@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 +1 @@
1
- {"version":3,"file":"cloth_gather_colliders.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_gather_colliders.js"],"names":[],"mappings":"AA8BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AAEH;;;;;;;;GAQG;AACH,kGAHW,MAAM,GACJ,MAAM,CAsJlB;AAgDD;;;;;;;;;;;;GAYG;AACH,2FAFa,OAAO,CAsBnB"}
1
+ {"version":3,"file":"cloth_gather_colliders.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_gather_colliders.js"],"names":[],"mappings":"AA+BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmDG;AAEH;;;;;;;;GAQG;AACH,kGAHW,MAAM,GACJ,MAAM,CA2JlB;AAgDD;;;;;;;;;;;;GAYG;AACH,2FAFa,OAAO,CAsBnB"}
@@ -27,6 +27,7 @@ import {
27
27
  CCR_TZ
28
28
  } from "../collider/ClothColliderRecord.js";
29
29
  import { cloth_collider_refit_bounds } from "../collider/cloth_collider_bounds.js";
30
+ import { CLOTH_COLLIDER_SLOTS } from "../solver/cloth_solver_constants.js";
30
31
 
31
32
  /**
32
33
  * # Bringing the world's colliders into a cloth's frame
@@ -59,6 +60,24 @@ import { cloth_collider_refit_bounds } from "../collider/cloth_collider_bounds.j
59
60
  * it was gathered for; it is the velocity clamp of §7 P1 read as a distance,
60
61
  * which is the quantity it was built out of.
61
62
  *
63
+ * ## Where the table lives, and why it stopped growing
64
+ *
65
+ * In `ClothState`'s single buffer, {@link CLOTH_COLLIDER_SLOTS} records of it,
66
+ * which is §12's own layout. M2 grew a per-instance array instead, because the
67
+ * size is a property of the world rather than of the cloth — still true, and
68
+ * still not the deciding argument. M5's worker steps the cloth out of shared
69
+ * memory, and an array that can be replaced mid-run is memory the worker would
70
+ * have to be told about again before it could be named. A fixed region makes the
71
+ * two systems read the same bytes by construction.
72
+ *
73
+ * A cloth whose broadphase returns more than the capacity keeps the first
74
+ * {@link CLOTH_COLLIDER_SLOTS} the index hands back and says so once. That is
75
+ * arbitrary among the overflow — the index answers in its own order — which is
76
+ * why it warns rather than trusting a rule it does not have, and why the
77
+ * capacity is set well clear of what a scene reaches. `MEASUREMENTS.md` §41 is
78
+ * what the library's garments actually reach, and the answer is that they reach
79
+ * whatever the characters around them carry.
80
+ *
62
81
  * @author Alex Goldring
63
82
  * @copyright Company Named Limited (c) 2026
64
83
  */
@@ -66,8 +85,8 @@ import { cloth_collider_refit_bounds } from "../collider/cloth_collider_bounds.j
66
85
  /**
67
86
  * Query the index and rewrite the overlapping colliders into the cloth's frame.
68
87
  *
69
- * @param {ClothInstance} instance filled in place — `collider_table`,
70
- * `collider_key` and `collider_count`
88
+ * @param {ClothInstance} instance read for its anchor pose and filter; its
89
+ * state's `collider_table`, `collider_key` and `collider_count` are filled
71
90
  * @param {ClothColliderIndex} index
72
91
  * @param {number} reach how far a particle may travel this step, metres
73
92
  * @returns {number} how many colliders were gathered
@@ -101,7 +120,7 @@ export function cloth_gather_colliders(instance, index, reach) {
101
120
  }
102
121
 
103
122
  if (particle_count === 0) {
104
- instance.collider_count = 0;
123
+ state.collider_count = 0;
105
124
 
106
125
  return 0;
107
126
  }
@@ -160,25 +179,30 @@ export function cloth_gather_colliders(instance, index, reach) {
160
179
 
