@woosh/meep-engine 3.23.0 → 3.24.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (522) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +416 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  158. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  159. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  160. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  161. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  163. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +13 -15
  164. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  165. package/src/engine/physics/cloth/ecs/ClothInstance.js +12 -14
  166. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  167. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  168. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  169. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -4
  170. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/ecs/ClothSystem.js +11 -12
  172. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  173. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  174. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  175. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  177. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  178. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  180. package/src/engine/physics/cloth/playground/README.md +11 -11
  181. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  182. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  183. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  184. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  185. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  186. package/src/shade/RENDERER_CONTRACT.md +85 -53
  187. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  188. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  189. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  190. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  191. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  192. package/src/shade/playground/add_random_meshes.js +20 -16
  193. package/src/shade/playground/avboit/main.d.ts +1 -0
  194. package/src/shade/playground/avboit/main.d.ts.map +1 -1
  195. package/src/shade/playground/avboit/main.js +916 -875
  196. package/src/shade/playground/basis_textures/main.d.ts.map +1 -1
  197. package/src/shade/playground/basis_textures/main.js +22 -8
  198. package/src/shade/playground/basis_textures/texture_inventory.d.ts +2 -2
  199. package/src/shade/playground/basis_textures/texture_inventory.d.ts.map +1 -1
  200. package/src/shade/playground/basis_textures/texture_inventory.js +6 -7
  201. package/src/shade/playground/ground_seam/main.d.ts.map +1 -1
  202. package/src/shade/playground/ground_seam/main.js +13 -4
  203. package/src/shade/playground/ground_seam/make_ground.d.ts +13 -4
  204. package/src/shade/playground/ground_seam/make_ground.d.ts.map +1 -1
  205. package/src/shade/playground/ground_seam/make_ground.js +21 -16
  206. package/src/shade/playground/particle_ecs/bonfire_editor.js +3 -3
  207. package/src/shade/playground/particle_system/main.js +11 -10
  208. package/src/shade/playground/particle_system/particle_prototype.d.ts +15 -10
  209. package/src/shade/playground/particle_system/particle_prototype.d.ts.map +1 -1
  210. package/src/shade/playground/particle_system/particle_prototype.js +56 -15
  211. package/src/shade/playground/particle_system/particle_scene.d.ts +68 -28
  212. package/src/shade/playground/particle_system/particle_scene.d.ts.map +1 -1
  213. package/src/shade/playground/particle_system/particle_scene.js +149 -53
  214. package/src/shade/playground/readback_crossover/index.html +41 -0
  215. package/src/shade/playground/readback_crossover/main.d.ts +2 -0
  216. package/src/shade/playground/readback_crossover/main.d.ts.map +1 -0
  217. package/src/shade/playground/readback_crossover/main.js +372 -0
  218. package/src/shade/playground/skinned_blas_refit/README.md +11 -7
  219. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +13 -44
  220. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -1
  221. package/src/shade/playground/skinned_blas_refit/add_floor.js +19 -59
  222. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -1
  223. package/src/shade/playground/skinned_blas_refit/main.js +67 -58
  224. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +40 -54
  225. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -1
  226. package/src/shade/playground/skinned_blas_refit/place_character.js +47 -74
  227. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +3 -3
  228. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -1
  229. package/src/shade/playground/skinned_blas_refit/sweep_views.js +4 -3
  230. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +3 -3
  231. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
  232. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +11 -4
