@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
@@ -1,55 +1,47 @@
1
- import { assert } from "../../core/assert.js";
2
- import { aabb3_array_combine } from "../../core/geom/3d/aabb/aabb3_array_combine.js";
3
-
4
- /**
5
- * The box a loaded model occupies, in the model's own space.
6
- *
7
- * **Matrices are refreshed here.** A `Mesh`'s `bounding_box` is its geometry's box projected
8
- * through its global transform, and a bundle handed straight off a loader has never had
9
- * {@link Node3D.updateMatrices} run on it — so asking for the bounds without refreshing them reads
10
- * whatever the loader left, which for a node under a transformed parent is the wrong box.
11
- *
12
- * A bundle with no geometry in it — a file that is all empties, or a scene that is only lights —
13
- * has no bounds, and that is what `false` says. `result` is untouched then.
14
- *
15
- * @param {AABB3} result
16
- * @param {SceneBundle} bundle
17
- * @returns {boolean} whether the bundle had any geometry to bound
18
- */
19
- export function shade_bundle_bounds(result, bundle) {
20
- assert.defined(result, 'result');
21
- assert.defined(bundle, 'bundle');
22
-
23
- let found = false;
24
-
25
- /**
26
- * @param {Mesh} node
27
- */
28
- function combine(node) {
29
- if (node.isMesh !== true) {
30
- // a grouping node carries no geometry, so it has no bounds of its own
31
- return;
32
- }
33
-
34
- const bounds = node.bounding_box;
35
-
36
- if (found) {
37
- aabb3_array_combine(result, 0, result, 0, bounds, 0);
38
- } else {
39
- result.setBounds(bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5]);
40
-
41
- found = true;
42
- }
43
- }
44
-
45
- const scenes = bundle.scenes;
46
-
47
- for (let i = 0; i < scenes.length; i++) {
48
- const root = scenes[i];
49
-
50
- root.updateMatrices();
51
- root.traverse(combine);
52
- }
53
-
54
- return found;
55
- }
1
+ import { assert } from "../../core/assert.js";
2
+ import { aabb3_array_combine } from "../../core/geom/3d/aabb/aabb3_array_combine.js";
3
+ import { aabb3_matrix4_project } from "../../core/geom/3d/aabb/aabb3_matrix4_project.js";
4
+
5
+ const SCRATCH_BOX = new Float64Array(6);
6
+
7
+ /**
8
+ * The box a loaded model occupies, in the model's own space: every primitive's geometry box
9
+ * under its node's world transform, composed here from the bundle's locals.
10
+ *
11
+ * A bundle with no geometry in it — a file that is all empties, or a scene that is only lights —
12
+ * has no bounds, and that is what `false` says. `result` is untouched then.
13
+ *
14
+ * @param {AABB3} result
15
+ * @param {SceneBundle} bundle
16
+ * @returns {boolean} whether the bundle had any geometry to bound
17
+ */
18
+ export function shade_bundle_bounds(result, bundle) {
19
+ assert.defined(result, 'result');
20
+ assert.defined(bundle, 'bundle');
21
+ assert.equal(bundle.isSceneBundle, true, 'bundle.isSceneBundle !== true');
22
+
23
+ const nodes = bundle.nodes;
24
+ const worlds = bundle.compute_world_matrices();
25
+
26
+ let found = false;
27
+
28
+ for (let i = 0; i < nodes.length; i++) {
29
+ const geometry = nodes[i].geometry;
30
+
31
+ if (geometry === null) {
32
+ // a grouping node carries no geometry, so it has no bounds of its own
33
+ continue;
34
+ }
35
+
36
+ aabb3_matrix4_project(SCRATCH_BOX, geometry.bounding_box, worlds[i]);
37
+
38
+ if (found) {
39
+ aabb3_array_combine(result, 0, result, 0, SCRATCH_BOX, 0);
40
+ } else {
41
+ result.setBounds(SCRATCH_BOX[0], SCRATCH_BOX[1], SCRATCH_BOX[2], SCRATCH_BOX[3], SCRATCH_BOX[4], SCRATCH_BOX[5]);
42
+ found = true;
43
+ }
44
+ }
45
+
46
+ return found;
47
+ }
@@ -0,0 +1,40 @@
1
+ /**
2
+ * Words a query occupies, on the way in and on the way back: a pixel's x and y going in, the mesh
3
+ * row and the depth's bit pattern coming out.
