@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
@@ -97,26 +97,24 @@ export class ClothInstance {
97
97
  */
98
98
  node_transform: Transform64[];
99
99
  /**
100
- * Live `Node3D` per node — the joint each node drives. **Rig path only**,
101
- * and node 0 is the anchor joint, which is not simulated.
102
- *
103
- * A joint rather than an entity because a skinned model's joints are not
104
- * entities and will not be (D47): they are `Node3D`s inside the entity's
105
- * `SceneBundleInstance`, and the only writable handle is
106
- * `Node3D.transform_local`.
107
- * @type {Node3D[]}
100
+ * The joint entity each node drives. **Rig path only**, and node 0 is the
101
+ * anchor joint, which is not simulated. A skinned model is a prefab spawned
102
+ * as entities, so a joint is an entity carrying a `TransformAttachment`,
103
+ * and that offset is the writable handle; {@link node_attachment} holds it.
104
+ * @type {Int32Array|number[]}
108
105
  */
109
- node_joint: Node3D[];
106
+ node_joint: Int32Array | number[];
110
107
  /**
111
108
  * The anchor joint's **world** pose, evaluated on the CPU each step from the
112
109
  * clips the entity is playing. **Rig path only.**
113
110
  *
114
- * Evaluated rather than read: a joint of an animated skeleton is under
115
- * `TransformAuthority.GPU`, so its own `transform_global` is not maintained
116
- * on the CPU at all and reading it would place the garment wherever the node
117
- * was last posed by hand. `pose_evaluate_world` is the sanctioned answer and
118
- * the one a socket on the same skeleton gets, which is what keeps a cape on
119
- * the shoulder a scabbard hangs from.
111
+ * Evaluated rather than read: a joint of an animated skeleton has granted
112
+ * its offset to the GPU (`GPUStateAuthority`), so the CPU's copy of its
113
+ * world pose is the rest pose composed under the placement, and reading it
114
+ * would hang the garment where the character stood before the clip moved
115
+ * it. `t64_evaluate_world` is the sanctioned answer and the one a socket on
116
+ * the same skeleton gets, which is what keeps a cape on the shoulder a
117
+ * scabbard hangs from.
120
118
  * @type {Transform64}
121
119
  */
122
120
  anchor_pose: Transform64;
@@ -345,32 +343,27 @@ export class ClothInstance {
345
343
  */
346
344
  blend_seen: number;
347
345
  /**
348
- * The colliders overlapping this cloth this step, packed in **its own
349
- * frame** rather than the world's — the same layout `ClothColliderIndex`
350
- * uses, in `Float32` rather than `Float64` because a cloth-local coordinate
351
- * is garment-sized (§12).
346
+ * Whether {@link state}'s buffer must be a `SharedArrayBuffer`.
352
347
  *
353
- * Grown, never shrunk, and rewritten every step by
354
- * `cloth_gather_colliders`. It lives on the instance rather than inside
355
- * {@link state}'s buffer because its size is a property of the *world* — how
356
- * many colliders happen to be near this cloth right now — and `ClothState`'s
357
- * one allocation is sized from the cloth. §12 puts it in the shared buffer
358
- * when M5 needs it there.
359
- * @type {Float32Array|null}
360
- */
361
- collider_table: Float32Array | null;
362
- /**
363
- * The index handle behind each record in {@link collider_table}. A record
364
- * index is this step's; a handle is the collider's, and it is what a
365
- * transient contact's multiplier is warm-started on.
366
- * @type {Int32Array|null}
348
+ * Set by {@link WorkerClothSystem} when the instance is linked, and read by
349
+ * `cloth_build_rows` every time the state is built — which is at seed and
350
+ * again at every re-seed, so a cloth that gains a link or changes a
351
+ * `ClothDynamics` field the rows depend on comes back shared without
352
+ * anything having to remember to ask.
353
+ * @type {boolean}
367
354
  */
368
- collider_key: Int32Array | null;
355
+ shared_state: boolean;
369
356
  /**
370
- * Live records in {@link collider_table}.
371
- * @type {number}
357
+ * `true` once this cloth has said its collider table overflowed.
358
+ *
359
+ * M5 moved that table into {@link state}'s buffer — §12's own layout, and
360
+ * what lets a worker step the cloth without being told about a new array
361
+ * every time the broadphase returns more. A fixed region has a capacity, and
362
+ * a cloth that overlaps more colliders than `CLOTH_COLLIDER_SLOTS` drops the
363
+ * remainder; this is how it says so once rather than once a frame.
