@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
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  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
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  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
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  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
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  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -0,0 +1,139 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { pose_evaluate_local } from "../../../shade/renderer/animation/pose/pose_evaluate_local.js";
3
+ import { TransformAttachment } from "../transform-attachment/TransformAttachment.js";
4
+ import { Transform64 } from "./Transform64.js";
5
+
6
+ /**
7
+ * @typedef {import("../EntityComponentDataset.js").EntityComponentDataset} EntityComponentDataset
8
+ * @typedef {import("../../../shade/renderer/animation/pose/PosePlayback.js").PosePlayback} PosePlayback
9
+ */
10
+
11
+ /**
12
+ * {@link t64_evaluate_world}, memoised per entity for the length of a tick.
13
+ *
14
+ * An exact evaluation walks the chain to the root and evaluates every level's clips; a socket on a
15
+ * hand is fourteen levels deep on a character, and the sockets a game asks about share most of
16
+ * that chain. Within a tick the inputs — the hierarchy, the clip set, the times, the weights — do
17
+ * not move, so each entity's world is evaluated once and every query below it composes onto the
18
+ * stored answer. Measured on a 70-joint skeleton with two clips: 764 µs to evaluate every joint
19
+ * one query at a time, 160 µs through the cache.
20
+ *
21
+ * **One cache per tick, per model.** The answer for an entity depends on the playbacks it was
22
+ * evaluated under, and the cache does not check them: a caller that changes what a model plays
23
+ * between queries calls {@link invalidate} in between, and calls it once per tick regardless.
24
+ *
25
+ * @author Alex Goldring
26
+ * @copyright Company Named Limited (c) 2026
27
+ */
28
+ export class T64WorldCache {
29
+ /**
30
+ * Evaluated worlds by entity, valid until {@link invalidate}.
31
+ *
32
+ * @type {Map<number, Transform64>}
33
+ */
34
+ #worlds = new Map();
35
+
36
+ /**
37
+ * Transforms handed back by {@link invalidate}, for the next tick's entries.
38
+ *
39
+ * @type {Transform64[]}
40
+ */
41
+ #pool = [];
42
+
43
+ /**
44
+ * Scratch for one level's animated local pose.
45
+ *
46
+ * @type {Transform64}
47
+ */
48
+ #local = new Transform64();
49
+
50
+ /**
51
+ * How many entities hold an evaluated world right now.
52
+ *
53
+ * @returns {number}
54
+ */
55
+ get size() {
56
+ return this.#worlds.size;
57
+ }
58
+
59
+ /**
60
+ * Forget every evaluated world. Once per tick, and again whenever a model's playbacks change
61
+ * within one.
62
+ */
63
+ invalidate() {
64
+ const pool = this.#pool;
65
+
66
+ for (const world of this.#worlds.values()) {
67
+ pool.push(world);
68
+ }
69
+
70
+ this.#worlds.clear();
71
+ }
72
+
73
+ /**
74
+ * The entity's world pose under the playbacks, exactly — the same answer as
75
+ * {@link t64_evaluate_world}, from the cache where it has it.
