@woosh/meep-engine 3.23.0 → 3.25.0

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 (812) 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 +413 -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/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -1,22 +1,25 @@
1
1
  /**
2
- * Puts one primitive into Shade's scene, and keeps it where the entity says.
2
+ * Gives one primitive its rows in the scene database, and keeps them where the entity says.
3
3
  *
4
4
  * **The component and the row are the same shape, which is the whole reason this system is short.**
5
5
  * `ShadedGeometry` is a geometry, a material and a flat transform — *"not a hierarchical data
6
- * structure"*, in its own docblock — and Shade's `Mesh` is a `Node3D` carrying a `MeshletGeometry`
7
- * and a `ShadeMaterial`. §4.3 asks for exactly that mapping, 1:1, and there is nothing else to do.
6
+ * structure"*, in its own docblock — and a `meshes` row is a geometry, a material and the
7
+ * `transforms` row it draws under. The entity is both rows, at `entity + 1`: the system
8
+ * `attach_mesh`es it and marks it when the entity moves, and the scene database's flush writes what
9
+ * the CPU owns.
8
10
  *
9
11
  * **What it is not is a model.** A model file is many primitives arranged in a hierarchy, and in an
10
- * ECS a hierarchy is entities — one per node, parented through `EntityNode`, each carrying its own
11
- * `ShadedGeometry` where it draws (D47). `SGMesh` is the layer that expands a loaded file into
12
- * those entities; this system never sees the file, only the primitives that came out of it, and
13
- * cannot tell them from primitives some tool built by hand.
12
+ * ECS a hierarchy is entities — one per node, attached to their parents, each carrying its own
13
+ * `ShadedGeometry` where it draws. `MeshSystem` is the layer that spawns a loaded file as those
14
+ * entities (a prefab); this system never sees the file, only the primitives that came out of it,
15
+ * and cannot tell them from primitives some tool built by hand. A primitive a skin deforms says so
16
+ * on its component ({@link ShadedGeometryFlags.Skinned}) and draws a per-instance clone the
17
+ * skinning pass writes; the skin itself is the model's business.
14
18
  *
15
- * **The payload is the renderer's own.** Under three the same component holds a `BufferGeometry`
16
- * and a three `Material`, and `ShadedGeometrySystem` reads those; here it holds Shade's pair. One
17
- * renderer runs at a time and each system reads what its own renderer draws — the same bargain the
18
- * v1 component made with `Mesh.mesh`, and not a neutral geometry format, which would be a redesign
19
- * rather than a transition.
19
+ * **Rows need a device.** A primitive linked before the renderer has started, or after it has been
20
+ * replaced, waits: {@link update} notices the scene's GPU context arriving or changing and attaches
21
+ * everything it holds to it. Nothing about the entity is lost meanwhile — the component and the
22
+ * transform are the truth, and the rows are written from them.
20
23
  */
21
24
  export class ShadedGeometrySystem extends System<any> {
22
25
  /**
@@ -25,6 +28,10 @@ export class ShadedGeometrySystem extends System<any> {
25
28
  */
26
29
  constructor(graphics: GraphicsEngine, scene: Scene);
27
30
  dependencies: (typeof Transform64 | typeof ShadedGeometry)[];
31
+ /**
32
+ * @returns {Scene}
33
+ */
34
+ get scene(): import("../../shade/renderer/scene/Scene.js").Scene;
28
35
  startup(entityManager: any): Promise<void>;
29
36
  shutdown(entityManager: any): Promise<void>;
30
37
  /**
@@ -41,6 +48,9 @@ export class ShadedGeometrySystem extends System<any> {
41
48
