@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
@@ -0,0 +1,144 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { MESH_INSTANCE_METADATA_STRUCT } from "../MESH_INSTANCE_METADATA_STRUCT.js";
3
+ import { row_of_entity } from "./GPUSceneRows.js";
4
+
5
+ /**
6
+ * Bytes of a row's world box: six f32.
7
+ *
8
+ * @type {number}
9
+ */
10
+ const BOX_BYTES = 6 * 4;
11
+
12
+ /**
13
+ * An entity's world bounds as the GPU holds them, read back.
14
+ *
15
+ * The box the renderer culls a primitive by is derived on the GPU from its geometry under the
16
+ * `global` the hierarchy pass composed — which for a subtree the GPU drives is a matrix the CPU
17
+ * never sees, and for a skinned primitive is the deformed clone's box rather than the rest pose's.
18
+ * A consumer that wants the box that is drawn — an editor's selection outline, a framing camera —
19
+ * asks here: {@link request} once a frame for each entity it cares about, and {@link get} for the
20
+ * last box that landed. A box lands a frame or two after it was asked for, at the head of a frame,
21
+ * never mid-update; until the first lands there is no answer, and a request that was dropped —
22
+ * the row changed hands — leaves the last answer standing.
23
+ *
24
+ * One request per entity per frame is the intended use; the readback service batches a frame's
25
+ * requests into one copy, or one gather dispatch past its threshold.
26
+ */
27
+ export class GPUEntityBoundsReadback {
28
+ /**
29
+ * @type {import("../../buffer/table/GPUDatabaseReadback.js").GPUDatabaseReadback}
30
+ */
31
+ #readback;
32
+
33
+ /**
34
+ * @type {import("./GPUSceneRows.js").GPUSceneRows}
35
+ */
36
+ #rows;
37
+
38
+ /**
39
+ * The readback's handle for the `meshes` table.
40
+ * @type {number}
41
+ */
42
+ #table;
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+
44
+ /**
45
+ * Byte offset of `bounding_box` in a `meshes` record.
46
+ * @type {number}
47
+ */
48
+ #offset;
49
+
50
+ /**
51
+ * Entity -> the memory its box lands in. `box` is a view over `bytes`; NaN until a delivery.
52
+ *
53
+ * @type {Map<number, {bytes: Uint8Array, box: Float32Array}>}
54
+ */
55
+ #slots = new Map();
56
+
57
+ /**
58
+ * @param {import("../../buffer/table/GPUDatabaseReadback.js").GPUDatabaseReadback} readback the
59
+ * scene database's
60
+ * @param {import("./GPUSceneRows.js").GPUSceneRows} rows
61
+ */
62
+ constructor(readback, rows) {
63
+ assert.defined(readback, 'readback');
64
+ assert.defined(rows, 'rows');
65
+
66
+ this.#readback = readback;
67
+ this.#rows = rows;
68
+ this.#table = readback.table('meshes');
69
+ this.#offset = MESH_INSTANCE_METADATA_STRUCT.get('bounding_box').offset;
70
+ }
71
+
72
+ /**
73
+ * How many entities have a box here, delivered or awaited.
74
+ *
75
+ * @returns {number}
76
+ */
77
+ get tracked_count() {
78
+ return this.#slots.size;
79
+ }
80
+
81
+ /**
82
+ * Ask for an entity's box as the GPU holds it this frame. Nothing is asked for an entity with
83
+ * no mesh row — no primitive is drawn for it, so there is no box to read.
84
+ *
85
+ * @param {number} entity
86
+ * @returns {boolean} whether a row was asked for
87
+ */
88
+ request(entity) {
89
+ assert.isNonNegativeInteger(entity, 'entity');
90
+
91
+ if (!this.#rows.has_mesh(entity)) {
92
+ return false;
93
+ }
94
+
95
+ let slot = this.#slots.get(entity);
96
+
97
+ if (slot === undefined) {
98
+ const bytes = new Uint8Array(BOX_BYTES);
99
+ const box = new Float32Array(bytes.buffer);
100
+
101
+ box.fill(NaN);
102
+
103
+ slot = { bytes, box };
104
+
105
+ this.#slots.set(entity, slot);
106
+ }
107
+
108
+ this.#readback.request(this.#table, row_of_entity(entity), this.#offset, BOX_BYTES, slot.bytes);
109
+
110
+ return true;
111
+ }
112
+
113
+ /**
114
+ * The last box that landed for an entity.
