@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
@@ -11,15 +11,19 @@ import { System } from "../ecs/System.js";
11
11
  import Terrain from "../ecs/terrain/ecs/Terrain.js";
12
12
  import { TerrainFlags } from "../ecs/terrain/ecs/TerrainFlags.js";
13
13
  import { tile_geometry_to_meshlets } from "../ecs/terrain/tiles/tile_geometry_to_meshlets.js";
14
+ import { SerializationMetadata } from "../ecs/components/SerializationMetadata.js";
15
+ import { Name } from "../ecs/name/Name.js";
16
+ import { ParentEntity } from "../ecs/parent/ParentEntity.js";
14
17
  import { Transform64 } from "../ecs/transform/Transform64.js";
18
+ import { t64_announce_change } from "../ecs/transform/t64_announce_change.js";
15
19
  import { t64_equals_components } from "../ecs/transform/t64_equals_components.js";
20
+ import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
16
21
  import { sampler2d_ensure_uint8_RGBA } from "../graphics/texture/sampler/sampler2d_ensure_uint8_RGBA.js";
17
22
  import { Sampler2D } from "../graphics/texture/sampler/Sampler2D.js";
18
23
  import { WHITE_PIXEL_DATA_URL } from "../graphics/WHITE_PIXEL_DATA_URL.js";
19
24
  import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
20
25
  import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
21
26
  import { StandardShadeMaterial } from "../../shade/renderer/material/StandardShadeMaterial.js";
22
- import { Mesh } from "../../shade/renderer/scene/Mesh.js";
23
27
  import { GPUTerrainSplatRenderer } from "./terrain/GPUTerrainSplatRenderer.js";
24
28
  import { pack_terrain_row_table } from "./terrain/pack_terrain_row_table.js";
25
29
 
@@ -41,12 +45,22 @@ const WHITE_SPRITE = Sampler2D.uint8(4, 1, 1);
41
45
  WHITE_SPRITE.data.fill(255);
42
46
 
43
47
  /**
44
- * Draws terrain under Shade: each built tile becomes one meshlet-encoded mesh in the scene, and a
45
- * pass after the opaque geometry textures the lot.
48
+ * What a tile entity carries. Registered on the dataset the first time a tile is spawned, which is
49
+ * idempotent; a terrain may well be the first thing in a level to draw.
50
+ *
51
+ * @type {Function[]}
52
+ */
53
+ const TILE_COMPONENT_TYPES = [Transform64, ShadedGeometry, Name, ParentEntity, SerializationMetadata];
54
+
55
+ /**
56
+ * Draws terrain under Shade: each built tile becomes one entity that draws — a `ShadedGeometry`
57
+ * over the tile's meshlets, standing where the terrain entity stands, owned by it and never saved
58
+ * — and a pass after the opaque geometry textures the lot. The system that owns primitives puts
59
+ * the tile in the scene's rows; this one makes and keeps the entity.
46
60
  *
47
61
  * **The tile is the unit, not the terrain.** Tiles are built on demand as the camera sees them and
48
62
  * destroyed as it leaves, which is the streaming the tile manager already does; this system follows
49
- * that with scene membership rather than deciding anything about it.
63
+ * that with entities rather than deciding anything about it.
50
64
  *
51
65
  * **Tile vertices are already in terrain space** — the height-field builder positions each tile
52
66
  * within the whole grid rather than at its own origin — so every tile mesh carries the terrain
@@ -76,13 +90,6 @@ export class TerrainSystem extends System {
76
90
  */
77
91
  #extension = null;
78
92
 
79
- /**
80
- * The scene this system writes into, received rather than created so terrain, meshes and lights
81
- * all land in the one the facade draws.
82
- *
83
- * @type {Scene}
84
- */
85
- #scene;
86
93
 
87
94
  /**
88
95
  * @type {AssetManager}
@@ -90,15 +97,16 @@ export class TerrainSystem extends System {
90
97
  #assetManager;
91
98
 