  233. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -1
  234. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +38 -9
  235. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +3 -3
  236. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
  237. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +9 -6
  238. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +3 -3
  239. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
  240. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +3 -3
  241. package/src/shade/playground/skinned_mesh_soup/README.md +6 -6
  242. package/src/shade/playground/skinned_mesh_soup/main.d.ts.map +1 -1
  243. package/src/shade/playground/skinned_mesh_soup/main.js +44 -102
  244. package/src/shade/playground/skinned_mesh_soup/verify_clone_vertices.d.ts +5 -5
  245. package/src/shade/playground/skinned_mesh_soup/verify_clone_vertices.d.ts.map +1 -1
  246. package/src/shade/playground/skinned_mesh_soup/verify_clone_vertices.js +42 -33
  247. package/src/shade/playground/sponza_path_trace/main.d.ts +1 -0
  248. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -1
  249. package/src/shade/playground/sponza_path_trace/main.js +393 -363
  250. package/src/shade/playground/ssr_reprojection/main.js +11 -9
  251. package/src/shade/playground/ssr_reprojection/scene.d.ts +15 -4
  252. package/src/shade/playground/ssr_reprojection/scene.d.ts.map +1 -1
  253. package/src/shade/playground/ssr_reprojection/scene.js +32 -11
  254. package/src/shade/playground/ssr_variance/main.js +1 -1
  255. package/src/shade/playground/ssr_variance/scene.d.ts +10 -4
  256. package/src/shade/playground/ssr_variance/scene.d.ts.map +1 -1
  257. package/src/shade/playground/ssr_variance/scene.js +39 -15
  258. package/src/shade/playground/vgeo_viewer/main.js +6 -2
  259. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  260. package/src/shade/playground/volumetrics_froxel/main.js +936 -922
  261. package/src/shade/renderer/GraphicsContext.d.ts +7 -0
  262. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  263. package/src/shade/renderer/GraphicsContext.js +11 -0
  264. package/src/shade/renderer/Renderer.d.ts +3 -2
  265. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  266. package/src/shade/renderer/Renderer.js +3 -2
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  510. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  511. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  512. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  513. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  514. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  515. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  516. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  517. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  518. package/src/shade/renderer/scene/Mesh.js +0 -168
  519. package/src/shade/renderer/scene/Node3D.js +0 -263
  520. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  521. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  522. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -1,164 +0,0 @@
1
- import { assert } from "../../core/assert.js";
2
- import { ShadeAnimationChannel } from "../../shade/renderer/animation/ShadeAnimationChannel.js";
3
- import { ShadeAnimationClip } from "../../shade/renderer/animation/ShadeAnimationClip.js";
4
- import { Skin } from "../../shade/renderer/animation/Skin.js";
5
- import { TransformAuthority } from "../../shade/renderer/scene/TransformAuthority.js";
6
-
7
- /**
8
- * One entity's private copy of a loaded asset: its own node tree, its own skins bound to that
9
- * tree's joints, and its own clips retargeted onto it.
10
- *
11
- * A loader's {@link SceneBundle} is a template. Its skins name Node3Ds and its clip channels
12
- * target Node3Ds, so two entities showing the same model cannot share it — the second would drive
13
- * the first one's joints. What they can share is everything read-only: geometry, materials,
14
- * inverse-bind matrices and the animation curves themselves, which is why the copy is per-node
15
- * rather than per-byte.
16
- */
17
- export class SceneBundleInstance {
18
- /**
19
- * @type {Node3D[]}
20
- */
21
- roots = [];
22
-
23
- /**
24
- * @type {Skin[]}
25
- */
26
- skins = [];
27
-
28
- /**
29
- * @type {ShadeAnimationClip[]}
30
- */
31
- clips = [];
32
-
33
- /**
34
- * Every node of the instance, by the name the asset gave it — where a socket, an effect anchor
35
- * or a projectile spawn is looked up, since all three are authored as names of bones.
36
- *
37
- * Built here rather than walked per query because the walk is already happening: the tree is
38
- * visited once to copy it. A name authored twice keeps the first node the copy reaches, which
39
- * is the same answer a search would have returned.
40
- *
41
- * @type {Map<string,Node3D>}
42
- */
43
- nodes = new Map();
44
- }
45
-
46
- /**
47
- * Copy one node without its children, preserving its type.
