@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
@@ -12,11 +12,13 @@ import { TRANSFORM64_EVENT_CHANGE } from "../ecs/transform/TRANSFORM64_EVENT_CHA
12
12
  /**
13
13
  * Mirrors light entities into Shade's scene.
14
14
  *
15
- * The same shape as {@link MeshSystem} and for the same reason: the ECS says what exists and where,
16
- * and this keeps the renderer's own objects in step. A Shade light **is** a `Node3D`, so `Scene.add`
17
- * routes it into the light collection on its own and placement is the same transform copy meshes
18
- * get — which for a directional light is also what aims it, since the engine's convention is that a
19
- * light shines along its forward.
15
+ * The same shape as {@link ShadedGeometrySystem} and for the same reason: the ECS says what exists
16
+ * and where, and this keeps the renderer's own objects in step. A Shade light is placed at an
17
+ * entity — `scene.lights.add(light, entity)` — and the GPU reads its pose from the entity's row,
18
+ * which the scene context holds on the light collection's behalf; the light's own `transform` is
19
+ * the entity's `Transform64`, the one object, so there is no copy to fall behind. For a directional
20
+ * light the pose is also what aims it, since the engine's convention is that a light shines along
21
+ * its forward.
20
22
  *
21
23
  * **Ambient lights are deliberately not carried over.** Shade lights indirect from the environment
22
24
  * by default, and that environment is the ambient term — a separate flat ambient light would be
@@ -34,7 +36,7 @@ export class LightSystem extends System {
34
36
  #scene;
35
37
 
36
38
  /**
37
- * @type {Map<number, {light: Light, bindings: SignalBinding[]}>}
39
+ * @type {Map<number, {light: Light, bindings: SignalBinding[], on_transform_changed: function|null}>}
38
40
  */
39
41
  #entries = new Map();
40
42
 
@@ -57,7 +59,18 @@ export class LightSystem extends System {
57
59
  async startup(entityManager) {
58
60
  this.entityManager = entityManager;
59
61
 
60
- this.#graphics.set_scene(this.#scene);
62
+ // the scene's rows are this dataset's entities; the first system to place one says so
63
+ const dataset = entityManager.dataset;
64
+ const scene = this.#scene;
65
+
66
+ assert.ok(
67
+ scene.dataset === null || scene.dataset === undefined || scene.dataset === dataset,
68
+ 'the scene is bound to another dataset'
69
+ );
70
+
71
+ scene.dataset = dataset;
72
+
73
+ this.#graphics.set_scene(scene);
61
74
  }
62
75
 
63
76
  async shutdown(entityManager) {
@@ -81,41 +94,42 @@ export class LightSystem extends System {
81
94
 
82
95
  apply_light_properties(light, component);
83
96
 
84
- light.transform_local.copy(transform);
85
- light.updateMatrices();
97
+ // The entity's transform is the light's: one object, so the row and the shadow camera are
98
+ // built from what the entity moved, and there is no copy to fall behind it.
99
+ light.transform = transform;
100
+
101
+ const lights = this.#scene.lights;
86
102
 
87
- this.#scene.add(light);
103
+ lights.add(light, entity);
88
104
 
89
- const entry = { light, bindings: [] };
105
+ const entry = { light, bindings: [], on_transform_changed: null };
90
106
 
91
107
  this.#entries.set(entity, entry);
92
108
 
93
109
  /*
94
110
  Adding and removing a light invalidates the collection on its own, but **changing one in
95
111
  place does not** — the GPU light table is rebuilt only when the collection's version moves,
96
- so a light that is recoloured, re-aimed or dimmed keeps rendering with the values it was
97
- uploaded with. `needsUpdate` is what says otherwise, and both paths below go through it.
112
+ and so is the row the GPU reads the pose from, so a light that is recoloured, re-aimed or
113
+ dimmed keeps rendering with the values it was uploaded with. `needsUpdate` is what says
114
+ otherwise, and both paths below go through it.
98
115
 
