@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
@@ -0,0 +1,247 @@
1
+ import { assert } from "../../assert.js";
2
+ import { isPowerOfTwo } from "../../math/isPowerOfTwo.js";
3
+ import { lowbias32 } from "../../math/hash/lowbias32.js";
4
+ import { generate_next_linear_congruential_index } from "./generate_next_linear_congruential_index.js";
5
+
6
+ /**
7
+ * What {@link u32_index_get} returns for a key the index does not hold.
8
+ *
9
+ * Also what a key holding the value `-1` reads back as — the two are deliberately
10
+ * indistinguishable, which is what lets a caller retire a key without the index needing tombstones.
11
+ * See {@link u32_index_set}.
12
+ *
13
+ * @type {number}
14
+ */
15
+ export const U32_INDEX_MISS = -1;
16
+
17
+ /**
18
+ * `[count, slots]`, then `slots` pairs of `[encoded_key, value]`. Two words rather than one so the
19
+ * pairs stay 8-byte aligned.
20
+ * @type {number}
21
+ */
22
+ const HEADER_WORDS = 2;
23
+
24
+ const COUNT_WORD = 0;
25
+ const SLOTS_WORD = 1;
26
+
27
+ /**
28
+ * Smallest table. Small enough that a table holding a handful of keys is not mostly hole, large
29
+ * enough that {@link MAX_LOAD_NUMERATOR} leaves slack at this size too.
30
+ * @type {number}
31
+ */
32
+ const MIN_SLOTS = 16;
33
+
34
+ // Grow past 3/5 occupancy. The slack is not only about probe cost: it is what makes the probe
35
+ // terminate at all — see the module docs on u32_index_get.
36
+ const MAX_LOAD_NUMERATOR = 3;
37
+ const MAX_LOAD_DENOMINATOR = 5;
38
+
39
+ /**
40
+ * An open-addressed `u32 -> i32` index in a single `Uint32Array`, as free functions over the array
41
+ * rather than an object wrapping it. Nothing per entry is allocated, so an index that has reached
42
+ * its working size costs the garbage collector nothing at all; a `Map<number,number>` doing the
43
+ * same work allocates a fresh backing store every time it is cleared.
44
+ *
45
+ * **Keys** are `u32` and stored as `key + 1`, so a zero word is an empty slot and a freshly
46
+ * allocated array is already a valid empty index — {@link u32_index_clear} is one `fill(0)`, and
47
+ * creation needs no fill at all. `0xFFFFFFFF` is therefore not a usable key.
48
+ *
49
+ * **Values** are `i32`. A caller storing `-1` makes the key read back as {@link U32_INDEX_MISS},
50
+ * which is how a key is retired: the slot stays claimed, and no tombstone state has to exist for
51
+ * the probe to step over. Values are not otherwise interpreted.
52
+ *
53
+ * The probe is {@link generate_next_linear_congruential_index}, which is full-cycle over a
54
+ * power-of-two table — it visits every slot before repeating. Combined with the load factor, which
55
+ * guarantees at least one empty slot at all times, **the probe terminates by construction** and
56
+ * neither lookup nor insert carries a step limit. Both properties are load-bearing: a table
57
+ * allowed to fill would let a lookup for an absent key run forever.
58
+ *
59
+ * Sized for a key set that turns over completely each frame — build it up, clear it, build it
60
+ * again — which is what the GPU table upload streams do with it.
61
+ *
62
+ * @see cpu_build_hash_table for the same layout in a table the GPU also reads, where the probe
63
+ * count is instead bounded to match a WGSL twin that cannot grow.
64
+ */
65
+
66
+ /**
67
+ * A new empty index.
68
+ *
69
+ * @param {number} [slots] power of two, rounded up to {@link MIN_SLOTS}
70
+ * @returns {Uint32Array}
71
+ */
72
+ export function u32_index_create(slots = MIN_SLOTS) {
73
+ assert.isNonNegativeInteger(slots, 'slots');
74
+ assert.ok(isPowerOfTwo(slots), `slots must be a power of two, got ${slots}`);
75
+
76
+ const size = Math.max(MIN_SLOTS, slots);
77
+
78
+ // zero-filled by construction, and a zero key word means empty
79
+ const table = new Uint32Array(HEADER_WORDS + size * 2);
80
+
81
+ table[SLOTS_WORD] = size;
82
+
83
+ return table;
84
+ }
85
+
86
+ /**
87
+ * How many keys the index holds, retired ones included.