364
+ * @type {boolean}
372
365
  */
373
- collider_count: number;
366
+ collider_overflow_reported: boolean;
374
367
  /**
375
368
  * Which particle pairs a self-collision row must never be built on, because
376
369
  * a persistent row already governs them (§9). CSR, sorted, built at seed and
@@ -416,6 +409,25 @@ export class ClothInstance {
416
409
  * @type {boolean}
417
410
  */
418
411
  refused: boolean;
412
+ /**
413
+ * The air at the cloth's centre the last time a step applied it, world-space
414
+ * metres per second (§10).
415
+ *
416
+ * What §7 P5's "wake on a wind change" compares against. It is the last
417
+ * **applied** air rather than the last sampled one, so a gust that builds
418
+ * slowly still wakes a sleeping banner instead of being reset by every step
419
+ * that declined to act on it.
420
+ * @type {Float64Array}
421
+ */
422
+ air_seen: Float64Array;
423
+ /**
424
+ * Whether the last step sampled the air per particle rather than once for
425
+ * the whole cloth — that is, whether a fluid field actually reached it.
426
+ * Diagnostic, and the one the playground shows: it is the difference
427
+ * between §10's simulated wake and its ambient fallback.
428
+ * @type {boolean}
429
+ */
430
+ air_varies: boolean;
419
431
  /**
420
432
  * How many times this cloth has been re-seeded by a teleport. Diagnostic:
421
433
  * a cloth resetting every few seconds is being driven by something that
@@ -1 +1 @@
1
- {"version":3,"file":"ClothInstance.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothInstance.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;IAEI;;;OAGG;IACH,QAFU,MAAM,CAEJ;IAEZ;;OAEG;IACH,OAFU,QAAM,IAAI,CAEP;IAEb;;;OAGG;IACH,WAFU,WAAW,GAAC,IAAI,CAET;IAEjB;;;;;OAKG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;OAMG;IACH,QAFU,OAAO,CAEF;IAEf;;OAEG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;;OAGG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;OAGG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;;OASG;IACH,KAFU,WAAS,IAAI,CAEZ;IAEX;;;;OAIG;IACH,gBAFU,WAAW,EAAE,CAEH;IAEpB;;;;;;;;;OASG;IACH,YAFU,QAAQ,CAEF;IAEhB;;;;;;;;;;;OAWG;IACH,aAFU,WAAW,CAEW;IAEhC;;;;;;;;;;;OAWG;IACH,iBAFU,qBAAqB,CAEV;IAErB;;;;OAIG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,mBAFU,UAAU,GAAC,IAAI,CAEA;IAEzB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;;;;;;OASG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;;OAGG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,kBAFU,WAAW,EAAE,CAED;IAEtB;;;;OAIG;IACH,mBAFU,qBAAqB,CAER;IAEvB;;;OAGG;IACH,kBAFU,UAAU,GAAC,IAAI,CAED;IAExB;;;;;;;;OAQG;IACH,UAFU,YAAY,GAAC,IAAI,CAEX;IAEhB;;;;;;;;;;;OAWG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;OAGG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;;;;;;;;OAUG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;;;;;OASG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;OAKG;IACH,WAFU,UAAU,GAAC,IAAI,CAER;IAEjB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;OAGG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;OAIG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;;;OAKG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;;;;OASG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,oBAFU,YAAY,CAEmB;IAEzC;;;OAGG;IACH,iBAFU,YAAY,CAE2B;IAEjD;;;;;OAKG;IACH,cAFU,OAAO,CAEI;IAErB;;;;;OAKG;IACH,eAFU,aAAa,CAEa;IAEpC;;;;;OAKG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;;;;OAQG;IACH,QAFU,OAAO,CAEF;IAEf;;;;;;;;OAQG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;;;;;OAaG;IACH,gBAFU,YAAY,GAAC,IAAI,CAEL;IAEtB;;;;;OAKG;IACH,cAFU,UAAU,GAAC,IAAI,CAEL;IAEpB;;;OAGG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;;;;OAOG;IACH,iBAFU;QAAC,MAAM,EAAE,UAAU,CAAC;QAAC,OAAO,EAAE,UAAU,CAAA;KAAC,GAAC,IAAI,CAEjC;IAEvB;;;;;;;;;;OAUG;IACH,mBAFU,MAAM,CAEa;IAE7B;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;;;;OAKG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;OAKG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;OAKG;IACH,gBAFU,MAAM,CAEG;CACtB;4BA9d2B,uCAAuC;8BACrC,oBAAoB"}