76
+ *
77
+ * @param {Transform64} result
78
+ * @param {EntityComponentDataset} dataset
79
+ * @param {number} entity
80
+ * @param {PosePlayback[]} playbacks
81
+ * @returns {Transform64} `result`
82
+ */
83
+ evaluate(result, dataset, entity, playbacks) {
84
+ assert.defined(result, 'result');
85
+ assert.defined(dataset, 'dataset');
86
+ assert.isNonNegativeInteger(entity, 'entity');
87
+ assert.isArray(playbacks, 'playbacks');
88
+
89
+ result.copy(this.#world_of(dataset, entity, playbacks));
90
+
91
+ return result;
92
+ }
93
+
94
+ /**
95
+ * @param {EntityComponentDataset} dataset
96
+ * @param {number} entity
97
+ * @param {PosePlayback[]} playbacks
98
+ * @returns {Transform64} the cache's own copy; not to be kept
99
+ */
100
+ #world_of(dataset, entity, playbacks) {
101
+ const cached = this.#worlds.get(entity);
102
+
103
+ if (cached !== undefined) {
104
+ return cached;
105
+ }
106
+
107
+ assert.ok(dataset.entityExists(entity), `entity ${entity} does not exist`);
108
+
109
+ const attachment = dataset.getComponent(entity, TransformAttachment);
110
+
111
+ const world = this.#pool.pop() ?? new Transform64();
112
+ const local = this.#local;
113
+
114
+ if (attachment === undefined || attachment === null || !dataset.entityExists(attachment.parent)) {
115
+ // the root of the chain, whose world pose is its own; a link whose parent has gone is
116
+ // a root until the attachment system detaches it, and answers from where it was
117
+ const rest = dataset.getComponent(entity, Transform64);
118
+
119
+ assert.defined(rest, `entity ${entity} carries no Transform64 and no attachment`);
120
+
121
+ pose_evaluate_local(local, entity, rest, playbacks);
122
+ local.updateMatrix();
123
+
124
+ world.copy(local);
125
+ } else {
126
+ // the parent first, so its answer is in the cache before this level's scratch is used
127
+ const parent = this.#world_of(dataset, attachment.parent, playbacks);
128
+
129
+ pose_evaluate_local(local, entity, attachment.transform, playbacks);
130
+ local.updateMatrix();
131
+
132
+ world.multiplyTransforms(parent, local);
133
+ }
134
+
135
+ this.#worlds.set(entity, world);
136
+
137
+ return world;
138
+ }
139
+ }
@@ -0,0 +1,31 @@
1
+ /**
2
+ * Evaluate an entity's **world** pose under a set of playing clips, exactly, from its own chain.
3
+ *
4
+ * This is the question gameplay asks of an animated model and the only way the simulation may
5
+ * ask it: where is the muzzle, where does this effect attach, where does the projectile leave
6
+ * from. It walks the entity's `TransformAttachment` parents to the root, evaluates each level's
7
+ * animated local pose from the clips ({@link pose_evaluate_local}, with the attachment's offset —
8
+ * or the root's `Transform64` — as the rest pose), and composes down in double precision. Nothing
9
+ * is read back from the GPU, nothing is a frame late, and nothing on the CPU has to have been
10
+ * composed first: the answer is a pure function of (hierarchy, clip set, time, weights), which is
11
+ * what keeps it deterministic on a peer with no device at all.
12
+ *
13
+ * An entity the GPU owns the transform of — see `GPUStateAuthority` — is answered the same way;
14
+ * that is the point. A row the GPU composes and a chain this evaluates agree to float precision.
15
+ *
16
+ * Each level costs a scan of every channel of every playing clip, so a query is a few
17
+ * microseconds at a character's depth and a whole skeleton one query at a time is most of a
18
+ * millisecond; a caller asking about several entities of one model within a tick goes through
19
+ * {@link T64WorldCache}, which evaluates each entity once and composes the rest onto it.
20
+ *
21
+ * @param {Transform64} result written with the evaluated world TRS and matrix
22
+ * @param {EntityComponentDataset} dataset
23
+ * @param {number} entity
24
+ * @param {PosePlayback[]} playbacks every clip playing on the model, with its time and weight
25
+ * @returns {Transform64} `result`
26
+ */
27
+ export function t64_evaluate_world(result: Transform64, dataset: EntityComponentDataset, entity: number, playbacks: PosePlayback[]): Transform64;
28
+ export type EntityComponentDataset = import("../EntityComponentDataset.js").EntityComponentDataset;
29
+ export type PosePlayback = import("../../../shade/renderer/animation/pose/PosePlayback.js").PosePlayback;
30
+ import { Transform64 } from "./Transform64.js";
31
+ //# sourceMappingURL=t64_evaluate_world.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"t64_evaluate_world.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/transform/t64_evaluate_world.js"],"names":[],"mappings":"AA0CA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,2CANW,WAAW,WACX,sBAAsB,UACtB,MAAM,aACN,YAAY,EAAE,GACZ,WAAW,CA2DvB;qCAvHY,OAAO,8BAA8B,EAAE,sBAAsB;2BAC7D,OAAO,wDAAwD,EAAE,YAAY;4BAJ9D,kBAAkB"}
@@ -0,0 +1,126 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { pose_evaluate_local } from "../../../shade/renderer/animation/pose/pose_evaluate_local.js";
3
+ import { TransformAttachment } from "../transform-attachment/TransformAttachment.js";
4
+ import { Transform64 } from "./Transform64.js";
5
+
6
+ /**
7
+ * @typedef {import("../EntityComponentDataset.js").EntityComponentDataset} EntityComponentDataset
8
+ * @typedef {import("../../../shade/renderer/animation/pose/PosePlayback.js").PosePlayback} PosePlayback
9
+ */
10
+
11
+ /**
12
+ * Scratch for one level of the parent walk. Depth is bounded by the hierarchy, and reusing a
13
+ * small stack keeps the query allocation-free.