88
+ *
89
+ * @param {Uint32Array} table
90
+ * @returns {number}
91
+ */
92
+ export function u32_index_count(table) {
93
+ return table[COUNT_WORD];
94
+ }
95
+
96
+ /**
97
+ * The value stored for a key, or {@link U32_INDEX_MISS} if the index does not hold it — or holds
98
+ * it retired.
99
+ *
100
+ * @param {Uint32Array} table
101
+ * @param {number} key
102
+ * @returns {number} i32
103
+ */
104
+ export function u32_index_get(table, key) {
105
+ const mask = table[SLOTS_WORD] - 1;
106
+ const encoded = key + 1;
107
+
108
+ let slot = lowbias32(key) & mask;
109
+
110
+ for (; ;) {
111
+ const address = HEADER_WORDS + slot * 2;
112
+ const candidate = table[address];
113
+
114
+ if (candidate === 0) {
115
+ // an empty slot is always reached, because the table is never full
116
+ return U32_INDEX_MISS;
117
+ }
118
+
119
+ if (candidate === encoded) {
120
+ return table[address + 1] | 0;
121
+ }
122
+
123
+ slot = generate_next_linear_congruential_index(slot, mask);
124
+ }
125
+ }
126
+
127
+ /**
128
+ * Store a value for a key, replacing whatever the key held.
129
+ *
130
+ * Storing `-1` retires the key: it keeps its slot, and {@link u32_index_get} reports it as
131
+ * {@link U32_INDEX_MISS} from then on. That is the whole of the delete story — an open-addressed
132
+ * table cannot simply blank a slot without cutting the probe chains that run through it, and the
133
+ * callers that need removal only ever need the key to stop being found.
134
+ *
135
+ * Returns the index to store back: growing reallocates, so the array this hands back is not always
136
+ * the one it was given. Passing `null` creates one.
137
+ *
138
+ * @param {Uint32Array|null} table
139
+ * @param {number} key
140
+ * @param {number} value i32
141
+ * @returns {Uint32Array} the index to keep
142
+ */
143
+ export function u32_index_set(table, key, value) {
144
+ if (table === null) {
145
+ table = u32_index_create();
146
+ }
147
+
148
+ const slots = table[SLOTS_WORD];
149
+ const mask = slots - 1;
150
+ const encoded = key + 1;
151
+
152
+ let slot = lowbias32(key) & mask;
153
+
154
+ for (; ;) {
155
+ const address = HEADER_WORDS + slot * 2;
156
+ const candidate = table[address];
157
+
158
+ if (candidate === encoded) {
159
+ table[address + 1] = value;
160
+
161
+ return table;
162
+ }
163
+
164
+ if (candidate === 0) {
165
+ table[address] = encoded;
166
+ table[address + 1] = value;
167
+
168
+ const count = table[COUNT_WORD] + 1;
169
+
170
+ table[COUNT_WORD] = count;
171
+
172
+ if (count * MAX_LOAD_DENOMINATOR > slots * MAX_LOAD_NUMERATOR) {
173
+ return u32_index_grow(table);
174
+ }
175
+
176
+ // the invariant every probe above rests on
177
+ assert.ok(count < slots, `index is full — a lookup for an absent key would not terminate`);
178
+
179
+ return table;
180
+ }
181
+
182
+ slot = generate_next_linear_congruential_index(slot, mask);
183
+ }
184
+ }
185
+
186
+ /**
187
+ * Drop every key, keeping the allocation. The index is reusable immediately.
188
+ *
189
+ * @param {Uint32Array} table
190
+ */
191
+ export function u32_index_clear(table) {
192
+ const slots = table[SLOTS_WORD];
193
+
194
+ table.fill(0);
195
+
196
+ table[SLOTS_WORD] = slots;
197
+ }
198
+
199
+ /**
200
+ * Twice the slots, every live key rehashed into them.
