@woosh/meep-engine 3.23.0 → 3.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -1,74 +1,30 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { quat3_multiply } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
3
- import { quat3_nlerp } from "../../../../core/geom/3d/quaternion/quat3_nlerp.js";
4
- import { v3_quaternion_apply } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
5
- import { v3_quaternion_apply_inverse } from "../../../../core/geom/vec3/v3_quaternion_apply_inverse.js";
6
1
  import { ResourceAccessKind } from "../../../../core/model/ResourceAccessKind.js";
7
2
  import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
8
3
  import { System } from "../../../ecs/System.js";
9
4
  import {
10
5
  TransformAttachment
11
6
  } from "../../../ecs/transform-attachment/TransformAttachment.js";
12
- import {
13
- TransformAttachmentSystem
14
- } from "../../../ecs/transform-attachment/TransformAttachmentSystem.js";
15
- import {
16
- TRANSFORM64_ROTATION_OFFSET,
17
- TRANSFORM64_TRANSLATION_OFFSET,
18
- Transform64
19
- } from "../../../ecs/transform/Transform64.js";
20
- import {
21
- collect_entity_playbacks
22
- } from "../../../graphics3/pose/collect_entity_playbacks.js";
23
- import { MeshSystem } from "../../../graphics3/MeshSystem.js";
24
- import {
25
- pose_evaluate_world
26
- } from "../../../../shade/renderer/animation/pose/pose_evaluate_world.js";
27
- import { cloth_contact_find } from "../solver/cloth_contact_find.js";
28
- import { cloth_self_find } from "../solver/cloth_self_find.js";
29
- import { CLOTH_SELF_RADIUS_MAX_RATIO, CLOTH_SELF_RADIUS_MIN_RATIO } from "../solver/cloth_solver_constants.js";
30
- import { cloth_step } from "../solver/cloth_step.js";
7
+ import { Transform64 } from "../../../ecs/transform/Transform64.js";
8
+ import { CLOTH_STEP_PARAM_STRIDE, cloth_step_instance } from "../solver/cloth_step_instance.js";
31
9
  import { Cloth } from "./Cloth.js";
32
10
  import { ClothCollider } from "./ClothCollider.js";
33
- import { ClothColliderSystem } from "./ClothColliderSystem.js";
34
11
  import { ClothExclude } from "./ClothExclude.js";
35
- import { ClothDynamicsFlags } from "./ClothDynamicsFlags.js";
36
- import { ClothFlags } from "./ClothFlags.js";
37
- import { ClothInstance } from "./ClothInstance.js";
38
12
  import { ClothRig } from "./ClothRig.js";
39
- import {
40
- CLOTH_ANCHOR_ROTATION_LIMIT,
41
- CLOTH_ANCHOR_TRAVEL_REACH,
42
- CLOTH_SLEEP_SPEED_RATIO,
43
- CLOTH_SLEEP_STEPS,
44
- CLOTH_STABILISE_STEPS,
45
- CLOTH_TELEPORT_FLOOR,
46
- CLOTH_TELEPORT_REACH,
47
- cloth_velocity_limit,
48
- cloth_velocity_retention
49
- } from "./cloth_dynamics_map.js";
50
- import {
51
- cloth_colliders_moved,
52
- cloth_gather_colliders
53
- } from "./cloth_gather_colliders.js";
54
- import {
55
- cloth_dynamics_change_needs_reseed,
56
- cloth_reparameterise
57
- } from "./cloth_build_rows.js";
58
- import { cloth_seed_subtree } from "./cloth_seed_subtree.js";
59
- import { cloth_seed_rig } from "./cloth_seed_rig.js";
60
- import { cloth_write_back } from "./cloth_write_back.js";
61
- import { cloth_write_back_rig } from "./cloth_write_back_rig.js";
13
+ import { ClothWorld } from "./ClothWorld.js";
62
14
 