99
116
  Worth knowing because it is invisible from the CPU side: the light object holds the new
100
117
  value, everything reads back correctly, and only the picture is stale.
101
118
  */
102
- const place = () => {
103
- light.transform_local.copy(transform);
104
- light.updateMatrices();
105
-
106
- this.#scene.lights.needsUpdate = true;
119
+ const moved = () => {
120
+ lights.needsUpdate = true;
107
121
  };
108
122
 
109
123
  const refresh = () => {
110
124
  apply_light_properties(light, component);
111
125
 
112
- this.#scene.lights.needsUpdate = true;
126
+ lights.needsUpdate = true;
113
127
  };
114
128
 
115
129
  // One dataset listener replaces the three sub-object signals a Transform used to carry.
116
130
  // Coarser - it wakes on any change to the transform rather than on a named channel - and
117
- // that is the trade: the placement reads the whole transform anyway.
118
- entry.on_transform_changed = place;
131
+ // that is the trade: the row is rewritten whole anyway.
132
+ entry.on_transform_changed = moved;
119
133
 
120
134
  this.entityManager.dataset.addEntityEventListener(
121
135
  entity, TRANSFORM64_EVENT_CHANGE, entry.on_transform_changed
@@ -173,7 +187,7 @@ export class LightSystem extends System {
173
187
  entry.on_transform_changed = null;
174
188
  }
175
189
 
176
- this.#scene.remove(entry.light);
190
+ this.#scene.lights.remove(entry.light);
177
191
 
