@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
@@ -1,7 +1,10 @@
1
1
  import { CapsuleShape3D } from "../../../../core/geom/3d/shape/CapsuleShape3D.js";
2
2
  import { SphereShape3D } from "../../../../core/geom/3d/shape/SphereShape3D.js";
3
3
  import { Skin } from "../../../../shade/renderer/animation/Skin.js";
4
- import { Node3D } from "../../../../shade/renderer/scene/Node3D.js";
4
+ import { SceneBundle } from "../../../../shade/renderer/loader/SceneBundle.js";
5
+ import { SceneNode } from "../../../../shade/renderer/loader/SceneNode.js";
6
+ import { prefab_compile } from "../../../graphics3/prefab/prefab_compile.js";
7
+ import { prefab_instantiate } from "../../../graphics3/prefab/prefab_instantiate.js";
5
8
  import { EntityComponentDataset } from "../../../ecs/EntityComponentDataset.js";
6
9
  import { EntityManager } from "../../../ecs/EntityManager.js";
7
10
  import { TransformAttachment } from "../../../ecs/transform-attachment/TransformAttachment.js";
@@ -72,8 +75,8 @@ export const GARMENT_PRESETS = [
72
75
  {
73
76
  id: 'ponytail',
74
77
  label: 'ponytail — 1 × 12',
75
- blurb: 'One chain, deep. The rig path is the entity path with Node3Ds in it, and a single '
76
- + 'chain is where that is most obviously true.',
78
+ blurb: 'One chain, deep. The rig path is the entity path, and a single chain is where that '
79
+ + 'is most obviously true.',
77
80
  strips: 1,
78
81
  links: 12,
79
82
  dynamics: 'HAIR'
@@ -114,9 +117,8 @@ export async function build_garment({ preset, dynamics, links, spacing, collide,
114
117
 
115
118
  const entry = GARMENT_PRESETS.find(p => p.id === preset) ?? GARMENT_PRESETS[0];
116
119
 
117
- const skeleton = build_skeleton(entry, links, spacing);
118
-
119
- const { proxy, error } = cloth_proxy_from_joints(skeleton.skin, skeleton.garment_names, {
120
+ const skeleton = build_skeleton(ecd, entry, links, spacing);
121
+ const { proxy, error } = cloth_proxy_from_joints(skeleton.prefab, skeleton.skin, skeleton.garment_names, {
120
122
  name: entry.label
121
123
  });
122
124
 
@@ -143,7 +145,9 @@ export async function build_garment({ preset, dynamics, links, spacing, collide,
143
145
 
144
146
  ecd.addComponentToEntity(entity, Cloth.from(fabric, { flags: ClothFlags.NeverSleep }));
145
147
 
146
- cloth.models = { instance_of: () => ({ skins: [skeleton.skin] }) };
148
+ // the one method `ClothSystem` calls on a model provider: the instance whose skins address the
149
+ // joints as entities
150
+ cloth.models = { instance_of: () => skeleton.instance };
147
151
 
148
152
  if (collide) {
149
153
  add_body_colliders(ecd, skeleton);
@@ -152,11 +156,11 @@ export async function build_garment({ preset, dynamics, links, spacing, collide,
152
156
  // One step so the seed runs and the bind pose is on the joints.
153
157
  cloth.fixedUpdate(1 / 60);
154
158
 
155
- const bind = skeleton.joint.map(node => [
156
- node.transform_global.translation[0],
157
- node.transform_global.translation[1],
158
- node.transform_global.translation[2]
159
- ]);
159
+ const bind = skeleton.joint.map(entity => {
160
+ const t = ecd.getComponent(entity, Transform64).translation;
161
+
162
+ return [t[0], t[1], t[2]];
163
+ });
160
164
 