63
15
  /**
64
- * # The system — gather, step, write back
16
+ * # The system — gather, step, write back, all on this thread
17
+ *
18
+ * Every cloth in the scene stepped inline at the fixed rate. The work itself
19
+ * lives in {@link ClothWorld}, which this shares with {@link WorkerClothSystem}
20
+ * so that §12's "`ClothSystem` and `WorkerClothSystem` must produce bit-identical
21
+ * results" is a property of there being one copy rather than of two copies
22
+ * agreeing. What is left here is a `System`'s own surface — what it depends on,
23
+ * what it accesses, and the loop.
65
24
  *
66
- * One {@link ClothInstance} per {@link Cloth} component, stepped at the fixed
67
- * rate. Per step, per cloth: move the local frame with the anchor, point the
68
- * leash rows at where they measure from, step, and put the result back on the
69
- * subtree. The animated pose the leashes are measured against is not recomposed
70
- * per step — in the entity path it is constant in the anchor's own frame, and
71
- * `cloth_seed_subtree.js` bakes it.
25
+ * This is the fallback where `SharedArrayBuffer` is unavailable, and it is **not
26
+ * a degraded mode**: it is the same solver over the same data in the same
27
+ * order, and the only thing the worker buys is which thread pays for it.
72
28
  *
73
29
  * ## Where in the frame this runs
74
30
  *
@@ -99,29 +55,6 @@ import { cloth_write_back_rig } from "./cloth_write_back_rig.js";
99
55
  * it before `TransformAttachmentSystem`, which is right: cloth writes the local
100
56
  * transforms and the attachment system is their reader.
101
57
  *
102
- * ## The local frame and the inertia model — §7 P7
103
- *
104
- * Particles live in the anchor's own frame. When the anchor moves, the cloth is
105
- * asked how much of that motion it would like to feel:
106
- * `ClothDynamics#inertia = 1` keeps every particle's **world** position and
107
- * velocity, so a cape trails a sprinting character; `0` keeps their **local**
108
- * ones, so the cloth rides the anchor as though it were standing still. The
109
- * blend between the two is a lerp in the local frame, which is all the frame
110
- * change is.
111
- *
112
- * The felt motion is limited before the blend, which is what makes "character
113
- * sprints, cape behaves" a default rather than a tuning exercise, and the limits
114
- * are derived from the cloth's own reach rather than authored.
115
- *
116
- * ## Teleport — §7 P6
117
- *
118
- * Anchor motion past a threshold is not locomotion and is not treated as any
119
- * amount of it. `ClothFlags.TeleportKeep` carries the shape across, which in a
120
- * local frame is literally doing nothing; the default re-seeds at the animated
121
- * pose with zero velocity and opens a stabilisation window in which the
122
- * velocity limit ramps back from nothing, so the first steps after a reset
123
- * cannot produce a whip.
124
- *
125
58
  * @author Alex Goldring
126
59
  * @copyright Company Named Limited (c) 2026
127
60
  */
@@ -139,82 +72,83 @@ export class ClothSystem extends System {
139
72
  ];
140
73
 
141
74
  /**
142
- * World gravity, m/s². Rotated into each cloth's local frame per step.
75
+ * @type {ClothWorld}
76
+ */
77
+ world = new ClothWorld();
78
+
79
+ /**
80
+ * One cloth's step parameters, reused for every cloth in turn because the
81
+ * step follows immediately.
82
+ *
83
+ * The same block {@link WorkerClothSystem} writes into the shared command
84
+ * region — one layout, written by one function, so the inline path and the
85
+ * worker path cannot be handed different numbers.
143
86
  * @type {Float64Array}
87
+ * @private
144
88
  */
145
- gravity = new Float64Array([0, -9.81, 0]);
89
+ __params = new Float64Array(CLOTH_STEP_PARAM_STRIDE);
146
90
 
147
91
  /**
148
- * Live cloths, ordered so that an instance whose anchor sits inside another
149
- * instance's subtree steps after it.
150
- * @type {ClothInstance[]}
92
+ * World gravity, m/s². Rotated into each cloth's local frame per step.
93
+ * @returns {Float64Array}
151
94
  */
152
- instances = [];
95
+ get gravity() {
96
+ return this.world.gravity;
97
+ }
153
98
 
154
99
  /**
155
- * @type {Map<number, ClothInstance>}
156
- * @private
100
+ * @param {Float64Array} value
157
101
  */
158
- __by_entity = new Map();
102
+ set gravity(value) {
103
+ this.world.gravity = value;
104
+ }
159
105
 
160
106
  /**
161
- * @type {TransformAttachmentSystem|null}
162
- * @private
107
+ * Where the air comes from — see {@link ClothWorld#wind}. `null` by default,
108
+ * which is a scene with no wind in it.
109
+ * @returns {AbstractClothWind|null}
163
110
  */
164
- __attachments = null;
111
+ get wind() {
112
+ return this.world.wind;
113
+ }
165
114
 
166
115
  /**
167
- * Where a skinned model instance comes from. Anything that answers
168
- * `instance_of(entity)` with a `SceneBundleInstance` will do, and
169
- * {@link MeshSystem} is what does in a running engine.
170
- *
171
- * Public and assignable because a garment's joints are a *rendering*
172
- * structure and `MeshSystem` needs a graphics engine, a scene and a loader
173
- * to exist — so a spec that wants joints without a renderer sets this
174
- * instead, and gets exactly the interface the system uses.
175
- *
176
- * `null` means no rig can seed, which is the same additive shape the
177
- * collider index has: a scene without one gets M1's cloth rather than an
178
- * error.
179
- * @type {{instance_of: function(number): (SceneBundleInstance|null)}|null}
116
+ * @param {AbstractClothWind|null} value
180
117
  */
181
- models = null;
118
+ set wind(value) {
119
+ this.world.wind = value;
120
+ }
182
121
 
183
122
  /**
184
- * The collider index's owner, or `null` when the manager has none — in
185
- * which case cloth simply does not collide, which is exactly M1's
186
- * behaviour and is what makes the collision layer additive rather than a
187
- * new requirement on every scene.
188
- * @type {ClothColliderSystem|null}
189
- * @private
123
+ * Live cloths, ordered so that an instance whose anchor sits inside another
124
+ * instance's subtree steps after it.
125
+ * @returns {ClothInstance[]}
190
126
  */
191
- __colliders = null;
127
+ get instances() {
128
+ return this.world.instances;
129
+ }
192
130
 