4
+ *
5
+ * @type {number}
6
+ */
7
+ export const PICKING_GATHER_STRIDE_WORDS: number;
8
+ /**
9
+ * The `x` of a query whose point is not on the view at all.
10
+ *
11
+ * A pick names a fraction of the view and a caller is free to ask outside it, so a query carries
12
+ * either a pixel or this. No pixel can collide with it: `maxTextureDimension2D` is nowhere near
13
+ * 2^32 - 1 in any WebGPU profile, so there is no view this is a column of.
14
+ *
15
+ * @type {number}
16
+ */
17
+ export const PICKING_QUERY_OFF_VIEW: number;
18
+ /**
19
+ * @type {number}
20
+ */
21
+ export const PICKING_GATHER_WORKGROUP_SIZE: number;
22
+ /**
23
+ * Reads the visibility buffer's mesh row and the frame's depth at a handful of pixels, into a
24
+ * buffer small enough to read back on a click.
25
+ *
26
+ * **A dispatch rather than a copy, twice over.** The obvious shape for this is
27
+ * `copyTextureToBuffer` of a 1x1 region per query, and it is not legal WebGPU for either texture.
28
+ * The visibility buffer is a render attachment the renderer never gave `COPY_SRC` — and should not
29
+ * have to, since the flag is for the whole frame and a pick happens on a click — while a depth
30
+ * format may not be sub-region copied **at all**: "if the format is a depth-or-stencil format [...]
31
+ * the subresource size is equal to size", so the only legal copy of a 1065x1668 depth buffer is all
32
+ * 7 MB of it. Both textures are already `TEXTURE_BINDING`, because the frame shades from them, and
33
+ * `textureLoad` has neither restriction.
34
+ *
35
+ * One thread per query. Nothing is sampled, filtered or interpolated: the answer has to be the row
36
+ * the rasterizer wrote at that exact pixel, which is what makes a pick as precise as the frame.
37
+ */
38
+ export const shader_picking_gather: ComputeShader;
39
+ import { ComputeShader } from "../../shade/renderer/shader/ComputeShader.js";
40
+ //# sourceMappingURL=shader_picking_gather.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_picking_gather.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/shader_picking_gather.js"],"names":[],"mappings":"AAWA;;;;;GAKG;AACH,0CAFU,MAAM,CAE6B;AAE7C;;;;;;;;GAQG;AACH,qCAFU,MAAM,CAEiC;AAEjD;;GAEG;AACH,4CAFU,MAAM,CAEgC;AAkEhD;;;;;;;;;;;;;;;GAeG;AACH,kDAIG;8BAnH2B,8CAA8C"}
@@ -0,0 +1,120 @@
1
+ import {
2
+ VIZ_BUFFER_INVALID_MESH_VALUE
3
+ } from "../../shade/renderer/rasterize/native/viz/VIZ_BUFFER_INVALID_MESH_VALUE.js";
4
+ import { CodeChunk } from "../../shade/renderer/shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shade/renderer/shader/ComputeShader.js";
6
+ import {
7
+ ShaderResourceSetDescriptor
8
+ } from "../../shade/renderer/shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { u32 } from "../../shade/renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
10
+ import { WebGPUArray } from "../../shade/renderer/shader/type/WebGPUArray.js";
11
+
12
+ /**
13
+ * Words a query occupies, on the way in and on the way back: a pixel's x and y going in, the mesh
14
+ * row and the depth's bit pattern coming out.
