFORM64_ROTATION_OFFSET];
214
- rest_rotation[i * 4 + 1] = local[TRANSFORM64_ROTATION_OFFSET + 1];
215
- rest_rotation[i * 4 + 2] = local[TRANSFORM64_ROTATION_OFFSET + 2];
216
- rest_rotation[i * 4 + 3] = local[TRANSFORM64_ROTATION_OFFSET + 3];
217
-
218
- // A joint at no distance from its parent is a zero-length link, which
219
- // has no direction for a stretch row's gradient and no rest length for
220
- // it to hold. §7 P8 rejects it at build time rather than tolerating it
221
- // at runtime, which is what "build-time validation, not runtime
222
- // tolerance" means. The root is included: its parent is the anchor.
223
- const length = Math.hypot(
224
- rest_position[i * 3], rest_position[i * 3 + 1], rest_position[i * 3 + 2]
225
- );
226
-
227
- if (length <= 0) {
228
- return refuse(
229
- `${name}: "${node.name}" sits exactly on its parent, so the link between them`
230
- + ` has no length and no direction`
231
- );
232
- }
233
- }
234
-
235
- return {
236
- proxy: ClothProxy.from({
237
- name,
238
- joint,
239
- joint_parent,
240
- anchor,
241
- rest_position,
242
- rest_rotation,
243
- joint_name
244
- }),
245
- error: ""
246
- };
247
- }
248
-
249
- /**
250
- * @param {string} error
251
- * @returns {ClothProxyBuildResult}
252
- * @private
253
- */
254
- function refuse(error) {
255
- return { proxy: null, error };
256
- }
1
+ import {
2
+ TRANSFORM64_ROTATION_OFFSET,
3
+ TRANSFORM64_TRANSLATION_OFFSET
4
+ } from "../../../ecs/transform/Transform64.js";
5
+ import { ClothProxy } from "./ClothProxy.js";
6
+
7
+ /**
8
+ * @typedef {import("../../../graphics3/prefab/Prefab.js").Prefab} Prefab
9
+ * @typedef {import("../../../../shade/renderer/animation/Skin.js").Skin} Skin
10
+ */
11
+
12
+ /**
13
+ * # Building a proxy for a garment that is already rigged
14
+ *
15
+ * §11.3 lists ten steps and says that for a rigged garment "only steps 5–8 run,
16
+ * over the joint graph rather than a mesh". This is those steps: derive the
17
+ * fixed set, bake the bind pose, resolve names to indices, and validate. Steps
18
+ * 1–4 are mesh work a rigged garment does not need — the artist's joints *are*
19
+ * the particle set and the artist's skin *is* the binding — and steps 9 and 10's
20
+ * mesh half belong to the unrigged path.
21
+ *
22
+ * The colouring step (7) is absent for a reason rather than an omission: the
23
+ * cloth's own row builder colours the particle graph inside
24
+ * `ClothState.from`, and it does that for the entity path too. Baking a
25
+ * permutation into the proxy would be a second answer to a question that
26
+ * already has one, and it would have to agree with `cloth_color_particles`
27
+ * exactly or the rows would name the wrong particles.
28
+ *
29
+ * ## The fixed set falls out of the topology
30
+ *
31
+ * A joint whose parent is outside the named set is a joint the garment hangs
32
+ * from, and **every one of them must hang from the same bone** — that bone is
33
+ * the anchor. §11.3 step 5 derives the fixed set from *skin weights* instead,
34
+ * which is the right rule for the unrigged path, where the particles are mesh
35
+ * vertices and there is no joint tree to read. For a rigged garment the tree is
36
+ * the answer and the weights are not needed.
37
+ *
38
+ * Several chains from one bone are one garment and are the point: §3.1's "put
39
+ * `Cloth` on a node with several chains under it and you get all of them in one
40
+ * coupled solve" is exactly a cape's four strips off one shoulder. Chains from
41
+ * *different* bones are refused, because there is then no single frame to
42
+ * simulate in and no single fixed set — that is two garments, and nothing stops
43
+ * a caller building two proxies.
44
+ *
45
+ * ## The joint graph is the prefab's
46
+ *
47
+ * A model's hierarchy is its compiled prefab: parent indices, names and rest
48
+ * poses per node, fixed for every placement. The skin handed in is one of the
49
+ * prefab's — joints as node indices — and what comes back holds indices into
50
+ * that skin's joints, which is what a placement's own skin (joints as entities)
51
+ * is indexed by too. Built once per model, like the prefab.