193
131
  /**
194
- * @type {boolean}
195
- * @private
132
+ * Where a skinned model instance comes from — see {@link ClothWorld#models}.
133
+ * @returns {{instance_of: function(number): (PrefabInstance|null)}|null}
196
134
  */
197
- __order_dirty = false;
135
+ get models() {
136
+ return this.world.models;
137
+ }
138
+
139
+ /**
140
+ * @param {{instance_of: function(number): (PrefabInstance|null)}|null} value
141
+ */
142
+ set models(value) {
143
+ this.world.models = value;
144
+ }
198
145
 
199
146
  /**
200
147
  * @param {EntityManager} entityManager
201
148
  * @returns {Promise<void>}
202
149
  */
203
150
  async startup(entityManager) {
204
- this.__attachments = entityManager.getSystem(TransformAttachmentSystem);
205
-
206
- assert.notNull(
207
- this.__attachments,
208
- 'ClothSystem needs a TransformAttachmentSystem: the subtree walk is its parent-to-children index'
209
- );
210
-
211
- // Optional by design. A scene with no ClothColliderSystem gets cloth
212
- // that does not collide, rather than cloth that throws.
213
- this.__colliders = entityManager.getSystem(ClothColliderSystem) ?? null;
214
-
215
- if (this.models === null) {
216
- this.models = entityManager.getSystem(MeshSystem) ?? null;
217
- }
151
+ this.world.attach(entityManager);
218
152
  }
219
153
 
220
154
  /**
@@ -223,16 +157,7 @@ export class ClothSystem extends System {
223
157
  * @param {number} entity
224
158
  */
225
159
  link(cloth, transform, entity) {
226
- const instance = new ClothInstance();
227
-
228
- instance.entity = entity;
229
- instance.cloth = cloth;
230
- instance.transform = transform;
231
-
232
- this.instances.push(instance);
233
- this.__by_entity.set(entity, instance);
234
-
235
- this.__order_dirty = true;
160
+ this.world.link(cloth, transform, entity);
236
161
  }
237
162
 
238
163
  /**
@@ -241,61 +166,25 @@ export class ClothSystem extends System {
241
166
  * @param {number} entity
242
167
  */
243
168
  unlink(cloth, transform, entity) {
244
- const instance = this.__by_entity.get(entity);
245
-
246
- if (instance === undefined) {
247
- return;
248
- }
249
-
250
- this.__by_entity.delete(entity);
251
-
252
- const index = this.instances.indexOf(instance);
253
-
254
- if (index >= 0) {
255
- this.instances.splice(index, 1);
256
- }
169
+ this.world.unlink(entity);
257
170
  }
258
171
 
259
172
  /**
260
173
  * Throw away a cloth's binding so the next step walks its subtree again.
261
- *
262
- * The walk is done once, because a rope's links do not come and go. When
263
- * they do — a chain gains a link, a rig is rebuilt — this is how you say so,
264
- * and it is the same contract `TransformAttachment#parent` already carries:
265
- * the structure is immutable while it is attached, and changing it is an
266
- * explicit act rather than something the engine polls for.
267
- *
268
174
  * @param {number} entity
269
175
  * @returns {void}
270
176
  */
271
177
  reseed(entity) {
272
- const instance = this.__by_entity.get(entity);
273
-
274
- if (instance === undefined) {
275
- return;
276
- }
277
-
278
- instance.seeded = false;
279
- instance.anchor_valid = false;
280
-
281
- this.__order_dirty = true;
178
+ this.world.reseed(entity);
282
179
  }
283
180
 
284
181
  /**
285
- * Wake a sleeping cloth. Anchor motion and a `ClothDynamics` change do this
286
- * on their own; a caller that has changed the world in some way the cloth
287
- * cannot see — M6's wind, for one — says so here.
288
- *
182
+ * Wake a sleeping cloth.
289
183
  * @param {number} entity
290
184
  * @returns {void}
291
185
  */
292
186
  wake(entity) {
293
- const instance = this.__by_entity.get(entity);
294
-
295
- if (instance !== undefined) {
296
- instance.asleep = false;
297
- instance.still_steps = 0;
298
- }
187
+ this.world.wake(entity);
299
188
  }
300
189
 
301
190
  /**
@@ -303,7 +192,7 @@ export class ClothSystem extends System {
303
192
  * @returns {ClothInstance|undefined}
304
193
  */
305
194
  instanceOf(entity) {
306
- return this.__by_entity.get(entity);
195
+ return this.world.instanceOf(entity);
307
196
  }
308
197
 
309
198
  /**
@@ -316,706 +205,28 @@ export class ClothSystem extends System {
316
205
  return;
317
206
  }
318
207
 
319
- const instances = this.instances;
208
+ const world = this.world;
320
209
 
321
- if (this.__order_dirty) {
322
- this.#reorder(ecd);
323
- }
210
+ world.begin(ecd, dt);
324
211
 
325
- // The index is refreshed here rather than in its own system's fixed
326
- // update, because the engine's ordering cannot put a reader after a
327
- // writer of the same component and `ClothColliderSystem` reads strictly
328
- // less than this system does. §4.1's conclusion, applied a second time:
329
- // the answer is not a third mechanism, it is one call site.
330
- if (this.__colliders !== null) {
331
- this.__colliders.refresh();
332
- }
212
+ const instances = world.instances;
333
213
 