  unlink(geometry: ShadedGeometry, transform: Transform64, entity: number): void;
42
49
  #private;
43
50
  }
51
+ export type GPUSceneContext = import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext;
52
+ export type GraphicsEngine = import("./GraphicsEngine.js").GraphicsEngine;
53
+ export type Scene = import("../../shade/renderer/scene/Scene.js").Scene;
44
54
  import { System } from "../ecs/System.js";
45
55
  import { Transform64 } from "../ecs/transform/Transform64.js";
46
56
  import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
@@ -1 +1 @@
1
- {"version":3,"file":"ShadedGeometrySystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ShadedGeometrySystem.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAkBI;;;OAGG;IACH,oDAUC;IADG,6DAAiD;IAGrD,2CAEC;IAED,4CAIC;IAED;;;;OAIG;IACH,eAJW,cAAc,aACd,WAAW,UACX,MAAM,QA0ChB;IAED;;;;OAIG;IACH,iBAJW,cAAc,aACd,WAAW,UACX,MAAM,QAMhB;;CA4CJ;uBAzKsB,kBAAkB;4BACb,iCAAiC;+BAC9B,2CAA2C"}
1
+ {"version":3,"file":"ShadedGeometrySystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ShadedGeometrySystem.js"],"names":[],"mappings":"AAgDA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAgCI;;;OAGG;IACH,sBAHW,cAAc,SACd,KAAK,EAYf;IADG,6DAAiD;IAGrD;;OAEG;IACH,iEAEC;IAED,2CAaC;IAED,4CAOC;IAuCD;;;;OAIG;IACH,eAJW,cAAc,aACd,WAAW,UACX,MAAM,QAqDhB;IAED;;;;OAIG;IACH,iBAJW,cAAc,aACd,WAAW,UACX,MAAM,QAOhB;;CAqDJ;8BA1SY,OAAO,+CAA+C,EAAE,eAAe;6BACvE,OAAO,qBAAqB,EAAE,cAAc;oBAC5C,OAAO,qCAAqC,EAAE,KAAK;uBAXzC,kBAAkB;4BACb,iCAAiC;+BAI9B,2CAA2C"}
@@ -1,174 +1,309 @@
1
- import { assert } from "../../core/assert.js";
2
- import { SignalBinding } from "../../core/events/signal/SignalBinding.js";
3
- import { Mesh } from "../../shade/renderer/scene/Mesh.js";
4
- import Name from "../ecs/name/Name.js";
5
- import { System } from "../ecs/System.js";
6
- import { Transform64 } from "../ecs/transform/Transform64.js";
7
- import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
8
- import { TRANSFORM64_EVENT_CHANGE } from "../ecs/transform/TRANSFORM64_EVENT_CHANGE.js";
9
-
10
- /**
11
- * Puts one primitive into Shade's scene, and keeps it where the entity says.
12
- *
13
- * **The component and the row are the same shape, which is the whole reason this system is short.**
14
- * `ShadedGeometry` is a geometry, a material and a flat transform — *"not a hierarchical data
15
- * structure"*, in its own docblock — and Shade's `Mesh` is a `Node3D` carrying a `MeshletGeometry`
16
- * and a `ShadeMaterial`. §4.3 asks for exactly that mapping, 1:1, and there is nothing else to do.
17
- *
18
- * **What it is not is a model.** A model file is many primitives arranged in a hierarchy, and in an
19
- * ECS a hierarchy is entities — one per node, parented through `EntityNode`, each carrying its own
20
- * `ShadedGeometry` where it draws (D47). `SGMesh` is the layer that expands a loaded file into
21
- * those entities; this system never sees the file, only the primitives that came out of it, and
22
- * cannot tell them from primitives some tool built by hand.
23
- *
24
- * **The payload is the renderer's own.** Under three the same component holds a `BufferGeometry`
25
- * and a three `Material`, and `ShadedGeometrySystem` reads those; here it holds Shade's pair. One
26
- * renderer runs at a time and each system reads what its own renderer draws — the same bargain the
27
- * v1 component made with `Mesh.mesh`, and not a neutral geometry format, which would be a redesign
28
- * rather than a transition.
29
- */
30
- export class ShadedGeometrySystem extends System {
31
- /**
32
- * @type {GraphicsEngine}
33
- */
34
- #graphics;
35
-
36
- /**
37
- * @type {Scene}
38
- */
39
- #scene;
40
-
41
- /**
42
- * What each entity put in the scene, and what is listening on its behalf.
