@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
@@ -10,12 +10,20 @@ export class StaticSceneBVH {
10
10
  *
11
11
  * @type {Map<number, Mesh>}
12
12
  */
13
- inverse_lookup: Map<number, Mesh>;
14
13
  /**
14
+ * The primitive behind each leaf's user data.
15
15
  *
16
- * @param {Scene} scene
16
+ * @type {Map<number, StaticSceneInstance>}
17
17
  */
18
- build(scene: Scene): void;
18
+ inverse_lookup: Map<number, StaticSceneInstance>;
19
+ /**
20
+ * Build the tree over every primitive the scene draws: the mesh rows of its context, each
21
+ * under the world transform its entity carries — the ECS's own composition, which is exact for
22
+ * a scene the CPU places, and what a CPU bake of a static scene wants.
23
+ *
24
+ * @param {GPUSceneContext} scene_context
25
+ */
26
+ build(scene_context: GPUSceneContext): void;
19
27
  /**
20
28
  * Note: will produce incorrect results for non-uniformly scaled meshes
21
29
  * @param {SurfacePoint3} hit
@@ -55,6 +63,19 @@ export class StaticSceneBVH {
55
63
  distance: number;
56
64
  }[], ray: Ray3): number;
57
65
  }
66
+ export type GPUSceneContext = import("../GPUSceneContext.js").GPUSceneContext;
67
+ export type MeshletGeometry = import("../../geometry/MeshletGeometry.js").MeshletGeometry;
68
+ export type ShadeMaterial = import("../../material/ShadeMaterial.js").ShadeMaterial;
69
+ /**
70
+ * One primitive as the tree holds it: the entity it stands at, what it draws and with what, and a
71
+ * view over the world matrix its entity carries.
72
+ */
73
+ export type StaticSceneInstance = {
74
+ entity: number;
75
+ geometry: MeshletGeometry;
76
+ material: ShadeMaterial;
77
+ matrix: Float64Array;
78
+ };
58
79
  import { BVH } from "../../../../core/bvh2/bvh3/BVH.js";
59
80
  import { BinaryUint32BVH } from "../../../../core/bvh2/binary/2/BinaryUint32BVH.js";
60
81
  import { SurfacePoint3 } from "../../../../core/geom/3d/SurfacePoint3.js";
@@ -1 +1 @@
1
- {"version":3,"file":"StaticSceneBVH.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/bvh/StaticSceneBVH.js"],"names":[],"mappings":"AA4DA;IAEI,kBAAyB;IAEzB;;;OAGG;IACH,cAFU,cAAc,eAAe,CAAC,CAEf;IAEzB,gCAA6B;IAE7B;;;OAGG;IACH,gBAFU,IAAI,MAAM,OAAO,CAEA;IAG3B;;;OAGG;IACH,0BA2DC;IAED;;;;;;;OAOG;IACH,qCANW,aAAa,KACb,MAAM,KACN,MAAM,KACN,MAAM,GACJ,OAAO,CAqJnB;IAED;;;;;;;;;OASG;IACH,mCARW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,OAAO,CAmEnB;IAGD;;;;;OAKG;IACH,qBAJW,aAAa,OACb,IAAI,GACF,OAAO,CA2GnB;IAED;;;;;OAKG;IACH,iBAJW;QAAC,GAAG,EAAE,aAAa,CAAC;QAAC,IAAI,OAAM;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC,EAAE,OACnD,IAAI,GACH,MAAM,CAmEjB;CAGJ;oBA7iBM,mCAAmC;gCARV,mDAAmD;8BA0BrD,2CAA2C;qBADpD,sCAAsC"}
1
+ {"version":3,"file":"StaticSceneBVH.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/bvh/StaticSceneBVH.js"],"names":[],"mappings":"AA6EA;IAEI,kBAAyB;IAEzB;;;OAGG;IACH,cAFU,cAAc,eAAe,CAAC,CAEf;IAEzB,gCAA6B;IAE7B;;;OAGG;IACH;;;;OAIG;IACH,gBAFU,IAAI,MAAM,EAAE,mBAAmB,CAAC,CAEf;IAG3B;;;;;;OAMG;IACH,qBAFW,eAAe,QA4EzB;IAED;;;;;;;OAOG;IACH,qCANW,aAAa,KACb,MAAM,KACN,MAAM,KACN,MAAM,GACJ,OAAO,CAqJnB;IAED;;;;;;;;;OASG;IACH,mCARW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,OAAO,CAmEnB;IAGD;;;;;OAKG;IACH,qBAJW,aAAa,OACb,IAAI,GACF,OAAO,CA2GnB;IAED;;;;;OAKG;IACH,iBAJW;QAAC,GAAG,EAAE,aAAa,CAAC;QAAC,IAAI,OAAM;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC,EAAE,OACnD,IAAI,GACH,MAAM,CAmEjB;CAGJ;8BA/hBY,OAAO,uBAAuB,EAAE,eAAe;8BAC/C,OAAO,mCAAmC,EAAE,eAAe;4BAC3D,OAAO,iCAAiC,EAAE,aAAa;;;;;kCAOvD;IAAC,MAAM,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,eAAe,CAAC;IAAC,QAAQ,EAAE,aAAa,CAAC;IAAC,MAAM,EAAE,YAAY,CAAA;CAAC;oBA7DhG,mCAAmC;gCARV,mDAAmD;8BA0BrD,2CAA2C;qBADpD,sCAAsC"}
@@ -1,4 +1,6 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
+ import { aabb3_matrix4_project } from "../../../../core/geom/3d/aabb/aabb3_matrix4_project.js";
3
+ import { Transform64 } from "../../../../engine/ecs/transform/Transform64.js";
2
4
  import { BinaryUint32BVH } from "../../../../core/bvh2/binary/2/BinaryUint32BVH.js";
3
5
  import {
4
6
  BVH,
@@ -58,6 +60,21 @@ const scratch_surface_point = new SurfacePoint3();
58
60
  const scratch_vec3 = new Vector3();
59
61
 