52
+ *
53
+ * @author Alex Goldring
54
+ * @copyright Company Named Limited (c) 2026
55
+ */
56
+
57
+ /**
58
+ * @typedef {object} ClothProxyBuildResult
59
+ * @property {ClothProxy|null} proxy `null` when the build refused
60
+ * @property {string} error empty when it did not
61
+ */
62
+
63
+ /**
64
+ * Build a proxy from the joints of a skin, named.
65
+ *
66
+ * The names are the only place a name appears anywhere in the system (§11.3
67
+ * step 8) and they do not survive: what comes back holds indices into
68
+ * `skin.joints`.
69
+ *
70
+ * @param {Prefab} prefab the compiled model whose hierarchy the joints are nodes of
71
+ * @param {Skin} skin one of the prefab's skins — joints as node indices. The joint *order* is
72
+ * what is read, and instantiation preserves it
73
+ * @param {string[]} joint_names the garment's own joints, in any order
74
+ * @param {object} [options]
75
+ * @param {string} [options.name]
76
+ * @returns {ClothProxyBuildResult}
77
+ */
78
+ export function cloth_proxy_from_joints(prefab, skin, joint_names, { name = "" } = {}) {
79
+ if (prefab === undefined || prefab === null || prefab.isPrefab !== true) {
80
+ return refuse(`${name}: no prefab`);
81
+ }
82
+
83
+ if (skin === undefined || skin === null) {
84
+ return refuse(`${name}: no skin`);
85
+ }
86
+
87
+ const joints = skin.joints;
88
+ const parent_of = prefab.parent;
89
+ const name_of = prefab.name;
90
+
91
+ /**
92
+ * @type {Map<number, number>} node index → position in the skin's joints
93
+ */
94
+ const index_of = new Map();
95
+
96
+ for (let i = 0; i < joints.length; i++) {
97
+ index_of.set(joints[i], i);
98
+ }
99
+
100
+ /**
101
+ * @type {Map<string, number>} name → node index, first of the skin's joints to carry it
102
+ */
103
+ const by_name = new Map();
104
+
105
+ for (let i = 0; i < joints.length; i++) {
106
+ const joint = joints[i];
107
+ const joint_name = name_of[joint];
108
+
109
+ if (joint_name !== "" && !by_name.has(joint_name)) {
110
+ by_name.set(joint_name, joint);
111
+ }
112
+ }
113
+
114
+ /**
115
+ * @type {Set<number>} node indices
116
+ */
117
+ const members = new Set();
118
+
119
+ for (const joint_name of joint_names) {
120
+ const node = by_name.get(joint_name);
121
+
122
+ if (node === undefined) {
123
+ return refuse(`${name}: the skin has no joint named "${joint_name}"`);
124
+ }
125
+
126
+ if (members.has(node)) {
127
+ return refuse(`${name}: "${joint_name}" is named twice`);
128
+ }
129
+
130
+ members.add(node);
131
+ }
132
+
133
+ if (members.size === 0) {
134
+ return refuse(`${name}: no joints`);
135
+ }
136
+
137
+ // Roots: members whose parent is not a member. They all have to hang from
138
+ // the same bone, and that bone is the anchor.
139
+ const roots = [];
140
+
141
+ for (const node of members) {
142
+ if (parent_of[node] < 0 || !members.has(parent_of[node])) {
143
+ roots.push(node);
144
+ }
145
+ }
146
+
147
+ const anchor_node = parent_of[roots[0]];
148
+
149
+ // Node 0 is the prefab's own root — the placement an instance stands at, never a bone of the
150
+ // skin — so a garment whose first joint sits directly under it has no bone above it.
151
+ if (anchor_node <= 0) {
152
+ return refuse(`${name}: "${name_of[roots[0]]}" has no bone above it, so the garment has nothing to hang from`);
153
+ }
154
+
155
+ for (const root of roots) {
156
+ if (parent_of[root] !== anchor_node) {
157
+ return refuse(
158
+ `${name}: "${name_of[roots[0]]}" hangs from "${name_of[anchor_node]}" and "${name_of[root]}" hangs`
159
+ + ` from "${parent_of[root] < 0 ? 'nothing' : name_of[parent_of[root]]}" — a garment hangs from one`
160
+ + ` anchor, and chains from different bones are two garments`
161
+ );
162
+ }
163
+ }
164
+
165
+ const anchor = index_of.get(anchor_node);
166
+
167
+ if (anchor === undefined) {
168
+ return refuse(
169
+ `${name}: "${name_of[roots[0]]}" hangs from "${name_of[anchor_node]}", which is not a joint of this skin`
170
+ );
171
+ }
172
+
173
+ // Parents before children, so one forward pass composes the chain.