161
165
  return {
162
166
  ecd,
@@ -173,38 +177,26 @@ export async function build_garment({ preset, dynamics, links, spacing, collide,
173
177
  * A character: pelvis, spine, shoulders, two legs, and the garment's own strips
174
178
  * hanging from whichever bone the preset says.
175
179
  *
180
+ * @param {EntityComponentDataset} ecd the page's dataset, which the character becomes entities of
176
181
  * @param {object} entry
177
182
  * @param {number} links
178
183
  * @param {number} spacing
179
- * @returns {object}
184
+ * @returns {object} the bones and the garment's joints as entities, the prefab and its instance
180
185
  * @private
181
186
  */
182
- function build_skeleton(entry, links, spacing) {
183
- /** @type {Node3D[]} */
184
- const joints = [];
187
+ function build_skeleton(ecd, entry, links, spacing) {
188
+ // the character as a loader would describe it: nodes in pre-order, every one a joint of the skin
189
+ const bundle = new SceneBundle();
185
190
 
186
191
  /**
187
192
  * @param {string} name
188
- * @param {Node3D|null} parent
193
+ * @param {number} parent
189
194
  * @param {number[]} offset
190
- * @returns {Node3D}
195
+ * @returns {number} the node's index
191
196
  */
192
- const bone = (name, parent, offset) => {
193
- const node = new Node3D();
194
-
195
- node.name = name;
196
- node.transform_local.setTranslation(offset[0], offset[1], offset[2]);
197
-
198
- if (parent !== null) {
199
- parent.addChild(node);
200
- }
201
-
202
- joints.push(node);
197
+ const bone = (name, parent, offset) => bundle.add_node(SceneNode.from({ name, parent, translation: offset }));
203
198
 
204
- return node;
205
- };
206
-
207
- const root = bone('root', null, [0, 0, 0]);
199
+ const root = bone('root', -1, [0, 0, 0]);
208
200
  const pelvis = bone('pelvis', root, [0, 0.95, 0]);
209
201
  const spine = bone('spine', pelvis, [0, 0.22, 0]);
210
202
  const chest = bone('chest', spine, [0, 0.2, 0]);
@@ -218,15 +210,13 @@ function build_skeleton(entry, links, spacing) {
218
210
  bone('knee_l', left_leg, [0, -0.42, 0]);
219
211
  bone('knee_r', right_leg, [0, -0.42, 0]);
220
212
 
221
- const character = joints.slice();
213
+ const character_count = bundle.nodes.length;
222
214
 
223
215
  // The garment hangs from the chest for a cape and from the pelvis for a
224
216
  // loincloth, which is the difference between the two presets.
225
217
  const from = entry.id === 'loincloth' ? pelvis : (entry.id === 'ponytail' ? neck : chest);
226
218
 
227
219
  const garment_names = [];
228
- const garment = [];
229
-
230
220
  const strips = entry.strips;
231
221
 
232
222
  for (let s = 0; s < strips; s++) {
@@ -235,8 +225,10 @@ function build_skeleton(entry, links, spacing) {
235
225
  let parent = from;
236
226
 
237
227
  for (let i = 0; i < links; i++) {
238
- const node = bone(
239
- `garment_${s}_${i}`,
228
+ const name = `garment_${s}_${i}`;
229
+
230
+ parent = bone(
231
+ name,
240
232
  parent,
241
233
  i === 0
242
234
  // The first link carries the strip sideways and behind, so
@@ -252,25 +244,40 @@ function build_skeleton(entry, links, spacing) {
252
244
  : [0, -spacing, -spacing * 0.05]
253
245
  );
254
246
 
255
- garment_names.push(node.name);
256
- garment.push(node);
257
-
258
- parent = node;
247
+ garment_names.push(name);
259
248
  }
260
249
  }
261
250
 
262
- root.updateMatrices();
251
+ const joints = bundle.nodes.map((_node, index) => index);
252
+
253
+ bundle.skins = [Skin.from({
254
+ joints,
255
+ inverse_bind_matrices: new Float32Array(joints.length * 16)
256
+ })];
257
+
258
+ const prefab = prefab_compile(bundle);
259
+
260
+ // the character is entities of the page's dataset, under a placement standing at the origin;
261
+ // the attachment system composes every joint's world from there, the way a rig's would
262
+ const placement = ecd.createEntity();
263
+ const placement_transform = new Transform64();
264
+
265
+ placement_transform.updateMatrix();
266
+
267
+ ecd.addComponentToEntity(placement, placement_transform);
268
+
269
+ const instance = prefab_instantiate(prefab, ecd, placement);
263
270
 