14
+ *
15
+ * @type {Transform64[]}
16
+ */
17
+ const SCRATCH = [];
18
+
19
+ /**
20
+ * The chain from the entity up to its root, and each level's rest pose.
21
+ *
22
+ * @type {number[]}
23
+ */
24
+ const CHAIN = [];
25
+
26
+ /**
27
+ * @type {Transform64[]}
28
+ */
29
+ const RESTS = [];
30
+
31
+ /**
32
+ * @param {number} depth
33
+ * @returns {Transform64}
34
+ */
35
+ function scratch_at(depth) {
36
+ while (SCRATCH.length <= depth) {
37
+ SCRATCH.push(new Transform64());
38
+ }
39
+
40
+ return SCRATCH[depth];
41
+ }
42
+
43
+ /**
44
+ * Evaluate an entity's **world** pose under a set of playing clips, exactly, from its own chain.
45
+ *
46
+ * This is the question gameplay asks of an animated model and the only way the simulation may
47
+ * ask it: where is the muzzle, where does this effect attach, where does the projectile leave
48
+ * from. It walks the entity's `TransformAttachment` parents to the root, evaluates each level's
49
+ * animated local pose from the clips ({@link pose_evaluate_local}, with the attachment's offset —
50
+ * or the root's `Transform64` — as the rest pose), and composes down in double precision. Nothing
51
+ * is read back from the GPU, nothing is a frame late, and nothing on the CPU has to have been
52
+ * composed first: the answer is a pure function of (hierarchy, clip set, time, weights), which is
53
+ * what keeps it deterministic on a peer with no device at all.
54
+ *
55
+ * An entity the GPU owns the transform of — see `GPUStateAuthority` — is answered the same way;
56
+ * that is the point. A row the GPU composes and a chain this evaluates agree to float precision.
57
+ *
58
+ * Each level costs a scan of every channel of every playing clip, so a query is a few
59
+ * microseconds at a character's depth and a whole skeleton one query at a time is most of a
60
+ * millisecond; a caller asking about several entities of one model within a tick goes through
61
+ * {@link T64WorldCache}, which evaluates each entity once and composes the rest onto it.
62
+ *
63
+ * @param {Transform64} result written with the evaluated world TRS and matrix
64
+ * @param {EntityComponentDataset} dataset
65
+ * @param {number} entity
66
+ * @param {PosePlayback[]} playbacks every clip playing on the model, with its time and weight
67
+ * @returns {Transform64} `result`
68
+ */
69
+ export function t64_evaluate_world(result, dataset, entity, playbacks) {
70
+ assert.defined(result, 'result');
71
+ assert.defined(dataset, 'dataset');
72
+ assert.isNonNegativeInteger(entity, 'entity');
73
+ assert.isArray(playbacks, 'playbacks');
74
+
75
+ CHAIN.length = 0;
76
+ RESTS.length = 0;
77
+
78
+ let cursor = entity;
79
+
80
+ while (cursor !== -1) {
81
+ assert.ok(dataset.entityExists(cursor), `entity ${cursor} in the chain above ${entity} does not exist`);
82
+
83
+ const attachment = dataset.getComponent(cursor, TransformAttachment);
84
+
85
+ CHAIN.push(cursor);
86
+
87
+ if (attachment === undefined || attachment === null || !dataset.entityExists(attachment.parent)) {
88
+ // the root of the chain, whose world pose is its own; a link whose parent has gone is
89
+ // a root until the attachment system detaches it, and answers from where it was
90
+ const world = dataset.getComponent(cursor, Transform64);
91
+
92
+ assert.defined(world, `entity ${cursor} carries no Transform64 and no attachment`);
93
+
94
+ RESTS.push(world);
95
+
96
+ break;
97
+ }
98
+
99
+ RESTS.push(attachment.transform);
100
+
101
+ cursor = attachment.parent;
102
+ }
103
+
104
+ // root first, so each step composes onto what is already accumulated
105
+ let depth = 0;
106
+
107
+ for (let i = CHAIN.length - 1; i >= 0; i--) {
108
+ const local = scratch_at(depth);
109
+
110
+ pose_evaluate_local(local, CHAIN[i], RESTS[i], playbacks);
111
+ local.updateMatrix();
112
+
113
+ if (i === CHAIN.length - 1) {
114
+ result.copy(local);
115
+ } else {
116
+ result.multiplyTransforms(result, local);
117
+ }
118
+
119
+ depth++;
120
+ }
121
+
122
+ CHAIN.length = 0;
123
+ RESTS.length = 0;
124
+
125
+ return result;
126
+ }
@@ -23,6 +23,14 @@
23
23
  * The index rests on {@link TransformAttachment.parent} being immutable while the component is
24
24
  * attached: `link` and `unlink` are then the only transitions a parent reference can undergo.