43
- *
44
- * @type {Map<number, {node: Mesh, bindings: SignalBinding[]}>}
45
- */
46
- #entries = new Map();
47
-
48
- /**
49
- * @param {GraphicsEngine} graphics
50
- * @param {Scene} scene
51
- */
52
- constructor(graphics, scene) {
53
- super();
54
-
55
- assert.defined(graphics, 'graphics');
56
- assert.defined(scene, 'scene');
57
-
58
- this.#graphics = graphics;
59
- this.#scene = scene;
60
-
61
- this.dependencies = [ShadedGeometry, Transform64];
62
- }
63
-
64
- async startup(entityManager) {
65
- this.entityManager = entityManager;
66
- }
67
-
68
- async shutdown(entityManager) {
69
- for (const entity of Array.from(this.#entries.keys())) {
70
- this.#drop(entity);
71
- }
72
- }
73
-
74
- /**
75
- * @param {ShadedGeometry} geometry
76
- * @param {Transform64} transform
77
- * @param {number} entity
78
- */
79
- link(geometry, transform, entity) {
80
- const node = new Mesh();
81
-
82
- node.geometry = geometry.geometry;
83
- node.material = geometry.material;
84
-
85
- /*
86
- The row takes the entity's name when it has one. Nothing draws differently for it — what it
87
- buys is that a walk over what is in the scene still answers with the names the model file
88
- gave its nodes, which is what `MeshSystem.traverse_meshes` has always yielded and what
89
- makes a scene readable in a debugger.
90
- */
91
- const name = this.entityManager.dataset.getComponent(entity, Name);
92
-
93
- if (name !== undefined && name !== null) {
94
- node.name = name.getValue();
95
- }
96
-
97
- const bindings = [];
98
-
99
- // placed when the transform moves rather than on a poll, which is the bargain `MeshSystem`
100
- // makes for the same reason: an entity that has not moved costs nothing downstream either
101
- const place = () => this.#place(entity, transform);
102
-
103
- // One dataset listener replaces the three sub-object signals a Transform used to carry.
104
- // Coarser - it wakes on any change to the transform rather than on a named channel - and
105
- // that is the trade: the placement reads the whole transform anyway.
106
- this.entityManager.dataset.addEntityEventListener(
107
- entity, TRANSFORM64_EVENT_CHANGE, place
108
- );
109
-
110
- this.#entries.set(entity, { node, bindings, on_transform_changed: place });
111
-
112
- // the component carries its own row, so anything holding the component can ask where the
113
- // primitive ended up without going through this system
114
- geometry.node = node;
115
-
116
- this.#scene.add(node);
117
-
118
- this.#place(entity, transform);
119
- }
120
-
121
- /**
122
- * @param {ShadedGeometry} geometry
123
- * @param {Transform64} transform
124
- * @param {number} entity
125
- */
126
- unlink(geometry, transform, entity) {
127
- geometry.node = null;
128
-
129
- this.#drop(entity);
130
- }
131
-
132
- /**
133
- * @param {number} entity
134
- * @param {Transform64} transform
135
- */
136
- #place(entity, transform) {
137
- const entry = this.#entries.get(entity);
138
-
139
- if (entry === undefined) {
140
- return;
141
- }
142
-
143
- entry.node.transform_local.copy(transform);
144
-
145
- // recomputes `transform_global` and bumps the version the scene database reads to decide
146
- // what to upload
147
- entry.node.updateMatrices();
148
- }
149
-
150
- /**
151
- * @param {number} entity
152
- */
153
- #drop(entity) {
154
- const entry = this.#entries.get(entity);
155
-
156
- if (entry === undefined) {
157
- return;
158
- }
159
-
160
- for (const binding of entry.bindings) {
161
- binding.unlink();
162
- }
163
-
164
- if (entry.on_transform_changed !== undefined) {
165
- this.entityManager.dataset.removeEntityEventListener(
166
- entity, TRANSFORM64_EVENT_CHANGE, entry.on_transform_changed
167
- );
168
- }
169
-
170
- this.#scene.remove(entry.node);
171
-
172
- this.#entries.delete(entity);
173
- }
174
- }
1
+ import { assert } from "../../core/assert.js";
2
+ import { System } from "../ecs/System.js";
3
+ import { Transform64 } from "../ecs/transform/Transform64.js";
4
+ import { TRANSFORM64_EVENT_CHANGE } from "../ecs/transform/TRANSFORM64_EVENT_CHANGE.js";
5
+ import { TRANSFORM_ATTACHMENT_EVENT_CHANGE } from "../ecs/transform-attachment/TRANSFORM_ATTACHMENT_EVENT_CHANGE.js";
6
+ import { SHADED_GEOMETRY_EVENT_CHANGE } from "../graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js";
7
+ import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
8
+ import { ShadedGeometryFlags } from "../graphics/ecs/mesh-v2/ShadedGeometryFlags.js";
9
+
10
+ /**
11
+ * @typedef {import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
12
+ * @typedef {import("./GraphicsEngine.js").GraphicsEngine} GraphicsEngine
13
+ * @typedef {import("../../shade/renderer/scene/Scene.js").Scene} Scene
14
+ */
15
+
16
+ /**
17
+ * One primitive's place in the scene database, and what is listening on its behalf.