1
+ {"version":3,"file":"ClothInstance.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothInstance.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;IAEI;;;OAGG;IACH,QAFU,MAAM,CAEJ;IAEZ;;OAEG;IACH,OAFU,QAAM,IAAI,CAEP;IAEb;;;OAGG;IACH,WAFU,WAAW,GAAC,IAAI,CAET;IAEjB;;;;;OAKG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;OAMG;IACH,QAFU,OAAO,CAEF;IAEf;;OAEG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;;OAGG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;OAGG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;;OASG;IACH,KAFU,WAAS,IAAI,CAEZ;IAEX;;;;OAIG;IACH,gBAFU,WAAW,EAAE,CAEH;IAEpB;;;;;;OAMG;IACH,YAFU,UAAU,GAAC,MAAM,EAAE,CAEb;IAEhB;;;;;;;;;;;;OAYG;IACH,aAFU,WAAW,CAEW;IAEhC;;;;;;;;;;;OAWG;IACH,iBAFU,qBAAqB,CAEV;IAErB;;;;OAIG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,mBAFU,UAAU,GAAC,IAAI,CAEA;IAEzB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;;;;;;OASG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;;OAGG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,kBAFU,WAAW,EAAE,CAED;IAEtB;;;;OAIG;IACH,mBAFU,qBAAqB,CAER;IAEvB;;;OAGG;IACH,kBAFU,UAAU,GAAC,IAAI,CAED;IAExB;;;;;;;;OAQG;IACH,UAFU,YAAY,GAAC,IAAI,CAEX;IAEhB;;;;;;;;;;;OAWG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;OAGG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;;;;;;;;OAUG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;;;;;OASG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;OAKG;IACH,WAFU,UAAU,GAAC,IAAI,CAER;IAEjB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;OAGG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;OAIG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;;;OAKG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;;;;OASG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,oBAFU,YAAY,CAEmB;IAEzC;;;OAGG;IACH,iBAFU,YAAY,CAE2B;IAEjD;;;;;OAKG;IACH,cAFU,OAAO,CAEI;IAErB;;;;;OAKG;IACH,eAFU,aAAa,CAEa;IAEpC;;;;;OAKG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;;;;OAQG;IACH,QAFU,OAAO,CAEF;IAEf;;;;;;;;OAQG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;OASG;IACH,cAFU,OAAO,CAEI;IAErB;;;;;;;;;OASG;IACH,4BAFU,OAAO,CAEkB;IAEnC;;;;;;;OAOG;IACH,iBAFU;QAAC,MAAM,EAAE,UAAU,CAAC;QAAC,OAAO,EAAE,UAAU,CAAA;KAAC,GAAC,IAAI,CAEjC;IAEvB;;;;;;;;;;OAUG;IACH,mBAFU,MAAM,CAEa;IAE7B;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;;;;OAKG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;OAKG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;;;;;OASG;IACH,UAFU,YAAY,CAES;IAE/B;;;;;;OAMG;IACH,YAFU,OAAO,CAEE;IAEnB;;;;;OAKG;IACH,gBAFU,MAAM,CAEG;CACtB;4BA3e2B,uCAAuC;8BACrC,oBAAoB"}
@@ -112,14 +112,11 @@ export class ClothInstance {
112
112
  node_transform = [];
113
113
 
114
114
  /**
115
- * Live `Node3D` per node — the joint each node drives. **Rig path only**,
116
- * and node 0 is the anchor joint, which is not simulated.
117
- *
118
- * A joint rather than an entity because a skinned model's joints are not
119
- * entities and will not be (D47): they are `Node3D`s inside the entity's
120
- * `SceneBundleInstance`, and the only writable handle is
121
- * `Node3D.transform_local`.
122
- * @type {Node3D[]}
115
+ * The joint entity each node drives. **Rig path only**, and node 0 is the
116
+ * anchor joint, which is not simulated. A skinned model is a prefab spawned
117
+ * as entities, so a joint is an entity carrying a `TransformAttachment`,
118
+ * and that offset is the writable handle; {@link node_attachment} holds it.