15
+ *
16
+ * @type {number}
17
+ */
18
+ export const PICKING_GATHER_STRIDE_WORDS = 2;
19
+
20
+ /**
21
+ * The `x` of a query whose point is not on the view at all.
22
+ *
23
+ * A pick names a fraction of the view and a caller is free to ask outside it, so a query carries
24
+ * either a pixel or this. No pixel can collide with it: `maxTextureDimension2D` is nowhere near
25
+ * 2^32 - 1 in any WebGPU profile, so there is no view this is a column of.
26
+ *
27
+ * @type {number}
28
+ */
29
+ export const PICKING_QUERY_OFF_VIEW = 0xFFFFFFFF;
30
+
31
+ /**
32
+ * @type {number}
33
+ */
34
+ export const PICKING_GATHER_WORKGROUP_SIZE = 64;
35
+
36
+ const resources = new ShaderResourceSetDescriptor();
37
+
38
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer
39
+ resources.setImmediate("query_count", u32);
40
+
41
+ resources.createGroup()
42
+ // The frame's visibility buffer — the `meshes` row the rasterizer wrote at each pixel — and the
43
+ // depth it wrote with it. Both are read as *bindings*, which is the whole reason this pass is a
44
+ // dispatch: see the note on {@link shader_picking_gather}.
45
+ .addTexture("viz_mesh", "uint")
46
+ .addTexture("viz_depth", "depth");
47
+
48
+ resources.createGroup()
49
+ // x, y per query; `PICKING_QUERY_OFF_VIEW` in x for a query that is off the view
50
+ .addStorageBuffer("queries", WebGPUArray.u32)
51
+ // mesh row, then the depth's bits, per query
52
+ .addStorageBuffer("results", WebGPUArray.u32, true);
53
+
54
+ const body = CodeChunk.from(
55
+ //language=WGSL
56
+ `
57
+ const PICKING_STRIDE : u32 = ${PICKING_GATHER_STRIDE_WORDS}u;
58
+ const PICKING_OFF_VIEW : u32 = ${PICKING_QUERY_OFF_VIEW}u;
59
+ const PICKING_VIZ_INVALID : u32 = ${VIZ_BUFFER_INVALID_MESH_VALUE}u;
60
+
61
+ @compute @workgroup_size(${PICKING_GATHER_WORKGROUP_SIZE},1,1)
62
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
63
+ let index = gid.x;
64
+
65
+ /*
66
+ The dispatch is sized to ceil(query_count / 64) workgroups, so the tail carries up to 63 idle
67
+ threads. Guarded on the immediate rather than on arrayLength: both buffers come from the
68
+ transient pool, which matches approximately, so their lengths are pool state rather than the
69
+ number of queries — a thread past the end would read a previous tenant's pixel and write a row
70
+ nobody asked for.
71
+ */
72
+ if index >= query_count {
73
+ return;
74
+ }
75
+
76
+ let base = index * PICKING_STRIDE;
77
+
78
+ let x = queries[base];
79
+ let y = queries[base + 1u];
80
+
81
+ /*
82
+ Every slot is written, the off-view ones included. A pooled buffer arrives carrying whatever its
83
+ last tenant left, and a query off the view has to read back as nothing rather than as that — so
84
+ the pass defines the whole of its output instead of a clear being encoded ahead of it.
85
+ */
86
+ if x == PICKING_OFF_VIEW {
87
+ results[base] = PICKING_VIZ_INVALID;
88
+ results[base + 1u] = 0u;
89
+
90
+ return;
91
+ }
92
+
93
+ let at = vec2<i32>(i32(x), i32(y));
94
+
95
+ results[base] = textureLoad(viz_mesh, at, 0).r;
96
+ results[base + 1u] = bitcast<u32>(textureLoad(viz_depth, at, 0));
97
+ }
98
+ `);
99
+
100
+ /**
101
+ * Reads the visibility buffer's mesh row and the frame's depth at a handful of pixels, into a
102
+ * buffer small enough to read back on a click.