25
25
  *
26
+ * **What the GPU owns is not composed here.** An entity whose `GPUStateAuthority` gives the GPU its
27
+ * {@link Transform64} — a joint a clip drives, and everything under it — is skipped: nothing is
28
+ * written and nothing announced, so its subtree stays as the CPU last composed it. Nothing on the
29
+ * simulation side reads such an entity, by the rule that puts the bit there; what asks evaluates the
30
+ * chain exactly (`t64_evaluate_world`). An entity linked under a GPU-composed parent is declared and
31
+ * flagged at link, and the animation manager hands a subtree back with one announcement, which
32
+ * recomposes it here from the offsets it seeded.
33
+ *
26
34
  * @author Alex Goldring
27
35
  * @copyright Company Named Limited (c) 2026
28
36
  */
@@ -1 +1 @@
1
- {"version":3,"file":"TransformAttachmentSystem.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/transform-attachment/TransformAttachmentSystem.js"],"names":[],"mappings":"AAyLA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;;IAEI;;;;OAIG;IACH,mBAAgB;IAEhB;;;;;OAKG;IACH,mBAAoC;IAEpC;;;;OAIG;IACH,gBAAa;IACb,qBAAiB;IACjB,uBAAmB;IAEnB,kEAAkD;IAClD,+HAGE;IAEF;;;;OAIG;IACH,wBASC;IAED;;;;OAIG;IACH,kBAEC;IAED;;;;;OAKG;IACH,yBAYC;IAED;;;;;;;;OAQG;IACH,uBALW,MAAM,EAAE,iBACR,MAAM,UACN,MAAM,GACJ,MAAM,CAIlB;IAED;;;;;;OAMG;IACH,wBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;;;OAKG;IACH,iBAJW,mBAAmB,aACnB,WAAW,UACX,MAAM,QAsBhB;IAED;;;;;OAKG;IACH,mBAJW,mBAAmB,aACnB,WAAW,UACX,MAAM,QAkBhB;IAED,6BAoBC;CACJ;uBA9XsB,cAAc;4BAET,6BAA6B;oCAEK,0BAA0B;4CAP5C,oDAAoD"}
1
+ {"version":3,"file":"TransformAttachmentSystem.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/transform-attachment/TransformAttachmentSystem.js"],"names":[],"mappings":"AAiMA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH;;IAEI;;;;OAIG;IACH,mBAAgB;IAEhB;;;;;OAKG;IACH,mBAAoC;IAEpC;;;;OAIG;IACH,gBAAa;IACb,qBAAiB;IACjB,uBAAmB;IAEnB,kEAAkD;IAClD,+HAGE;IAEF;;;;OAIG;IACH,wBAsBC;IAED;;;;OAIG;IACH,kBAEC;IAED;;;;;OAKG;IACH,yBAYC;IAED;;;;;;;;OAQG;IACH,uBALW,MAAM,EAAE,iBACR,MAAM,UACN,MAAM,GACJ,MAAM,CAIlB;IAED;;;;;;OAMG;IACH,wBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;;;OAKG;IACH,iBAJW,mBAAmB,aACnB,WAAW,UACX,MAAM,QAsBhB;IAED;;;;;OAKG;IACH,mBAJW,mBAAmB,aACnB,WAAW,UACX,MAAM,QAkBhB;IAED,6BAoBC;CACJ;uBAvZsB,cAAc;4BAET,6BAA6B;oCAEK,0BAA0B;4CAX5C,oDAAoD"}
@@ -2,6 +2,10 @@ import { min2 } from "../../../core/math/min2.js";
2
2
  import { ResourceAccessKind } from "../../../core/model/ResourceAccessKind.js";
3
3
  import { ResourceAccessSpecification } from "../../../core/model/ResourceAccessSpecification.js";
4
4
  import { EventType } from "../EventType.js";
5
+ import { GPUStateAuthorityFlags } from "../gpu/GPUStateAuthorityFlags.js";
6
+ import { gpu_authority_declare } from "../gpu/gpu_authority_declare.js";
7
+ import { gpu_authority_grant } from "../gpu/gpu_authority_grant.js";
8
+ import { gpu_authority_has } from "../gpu/gpu_authority_has.js";
5
9
  import { EntityChildIndex } from "../hierarchy/EntityChildIndex.js";
6
10
  import { System } from "../System.js";
7
11
  import { TRANSFORM64_EVENT_CHANGE } from "../transform/TRANSFORM64_EVENT_CHANGE.js";
@@ -63,6 +67,17 @@ class UpdateContext {
63
67
  }
64
68
 
65
69
  update() {
70
+ if (gpu_authority_has(this.ecd, this.entity, GPUStateAuthorityFlags.Transform64)) {
71
+ /*
72