119
+ * @type {Int32Array|number[]}
123
120
  */
124
121
  node_joint = [];
125
122
 
@@ -127,12 +124,13 @@ export class ClothInstance {
127
124
  * The anchor joint's **world** pose, evaluated on the CPU each step from the
128
125
  * clips the entity is playing. **Rig path only.**
129
126
  *
130
- * Evaluated rather than read: a joint of an animated skeleton is under
131
- * `TransformAuthority.GPU`, so its own `transform_global` is not maintained
132
- * on the CPU at all and reading it would place the garment wherever the node
133
- * was last posed by hand. `pose_evaluate_world` is the sanctioned answer and
134
- * the one a socket on the same skeleton gets, which is what keeps a cape on
135
- * the shoulder a scabbard hangs from.
127
+ * Evaluated rather than read: a joint of an animated skeleton has granted
128
+ * its offset to the GPU (`GPUStateAuthority`), so the CPU's copy of its
129
+ * world pose is the rest pose composed under the placement, and reading it
130
+ * would hang the garment where the character stood before the clip moved
131
+ * it. `t64_evaluate_world` is the sanctioned answer and the one a socket on
132
+ * the same skeleton gets, which is what keeps a cape on the shoulder a
133
+ * scabbard hangs from.
136
134
  * @type {Transform64}
137
135
  */
138
136
  anchor_pose = new Transform64();
@@ -393,34 +391,28 @@ export class ClothInstance {
393
391
  blend_seen = 1;
394
392
 
395
393
  /**
396
- * The colliders overlapping this cloth this step, packed in **its own
397
- * frame** rather than the world's — the same layout `ClothColliderIndex`
398
- * uses, in `Float32` rather than `Float64` because a cloth-local coordinate
399
- * is garment-sized (§12).
394
+ * Whether {@link state}'s buffer must be a `SharedArrayBuffer`.
400
395
  *
401
- * Grown, never shrunk, and rewritten every step by
402
- * `cloth_gather_colliders`. It lives on the instance rather than inside
403
- * {@link state}'s buffer because its size is a property of the *world* — how
404
- * many colliders happen to be near this cloth right now — and `ClothState`'s
405
- * one allocation is sized from the cloth. §12 puts it in the shared buffer
406
- * when M5 needs it there.
407
- * @type {Float32Array|null}
408
- */
409
- collider_table = null;
410
-
411
- /**
412
- * The index handle behind each record in {@link collider_table}. A record
413
- * index is this step's; a handle is the collider's, and it is what a
414
- * transient contact's multiplier is warm-started on.
415
- * @type {Int32Array|null}
396
+ * Set by {@link WorkerClothSystem} when the instance is linked, and read by
397
+ * `cloth_build_rows` every time the state is built — which is at seed and
398
+ * again at every re-seed, so a cloth that gains a link or changes a
399
+ * `ClothDynamics` field the rows depend on comes back shared without
400
+ * anything having to remember to ask.
401
+ * @type {boolean}
416
402
  */
417
- collider_key = null;
403
+ shared_state = false;
418
404
 
419
405
  /**
420
- * Live records in {@link collider_table}.
421
- * @type {number}
406
+ * `true` once this cloth has said its collider table overflowed.
407
+ *
408
+ * M5 moved that table into {@link state}'s buffer — §12's own layout, and
409
+ * what lets a worker step the cloth without being told about a new array
410
+ * every time the broadphase returns more. A fixed region has a capacity, and
411
+ * a cloth that overlaps more colliders than `CLOTH_COLLIDER_SLOTS` drops the
412
+ * remainder; this is how it says so once rather than once a frame.
413
+ * @type {boolean}
422
414
  */
423
- collider_count = 0;
415
+ collider_overflow_reported = false;
424
416
 
425
417
  /**
426
418
  * Which particle pairs a self-collision row must never be built on, because
@@ -469,6 +461,27 @@ export class ClothInstance {
469
461
  */
470
462
  refused = false;
471
463
 
464
+ /**
465
+ * The air at the cloth's centre the last time a step applied it, world-space
466
+ * metres per second (§10).
467
+ *
468
+ * What §7 P5's "wake on a wind change" compares against. It is the last
469
+ * **applied** air rather than the last sampled one, so a gust that builds
470
+ * slowly still wakes a sleeping banner instead of being reset by every step
471
+ * that declined to act on it.