103
+ *
104
+ * **A dispatch rather than a copy, twice over.** The obvious shape for this is
105
+ * `copyTextureToBuffer` of a 1x1 region per query, and it is not legal WebGPU for either texture.
106
+ * The visibility buffer is a render attachment the renderer never gave `COPY_SRC` — and should not
107
+ * have to, since the flag is for the whole frame and a pick happens on a click — while a depth
108
+ * format may not be sub-region copied **at all**: "if the format is a depth-or-stencil format [...]
109
+ * the subresource size is equal to size", so the only legal copy of a 1065x1668 depth buffer is all
110
+ * 7 MB of it. Both textures are already `TEXTURE_BINDING`, because the frame shades from them, and
111
+ * `textureLoad` has neither restriction.
112
+ *
113
+ * One thread per query. Nothing is sampled, filtered or interpolated: the answer has to be the row
114
+ * the rasterizer wrote at that exact pixel, which is what makes a pick as precise as the frame.
115
+ */
116
+ export const shader_picking_gather = ComputeShader.from({
117
+ label: "Picking/Gather",
118
+ resources,
119
+ body,
120
+ });
@@ -1,26 +1,19 @@
1
1
  /**
2
- * Build the lookup the splat shader reads: one word per mesh row, 1 where the row is one of this
3
- * terrain's tiles, addressed by the row the visibility buffer writes.
2
+ * The lookup the splat pass reads a visibility-buffer mesh row through: one word per row, 1 for a
3
+ * row that is a tile of this terrain, 0 for anything else.
4
4
  *
5
- * **The scene decides the indices** — a tile that has not reached the scene database yet has no
6
- * row and contributes nothing, which is also what makes "no tile drawn yet" read as an empty
7
- * table rather than an error. Rebuilt per frame like the highlight table, and for the same
8
- * reason: rows move as the scene streams, and the walk is over this terrain's few tiles rather
9
- * than over the scene.
5
+ * A tile is an entity, and its row is the entity's, one on — so the table is sized by the highest
6
+ * tile entity and the rows in between belong to whatever else the level holds. Whether a row has
7
+ * been written yet is not this table's business: a row the scene has not placed is in no pixel of
8
+ * the visibility buffer, and marking it costs nothing.
10
9
  *
11
10
  * @param {object} args
12
- * @param {{values(): Iterable<Mesh>}} args.meshes the terrain's tile meshes, e.g. the entry's
13
- * `Map<TerrainTile, Mesh>`
14
- * @param {GPUSceneContext} args.scene resolves a node to its row
15
- * @param {Uint32Array} args.table reused between frames; replaced when it is too small
16
- * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and
17
- * zero when no tile is in the scene
11
+ * @param {Map<*, number>} args.tiles the terrain's tile entities, by whatever spawned them
12
+ * @param {Uint32Array} args.table the previous frame's table, reused when it is long enough
13
+ * @returns {{table: Uint32Array, size: number}} the table and how much of it is meaningful
18
14
  */
19
- export function pack_terrain_row_table({ meshes, scene, table }: {
20
- meshes: {
21
- values(): Iterable<Mesh>;
22
- };
23
- scene: GPUSceneContext;
15
+ export function pack_terrain_row_table({ tiles, table }: {
16
+ tiles: Map<any, number>;
24
17
  table: Uint32Array;
25
18
  }): {
26
19
  table: Uint32Array;
@@ -1 +1 @@
1
- {"version":3,"file":"pack_terrain_row_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/terrain/pack_terrain_row_table.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH;IAP4C,MAAM,EAAvC;QAAC,MAAM,IAAI,cAAc,CAAA;KAAC;IAEJ,KAAK;IACT,KAAK,EAAvB,WAAW;IACT;IAAC,KAAK,EAAE,WAAW,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAqC9C"}
1
+ {"version":3,"file":"pack_terrain_row_table.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/terrain/pack_terrain_row_table.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;GAaG;AACH;IAJgC,KAAK,EAA1B,SAAO,MAAM,CAAC;IACI,KAAK,EAAvB,WAAW;IACT;IAAC,KAAK,EAAE,WAAW,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAiC9C"}
@@ -1,53 +1,48 @@
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- /**
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- * Build the lookup the splat shader reads: one word per mesh row, 1 where the row is one of this
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- * terrain's tiles, addressed by the row the visibility buffer writes.