264
271
  return {
265
- root,
266
- pelvis,
267
- bone: character,
268
- joint: garment,
272
+ prefab,
273
+ instance,
274
+ placement,
275
+ root: instance.entity_of('root'),
276
+ pelvis: instance.entity_of('pelvis'),
277
+ bone: bundle.nodes.slice(0, character_count).map(node => instance.entity_of(node.name)),
278
+ joint: garment_names.map(name => instance.entity_of(name)),
269
279
  garment_names,
270
- skin: Skin.from({
271
- joints,
272
- inverse_bind_matrices: new Float32Array(joints.length * 16)
273
- })
280
+ skin: prefab.skins[0]
274
281
  };
275
282
  }
276
283
 
@@ -278,7 +285,7 @@ function build_skeleton(entry, links, spacing) {
278
285
  * Capsules on the character's own bones, opted into cloth the way any collider
279
286
  * is: a `ClothCollider` beside an existing `(Collider, Transform64)`.
280
287
  *
281
- * They are entities rather than nodes because that is what a `ClothCollider`
288
+ * They are entities of their own because that is what a `ClothCollider`
282
289
  * is — §3.5's "the `RigidBody`-analogue" — and because a character's collision
283
290
  * capsules are authored as entities in a real scene too. The page keeps their
284
291
  * transforms in step with the bones by hand, which is what a rig would do.
@@ -288,7 +295,7 @@ function build_skeleton(entry, links, spacing) {
288
295
  * @private
289
296
  */
290
297
  function add_body_colliders(ecd, skeleton) {
291
- const by_name = new Map(skeleton.bone.map(node => [node.name, node]));
298
+ const instance = skeleton.instance;
292
299
 
293
300
  const parts = [
294
301
  { bone: 'spine', shape: CapsuleShape3D.from(0.13, 0.3), offset: [0, 0.1, 0] },
@@ -300,9 +307,9 @@ function add_body_colliders(ecd, skeleton) {
300
307
  skeleton.body = [];
301
308
 
302
309
  for (const part of parts) {
303
- const node = by_name.get(part.bone);
310
+ const node = instance.entity_of(part.bone);
304
311
 
305
- if (node === undefined) {
312
+ if (node === -1) {
306
313
  continue;
307
314
  }
308
315
 
@@ -340,9 +347,8 @@ export function garment_sync_colliders(scene) {
340
347
  }
341
348
 
342
349
  for (const part of body) {
343
- const node = part.node;
344
-
345
- const t = node.transform_global;
350
+ // the bone's world, as the attachment system composed it
351
+ const t = scene.ecd.getComponent(part.node, Transform64);
346
352
 
347
353
  part.transform.setTranslation(
348
354
  t.translation[0] + part.offset[0],
@@ -2,6 +2,9 @@ import { Cloth } from "../ecs/Cloth.js";
2
2
  import { CLOTH_DYNAMICS_BY_NAME } from "../ecs/cloth_dynamics_library.js";
3
3
  import { PlaygroundCamera, project } from "./cloth_playground_draw.js";
4
4
  import { GARMENT_PRESETS, build_garment, garment_sync_colliders } from "./garment_build.js";
5
+ import { TRANSFORM_ATTACHMENT_EVENT_CHANGE } from "../../../ecs/transform-attachment/TRANSFORM_ATTACHMENT_EVENT_CHANGE.js";
6
+ import { TransformAttachment } from "../../../ecs/transform-attachment/TransformAttachment.js";
7
+ import { Transform64 } from "../../../ecs/transform/Transform64.js";
5
8
 