115
+ *
116
+ * @param {number} entity
117
+ * @param {ArrayLike<number>|Float32Array|Float64Array|number[]} target aabb3, `x0,y0,z0,x1,y1,z1`
118
+ * @returns {boolean} whether one has; `false` leaves `target` alone
119
+ */
120
+ get(entity, target) {
121
+ const slot = this.#slots.get(entity);
122
+
123
+ if (slot === undefined || Number.isNaN(slot.box[0])) {
124
+ return false;
125
+ }
126
+
127
+ const box = slot.box;
128
+
129
+ for (let i = 0; i < 6; i++) {
130
+ target[i] = box[i];
131
+ }
132
+
133
+ return true;
134
+ }
135
+
136
+ /**
137
+ * Stop keeping an entity's box. A request already on the device lands in memory nothing reads.
138
+ *
139
+ * @param {number} entity
140
+ */
141
+ forget(entity) {
142
+ this.#slots.delete(entity);
143
+ }
144
+ }
@@ -0,0 +1,227 @@
1
+ /**
2
+ * @typedef {import("../../../../engine/ecs/EntityComponentDataset.js").EntityComponentDataset} EntityComponentDataset
3
+ * @typedef {import("../../buffer/table/GPUTypedTable.js").GPUTypedTable} GPUTypedTable
4
+ * @typedef {import("../../geometry/GPUGeometryManager.js").GPUGeometryManager} GPUGeometryManager
5
+ * @typedef {import("../../material/GPUMaterialManager.js").GPUMaterialManager} GPUMaterialManager
6
+ * @typedef {import("../GPUInstancesAccelerationStructure.js").GPUInstancesAccelerationStructure} GPUInstancesAccelerationStructure
7
+ * @typedef {import("../../animation/skinning/GPUMeshSkinningContext.js").GPUMeshSkinningContext} GPUMeshSkinningContext
8
+ * @typedef {import("../../geometry/MeshletGeometry.js").MeshletGeometry} MeshletGeometry
9
+ * @typedef {import("../../material/ShadeMaterial.js").ShadeMaterial} ShadeMaterial
10
+ * @typedef {import("../../../../core/geom/3d/aabb/AABB3.js").AABB3} AABB3
11
+ */
12
+ /**
13
+ * The row an entity occupies in both scene tables.
14
+ *
15
+ * Row 0 is the scene root — the hierarchy walk's terminator and the natural value of a
16
+ * zero-initialised buffer — so entity 0 lands at row 1 and every entity after it one row on. There
17
+ * is no mapping to consult and nothing to keep in step: the identity is the arithmetic.
18
+ *
19
+ * @param {number} entity
20
+ * @returns {number}
21
+ */
22
+ export function row_of_entity(entity: number): number;
23
+ /**
24
+ * The inverse of {@link row_of_entity}, for a row the renderer produced — a visibility-buffer
25
+ * pixel, a ray hit.
26
+ *
27
+ * @param {number} row
28
+ * @returns {number} the entity, or -1 for row 0
29
+ */
30
+ export function entity_of_row(row: number): number;
31
+ /**
32
+ * Entities as rows of the scene database.
33
+ *
34
+ * **The entity is the row**, at {@link row_of_entity}. An entity that something in the renderer
35
+ * needs — a primitive, a joint, a parent of either — is {@link acquire}d, and from then until
36
+ * {@link release} its `transforms` row is written from its own components: `TransformAttachment`
37
+ * when it has one and its parent has a row, in which case the row holds the local offset and the
38
+ * parent's row and the GPU composes the world; the world `Transform64` otherwise, under the scene
39
+ * root, which is exact because the ECS composes every chain on the CPU regardless. A primitive
40
+ * {@link attach_mesh}es and takes the `meshes` row of the same index.
41
+ *
42
+ * **Change flow is mark, then flush.** The systems that place entities listen to the dataset's
43
+ * change events and {@link mark_local} or {@link mark_world}; nothing is read at mark time. The
44
+ * flush, in `GPUSceneContext.build`, reads each marked entity's components once, consults
45
+ * `GPUStateAuthority` then, writes the ranges the CPU owns, and clears the list. A world mark on
46
+ * an attached entity whose parent has a row writes nothing: its local offset and its parent are
47
+ * unchanged, and the GPU composes the rest. That is what stops a root's move from costing a row
48
+ * per descendant.