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- *
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- * **The scene decides the indices** — a tile that has not reached the scene database yet has no
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- * row and contributes nothing, which is also what makes "no tile drawn yet" read as an empty
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- * table rather than an error. Rebuilt per frame like the highlight table, and for the same
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- * reason: rows move as the scene streams, and the walk is over this terrain's few tiles rather
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- * than over the scene.
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- *
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- * @param {object} args
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- * @param {{values(): Iterable<Mesh>}} args.meshes the terrain's tile meshes, e.g. the entry's
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- * `Map<TerrainTile, Mesh>`
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- * @param {GPUSceneContext} args.scene resolves a node to its row
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- * @param {Uint32Array} args.table reused between frames; replaced when it is too small
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- * @returns {{table: Uint32Array, size: number}} `size` is one past the highest row written, and
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- * zero when no tile is in the scene
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- */
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- export function pack_terrain_row_table({ meshes, scene, table }) {
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- let highest = -1;
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-
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- /*
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- Two sweeps, because the table has to be as long as the highest row before anything can be
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- written into it. Asking twice is cheaper than growing a typed array mid-walk.
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- */
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- for (const mesh of meshes.values()) {
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- const row = scene.mesh_row_of(mesh);
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-
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- if (row > highest) {
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- highest = row;
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- }
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- }
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-
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- const size = highest + 1;
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-
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- let result = table;
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-
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- if (result.length < size) {
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- result = new Uint32Array(size);
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- } else {
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- result.fill(0, 0, size);
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- }
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-
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- for (const mesh of meshes.values()) {
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- const row = scene.mesh_row_of(mesh);
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-
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- if (row >= 0) {
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- result[row] = 1;
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- }
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- }
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-
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- return { table: result, size };
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- }
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+ import { row_of_entity } from "../../../shade/renderer/scene/rows/GPUSceneRows.js";
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+
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+ /**
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+ * The lookup the splat pass reads a visibility-buffer mesh row through: one word per row, 1 for a
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+ * row that is a tile of this terrain, 0 for anything else.
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+ *
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+ * A tile is an entity, and its row is the entity's, one on — so the table is sized by the highest
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+ * tile entity and the rows in between belong to whatever else the level holds. Whether a row has
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+ * been written yet is not this table's business: a row the scene has not placed is in no pixel of
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+ * the visibility buffer, and marking it costs nothing.
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+ *
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+ * @param {object} args
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+ * @param {Map<*, number>} args.tiles the terrain's tile entities, by whatever spawned them
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+ * @param {Uint32Array} args.table the previous frame's table, reused when it is long enough
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+ * @returns {{table: Uint32Array, size: number}} the table and how much of it is meaningful
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+ */
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+ export function pack_terrain_row_table({ tiles, table }) {
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+ let highest = -1;
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+
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+ /*
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+ Two sweeps, because the table has to be as long as the highest row before anything can be
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+ written into it. Asking twice is cheaper than growing a typed array mid-walk — and is why this
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+ takes the map rather than an iterator, which would be spent by the first.
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+ */
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+ for (const tile of tiles.values()) {
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+ const row = row_of_entity(tile);
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+
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+ if (row > highest) {
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+ highest = row;
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+ }
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+ }
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+
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+ const size = highest + 1;
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+
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+ let result = table;
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+
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+ if (result.length < size) {
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+ result = new Uint32Array(size);
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+ } else {
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+ result.fill(0, 0, size);
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+ }
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+
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+ for (const tile of tiles.values()) {
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+ result[row_of_entity(tile)] = 1;
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+ }
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+
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+ return { table: result, size };
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+ }