6
9
  /**
7
10
  * # Skinned garments playground — M3
@@ -11,9 +14,9 @@ import { GARMENT_PRESETS, build_garment, garment_sync_colliders } from "./garmen
11
14
  *
12
15
  * The rig page (`rig.html`) is a `Cloth` over an entity subtree; this is a
13
16
  * `Cloth` + a `ClothRig` over a skinned model's **joints**. Every point on
14
- * screen is a `Node3D.transform_global` — a joint of a `Skin`, not an entity —
15
- * and it is where it is because the solver wrote its `transform_local` and this
16
- * page composed the chain.
17
+ * screen is a joint's world `Transform64` — an entity of the character's prefab
18
+ * instance — and it is where it is because the solver wrote the joint's own
19
+ * offset and the attachment system composed the chain.
17
20
  *
18
21
  * What it exists to show, because these are claims about a hierarchy rather
19
22
  * than about an array:
@@ -122,35 +125,43 @@ function step_once() {
122
125
  * the race it exists to prevent.
123
126
  */
124
127
  function drive_character() {
125
- const root = scene.root;
126
- const pelvis = scene.pelvis;
128
+ const ecd = scene.ecd;
129
+
130
+ // the bones' own offsets, under their parents: what a rig's animation would write
131
+ const root = ecd.getComponent(scene.root, TransformAttachment).transform;
132
+ const pelvis = ecd.getComponent(scene.pelvis, TransformAttachment).transform;
127
133
 
128
134
  if (control.motion === 'still') {
129
- root.transform_local.setTranslation(0, 0, 0);
130
- root.transform_local.setRotation(0, 0, 0, 1);
131
- pelvis.transform_local.setTranslation(0, 0.95, 0);
135
+ root.setTranslation(0, 0, 0);
136
+ root.setRotation(0, 0, 0, 1);
137
+ pelvis.setTranslation(0, 0.95, 0);
132
138
  } else if (control.motion === 'walk') {
133
- root.transform_local.setTranslation(0, 0, Math.sin(time * 1.6) * 0.9);
134
- root.transform_local.setRotation(0, 0, 0, 1);
135
- pelvis.transform_local.setTranslation(0, 0.95 + Math.sin(time * 6.4) * 0.02, 0);
139
+ root.setTranslation(0, 0, Math.sin(time * 1.6) * 0.9);
140
+ root.setRotation(0, 0, 0, 1);
141
+ pelvis.setTranslation(0, 0.95 + Math.sin(time * 6.4) * 0.02, 0);
136
142
  } else if (control.motion === 'turn') {
137
143
  const angle = time * 1.9;
138
144
 
139
- root.transform_local.setTranslation(0, 0, 0);
140
- root.transform_local.setRotation(0, Math.sin(angle * 0.5), 0, Math.cos(angle * 0.5));
141
- pelvis.transform_local.setTranslation(0, 0.95, 0);
145
+ root.setTranslation(0, 0, 0);
146
+ root.setRotation(0, Math.sin(angle * 0.5), 0, Math.cos(angle * 0.5));
147
+ pelvis.setTranslation(0, 0.95, 0);
142
148
  } else {
143
149
  // §7 P7's own profile: a **square wave in velocity**, integrated rather
144
150
  // than written as a position — a position that resets is a nine-metre
145
151
  // discontinuity, which is a teleport (§7 P6) wearing a sprint's clothes.
146
152
  sprint_z += (Math.floor(time) % 2 === 0 ? 9 : -9) * FIXED_STEP;
147
153
 
148
- root.transform_local.setTranslation(0, 0, sprint_z);
149
- root.transform_local.setRotation(0, 0, 0, 1);
150
- pelvis.transform_local.setTranslation(0, 0.95, 0);
154
+ root.setTranslation(0, 0, sprint_z);
155
+ root.setRotation(0, 0, 0, 1);
156
+ pelvis.setTranslation(0, 0.95, 0);
151
157
  }
152
158
 
153
- root.updateMatrices();
159
+ root.updateMatrix();
160
+ pelvis.updateMatrix();
161
+
162
+ // announced, so the attachment system composes the chain below each
163
+ ecd.sendEvent(scene.root, TRANSFORM_ATTACHMENT_EVENT_CHANGE);
164
+ ecd.sendEvent(scene.pelvis, TRANSFORM_ATTACHMENT_EVENT_CHANGE);
154
165
  }
155
166
 
156
167
  // ------------------------------------------------------------------- draw
@@ -183,18 +194,35 @@ function draw() {
183
194
  }
184
195
 
185
196
  /**
186
- * @param {Node3D} node
197
+ * @param {number} node an entity of the character
187
198
  * @param {Float64Array} out
188
199
  * @param {number} width
189
200
  * @param {number} height
190
201
  * @returns {number} depth
191
202
  */
192
203
  function project_node(node, out, width, height) {
193
- const t = node.transform_global.translation;
204
+ const t = scene.ecd.getComponent(node, Transform64).translation;
194
205
 