60
62
 
63
+ /**
64
+ * @typedef {import("../GPUSceneContext.js").GPUSceneContext} GPUSceneContext
65
+ * @typedef {import("../../geometry/MeshletGeometry.js").MeshletGeometry} MeshletGeometry
66
+ * @typedef {import("../../material/ShadeMaterial.js").ShadeMaterial} ShadeMaterial
67
+ */
68
+
69
+ /**
70
+ * One primitive as the tree holds it: the entity it stands at, what it draws and with what, and a
71
+ * view over the world matrix its entity carries.
72
+ *
73
+ * @typedef {{entity: number, geometry: MeshletGeometry, material: ShadeMaterial, matrix: Float64Array}} StaticSceneInstance
74
+ */
75
+
76
+ const SCRATCH_INSTANCE_BOX = new Float64Array(6);
77
+
61
78
  export class StaticSceneBVH {
62
79
 
63
80
  instance_bvh = new BVH();
@@ -74,14 +91,28 @@ export class StaticSceneBVH {
74
91
  *
75
92
  * @type {Map<number, Mesh>}
76
93
  */
94
+ /**
95
+ * The primitive behind each leaf's user data.
96
+ *
97
+ * @type {Map<number, StaticSceneInstance>}
98
+ */
77
99
  inverse_lookup = new Map();
78
100
 
79
101
 
80
102
  /**
103
+ * Build the tree over every primitive the scene draws: the mesh rows of its context, each
104
+ * under the world transform its entity carries — the ECS's own composition, which is exact for
105
+ * a scene the CPU places, and what a CPU bake of a static scene wants.
81
106
  *
82
- * @param {Scene} scene
107
+ * @param {GPUSceneContext} scene_context
83
108
  */
84
- build(scene) {
109
+ build(scene_context) {
110
+ assert.defined(scene_context, 'scene_context');
111
+
112
+ const dataset = scene_context.scene.dataset;
113
+
114
+ assert.ok(dataset !== null && dataset !== undefined, 'the scene names no dataset, and its primitives are entities of one');
115
+
85
116
  this.inverse_lookup.clear();
86
117
  this.instance_bvh.release_all();
87
118
  this.geometry_bvh.clear();
@@ -89,7 +120,15 @@ export class StaticSceneBVH {
89
120
 
90
121
  let id_count = 0;
91
122
 
92
- scene.instances.instances.forEach(mesh => {
123
+ scene_context.rows.for_each_mesh((entity, geometry, material) => {
124
+ const world = dataset.getComponent(entity, Transform64);
125
+
126
+ assert.defined(world, `entity ${entity} holds a mesh row and no Transform64`);
127
+
128
+ // a view over the transform, so a placement moved before the next build is read as moved
129
+ const matrix = world.matrix;
130
+
131
+ aabb3_matrix4_project(SCRATCH_INSTANCE_BOX, geometry.bounding_box, matrix);
93
132
 
