@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
@@ -9,7 +9,7 @@ import { brick4_to_gpu_structure } from "./brick4_to_gpu_structure.js";
9
9
  /**
10
10
  * Requires a fairly beefy GPU to run, confirmed to work on RTX 4090.
11
11
  * @param {Object} options
12
- * @param {Scene} options.scene
12
+ * @param {Scene} options.scene the scene the renderer holds a context for — what is baked
13
13
  * @param {Renderer} options.renderer
14
14
  * @param {number} [options.cell_size=0.5] desired cell size for the voxel grid
15
15
  * @param {number} [options.max_memory_usage_bytes] maximum memory usage in bytes, default is 16MB
@@ -22,8 +22,10 @@ export async function brick4_bake_for_scene({
22
22
  max_memory_usage_bytes = 16 * MEGABYTE,
23
23
  }) {
24
24
 
25
+ const scene_ctx = renderer.scenes.obtain(scene);
26
+
25
27
  const bvh = new StaticSceneBVH();
26
- bvh.build(scene);
28
+ bvh.build(scene_ctx);
27
29
 
28
30
  let _cell_size = cell_size;
29
31
 
@@ -50,8 +52,6 @@ export async function brick4_bake_for_scene({
50
52
 
51
53
  console.log(brick4);
52
54
 
53
- const scene_ctx = renderer.scenes.obtain(scene);
54
-
55
55
  const probe_data = await brick4_bake_basic({
56
56
  brick4,
57
57
  graphics: renderer.graphics,
@@ -2,13 +2,11 @@
2
2
  * Generate a "brick" tree, where each node is a 4x4x4 probe volume.
3
3
  *
4
4
  * @param {Object} options
5
- * @param {Scene} options.scene
6
5
  * @param {StaticSceneBVH} options.bvh
7
6
  * @param {number} [options.cell_size] size of the smallest cell in world units
8
7
  * @param {number} [options.max_memory_usage_bytes] upper limit of how much total memory the entire tree will take up, including probe data
9
8
  */
10
- export function brick4_generate_tree_from_scene({ scene, bvh, cell_size, max_memory_usage_bytes, }: {
11
- scene: Scene;
9
+ export function brick4_generate_tree_from_scene({ bvh, cell_size, max_memory_usage_bytes, }: {
12
10
  bvh: StaticSceneBVH;
13
11
  cell_size?: number;
14
12
  max_memory_usage_bytes?: number;
@@ -1 +1 @@
1
- {"version":3,"file":"brick4_generate_tree_from_scene.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/brick4/cpu/brick4_generate_tree_from_scene.js"],"names":[],"mappings":"AAyKA;;;;;;;;GAQG;AACH;IAL0B,KAAK;IACI,GAAG,EAA3B,cAAc;IACG,SAAS,GAA1B,MAAM;IACW,sBAAsB,GAAvC,MAAM;2BAobhB;+BA1lB8B,sCAAsC;uCAS9B,6BAA6B"}
1
+ {"version":3,"file":"brick4_generate_tree_from_scene.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/brick4/cpu/brick4_generate_tree_from_scene.js"],"names":[],"mappings":"AAyKA;;;;;;;GAOG;AACH;IAJmC,GAAG,EAA3B,cAAc;IACG,SAAS,GAA1B,MAAM;IACW,sBAAsB,GAAvC,MAAM;2BAsbhB;+BA3lB8B,sCAAsC;uCAS9B,6BAA6B"}
@@ -171,19 +171,17 @@ function purge_partial_depths(root, expansion_candidates) {
171
171
  * Generate a "brick" tree, where each node is a 4x4x4 probe volume.
172
172
  *
173
173
  * @param {Object} options
174
- * @param {Scene} options.scene
175
174
  * @param {StaticSceneBVH} options.bvh
176
175
  * @param {number} [options.cell_size] size of the smallest cell in world units
177
176
  * @param {number} [options.max_memory_usage_bytes] upper limit of how much total memory the entire tree will take up, including probe data
178
177
  */
179
178
  export function brick4_generate_tree_from_scene({
180
- scene,
181
179
  bvh,
182
180
  cell_size = 0.2,
183
181
  max_memory_usage_bytes = 30 * MEGABYTE,
184
182
  }) {
185
183
 
