@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
@@ -112,14 +112,11 @@ export class ClothInstance {
112
112
  node_transform = [];
113
113
 
114
114
  /**
115
- * Live `Node3D` per node — the joint each node drives. **Rig path only**,
116
- * and node 0 is the anchor joint, which is not simulated.
117
- *
118
- * A joint rather than an entity because a skinned model's joints are not
119
- * entities and will not be (D47): they are `Node3D`s inside the entity's
120
- * `SceneBundleInstance`, and the only writable handle is
121
- * `Node3D.transform_local`.
122
- * @type {Node3D[]}
115
+ * The joint entity each node drives. **Rig path only**, and node 0 is the
116
+ * anchor joint, which is not simulated. A skinned model is a prefab spawned
117
+ * as entities, so a joint is an entity carrying a `TransformAttachment`,
118
+ * and that offset is the writable handle; {@link node_attachment} holds it.
119
+ * @type {Int32Array|number[]}
123
120
  */
124
121
  node_joint = [];
125
122
 
@@ -127,12 +124,13 @@ export class ClothInstance {
127
124
  * The anchor joint's **world** pose, evaluated on the CPU each step from the
128
125
  * clips the entity is playing. **Rig path only.**
129
126
  *
130
- * Evaluated rather than read: a joint of an animated skeleton is under
131
- * `TransformAuthority.GPU`, so its own `transform_global` is not maintained
132
- * on the CPU at all and reading it would place the garment wherever the node
133
- * was last posed by hand. `pose_evaluate_world` is the sanctioned answer and
134
- * the one a socket on the same skeleton gets, which is what keeps a cape on
135
- * the shoulder a scabbard hangs from.
127
+ * Evaluated rather than read: a joint of an animated skeleton has granted
128
+ * its offset to the GPU (`GPUStateAuthority`), so the CPU's copy of its
129
+ * world pose is the rest pose composed under the placement, and reading it
130
+ * would hang the garment where the character stood before the clip moved
131
+ * it. `t64_evaluate_world` is the sanctioned answer and the one a socket on
132
+ * the same skeleton gets, which is what keeps a cape on the shoulder a
133
+ * scabbard hangs from.
136
134
  * @type {Transform64}
137
135
  */
138
136
  anchor_pose = new Transform64();
@@ -15,14 +15,13 @@
15
15
  *
16
16
  * ## Why there are two cases at all
17
17
  *
18
- * Because the engine has two hierarchies and that is a decision rather than an
19
- * accident. `shade_node_to_entity_composition` expands a loaded model into
20
- * entities and gives a `ShadedGeometry` to every node that draws — except a
21
- * skinned one, which contributes its transform and its name and no geometry,
22
- * because its vertices deform against a skeleton the renderer owns and the GPU
23
- * poses. Making those joints entities is a design this program does not do
24
- * (D47). A rope prop is entities all the way down; a character's cape is not,
25
- * and never will be.
18
+ * Because a garment's joints are a skin's, not a subtree's. A prefab spawns a
19
+ * loaded model as entities — every joint one, with its offset in a
20
+ * `TransformAttachment` — and a rope prop is a subtree under an anchor entity,
21
+ * walked. A character's cape is a set of joints named out of a skin that also
22