334
- for (let i = 0; i < instances.length; i++) {
335
- const instance = instances[i];
336
-
337
- if (instance.refused) {
338
- continue;
339
- }
340
-
341
- if (!instance.seeded) {
342
- this.#seed(instance, ecd, dt);
343
-
344
- if (!instance.seeded) {
345
- // A rig whose model has not finished loading. Nothing is
346
- // wrong and nothing is retried-with-backoff: the next step
347
- // asks again, and a model that never loads costs one map
348
- // lookup a step.
349
- continue;
350
- }
351
- } else if (!instance.cloth.dynamics.equals(instance.dynamics_seen)) {
352
- if (cloth_dynamics_change_needs_reseed(instance.dynamics_seen, instance.cloth.dynamics)) {
353
- this.#seed(instance, ecd, dt);
354
- } else {
355
- cloth_reparameterise(instance, dt);
356
- }
357
-
358
- instance.asleep = false;
359
- instance.still_steps = 0;
360
- }
361
-
362
- this.#advance(instance, ecd, dt);
363
- }
364
- }
365
-
366
- /**
367
- * Walk whichever hierarchy this cloth is built on.
368
- *
369
- * **The discriminator is a component's presence** (§3.1): `Cloth` alone
370
- * simulates the entity's own transform subtree, `Cloth` + {@link ClothRig}
371
- * simulates the joints of the skinned model the entity is showing. There is
372
- * no mode field anywhere, and the solver does not know which ran.
373
- *
374
- * A rig can fail to seed for reasons that are not errors — the model has
375
- * not loaded, or nothing in the manager hands out model instances — and one
376
- * that does is left unseeded for the next step to try again. A rig that
377
- * fails for a reason that *is* an error says so once and then stops, because
378
- * a proxy that does not fit its skin will not start fitting it.
379
- *
380
- * @param {ClothInstance} instance
381
- * @param {EntityComponentDataset} ecd
382
- * @param {number} dt
383
- * @private
384
- */
385
- #seed(instance, ecd, dt) {
386
- const rig = ecd.getComponent(instance.entity, ClothRig);
387
-
388
- if (rig === undefined || rig === null || rig.proxy === null) {
389
- instance.rig = null;
390
-
391
- cloth_seed_subtree(instance, ecd, this.__attachments, dt);
392
-
393
- return;
394
- }
395
-
396
- if (this.models === null) {
397
- this.#refuse(instance, `entity ${instance.entity} has a ClothRig and nothing hands out model instances`);
398
-
399
- return;
400
- }
401
-
402
- const model = this.models.instance_of(instance.entity);
403
-
404
- if (model === null || model === undefined) {
405
- // Still loading. Not an error, and not worth a message.
406
- return;
407
- }
408
-
409
- const skin = model.skins[rig.skin];
410
-
411
- const error = rig.proxy.checkAgainst(skin);
412
-
413
- if (error !== "") {
414
- this.#refuse(instance, `entity ${instance.entity}: ${error}`);
415
-
416
- return;
417
- }
418
-
419
- instance.rig = rig;
420
-
421
- cloth_seed_rig(instance, rig.proxy, skin.joints, dt);
422
- }
423
-
424
- /**
425
- * Say once why a rig will not seed, and stop asking.
426
- *
427
- * @param {ClothInstance} instance
428
- * @param {string} message
429
- * @private
430
- */
431
- #refuse(instance, message) {
432
- if (instance.refused) {
433
- return;
434
- }
435
-
436
- instance.refused = true;
437
-
438
- console.warn(`ClothSystem: ${message}`);
439
- }
440
-
441
- /**
442
- * Depth-first order by hierarchy depth, so a nested cloth reads an anchor
443
- * the cloth above it has already written.
444
- *
445
- * @param {EntityComponentDataset} ecd
446
- * @private
447
- */
448
- #reorder(ecd) {
449
- const instances = this.instances;
214
+ const params = this.__params;
450
215
 
451
216
  for (let i = 0; i < instances.length; i++) {
452
217
  const instance = instances[i];
453
218
 