48
- *
49
- * `clone()` cannot be used for this: {@link Node3D.clone} recurses into children while
50
- * {@link Mesh.clone} does not, so a tree walk built on it silently drops the descendants of any
51
- * mesh. `copy()` is uniformly shallow, and the two fields it leaves out — `name` and
52
- * `transform_authority` — are carried here because a joint is found by name and driven by
53
- * authority.
54
- *
55
- * **A node carries across exactly what its own `copy()` implements.** Shade's `Light` and its three
56
- * subclasses do not implement one, so a light node arrives as the right class holding default
57
- * colour and intensity. No asset the game loads contains one; a loader that produced them would need
58
- * those four `copy()` methods first.
59
- *
60
- * @param {Node3D} node
61
- * @returns {Node3D}
62
- */
63
- function copy_node(node) {
64
- const r = new node.constructor();
65
-
66
- r.copy(node);
67
-
68
- r.name = node.name;
69
- r.transform_authority = node.transform_authority;
70
-
71
- return r;
72
- }
73
-
74
- /**
75
- * @param {Node3D} node
76
- * @param {Map<Node3D,Node3D>} correspondence written with every node visited
77
- * @param {Map<string,Node3D>} by_name written with every named node visited, first one wins
78
- * @returns {Node3D}
79
- */
80
- function copy_subtree(node, correspondence, by_name) {
81
- const r = copy_node(node);
82
-
83
- correspondence.set(node, r);
84
-
85
- if (r.name !== "" && !by_name.has(r.name)) {
86
- by_name.set(r.name, r);
87
- }
88
-
89
- const children = node.children;
90
-
91
- for (let i = 0; i < children.length; i++) {
92
- r.addChild(copy_subtree(children[i], correspondence, by_name));
93
- }
94
-
95
- return r;
96
- }
97
-
98
- /**
99
- * Instantiate a loaded asset for one owner.
100
- *
101
- * Skins and clips come back pointing at the returned tree and nothing else, so they are ready for
102
- * {@link GPUAnimationManager#register_skin} and {@link GPUAnimationManager#register_clip} as they
103
- * are. Every node a clip drives is handed to the GPU
104
- * ({@link TransformAuthority.GPU}): the pose accumulator writes those rows, and a CPU that also
105
- * wrote them would race the animation it is trying to show. That same rule is what makes the CPU
106
- * pose evaluator correct, since it reads `transform_local` as the rest pose.
107
- *
108
- * Nothing in the bundle is modified.
109
- *
110
- * @param {SceneBundle} bundle
111
- * @returns {SceneBundleInstance}
112
- */
113
- export function instantiate_scene_bundle(bundle) {
114
- assert.defined(bundle, 'bundle');
115
- assert.equal(bundle.isSceneBundle, true, 'bundle.isSceneBundle !== true');
116
-
117
- const r = new SceneBundleInstance();
118
-
119
- /**
120
- * @type {Map<Node3D,Node3D>}
121
- */
122
- const correspondence = new Map();
123
-
124
- const scenes = bundle.scenes;
125
-
126
- for (let i = 0; i < scenes.length; i++) {
127
- r.roots.push(copy_subtree(scenes[i], correspondence, r.nodes));
128
- }
129
-
130
- const skins = bundle.skins;
131
-
132
- for (let i = 0; i < skins.length; i++) {
133
- const skin = skins[i];
134
-
135
- r.skins.push(Skin.from({
136
- name: skin.name,
137
- joints: skin.joints.map(joint => correspondence.get(joint)),
138
- inverse_bind_matrices: skin.inverse_bind_matrices,
139
- meshes: skin.meshes.map(mesh => correspondence.get(mesh))
140
- }));
141
- }
142
-
143
- const clips = bundle.clips;
144
-
145
- for (let i = 0; i < clips.length; i++) {
146
- const clip = clips[i];
147
-
148
- const channels = clip.channels.map(channel => {
149
- const target = correspondence.get(channel.target);
150
-
151
- target.transform_authority = TransformAuthority.GPU;
152
-
153
- return ShadeAnimationChannel.from({
154
- target,
155
- property: channel.property,
156
- curves: channel.curves
157
- });
158
- });
159
-
160
- r.clips.push(ShadeAnimationClip.from({ name: clip.name, channels }));
161
- }
162
-
163
- return r;
164
- }
@@ -1,88 +0,0 @@
1
- import { Name } from "../ecs/name/Name.js";
2
- import { EntityNode } from "../ecs/parent/EntityNode.js";
3
- import { Transform64 } from "../ecs/transform/Transform64.js";
4
- import { DrawMode } from "../graphics/ecs/mesh-v2/DrawMode.js";
5
- import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
6
-
7
- /**
8
- * Turn a loaded model's node tree into entities.