186
- assert.defined(scene, 'scene');
184
+ assert.defined(bvh, 'bvh');
187
185
  assert.isNumber(cell_size, 'cell_size');
188
186
  assert.greaterThan(cell_size, 0, 'cell_size must be positive');
189
187
 
@@ -191,7 +189,10 @@ export function brick4_generate_tree_from_scene({
191
189
  // used to produce better dispersion and break ties
192
190
  const random = seededRandom(1337);
193
191
 
194
- const scene_bounds = scene.instances.bounding_box;
192
+ // the box around everything in the tree: its root's
193
+ const scene_bounds = new AABB3();
194
+
195
+ bvh.instance_bvh.node_get_aabb(bvh.instance_bvh.root, scene_bounds);
195
196
 
196
197
  // Memory tracking is done from the GPU's perspective
197
198
 
@@ -86,7 +86,7 @@ export async function brick4_bake_basic({
86
86
 
87
87
  graphics.update();
88
88
 
89
- r_materials.ensure_scene_materials(scene.scene);
89
+ r_materials.ensure_scene_materials(scene);
90
90
  r_materials.update();
91
91
  }
92
92
 
@@ -1 +1 @@
1
- {"version":3,"file":"GPULightProbeVolumeRenderer.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js"],"names":[],"mappings":"AAqBA;;;GAGG;AAEH;IA+GI;;;;OAIG;IACH,sBAHW,eAAe,SACf,eAAe,QAQzB;IAhCD;;;;OAIG;IACH,sBAHW,eAAe,SACf,eAAe,EAgBzB;IAtFD;;;OAGG;IACH,sCAEC;IAdD;;;OAGG;IACH,qCAEC;IAoCD;;;OAGG;IACH,6BAEC;IAYD;;;OAGG;IACH,0CASC;IAyDD;;;OAGG;IACH,gCAFW,MAAM,wEAahB;IAED;;;;;OAKG;IACH,qBAJW,sBAAsB,gBACtB,MAAM,qBACN,MAAM,QA6ChB;IAED,aAgGC;IAED;;;OAGG;IACH,sCAFW,MAAM,QA8ChB;IAED;;;OAGG;IACH,eAFY,MAAM,CAUjB;IAED,gBACC;;CACJ;8BA7XY,OAAO,6BAA6B,EAAE,eAAe;8BACrD,OAAO,mCAAmC,EAAE,eAAe;kCAZtC,uCAAuC;uCAFlC,8CAA8C"}
1
+ {"version":3,"file":"GPULightProbeVolumeRenderer.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js"],"names":[],"mappings":"AAqBA;;;GAGG;AAEH;IA+GI;;;;OAIG;IACH,sBAHW,eAAe,SACf,eAAe,QAQzB;IAhCD;;;;OAIG;IACH,sBAHW,eAAe,SACf,eAAe,EAgBzB;IAtFD;;;OAGG;IACH,sCAEC;IAdD;;;OAGG;IACH,qCAEC;IAoCD;;;OAGG;IACH,6BAEC;IAYD;;;OAGG;IACH,0CASC;IAyDD;;;OAGG;IACH,gCAFW,MAAM,wEAUhB;IAED;;;;;OAKG;IACH,qBAJW,sBAAsB,gBACtB,MAAM,qBACN,MAAM,QA6ChB;IAED,aAgGC;IAED;;;OAGG;IACH,sCAFW,MAAM,QA8ChB;IAED;;;OAGG;IACH,eAFY,MAAM,CAUjB;IAED,gBACC;;CACJ;8BA1XY,OAAO,6BAA6B,EAAE,eAAe;8BACrD,OAAO,mCAAmC,EAAE,eAAe;kCAZtC,uCAAuC;uCAFlC,8CAA8C"}
@@ -174,9 +174,6 @@ export class GPULightProbeVolumeRenderer {
174
174
  * @param {number} resolution
175
175
  */
176
176
  async generate_locations(resolution = 2) {
177
- // this.#scene.light_probe_volume.source.build_grid(this.#scene.scene.instances.bounding_box, new Vector3(resolution, resolution, resolution));
178
- // return this.#scene;
179
-
180
177
  await graph_generate_probe_locations({
181
178
  scene: this.#scene,
182
179
  graphics: this.#graphics,
@@ -261,7 +258,7 @@ export class GPULightProbeVolumeRenderer {
261
258
 