201
+ *
202
+ * @param {Uint32Array} table
203
+ * @returns {Uint32Array}
204
+ */
205
+ function u32_index_grow(table) {
206
+ const slots = table[SLOTS_WORD];
207
+
208
+ const grown = u32_index_create(slots * 2);
209
+
210
+ for (let i = 0; i < slots; i++) {
211
+ const address = HEADER_WORDS + i * 2;
212
+ const encoded = table[address];
213
+
214
+ if (encoded !== 0) {
215
+ // the raw word, not `| 0` — a retired key stays retired across a rehash
216
+ u32_index_place(grown, encoded, table[address + 1]);
217
+ }
218
+ }
219
+
220
+ return grown;
221
+ }
222
+
223
+ /**
224
+ * Claim a slot for a key known to be absent, without touching the load factor check. Only safe
225
+ * during a rehash, where the destination is half empty by construction and the source held no
226
+ * duplicates.
227
+ *
228
+ * @param {Uint32Array} table
229
+ * @param {number} encoded already `key + 1`
230
+ * @param {number} value raw word
231
+ */
232
+ function u32_index_place(table, encoded, value) {
233
+ const mask = table[SLOTS_WORD] - 1;
234
+
235
+ let slot = lowbias32(encoded - 1) & mask;
236
+
237
+ while (table[HEADER_WORDS + slot * 2] !== 0) {
238
+ slot = generate_next_linear_congruential_index(slot, mask);
239
+ }
240
+
241
+ const address = HEADER_WORDS + slot * 2;
242
+
243
+ table[address] = encoded;
244
+ table[address + 1] = value;
245
+
246
+ table[COUNT_WORD] = table[COUNT_WORD] + 1;
247
+ }
@@ -3,8 +3,8 @@
3
3
  * holding the scene roots, the skins and the clips that came out of the one file.
4
4
  *
5
5
  * The asset hands out **that same bundle** to every caller rather than a copy. A bundle is the model
6
- * as loaded, not a placement of it, and the private copy a placement needs is made by
7
- * {@link instantiate_scene_bundle} — which is what makes two of one model possible at all. A level
6
+ * as loaded, not a placement of it: a placement is `prefab_instantiate` over the `Prefab` compiled
7
+ * from it once — which is what makes two of one model possible at all. A level
8
8
  * places the same model hundreds of times over, and copying at this level would be the dominant cost
9
9
  * of opening one.
10
10
  *
@@ -7,8 +7,8 @@ import { AssetLoader } from "./AssetLoader.js";
7
7
  * holding the scene roots, the skins and the clips that came out of the one file.
8
8
  *
9
9
  * The asset hands out **that same bundle** to every caller rather than a copy. A bundle is the model
10
- * as loaded, not a placement of it, and the private copy a placement needs is made by
11
- * {@link instantiate_scene_bundle} — which is what makes two of one model possible at all. A level
10
+ * as loaded, not a placement of it: a placement is `prefab_instantiate` over the `Prefab` compiled
11
+ * from it once — which is what makes two of one model possible at all. A level
12
12
  * places the same model hundreds of times over, and copying at this level would be the dominant cost
13
13
  * of opening one.
14
14
  *
@@ -14,7 +14,7 @@
14
14
  *
15
15
  * The asset hands out **that same bundle** to every caller rather than a copy, for the reason
16
16
  * {@link GLTFSceneBundleAssetLoader} gives: a bundle is the model as loaded, not a placement of it,
17
- * and {@link instantiate_scene_bundle} is what makes a placement's private copy.
17
+ * and `prefab_instantiate` over the prefab compiled from it is what makes a placement.