174
+ const ordered = [];
175
+
176
+ /**
177
+ * @type {Map<number, number>} node index → position in `ordered`
178
+ */
179
+ const position = new Map();
180
+
181
+ // Breadth-first from every root at once, which keeps parents before
182
+ // children across the whole forest rather than only within one chain.
183
+ const queue = roots.slice();
184
+
185
+ while (queue.length > 0) {
186
+ const node = queue.shift();
187
+
188
+ position.set(node, ordered.length);
189
+ ordered.push(node);
190
+
191
+ for (const child of members) {
192
+ if (parent_of[child] === node) {
193
+ queue.push(child);
194
+ }
195
+ }
196
+ }
197
+
198
+ if (ordered.length !== members.size) {
199
+ const stranded = [];
200
+
201
+ for (const node of members) {
202
+ if (!position.has(node)) {
203
+ stranded.push(name_of[node]);
204
+ }
205
+ }
206
+
207
+ return refuse(
208
+ `${name}: ${stranded.length} joints are unreachable from the anchor (${stranded.join(', ')})`
209
+ );
210
+ }
211
+
212
+ const joint_count = ordered.length;
213
+
214
+ const joint = new Int32Array(joint_count);
215
+ const joint_parent = new Int32Array(joint_count);
216
+
217
+ const rest_position = new Float32Array(joint_count * 3);
218
+ const rest_rotation = new Float32Array(joint_count * 4);
219
+
220
+ const joint_name = [];
221
+
222
+ for (let i = 0; i < joint_count; i++) {
223
+ const node = ordered[i];
224
+
225
+ const resolved = index_of.get(node);
226
+
227
+ if (resolved === undefined) {
228
+ return refuse(`${name}: "${name_of[node]}" is not a joint of this skin`);
229
+ }
230
+
231
+ joint[i] = resolved;
232
+ joint_parent[i] = members.has(parent_of[node]) ? position.get(parent_of[node]) : -1;
233
+
234
+ joint_name.push(name_of[node]);
235
+
236
+ const local = prefab.local[node];
237
+
238
+ rest_position[i * 3] = local[TRANSFORM64_TRANSLATION_OFFSET];
239
+ rest_position[i * 3 + 1] = local[TRANSFORM64_TRANSLATION_OFFSET + 1];
240
+ rest_position[i * 3 + 2] = local[TRANSFORM64_TRANSLATION_OFFSET + 2];
241
+
242
+ rest_rotation[i * 4] = local[TRANSFORM64_ROTATION_OFFSET];
243
+ rest_rotation[i * 4 + 1] = local[TRANSFORM64_ROTATION_OFFSET + 1];
244
+ rest_rotation[i * 4 + 2] = local[TRANSFORM64_ROTATION_OFFSET + 2];
245
+ rest_rotation[i * 4 + 3] = local[TRANSFORM64_ROTATION_OFFSET + 3];
246
+
247
+ // A joint at no distance from its parent is a zero-length link, which
248
+ // has no direction for a stretch row's gradient and no rest length for
249
+ // it to hold. §7 P8 rejects it at build time rather than tolerating it
250
+ // at runtime, which is what "build-time validation, not runtime
251
+ // tolerance" means. The root is included: its parent is the anchor.
252
+ const length = Math.hypot(
253
+ rest_position[i * 3], rest_position[i * 3 + 1], rest_position[i * 3 + 2]
254
+ );
255
+
256
+ if (length <= 0) {
257
+ return refuse(
258
+ `${name}: "${name_of[node]}" sits exactly on its parent, so the link between them`
259
+ + ` has no length and no direction`
260
+ );
261
+ }
262
+ }
263
+
264
+ return {
265
+ proxy: ClothProxy.from({
266
+ name,
267
+ joint,
268
+ joint_parent,
269
+ anchor,
270
+ rest_position,
271
+ rest_rotation,
272
+ joint_name
273
+ }),
274
+ error: ""
275
+ };
276
+ }
277
+
278
+ /**
279
+ * @param {string} error
280
+ * @returns {ClothProxyBuildResult}
281
+ */
282
+ function refuse(error) {
283
+ return { proxy: null, error };
284
+ }
@@ -97,26 +97,24 @@ export class ClothInstance {
97
97
  */
98
98
  node_transform: Transform64[];
99
99
  /**
100
- * Live `Node3D` per node — the joint each node drives. **Rig path only**,
101
- * and node 0 is the anchor joint, which is not simulated.
102
- *
103
- * A joint rather than an entity because a skinned model's joints are not
104
- * entities and will not be (D47): they are `Node3D`s inside the entity's
105
- * `SceneBundleInstance`, and the only writable handle is
106
- * `Node3D.transform_local`.