262
259
  const r_materials = this.#materials;
263
260
 
264
- r_materials.ensure_scene_materials(this.#scene.scene);
261
+ r_materials.ensure_scene_materials(this.#scene);
265
262
  r_materials.update();
266
263
 
267
264
  const command_ctx = ShadeGPUCommandContext.create(
@@ -2,13 +2,18 @@ export function sh3_sample_irradiance_by_direction(result: any, result_offset: a
2
2
  /**
3
3
  *
4
4
  * @param {Object} options
5
- * @param {Scene} options.scene
5
+ * @param {GPUSceneContext} options.scene_context the scene's context — its probe volume is what is
6
+ * drawn, and its rows are where the markers go
6
7
  * @param {boolean} [options.colors_enabled] disable if you don't care about actual encoded SH data
7
8
  * @param {number} [options.probe_size]
9
+ * @param {AABB3} [options.bounds] the scene's bounds, which the automatic probe size is a fraction
10
+ * of — required when no `probe_size` is given. The renderer's TLAS reads them back
11
+ * (`GPUInstancesAccelerationStructure.read_scene_bounds`); this function has no device.
8
12
  */
9
- export function lpv_visualise_probes({ scene, colors_enabled, probe_size }: {
10
- scene: Scene;
13
+ export function lpv_visualise_probes({ scene_context, colors_enabled, probe_size, bounds }: {
14
+ scene_context: GPUSceneContext;
11
15
  colors_enabled?: boolean;
12
16
  probe_size?: number;
17
+ bounds?: AABB3;
13
18
  }): void;
14
19
  //# sourceMappingURL=lpv_visualise_probes.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"lpv_visualise_probes.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/global_illumination/lpv/lpv_visualise_probes.js"],"names":[],"mappings":"AAwBA,8LAoDC;AAkKD;;;;;;GAMG;AACH;IAJ0B,KAAK;IACF,cAAc,GAAhC,OAAO;IACU,UAAU,GAA3B,MAAM;SAmEhB"}
1
+ {"version":3,"file":"lpv_visualise_probes.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/global_illumination/lpv/lpv_visualise_probes.js"],"names":[],"mappings":"AA6BA,8LAoDC;AAkKD;;;;;;;;;;GAUG;AACH;IARoC,aAAa;IAEpB,cAAc,GAAhC,OAAO;IACU,UAAU,GAA3B,MAAM;IACU,MAAM;SAiEhC"}
@@ -1,5 +1,10 @@
1
+ import { assert } from "../../../../core/assert.js";
1
2
  import { float_to_uint8 } from "../../../../core/binary/float_to_uint8.js";
2
3
  import {
4
+
5
+ /**
6
+ * @typedef {import("../../scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
7
+ */
3
8
  decode_octahedron_to_unit
4
9
  } from "../../../../core/geom/3d/normal/octahedron/decode_octahedron_to_unit.js";
5
10
  import {
@@ -14,7 +19,7 @@ import { Attribute } from "../../geometry/Attribute.js";
14
19
  import { make_octahedron_geometry } from "../../geometry/primitives/make_octahedron_geometry.js";
15
20
  import { StandardAttributes } from "../../geometry/StandardAttributes.js";
16
21
  import { StandardShadeMaterial } from "../../material/StandardShadeMaterial.js";
17
- import { Mesh } from "../../scene/Mesh.js";
22
+ import { place_primitive } from "../../scene/rows/place_primitive.js";
18
23
  import { ShadeTexture } from "../../texture/ShadeTexture.js";
19
24
  import { ShadeTextureFlags } from "../../texture/ShadeTextureFlags.js";
20
25
  import { ShadeImage } from "../../texture/source/ShadeImage.js";
@@ -239,22 +244,27 @@ function smooth_normals(geometry) {
239
244
  /**
240
245
  *
241
246
  * @param {Object} options
242
- * @param {Scene} options.scene
247
+ * @param {GPUSceneContext} options.scene_context the scene's context — its probe volume is what is
248
+ * drawn, and its rows are where the markers go
243
249
  * @param {boolean} [options.colors_enabled] disable if you don't care about actual encoded SH data
244
250
  * @param {number} [options.probe_size]
251
+ * @param {AABB3} [options.bounds] the scene's bounds, which the automatic probe size is a fraction
252
+ * of — required when no `probe_size` is given. The renderer's TLAS reads them back
253
+ * (`GPUInstancesAccelerationStructure.read_scene_bounds`); this function has no device.
245
254
  */
246
255
  export function lpv_visualise_probes({
247
- scene,
256
+ scene_context,
248
257
  colors_enabled = true,
249
- probe_size= -1
258
+ probe_size= -1,
259
+ bounds = null
250
260
  }) {
251
- const lpv = scene.light_probe_volume;
252
-
253
- const bounds = scene.instances.bounding_box;
261
+ const lpv = scene_context.scene.light_probe_volume;
254
262
 