9
- *
10
- * **This is what a hierarchy is in an ECS** (D47). meep has no scene graph to hand a model to: it
11
- * has entities, `EntityNode` to parent them, and `ShadedGeometry` for the ones that draw. A model
12
- * file is therefore not a thing an entity *holds* — it is a shape an entity's descendants take, and
13
- * this function is where the file stops being the renderer's tree and becomes the dataset's.
14
- *
15
- * It is `three_object_to_entity_composition` with the source swapped: the same output, built from
16
- * Shade's `Node3D`s instead of three's `Object3D`s. The two exist side by side for as long as both
17
- * renderers do.
18
- *
19
- * **Geometry and material are shared, not copied.** Two entities placing the same model name the
20
- * same `MeshletGeometry` and the same `ShadeMaterial`; what is per-entity is the row each one gets
21
- * in the scene, which is `ShadedGeometrySystem`'s business. That is the whole reason a static model
22
- * needs no clone of the bundle at all.
23
- *
24
- * **A skinned mesh is not expanded, and that is a boundary rather than an omission.** Its vertices
25
- * are deformed against a skeleton the renderer owns and the GPU poses, and making those joints
26
- * entities is a design this program does not do (D47). A `SkinnedMesh` node therefore contributes
27
- * its transform and its name and no geometry, and whatever placed the model keeps drawing it the way
28
- * Phase 4 built.
29
- *
30
- * @param {Node3D} node
31
- * @returns {EntityNode}
32
- */
33
- export function shade_node_to_entity_composition(node) {
34
- const result = new EntityNode();
35
-
36
- // the hierarchy's own transform: what this node is, relative to its parent
37
- result.transform.copy(node.transform_local);
38
-
39
- const entity = result.entity;
40
-
41
- // copy() returns nothing, so the transform is built before it is handed over
42
- const world = new Transform64();
43
-
44
- world.copy(node.transform_global);
45
-
46
- entity.add(world);
47
- entity.add(new Name(node.name));
48
-
49
- if (node.isMesh === true && node.isSkinnedMesh !== true) {
50
- entity.add(ShadedGeometry.from(node.geometry, node.material, DrawMode.Triangles));
51
- }
52
-
53
- const children = node.children;
54
-
55
- for (let i = 0; i < children.length; i++) {
56
- result.addChild(shade_node_to_entity_composition(children[i]));
57
- }
58
-
59
- return result;
60
- }
61
-
62
- /**
63
- * The same, for everything a loader produced.
64
- *
65
- * A bundle can carry more than one scene — glTF allows it — and the entity that placed the file owns
66
- * all of them, so they become children of one root rather than several compositions nobody joins.