+ * has a torso and two arms in it, and what says which of those joints are the
23
+ * cape is the proxy. The joints it drives are entities either way; the
24
+ * difference is how they are found.
26
25
  *
27
26
  * ## A proxy object, not a path
28
27
  *
@@ -1 +1 @@
1
- {"version":3,"file":"ClothRig.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothRig.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH;IAmBI;;;;;OAKG;IACH;QAHyB,IAAI,GAAlB,MAAM;QACJ,QAAQ,CAkBpB;IAvCD;;;;OAIG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;;;;;;OAOG;IACH,MAFU,MAAM,CAEP;IA0BT;;;OAGG;IACH,cAHW,QAAQ,GACN,OAAO,CAenB;IAED;;OAEG;IACH,QAFa,MAAM,CAIlB;IAED;;;;OAIG;IACH;;MAIC;IAED;;OAEG;IACH,mBAFW,MAAM,QAIhB;IAED,mBAEC;IAGL;;;OAGG;IACH,qBAFU,OAAO,CAEY;CAN5B"}
1
+ {"version":3,"file":"ClothRig.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothRig.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH;IAmBI;;;;;OAKG;IACH;QAHyB,IAAI,GAAlB,MAAM;QACJ,QAAQ,CAkBpB;IAvCD;;;;OAIG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;;;;;;OAOG;IACH,MAFU,MAAM,CAEP;IA0BT;;;OAGG;IACH,cAHW,QAAQ,GACN,OAAO,CAenB;IAED;;OAEG;IACH,QAFa,MAAM,CAIlB;IAED;;;;OAIG;IACH;;MAIC;IAED;;OAEG;IACH,mBAFW,MAAM,QAIhB;IAED,mBAEC;IAGL;;;OAGG;IACH,qBAFU,OAAO,CAEY;CAN5B"}
@@ -18,14 +18,13 @@ import { hash_mix2 } from "../../../../core/math/hash/hash_mix2.js";
18
18
  *
19
19
  * ## Why there are two cases at all
20
20
  *
21
- * Because the engine has two hierarchies and that is a decision rather than an
22
- * accident. `shade_node_to_entity_composition` expands a loaded model into
23
- * entities and gives a `ShadedGeometry` to every node that draws — except a
24
- * skinned one, which contributes its transform and its name and no geometry,
25
- * because its vertices deform against a skeleton the renderer owns and the GPU
26
- * poses. Making those joints entities is a design this program does not do
27
- * (D47). A rope prop is entities all the way down; a character's cape is not,
28
- * and never will be.
21
+ * Because a garment's joints are a skin's, not a subtree's. A prefab spawns a
22
+ * loaded model as entities — every joint one, with its offset in a
23
+ * `TransformAttachment` — and a rope prop is a subtree under an anchor entity,
24
+ * walked. A character's cape is a set of joints named out of a skin that also
25
+ * has a torso and two arms in it, and what says which of those joints are the
26
+ * cape is the proxy. The joints it drives are entities either way; the
27
+ * difference is how they are found.
29
28
  *
30
29
  * ## A proxy object, not a path
31
30
  *
@@ -90,8 +90,9 @@ export class ClothSystem extends System<any> {
90
90
  private __attachments;
91
91
  /**
92
92
  * Where a skinned model instance comes from. Anything that answers
93
- * `instance_of(entity)` with a `SceneBundleInstance` will do, and
94
- * {@link MeshSystem} is what does in a running engine.
93
+ * `instance_of(entity)` with a `PrefabInstance` — skins whose joints
94
+ * are entities — will do, and {@link MeshSystem} is what does in a
95
+ * running engine.
95
96
  *
96
97
  * Public and assignable because a garment's joints are a *rendering*
97
98
  * structure and `MeshSystem` needs a graphics engine, a scene and a loader
@@ -101,10 +102,10 @@ export class ClothSystem extends System<any> {