255
263
  let scale;
256
264
  if(probe_size <= 0) {
257
265
  // auto-scale
266
+ assert.notNull(bounds, 'bounds: the automatic probe size is a fraction of the scene\'s, and none were given');
267
+
258
268
  scale = Math.min(bounds.width, bounds.height, bounds.depth) * 0.005;
259
269
  }else{
260
270
  scale = probe_size * 0.5;
@@ -299,13 +309,8 @@ export function lpv_visualise_probes({
299
309
  // the scale moved, so the matrix owes an update - a Transform64 recomposes nothing on its own
300
310
  transform.updateMatrix();
301
311
 
302
- scene.instances.add(Mesh.from(
303
- geo,
304
- material,
305
- // the matrix sits at offset 0, so the transform goes straight in as one; Mesh.from
306
- // copies the first 16 elements out of it and keeps no reference
307
- transform
308
- ));
312
+ // a marker at a row of its own; the placement copies the transform
313
+ place_primitive(scene_context, geo, material, transform);
309
314
 
310
315
  }
311
316
  }
@@ -1 +1 @@
1
- {"version":3,"file":"graph_generate_probe_locations.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js"],"names":[],"mappings":"AAqNA;;;;;;GAMG;AACH;IAJoC,KAAK;IACL,QAAQ;IAChB,UAAU,GAA3B,MAAM;kBAsJhB"}
1
+ {"version":3,"file":"graph_generate_probe_locations.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js"],"names":[],"mappings":"AAsNA;;;;;;GAMG;AACH;IAJoC,KAAK;IACL,QAAQ;IAChB,UAAU,GAA3B,MAAM;kBA6JhB"}
@@ -1,5 +1,6 @@
1
1
  import { assert } from "../../../../../core/assert.js";
2
2
  import { UINT32_MAX } from "../../../../../core/binary/UINT32_MAX.js";
3
+ import { AABB3 } from "../../../../../core/geom/3d/aabb/AABB3.js";
3
4
  import Vector3 from "../../../../../core/geom/Vector3.js";
4
5
  import { delay } from "../../../../../core/process/delay.js";
5
6
  import { FrameGraph } from "../../../../../engine/graphics/render/frame_graph/FrameGraph.js";
@@ -247,7 +248,14 @@ export async function graph_generate_probe_locations({
247
248
 
248
249
  const data_initial_placement = {};
249
250
 
250
- const bounds = scene.scene.instances.bounding_box;
251
+ // the box the GPU built the TLAS under — the union of every drawn row's bounds as the bounds
252
+ // pass derived them, which is the whole scene whoever placed what
253
+ const scene_bounds = new Float32Array(6);
254
+ const has_bounds = await scene.tlas.read_scene_bounds(scene_bounds);
255
+
256
+ assert.equal(has_bounds, true, 'the scene has no mesh row to place probes around');
257
+
258
+ const bounds = new AABB3(...scene_bounds);
251
259
 