454
- let depth = 0;
455
- let entity = instance.entity;
456
-
457
- // Bounded by the number of entities; a cycle in the attachment
458
- // graph is not this system's to diagnose, but it is this loop's to
459
- // survive.
460
- for (let guard = 0; guard < 4096; guard++) {
461
- const attachment = ecd.getComponent(entity, TransformAttachment);
462
-
463
- if (attachment === undefined) {
464
- break;
465
- }
466
-
467
- entity = attachment.parent;
468
- depth++;
469
- }
470
-
471
- instance.depth = depth;
472
- }
473
-
474
- instances.sort((a, b) => a.depth - b.depth);
475
-
476
- this.__order_dirty = false;
477
- }
478
-
479
- /**
480
- * @param {ClothInstance} instance
481
- * @param {EntityComponentDataset} ecd
482
- * @param {number} dt
483
- * @private
484
- */
485
- #advance(instance, ecd, dt) {
486
- const transform = instance.rig === null
487
- ? instance.transform
488
- : this.#anchor_pose(instance);
489
-
490
- const tx = transform[TRANSFORM64_TRANSLATION_OFFSET];
491
- const ty = transform[TRANSFORM64_TRANSLATION_OFFSET + 1];
492
- const tz = transform[TRANSFORM64_TRANSLATION_OFFSET + 2];
493
-
494
- const qx = transform[TRANSFORM64_ROTATION_OFFSET];
495
- const qy = transform[TRANSFORM64_ROTATION_OFFSET + 1];
496
- const qz = transform[TRANSFORM64_ROTATION_OFFSET + 2];
497
- const qw = transform[TRANSFORM64_ROTATION_OFFSET + 3];
498
-
499
- const previous_translation = instance.anchor_translation;
500
- const previous_rotation = instance.anchor_rotation;
501
-
502
- if (instance.cloth.blend !== instance.blend_seen) {
503
- instance.asleep = false;
504
- instance.still_steps = 0;
505
- }
506
-
507
- const moved = instance.anchor_valid && (
508
- previous_translation[0] !== tx
509
- || previous_translation[1] !== ty
510
- || previous_translation[2] !== tz
511
- || previous_rotation[0] !== qx
512
- || previous_rotation[1] !== qy
513
- || previous_rotation[2] !== qz
514
- || previous_rotation[3] !== qw
515
- );
516
-
517
- if (moved) {
518
- instance.asleep = false;
519
- instance.still_steps = 0;
520
- }
521
-
522
- if (instance.asleep && this.__colliders !== null && instance.collider_count >= 0) {
523
- // §7 P5's "wake on collider motion". A sleeping cloth is neither
524
- // stepped nor written back, so something has to notice the world it
525
- // was resting against moving out from under it, and a broadphase
526
- // query plus a pose comparison is three orders of magnitude cheaper
527
- // than the step it decides whether to skip.
528
- if (cloth_colliders_moved(instance, this.__colliders.index)) {
529
- instance.asleep = false;
530
- instance.still_steps = 0;
219
+ if (!world.ensure_seeded(instance, ecd, dt)) {
220
+ continue;
531
221
  }
532
- }
533
-
534
- if (instance.asleep) {
535
- // Nothing is stepped and nothing is written: the pose on the
536
- // subtree is already the pose, and rewriting it is what would make
537
- // §7 P5's "bit-identical across the following 300 steps" an
538
- // aspiration rather than a fact.
539
- return;
540
- }
541
222
 