101
102
  * `null` means no rig can seed, which is the same additive shape the
102
103
  * collider index has: a scene without one gets M1's cloth rather than an
103
104
  * error.
104
- * @type {{instance_of: function(number): (SceneBundleInstance|null)}|null}
105
+ * @type {{instance_of: function(number): (PrefabInstance|null)}|null}
105
106
  */
106
107
  models: {
107
- instance_of: (arg0: number) => (SceneBundleInstance | null);
108
+ instance_of: (arg0: number) => (PrefabInstance | null);
108
109
  } | null;
109
110
  /**
110
111
  * The collider index's owner, or `null` when the manager has none — in
@@ -1 +1 @@
1
- {"version":3,"file":"ClothSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothSystem.js"],"names":[],"mappings":"AA8DA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgEG;AACH;;IAEI,oDAAoC;IAEpC,iUAOE;IAEF;;;OAGG;IACH,SAFU,YAAY,CAEoB;IAE1C;;;;OAIG;IACH,WAFU,aAAa,EAAE,CAEV;IAEf;;;OAGG;IACH,oBAAwB;IAExB;;;OAGG;IACH,sBAAqB;IAErB;;;;;;;;;;;;;;OAcG;IACH,QAFU;QAAC,WAAW,SAAW,MAAM,KAAG,CAAC,sBAAoB,IAAI,CAAC,CAAA;KAAC,GAAC,IAAI,CAE5D;IAEd;;;;;;;OAOG;IACH,oBAAmB;IAEnB;;;OAGG;IACH,sBAAsB;IAEtB;;;OAGG;IACH,uCAFa,QAAQ,IAAI,CAAC,CAiBzB;IAED;;;;OAIG;IACH,YAJW,KAAK,aACL,WAAW,UACX,MAAM,QAahB;IAED;;;;OAIG;IACH,cAJW,KAAK,aACL,WAAW,UACX,MAAM,QAgBhB;IAED;;;;;;;;;;;OAWG;IACH,eAHW,MAAM,GACJ,IAAI,CAahB;IAED;;;;;;;OAOG;IACH,aAHW,MAAM,GACJ,IAAI,CAShB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAInC;;CAibJ;uBA5tBsB,wBAAwB;4BAWxC,uCAAuC;sBAYxB,YAAY;4CAxBU,uDAAuD;oCAI5F,0DAA0D;8BAqBnC,oBAAoB;6BAErB,mBAAmB;yBAIvB,eAAe;8BADV,oBAAoB"}
1
+ {"version":3,"file":"ClothSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothSystem.js"],"names":[],"mappings":"AA4DA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgEG;AACH;;IAEI,oDAAoC;IAEpC,iUAOE;IAEF;;;OAGG;IACH,SAFU,YAAY,CAEoB;IAE1C;;;;OAIG;IACH,WAFU,aAAa,EAAE,CAEV;IAEf;;;OAGG;IACH,oBAAwB;IAExB;;;OAGG;IACH,sBAAqB;IAErB;;;;;;;;;;;;;;;OAeG;IACH,QAFU;QAAC,WAAW,SAAW,MAAM,KAAG,CAAC,iBAAe,IAAI,CAAC,CAAA;KAAC,GAAC,IAAI,CAEvD;IAEd;;;;;;;OAOG;IACH,oBAAmB;IAEnB;;;OAGG;IACH,sBAAsB;IAEtB;;;OAGG;IACH,uCAFa,QAAQ,IAAI,CAAC,CAiBzB;IAED;;;;OAIG;IACH,YAJW,KAAK,aACL,WAAW,UACX,MAAM,QAahB;IAED;;;;OAIG;IACH,cAJW,KAAK,aACL,WAAW,UACX,MAAM,QAgBhB;IAED;;;;;;;;;;;OAWG;IACH,eAHW,MAAM,GACJ,IAAI,CAahB;IAED;;;;;;;OAOG;IACH,aAHW,MAAM,GACJ,IAAI,CAShB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAInC;;CAibJ;uBA3tBsB,wBAAwB;4BAWxC,uCAAuC;sBAUxB,YAAY;4CAtBU,uDAAuD;oCAI5F,0DAA0D;8BAmBnC,oBAAoB;6BAErB,mBAAmB;yBAIvB,eAAe;8BADV,oBAAoB"}
@@ -21,9 +21,7 @@ import {
21
21
  collect_entity_playbacks
22
22
  } from "../../../graphics3/pose/collect_entity_playbacks.js";
23
23
  import { MeshSystem } from "../../../graphics3/MeshSystem.js";
24
- import {
25
- pose_evaluate_world
26
- } from "../../../../shade/renderer/animation/pose/pose_evaluate_world.js";
24
+ import { t64_evaluate_world } from "../../../ecs/transform/t64_evaluate_world.js";
27
25
  import { cloth_contact_find } from "../solver/cloth_contact_find.js";
28
26
  import { cloth_self_find } from "../solver/cloth_self_find.js";
29
27
  import { CLOTH_SELF_RADIUS_MAX_RATIO, CLOTH_SELF_RADIUS_MIN_RATIO } from "../solver/cloth_solver_constants.js";
@@ -165,8 +163,9 @@ export class ClothSystem extends System {
165
163
 