+ The GPU composes this entity's world from its row and its parent's, and everything
73
+ below it with it. Nothing is written here and nothing is announced, so the subtree
74
+ stays as the CPU last composed it — which nothing on the simulation side reads, by the
75
+ rule that put the bit there: an entity is flagged only when no simulation system
76
+ reads its world, and what does ask evaluates the chain exactly.
77
+ */
78
+ return;
79
+ }
80
+
66
81
  this.transform.multiplyTransforms(
67
82
  this.parent_transform,
68
83
  this.attachment.transform
@@ -113,32 +128,27 @@ class UpdateContext {
113
128
  this.ecd.removeComponentFromEntity(this.entity, TransformAttachment);
114
129
  }
115
130
 
116
- /** @type {function(*)|null} */
117
- #on_parent_changed = null;
118
-
119
- /** @type {function(*)|null} */
120
- #on_self_changed = null;
121
-
122
131
  link() {
123
132
  // Neither transform carries signals any more, so both announcements come through the
124
133
  // dataset, on the channel belonging to the thing that moved. The parent's pose arrives as
125
134
  // TRANSFORM64_EVENT_CHANGE on the parent - whether it is a root somebody moved or a link
126
135
  // whose own composition just ran; the offset arrives as TRANSFORM_ATTACHMENT_EVENT_CHANGE
127
136
  // on this entity, from whoever wrote the attachment.
128
- this.#on_parent_changed = () => this.update();
129
-
130
- this.#on_self_changed = () => this.update();
131
-
137
+ //
138
+ // The method itself, with this context as the receiver, rather than a closure per
139
+ // channel: a model is sixty of these, and a level is hundreds of models.
132
140
  this.ecd.addEntityEventListener(
133
141
  this.attachment.parent,
134
142
  TRANSFORM64_EVENT_CHANGE,
135
- this.#on_parent_changed
143
+ this.update,
144
+ this
136
145
  );
137
146
 
138
147
  this.ecd.addEntityEventListener(
139
148
  this.entity,
140
149
  TRANSFORM_ATTACHMENT_EVENT_CHANGE,
141
- this.#on_self_changed
150
+ this.update,
151
+ this
142
152
  );
143
153
 
144
154
  this.ecd.addEntityEventListener(
@@ -152,27 +162,25 @@ class UpdateContext {
152
162
  }
153
163
 
154
164
  unlink() {
155
- this.#linked = false;
156
-
157
- if (this.#on_parent_changed !== null) {
158
- this.ecd.removeEntityEventListener(
159
- this.attachment.parent,
160
- TRANSFORM64_EVENT_CHANGE,
161
- this.#on_parent_changed
162
- );
163
-
164
- this.#on_parent_changed = null;
165
+ if (!this.#linked) {
166
+ return;
165
167
  }
166
168
 
167
- if (this.#on_self_changed !== null) {
168
- this.ecd.removeEntityEventListener(
169
- this.entity,
170
- TRANSFORM_ATTACHMENT_EVENT_CHANGE,
171
- this.#on_self_changed
172
- );
169
+ this.#linked = false;
173
170
 
174
- this.#on_self_changed = null;
175
- }
171
+ this.ecd.removeEntityEventListener(
172
+ this.attachment.parent,
173
+ TRANSFORM64_EVENT_CHANGE,
174
+ this.update,
175
+ this
176
+ );
177
+
178
+ this.ecd.removeEntityEventListener(
179
+ this.entity,
180
+ TRANSFORM_ATTACHMENT_EVENT_CHANGE,
181
+ this.update,
182
+ this
183
+ );
176
184
 
177
185
  this.ecd.removeEntityEventListener(
178
186
  this.attachment.parent,
@@ -208,6 +216,14 @@ class UpdateContext {
208
216
  * The index rests on {@link TransformAttachment.parent} being immutable while the component is
209
217
  * attached: `link` and `unlink` are then the only transitions a parent reference can undergo.