94
133
  const bvh = this.instance_bvh;
95
134
 
@@ -98,9 +137,12 @@ export class StaticSceneBVH {
98
137
  const id = id_count++;
99
138
 
100
139
  bvh.node_set_user_data(leaf, id)
101
- bvh.node_set_aabb(leaf, mesh.bounding_box);
140
+ bvh.node_set_aabb(leaf, SCRATCH_INSTANCE_BOX);
102
141
  bvh.insert_leaf(leaf);
103
142
 
143
+ /** @type {StaticSceneInstance} */
144
+ const mesh = { entity, geometry, material, matrix };
145
+
104
146
  this.inverse_lookup.set(id, mesh);
105
147
 
106
148
  /**
@@ -121,8 +163,6 @@ export class StaticSceneBVH {
121
163
  return bvh;
122
164
  }
123
165
 
124
- const geometry = mesh.geometry;
125
-
126
166
  // TODO get rid of the plain geometry usage, move fully onto meshlet-based flow
127
167
  if(this.plain_geometries.has(geometry) === false) {
128
168
 
@@ -259,7 +299,7 @@ export class StaticSceneBVH {
259
299
  const geometry_bvh = this.geometry_bvh.get(mesh.geometry);
260
300
 
261
301
  // transform search point into local space of the geometry
262
- m4_invert(scratch_transform_inverse, mesh.transform_global.matrix);
302
+ m4_invert(scratch_transform_inverse, mesh.matrix);
263
303
  scratch_vec3.set(x, y, z);
264
304
  scratch_vec3.applyMatrix4(scratch_transform_inverse);
265
305
 
@@ -280,7 +320,7 @@ export class StaticSceneBVH {
280
320
  }
281
321
 
282
322
  // transform result back to global space
283
- scratch_surface_point.applyMatrix4(mesh.transform_global.matrix);
323
+ scratch_surface_point.applyMatrix4(mesh.matrix);
284
324
 
285
325
  const geo_distance_sqr = scratch_surface_point.position._distanceSqrTo(x, y, z);
286
326
 
@@ -344,7 +384,7 @@ export class StaticSceneBVH {
344
384
  );
345
385
 
346
386
  // Get world -> object transform matrix
347
- m4_invert(scratch_transform_inverse, mesh.transform_global.matrix);
387
+ m4_invert(scratch_transform_inverse, mesh.matrix);
348
388
 
349
389
  // Transform clipping volume to object space
350
390
  clipping_volume_matrix4_project(
@@ -414,7 +454,7 @@ export class StaticSceneBVH {
414
454
  const geometry_bvh = this.geometry_bvh.get(mesh.geometry);
415
455
 
416
456
 
417
- m4_invert(scratch_transform_inverse, mesh.transform_global.matrix);
457
+ m4_invert(scratch_transform_inverse, mesh.matrix);
418
458
 
419
459
  scratch_local_ray.copy(ray);
420
460
  scratch_local_ray.tMax = nearest_distance;
@@ -441,7 +481,7 @@ export class StaticSceneBVH {
441
481
  continue;
442
482
  }
443
483
 
444
- sp.applyMatrix4(mesh.transform_global.matrix);
484
+ sp.applyMatrix4(mesh.matrix);
445
485
 
446
486
  const distance = sp.position._distanceTo(
447
487
  ray.origin_x, ray.origin_y, ray.origin_z
@@ -520,7 +560,7 @@ export class StaticSceneBVH {
520
560
  const geometry = this.plain_geometries.get(mesh.geometry);
521
561
  const geometry_bvh = this.geometry_bvh.get(mesh.geometry);
522
562
 
523
- m4_invert(scratch_transform_inverse, mesh.transform_global.matrix);
563
+ m4_invert(scratch_transform_inverse, mesh.matrix);
524
564
 
525
565
  scratch_local_ray.copy(ray);
526
566
  scratch_local_ray.applyMatrix4(scratch_transform_inverse);
@@ -545,7 +585,7 @@ export class StaticSceneBVH {
545
585
  continue;
546
586
  }
547
587
 
548
- sp.applyMatrix4(mesh.transform_global.matrix);
588
+ sp.applyMatrix4(mesh.matrix);
549
589
 