18
18
  *
19
19
  * @extends AssetLoader<*, SceneBundle>
20
20
  */
@@ -41,7 +41,6 @@ export class USDSceneBundleAssetLoader extends AssetLoader<any, SceneBundle> {
41
41
  */
42
42
  load(scope: AssetRequestScope, path: string, success: (arg0: Asset<any>) => void, failure: Function, progress: (arg0: number, arg1: number) => void): Promise<Asset<any>>;
43
43
  }
44
- import { SceneBundle } from "../../../shade/renderer/loader/SceneBundle.js";
45
44
  import { AssetLoader } from "./AssetLoader.js";
46
45
  import { Asset } from "../Asset.js";
47
46
  //# sourceMappingURL=USDSceneBundleAssetLoader.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"USDSceneBundleAssetLoader.d.ts","sourceRoot":"","sources":["../../../../../src/engine/asset/loaders/USDSceneBundleAssetLoader.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;;IAEI;;;;;;;;OAQG;IACH,6DAOC;IAED;;;;;;;;OAQG;IACH,qCAPW,MAAM,iCACW,IAAI,sCAEZ,MAAM,QAAE,MAAM,KAAG,IAAI,GAE5B,mBAAc,CAgD1B;CACJ;4BAtG2B,+CAA+C;4BAI/C,kBAAkB;sBAHxB,aAAa"}
1
+ {"version":3,"file":"USDSceneBundleAssetLoader.d.ts","sourceRoot":"","sources":["../../../../../src/engine/asset/loaders/USDSceneBundleAssetLoader.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;;IAEI;;;;;;;;OAQG;IACH,6DAOC;IAED;;;;;;;;OAQG;IACH,qCAPW,MAAM,iCACW,IAAI,sCAEZ,MAAM,QAAE,MAAM,KAAG,IAAI,GAE5B,mBAAc,CAyC1B;CACJ;4BA3F2B,kBAAkB;sBAHxB,aAAa"}
@@ -1,5 +1,4 @@
1
1
  import { load_usd } from "../../../shade/renderer/loader/usd/load_usd.js";
2
- import { SceneBundle } from "../../../shade/renderer/loader/SceneBundle.js";
3
2
  import { Asset } from "../Asset.js";
4
3
  import { GameAssetType } from "../GameAssetType.js";
5
4
  import { ArrayBufferLoader } from "./ArrayBufferLoader.js";
@@ -21,7 +20,7 @@ import { AssetLoader } from "./AssetLoader.js";
21
20
  *
22
21
  * The asset hands out **that same bundle** to every caller rather than a copy, for the reason
23
22
  * {@link GLTFSceneBundleAssetLoader} gives: a bundle is the model as loaded, not a placement of it,
24
- * and {@link instantiate_scene_bundle} is what makes a placement's private copy.
23
+ * and `prefab_instantiate` over the prefab compiled from it is what makes a placement.
25
24
  *
26
25
  * @extends AssetLoader<*, SceneBundle>
27
26
  */
@@ -76,19 +75,12 @@ export class USDSceneBundleAssetLoader extends AssetLoader {
76
75
  when none of them match: a text layer behind a byte order mark, or a `.usd` that is text by
77
76
  convention. Passing the whole path is fine, the detection takes the extension off it.
78
77
  */
79
- const roots = await load_usd(buffer, { fileName: path });
80
-
81
- const bundle = new SceneBundle();
82
-
83
- bundle.scenes = roots;
84
-
85
78
  /*
86
79
  `usd_build_scene` produces neither skins nor clips: UsdSkel and the time-sampled attributes a
87
- clip would come from are not read. Empty is the truth about what came out of the file, not a
88
- placeholder — when USD animation lands, it lands by filling these in.
80
+ clip would come from are not read. The bundle's empty lists are the truth about what came
81
+ out of the file, not a placeholder — when USD animation lands, it lands by filling them in.
89
82
  */
90
- bundle.skins = [];
91
- bundle.clips = [];
83
+ const bundle = await load_usd(buffer, { fileName: path });
92
84
 
93
85
  /*
94
86
  There is no honest byte size to report, for the reason {@link GLTFSceneBundleAssetLoader}
@@ -0,0 +1,55 @@
1
+ /**
2
+ * Which side computes which of an entity's components.
3
+ *
4
+ * One `u32`. A set bit means the GPU is authoritative for the component that bit names; a clear bit,
5
+ * or no component at all, means the CPU is. The bits are assigned in
6
+ * {@link GPUStateAuthorityFlags}, one per component type.
7
+ *
8
+ * **Nothing infers this.** Ownership used to be read off the shape of the world — an entity with an
9
+ * attachment and an animation binding was taken to be GPU-driven — which makes every reader
10
+ * re-derive a rule that a bit can simply state, and makes two readers free to disagree. This is the
11
+ * one statement of it: the rows read it, and infer nothing.