161
180
  const cloth = instance.cloth;
162
181
 
163
- const found = index.query(
182
+ const overlapping = index.query(
164
183
  HANDLES, world_min_x, world_min_y, world_min_z,
165
184
  world_max_x, world_max_y, world_max_z,
166
185
  cloth.layer, cloth.mask
167
186
  );
168
187
 
169
- if (instance.collider_table === null || instance.collider_table.length < found * CCR_STRIDE) {
170
- let capacity = 8;
188
+ let found = overlapping;
171
189
 
172
- while (capacity < found) {
173
- capacity *= 2;
174
- }
190
+ if (found > CLOTH_COLLIDER_SLOTS) {
191
+ found = CLOTH_COLLIDER_SLOTS;
192
+
193
+ if (!instance.collider_overflow_reported) {
194
+ instance.collider_overflow_reported = true;
175
195
 
176
- instance.collider_table = new Float32Array(capacity * CCR_STRIDE);
177
- instance.collider_key = new Int32Array(capacity);
196
+ console.warn(
197
+ `ClothSystem: entity ${instance.entity} overlaps ${overlapping} cloth colliders and the`
198
+ + ` per-cloth table holds ${CLOTH_COLLIDER_SLOTS}; the rest are not collided against.`
199
+ + ` Narrow the cloth's layer/mask, or split the collider.`
200
+ );
201
+ }
178
202
  }
179
203
 
180
- const table = instance.collider_table;
181
- const keys = instance.collider_key;
204
+ const table = state.collider_table;
205
+ const keys = state.collider_key;
182
206
 
183
207
  const source = index.table;
184
208
 
@@ -217,7 +241,7 @@ export function cloth_gather_colliders(instance, index, reach) {
217
241
  cloth_collider_refit_bounds(table, i, CCR_STRIDE);
218
242
  }
219
243
 
220
- instance.collider_count = found;
244
+ state.collider_count = found;
221
245
 
222
246
  return found;
223
247
  }
@@ -284,7 +308,7 @@ function localise(
284
308
  export function cloth_colliders_moved(instance, index) {
285
309
  const found = cloth_gather_colliders(instance, index, 0);
286
310
 
287
- const table = instance.collider_table;
311
+ const table = instance.state.collider_table;
288
312
 