252
260
  const largest_bounds_dimension = Math.max(bounds.width, bounds.height, bounds.depth);
253
261
  bounds.grow(Math.max(largest_bounds_dimension, 1e-5) * 0.05);
@@ -3,12 +3,12 @@
3
3
  *
4
4
  * Assumes that light probes have a form of visibility check, so we place probes away from geometry to take advantage of that.
5
5
  * @param {Object} options
6
- * @param {Scene} options.scene
6
+ * @param {GPUSceneContext} options.scene_context the scene's context — its rows are the primitives
7
7
  * @param {number} [options.frequency] scene will be quantized to voxels of roughly this size
8
8
  * @returns {number[]}
9
9
  */
10
- export function lpv_generate_probe_locations2({ scene, frequency }: {
11
- scene: Scene;
10
+ export function lpv_generate_probe_locations2({ scene_context, frequency }: {
11
+ scene_context: GPUSceneContext;
12
12
  frequency?: number;
13
13
  }): number[];
14
14
  //# sourceMappingURL=lpv_generate_probe_locations2.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"lpv_generate_probe_locations2.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/lpv/placement/software/lpv_generate_probe_locations2.js"],"names":[],"mappings":"AAWA;;;;;;;;GAQG;AACH;IAJ0B,KAAK;IACH,SAAS,GAA1B,MAAM;IACJ,MAAM,EAAE,CAuMpB"}
1
+ {"version":3,"file":"lpv_generate_probe_locations2.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/global_illumination/lpv/placement/software/lpv_generate_probe_locations2.js"],"names":[],"mappings":"AAgBA;;;;;;;;GAQG;AACH;IAJoC,aAAa;IACrB,SAAS,GAA1B,MAAM;IACJ,MAAM,EAAE,CAyMpB"}
@@ -1,5 +1,10 @@
1
1
  import { UINT32_MAX } from "../../../../../../core/binary/UINT32_MAX.js";
2
+ import { AABB3 } from "../../../../../../core/geom/3d/aabb/AABB3.js";
2
3
  import {
4
+
5
+ /**
6
+ * @typedef {import("../../../../scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
7
+ */
3
8
  array_quick_sort_by_comparator
4
9
  } from "../../../../../../core/collection/array/array_quick_sort_by_comparator.js";
5
10
  import { v3_distance } from "../../../../../../core/geom/vec3/v3_distance.js";
@@ -14,19 +19,21 @@ import { sdf_find_local_maxima } from "./sdf_find_local_maxima.js";
14
19
  *
15
20
  * Assumes that light probes have a form of visibility check, so we place probes away from geometry to take advantage of that.
16
21
  * @param {Object} options
17
- * @param {Scene} options.scene
22
+ * @param {GPUSceneContext} options.scene_context the scene's context — its rows are the primitives
18
23
  * @param {number} [options.frequency] scene will be quantized to voxels of roughly this size
19
24
  * @returns {number[]}
20
25
  */
21
26
  export function lpv_generate_probe_locations2({
22
- scene,
27
+ scene_context,
23
28
  frequency = 0.5
24
29
  }) {
25
-
26
30
  const bvh = new StaticSceneBVH();
27
- bvh.build(scene);
31
+ bvh.build(scene_context);
32
+
33
+ // the box around everything in the tree: its root's
34
+ const scene_bounds = new AABB3();
28
35
 
29
- const scene_bounds = scene.instances.bounding_box;
36
+ bvh.instance_bvh.node_get_aabb(bvh.instance_bvh.root, scene_bounds);
30
37
 
31
38
  // Ensure the entire scene is within the distance field
32
39
  scene_bounds.grow(Math.max(scene_bounds.width, scene_bounds.height, scene_bounds.depth) * 0.04);
@@ -239,7 +239,7 @@ export class GPUProbeAtlas {
239
239
  ];
240
240
 
241
241
  const r_materials = graphics.materials_resident;
242
- r_materials.ensure_scene_materials(scene.scene);
242
+ r_materials.ensure_scene_materials(scene);
243
243
  r_materials.update();
244
244
 