12
+ *
13
+ * **Authority decides who computes a value, never what a value is.** Meep's netcode is a
14
+ * deterministic per-tick rollback on a server-authoritative orchestrator, and a headless server has
15
+ * no device: it sets no bits, composes every chain itself, and must arrive at the same numbers as a
16
+ * client that renders. So a component any simulation system reads stays CPU-authoritative, and what
17
+ * a bit may cover is the reverse direction only — values the GPU produces that no CPU system reads.
18
+ * Where the simulation does want a GPU-owned pose it evaluates the chain exactly, on the CPU, from
19
+ * clip state; it never reads one back.
20
+ *
21
+ * **Attach it at creation, with zero flags, to anything that may ever be flagged.** Adding and
22
+ * removing a component is a structural change that relinks systems, and animation starts and stops
23
+ * constantly — so an authority change has to be a bit write. Absence still means CPU authority, for
24
+ * the entities that will never be flagged at all.
25
+ *
26
+ * **Not simulation state.** It describes a local rendering arrangement: which of two machines in
27
+ * this process holds a number. It is therefore neither saved nor replicated, on the same footing as
28
+ * {@link ParentEntity} — a flag that travelled would make a rendering client and a headless server
29
+ * disagree about a world they are required to agree about.
30
+ *
31
+ * @see GPUStateAuthorityFlags
32
+ * @see gpu_authority_has
33
+ */
34
+ export class GPUStateAuthority {
35
+ /**
36
+ * @param {number} [flags]
37
+ * @returns {GPUStateAuthority}
38
+ */
39
+ static from(flags?: number): GPUStateAuthority;
40
+ /**
41
+ * Bitwise OR of {@link GPUStateAuthorityFlags} values.
42
+ *
43
+ * Read it through {@link gpu_authority_has} and write it through {@link gpu_authority_grant} /
44
+ * {@link gpu_authority_revoke}; those check the bit against the assigned set, which a raw `|=`
45
+ * does not.
46
+ *
47
+ * @type {number}
48
+ */
49
+ flags: number;
50
+ }
51
+ export namespace GPUStateAuthority {
52
+ let typeName: string;
53
+ let serializable: boolean;
54
+ }
55
+ //# sourceMappingURL=GPUStateAuthority.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUStateAuthority.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/gpu/GPUStateAuthority.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;IAYI;;;OAGG;IACH,oBAHW,MAAM,GACJ,iBAAiB,CAQ7B;IArBD;;;;;;;;OAQG;IACH,OAFU,MAAM,CAEN;CAab;;kBAIS,MAAM;sBASN,OAAO"}
@@ -0,0 +1,72 @@
1
+ /**
2
+ * Which side computes which of an entity's components.
3
+ *
4
+ * One `u32`. A set bit means the GPU is authoritative for the component that bit names; a clear bit,
5
+ * or no component at all, means the CPU is. The bits are assigned in
6
+ * {@link GPUStateAuthorityFlags}, one per component type.
7
+ *
8
+ * **Nothing infers this.** Ownership used to be read off the shape of the world — an entity with an
9
+ * attachment and an animation binding was taken to be GPU-driven — which makes every reader
10
+ * re-derive a rule that a bit can simply state, and makes two readers free to disagree. This is the
11
+ * one statement of it: the rows read it, and infer nothing.
12
+ *
13
+ * **Authority decides who computes a value, never what a value is.** Meep's netcode is a
14
+ * deterministic per-tick rollback on a server-authoritative orchestrator, and a headless server has
15
+ * no device: it sets no bits, composes every chain itself, and must arrive at the same numbers as a
16
+ * client that renders. So a component any simulation system reads stays CPU-authoritative, and what
17
+ * a bit may cover is the reverse direction only — values the GPU produces that no CPU system reads.
18
+ * Where the simulation does want a GPU-owned pose it evaluates the chain exactly, on the CPU, from
19
+ * clip state; it never reads one back.