289
313
  for (let i = 0; i < found; i++) {
290
314
  const r = i * CCR_STRIDE;
@@ -7,22 +7,22 @@
7
7
  * identical either way; only seeding and write-back differ", and this file plus
8
8
  * `cloth_write_back_rig.js` is the whole of the difference.
9
9
  *
10
- * ## Cloth takes authority, and that is a real claim
10
+ * ## The joints are entities, and cloth takes them back from the GPU
11
11
  *
12
- * §11.2 says the writable handle is "the joint's `Node3D.transform_local` — the
13
- * same handle the animation systems write". **The animation systems do not
14
- * write it.** `TransformAuthority` is explicit: a node a clip drives is
15
- * `GPU`, and "the CPU allocates and seeds the row, then never writes to it
16
- * again, so the node's own `transform_local` stops describing it and should not
17
- * be read as if it did". Cloth writing `transform_local` on such a node would
18
- * be writing to something nothing reads.
12
+ * A skinned model is a prefab spawned as entities, so a joint is an entity with
13
+ * a `TransformAttachment` — the offset from its parent joint — and a
14
+ * `GPUStateAuthority` saying who writes that offset's row. A joint a clip
15
+ * drives is the GPU's: the clip resolves the row on the GPU and the CPU never
16
+ * writes it, so the attachment's offset stops describing it. Cloth writing that
17
+ * offset on such a joint would be writing to something nothing reads.
19
18
  *
20
- * So the seed **claims** `TransformAuthority.CPU` on every joint it drives. The
19
+ * So the seed **revokes** the GPU's authority over every joint it drives. The
21
20
  * consequence is stated rather than hidden: a joint cloth simulates stops being
22
- * animatable by a clip, because two writers of one row is the race the authority
23
- * enum exists to prevent. That is the right trade for a cape — the whole point
24
- * of simulating it is that nobody keyframes it — and it is an authoring error
25
- * for a garment whose joints are also keyed, which is why the seed says so.
21
+ * animatable by a clip, because two writers of one row is the race the
22
+ * authority component exists to prevent. That is the right trade for a cape —
23
+ * the whole point of simulating it is that nobody keyframes it — and it is an
24
+ * authoring error for a garment whose joints are also keyed, which is why the
25
+ * seed says so.
26
26
  *
27
27
  * ## The animated pose is constant, exactly as it is for a rope
28
28
  *
@@ -35,12 +35,8 @@
35
35
  * authority claim above: cloth owns those joints, so nothing else poses them,
36
36
  * so their authored pose is the proxy's baked bind pose — constant in the
37
37
  * anchor's frame, exactly as a rope's is. What moves is the anchor, and the
38
- * anchor is a joint of the character's own animated skeleton.
39
- *
40
- * The live case is the **unrigged** path, where the animated targets are mesh
41
- * vertices skinned to the character's skeleton by
42
- * `mesh_apply_skeletal_vertex_skinning` and genuinely move under the animation.
43
- * That path is not in M3.
38
+ * anchor is a joint of the character's own animated skeleton, whose pose the
39
+ * system evaluates exactly (`t64_evaluate_world`).
44
40
  *
45
41
  * @author Alex Goldring
46
42
  * @copyright Company Named Limited (c) 2026
@@ -50,9 +46,9 @@
50
46
  *
51
47
  * @param {ClothInstance} instance seeded in place
52
48
  * @param {ClothProxy} proxy
53
- * @param {Node3D[]} joints the skin's joints, in the order the proxy indexes
54
- * @param {number} dt fixed step, seconds
55
- * @returns {void}
49
+ * @param {number[]} joints the skin's joints as entities, in the order the proxy indexes
50
+ * @param {EntityComponentDataset} ecd
51
+ * @param {number} dt
56
52
  */
57
- export function cloth_seed_rig(instance: ClothInstance, proxy: ClothProxy, joints: Node3D[], dt: number): void;