92
99
  /**
93
- * What each terrain entity has in the scene.
100
+ * What each terrain entity has spawned.
94
101
  *
95
- * @type {Map<number, {terrain: Terrain, material: StandardShadeMaterial, meshes: Map<TerrainTile, Mesh>, bindings: SignalBinding[]}>}
102
+ * @type {Map<number, {terrain: Terrain, material: StandardShadeMaterial, tiles: Map<TerrainTile, number>, bindings: SignalBinding[]}>}
96
103
  */
97
104
  #entries = new Map();
98
105
 
99
106
  /**
100
107
  * @param {GraphicsEngine} graphics
101
- * @param {Scene} scene
108
+ * @param {Scene} scene the scene the profile draws; a tile is an entity in its rows, put there
109
+ * by the system that owns primitives, so this one keeps nothing of the scene itself
102
110
  * @param {AssetManager} assetManager
103
111
  */
104
112
  constructor(graphics, scene, assetManager) {
@@ -109,7 +117,6 @@ export class TerrainSystem extends System {
109
117
  assert.defined(assetManager, 'assetManager');
110
118
 
111
119
  this.#graphics = graphics;
112
- this.#scene = scene;
113
120
  this.#assetManager = assetManager;
114
121
  }
115
122
 
@@ -153,7 +160,7 @@ export class TerrainSystem extends System {
153
160
  splat shader forced.
154
161
  */
155
162
  material: new StandardShadeMaterial(),
156
- meshes: new Map(),
163
+ tiles: new Map(),
157
164
  bindings: [],
158
165
  renderer: new GPUTerrainSplatRenderer(),
159
166
  /**
@@ -276,29 +283,63 @@ export class TerrainSystem extends System {
276
283
  return;
277
284
  }
278
285
 
279
- if (entry.meshes.has(tile)) {
286
+ if (entry.tiles.has(tile)) {
280
287
  // a rebuilt tile replaces what it had rather than accumulating
281
288
  this.#remove_tile(entity, tile);
282
289
  }
283
290
 
291
+ const name = `terrain tile ${tile.gridPosition.x},${tile.gridPosition.y}`;
292
+
284
293
  const geometry = tile_geometry_to_meshlets({
285
294
  vertices: tile.vertices,
286
295
  normals: tile.normals,
287
296
  uvs: tile.uvs,
288
297
  indices: tile.indices
289
- }, `terrain tile ${tile.gridPosition.x},${tile.gridPosition.y}`);
298
+ }, name);
290
299
 
291
- const mesh = Mesh.from(geometry, entry.material);
300
+ const ecd = this.entityManager.dataset;
292
301
 
293
- entry.meshes.set(tile, mesh);
302
+ ecd.registerManyComponentTypes(TILE_COMPONENT_TYPES);
294
303
 
295
- this.#scene.add(mesh);
304
+ /*
305
+ The tile stands where the terrain stands: the world pose is copied rather than attached,
306
+ because a terrain may be linked before it has a transform at all and is placed on a poll
307
+ ({@link update}) for that reason. Owned by the terrain entity, so a lifetime system takes
308
+ it down with the terrain; transient, because it is built from the terrain on load.
309
+ */
310
+ const tile_entity = ecd.createEntity();
296
311
 
297
- const ecd = this.entityManager === null ? null : this.entityManager.dataset;
312
+ const placement = new Transform64();
313
+ const transform = ecd.getComponent(entity, Transform64);
314
+
315
+ if (transform !== undefined) {
316
+ placement.copy(transform);
317
+ placement.updateMatrix();
318
+ }
319
+
320
+ ecd.addComponentToEntity(tile_entity, SerializationMetadata.Transient);
321
+ ecd.addComponentToEntity(tile_entity, ParentEntity.from(entity));
322
+ ecd.addComponentToEntity(tile_entity, new Name(name));
323
+ ecd.addComponentToEntity(tile_entity, placement);
324
+ ecd.addComponentToEntity(tile_entity, ShadedGeometry.from(geometry, entry.material));
325
+
326
+ entry.tiles.set(tile, tile_entity);
327
+ }
328
+
329
+ /**
330
+ * The entities a terrain's built tiles are.
331
+ *
332
+ * @param {number} entity the terrain entity
333
+ * @returns {Int32Array}
334
+ */
335
+ tiles_of(entity) {
336
+ const entry = this.#entries.get(entity);
298
337
 