18
+ */
19
+ class Entry {
20
+ /**
21
+ * @type {number}
22
+ */
23
+ entity = -1;
24
+
25
+ /**
26
+ * @type {ShadedGeometry}
27
+ */
28
+ geometry = null;
29
+
30
+ /**
31
+ * The GPU context the entity's rows are held in, or null while there is no device — before
32
+ * the first start, and again after a stop.
33
+ *
34
+ * @type {GPUSceneContext|null}
35
+ */
36
+ context = null;
37
+
38
+ /**
39
+ * @type {function(): void}
40
+ */
41
+ on_world_changed = null;
42
+
43
+ /**
44
+ * @type {function(): void}
45
+ */
46
+ on_local_changed = null;
47
+ }
48
+
49
+ /**
50
+ * Gives one primitive its rows in the scene database, and keeps them where the entity says.
51
+ *
52
+ * **The component and the row are the same shape, which is the whole reason this system is short.**
53
+ * `ShadedGeometry` is a geometry, a material and a flat transform — *"not a hierarchical data
54
+ * structure"*, in its own docblock — and a `meshes` row is a geometry, a material and the
55
+ * `transforms` row it draws under. The entity is both rows, at `entity + 1`: the system
56
+ * `attach_mesh`es it and marks it when the entity moves, and the scene database's flush writes what
57
+ * the CPU owns.
58
+ *
59
+ * **What it is not is a model.** A model file is many primitives arranged in a hierarchy, and in an
60
+ * ECS a hierarchy is entities — one per node, attached to their parents, each carrying its own
61
+ * `ShadedGeometry` where it draws. `MeshSystem` is the layer that spawns a loaded file as those
62
+ * entities (a prefab); this system never sees the file, only the primitives that came out of it,
63
+ * and cannot tell them from primitives some tool built by hand. A primitive a skin deforms says so
64
+ * on its component ({@link ShadedGeometryFlags.Skinned}) and draws a per-instance clone the
65
+ * skinning pass writes; the skin itself is the model's business.
66
+ *
67
+ * **Rows need a device.** A primitive linked before the renderer has started, or after it has been
68
+ * replaced, waits: {@link update} notices the scene's GPU context arriving or changing and attaches
69
+ * everything it holds to it. Nothing about the entity is lost meanwhile — the component and the
70
+ * transform are the truth, and the rows are written from them.
71
+ */
72
+ export class ShadedGeometrySystem extends System {
73
+ /**
74
+ * @type {GraphicsEngine}
75
+ */
76
+ #graphics;
77
+
78
+ /**
79
+ * @type {Scene}
80
+ */
81
+ #scene;
82
+
83
+ /**
84
+ * @type {Map<number, Entry>}
85
+ */
86
+ #entries = new Map();
87
+
88
+ /**
89
+ * Shade's GPU state for {@link scene}, as of the last {@link update}. A change means every
90
+ * row this system held is void and every primitive is attached again.
91
+ *
92
+ * @type {GPUSceneContext|null}
93
+ */
94
+ #context = null;
95
+
96
+ /**
97
+ * Entries not yet attached to {@link #context} — linked while there was no device, or since a
98
+ * restart. A queue rather than a scan, because the answer is almost always "nothing to do".