53
+ export function cloth_seed_rig(instance: ClothInstance, proxy: ClothProxy, joints: number[], ecd: EntityComponentDataset, dt: number): void;
58
54
  //# sourceMappingURL=cloth_seed_rig.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_seed_rig.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_seed_rig.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AAEH;;;;;;;;GAQG;AACH,mFAJW,QAAQ,MACR,MAAM,GACJ,IAAI,CA6DhB"}
1
+ {"version":3,"file":"cloth_seed_rig.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_seed_rig.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AAEH;;;;;;;;GAQG;AACH,mFAJW,MAAM,EAAE,mCAER,MAAM,QAyEhB"}
@@ -1,199 +1,201 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { quat3_multiply } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
3
- import { v3_quaternion_apply } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
4
- import { TransformAuthority } from "../../../../shade/renderer/scene/TransformAuthority.js";
5
- import { cloth_build_children, cloth_build_rows } from "./cloth_build_rows.js";
6
-
7
- /**
8
- * # Seeding a cloth from a skinned model's joints — §11.2
9
- *
10
- * One particle per joint the proxy names, with the anchor as the fixed set, and
11
- * everything after that is `cloth_build_rows.js` — the same rows, the same
12
- * geodesics, the same leashes the entity path gets. §11 says "the solver is
13
- * identical either way; only seeding and write-back differ", and this file plus
14
- * `cloth_write_back_rig.js` is the whole of the difference.
15
- *
16
- * ## Cloth takes authority, and that is a real claim
17
- *
18
- * §11.2 says the writable handle is "the joint's `Node3D.transform_local` — the
19
- * same handle the animation systems write". **The animation systems do not
20
- * write it.** `TransformAuthority` is explicit: a node a clip drives is
21
- * `GPU`, and "the CPU allocates and seeds the row, then never writes to it
22
- * again, so the node's own `transform_local` stops describing it and should not
23
- * be read as if it did". Cloth writing `transform_local` on such a node would
24
- * be writing to something nothing reads.
25
- *
26
- * So the seed **claims** `TransformAuthority.CPU` on every joint it drives. The
27
- * consequence is stated rather than hidden: a joint cloth simulates stops being
28
- * animatable by a clip, because two writers of one row is the race the authority
29
- * enum exists to prevent. That is the right trade for a cape — the whole point
30
- * of simulating it is that nobody keyframes it — and it is an authoring error
31
- * for a garment whose joints are also keyed, which is why the seed says so.
32
- *
33
- * ## The animated pose is constant, exactly as it is for a rope
34
- *
35
- * §11.1 says a subtree's authored pose is rigid relative to its anchor, so in
36
- * the anchor's own frame it does not move, and then says "a subtree whose links
37
- * are themselves animated is not an M1 case — that is the rig path, where the
38
- * animated pose comes from the skeleton and is live".
39
- *
40
- * For a **rigged** garment it is not live either, and the reason is the
41
- * authority claim above: cloth owns those joints, so nothing else poses them,
42
- * so their authored pose is the proxy's baked bind pose — constant in the
43
- * anchor's frame, exactly as a rope's is. What moves is the anchor, and the
44
- * anchor is a joint of the character's own animated skeleton.
45
- *
46
- * The live case is the **unrigged** path, where the animated targets are mesh
47
- * vertices skinned to the character's skeleton by
48
- * `mesh_apply_skeletal_vertex_skinning` and genuinely move under the animation.
49
- * That path is not in M3.
50
- *
51
- * @author Alex Goldring
52
- * @copyright Company Named Limited (c) 2026
53
- */
54
-
55
- /**
56