67
- *
68
- * @param {SceneBundle} bundle
69
- * @returns {EntityNode}
70
- */
71
- export function shade_bundle_to_entity_composition(bundle) {
72
- const scenes = bundle.scenes;
73
-
74
- if (scenes.length === 1) {
75
- return shade_node_to_entity_composition(scenes[0]);
76
- }
77
-
78
- const root = new EntityNode();
79
-
80
- root.entity.add(new Transform64());
81
- root.entity.add(new Name(""));
82
-
83
- for (let i = 0; i < scenes.length; i++) {
84
- root.addChild(shade_node_to_entity_composition(scenes[i]));
85
- }
86
-
87
- return root;
88
- }
@@ -1,146 +0,0 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { aabb3_matrix4_project } from "../../../core/geom/3d/aabb/aabb3_matrix4_project.js";
3
- import { m4_multiply } from "../../../core/geom/3d/mat4/m4_multiply.js";
4
- import { sphere_matrix4_transform } from "../../../core/geom/3d/sphere/sphere_matrix4_transform.js";
5
- import {
6
- sphere_compute_bounding_of_spheres
7
- } from "../../../core/geom/packing/sphere_compute_bounding_of_spheres.js";
8
-
9
- /**
10
- * One joint's `joint.global × inverse_bind`, rebuilt per joint. Module-level so a walk over a
11
- * 65-joint skeleton does not allocate a matrix per joint.
12
- *
13
- * @type {Float64Array}
14
- */
15
- const _scratch_skin_matrix = new Float64Array(16);
16
-
17
- /**
18
- * One joint's inverse-bind matrix, copied out of the skin's flat array. A `subarray` view would
19
- * read the same 16 floats but allocate an object per joint per call, and this runs whenever a
20
- * character moves.
21
- *
22
- * @type {Float64Array}
23
- */
24
- const _scratch_inverse_bind = new Float64Array(16);
25
-
26
- /**
27
- * One joint's projected AABB, before it is folded into the running union.
28
- *
29
- * @type {Float64Array}
30
- */
31
- const _scratch_box = new Float64Array(6);
32
-
33
- /**
34
- * One joint's projected sphere, before it is copied into {@link _scratch_spheres}.
35
- *
36
- * @type {Float64Array}
37
- */
38
- const _scratch_sphere = new Float64Array(4);
39
-
40
- /**
41
- * Per-joint `(cx, cy, cz, r)` spheres, handed to
42
- * {@link sphere_compute_bounding_of_spheres} in one go. Grown to the largest joint count seen so
43
- * far and never shrunk.
44
- *
45
- * @type {Float64Array}
46
- */
47
- let _scratch_spheres = new Float64Array(0);
48
-
49
- /**
50
- * World-space bounds of a mesh deformed by `skin`, in the pose the skin's joint nodes currently
51
- * hold.
52
- *
53
- * **The mesh node's own transform does not appear here, and that is the point.** A skinned vertex
54
- * lands at `mesh.global × inverse(mesh.global) × joint.global × inverse_bind × v` — the skinning
55
- * pass applies the leftmost inverse (see `chunk_skin_blend_mesh_local`) and the rasterizer
56
- * re-applies `mesh.global` afterwards, so the two cancel and the vertex is at
57
- * `joint.global × inverse_bind × v`. Bounding a skinned mesh by putting its rest-pose geometry
58
- * under `mesh.transform_global` therefore applies a transform the renderer cancels: on an
59
- * FBX-derived glTF whose root node carries the file's centimetre→metre scale, it comes out 100×
60
- * too small.
61
- *
62
- * The bound is the union over joints of `joint.global × inverse_bind` applied to the mesh-space
63
- * geometry bounds. Conservative: each joint's product maps the whole geometry rather than the
64
- * vertices that joint actually weights, and a skinned vertex is a convex combination of those
65
- * per-joint images, which the enclosing (convex) AABB contains. In the case that matters it is also
66
- * *tight* — with every joint at its bind pose `joint.global × inverse_bind` collapses to one and
67
- * the same matrix, the character's placement in the world, so the union is a single exact box.
68
- *
69
- * **Pose freshness is the caller's problem.** Joints driven by the GPU pose accumulator are
70
- * {@link TransformAuthority.GPU}, and their `transform_global` stays at the rest pose the CPU
71
- * seeded — so for an animated character this is a rest-pose bound that tracks placement, not the
72
- * deformed silhouette. The per-frame deformed world box lives in the scene database's `meshes` row,
73
- * published by the skinning pass's bounds-refresh chain, and anything that needs the real thing
74
- * reads it there.