299
- if (ecd !== null) {
300
- this.#place(entity, ecd.getComponent(entity, Transform64));
338
+ if (entry === undefined) {
339
+ return new Int32Array(0);
301
340
  }
341
+
342
+ return Int32Array.from(entry.tiles.values());
302
343
  }
303
344
 
304
345
  /**
@@ -312,15 +353,19 @@ export class TerrainSystem extends System {
312
353
  return;
313
354
  }
314
355
 
315
- const mesh = entry.meshes.get(tile);
356
+ const tile_entity = entry.tiles.get(tile);
316
357
 
317
- if (mesh === undefined) {
358
+ if (tile_entity === undefined) {
318
359
  return;
319
360
  }
320
361
 
321
- this.#scene.remove(mesh);
362
+ entry.tiles.delete(tile);
363
+
364
+ const ecd = this.entityManager.dataset;
322
365
 
323
- entry.meshes.delete(tile);
366
+ if (ecd.entityExists(tile_entity)) {
367
+ ecd.removeEntity(tile_entity);
368
+ }
324
369
  }
325
370
 
326
371
  /**
@@ -338,23 +383,27 @@ export class TerrainSystem extends System {
338
383
  return;
339
384
  }
340
385
 
341
- for (const mesh of entry.meshes.values()) {
386
+ const ecd = this.entityManager.dataset;
387
+
388
+ for (const tile_entity of entry.tiles.values()) {
389
+ const placement = ecd.getComponent(tile_entity, Transform64);
390
+
342
391
  /*
343
392
  A tile already standing where it belongs is left alone, and it is the common case:
344
393
  {@link update} places on a poll rather than on the entity's transform signals, because a
345
- terrain may be linked before it has a `Transform` at all. `updateMatrices` bumps a
346
- version whether or not anything moved, and downstream that version is what makes the
347
- scene database upload a row and the top-level acceleration structure rebuild itself —
348
- a whole-tree treelet optimisation and a fresh GPU buffer, once a frame, for a ground
349
- that has not moved since the level loaded (E19).
394
+ terrain may be linked before it has a `Transform` at all. An announcement is what
395
+ makes the scene's rows rewrite the tile's row and the top-level acceleration structure
396
+ refit — once a frame, for a ground that has not moved since the level loaded, is what
397
+ the poll used to cost before it compared (E19).
350
398
  */
351
- if (t64_equals_components(mesh.transform_local, transform)) {
399
+ if (t64_equals_components(placement, transform)) {
352
400
  continue;
353
401
  }
354
402
 
355
- mesh.transform_local.copy(transform);
403
+ placement.copy(transform);
404
+ placement.updateMatrix();
356
405
 
357
- mesh.updateMatrices();
406
+ t64_announce_change(ecd, tile_entity);
358
407
  }
359
408
  }
360
409
 
@@ -372,10 +421,16 @@ export class TerrainSystem extends System {
372
421
  entry.bindings[i].unlink();
373
422
  }
374
423
 
375
- for (const mesh of entry.meshes.values()) {
376
- this.#scene.remove(mesh);
424
+ const ecd = this.entityManager.dataset;
425
+
426
+ for (const tile_entity of entry.tiles.values()) {
427
+ if (ecd.entityExists(tile_entity)) {
428
+ ecd.removeEntity(tile_entity);
429
+ }
377
430
  }
378
431
 
432
+ entry.tiles.clear();
433
+
379
434
  entry.renderer.destroy();
380
435
 
381
436
  this.#entries.delete(entity);
@@ -415,30 +470,24 @@ export class TerrainSystem extends System {
415
470
  }
416
471
 