- * Seed `instance` from a proxy and the joints of a skin.
57
- *
58
- * @param {ClothInstance} instance seeded in place
59
- * @param {ClothProxy} proxy
60
- * @param {Node3D[]} joints the skin's joints, in the order the proxy indexes
61
- * @param {number} dt fixed step, seconds
62
- * @returns {void}
63
- */
64
- export function cloth_seed_rig(instance, proxy, joints, dt) {
65
- assert.ok(proxy.isClothProxy === true, 'proxy must be a ClothProxy');
66
-
67
- const joint_count = proxy.joint_count;
68
-
69
- // Node 0 is the anchor, exactly as it is for the entity path: the fixed
70
- // set, the origin of the local frame, and `d_geo = 0`.
71
- const node_count = joint_count + 1;
72
-
73
- instance.node_count = node_count;
74
-
75
- const node_parent = new Int32Array(node_count);
76
-
77
- node_parent[0] = -1;
78
-
79
- for (let i = 0; i < joint_count; i++) {
80
- node_parent[i + 1] = proxy.joint_parent[i] + 1;
81
- }
82
-
83
- instance.node_parent = node_parent;
84
-
85
- const node_joint = new Array(node_count);
86
-
87
- node_joint[0] = joints[proxy.anchor];
88
-
89
- for (let i = 0; i < joint_count; i++) {
90
- const node = joints[proxy.joint[i]];
91
-
92
- assert.defined(node, `joint ${proxy.joint[i]} of the skin`);
93
-
94
- node_joint[i + 1] = node;
95
-
96
- // See the module docblock. A clip-driven joint reads as GPU here, and
97
- // taking it is what makes the write-back visible at all.
98
- node.transform_authority = TransformAuthority.CPU;
99
- }
100
-
101
- instance.node_joint = node_joint;
102
-
103
- // The entity path's arrays have no meaning here and holding stale ones is
104
- // how a write-back reaches into a previous seeding's entities.
105
- instance.node_entity = null;
106
- instance.node_transform = [];
107
- instance.node_attachment = [];
108
- instance.pruned_count = 0;
109
- instance.pruned_entity = null;
110
- instance.pruned_parent = null;
111
- instance.pruned_transform = [];
112
- instance.pruned_attachment = [];
113
-
114
- cloth_build_children(instance);
115
-
116
- read_bind_pose(instance, proxy);
117
-
118
- instance.dynamics_seen.copy(instance.cloth.dynamics);
119
-
120
- cloth_build_rows(instance, dt);
121
-
122
- instance.seeded = true;
123
- }
124
-
125
- /**
126
- * Compose the proxy's baked bind pose into the anchor's frame.
127
- *
128
- * The proxy's parents come before its children, so one forward pass is the whole
129
- * hierarchy — the same property `cloth_seed_subtree` gets from a breadth-first
130
- * walk and relies on for the same reason.
131
- *
132
- * @param {ClothInstance} instance
133
- * @param {ClothProxy} proxy
134
- * @private
135
- */
136
- function read_bind_pose(instance, proxy) {
137
- const node_count = instance.node_count;
138
-
139
- const local_position = new Float32Array(node_count * 3);
140
- const local_rotation = new Float32Array(node_count * 4);
141
-
142
- const position = new Float32Array(node_count * 3);
143
- const rotation = new Float32Array(node_count * 4);
144
-
145
- // The anchor is the origin of the frame it anchors.
146
- local_rotation[3] = 1;
147
- rotation[3] = 1;
148
-
149
- const parent = instance.node_parent;
150
-
151
- for (let node = 1; node < node_count; node++) {
152
- const joint = node - 1;
153
-
154
- local_position[node * 3] = proxy.rest_position[joint * 3];
155
- local_position[node * 3 + 1] = proxy.rest_position[joint * 3 + 1];
156
- local_position[node * 3 + 2] = proxy.rest_position[joint * 3 + 2];
157
-
158
- local_rotation[node * 4] = proxy.rest_rotation[joint * 4];
159
- local_rotation[node * 4 + 1] = proxy.rest_rotation[joint * 4 + 1];
160
- local_rotation[node * 4 + 2] = proxy.rest_rotation[joint * 4 + 2];
161
- local_rotation[node * 4 + 3] = proxy.rest_rotation[joint * 4 + 3];
162
-
163
- const p = parent[node];
164
-
165
- const pqx = rotation[p * 4];
166
- const pqy = rotation[p * 4 + 1];