210
218
  *
219
+ * **What the GPU owns is not composed here.** An entity whose `GPUStateAuthority` gives the GPU its
220
+ * {@link Transform64} — a joint a clip drives, and everything under it — is skipped: nothing is
221
+ * written and nothing announced, so its subtree stays as the CPU last composed it. Nothing on the
222
+ * simulation side reads such an entity, by the rule that puts the bit there; what asks evaluates the
223
+ * chain exactly (`t64_evaluate_world`). An entity linked under a GPU-composed parent is declared and
224
+ * flagged at link, and the animation manager hands a subtree back with one announcement, which
225
+ * recomposes it here from the offsets it seeded.
226
+ *
211
227
  * @author Alex Goldring
212
228
  * @copyright Company Named Limited (c) 2026
213
229
  */
@@ -249,6 +265,19 @@ export class TransformAttachmentSystem extends System {
249
265
  * @private
250
266
  */
251
267
  __finalize_link(ctx) {
268
+ const ecd = ctx.ecd;
269
+
270
+ if (gpu_authority_has(ecd, ctx.attachment.parent, GPUStateAuthorityFlags.Transform64)) {
271
+ /*
272
+ A link under a GPU-composed parent is GPU-composed: there is no current parent pose
273
+ on this side to compose it against, and its row is composed under the parent's row
274
+ regardless. Stated on the entity, here, at the one structural moment there is —
275
+ the animation manager flags the subtree it takes as it takes it, and this is the
276
+ entity that arrived after.
277
+ */
278
+ gpu_authority_declare(ecd, ctx.entity);
279
+ gpu_authority_grant(ecd, ctx.entity, GPUStateAuthorityFlags.Transform64);
280
+ }
252
281
 
253
282
  ctx.link();
254
283
 
@@ -1 +1 @@
1
- {"version":3,"file":"ShadedGeometryHighlightSystem.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAiBI;;OAEG;IACH,6CAMC;IAzBD,2DAA2C;IA2B3C,2CAEC;IAED,4CAWC;IAED;;;;OAIG;IACH,gBAJW,SAAS,YACT,cAAc,UACd,MAAM,QAgBhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,YACT,cAAc,UACd,MAAM,QAYhB;;CACJ;uBA3GsB,2BAA2B;+BAEnB,iCAAiC;sBAD1C,iBAAiB"}
1
+ {"version":3,"file":"ShadedGeometryHighlightSystem.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAiBI;;OAEG;IACH,6CAMC;IAzBD,2DAA2C;IA2B3C,2CAEC;IAED,4CAWC;IAED;;;;OAIG;IACH,gBAJW,SAAS,YACT,cAAc,UACd,MAAM,QAQhB;IAED;;;;OAIG;IACH,kBAJW,SAAS,YACT,cAAc,UACd,MAAM,QAYhB;;CACJ;uBApGsB,2BAA2B;+BAGnB,iCAAiC;sBAF1C,iBAAiB"}
@@ -1,6 +1,7 @@
1
1
  import { assert } from "../../../../../core/assert.js";
2
2
  import { System } from "../../../../ecs/System.js";
3
3
  import Highlight from "../Highlight.js";
4
+ import { row_of_entity } from "../../../../../shade/renderer/scene/rows/GPUSceneRows.js";
4
5
  import { ShadedGeometry } from "../../mesh-v2/ShadedGeometry.js";
5
6
 
6
7
  /**
@@ -75,17 +76,9 @@ export class ShadedGeometryHighlightSystem extends System {
75
76
  * @param {number} entity
76
77
  */
77
78
  link(highlight, geometry, entity) {
78
- const entry = this.#outline.add_entry(entity, highlight, visitor => {
79
- const node = geometry.node;
80
-
81
- if (node === null || node === undefined) {
82
- // not in the scene: either `ShadedGeometrySystem` has not linked it yet, or it is
83
- // not running at all, and neither is this system's to complain about
84
- return;
85
- }
86
-
87
- visitor(node);
88
- });
79
+ // the primitive's row is its entity's; a row nothing has written yet is a row no pixel
80
+ // names, so a primitive the scene has not placed marks nothing
81
+ const entry = this.#outline.add_entry(entity, highlight, visitor => visitor(row_of_entity(entity)));
89
82
 
90
83
  this.#entries.set(entity, entry);
91
84
  }
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Sent on an entity whose {@link ShadedGeometry} was changed in place — a material swapped, a
3
+ * geometry replaced, a flag set — so that the system holding its row rewrites the row.