472
+ * @type {Float64Array}
473
+ */
474
+ air_seen = new Float64Array(3);
475
+
476
+ /**
477
+ * Whether the last step sampled the air per particle rather than once for
478
+ * the whole cloth — that is, whether a fluid field actually reached it.
479
+ * Diagnostic, and the one the playground shows: it is the difference
480
+ * between §10's simulated wake and its ambient fallback.
481
+ * @type {boolean}
482
+ */
483
+ air_varies = false;
484
+
472
485
  /**
473
486
  * How many times this cloth has been re-seeded by a teleport. Diagnostic:
474
487
  * a cloth resetting every few seconds is being driven by something that
@@ -15,14 +15,13 @@
15
15
  *
16
16
  * ## Why there are two cases at all
17
17
  *
18
- * Because the engine has two hierarchies and that is a decision rather than an
19
- * accident. `shade_node_to_entity_composition` expands a loaded model into
20
- * entities and gives a `ShadedGeometry` to every node that draws — except a
21
- * skinned one, which contributes its transform and its name and no geometry,
22
- * because its vertices deform against a skeleton the renderer owns and the GPU
23
- * poses. Making those joints entities is a design this program does not do
24
- * (D47). A rope prop is entities all the way down; a character's cape is not,
25
- * and never will be.
18
+ * Because a garment's joints are a skin's, not a subtree's. A prefab spawns a
19
+ * loaded model as entities — every joint one, with its offset in a
20
+ * `TransformAttachment` — and a rope prop is a subtree under an anchor entity,
21
+ * walked. A character's cape is a set of joints named out of a skin that also
22
+ * has a torso and two arms in it, and what says which of those joints are the
23
+ * cape is the proxy. The joints it drives are entities either way; the
24
+ * difference is how they are found.
26
25
  *
27
26
  * ## A proxy object, not a path
28
27
  *
@@ -1 +1 @@
1
- {"version":3,"file":"ClothRig.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothRig.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH;IAmBI;;;;;OAKG;IACH;QAHyB,IAAI,GAAlB,MAAM;QACJ,QAAQ,CAkBpB;IAvCD;;;;OAIG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;;;;;;OAOG;IACH,MAFU,MAAM,CAEP;IA0BT;;;OAGG;IACH,cAHW,QAAQ,GACN,OAAO,CAenB;IAED;;OAEG;IACH,QAFa,MAAM,CAIlB;IAED;;;;OAIG;IACH;;MAIC;IAED;;OAEG;IACH,mBAFW,MAAM,QAIhB;IAED,mBAEC;IAGL;;;OAGG;IACH,qBAFU,OAAO,CAEY;CAN5B"}
1
+ {"version":3,"file":"ClothRig.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothRig.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH;IAmBI;;;;;OAKG;IACH;QAHyB,IAAI,GAAlB,MAAM;QACJ,QAAQ,CAkBpB;IAvCD;;;;OAIG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;;;;;;OAOG;IACH,MAFU,MAAM,CAEP;IA0BT;;;OAGG;IACH,cAHW,QAAQ,GACN,OAAO,CAenB;IAED;;OAEG;IACH,QAFa,MAAM,CAIlB;IAED;;;;OAIG;IACH;;MAIC;IAED;;OAEG;IACH,mBAFW,MAAM,QAIhB;IAED,mBAEC;IAGL;;;OAGG;IACH,qBAFU,OAAO,CAEY;CAN5B"}
@@ -18,14 +18,13 @@ import { hash_mix2 } from "../../../../core/math/hash/hash_mix2.js";
18
18
  *
19
19
  * ## Why there are two cases at all
20
20
  *
21
- * Because the engine has two hierarchies and that is a decision rather than an
22
- * accident. `shade_node_to_entity_composition` expands a loaded model into
23
- * entities and gives a `ShadedGeometry` to every node that draws — except a
24
- * skinned one, which contributes its transform and its name and no geometry,
25
- * because its vertices deform against a skeleton the renderer owns and the GPU
26
- * poses. Making those joints entities is a design this program does not do
27
- * (D47). A rope prop is entities all the way down; a character's cape is not,
28
- * and never will be.
21
+ * Because a garment's joints are a skin's, not a subtree's. A prefab spawns a
22
+ * loaded model as entities — every joint one, with its offset in a
23
+ * `TransformAttachment` — and a rope prop is a subtree under an anchor entity,
24
+ * walked. A character's cape is a set of joints named out of a skin that also
25
+ * has a torso and two arms in it, and what says which of those joints are the
26
+ * cape is the proxy. The joints it drives are entities either way; the
27
+ * difference is how they are found.