20
+ *
21
+ * **Attach it at creation, with zero flags, to anything that may ever be flagged.** Adding and
22
+ * removing a component is a structural change that relinks systems, and animation starts and stops
23
+ * constantly — so an authority change has to be a bit write. Absence still means CPU authority, for
24
+ * the entities that will never be flagged at all.
25
+ *
26
+ * **Not simulation state.** It describes a local rendering arrangement: which of two machines in
27
+ * this process holds a number. It is therefore neither saved nor replicated, on the same footing as
28
+ * {@link ParentEntity} — a flag that travelled would make a rendering client and a headless server
29
+ * disagree about a world they are required to agree about.
30
+ *
31
+ * @see GPUStateAuthorityFlags
32
+ * @see gpu_authority_has
33
+ */
34
+ export class GPUStateAuthority {
35
+ /**
36
+ * Bitwise OR of {@link GPUStateAuthorityFlags} values.
37
+ *
38
+ * Read it through {@link gpu_authority_has} and write it through {@link gpu_authority_grant} /
39
+ * {@link gpu_authority_revoke}; those check the bit against the assigned set, which a raw `|=`
40
+ * does not.
41
+ *
42
+ * @type {number}
43
+ */
44
+ flags = 0;
45
+
46
+ /**
47
+ * @param {number} [flags]
48
+ * @returns {GPUStateAuthority}
49
+ */
50
+ static from(flags = 0) {
51
+ const r = new GPUStateAuthority();
52
+
53
+ r.flags = flags;
54
+
55
+ return r;
56
+ }
57
+ }
58
+
59
+ /**
60
+ * @readonly
61
+ * @type {string}
62
+ */
63
+ GPUStateAuthority.typeName = "GPUStateAuthority";
64
+
65
+ /**
66
+ * Which machine holds a value is a property of this process, not of the world — see the class
67
+ * docblock. A saved game that carried it would reload claiming the GPU owns transforms that no
68
+ * device has ever seen.
69
+ *
70
+ * @type {boolean}
71
+ */
72
+ GPUStateAuthority.serializable = false;
@@ -0,0 +1,40 @@
1
+ /**
2
+ * Names of the bits set in `flags`, for assertion messages and debug output.
3
+ *
4
+ * @param {number} flags
5
+ * @returns {string}
6
+ */
7
+ export function gpu_state_authority_flag_names(flags: number): string;
8
+ /**
9
+ * One bit per component type the GPU can be authoritative for, and the only place those bits are
10
+ * assigned.
11
+ *
12
+ * A set bit in {@link GPUStateAuthorityflags } means the GPU computes that component's value for
13
+ * that entity and the CPU does not. A clear bit — or no {@link GPUStateAuthority } at all — means the
14
+ * CPU does, which is what every entity means until something says otherwise.
15
+ *
16
+ * **Every component type gets its own bit, however related two of them look.** {@link Transform64 }
17
+ * and {@link TransformAttachment } are the case that forces it: an entity's world transform can be
18
+ * composed on the GPU while its local offset is still authored on the CPU, and a single "transform"
19
+ * bit could not say that. The pair is not a special case; it is what one-bit-per-component is for.
20
+ *
21
+ * **Adding a bit.** Take the next power of two, name it after the component class exactly, and add
22
+ * it to {@link GPU_STATE_AUTHORITY_FLAGS_ALL }. Do not renumber: nothing persists these values —
23
+ * {@link GPUStateAuthority } is neither serialized nor replicated — but two names sharing a bit is a
24
+ * silent aliasing bug that no test outside this file can see.
25
+ */
26
+ export type GPUStateAuthorityFlags = number;
27
+ export namespace GPUStateAuthorityFlags {
28
+ let Transform64: number;
29
+ let TransformAttachment: number;
30
+ }
31
+ /**
32
+ * Every bit {@link GPUStateAuthorityFlags} assigns, as one mask.
33
+ *
34
+ * The grant and revoke helpers check against it so that a mistyped or stale flag fails where it is
35
+ * written rather than turning into an authority claim nobody named.