107
- * @type {Node3D[]}
100
+ * The joint entity each node drives. **Rig path only**, and node 0 is the
101
+ * anchor joint, which is not simulated. A skinned model is a prefab spawned
102
+ * as entities, so a joint is an entity carrying a `TransformAttachment`,
103
+ * and that offset is the writable handle; {@link node_attachment} holds it.
104
+ * @type {Int32Array|number[]}
108
105
  */
109
- node_joint: Node3D[];
106
+ node_joint: Int32Array | number[];
110
107
  /**
111
108
  * The anchor joint's **world** pose, evaluated on the CPU each step from the
112
109
  * clips the entity is playing. **Rig path only.**
113
110
  *
114
- * Evaluated rather than read: a joint of an animated skeleton is under
115
- * `TransformAuthority.GPU`, so its own `transform_global` is not maintained
116
- * on the CPU at all and reading it would place the garment wherever the node
117
- * was last posed by hand. `pose_evaluate_world` is the sanctioned answer and
118
- * the one a socket on the same skeleton gets, which is what keeps a cape on
119
- * the shoulder a scabbard hangs from.
111
+ * Evaluated rather than read: a joint of an animated skeleton has granted
112
+ * its offset to the GPU (`GPUStateAuthority`), so the CPU's copy of its
113
+ * world pose is the rest pose composed under the placement, and reading it
114
+ * would hang the garment where the character stood before the clip moved
115
+ * it. `t64_evaluate_world` is the sanctioned answer and the one a socket on
116
+ * the same skeleton gets, which is what keeps a cape on the shoulder a
117
+ * scabbard hangs from.
120
118
  * @type {Transform64}
121
119
  */
122
120
  anchor_pose: Transform64;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ClothInstance.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothInstance.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;IAEI;;;OAGG;IACH,QAFU,MAAM,CAEJ;IAEZ;;OAEG;IACH,OAFU,QAAM,IAAI,CAEP;IAEb;;;OAGG;IACH,WAFU,WAAW,GAAC,IAAI,CAET;IAEjB;;;;;OAKG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;OAMG;IACH,QAFU,OAAO,CAEF;IAEf;;OAEG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;;OAGG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;OAGG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;;OASG;IACH,KAFU,WAAS,IAAI,CAEZ;IAEX;;;;OAIG;IACH,gBAFU,WAAW,EAAE,CAEH;IAEpB;;;;;;OAMG;IACH,YAFU,UAAU,GAAC,MAAM,EAAE,CAEb;IAEhB;;;;;;;;;;;;OAYG;IACH,aAFU,WAAW,CAEW;IAEhC;;;;;;;;;;;OAWG;IACH,iBAFU,qBAAqB,CAEV;IAErB;;;;OAIG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,mBAFU,UAAU,GAAC,IAAI,CAEA;IAEzB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;;;;;;OASG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;;OAGG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,kBAFU,WAAW,EAAE,CAED;IAEtB;;;;OAIG;IACH,mBAFU,qBAAqB,CAER;IAEvB;;;OAGG;IACH,kBAFU,UAAU,GAAC,IAAI,CAED;IAExB;;;;;;;;OAQG;IACH,UAFU,YAAY,GAAC,IAAI,CAEX;IAEhB;;;;;;;;;;;OAWG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;OAGG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;;;;;;;;OAUG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;;;;;OASG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;OAKG;IACH,WAFU,UAAU,GAAC,IAAI,CAER;IAEjB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;OAGG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;OAIG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;;;OAKG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;;;;OASG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,oBAFU,YAAY,CAEmB;IAEzC;;;OAGG;IACH,iBAFU,YAAY,CAE2B;IAEjD;;;;;OAKG;IACH,cAFU,OAAO,CAEI;IAErB;;;;;OAKG;IACH,eAFU,aAAa,CAEa;IAEpC;;;;;OAKG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;;;;OAQG;IACH,QAFU,OAAO,CAEF;IAEf;;;;;;;;OAQG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;;;;;OAaG;IACH,gBAFU,YAAY,GAAC,IAAI,CAEL;IAEtB;;;;;OAKG;IACH,cAFU,UAAU,GAAC,IAAI,CAEL;IAEpB;;;OAGG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;;;;OAOG;IACH,iBAFU;QAAC,MAAM,EAAE,UAAU,CAAC;QAAC,OAAO,EAAE,UAAU,CAAA;KAAC,GAAC,IAAI,CAEjC;IAEvB;;;;;;;;;;OAUG;IACH,mBAFU,MAAM,CAEa;IAE7B;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;;;;OAKG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;OAKG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;OAKG;IACH,gBAFU,MAAM,CAEG;CACtB;4BA5d2B,uCAAuC;8BACrC,oBAAoB"}