542
- if (instance.anchor_valid) {
543
- const displacement = Math.hypot(tx - previous_translation[0], ty - previous_translation[1], tz - previous_translation[2]);
544
-
545
- const teleport = displacement > Math.max(
546
- CLOTH_TELEPORT_REACH * instance.reach,
547
- CLOTH_TELEPORT_FLOOR
548
- );
549
-
550
- if (teleport) {
551
- this.#teleport(instance);
552
- } else {
553
- move_local_frame(
554
- instance,
555
- tx, ty, tz, qx, qy, qz, qw,
556
- previous_translation, previous_rotation
557
- );
558
- }
559
- }
560
-
561
- previous_translation[0] = tx;
562
- previous_translation[1] = ty;
563
- previous_translation[2] = tz;
564
-
565
- previous_rotation[0] = qx;
566
- previous_rotation[1] = qy;
567
- previous_rotation[2] = qz;
568
- previous_rotation[3] = qw;
569
-
570
- instance.anchor_valid = true;
571
-
572
- refresh_leash_targets(instance);
573
-
574
- const dynamics = instance.cloth.dynamics;
575
-
576
- damp(instance, cloth_velocity_retention(dynamics.damping, dt));
577
-
578
- // Gravity is a world vector and the solve is in the anchor's frame.
579
- const gravity = this.gravity;
580
-
581
- v3_quaternion_apply_inverse(LOCAL_GRAVITY, 0, gravity[0], gravity[1], gravity[2], qx, qy, qz, qw);
582
-
583
- const state = instance.state;
584
-
585
- let limit = cloth_velocity_limit(
586
- instance.shortest_row, dynamics.substeps, dynamics.iterations, dt
587
- );
588
-
589
- state.contact_radius = dynamics.thickness;
590
-
591
- if (this.__colliders !== null) {
592
- // The gather's margin is how far a particle may travel this step,
593
- // which is the velocity clamp read as a distance — the quantity it
594
- // was built out of (`cloth_dynamics_map.js`).
595
- cloth_gather_colliders(instance, this.__colliders.index, limit * dt);
596
-
597
- instance.contact_count = cloth_contact_find(
598
- state, instance.collider_table, instance.collider_key, instance.collider_count
599
- );
600
- } else {
601
- instance.collider_count = 0;
602
- instance.contact_count = 0;
603
- }
604
-
605
- if ((dynamics.flags & ClothDynamicsFlags.SelfCollision) !== 0) {
606
- // Half the shortest row, so the row's diameter is one particle
607
- // spacing. `ClothState#self_radius` carries why the fabric's own
608
- // thickness is the wrong length here and `MEASUREMENTS.md` §31 is the
609
- // sweep that settled it. A fabric thicker than its proxy is coarse
610
- // keeps its thickness — and is then clamped under the closest pair
611
- // the proxy has with no row between them, because a diameter that
612
- // reaches that pair puts a cloth which is not folded at all in
613
- // permanent contact with itself (§36, §37).
614
- state.self_radius = Math.min(
615
- Math.max(dynamics.thickness, instance.shortest_row * CLOTH_SELF_RADIUS_MIN_RATIO),
616
- instance.closest_free_pair * CLOTH_SELF_RADIUS_MAX_RATIO
617
- );
618
-
619
- instance.self_pairs = cloth_self_find(state, instance.self_exclusions);
620
- } else {
621
- state.self_count = 0;
622
- instance.self_pairs = 0;
623
- }
624
-
625
- cloth_step(
626
- state, dt,
627
- LOCAL_GRAVITY[0], LOCAL_GRAVITY[1], LOCAL_GRAVITY[2],
628
- dynamics.substeps, dynamics.iterations,
629
- instance.collider_table, instance.collider_count
630
- );
631
-
632
- if (instance.stabilise_remaining > 0) {
633
- // Ramp back from nothing over the window. The first step after a
634
- // reset is allowed no velocity at all, which is what stops a
635
- // re-seeded cloth from snapping taut and whipping.
636
- limit *= (CLOTH_STABILISE_STEPS - instance.stabilise_remaining) / CLOTH_STABILISE_STEPS;
637
-
638
- instance.stabilise_remaining--;
639
- }
640
-
641
- const speed = clamp_velocity(instance, limit);
642
-
643
- if ((instance.cloth.flags & ClothFlags.NeverSleep) === 0) {
644
- if (speed < CLOTH_SLEEP_SPEED_RATIO * instance.reach) {
645
- instance.still_steps++;
646
-
647
- if (instance.still_steps >= CLOTH_SLEEP_STEPS) {
648
- instance.asleep = true;
649
- }
650
- } else {
651
- instance.still_steps = 0;
223
+ if (!world.advance(instance, dt, params, 0)) {
224
+ continue;
652
225
  }
653
- }
654
-
655
- instance.blend_seen = instance.cloth.blend;
656
-
657
- if (instance.rig === null) {
658
- cloth_write_back(instance, ecd);
659
- } else {
660
- cloth_write_back_rig(instance, transform);
661
- }
662
- }
663
-
664
- /**
665
- * The anchor joint's world pose, computed on the CPU from the clips the
666
- * entity is playing.
667
- *
668
- * **Computed, never read back**, for two reasons that are both the engine's
669
- * own. A joint of an animated skeleton is under `TransformAuthority.GPU`,
670
- * so nothing maintains its CPU-side `transform_global` and reading it gives
671
- * whatever the node was last posed at by hand. And GPU readback is a frame
672
- * late and asynchronous, so anything depending on it would depend on frame
673
- * pacing — which is why `query_entity_node_world_pose` exists and is
674
- * documented as the only sanctioned way to ask this question. A cape and a
675
- * scabbard on the same shoulder get their answer from the same evaluator,
676
- * off the same clock, which is what keeps them on the same shoulder.
677
- *
678
- * @param {ClothInstance} instance
679
- * @returns {Transform64}
680
- * @private
681
- */
682
- #anchor_pose(instance) {
683
- const playbacks = PLAYBACKS;
684
-
685
- playbacks.length = 0;
686
-
687
- collect_entity_playbacks(playbacks, this.entityManager, instance.entity);
688
-
689
- pose_evaluate_world(instance.anchor_pose, instance.node_joint[0], playbacks);
690
-
691
- playbacks.length = 0;
692
-
693
- return instance.anchor_pose;
694
- }
695
-
696
- /**
697
- * @param {ClothInstance} instance
698
- * @private
699
- */
700
- #teleport(instance) {
701
- instance.teleport_count++;
702
-
703
- if ((instance.cloth.flags & ClothFlags.TeleportKeep) !== 0) {
704
- // `Keep` carries the cloth's shape across the jump. Particles are
705
- // stored relative to the anchor, so that is exactly what happens if
706
- // this function does nothing to them — the frame moved and they did
707
- // not, which is MagicaCloth2's rigid delta expressed in the frame
708
- // that makes it free.
709
- return;
710
- }
711
-
712
- const state = instance.state;
713
-
714
- const node_count = instance.node_count;
715
- const animated = instance.animated_position;
716
- const particle_of_node = instance.particle_of_node;
717
-
718
- for (let node = 0; node < node_count; node++) {
719
- const p = particle_of_node[node] * 3;
720
- const n = node * 3;
721
-
722
- state.position[p] = animated[n];
723
- state.position[p + 1] = animated[n + 1];
724
- state.position[p + 2] = animated[n + 2];
725
- }
726
-
727
- state.position_previous.set(state.position);
728
- state.velocity.fill(0);
729
- state.inertia_blend.fill(0);
730
-
731
- // The multipliers describe forces in a configuration that no longer
732
- // exists. Carrying them across would apply the old pose's tension to
733
- // the new one on the first iteration, which is a whip with extra steps.
734
- state.stretch_lambda.fill(0);
735
- state.bend_lambda.fill(0);
736
- state.leash_lambda.fill(0);
737
-
738
- instance.stabilise_remaining = CLOTH_STABILISE_STEPS;
739
- }
740
- }
741
-
742
- /**
743
- * The clip set handed to the pose evaluator, rebuilt per call from the
744
- * animation systems' own entries. Nothing in here outlives the call.
745
- * @type {PosePlayback[]}
746
- * @private
747
- */
748
- const PLAYBACKS = [];
749
-
750
- /**
751
- * @type {Float64Array}
752
- * @private
753
- */
754
- const LOCAL_GRAVITY = new Float64Array(3);
755
-
756
- /**
757
- * @type {Float64Array}
758
- * @private
759
- */
760
- const FRAME = new Float64Array(8);
761
-
762
- /**
763
- * Carry the particles across a change of anchor pose, by however much of it the
764
- * fabric is willing to feel. §7 P7.
765
- *
766
- * A particle at local `p` was at world `t_prev + q_prev·p`. Holding that world
767
- * position fixed, its local coordinates become `D + Q·p` with
768
- * `D = q_now⁻¹·(t_prev − t_now)` and `Q = q_now⁻¹ ⊗ q_prev`. Feeling *all* of
769
- * the anchor's motion is taking that; feeling *none* is leaving `p` alone; and
770
- * `inertia` is the lerp between them. Velocity is carried the same way, minus
771
- * the translation, since a translation of the frame does not rotate a vector.
772
- *
773
- * `D` and `Q` are limited before the lerp. The limits are the cloth's own reach
774
- * per step and a fixed angle per step, which is what makes an anchor that
775
- * teleports a metre — or spins — something a cape *lags behind* rather than
776
- * something it is fired out of.
777
- *
778
- * @param {ClothInstance} instance
779
- * @param {number} tx
780
- * @param {number} ty
781
- * @param {number} tz
782
- * @param {number} qx
783
- * @param {number} qy
784
- * @param {number} qz
785
- * @param {number} qw
786
- * @param {Float64Array} previous_translation
787
- * @param {Float64Array} previous_rotation
788
- * @private
789
- */
790
- function move_local_frame(
791
- instance,
792
- tx, ty, tz, qx, qy, qz, qw,
793
- previous_translation, previous_rotation
794
- ) {
795
- let inertia = instance.cloth.dynamics.inertia;
796
-
797
- if (inertia <= 0) {
798
- return;
799
- }
800
226
 