195
206
  return project(out, camera, t[0], t[1], t[2], width, height);
196
207
  }
197
208
 
209
+ /**
210
+ * The bone an entity hangs from, or -1 at the top of the character — the placement above the
211
+ * root is not a bone.
212
+ *
213
+ * @param {number} node
214
+ * @returns {number}
215
+ */
216
+ function parent_of(node) {
217
+ const attachment = scene.ecd.getComponent(node, TransformAttachment);
218
+
219
+ if (attachment === undefined || attachment.parent === scene.placement) {
220
+ return -1;
221
+ }
222
+
223
+ return attachment.parent;
224
+ }
225
+
198
226
  function draw_ground(width, height) {
199
227
  context.save();
200
228
  context.strokeStyle = '#1d222a';
@@ -227,11 +255,13 @@ function draw_body(width, height) {
227
255
  context.lineWidth = Math.max(2, width / 500);
228
256
 
229
257
  for (const node of scene.bone) {
230
- if (node.parent === null) {
258
+ const parent = parent_of(node);
259
+
260
+ if (parent === -1) {
231
261
  continue;
232
262
  }
233
263
 
234
- project_node(node.parent, SCREEN, width, height);
264
+ project_node(parent, SCREEN, width, height);
235
265
  project_node(node, OTHER, width, height);
236
266
 
237
267
  context.beginPath();
@@ -257,17 +287,13 @@ function draw_bind(width, height) {
257
287
  const joint = scene.joint;
258
288
 
259
289
  for (let i = 0; i < joint.length; i++) {
260
- const node = joint[i];
261
-
262
- const parent_index = joint.indexOf(node.parent);
290
+ const node = joint[i];
291
+ const parent = parent_of(node);
292
+ const parent_index = joint.indexOf(parent);
263
293
 
264
294
  const from = parent_index >= 0
265
295
  ? bind[parent_index]
266
- : [
267
- node.parent.transform_global.translation[0],
268
- node.parent.transform_global.translation[1],
269
- node.parent.transform_global.translation[2]
270
- ];
296
+ : Array.from(scene.ecd.getComponent(parent, Transform64).translation);
271
297
 
272
298
  project(SCREEN, camera, from[0], from[1], from[2], width, height);
273
299
  project(OTHER, camera, bind[i][0], bind[i][1], bind[i][2], width, height);
@@ -287,7 +313,7 @@ function draw_garment(width, height) {
287
313
  context.lineWidth = Math.max(1.5, width / 700);
288
314
 
289
315
  for (const node of scene.joint) {
290
- project_node(node.parent, SCREEN, width, height);
316
+ project_node(parent_of(node), SCREEN, width, height);
291
317
  project_node(node, OTHER, width, height);
292
318
 
293
319
  context.beginPath();
@@ -313,7 +339,7 @@ function draw_garment(width, height) {
313
339
  * Each joint's reconstructed orientation, as an axis triple. A particle has no
314
340
  * orientation, so this is §11.1's swing — the minimal rotation from the link's
315
341
  * bind direction to its simulated one, and the reason the rig path can write a
316
- * `transform_local` at all.
342
+ * offset of its own at all.
317
343
  */
318
344
  function draw_frames(width, height) {
319
345
  const axes = [
@@ -328,7 +354,7 @@ function draw_frames(width, height) {
328
354
  context.lineWidth = 1;
329
355
 
330
356
  for (const node of scene.joint) {
331
- const t = node.transform_global;
357
+ const t = scene.ecd.getComponent(node, Transform64);
332
358
 
333
359
  project(SCREEN, camera, t.translation[0], t.translation[1], t.translation[2], width, height);
334
360
 