99
+ *
100
+ * @type {Entry[]}
101
+ */
102
+ #unattached = [];
103
+
104
+ /**
105
+ * @param {GraphicsEngine} graphics
106
+ * @param {Scene} scene
107
+ */
108
+ constructor(graphics, scene) {
109
+ super();
110
+
111
+ assert.defined(graphics, 'graphics');
112
+ assert.defined(scene, 'scene');
113
+
114
+ this.#graphics = graphics;
115
+ this.#scene = scene;
116
+
117
+ this.dependencies = [ShadedGeometry, Transform64];
118
+ }
119
+
120
+ /**
121
+ * @returns {Scene}
122
+ */
123
+ get scene() {
124
+ return this.#scene;
125
+ }
126
+
127
+ async startup(entityManager) {
128
+ this.entityManager = entityManager;
129
+
130
+ // the scene's rows are this dataset's entities; the first system to place one says so
131
+ const dataset = entityManager.dataset;
132
+ const scene = this.#scene;
133
+
134
+ assert.ok(
135
+ scene.dataset === null || scene.dataset === undefined || scene.dataset === dataset,
136
+ 'the scene is bound to another dataset'
137
+ );
138
+
139
+ scene.dataset = dataset;
140
+ }
141
+
142
+ async shutdown(entityManager) {
143
+ for (const entity of Array.from(this.#entries.keys())) {
144
+ this.#drop(entity);
145
+ }
146
+
147
+ this.#context = null;
148
+ this.#unattached.length = 0;
149
+ }
150
+
151
+ /**
152
+ * Attach what arrived since the last frame, and everything again after a renderer restart.
153
+ *
154
+ * @param {number} time_delta_seconds
155
+ */
156
+ update(time_delta_seconds) {
157
+ const context = this.#graphics.scene_context(this.#scene);
158
+
159
+ if (context === null) {
160
+ // No device — before the first start, or after a stop. Nothing holds rows while this
161
+ // holds, and the next context to arrive is a change like any other.
162
+ return;
163
+ }
164
+
165
+ if (context !== this.#context) {
166
+ this.#context = context;
167
+
168
+ const waiting = this.#unattached;
169
+
170
+ waiting.length = 0;
171
+
172
+ for (const entry of this.#entries.values()) {
173
+ entry.context = null;
174
+
175
+ waiting.push(entry);
176
+ }
177
+ }
178
+
179
+ const waiting = this.#unattached;
180
+
181
+ for (let i = 0; i < waiting.length; i++) {
182
+ this.#attach(waiting[i], context);
183
+ }
184
+
185
+ waiting.length = 0;
186
+ }
187
+
188
+ /**
189
+ * @param {ShadedGeometry} geometry
190
+ * @param {Transform64} transform
191
+ * @param {number} entity
192
+ */
193
+ link(geometry, transform, entity) {
194
+ // the component's own bounds query reads the transform through this
195
+ geometry.__c_transform = transform;
196
+ geometry.__entity = entity;
197
+
198
+ const entry = new Entry();
199
+
200
+ entry.entity = entity;
201
+ entry.geometry = geometry;
202
+
203
+ // Marked when the entity moves rather than placed on a poll: an entity that has not moved
204
+ // costs nothing, which is the same bargain the scene database makes downstream. A
205
+ // Transform64 has no signals of its own, so the announcement comes from the dataset. The
206
+ // world event says the entity's pose moved; the attachment event says its offset from its
207
+ // parent did — which is what its row holds when the parent has a row of its own.
208
+ entry.on_world_changed = () => {
209
+ if (entry.context !== null) {
210
+ entry.context.rows.mark_world(entity);
211
+ }
212
+ };
213
+
214
+ entry.on_local_changed = () => {
215
+ if (entry.context !== null) {
216
+ entry.context.rows.mark_local(entity);
217
+ }
218
+ };
219
+
220
+ // The component changed in place — a material swapped, most often — and the row is
221
+ // rewritten from it. Same geometry, same clone: a skinned primitive fading out keeps the
222
+ // vertex region the skinning pass is deforming.