417
472
  /**
418
- * Everything the splat pass draws one terrain from, assembled against the scene that will be
419
- * asked for the rows. What the pass consumes and what a gate inspects are deliberately the
420
- * same object — the same reason `DecalSystem` exposes its packed records.
473
+ * Everything the splat pass draws one terrain from. What the pass consumes and what a gate
474
+ * inspects are deliberately the same object — the same reason `DecalSystem` exposes its
475
+ * packed records.
421
476
  *
422
477
  * @param {number} entity
423
- * @param {GPUSceneContext} scene
424
- * @returns {object|null} `null` when this terrain has nothing on screen to texture — no tiles
425
- * built, or none of them in the scene database yet
478
+ * @returns {object|null} `null` when this terrain has nothing to texture — no tiles built
426
479
  */
427
- splat_frame(entity, scene) {
480
+ splat_frame(entity) {
428
481
  const entry = this.#entries.get(entity);
429
482
 
430
- if (entry === undefined || entry.meshes.size === 0) {
483
+ if (entry === undefined || entry.tiles.size === 0) {
431
484
  return null;
432
485
  }
433
486
 
434
- const packed = pack_terrain_row_table({ meshes: entry.meshes, scene, table: entry.rows });
487
+ const packed = pack_terrain_row_table({ tiles: entry.tiles, table: entry.rows });
435
488
 
436
489
  entry.rows = packed.table;
437
490
 
438
- if (packed.size === 0) {
439
- return null;
440
- }
441
-
442
491
  const terrain = entry.terrain;
443
492
 
444
493
  const invertible = m4_invert(entry.world_to_terrain, terrain.transform);
@@ -519,7 +568,7 @@ export class TerrainSystem extends System {
519
568
  */
520
569
  record(frame) {
521
570
  for (const entity of this.#entries.keys()) {
522
- const splat = this.splat_frame(entity, frame.view.scene);
571
+ const splat = this.splat_frame(entity);
523
572
 
524
573
  if (splat === null) {
525
574
  // nothing of this terrain on screen; the frame keeps the albedo it already had
@@ -1 +1 @@
1
- {"version":3,"file":"TooltipComponentSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/TooltipComponentSystem.js"],"names":[],"mappings":"AAgCA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IA0EI;;;;;;;OAOG;IACH;QANmC,QAAQ;QACR,QAAQ;QACT,OAAO;QACR,YAAY;QACX,OAAO;OAgBxC;IA/FD,0CAAkC;IAElC;;;;OAIG;IACH,eAFU,MAAM,CAEI;IAEpB;;;;;OAKG;IACH,iBAFU,SAAS,CAEM;IAkFzB;;;;OAIG;IACH,yBAEC;IAED,2CAMC;IAED,4CAMC;IAED;;;OAGG;IACH,gBAHW,gBAAgB,UAChB,MAAM,QAOhB;IAED,8BAyBC;;CAmHJ;uBAnUsB,kBAAkB;iCACR,oCAAoC;sBAL/C,iCAAiC"}
1
+ {"version":3,"file":"TooltipComponentSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/TooltipComponentSystem.js"],"names":[],"mappings":"AAuBA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IA0EI;;;;;;;OAOG;IACH;QANmC,QAAQ;QACR,QAAQ;QACT,OAAO;QACR,YAAY;QACX,OAAO;OAgBxC;IA/FD,0CAAkC;IAElC;;;;OAIG;IACH,eAFU,MAAM,CAEI;IAEpB;;;;;OAKG;IACH,iBAFU,SAAS,CAEM;IAkFzB;;;;OAIG;IACH,yBAEC;IAED,2CAMC;IAED,4CAMC;IAED;;;OAGG;IACH,gBAHW,gBAAgB,UAChB,MAAM,QAOhB;IAED,8BAyBC;;CAgHJ;uBAxTsB,kBAAkB;iCACR,oCAAoC;sBAJ/C,iCAAiC"}
@@ -1,7 +1,6 @@
1
1
  import { assert } from "../../core/assert.js";
2
2
  import Rectangle from "../../core/geom/2d/Rectangle.js";
3
3
  import { Vector2 } from "../../core/geom/Vector2.js";
4
- import Vector3 from "../../core/geom/Vector3.js";
5
4
  import { VisualTip } from "../../view/tooltip/VisualTip.js";
6
5
  import { System } from "../ecs/System.js";
7
6
  import { TooltipComponent } from "../ecs/tooltip/TooltipComponent.js";
@@ -13,15 +12,7 @@ import { PickingResult } from "./PickingResult.js";
13
12
  */
14
13
  const SCRATCH_POINT = new Vector2();
15
14
 