167
- const pqz = rotation[p * 4 + 2];
168
- const pqw = rotation[p * 4 + 3];
169
-
170
- v3_quaternion_apply(
171
- COMPOSE, 0,
172
- local_position[node * 3], local_position[node * 3 + 1], local_position[node * 3 + 2],
173
- pqx, pqy, pqz, pqw
174
- );
175
-
176
- position[node * 3] = position[p * 3] + COMPOSE[0];
177
- position[node * 3 + 1] = position[p * 3 + 1] + COMPOSE[1];
178
- position[node * 3 + 2] = position[p * 3 + 2] + COMPOSE[2];
179
-
180
- quat3_multiply(
181
- rotation, node * 4,
182
- pqx, pqy, pqz, pqw,
183
- local_rotation[node * 4], local_rotation[node * 4 + 1],
184
- local_rotation[node * 4 + 2], local_rotation[node * 4 + 3]
185
- );
186
- }
187
-
188
- instance.rest_local_position = local_position;
189
- instance.rest_local_rotation = local_rotation;
190
-
191
- instance.animated_position = position;
192
- instance.animated_rotation = rotation;
193
- }
194
-
195
- /**
196
- * @type {Float64Array}
197
- * @private
198
- */
199
- const COMPOSE = new Float64Array(3);
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { quat3_multiply } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
3
+ import { v3_quaternion_apply } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
4
+ import { GPUStateAuthorityFlags } from "../../../ecs/gpu/GPUStateAuthorityFlags.js";
5
+ import { gpu_authority_revoke } from "../../../ecs/gpu/gpu_authority_revoke.js";
6
+ import { TransformAttachment } from "../../../ecs/transform-attachment/TransformAttachment.js";
7
+ import { cloth_build_children, cloth_build_rows } from "./cloth_build_rows.js";
8
+
9
+ /**
10
+ * # Seeding a cloth from a skinned model's joints — §11.2
11
+ *
12
+ * One particle per joint the proxy names, with the anchor as the fixed set, and
13
+ * everything after that is `cloth_build_rows.js` — the same rows, the same
14
+ * geodesics, the same leashes the entity path gets. §11 says "the solver is
15
+ * identical either way; only seeding and write-back differ", and this file plus
16
+ * `cloth_write_back_rig.js` is the whole of the difference.
17
+ *
18
+ * ## The joints are entities, and cloth takes them back from the GPU
19
+ *
20
+ * A skinned model is a prefab spawned as entities, so a joint is an entity with
21
+ * a `TransformAttachment` — the offset from its parent joint — and a
22
+ * `GPUStateAuthority` saying who writes that offset's row. A joint a clip
23
+ * drives is the GPU's: the clip resolves the row on the GPU and the CPU never
24
+ * writes it, so the attachment's offset stops describing it. Cloth writing that
25
+ * offset on such a joint would be writing to something nothing reads.
26
+ *
27
+ * So the seed **revokes** the GPU's authority over every joint it drives. The
28
+ * consequence is stated rather than hidden: a joint cloth simulates stops being
29
+ * animatable by a clip, because two writers of one row is the race the
30
+ * authority component exists to prevent. That is the right trade for a cape —
31
+ * the whole point of simulating it is that nobody keyframes it — and it is an
32
+ * authoring error for a garment whose joints are also keyed, which is why the
33
+ * seed says so.
34
+ *
35
+ * ## The animated pose is constant, exactly as it is for a rope
36
+ *
37
+ * §11.1 says a subtree's authored pose is rigid relative to its anchor, so in
38
+ * the anchor's own frame it does not move, and then says "a subtree whose links
39
+ * are themselves animated is not an M1 case — that is the rig path, where the
40
+ * animated pose comes from the skeleton and is live".
41
+ *
42
+ * For a **rigged** garment it is not live either, and the reason is the
43
+ * authority claim above: cloth owns those joints, so nothing else poses them,
44
+ * so their authored pose is the proxy's baked bind pose — constant in the
45
+ * anchor's frame, exactly as a rope's is. What moves is the anchor, and the