223
+ entry.on_changed = () => {
224
+ if (entry.context !== null) {
225
+ this.#attach(entry, entry.context);
226
+ }
227
+ };
228
+
229
+ const dataset = this.entityManager.dataset;
230
+
231
+ dataset.addEntityEventListener(entity, TRANSFORM64_EVENT_CHANGE, entry.on_world_changed);
232
+ dataset.addEntityEventListener(entity, TRANSFORM_ATTACHMENT_EVENT_CHANGE, entry.on_local_changed);
233
+ dataset.addEntityEventListener(entity, SHADED_GEOMETRY_EVENT_CHANGE, entry.on_changed);
234
+
235
+ this.#entries.set(entity, entry);
236
+
237
+ const context = this.#context;
238
+
239
+ if (context !== null && context === this.#graphics.scene_context(this.#scene)) {
240
+ this.#attach(entry, context);
241
+ } else {
242
+ this.#unattached.push(entry);
243
+ }
244
+ }
245
+
246
+ /**
247
+ * @param {ShadedGeometry} geometry
248
+ * @param {Transform64} transform
249
+ * @param {number} entity
250
+ */
251
+ unlink(geometry, transform, entity) {
252
+ geometry.__c_transform = null;
253
+ geometry.__entity = -1;
254
+
255
+ this.#drop(entity);
256
+ }
257
+
258
+ /**
259
+ * Give the primitive its rows in a context.
260
+ *
261
+ * @param {Entry} entry
262
+ * @param {GPUSceneContext} context
263
+ */
264
+ #attach(entry, context) {
265
+ const geometry = entry.geometry;
266
+
267
+ context.rows.attach_mesh(
268
+ entry.entity,
269
+ geometry.geometry,
270
+ geometry.material,
271
+ geometry.getFlag(ShadedGeometryFlags.Skinned)
272
+ );
273
+
274
+ entry.context = context;
275
+ }
276
+
277
+ /**
278
+ * @param {number} entity
279
+ */
280
+ #drop(entity) {
281
+ const entry = this.#entries.get(entity);
282
+
283
+ if (entry === undefined) {
284
+ return;
285
+ }
286
+
287
+ this.#entries.delete(entity);
288
+
289
+ const dataset = this.entityManager.dataset;
290
+
291
+ dataset.removeEntityEventListener(entity, TRANSFORM64_EVENT_CHANGE, entry.on_world_changed);
292
+ dataset.removeEntityEventListener(entity, TRANSFORM_ATTACHMENT_EVENT_CHANGE, entry.on_local_changed);
293
+ dataset.removeEntityEventListener(entity, SHADED_GEOMETRY_EVENT_CHANGE, entry.on_changed);
294
+
295
+ const waiting = this.#unattached.indexOf(entry);
296
+
297
+ if (waiting !== -1) {
298
+ this.#unattached.splice(waiting, 1);
299
+ }
300
+
301
+ // A context that has been replaced took its rows with it; only the one that is running
302
+ // is handed anything back.
303
+ if (entry.context !== null && entry.context === this.#graphics.scene_context(this.#scene)) {
304
+ entry.context.rows.detach_mesh(entity);
305
+ }
306
+
307
+ entry.context = null;
308
+ }
309
+ }
@@ -1,10 +1,12 @@
1
1
  /**
2
- * Draws terrain under Shade: each built tile becomes one meshlet-encoded mesh in the scene, and a
3
- * pass after the opaque geometry textures the lot.
2
+ * Draws terrain under Shade: each built tile becomes one entity that draws — a `ShadedGeometry`
3
+ * over the tile's meshlets, standing where the terrain entity stands, owned by it and never saved
4
+ * — and a pass after the opaque geometry textures the lot. The system that owns primitives puts
5
+ * the tile in the scene's rows; this one makes and keeps the entity.
4
6
  *
5
7
  * **The tile is the unit, not the terrain.** Tiles are built on demand as the camera sees them and
6
8
  * destroyed as it leaves, which is the streaming the tile manager already does; this system follows
7
- * that with scene membership rather than deciding anything about it.
9
+ * that with entities rather than deciding anything about it.