16
- /**
17
- * @type {Vector3}
18
- */
19
- const SCRATCH_ORIGIN = new Vector3();
20
15
 
21
- /**
22
- * @type {Vector3}
23
- */
24
- const SCRATCH_DIRECTION = new Vector3();
25
16
 
26
17
  /**
27
18
  * How far from the pointer, in pixels, the rectangle a tooltip is anchored to sits.
@@ -243,13 +234,10 @@ export class TooltipComponentSystem extends System {
243
234
 
244
235
  SCRATCH_POINT.set(position.x, position.y);
245
236
 
237
+ // clip space, x right and y up — the pick wants the fraction of the view, from the top left
246
238
  graphics.normalizeViewportPoint(SCRATCH_POINT, SCRATCH_POINT);
247
- graphics.viewportProjectionRay(
248
- SCRATCH_POINT.x, SCRATCH_POINT.y,
249
- SCRATCH_ORIGIN, SCRATCH_DIRECTION
250
- );
251
239
 
252
- const query = PickingQuery.from(SCRATCH_ORIGIN, SCRATCH_DIRECTION);
240
+ const query = PickingQuery.from_viewport((SCRATCH_POINT.x + 1) / 2, (1 - SCRATCH_POINT.y) / 2);
253
241
 
254
242
  this.#query_in_flight = true;
255
243
 
@@ -1 +1 @@
1
- {"version":3,"file":"Trail3DSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/Trail3DSystem.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IA0CI;;OAEG;IACH,sCAMC;IAlDD,sDAAsC;IAgCtC;;;;OAIG;IACH,8BAEC;IAaD,2CAIC;IAED,4CAWC;IAED;;;;OAIG;IACH,YAJW,OAAO,aACP,WAAW,UACX,MAAM,QAkBhB;IAED;;;;OAIG;IACH,cAJW,OAAO,aACP,WAAW,UACX,MAAM,QAiBhB;IAED,6BAYC;IAED;;OAEG;IACH,kCAeC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,aAAa,EAMvB;IAED,yBAEC;;CACJ;uBAnNsB,kBAAkB;4BACb,iCAAiC;oBAGzC,oCAAoC;iCALvB,gDAAgD;gCAJjD,mDAAmD"}
1
+ {"version":3,"file":"Trail3DSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/Trail3DSystem.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH;IA0CI;;OAEG;IACH,sCAMC;IAlDD,sDAAsC;IAgCtC;;;;OAIG;IACH,8BAEC;IAaD,2CAIC;IAED,4CAWC;IAED;;;;OAIG;IACH,YAJW,OAAO,aACP,WAAW,UACX,MAAM,QAgBhB;IAED;;;;OAIG;IACH,cAJW,OAAO,aACP,WAAW,UACX,MAAM,QAiBhB;IAED,6BAYC;IAED;;OAEG;IACH,kCAeC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,aAAa,EAMvB;IAED,yBAEC;;CACJ;uBAjNsB,kBAAkB;4BACb,iCAAiC;oBAGzC,oCAAoC;iCALvB,gDAAgD;gCAJjD,mDAAmD"}
@@ -123,12 +123,10 @@ export class Trail3DSystem extends System {
123
123
  seed_trail_tube(trail, transform);
124
124
  }
125
125
 