36
+ *
37
+ * @type {number}
38
+ */
39
+ export const GPU_STATE_AUTHORITY_FLAGS_ALL: number;
40
+ //# sourceMappingURL=GPUStateAuthorityFlags.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUStateAuthorityFlags.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/gpu/GPUStateAuthorityFlags.js"],"names":[],"mappings":"AAoDA;;;;;GAKG;AACH,sDAHW,MAAM,GACJ,MAAM,CAsBlB;;;;;;;;;;;;;;;;;;;qCA5DS,MAAM;;qBAOF,MAAM;6BASN,MAAM;;AAKpB;;;;;;;GAOG;AACH,4CAFU,MAAM,CAKd"}
@@ -0,0 +1,79 @@
1
+ /**
2
+ * One bit per component type the GPU can be authoritative for, and the only place those bits are
3
+ * assigned.
4
+ *
5
+ * A set bit in {@link GPUStateAuthority#flags} means the GPU computes that component's value for
6
+ * that entity and the CPU does not. A clear bit — or no {@link GPUStateAuthority} at all — means the
7
+ * CPU does, which is what every entity means until something says otherwise.
8
+ *
9
+ * **Every component type gets its own bit, however related two of them look.** {@link Transform64}
10
+ * and {@link TransformAttachment} are the case that forces it: an entity's world transform can be
11
+ * composed on the GPU while its local offset is still authored on the CPU, and a single "transform"
12
+ * bit could not say that. The pair is not a special case; it is what one-bit-per-component is for.
13
+ *
14
+ * **Adding a bit.** Take the next power of two, name it after the component class exactly, and add
15
+ * it to {@link GPU_STATE_AUTHORITY_FLAGS_ALL}. Do not renumber: nothing persists these values —
16
+ * {@link GPUStateAuthority} is neither serialized nor replicated — but two names sharing a bit is a
17
+ * silent aliasing bug that no test outside this file can see.
18
+ *
19
+ * @enum {number}
20
+ */
21
+ export const GPUStateAuthorityFlags = {
22
+ /**
23
+ * The world transform — {@link Transform64} — is composed on the GPU, by the hierarchy pass over
24
+ * the entity's row and its parent chain.
25
+ *
26
+ * @type {number}
27
+ */
28
+ Transform64: 1,
29
+
30
+ /**
31
+ * The local offset — {@link TransformAttachment}'s own `transform` — is written on the GPU. This
32
+ * is what an animation clip drives: the pose accumulator resolves a joint's local TRS into its
33
+ * row, and a CPU that also wrote it would race the animation it is trying to show.
34
+ *
35
+ * @type {number}
36
+ */
37
+ TransformAttachment: 2,
38
+ };
39
+
40
+ /**
41
+ * Every bit {@link GPUStateAuthorityFlags} assigns, as one mask.
42
+ *
43
+ * The grant and revoke helpers check against it so that a mistyped or stale flag fails where it is
44
+ * written rather than turning into an authority claim nobody named.
45
+ *
46
+ * @type {number}
47
+ */
48
+ export const GPU_STATE_AUTHORITY_FLAGS_ALL = (
49
+ GPUStateAuthorityFlags.Transform64
50
+ | GPUStateAuthorityFlags.TransformAttachment
51
+ );
52
+
53
+ /**
54
+ * Names of the bits set in `flags`, for assertion messages and debug output.
55
+ *
56
+ * @param {number} flags
57
+ * @returns {string}
58
+ */
59
+ export function gpu_state_authority_flag_names(flags) {
60
+ const names = [];
61
+
62
+ for (const name in GPUStateAuthorityFlags) {
63
+ if ((flags & GPUStateAuthorityFlags[name]) !== 0) {
64
+ names.push(name);
65
+ }
66
+ }
67
+
68
+ const unknown = flags & ~GPU_STATE_AUTHORITY_FLAGS_ALL;
69
+
70
+ if (unknown !== 0) {
71
+ names.push(`<unassigned bits 0x${unknown.toString(16)}>`);
72
+ }
73
+
74
+ if (names.length === 0) {
75
+ return '<none>';
76
+ }
77
+
78
+ return names.join('|');
79
+ }
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Assert, before reading a component off an entity, that the CPU is the one who wrote it.
3
+ *
4
+ * A component the GPU is authoritative for holds whatever the CPU last composed — for the joints
5
+ * of a playing character, the rest pose under wherever the placement stood when the clip began.