550
590
  const distance = sp.position._distanceTo(
551
591
  ray.origin_x, ray.origin_y, ray.origin_z
@@ -4,12 +4,11 @@
4
4
  *
5
5
  * Builds a flat `{count, elements}` buffer holding all node IDs and
6
6
  * feeds it through {@link graph_nodes_update_transform_hierarchy}.
7
- * `GPUSceneContext` allocates row 0 of the transforms table to the
8
- * scene root (NODE3D_SCENE_ID) and a row to every other node in the
9
- * batch — meshes and non-mesh Node3Ds alike (anchor rigs, attachment
10
- * points, future skeleton joints). The scene itself is included, and
11
- * its walk terminates immediately at parent==SCENE_NODE_ID so its
12
- * identity-default global stays consistent.
7
+ * Row 0 of the transforms table is the scene root (NODE3D_SCENE_ID),
8
+ * and every other row is an entity's, at `entity + 1` — drawn or not:
9
+ * joints, anchors and attachment points hold rows too. The root is
10
+ * included, and its walk terminates immediately at parent==SCENE_NODE_ID
11
+ * so its identity global stays consistent.
13
12
  *
14
13
  * **The rows are not a contiguous range.** Removing a node frees its
15
14
  * row and leaves a hole, so the ids come from the table's occupancy
@@ -1 +1 @@
1
- {"version":3,"file":"graph_scene_update_transform_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH;IAZqC,KAAK;IACL,KAAK;IACL,cAAc,GAAxC,MAAM;IAOJ;IAAE,cAAc,EAAE,MAAM,CAAA;CAAE,CAwFtC"}
1
+ {"version":3,"file":"graph_scene_update_transform_hierarchy.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH;IAZqC,KAAK;IACL,KAAK;IACL,cAAc,GAAxC,MAAM;IAOJ;IAAE,cAAc,EAAE,MAAM,CAAA;CAAE,CAwFtC"}
@@ -11,12 +11,11 @@ import { graph_nodes_update_transform_hierarchy } from "./graph_nodes_update_tra
11
11
  *
12
12
  * Builds a flat `{count, elements}` buffer holding all node IDs and
13
13
  * feeds it through {@link graph_nodes_update_transform_hierarchy}.
14
- * `GPUSceneContext` allocates row 0 of the transforms table to the
15
- * scene root (NODE3D_SCENE_ID) and a row to every other node in the
16
- * batch — meshes and non-mesh Node3Ds alike (anchor rigs, attachment
17
- * points, future skeleton joints). The scene itself is included, and
18
- * its walk terminates immediately at parent==SCENE_NODE_ID so its
19
- * identity-default global stays consistent.
14
+ * Row 0 of the transforms table is the scene root (NODE3D_SCENE_ID),
15
+ * and every other row is an entity's, at `entity + 1` — drawn or not:
16
+ * joints, anchors and attachment points hold rows too. The root is
17
+ * included, and its walk terminates immediately at parent==SCENE_NODE_ID
18
+ * so its identity global stays consistent.
20
19
  *
21
20
  * **The rows are not a contiguous range.** Removing a node frees its
22
21
  * row and leaves a hole, so the ids come from the table's occupancy
@@ -1,6 +1,14 @@
1
1
  /**
2
+ * Make a loaded model cheaper to draw without changing what it looks like: exact-duplicate
3
+ * geometries collapse to one, equivalent pieces of different geometries are shared, and the
4
+ * textures the materials reach are deduplicated and downscaled where that loses nothing.
2
5
  *
3
- * @param {Scene} scene
6
+ * The bundle is rewritten in place — it is the tool's, not a shared asset's.
7
+ *
8
+ * @param {SceneBundle} bundle
4
9
  */
5
- export function scene_optimize(scene: Scene): void;
10
+ export function scene_optimize(bundle: SceneBundle): void;
11
+ export type SceneBundle = import("../../loader/SceneBundle.js").SceneBundle;
12
+ export type MeshletGeometry = import("../../geometry/MeshletGeometry.js").MeshletGeometry;
13
+ export type Geometry = import("../../geometry/Geometry.js").Geometry;
6
14
  //# sourceMappingURL=scene_optimize.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"scene_optimize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/optimization/scene_optimize.js"],"names":[],"mappings":"AAoMA;;;GAGG;AACH,mDA6BC"}
1
+ {"version":3,"file":"scene_optimize.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/optimization/scene_optimize.js"],"names":[],"mappings":"AAkOA;;;;;;;;GAQG;AACH,uCAFW,WAAW,QAgCrB;0BA/PY,OAAO,6BAA6B,EAAE,WAAW;8BACjD,OAAO,mCAAmC,EAAE,eAAe;uBAC3D,OAAO,4BAA4B,EAAE,QAAQ"}