178
192
  this.#entries.delete(entity);
179
193
  }
@@ -1,22 +1,23 @@
1
1
  /**
2
- * Puts entities into Shade's scene and keeps them where the ECS says they are.
2
+ * Puts models into the scene as entities, and keeps their rows where the entities say.
3
3
  *
4
- * **It owns the scene and tells the facade to draw it**, rather than the facade handing a graph out
5
- * for anyone to write into — that coupling is what §2.1 retires along with `GraphicsEngine.scene`.
6
- *
7
- * Placement is a `Transform` copied into `Node3D.transform_local`, through
8
- * {@link t64_copy_from_transform} because the node's transform is a `Transform64` since S2 and the
9
- * two types stay deliberately distinct. `transform_global` is **derived** — `updateMatrices`
10
- * recomputes it from the local transform and the parent chain — so writing it directly would be
11
- * undone by the next refresh, and the entity is placed through the local one.
4
+ * **A model is a prefab, and a placement is entities.** A loaded bundle is compiled once per url
5
+ * ({@link prefab_compile}) and spawned once per entity that wears it
6
+ * ({@link prefab_instantiate}): every node of the file becomes an entity attached to its parent's,
7
+ * named, drawing where it draws, with the placing entity as the root. What used to be a private
8
+ * copy of a node tree per placement is the dataset's own hierarchy, addressable by every system —
9
+ * IK finds a foot by name, cloth seeds from joints, gameplay asks where a socket is — and the
10
+ * renderer's tables are indexed by those entities, at `entity + 1`.
12
11
  *
13
- * What makes this affordable is S1: the scene database takes row-level updates, so moving one
14
- * entity writes one row. Nothing here rebuilds anything.
12
+ * **It owns the scene and tells the facade to draw it**, rather than the facade handing a graph out
13
+ * for anyone to write into.
15
14
  *
16
- * **It also hands each instance to the GPU's animation manager** ({@link update}), because it is
17
- * what builds instances and therefore the only thing that knows when one exists. Driving those
18
- * clips is not its business — that is the animation systems' — but a clip nothing has registered
19
- * cannot be driven by anyone.
15
+ * **Rows need a device, and registration does too.** A model loads whenever it loads, and there
16
+ * may be no renderer yet; {@link update} attaches every instance's entities to the scene's GPU
17
+ * context when one arrives, registers its skins with the animation manager, and does both again
18
+ * after a renderer restart. Driving the clips is not this system's business — that is the
19
+ * animation systems' — but a clip nothing has registered cannot be driven by anyone, which is why
20
+ * the instance is handed out ({@link instance_of}) rather than kept.
20
21
  */
21
22
  export class MeshSystem extends System<any> {
22
23
  /**
@@ -31,34 +32,20 @@ export class MeshSystem extends System<any> {
31
32
  */
32
33
  get scene(): Scene;
33
34
  /**
34
- * Visit every node of an entity's model that carries geometry.
35
- *
36
- * The nodes are what the scene database keys on, so anything that has to say something about a
37
- * particular entity's meshes — which rows they occupy, which of them the visibility buffer will
38
- * name — starts here. A grouping node is skipped, because it has no geometry and therefore no
39
- * row of its own.
40
- *
41
- * @param {number} entity
42
- * @param {function(SGMesh): void} visitor
43
- * @returns {boolean} `false` when the entity has nothing in the scene — never seen, or still
44
- * loading, and neither is an error
45
- */
46
- traverse_meshes(entity: number, visitor: (arg0: SGMesh) => void): boolean;
47
- /**
48
- * The private copy of the model an entity is showing — its clips among other things, which is
49
- * where their names and their durations come from.
35
+ * The model an entity is showing, as entities: its skins and clips addressed to them, and its
36
+ * nodes by name.
50
37
  *
51
38
  * Handed out rather than copied because an animation driver has to know *which* instance it is
52
39
  * bound to: a model swap builds a new one, and a driver still holding the old one would be
53
- * driving nodes that left the scene. The object's identity is the only signal that says so.
40
+ * driving entities that have gone. The object's identity is the only signal that says so.
54
41
  *
55
42
  * @param {number} entity
56
- * @returns {SceneBundleInstance|null} `null` for an entity this system has never seen, or one
43
+ * @returns {PrefabInstance|null} `null` for an entity this system has never seen, or one
57
44
  * whose model has not finished loading
58
45
  */
59
- instance_of(entity: number): SceneBundleInstance | null;