@@ -0,0 +1,166 @@
1
+ <!doctype html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="utf-8">
5
+ <title>meep — cloth wind (M6)</title>
6
+ <style>
7
+ :root {
8
+ color-scheme: dark;
9
+ --ink: #d6dae0;
10
+ --dim: #8b939f;
11
+ --line: #2b3038;
12
+ --panel: #14171c;
13
+ --warn: #e5b54a;
14
+ --bad: #e5533d;
15
+ --good: #5ad19a;
16
+ }
17
+
18
+ html, body {
19
+ margin: 0;
20
+ height: 100%;
21
+ background: #0d0f12;
22
+ color: var(--ink);
23
+ font: 12px/1.5 ui-monospace, Consolas, monospace;
24
+ overflow: hidden;
25
+ }
26
+
27
+ body { display: flex; }
28
+
29
+ #stage { position: relative; flex: 1; min-width: 0; }
30
+ #view { display: block; width: 100%; height: 100%; cursor: grab; }
31
+ #view.grabbing { cursor: grabbing; }
32
+
33
+ #hint {
34
+ position: absolute; left: 14px; bottom: 12px;
35
+ color: var(--dim); pointer-events: none;
36
+ }
37
+
38
+ #readout {
39
+ position: absolute; left: 14px; top: 12px;
40
+ background: rgba(13, 15, 18, 0.82);
41
+ border: 1px solid var(--line);
42
+ padding: 8px 12px;
43
+ min-width: 288px;
44
+ }
45
+
46
+ #readout table { border-collapse: collapse; width: 100%; }
47
+ #readout td { padding: 1px 0; white-space: nowrap; }
48
+ #readout td:last-child { text-align: right; padding-left: 18px; }
49
+ #readout td:first-child { color: var(--dim); }
50
+
51
+ #budget { height: 4px; margin-top: 7px; background: #22262d; position: relative; overflow: hidden; }
52
+ #budget > i { display: block; height: 100%; background: var(--good); width: 0; }
53
+ #budget.over > i { background: var(--bad); }
54
+
55
+ aside {
56
+ width: 300px; flex: none;
57
+ border-left: 1px solid var(--line);
58
+ background: var(--panel);
59
+ overflow-y: auto;
60
+ padding: 12px 14px 40px;
61
+ }
62
+
63
+ h1 { font-size: 13px; margin: 0 0 2px; }
64
+ h2 {
65
+ font-size: 11px; margin: 18px 0 6px; color: var(--dim);
66
+ text-transform: uppercase; letter-spacing: 0.08em; font-weight: normal;
67
+ border-bottom: 1px solid var(--line); padding-bottom: 4px;
68
+ }
69
+ p.blurb { color: var(--dim); margin: 0 0 6px; }
70
+ a { color: #6fa8dc; }
71
+
72
+ label { display: flex; align-items: center; gap: 8px; margin: 5px 0; }
73
+ label > span:first-child { flex: none; width: 96px; color: var(--dim); }
74
+ label > input[type=range] { flex: 1; min-width: 0; height: 16px; }
75
+ label > output { flex: none; width: 62px; text-align: right; }
76
+ label > select {
77
+ flex: 1; min-width: 0; background: #0d0f12; color: var(--ink);
78
+ border: 1px solid var(--line); font: inherit; padding: 2px 4px;
79
+ }
80
+
81
+ .buttons { display: flex; flex-wrap: wrap; gap: 6px; margin-top: 8px; }
82
+ button {
83
+ background: #1b1f26; color: var(--ink); border: 1px solid var(--line);
84
+ font: inherit; padding: 4px 10px; cursor: pointer;
85
+ }
86
+ button:hover { background: #232832; }
87
+ button.on { border-color: var(--warn); color: var(--warn); }
88
+
89
+ #tripwire.bad { color: var(--bad); }
90
+ #tripwire.good { color: var(--good); }
91
+ </style>
92
+ </head>
93
+ <body>
94
+
95
+ <div id="stage">
96
+ <canvas id="view"></canvas>
97
+
98
+ <div id="readout">
99
+ <table>
100
+ <tr><td>cloth step</td><td><b id="ms">—</b> ms</td></tr>
101
+ <tr><td>fluid step</td><td><span id="fluid_ms">—</span> ms</td></tr>
102
+ <tr><td>air sample</td><td><span id="sample_us">—</span> µs</td></tr>
103
+ <tr><td>sampled</td><td id="sample_mode">—</td></tr>
104
+ <tr><td>particles / rows</td><td id="counts">—</td></tr>
105
+ <tr><td>air at the banner</td><td id="air">—</td></tr>
106
+ <tr><td>drag accel, mean</td><td id="drag_accel">—</td></tr>
107