49
+ *
50
+ * **Render bounds are never written from this side.** They are derived on the GPU every tick from
51
+ * the composed world matrix, because the CPU does not hold that matrix for a subtree the GPU
52
+ * drives; a row is written with them underived, and the bounds pass has filled them in before
53
+ * anything reads them. What a consumer on this side wants is the readback (`GPUSceneContext.bounds`).
54
+ */
55
+ export class GPUSceneRows {
56
+ /**
57
+ * @param {object} options
58
+ * @param {EntityComponentDataset} options.dataset
59
+ * @param {GPUTypedTable} options.transforms
60
+ * @param {GPUTypedTable} options.meshes
61
+ * @param {GPUGeometryManager} options.geometries
62
+ * @param {GPUMaterialManager} options.materials
63
+ * @param {GPUInstancesAccelerationStructure} options.tlas
64
+ * @param {function(): GPUMeshSkinningContext} options.skinning
65
+ */
66
+ constructor({ dataset, transforms, meshes, geometries, materials, tlas, skinning }: {
67
+ dataset: EntityComponentDataset;
68
+ transforms: import("../../buffer/table/GPUTypedTable.js").GPUTypedTable<any>;
69
+ meshes: import("../../buffer/table/GPUTypedTable.js").GPUTypedTable<any>;
70
+ geometries: GPUGeometryManager;
71
+ materials: GPUMaterialManager;
72
+ tlas: GPUInstancesAccelerationStructure;
73
+ skinning: () => GPUMeshSkinningContext;
74
+ });
75
+ /**
76
+ * @returns {EntityComponentDataset}
77
+ */
78
+ get dataset(): import("../../../../engine/ecs/EntityComponentDataset.js").EntityComponentDataset;
79
+ /**
80
+ * Bumped every time the `meshes` table gains or loses an entity's row. A row read and kept is
81
+ * only as valid as this number.
82
+ *
83
+ * @returns {number}
84
+ */
85
+ get mesh_rows_version(): number;
86
+ /**
87
+ * Whether the entity holds a `transforms` row — acquired and not yet released, written or not.
88
+ *
89
+ * @param {number} entity
90
+ * @returns {boolean}
91
+ */
92
+ has(entity: number): boolean;
93
+ /**
94
+ * Whether the entity holds a `meshes` row.
95
+ *
96
+ * @param {number} entity
97
+ * @returns {boolean}
98
+ */
99
+ has_mesh(entity: number): boolean;
100
+ /**
101
+ * Every entity holding a `meshes` row, with what the row draws — what a tool that walks the
102
+ * scene's primitives on this side (a CPU bake, a verifier) iterates. The order is the order
103
+ * the meshes were attached in.
104
+ *
105
+ * @param {function(number, MeshletGeometry, ShadeMaterial, boolean): void} visitor entity,
106
+ * geometry, material, whether the row draws a skinned clone
107
+ */
108
+ for_each_mesh(visitor: (arg0: number, arg1: MeshletGeometry, arg2: ShadeMaterial, arg3: boolean) => void): void;
109
+ /**
110
+ * The box around everything the rows draw, as this side can compose it: each mesh entry's
111
+ * geometry box projected under its entity's own `Transform64` — the ECS's world pose, exact
112
+ * for what the CPU placed and a frame behind for a subtree the GPU drives — and the union of
113
+ * them. What a consumer that sizes a volume once asks for; the box that is drawn is the GPU's,
114
+ * read back through `GPUSceneContext.bounds`.
115
+ *
116
+ * @param {AABB3} target set to the union, or to the empty box when nothing draws
117
+ * @returns {boolean} whether anything draws
118
+ */
119
+ compute_world_bounds(target: AABB3): boolean;
120
+ /**
121
+ * Hold the entity's `transforms` row. The first hold takes the row: it is written at the next
122
+ * flush, from the entity's components as they are then, and the entity must carry a
123
+ * `Transform64` by then. Every hold is matched by a {@link release}, and the row goes with the
124
+ * last one.
125
+ *
126
+ * Children already holding rows are re-marked on the first hold, so that they point at this
127
+ * one from the next flush instead of carrying their world pose under the scene root.
128
+ *
129
+ * @param {number} entity
130
+ */
131
+ acquire(entity: number): void;
132
+ /**
133
+ * Let go of the entity's `transforms` row. The last holder to let go takes it back — and its
134
+ * `meshes` row with it, if it had one. Children keep theirs and are re-marked, to be written
135
+ * under the scene root from their world pose.
136
+ *
137
+ * Safe on an entity that holds nothing.