8
10
  *
9
11
  * **Tile vertices are already in terrain space** — the height-field builder positions each tile
10
12
  * within the whole grid rather than at its own origin — so every tile mesh carries the terrain
@@ -24,7 +26,8 @@
24
26
  export class TerrainSystem extends System<any> {
25
27
  /**
26
28
  * @param {GraphicsEngine} graphics
27
- * @param {Scene} scene
29
+ * @param {Scene} scene the scene the profile draws; a tile is an entity in its rows, put there
30
+ * by the system that owns primitives, so this one keeps nothing of the scene itself
28
31
  * @param {AssetManager} assetManager
29
32
  */
30
33
  constructor(graphics: GraphicsEngine, scene: Scene, assetManager: AssetManager);
@@ -43,16 +46,21 @@ export class TerrainSystem extends System<any> {
43
46
  unlink(terrain: Terrain, entity: number): void;
44
47
  update(timeDelta: any): void;
45
48
  /**
46
- * Everything the splat pass draws one terrain from, assembled against the scene that will be
47
- * asked for the rows. What the pass consumes and what a gate inspects are deliberately the
48
- * same object — the same reason `DecalSystem` exposes its packed records.
49
+ * The entities a terrain's built tiles are.
50
+ *
51
+ * @param {number} entity the terrain entity
52
+ * @returns {Int32Array}
53
+ */
54
+ tiles_of(entity: number): Int32Array;
55
+ /**
56
+ * Everything the splat pass draws one terrain from. What the pass consumes and what a gate
57
+ * inspects are deliberately the same object — the same reason `DecalSystem` exposes its
58
+ * packed records.
49
59
  *
50
60
  * @param {number} entity
51
- * @param {GPUSceneContext} scene
52
- * @returns {object|null} `null` when this terrain has nothing on screen to texture — no tiles
53
- * built, or none of them in the scene database yet
61
+ * @returns {object|null} `null` when this terrain has nothing to texture — no tiles built
54
62
  */
55
- splat_frame(entity: number, scene: GPUSceneContext): object | null;
63
+ splat_frame(entity: number): object | null;
56
64
  /**
57
65
  * @param {FrameContext} frame
58
66
  */
@@ -1 +1 @@
1
- {"version":3,"file":"TerrainSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/TerrainSystem.js"],"names":[],"mappings":"AA0CA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IAiCI;;;;OAIG;IACH,gFAUC;IA/CD,iCAAyB;IAiDzB,2CAQC;IAED,4CAUC;IAED;;;OAGG;IACH,cAHW,OAAO,UACP,MAAM,QA2DhB;IAED;;;OAGG;IACH,gBAHW,OAAO,UACP,MAAM,QAMhB;IAED,6BA0BC;IAoLD;;;;;;;;;OASG;IACH,oBALW,MAAM,2BAEJ,MAAM,GAAC,IAAI,CA2FvB;IAED;;OAEG;IACH,kCAaC;;CACJ;AAED;;;;;;GAMG;AACH;IAUI;;OAEG;IACH,oBAFW,aAAa,EAMvB;IAED,yBAEC;;CACJ;uBA3iBsB,kBAAkB;oBACrB,+BAA+B;gCASnB,mDAAmD"}
1
+ {"version":3,"file":"TerrainSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/TerrainSystem.js"],"names":[],"mappings":"AAsDA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IA0BI;;;;;OAKG;IACH,gFASC;IAxCD,iCAAyB;IA0CzB,2CAQC;IAED,4CAUC;IAED;;;OAGG;IACH,cAHW,OAAO,UACP,MAAM,QA2DhB;IAED;;;OAGG;IACH,gBAHW,OAAO,UACP,MAAM,QAMhB;IAED,6BA0BC;IAqFD;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,UAAU,CAUtB;IAiID;;;;;;;OAOG;IACH,oBAHW,MAAM,GACJ,MAAM,GAAC,IAAI,CAsFvB;IAED;;OAEG;IACH,kCAaC;;CACJ;AAED;;;;;;GAMG;AACH;IAUI;;OAEG;IACH,oBAFW,aAAa,EAMvB;IAED,yBAEC;;CACJ;uBA5lBsB,kBAAkB;oBACrB,+BAA+B;gCAcnB,mDAAmD"}