46
+ * anchor is a joint of the character's own animated skeleton, whose pose the
47
+ * system evaluates exactly (`t64_evaluate_world`).
48
+ *
49
+ * @author Alex Goldring
50
+ * @copyright Company Named Limited (c) 2026
51
+ */
52
+
53
+ /**
54
+ * Seed `instance` from a proxy and the joints of a skin.
55
+ *
56
+ * @param {ClothInstance} instance seeded in place
57
+ * @param {ClothProxy} proxy
58
+ * @param {number[]} joints the skin's joints as entities, in the order the proxy indexes
59
+ * @param {EntityComponentDataset} ecd
60
+ * @param {number} dt
61
+ */
62
+ export function cloth_seed_rig(instance, proxy, joints, ecd, dt) {
63
+ assert.ok(proxy.isClothProxy === true, 'proxy must be a ClothProxy');
64
+
65
+ const joint_count = proxy.joint_count;
66
+
67
+ // Node 0 is the anchor, exactly as it is for the entity path: the fixed
68
+ // set, the origin of the local frame, and `d_geo = 0`.
69
+ const node_count = joint_count + 1;
70
+
71
+ instance.node_count = node_count;
72
+
73
+ const node_parent = new Int32Array(node_count);
74
+
75
+ node_parent[0] = -1;
76
+
77
+ for (let i = 0; i < joint_count; i++) {
78
+ node_parent[i + 1] = proxy.joint_parent[i] + 1;
79
+ }
80
+
81
+ instance.node_parent = node_parent;
82
+
83
+ const node_joint = new Int32Array(node_count);
84
+
85
+ node_joint[0] = joints[proxy.anchor];
86
+
87
+ const node_attachment = new Array(node_count);
88
+
89
+ node_attachment[0] = null;
90
+
91
+ for (let i = 0; i < joint_count; i++) {
92
+ const joint = joints[proxy.joint[i]];
93
+
94
+ assert.defined(joint, `joint ${proxy.joint[i]} of the skin`);
95
+ assert.ok(ecd.entityExists(joint), `joint ${proxy.joint[i]} of the skin, entity ${joint}, does not exist`);
96
+
97
+ node_joint[i + 1] = joint;
98
+
99
+ const attachment = ecd.getComponent(joint, TransformAttachment);
100
+
101
+ assert.defined(attachment, `joint entity ${joint} carries no TransformAttachment to write`);
102
+
103
+ node_attachment[i + 1] = attachment;
104
+
105
+ // See the module docblock. A clip-driven joint's offset is the GPU's, and taking it back
106
+ // is what makes the write-back reach the row at all. An entity that never declared has
107
+ // nothing to take back.
108
+ gpu_authority_revoke(ecd, joint, GPUStateAuthorityFlags.TransformAttachment);
109
+ }
110
+
111
+ instance.node_joint = node_joint;
112
+ instance.node_attachment = node_attachment;
113
+
114
+ // The entity path's arrays have no meaning here and holding stale ones is
115
+ // how a write-back reaches into a previous seeding's entities.
116
+ instance.node_entity = null;
117
+ instance.node_transform = [];
118
+ instance.pruned_count = 0;
119
+ instance.pruned_entity = null;
120
+ instance.pruned_parent = null;
121
+ instance.pruned_transform = [];
122
+ instance.pruned_attachment = [];
123
+
124
+ cloth_build_children(instance);
125
+
126
+ read_bind_pose(instance, proxy);
127
+
128
+ instance.dynamics_seen.copy(instance.cloth.dynamics);
129
+
130
+ cloth_build_rows(instance, dt);
131
+
132
+ instance.seeded = true;
133
+ }
134
+
135
+ /**
136
+ * The proxy's bind pose, composed: local offsets per node and the position and
137
+ * rotation of every node in the anchor's frame.
138
+ *
139
+ * @param {ClothInstance} instance
140
+ * @param {ClothProxy} proxy
141
+ */
142
+ function read_bind_pose(instance, proxy) {
143
+ const node_count = instance.node_count;
144
+
145
+ const local_position = new Float32Array(node_count * 3);
146
+ const local_rotation = new Float32Array(node_count * 4);
147
+
148
+ const position = new Float32Array(node_count * 3);
149
+ const rotation = new Float32Array(node_count * 4);
150
+
151
+ // The anchor is the origin of the frame it anchors.
152
+ local_rotation[3] = 1;
153
+ rotation[3] = 1;
154
+
155
+ const parent = instance.node_parent;