138
+ *
139
+ * @param {number} entity
140
+ */
141
+ release(entity: number): void;
142
+ /**
143
+ * The entity's local offset or its attachment changed — what its own row holds.
144
+ *
145
+ * @param {number} entity
146
+ */
147
+ mark_local(entity: number): void;
148
+ /**
149
+ * The entity's world transform changed. For an entity the GPU composes under a parent row this
150
+ * is nothing to write; for one carrying its world pose it is the row's contents.
151
+ *
152
+ * @param {number} entity
153
+ */
154
+ mark_world(entity: number): void;
155
+ /**
156
+ * Every material some written mesh row draws with, each once. The array is reused until the set
157
+ * changes — compare {@link materials_version} to know whether it did.
158
+ *
159
+ * @returns {ShadeMaterial[]}
160
+ */
161
+ get materials(): import("../../material/ShadeMaterial.js").ShadeMaterial[];
162
+ /**
163
+ * Moves when a material enters or leaves {@link materials}.
164
+ *
165
+ * @returns {number}
166
+ */
167
+ get materials_version(): number;
168
+ /**
169
+ * Give the entity a `meshes` row for one primitive, at the same index as its `transforms` row,
170
+ * which it takes as well if it does not have it yet. Replacing what it draws is the same call.
171
+ *
172
+ * A skinned primitive draws a per-instance clone of `geometry`, deformed by the skinning pass
173
+ * against whatever skin the entity is bound to; the clone is made when the row is written and
174
+ * given back with the row.
175
+ *
176
+ * The mesh is one hold on the `transforms` row, released by {@link detach_mesh}.
177
+ *
178
+ * @param {number} entity
179
+ * @param {MeshletGeometry} geometry
180
+ * @param {ShadeMaterial} material
181
+ * @param {boolean} [skinned]
182
+ */
183
+ attach_mesh(entity: number, geometry: MeshletGeometry, material: ShadeMaterial, skinned?: boolean): void;
184
+ /**
185
+ * Take the entity's `meshes` row back, and let go of the hold the mesh had on its
186
+ * `transforms` row — which stays if anything else holds it. Safe on an entity that has none.
187
+ *
188
+ * @param {number} entity
189
+ */
190
+ detach_mesh(entity: number): void;
191
+ /**
192
+ * Write every marked entity's rows from its components, and clear the list.
193
+ *
194
+ * @returns {number} rows written
195
+ */
196
+ flush(): number;
197
+ /**
198
+ * Re-mark every acquired entity whose attachment names `parent`.
199
+ *
200
+ * @param {number} parent
201
+ */
202
+ /**
203
+ * Visit every entity holding a row below `entity`, parents before their children.
204
+ *
205
+ * The index behind this is the one the rows keep for re-marking a subtree when its parent's
206
+ * row appears or goes; an entity with no row is not in it, and neither are its children.
207
+ *
208
+ * @param {number} entity
209
+ * @param {function(number): void} visitor
210
+ */
211
+ for_each_descendant(entity: number, visitor: (arg0: number) => void): void;
212
+ /**
213
+ * Forget everything, freeing every row. For the context's own teardown.
214
+ */
215
+ destroy(): void;
216
+ #private;
217
+ }
218
+ export type EntityComponentDataset = import("../../../../engine/ecs/EntityComponentDataset.js").EntityComponentDataset;
219
+ export type GPUTypedTable = import("../../buffer/table/GPUTypedTable.js").GPUTypedTable<any>;
220
+ export type GPUGeometryManager = import("../../geometry/GPUGeometryManager.js").GPUGeometryManager;
221
+ export type GPUMaterialManager = import("../../material/GPUMaterialManager.js").GPUMaterialManager;
222
+ export type GPUInstancesAccelerationStructure = import("../GPUInstancesAccelerationStructure.js").GPUInstancesAccelerationStructure;
223
+ export type GPUMeshSkinningContext = import("../../animation/skinning/GPUMeshSkinningContext.js").GPUMeshSkinningContext;
224
+ export type MeshletGeometry = import("../../geometry/MeshletGeometry.js").MeshletGeometry;
225
+ export type ShadeMaterial = import("../../material/ShadeMaterial.js").ShadeMaterial;
226
+ export type AABB3 = import("../../../../core/geom/3d/aabb/AABB3.js").AABB3;
227
+ //# sourceMappingURL=GPUSceneRows.d.ts.map
@@ -0,0 +1 @@
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