166
164
  /**
167
165
  * Where a skinned model instance comes from. Anything that answers
168
- * `instance_of(entity)` with a `SceneBundleInstance` will do, and
169
- * {@link MeshSystem} is what does in a running engine.
166
+ * `instance_of(entity)` with a `PrefabInstance` — skins whose joints
167
+ * are entities — will do, and {@link MeshSystem} is what does in a
168
+ * running engine.
170
169
  *
171
170
  * Public and assignable because a garment's joints are a *rendering*
172
171
  * structure and `MeshSystem` needs a graphics engine, a scene and a loader
@@ -176,7 +175,7 @@ export class ClothSystem extends System {
176
175
  * `null` means no rig can seed, which is the same additive shape the
177
176
  * collider index has: a scene without one gets M1's cloth rather than an
178
177
  * error.
179
- * @type {{instance_of: function(number): (SceneBundleInstance|null)}|null}
178
+ * @type {{instance_of: function(number): (PrefabInstance|null)}|null}
180
179
  */
181
180
  models = null;
182
181
 
@@ -418,7 +417,7 @@ export class ClothSystem extends System {
418
417
 
419
418
  instance.rig = rig;
420
419
 
421
- cloth_seed_rig(instance, rig.proxy, skin.joints, dt);
420
+ cloth_seed_rig(instance, rig.proxy, skin.joints, ecd, dt);
422
421
  }
423
422
 
424
423
  /**
@@ -657,7 +656,7 @@ export class ClothSystem extends System {
657
656
  if (instance.rig === null) {
658
657
  cloth_write_back(instance, ecd);
659
658
  } else {
660
- cloth_write_back_rig(instance, transform);
659
+ cloth_write_back_rig(instance, ecd);
661
660
  }
662
661
  }
663
662
 
@@ -666,9 +665,9 @@ export class ClothSystem extends System {
666
665
  * entity is playing.
667
666
  *
668
667
  * **Computed, never read back**, for two reasons that are both the engine's
669
- * own. A joint of an animated skeleton is under `TransformAuthority.GPU`,
670
- * so nothing maintains its CPU-side `transform_global` and reading it gives
671
- * whatever the node was last posed at by hand. And GPU readback is a frame
668
+ * own. A joint of an animated skeleton is the GPU's (`GPUStateAuthority`),
669
+ * so nothing maintains its CPU-side world and reading it gives its rest
670
+ * pose under whatever the CPU last composed. And GPU readback is a frame
672
671
  * late and asynchronous, so anything depending on it would depend on frame
673
672
  * pacing — which is why `query_entity_node_world_pose` exists and is
674
673
  * documented as the only sanctioned way to ask this question. A cape and a
@@ -686,7 +685,7 @@ export class ClothSystem extends System {
686
685
 
687
686
  collect_entity_playbacks(playbacks, this.entityManager, instance.entity);
688
687
 
689
- pose_evaluate_world(instance.anchor_pose, instance.node_joint[0], playbacks);
688
+ t64_evaluate_world(instance.anchor_pose, this.entityManager.dataset, instance.node_joint[0], playbacks);
690
689
 