126
+ // the extrusion produces world-space vertices, and what the draw applies is the mesh's own
127
+ // transform, identity until moved
126
128
  const mesh = DynamicMesh.from(new Geometry());
127
129
 
128
- // the extrusion produces world-space vertices, so what the draw applies is identity — but a
129
- // node's world transform is derived and stays unset until it is asked for
130
- mesh.updateMatrices();
131
-
132
130
  trail_tube_write_geometry(mesh.geometry, trail.tube);
133
131
 
134
132
  this.#batch.add(mesh);
@@ -36,9 +36,9 @@ export class ClipListPlayer {
36
36
  * The entity's private copy of the model — where the clips named in the list are found, and
37
37
  * where their durations come from.
38
38
  *
39
- * @type {SceneBundleInstance}
39
+ * @type {PrefabInstance}
40
40
  */
41
- instance: SceneBundleInstance;
41
+ instance: PrefabInstance;
42
42
  /**
43
43
  * One per entry of {@link component}'s list, in the list's own order.
44
44
  *
@@ -62,9 +62,9 @@ export class ClipListPlayer {
62
62
  *
63
63
  * @param {number} entity
64
64
  * @param {EntityComponentDataset} ecd
65
- * @param {SceneBundleInstance} instance
65
+ * @param {PrefabInstance} instance
66
66
  */
67
- bind(entity: number, ecd: EntityComponentDataset, instance: SceneBundleInstance): void;
67
+ bind(entity: number, ecd: EntityComponentDataset, instance: PrefabInstance): void;
68
68
  /**
69
69
  * Advance every clock, say so when one runs out, and work out what the list therefore weighs.
70
70
  *
@@ -1 +1 @@
1
- {"version":3,"file":"ClipListPlayer.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/animation/ClipListPlayer.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAqDI;;;OAGG;IACH,uBAHW,SAAS,GACP,cAAc,CAU1B;IAhED;;;;;OAKG;IACH,WAFU,SAAS,CAEF;IAEjB;;;;;OAKG;IACH,8BAAgB;IAEhB;;;;OAIG;IACH,WAFU,YAAY,EAAE,CAET;IAEf;;;;;;;;OAQG;IACH,SAFU,YAAY,CAEQ;IAkC9B;;;;;;;;OAQG;IACH,aAJW,MAAM,oEAgBhB;IAED;;;;;;;OAOG;IACH,yBAFW,MAAM,QAMhB;;CAuHJ;6BArP4B,mBAAmB"}
1
+ {"version":3,"file":"ClipListPlayer.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/animation/ClipListPlayer.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAqDI;;;OAGG;IACH,uBAHW,SAAS,GACP,cAAc,CAU1B;IAhED;;;;;OAKG;IACH,WAFU,SAAS,CAEF;IAEjB;;;;;OAKG;IACH,yBAAgB;IAEhB;;;;OAIG;IACH,WAFU,YAAY,EAAE,CAET;IAEf;;;;;;;;OAQG;IACH,SAFU,YAAY,CAEQ;IAkC9B;;;;;;;;OAQG;IACH,aAJW,MAAM,+DAgBhB;IAED;;;;;;;OAOG;IACH,yBAFW,MAAM,QAMhB;;CAuHJ;6BArP4B,mBAAmB"}
@@ -37,7 +37,7 @@ export class ClipListPlayer {
37
37
  * The entity's private copy of the model — where the clips named in the list are found, and
38
38
  * where their durations come from.
39
39
  *
40
- * @type {SceneBundleInstance}
40
+ * @type {PrefabInstance}
41
41
  */
42
42
  instance = null;
43
43
 