156
+
157
+ for (let node = 1; node < node_count; node++) {
158
+ const joint = node - 1;
159
+
160
+ local_position[node * 3] = proxy.rest_position[joint * 3];
161
+ local_position[node * 3 + 1] = proxy.rest_position[joint * 3 + 1];
162
+ local_position[node * 3 + 2] = proxy.rest_position[joint * 3 + 2];
163
+
164
+ local_rotation[node * 4] = proxy.rest_rotation[joint * 4];
165
+ local_rotation[node * 4 + 1] = proxy.rest_rotation[joint * 4 + 1];
166
+ local_rotation[node * 4 + 2] = proxy.rest_rotation[joint * 4 + 2];
167
+ local_rotation[node * 4 + 3] = proxy.rest_rotation[joint * 4 + 3];
168
+
169
+ const p = parent[node];
170
+
171
+ const pqx = rotation[p * 4];
172
+ const pqy = rotation[p * 4 + 1];
173
+ const pqz = rotation[p * 4 + 2];
174
+ const pqw = rotation[p * 4 + 3];
175
+
176
+ v3_quaternion_apply(
177
+ COMPOSE, 0,
178
+ local_position[node * 3], local_position[node * 3 + 1], local_position[node * 3 + 2],
179
+ pqx, pqy, pqz, pqw
180
+ );
181
+
182
+ position[node * 3] = position[p * 3] + COMPOSE[0];
183
+ position[node * 3 + 1] = position[p * 3 + 1] + COMPOSE[1];
184
+ position[node * 3 + 2] = position[p * 3 + 2] + COMPOSE[2];
185
+
186
+ quat3_multiply(
187
+ rotation, node * 4,
188
+ pqx, pqy, pqz, pqw,
189
+ local_rotation[node * 4], local_rotation[node * 4 + 1],
190
+ local_rotation[node * 4 + 2], local_rotation[node * 4 + 3]
191
+ );
192
+ }
193
+
194
+ instance.rest_local_position = local_position;
195
+ instance.rest_local_rotation = local_rotation;
196
+
197
+ instance.animated_position = position;
198
+ instance.animated_rotation = rotation;
199
+ }
200
+
201
+ const COMPOSE = new Float64Array(3);
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_seed_subtree.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_seed_subtree.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6CG;AAEH;;;;;;;;;GASG;AACH,6CAPW,aAAa,2EAGb,MAAM,GAEJ,IAAI,CAkGhB;8BA5J6B,oBAAoB"}
1
+ {"version":3,"file":"cloth_seed_subtree.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_seed_subtree.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6CG;AAEH;;;;;;;;;GASG;AACH,6CAPW,aAAa,2EAGb,MAAM,GAEJ,IAAI,CAwGhB;8BAlK6B,oBAAoB"}
@@ -1,6 +1,8 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
2
  import { quat3_multiply } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
3
3
  import { v3_quaternion_apply } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
4
+ import { GPUStateAuthorityFlags } from "../../../ecs/gpu/GPUStateAuthorityFlags.js";
5
+ import { gpu_authority_assert_cpu } from "../../../ecs/gpu/gpu_authority_assert_cpu.js";
4
6
  import { TransformAttachment } from "../../../ecs/transform-attachment/TransformAttachment.js";
5
7
  import {
6
8
  TRANSFORM64_ROTATION_OFFSET,
@@ -139,6 +141,8 @@ export function cloth_seed_subtree(instance, ecd, attachments, dt) {
139
141
  for (let i = 0; i < instance.pruned_count; i++) {
140
142
  const entity = instance.pruned_entity[i];
141
143
 
144
+ gpu_authority_assert_cpu(ecd, entity, GPUStateAuthorityFlags.Transform64);
145
+
142
146
  instance.pruned_transform[i] = ecd.getComponent(entity, Transform64);
143
147
  instance.pruned_attachment[i] = ecd.getComponent(entity, TransformAttachment);
144
148
  }
@@ -153,6 +157,10 @@ export function cloth_seed_subtree(instance, ecd, attachments, dt) {
153
157
 
154
158
  assert.defined(transform, `Transform64 of cloth node ${node} (entity ${entity})`);
155
159
 
160
+ // A subtree cloth is a CPU chain from its anchor down; a garment hanging off a GPU-driven
161
+ // joint is the rig path's, which evaluates the anchor exactly instead of reading it.
162
+ gpu_authority_assert_cpu(ecd, entity, GPUStateAuthorityFlags.Transform64);
163
+
156
164
  instance.node_transform[node] = transform;
157
165
  instance.node_attachment[node] = node === 0
158
166
  ? null