+ <tr><td>state</td><td id="tripwire" class="good">ok</td></tr>
108
+ </table>
109
+ <div id="budget"><i></i></div>
110
+ </div>
111
+
112
+ <div id="hint">drag to orbit · wheel to zoom · shift-drag to pan · the blue threads are the air, the red squares the post</div>
113
+ </div>
114
+
115
+ <aside>
116
+ <h1>Cloth wind — M6</h1>
117
+ <p class="blurb">
118
+ §10's argument, made watchable: there is no wind model here. A real
119
+ <code>FluidField</code>, a real <code>FluidSimulator</code>, a solid post standing in the
120
+ flow, and a banner reading the result through <code>ClothFluidWind</code> — the same path a
121
+ scene uses. The other pages are
122
+ <a href="./index.html">index</a>, <a href="./rig.html">rig</a>,
123
+ <a href="./collide.html">collide</a> and <a href="./garment.html">garment</a>.
124
+ </p>
125
+
126
+ <h2>Banner</h2>
127
+ <label><span>fabric</span><select id="fabric"></select></label>
128
+ <label><span>size</span><input id="size" type="range" min="6" max="28" step="1"><output id="size_out"></output></label>
129
+ <label><span>spacing</span><input id="spacing" type="range" min="0.02" max="0.09" step="0.005"><output id="spacing_out"></output></label>
130
+ <label><span>drag</span><input id="drag" type="range" min="0" max="1" step="0.01"><output id="drag_out"></output></label>
131
+ <label><span>substeps</span><input id="substeps" type="range" min="1" max="6" step="1"><output id="substeps_out"></output></label>
132
+ <label><span>iterations</span><input id="iterations" type="range" min="1" max="12" step="1"><output id="iterations_out"></output></label>
133
+
134
+ <h2>Air</h2>
135
+ <p class="blurb">
136
+ On <em>ambient only</em>, turn the flow to 90° and the banner goes limp at the same wind
137
+ speed — <em>drag accel</em> falls from 43 to 0.08. That is §10's normal-facing factor.
138
+ On the <em>fluid field</em> it does not go limp: a wake has velocity in every direction,
139
+ so nothing is edge-on to one. Take the post away and the air at the banner goes from
140
+ 6.0 to 8.7 m/s — that deficit is the projection's answer, not an authored falloff.
141
+ </p>
142
+ <label><span>source</span><select id="source">
143
+ <option value="field">fluid field + ambient</option>
144
+ <option value="ambient">ambient only</option>
145
+ </select></label>
146
+ <label><span>wind</span><input id="speed" type="range" min="0" max="20" step="0.5"><output id="speed_out"></output></label>
147
+ <label><span>flow angle</span><input id="yaw" type="range" min="0" max="90" step="5"><output id="yaw_out"></output></label>
148
+ <label><span>ambient gust</span><input id="gust" type="range" min="0" max="6" step="0.1"><output id="gust_out"></output></label>
149
+ <label><span>grid</span><input id="resolution" type="range" min="8" max="28" step="2"><output id="resolution_out"></output></label>
150
+
151
+ <div class="buttons">
152
+ <button id="post">post</button>
153
+ <button id="show_field">show the air</button>
154
+ </div>
155
+
156
+ <h2>Run</h2>
157
+ <div class="buttons">
158
+ <button id="pause">pause</button>
159
+ <button id="single">step once</button>
160
+ <button id="reset">rebuild</button>
161
+ </div>
162
+ </aside>
163
+
164
+ <script type="module" src="./wind_main.js"></script>
165
+ </body>
166
+ </html>
@@ -0,0 +1,81 @@
1
+ /**
2
+ * # The wind tunnel the banner hangs in
3
+ *
4
+ * A real {@link FluidField} stepped by a real {@link FluidSimulator}, with a
5
+ * real {@link GlobalFluidEffector} driving the flow and a solid post standing in
6
+ * it — which is the whole of §10's argument made visible. Nothing here is a
7