6
+ * Reading it as if it were current is the failure the whole authority scheme exists to name, and
7
+ * it is silent: the value is a valid transform, just not this frame's. The simulation gets a
8
+ * current answer by exact evaluation (`t64_evaluate_world`); a tool or a sound gets one by
9
+ * readback. Neither goes through the component, so a read that does go through it says so here.
10
+ *
11
+ * An `assert.*` call, so a consumer that strips assertions pays nothing.
12
+ *
13
+ * @param {EntityComponentDataset} dataset
14
+ * @param {number} entity
15
+ * @param {number} flags the {@link GPUStateAuthorityFlags} bit of the component about to be read
16
+ */
17
+ export function gpu_authority_assert_cpu(dataset: EntityComponentDataset, entity: number, flags: number): void;
18
+ //# sourceMappingURL=gpu_authority_assert_cpu.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gpu_authority_assert_cpu.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/gpu/gpu_authority_assert_cpu.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;GAeG;AACH,kFAHW,MAAM,SACN,MAAM,QAQhB"}
@@ -0,0 +1,27 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { gpu_state_authority_flag_names } from "./GPUStateAuthorityFlags.js";
3
+ import { gpu_authority_has } from "./gpu_authority_has.js";
4
+
5
+ /**
6
+ * Assert, before reading a component off an entity, that the CPU is the one who wrote it.
7
+ *
8
+ * A component the GPU is authoritative for holds whatever the CPU last composed — for the joints
9
+ * of a playing character, the rest pose under wherever the placement stood when the clip began.
10
+ * Reading it as if it were current is the failure the whole authority scheme exists to name, and
11
+ * it is silent: the value is a valid transform, just not this frame's. The simulation gets a
12
+ * current answer by exact evaluation (`t64_evaluate_world`); a tool or a sound gets one by
13
+ * readback. Neither goes through the component, so a read that does go through it says so here.
14
+ *
15
+ * An `assert.*` call, so a consumer that strips assertions pays nothing.
16
+ *
17
+ * @param {EntityComponentDataset} dataset
18
+ * @param {number} entity
19
+ * @param {number} flags the {@link GPUStateAuthorityFlags} bit of the component about to be read
20
+ */
21
+ export function gpu_authority_assert_cpu(dataset, entity, flags) {
22
+ assert.ok(
23
+ !gpu_authority_has(dataset, entity, flags),
24
+ `entity ${entity} is GPU-owned for ${gpu_state_authority_flag_names(flags)}; it holds what the CPU`
25
+ + ` last composed, not this frame's value — evaluate it exactly (t64_evaluate_world) or read it back`
26
+ );
27
+ }
@@ -0,0 +1,23 @@
1
+ /**
2
+ * Give an entity a {@link GPUStateAuthority} with nothing claimed, so that every later authority
3
+ * change is a bit write.
4
+ *
5
+ * **This is the only place the component is added, and it belongs at creation** — in the bulk build
6
+ * that makes the entity, or at the moment the one system that may flag it first links. Adding and
7
+ * removing a component is a structural dataset change that relinks systems, and the thing being
8
+ * described starts and stops constantly: a clip beginning and ending would otherwise churn the
9
+ * dataset once per transition, for a bit.
10
+ *
11
+ * Zero flags is not the same as no component. Both mean the CPU owns everything today; the
12
+ * difference is that this one is ready to change its mind.
13
+ *
14
+ * Idempotent: an entity that already carries the component keeps the flags it has. Two systems may
15
+ * both know an entity is flaggable, and neither is wrong.
16
+ *
17
+ * @param {EntityComponentDataset} dataset
18
+ * @param {number} entity
19
+ * @returns {GPUStateAuthority} the entity's component, existing or newly attached
20
+ */
21
+ export function gpu_authority_declare(dataset: EntityComponentDataset, entity: number): GPUStateAuthority;
22
+ import { GPUStateAuthority } from "./GPUStateAuthority.js";
23
+ //# sourceMappingURL=gpu_authority_declare.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gpu_authority_declare.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/gpu/gpu_authority_declare.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,+EAHW,MAAM,GACJ,iBAAiB,CAiB7B;kCArCiC,wBAAwB"}