46
+ instance_of(entity: number): PrefabInstance | null;
60
47
  /**
61
- * What the GPU's animation manager gave back for that instance — the skin and clip ids, in the
48
+ * What the GPU's animation manager gave back for that instance — the skin ids, in the
62
49
  * instance's own order.
63
50
  *
64
51
  * Same reasoning as {@link instance_of} and a stronger version of it: these ids belong to one
@@ -71,11 +58,22 @@ export class MeshSystem extends System<any> {
71
58
  */
72
59
  animation_of(entity: number): InstanceAnimationRegistration | null;
73
60
  /**
74
- * Where an entity's model is, in world space.
61
+ * The entities of an entity's model that draw — one per primitive of the file. Each holds the
62
+ * `meshes` row `entity + 1`, which is what the visibility buffer writes for every pixel it
63
+ * covers; anything that has to say something about a particular model's meshes starts here.
64
+ *
65
+ * @param {number} entity
66
+ * @returns {Int32Array} empty for an entity with nothing in the scene — never seen, or still
67
+ * loading, and neither is an error. Not to be kept: a model swap replaces it
68
+ */
69
+ mesh_entities_of(entity: number): Int32Array;
70
+ /**
71
+ * Where an entity's model is, in world space: the union of its primitives' geometry bounds
72
+ * under their own entities' world transforms — which the ECS composes, so this answers with no
73
+ * device and with no frame of latency, from what the simulation knows. The box the renderer
74
+ * culls by is derived on the GPU from the same and is not consulted.
75
75
  *
76
- * This is what makes picking possible without a second copy of the geometry: Shade already keeps
77
- * a world bounding box per mesh, refreshed as part of the `updateMatrices` that places it, so the
78
- * answer is a walk over what the entity has in the scene and nothing is recomputed.
76
+ * A skinned primitive answers at its rest pose, under the frame its skin deforms in.
79
77
  *
80
78
  * @param {ArrayLike<number>|number[]|Float32Array} target aabb3, order `x0,y0,z0,x1,y1,z1`
81
79
  * @param {number} entity
@@ -99,6 +97,12 @@ export class MeshSystem extends System<any> {
99
97
  unlink(model: SGMesh, transform: Transform64, entity: number): void;
100
98
  #private;
101
99
  }
100
+ export type GPUSceneContext = import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext;
101
+ export type SceneBundle = import("../../shade/renderer/loader/SceneBundle.js").SceneBundle;
102
+ export type Prefab = import("./prefab/Prefab.js").Prefab;
103
+ export type PrefabInstance = import("./prefab/PrefabInstance.js").PrefabInstance;
104
+ export type InstanceAnimationRegistration = import("./register_instance_animation.js").InstanceAnimationRegistration;
105
+ export type GraphicsEngine = import("./GraphicsEngine.js").GraphicsEngine;
102
106
  import { System } from "../ecs/System.js";
103
107
  import { Transform64 } from "../ecs/transform/Transform64.js";
104
108
  import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
@@ -1 +1 @@
1
- {"version":3,"file":"MeshSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/MeshSystem.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAmFI;;;;OAIG;IACH,6CAHW,KAAK,eACI,MAAM,KAAG,oBAAoB,EAchD;IADG,qDAAyC;IAG7C;;OAEG;IACH,mBAEC;IAED;;;;;;;;;;;;OAYG;IACH,wBALW,MAAM,kBACG,MAAM,KAAG,IAAI,GACpB,OAAO,CAqBnB;IAoCD;;;;;;;;;;;OAWG;IACH,oBAJW,MAAM,GACJ,sBAAoB,IAAI,CAWpC;IAED;;;;;;;;;;;OAWG;IACH,qBAJW,MAAM,GACJ,gCAA8B,IAAI,CAW9C;IAED;;;;;;;;;;;OAWG;IACH,6BALW,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,UACvC,MAAM,GACJ,OAAO,CAuCnB;IAED,2CAIC;IAED,4CASC;IA6GD;;;;OAIG;IACH,YAJW,MAAM,aACN,WAAW,UACX,MAAM,QA2BhB;IAED;;;;OAIG;IACH,cAJW,MAAM,aACN,WAAW,UACX,MAAM,QAIhB;;CAoMJ;uBAlpBsB,kBAAkB;4BACb,iCAAiC;uBAGtC,6CAA6C;sBAV9C,qCAAqC"}
1
+ {"version":3,"file":"MeshSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/MeshSystem.js"],"names":[],"mappings":"AA6FA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAqEI;;;;OAIG;IACH,sBAJW,cAAc,SACd,KAAK,eACI,MAAM,KAAG,QAAQ,WAAW,CAAC,EAchD;IADG,qDAAyC;IAG7C;;OAEG;IACH,mBAEC;IAED;;;;;;;;;;;OAWG;IACH,oBAJW,MAAM,GACJ,cAAc,GAAC,IAAI,CAW/B;IAED;;;;;;;;;;;OAWG;IACH,qBAJW,MAAM,GACJ,6BAA6B,GAAC,IAAI,CAW9C;IAED;;;;;;;;OAQG;IACH,yBAJW,MAAM,GACJ,UAAU,CAWtB;IAED;;;;;;;;;;;;OAYG;IACH,6BALW,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,UACvC,MAAM,GACJ,OAAO,CAwCnB;IAED,2CAeC;IAED,4CASC;IA0HD;;;;OAIG;IACH,YAJW,MAAM,aACN,WAAW,UACX,MAAM,QAgChB;IAED;;;;OAIG;IACH,cAJW,MAAM,aACN,WAAW,UACX,MAAM,QAIhB;;CAgJJ;8BAloBY,OAAO,+CAA+C,EAAE,eAAe;0BACvE,OAAO,4CAA4C,EAAE,WAAW;qBAChE,OAAO,oBAAoB,EAAE,MAAM;6BACnC,OAAO,4BAA4B,EAAE,cAAc;4CACnD,OAAO,kCAAkC,EAAE,6BAA6B;6BACxE,OAAO,qBAAqB,EAAE,cAAc;uBAnBlC,kBAAkB;4BACb,iCAAiC;uBAItC,6CAA6C;sBAN9C,qCAAqC"}