+ * wind model: the wake behind the post is the incompressible projection's
8
+ * answer, and the cloth reads it through the same {@link FluidComponent} an
9
+ * ordinary scene would.
10
+ *
11
+ * At the grid a sixty-hertz page can afford the wake is a **steady** velocity
12
+ * deficit rather than a shedding street — measured at 18, 26 and 34 cells
13
+ * across, with and without damping and confinement, the air a banner's width
14
+ * downstream varies by under 0.03 m/s. That is the fluid solver's answer at
15
+ * this scale rather than the cloth's, and `MEASUREMENTS.md` §49 records it so
16
+ * the page is not read as promising something it does not do.
17
+ *
18
+ * The post is written straight into `FluidField#solid` rather than voxelised by
19
+ * `FluidObstacle`, because the page has no ECS to hang a `Collider` on and the
20
+ * obstacle is not what is being demonstrated. `FluidSimulator#step` refreshes
21
+ * the derived masks itself, so writing the cells is the whole of it.
22
+ *
23
+ * @author Alex Goldring
24
+ * @copyright Company Named Limited (c) 2026
25
+ */
26
+ /**
27
+ * @typedef {object} WindTunnel
28
+ * @property {FluidComponent} component the volume, placed in world space
29
+ * @property {FluidSimulator} simulator
30
+ * @property {GlobalFluidEffector} effector the prevailing flow
31
+ * @property {Float32Array} world_to_grid
32
+ * @property {number} cell_size
33
+ * @property {number[]} resolution
34
+ */
35
+ /**
36
+ * @param {object} options
37
+ * @param {number} options.cell_size metres
38
+ * @param {number[]} options.resolution cells along x, y, z
39
+ * @param {number[]} options.origin world position of cell (0,0,0)'s centre
40
+ * @returns {WindTunnel}
41
+ */
42
+ export function build_wind_tunnel({ cell_size, resolution, origin }: {
43
+ cell_size: number;
44
+ resolution: number[];
45
+ origin: number[];
46
+ }): WindTunnel;
47
+ /**
48
+ * Stand a solid post across the flow, upstream of the banner.
49
+ *
50
+ * @param {WindTunnel} tunnel
51
+ * @param {object} options
52
+ * @param {boolean} options.present
53
+ * @param {number} options.x world x of the post's centre
54
+ * @param {number} options.z world z of the post's centre
55
+ * @param {number} options.radius metres
56
+ * @returns {void}
57
+ */
58
+ export function place_wind_post(tunnel: WindTunnel, { present, x, z, radius }: {
59
+ present: boolean;
60
+ x: number;
61
+ z: number;
62
+ radius: number;
63
+ }): void;
64
+ export type WindTunnel = {
65
+ /**
66
+ * the volume, placed in world space
67
+ */
68
+ component: FluidComponent;
69
+ simulator: FluidSimulator;
70
+ /**
71
+ * the prevailing flow
72
+ */
73
+ effector: GlobalFluidEffector;
74
+ world_to_grid: Float32Array;
75
+ cell_size: number;
76
+ resolution: number[];
77
+ };
78
+ import { FluidComponent } from "../../fluid/ecs/FluidComponent.js";
79
+ import { FluidSimulator } from "../../fluid/FluidSimulator.js";
80
+ import { GlobalFluidEffector } from "../../fluid/effector/GlobalFluidEffector.js";
81
+ //# sourceMappingURL=wind_build.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"wind_build.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/playground/wind_build.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AAEH;;;;;;;;GAQG;AAEH;;;;;;GAMG;AACH;IAL2B,SAAS,EAAzB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACU,MAAM,EAAxB,MAAM,EAAE;IACN,UAAU,CA2CtB;AAED;;;;;;;;;;GAUG;AACH,wCARW,UAAU;IAEO,OAAO,EAAxB,OAAO;IACS,CAAC,EAAjB,MAAM;IACU,CAAC,EAAjB,MAAM;IACU,MAAM,EAAtB,MAAM;IACJ,IAAI,CAwChB;;;;;eA3Ga,cAAc;eACd,cAAc;;;;cACd,mBAAmB;mBACnB,YAAY;eACZ,MAAM;gBACN,MAAM,EAAE;;+BAnCS,mCAAmC;+BAFnC,+BAA+B;oCAC1B,6CAA6C"}