75
- *
76
- * @param {Skin} skin
77
- * @param {ArrayLike<number>} mesh_box mesh-space AABB, 6 floats — `(low_x, low_y, low_z, high_x, high_y, high_z)`
78
- * @param {ArrayLike<number>} mesh_sphere mesh-space sphere, 4 floats — `(x, y, z, radius)`
79
- * @param {Float32Array|number[]} out_box receives the world AABB, 6 floats
80
- * @param {Float32Array|number[]} out_sphere receives the world sphere, 4 floats
81
- */
82
- export function compute_skin_world_bounds(skin, mesh_box, mesh_sphere, out_box, out_sphere) {
83
- assert.defined(skin, 'skin');
84
- assert.equal(skin.isSkin, true, 'skin.isSkin !== true');
85
- assert.isArrayLike(mesh_box, 'mesh_box');
86
- assert.isArrayLike(mesh_sphere, 'mesh_sphere');
87
- assert.notEqual(out_box, mesh_box, 'out_box and mesh_box must be different objects');
88
-
89
- const joints = skin.joints;
90
- const joint_count = joints.length;
91
-
92
- assert.greaterThan(joint_count, 0, 'skin.joints.length');
93
-
94
- const inverse_bind = skin.inverse_bind_matrices;
95
-
96
- assert.greaterThanOrEqual(
97
- inverse_bind.length, joint_count * 16,
98
- 'skin.inverse_bind_matrices.length'
99
- );
100
-
101
- if (_scratch_spheres.length < joint_count * 4) {
102
- _scratch_spheres = new Float64Array(joint_count * 4);
103
- }
104
-
105
- let low_x = Infinity, low_y = Infinity, low_z = Infinity;
106
- let high_x = -Infinity, high_y = -Infinity, high_z = -Infinity;
107
-
108
- for (let j = 0; j < joint_count; j++) {
109
-
110
- const inverse_bind_offset = j * 16;
111
-
112
- for (let k = 0; k < 16; k++) {
113
- _scratch_inverse_bind[k] = inverse_bind[inverse_bind_offset + k];
114
- }
115
-
116
- // a Transform64's matrix starts at element 0, so the transform is its own mat4 argument
117
- m4_multiply(_scratch_skin_matrix, joints[j].transform_global, _scratch_inverse_bind);
118
-
119
- aabb3_matrix4_project(_scratch_box, mesh_box, _scratch_skin_matrix);
120
-
121
- if (_scratch_box[0] < low_x) low_x = _scratch_box[0];
122
- if (_scratch_box[1] < low_y) low_y = _scratch_box[1];
123
- if (_scratch_box[2] < low_z) low_z = _scratch_box[2];
124
- if (_scratch_box[3] > high_x) high_x = _scratch_box[3];
125
- if (_scratch_box[4] > high_y) high_y = _scratch_box[4];
126
- if (_scratch_box[5] > high_z) high_z = _scratch_box[5];
127
-
128
- sphere_matrix4_transform(_scratch_sphere, mesh_sphere, _scratch_skin_matrix);
129
-
130
- const sphere_offset = j * 4;
131
-
132
- _scratch_spheres[sphere_offset] = _scratch_sphere[0];
133
- _scratch_spheres[sphere_offset + 1] = _scratch_sphere[1];
134
- _scratch_spheres[sphere_offset + 2] = _scratch_sphere[2];
135
- _scratch_spheres[sphere_offset + 3] = _scratch_sphere[3];
136
- }
137
-
138
- out_box[0] = low_x;
139
- out_box[1] = low_y;
140
- out_box[2] = low_z;
141
- out_box[3] = high_x;
142
- out_box[4] = high_y;
143
- out_box[5] = high_z;
144
-
145
- sphere_compute_bounding_of_spheres(out_sphere, _scratch_spheres, 0, joint_count, 3);
146
- }