@@ -98,7 +98,7 @@ export class ClipListPlayer {
98
98
  *
99
99
  * @param {number} entity
100
100
  * @param {EntityComponentDataset} ecd
101
- * @param {SceneBundleInstance} instance
101
+ * @param {PrefabInstance} instance
102
102
  */
103
103
  bind(entity, ecd, instance) {
104
104
  assert.isNonNegativeInteger(entity, 'entity');
@@ -2,12 +2,12 @@
2
2
  * Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
3
3
  * the visibility buffer writes.
4
4
  *
5
- * **The scene decides the indices, and each entry decides which of them are its own.** A highlight
6
- * is attached to an entity, and what that entity has in the scene depends on what kind of thing it
7
- * is — a model is many nodes the mesh system holds, a primitive is the one node its own component
8
- * carries. Neither is this function's business: an entry arrives already knowing how to walk to its
9
- * nodes, so the walk here is entry → nodes → rows and there is no kind to switch on. An entity
10
- * whose model has not loaded walks to nothing and needs no special case.
5
+ * **Each entry decides which rows are its own.** A highlight is attached to an entity, and what
6
+ * that entity draws depends on what kind of thing it is — a model is the primitive entities it
7
+ * spawned, a primitive is its own entity — and a mesh row is its entity plus one. Neither is this
8
+ * function's business: an entry arrives already knowing how to walk to its rows, so the walk here
9
+ * is entry → rows and there is no kind to switch on. An entity whose model has not loaded walks to
10
+ * nothing and needs no special case.
11
11
  *
12
12
  * **A row holds one colour.** Where two entries reach the same node — a highlighted model and a
13
13
  * separately highlighted primitive inside it — the later entry wins, which is link order. Nothing
@@ -19,18 +19,16 @@
19
19
  * is.
20
20
  *
21
21
  * @param {object} args
22
- * @param {Array<{highlight: Highlight, traverse: function(function(Mesh): void): void}>} args.entries
23
- * @param {GPUSceneContext} args.scene resolves a node to its row
22
+ * @param {Array<{highlight: Highlight, rows: function(function(number): void): void}>} args.entries
24
23
  * @param {Uint32Array} args.table reused between frames; replaced when it is too small
25
24
  * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
26
25
  * zero when nothing highlighted is in the scene
27
26
  */
28
- export function pack_highlight_table({ entries, scene, table }: {
27
+ export function pack_highlight_table({ entries, table }: {
29
28
  entries: Array<{
30
29
  highlight: Highlight;
31
- traverse: (arg0: (arg0: Mesh) => void) => void;
30
+ rows: (arg0: (arg0: number) => void) => void;
32
31
  }>;
33
- scene: GPUSceneContext;
34
32
  table: Uint32Array;
35
33
  }): {
36
34
  table: Uint32Array;
@@ -1 +1 @@
1
- {"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IAN+F,OAAO,EAA3F,MAAM;QAAC,SAAS,EAAE,SAAS,CAAC;QAAC,QAAQ,yBAA2B,IAAI,KAAG,IAAI,CAAA;KAAC,CAAC;IACvD,KAAK;IACT,KAAK,EAAvB,WAAW;IACT;IAAC,KAAK,EAAE,WAAW,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAqD9C"}
1
+ {"version":3,"file":"pack_highlight_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/pack_highlight_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH;IAL6F,OAAO,EAAzF,MAAM;QAAC,SAAS,EAAE,SAAS,CAAC;QAAC,IAAI,gBAAoB,MAAM,KAAG,IAAI,KAAG,IAAI,CAAA;KAAC,CAAC;IACzD,KAAK,EAAvB,WAAW;IACT;IAAC,KAAK,EAAE,WAAW,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CA+C9C"}
@@ -4,12 +4,12 @@ import { pack_highlight_color } from "./pack_highlight_color.js";
4
4
  * Build the lookup the outline shader reads: one packed colour per mesh row, addressed by the row
5
5
  * the visibility buffer writes.
6
6
  *
7
- * **The scene decides the indices, and each entry decides which of them are its own.** A highlight
8
- * is attached to an entity, and what that entity has in the scene depends on what kind of thing it
9
- * is — a model is many nodes the mesh system holds, a primitive is the one node its own component
10
- * carries. Neither is this function's business: an entry arrives already knowing how to walk to its
11
- * nodes, so the walk here is entry → nodes → rows and there is no kind to switch on. An entity
12
- * whose model has not loaded walks to nothing and needs no special case.
7
+ * **Each entry decides which rows are its own.** A highlight is attached to an entity, and what
8
+ * that entity draws depends on what kind of thing it is — a model is the primitive entities it
9
+ * spawned, a primitive is its own entity — and a mesh row is its entity plus one. Neither is this
10
+ * function's business: an entry arrives already knowing how to walk to its rows, so the walk here
11
+ * is entry → rows and there is no kind to switch on. An entity whose model has not loaded walks to
12
+ * nothing and needs no special case.
13
13
  *
14
14
  * **A row holds one colour.** Where two entries reach the same node — a highlighted model and a
15
15
  * separately highlighted primitive inside it — the later entry wins, which is link order. Nothing
@@ -21,13 +21,12 @@ import { pack_highlight_color } from "./pack_highlight_color.js";
21
21
  * is.
22
22
  *
23
23
  * @param {object} args
24
- * @param {Array<{highlight: Highlight, traverse: function(function(Mesh): void): void}>} args.entries
25
- * @param {GPUSceneContext} args.scene resolves a node to its row
24
+ * @param {Array<{highlight: Highlight, rows: function(function(number): void): void}>} args.entries
26
25
  * @param {Uint32Array} args.table reused between frames; replaced when it is too small
27
26
  * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and is
28
27
  * zero when nothing highlighted is in the scene
29
28
  */
30
- export function pack_highlight_table({ entries, scene, table }) {
29
+ export function pack_highlight_table({ entries, table }) {
31
30
  let highest = -1;
32
31
 