801
- if (inertia > 1) {
802
- inertia = 1;
803
- }
804
-
805
- v3_quaternion_apply_inverse(
806
- FRAME, 0,
807
- previous_translation[0] - tx,
808
- previous_translation[1] - ty,
809
- previous_translation[2] - tz,
810
- qx, qy, qz, qw
811
- );
812
-
813
- const travel_limit = CLOTH_ANCHOR_TRAVEL_REACH * instance.reach;
814
-
815
- const travel = Math.hypot(FRAME[0], FRAME[1], FRAME[2]);
816
-
817
- if (travel > travel_limit && travel > 0) {
818
- const scale = travel_limit / travel;
819
-
820
- FRAME[0] *= scale;
821
- FRAME[1] *= scale;
822
- FRAME[2] *= scale;
823
- }
824
-
825
- quat3_multiply(
826
- FRAME, 4,
827
- -qx, -qy, -qz, qw,
828
- previous_rotation[0], previous_rotation[1], previous_rotation[2], previous_rotation[3]
829
- );
830
-
831
- // `|w|` is `cos(θ/2)`, so this is the angle test without an `acos`.
832
- const half_angle_cos = FRAME[7] < 0 ? -FRAME[7] : FRAME[7];
833
-
834
- if (half_angle_cos < Math.cos(CLOTH_ANCHOR_ROTATION_LIMIT * 0.5)) {
835
- const angle = 2 * Math.acos(half_angle_cos > 1 ? 1 : half_angle_cos);
836
-
837
- quat3_nlerp(
838
- FRAME, 4,
839
- 0, 0, 0, 1,
840
- FRAME[4], FRAME[5], FRAME[6], FRAME[7],
841
- CLOTH_ANCHOR_ROTATION_LIMIT / angle
842
- );
843
- }
844
-
845
- const state = instance.state;
846
-
847
- const particle_count = state.particle_count;
848
-
849
- const position = state.position;
850
- const velocity = state.velocity;
851
-
852
- const dx = FRAME[0];
853
- const dy = FRAME[1];
854
- const dz = FRAME[2];
855
-
856
- const rx = FRAME[4];
857
- const ry = FRAME[5];
858
- const rz = FRAME[6];
859
- const rw = FRAME[7];
860
-
861
- for (let i = 0; i < particle_count; i++) {
862
- const p = i * 3;
863
-
864
- v3_quaternion_apply(CARRIED, 0, position[p], position[p + 1], position[p + 2], rx, ry, rz, rw);
865
-
866
- position[p] += inertia * (CARRIED[0] + dx - position[p]);
867
- position[p + 1] += inertia * (CARRIED[1] + dy - position[p + 1]);
868
- position[p + 2] += inertia * (CARRIED[2] + dz - position[p + 2]);
869
-
870
- v3_quaternion_apply(CARRIED, 0, velocity[p], velocity[p + 1], velocity[p + 2], rx, ry, rz, rw);
871
-
872
- velocity[p] += inertia * (CARRIED[0] - velocity[p]);
873
- velocity[p + 1] += inertia * (CARRIED[1] - velocity[p + 1]);
874
- velocity[p + 2] += inertia * (CARRIED[2] - velocity[p + 2]);
875
- }
876
-
877
- // The anchor is pinned and is the origin of the frame it anchors, so it is
878
- // the one particle that must not be carried anywhere.
879
- const anchor = instance.particle_of_node[0] * 3;
880
-
881
- position[anchor] = 0;
882
- position[anchor + 1] = 0;
883
- position[anchor + 2] = 0;
884
-
885
- velocity[anchor] = 0;
886
- velocity[anchor + 1] = 0;
887
- velocity[anchor + 2] = 0;
888
- }
889
-
890
- /**
891
- * @type {Float64Array}
892
- * @private
893
- */
894
- const CARRIED = new Float64Array(3);
895
-
896
- /**
897
- * Point every leash row at where it measures from: a slack row at the
898
- * particle's animated position, a tether at the anchor.
899
- *
900
- * @param {ClothInstance} instance
901
- * @private
902
- */
903
- function refresh_leash_targets(instance) {
904
- const state = instance.state;
905
-
906
- const target = state.leash_target;
907
-
908
- const animated = instance.animated_position;
909
-
910
- const anchor = instance.particle_of_node[0] * 3;
911
-
912
- const anchor_x = state.position[anchor];
913
- const anchor_y = state.position[anchor + 1];
914
- const anchor_z = state.position[anchor + 2];
227
+ cloth_step_instance(instance.state, instance.self_exclusions, params, 0);
915
228
 