29
28
  *
30
29
  * ## A proxy object, not a path
31
30
  *
@@ -0,0 +1,84 @@
1
+ /**
2
+ * # Binary serialization for {@link Cloth}
3
+ *
4
+ * The component is authoring data and nothing else, so the whole of it is
5
+ * written: the {@link ClothDynamics} value object inline, then `blend`, `layer`,
6
+ * `mask` and `flags`. There is no transient field to exclude — the live binding
7
+ * between a component and a simulation is a {@link ClothInstance} owned by
8
+ * `ClothWorld`, and everything world-tied lives over there: the seeded topology,
9
+ * the `ClothState` buffer, and `blend_seen`, which is what the write-back last
10
+ * saw rather than what the author asked for. All of it is rebuilt on link, the
11
+ * same division `RigidBodySerializationAdapter` makes against `_bodyId`.
12
+ *
13
+ * ## The dynamics are written **by value**, and that is not the `Collider#shape`
14
+ * case
15
+ *
16
+ * §3.2 sets out the convention for a component pointing at a built, shared,
17
+ * immutable asset — `Collider#shape`, `ParticleEffect`'s layout and program,
18
+ * `ClothRig#proxy` — which is that the reference is *not* in the stream and the
19
+ * asset pipeline wires it up, because what has to be restored is the asset's
20
+ * **identity**. A `ClothDynamics` is not that. §3.3's library is "a set of
21
+ * points rather than a mechanism": an entry is frozen and shared as an
22
+ * allocation optimisation, not because anything downstream refers to it by
23
+ * name, and a cloth built from `CLOTH_SILK.clone()` with one field moved has no
24
+ * identity to restore at all. Ten scalars are 68 bytes; an identity story for
25
+ * them would cost more than the bytes and would have to invent a name for every
26
+ * `clone()`. So the values go in the stream and a loaded cloth is equal to the
27
+ * saved one under {@link Cloth#equals}, which compares dynamics field-wise.
28
+ *
29
+ * ## Deserialize replaces the dynamics rather than writing into them
30
+ *
31
+ * Library entries are frozen and the engine is modules, so writing a field on
32
+ * one **throws** (`ClothDynamics.spec.js` pins that). Deserializing in place
33
+ * into a `Cloth` that holds `CLOTH_ROPE` — a reset-to-snapshot restore over a
34
+ * live scene, not a hypothetical — would be exactly that write. So the adapter
35
+ * builds a fresh instance and hands it over, which is also what
36
+ * {@link Cloth#fromJSON} does and for the same reason. The two codecs agreeing
37
+ * on it matters beyond the throw: a scene that round-trips as JSON and a scene
38
+ * that round-trips as binary must not disagree about whether the loaded cloth
39
+ * shares its dynamics with anything.
40
+ *
41
+ * ## `layer` and `mask` are read back unsigned, unlike the `RigidBody` pair
42
+ *
43
+ * `RigidBodySerializationAdapter` normalises those two fields with `| 0`,
44
+ * because a `RigidBody`'s default mask is the signed `0xFFFFFFFF | 0 === -1`
45
+ * and reading the raw unsigned value would make a round-tripped body compare
46
+ * unequal to a fresh one. `Cloth`'s default is the **unsigned** `0xFFFFFFFF`,
47
+ * and `Cloth.from` asserts `isNonNegativeInteger` on it, so here the same `| 0`
48
+ * would be the bug rather than the fix: it would hand back a `-1` that fails
49
+ * the component's own stated contract and compares unequal under
50
+ * {@link Cloth#equals}. `readUint32` already returns the unsigned value, so the
51
+ * correct code is the code with nothing in it — which is precisely why this
52
+ * paragraph exists, since the surrounding adapters all carry the opposite
53
+ * normalisation and it reads like an omission.
54
+ *
55
+ * ## Version 0, and no upgrader
56
+ *
57
+ * `RigidBodySerializationUpgrader_0_1` exists because a v0 stream had already
58
+ * shipped when the sleep fields were added; a first version has no predecessor
59
+ * stream to upgrade from. Adding a field here is a bump to 1 plus an upgrader
60
+ * that writes that field's pre-upgrade default, and the exact-size assertion in
61
+ * the spec is what makes forgetting the bump fail rather than corrupt.