33
32
  /*
@@ -37,9 +36,7 @@ export function pack_highlight_table({ entries, scene, table }) {
37
36
  rather than over the scene.
38
37
  */
39
38
  for (let i = 0; i < entries.length; i++) {
40
- entries[i].traverse(node => {
41
- const row = scene.mesh_row_of(node);
42
-
39
+ entries[i].rows(row => {
43
40
  if (row > highest) {
44
41
  highest = row;
45
42
  }
@@ -67,12 +64,8 @@ export function pack_highlight_table({ entries, scene, table }) {
67
64
  continue;
68
65
  }
69
66
 
70
- entry.traverse(node => {
71
- const row = scene.mesh_row_of(node);
72
-
73
- if (row >= 0) {
74
- result[row] = packed;
75
- }
67
+ entry.rows(row => {
68
+ result[row] = packed;
76
69
  });
77
70
  }
78
71
 
@@ -7,9 +7,10 @@
7
7
  * so an outcome that depended on it would depend on frame pacing, and determinism and replay would
8
8
  * go with it: no GPU readback on a gameplay-affecting path.
9
9
  *
10
- * The pose is {@link pose_evaluate_world} over the clips the animation systems are driving: a pure
11
- * function of (clip set, time, weights), off the same clock the renderer is written from, which is
12
- * what keeps a socket on the mesh that is drawn.
10
+ * The named node is an entity of the model's instance, and the pose is {@link t64_evaluate_world}
11
+ * over its attachment chain and the clips the animation systems are driving: a pure function of
12
+ * (hierarchy, clip set, time, weights), off the same clock the renderer is written from, which is
13
+ * what keeps a socket on the mesh that is drawn — whether or not the GPU owns the joint's row.
13
14
  *
14
15
  * The result carries both its matrix and its components.
15
16
  *
@@ -1 +1 @@
1
- {"version":3,"file":"query_entity_node_world_pose.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/pose/query_entity_node_world_pose.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,yGANW,MAAM,aACN,MAAM,GACJ,OAAO,CAwCnB"}
1
+ {"version":3,"file":"query_entity_node_world_pose.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/pose/query_entity_node_world_pose.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,yGANW,MAAM,aACN,MAAM,GACJ,OAAO,CAwCnB"}