691
690
  playbacks.length = 0;
692
691
 
@@ -7,22 +7,22 @@
7
7
  * identical either way; only seeding and write-back differ", and this file plus
8
8
  * `cloth_write_back_rig.js` is the whole of the difference.
9
9
  *
10
- * ## Cloth takes authority, and that is a real claim
10
+ * ## The joints are entities, and cloth takes them back from the GPU
11
11
  *
12
- * §11.2 says the writable handle is "the joint's `Node3D.transform_local` — the
13
- * same handle the animation systems write". **The animation systems do not
14
- * write it.** `TransformAuthority` is explicit: a node a clip drives is
15
- * `GPU`, and "the CPU allocates and seeds the row, then never writes to it
16
- * again, so the node's own `transform_local` stops describing it and should not
17
- * be read as if it did". Cloth writing `transform_local` on such a node would
18
- * be writing to something nothing reads.
12
+ * A skinned model is a prefab spawned as entities, so a joint is an entity with
13
+ * a `TransformAttachment` — the offset from its parent joint — and a
14
+ * `GPUStateAuthority` saying who writes that offset's row. A joint a clip
15
+ * drives is the GPU's: the clip resolves the row on the GPU and the CPU never
16
+ * writes it, so the attachment's offset stops describing it. Cloth writing that
17
+ * offset on such a joint would be writing to something nothing reads.
19
18
  *
20
- * So the seed **claims** `TransformAuthority.CPU` on every joint it drives. The
19
+ * So the seed **revokes** the GPU's authority over every joint it drives. The
21
20
  * consequence is stated rather than hidden: a joint cloth simulates stops being
22
- * animatable by a clip, because two writers of one row is the race the authority
23
- * enum exists to prevent. That is the right trade for a cape — the whole point
24
- * of simulating it is that nobody keyframes it — and it is an authoring error
25
- * for a garment whose joints are also keyed, which is why the seed says so.
21
+ * animatable by a clip, because two writers of one row is the race the
22
+ * authority component exists to prevent. That is the right trade for a cape —
23
+ * the whole point of simulating it is that nobody keyframes it — and it is an
24
+ * authoring error for a garment whose joints are also keyed, which is why the
25
+ * seed says so.
26
26
  *
27
27
  * ## The animated pose is constant, exactly as it is for a rope
28
28
  *
@@ -35,12 +35,8 @@
35
35
  * authority claim above: cloth owns those joints, so nothing else poses them,
36
36
  * so their authored pose is the proxy's baked bind pose — constant in the
37
37
  * anchor's frame, exactly as a rope's is. What moves is the anchor, and the
38
- * anchor is a joint of the character's own animated skeleton.
39
- *
40
- * The live case is the **unrigged** path, where the animated targets are mesh
41
- * vertices skinned to the character's skeleton by
42
- * `mesh_apply_skeletal_vertex_skinning` and genuinely move under the animation.
43
- * That path is not in M3.
38
+ * anchor is a joint of the character's own animated skeleton, whose pose the
39
+ * system evaluates exactly (`t64_evaluate_world`).
44
40
  *
45
41
  * @author Alex Goldring
46
42
  * @copyright Company Named Limited (c) 2026
@@ -50,9 +46,9 @@
50
46
  *
51
47
  * @param {ClothInstance} instance seeded in place
52
48
  * @param {ClothProxy} proxy
53
- * @param {Node3D[]} joints the skin's joints, in the order the proxy indexes
54
- * @param {number} dt fixed step, seconds
55
- * @returns {void}
49
+ * @param {number[]} joints the skin's joints as entities, in the order the proxy indexes
50
+ * @param {EntityComponentDataset} ecd
51
+ * @param {number} dt
56
52
  */
57
- export function cloth_seed_rig(instance: ClothInstance, proxy: ClothProxy, joints: Node3D[], dt: number): void;
53
+ export function cloth_seed_rig(instance: ClothInstance, proxy: ClothProxy, joints: number[], ecd: EntityComponentDataset, dt: number): void;
58
54
  //# sourceMappingURL=cloth_seed_rig.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_seed_rig.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_seed_rig.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AAEH;;;;;;;;GAQG;AACH,mFAJW,QAAQ,MACR,MAAM,GACJ,IAAI,CA6DhB"}
1
+ {"version":3,"file":"cloth_seed_rig.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_seed_rig.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AAEH;;;;;;;;GAQG;AACH,mFAJW,MAAM,EAAE,mCAER,MAAM,QAyEhB"}