62
+ *
63
+ * @author Alex Goldring
64
+ * @copyright Company Named Limited (c) 2026
65
+ */
66
+ export class ClothSerializationAdapter extends BinaryClassSerializationAdapter<any> {
67
+ constructor();
68
+ klass: typeof Cloth;
69
+ /**
70
+ *
71
+ * @param {BinaryBuffer} buffer
72
+ * @param {Cloth} value
73
+ */
74
+ serialize(buffer: BinaryBuffer, value: Cloth): void;
75
+ /**
76
+ *
77
+ * @param {BinaryBuffer} buffer
78
+ * @param {Cloth} value
79
+ */
80
+ deserialize(buffer: BinaryBuffer, value: Cloth): void;
81
+ }
82
+ import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
83
+ import { Cloth } from "./Cloth.js";
84
+ //# sourceMappingURL=ClothSerializationAdapter.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ClothSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothSerializationAdapter.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgEG;AACH;;IAEI,oBAAc;IAGd;;;;OAIG;IACH,uCAFW,KAAK,QA2Bf;IAED;;;;OAIG;IACH,yCAFW,KAAK,QA8Bf;CACJ;gDA5I+C,gEAAgE;sBAC1F,YAAY"}
@@ -0,0 +1,141 @@
1
+ import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
2
+ import { Cloth } from "./Cloth.js";
3
+ import { ClothDynamics } from "./ClothDynamics.js";
4
+
5
+ /**
6
+ * # Binary serialization for {@link Cloth}
7
+ *
8
+ * The component is authoring data and nothing else, so the whole of it is
9
+ * written: the {@link ClothDynamics} value object inline, then `blend`, `layer`,
10
+ * `mask` and `flags`. There is no transient field to exclude — the live binding
11
+ * between a component and a simulation is a {@link ClothInstance} owned by
12
+ * `ClothWorld`, and everything world-tied lives over there: the seeded topology,
13
+ * the `ClothState` buffer, and `blend_seen`, which is what the write-back last
14
+ * saw rather than what the author asked for. All of it is rebuilt on link, the
15
+ * same division `RigidBodySerializationAdapter` makes against `_bodyId`.
16
+ *
17
+ * ## The dynamics are written **by value**, and that is not the `Collider#shape`
18
+ * case
19
+ *
20
+ * §3.2 sets out the convention for a component pointing at a built, shared,
21
+ * immutable asset — `Collider#shape`, `ParticleEffect`'s layout and program,
22
+ * `ClothRig#proxy` — which is that the reference is *not* in the stream and the
23
+ * asset pipeline wires it up, because what has to be restored is the asset's
24
+ * **identity**. A `ClothDynamics` is not that. §3.3's library is "a set of
25
+ * points rather than a mechanism": an entry is frozen and shared as an
26
+ * allocation optimisation, not because anything downstream refers to it by
27
+ * name, and a cloth built from `CLOTH_SILK.clone()` with one field moved has no
28
+ * identity to restore at all. Ten scalars are 68 bytes; an identity story for
29
+ * them would cost more than the bytes and would have to invent a name for every
30
+ * `clone()`. So the values go in the stream and a loaded cloth is equal to the
31
+ * saved one under {@link Cloth#equals}, which compares dynamics field-wise.
32
+ *
33
+ * ## Deserialize replaces the dynamics rather than writing into them
34
+ *
35
+ * Library entries are frozen and the engine is modules, so writing a field on
36
+ * one **throws** (`ClothDynamics.spec.js` pins that). Deserializing in place
37
+ * into a `Cloth` that holds `CLOTH_ROPE` — a reset-to-snapshot restore over a
38
+ * live scene, not a hypothetical — would be exactly that write. So the adapter
39
+ * builds a fresh instance and hands it over, which is also what
40
+ * {@link Cloth#fromJSON} does and for the same reason. The two codecs agreeing
41
+ * on it matters beyond the throw: a scene that round-trips as JSON and a scene
42
+ * that round-trips as binary must not disagree about whether the loaded cloth
43
+ * shares its dynamics with anything.