916
- const node_count = instance.node_count;
917
-
918
- const slack_row = instance.slack_row;
919
- const tether_row = instance.tether_row;
920
-
921
- for (let node = 1; node < node_count; node++) {
922
- const tether = tether_row[node];
923
-
924
- if (tether >= 0) {
925
- target[tether * 3] = anchor_x;
926
- target[tether * 3 + 1] = anchor_y;
927
- target[tether * 3 + 2] = anchor_z;
928
- }
929
-
930
- const slack = slack_row[node];
931
-
932
- if (slack >= 0) {
933
- target[slack * 3] = animated[node * 3];
934
- target[slack * 3 + 1] = animated[node * 3 + 1];
935
- target[slack * 3 + 2] = animated[node * 3 + 2];
936
- }
937
- }
938
- }
939
-
940
- /**
941
- * Scale every particle's velocity, which is §7 P5's other half.
942
- *
943
- * The multiplier decay `α·γ` bleeds accumulated force out of a **hard** row,
944
- * and a soft row has no multiplier to decay — M0 measured a soft cloth landing
945
- * in a bounded limit cycle that 2,000 further steps do not move. This is what
946
- * reaches it, and it is why `ClothDynamics#damping` is part of the correctness
947
- * argument rather than a taste control. `MEASUREMENTS.md` §6.
948
- *
949
- * @param {ClothInstance} instance
950
- * @param {number} retention `[0, 1]`
951
- * @private
952
- */
953
- function damp(instance, retention) {
954
- if (retention >= 1) {
955
- return;
956
- }
957
-
958
- const velocity = instance.state.velocity;
959
-
960
- for (let i = 0; i < velocity.length; i++) {
961
- velocity[i] *= retention;
962
- }
963
- }
964
-
965
- /**
966
- * Hold every particle's speed under the limit derived from
967
- * `ClothDynamics#thickness`, and report the largest speed left afterwards so
968
- * the sleep test has something to read.
969
- *
970
- * §7 P1 names this clamp and M0 deliberately left it out, because a clamp would
971
- * have masked the property M0 existed to measure. It is here rather than inside
972
- * `cloth_step` for the same reason: the solver's stability is still its own.
973
- *
974
- * Speed rather than displacement is what the sleep test reads, because
975
- * `position_previous` after a multi-substep step holds the start of the *last*
976
- * substep rather than the start of the step, and a motion measure that quietly
977
- * divides by the substep count is a sleep threshold that means something
978
- * different for every fabric.
979
- *
980
- * @param {ClothInstance} instance
981
- * @param {number} limit m/s
982
- * @returns {number} largest particle speed after clamping, m/s
983
- * @private
984
- */
985
- function clamp_velocity(instance, limit) {
986
- const state = instance.state;
987
-
988
- const particle_count = state.particle_count;
989
-
990
- const velocity = state.velocity;
991
-
992
- const limit_squared = limit * limit;
993
-
994
- let worst_squared = 0;
995
-
996
- for (let i = 0; i < particle_count; i++) {
997
- const p = i * 3;
998
-
999
- const vx = velocity[p];
1000
- const vy = velocity[p + 1];
1001
- const vz = velocity[p + 2];
1002
-
1003
- let speed_squared = vx * vx + vy * vy + vz * vz;
1004
-
1005
- if (speed_squared > limit_squared) {
1006
- const scale = limit / Math.sqrt(speed_squared);
1007
-
1008
- velocity[p] = vx * scale;
1009
- velocity[p + 1] = vy * scale;
1010
- velocity[p + 2] = vz * scale;
1011
-
1012
- speed_squared = limit_squared;
1013
- }
1014
-
1015
- if (speed_squared > worst_squared) {
1016
- worst_squared = speed_squared;
229
+ world.finish(instance, ecd);
1017
230
  }
1018
231
  }
1019
-
1020
- return Math.sqrt(worst_squared);
1021
232
  }