245
245
  const random_seed = randomIntegerBetween(this.random, 0, UINT32_MAX);
@@ -24,6 +24,15 @@ export class GPULightCollection {
24
24
  * @returns {GPUBuffer}
25
25
  */
26
26
  get buffer_data(): GPUBuffer;
27
+ /**
28
+ * The readback service over the light database — what carries a GPU-written row back to the
29
+ * CPU: a directional shadow map's caster range, measured against one frame's cascades and
30
+ * applied to the next frame's. Requests are taken any time; the copies are encoded at the tail
31
+ * of the shadow draw and delivered at the head of {@link update}.
32
+ *
33
+ * @returns {import("../buffer/table/GPUDatabaseReadback.js").GPUDatabaseReadback}
34
+ */
35
+ get readback(): import("../buffer/table/GPUDatabaseReadback.js").GPUDatabaseReadback;
27
36
  /**
28
37
  * @returns {GPUSceneShadowmapContext}
29
38
  */
@@ -39,6 +48,25 @@ export class GPULightCollection {
39
48
  * @param {GraphicsContext} ctx
40
49
  */
41
50
  update(ctx: GraphicsContext): void;
51
+ /**
52
+ * Hold a `transforms` row for every light's entity, and let go of the rows of lights that left.
53
+ *
54
+ * Called by the scene context before it flushes its rows, so a light that arrived this frame is
55
+ * written this frame; runs only when the source's version moved, and a moved light is one of
56
+ * the things that moves it, so every held row is marked as well — a mark on a row the GPU
57
+ * composes writes nothing.
58
+ *
59
+ * @param {import("../scene/rows/GPUSceneRows.js").GPUSceneRows} rows
60
+ */
61
+ sync_rows(rows: import("../scene/rows/GPUSceneRows.js").GPUSceneRows): void;
62
+ /**
63
+ * Write every light record's pose from its entity's row — after the hierarchy pass composed it.
64
+ * Nothing to dispatch while there is no light.
65
+ *
66
+ * @param {ShadeGPUCommandContext} cmd_ctx
67
+ * @param {GPUBuffer} scene_database
68
+ */
69
+ refresh_poses(cmd_ctx: ShadeGPUCommandContext, scene_database: GPUBuffer): void;
42
70
  destroy(): void;
43
71
  #private;
44
72
  }
@@ -48,4 +76,5 @@ export type LightCollection = import("./LightCollection.js").LightCollection;
48
76
  import { GPUDatabase } from "../buffer/table/GPUDatabase.js";
49
77
  import { GPUSceneShadowmapContext } from "../shadow/map/GPUSceneShadowmapContext.js";
50
78
  import { GPUTextureContext } from "../texture/GPUTextureContext.js";
79
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
51
80
  //# sourceMappingURL=GPULightCollection.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"GPULightCollection.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/GPULightCollection.js"],"names":[],"mappings":"AAmCA;IAwGI;;;;;;OAMG;IACH,sBALW,eAAe,aACf,eAAe,EA8BzB;IAlID;;;OAGG;IACH,6DAEC;IAeD;;OAEG;IACH,4BAEC;IAED;;;;;;OAMG;IACH,6BAEC;IAWD;;OAEG;IACH,+CAEC;IA6BD;;;OAGG;IACH,qCAEC;IAGD,+BAIC;IAwFD;;;OAGG;IACH,YAFW,eAAe,QA0BzB;IAsED,gBAIC;;CACJ;8BA1TY,OAAO,uBAAuB,EAAE,eAAe;8BAC/C,OAAO,6BAA6B,EAAE,eAAe;8BACrD,OAAO,sBAAsB,EAAE,eAAe;4BAd/B,gCAAgC;yCACnB,2CAA2C;kCAClD,iCAAiC"}
1
+ {"version":3,"file":"GPULightCollection.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/GPULightCollection.js"],"names":[],"mappings":"AAyCA;IAgII;;;;;;OAMG;IACH,sBALW,eAAe,aACf,eAAe,EA8BzB;IA1JD;;;OAGG;IACH,6DAEC;IAeD;;OAEG;IACH,4BAEC;IAED;;;;;;OAMG;IACH,6BAEC;IAED;;;;;;;OAOG;IACH,qFAEC;IAWD;;OAEG;IACH,+CAEC;IAyCD;;;OAGG;IACH,qCAEC;IAGD,+BAIC;IAwFD;;;OAGG;IACH,YAFW,eAAe,QA8BzB;IAED;;;;;;;;;OASG;IACH,gBAFW,OAAO,+BAA+B,EAAE,YAAY,QAkC9D;IAED;;;;;;OAMG;IACH,uBAHW,sBAAsB,mCAyBhC;IAwED,gBAQC;;CACJ;8BAvaY,OAAO,uBAAuB,EAAE,eAAe;8BAC/C,OAAO,6BAA6B,EAAE,eAAe;8BACrD,OAAO,sBAAsB,EAAE,eAAe;4BApB/B,gCAAgC;yCACnB,2CAA2C;kCAClD,iCAAiC;uCAH5B,wCAAwC"}