44
+ *
45
+ * ## `layer` and `mask` are read back unsigned, unlike the `RigidBody` pair
46
+ *
47
+ * `RigidBodySerializationAdapter` normalises those two fields with `| 0`,
48
+ * because a `RigidBody`'s default mask is the signed `0xFFFFFFFF | 0 === -1`
49
+ * and reading the raw unsigned value would make a round-tripped body compare
50
+ * unequal to a fresh one. `Cloth`'s default is the **unsigned** `0xFFFFFFFF`,
51
+ * and `Cloth.from` asserts `isNonNegativeInteger` on it, so here the same `| 0`
52
+ * would be the bug rather than the fix: it would hand back a `-1` that fails
53
+ * the component's own stated contract and compares unequal under
54
+ * {@link Cloth#equals}. `readUint32` already returns the unsigned value, so the
55
+ * correct code is the code with nothing in it — which is precisely why this
56
+ * paragraph exists, since the surrounding adapters all carry the opposite
57
+ * normalisation and it reads like an omission.
58
+ *
59
+ * ## Version 0, and no upgrader
60
+ *
61
+ * `RigidBodySerializationUpgrader_0_1` exists because a v0 stream had already
62
+ * shipped when the sleep fields were added; a first version has no predecessor
63
+ * stream to upgrade from. Adding a field here is a bump to 1 plus an upgrader
64
+ * that writes that field's pre-upgrade default, and the exact-size assertion in
65
+ * the spec is what makes forgetting the bump fail rather than corrupt.
66
+ *
67
+ * @author Alex Goldring
68
+ * @copyright Company Named Limited (c) 2026
69
+ */
70
+ export class ClothSerializationAdapter extends BinaryClassSerializationAdapter {
71
+
72
+ klass = Cloth;
73
+ version = 0;
74
+
75
+ /**
76
+ *
77
+ * @param {BinaryBuffer} buffer
78
+ * @param {Cloth} value
79
+ */
80
+ serialize(buffer, value) {
81
+ const dynamics = value.dynamics;
82
+
83
+ buffer.writeFloat64(dynamics.stretch);
84
+ buffer.writeFloat64(dynamics.bend);
85
+ buffer.writeFloat64(dynamics.damping);
86
+ buffer.writeFloat64(dynamics.slack);
87
+ buffer.writeFloat64(dynamics.thickness);
88
+ buffer.writeFloat64(dynamics.inertia);
89
+ buffer.writeFloat64(dynamics.drag);
90
+
91
+ // A budget, not an enum: `assert.isPositiveInteger` is the whole of the
92
+ // component's contract on these two, so a u8 would be a silent clamp on
93
+ // a value the component considers legal. Four bytes each buys the
94
+ // absence of that.
95
+ buffer.writeUint32(dynamics.substeps);
96
+ buffer.writeUint32(dynamics.iterations);
97
+
98
+ buffer.writeUint32(dynamics.flags >>> 0);
99
+
100
+ buffer.writeFloat64(value.blend);
101
+
102
+ buffer.writeUint32(value.layer >>> 0);
103
+ buffer.writeUint32(value.mask >>> 0);
104
+ buffer.writeUint32(value.flags >>> 0);
105
+ }
106
+
107
+ /**
108
+ *
109
+ * @param {BinaryBuffer} buffer
110
+ * @param {Cloth} value
111
+ */
112
+ deserialize(buffer, value) {
113
+ // Fresh rather than in place: the target may hold a frozen library
114
+ // entry, and a loaded cloth always owns its dynamics — see the class
115
+ // docblock and Cloth#fromJSON.
116
+ const dynamics = new ClothDynamics();
117
+
118
+ dynamics.stretch = buffer.readFloat64();
119
+ dynamics.bend = buffer.readFloat64();
120
+ dynamics.damping = buffer.readFloat64();
121
+ dynamics.slack = buffer.readFloat64();
122
+ dynamics.thickness = buffer.readFloat64();
123
+ dynamics.inertia = buffer.readFloat64();
124
+ dynamics.drag = buffer.readFloat64();
125
+
126
+ dynamics.substeps = buffer.readUint32();
127
+ dynamics.iterations = buffer.readUint32();
128
+
129
+ dynamics.flags = buffer.readUint32();
130
+
131
+ value.dynamics = dynamics;
132
+
133
+ value.blend = buffer.readFloat64();
134
+
135
+ // Unsigned, deliberately — the `| 0` the RigidBody adapter applies
136
+ // would break this component's non-negative contract. Class docblock.
137
+ value.layer = buffer.readUint32();
138
+ value.mask = buffer.readUint32();
139
+ value.flags = buffer.readUint32();
140
+ }
141
+ }