4
+ *
5
+ * A component says nothing when it is written, the same as a `Transform64`; the announcement is
6
+ * what carries the change. Replacing the component instead — remove, then add a new one — also
7
+ * works and costs a row: the system detaches the row and attaches a new one, and a skinned
8
+ * primitive's clone goes back and is taken again with it. Announcing keeps the row, and the clone.
9
+ *
10
+ * @see shaded_geometry_announce_change
11
+ * @type {string}
12
+ */
13
+ export const SHADED_GEOMETRY_EVENT_CHANGE: string;
14
+ //# sourceMappingURL=SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SHADED_GEOMETRY_EVENT_CHANGE.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,2CAFU,MAAM,CAEsD"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * Sent on an entity whose {@link ShadedGeometry} was changed in place — a material swapped, a
3
+ * geometry replaced, a flag set — so that the system holding its row rewrites the row.
4
+ *
5
+ * A component says nothing when it is written, the same as a `Transform64`; the announcement is
6
+ * what carries the change. Replacing the component instead — remove, then add a new one — also
7
+ * works and costs a row: the system detaches the row and attaches a new one, and a skinned
8
+ * primitive's clone goes back and is taken again with it. Announcing keeps the row, and the clone.
9
+ *
10
+ * @see shaded_geometry_announce_change
11
+ * @type {string}
12
+ */
13
+ export const SHADED_GEOMETRY_EVENT_CHANGE = "@shaded-geometry/change";
@@ -40,18 +40,6 @@ export class ShadedGeometry {
40
40
  * @private
41
41
  */
42
42
  private __c_transform;
43
- /**
44
- * The row a renderer put this primitive in, or `null` while it is in none.
45
- *
46
- * **Written by whichever system placed it, and read by whoever needs to know where it ended
47
- * up** — `MeshSystem` combining the bounds of an expanded model, for one. Same arrangement v1
48
- * made with `Mesh.mesh`: a component that carries the renderer's own geometry may as well carry
49
- * the renderer's own handle to it, and one renderer runs at a time.
50
- *
51
- * @transient
52
- * @type {Mesh|null}
53
- */
54
- node: Mesh | null;
55
43
  /**
56
44
  *
57
45
  * @type {DrawMode|number}
@@ -168,8 +156,8 @@ export class ShadedGeometry {
168
156
  * Raycast this primitive's own triangles on the CPU.
169
157
  *
170
158
  * **Requires a {@link Geometry}** — the vertex arrays themselves. A `MeshletGeometry` keeps its
171
- * triangles quantized inside meshlet pages, so a `ShadedGeometry` placed by
172
- * `shade_node_to_entity_composition` cannot be asked this; `geometry_build_from_meshlet_geometry`
159
+ * triangles quantized inside meshlet pages, so a `ShadedGeometry` a prefab spawned cannot be
160
+ * asked this; `geometry_build_from_meshlet_geometry`
173
161
  * decodes one, and holding that decode is the caller's business rather than this method's.
174
162
  * Picking a whole scene goes through the renderer's own `pick` instead (I-9) — this answers with
175
163
  * a surface point on one primitive.
@@ -1 +1 @@
1
- {"version":3,"file":"ShadedGeometry.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js"],"names":[],"mappings":"AAwCA;;;GAGG;AACH;IAmRI;;;;;;OAMG;IACH,sBALW,gCAA8B,YAC9B,wBAAsB,cACtB,QAAQ,GACP,cAAc,CAQzB;IA/QD;;;;OAIG;IACH,UAFU,8CAAwC,IAAI,CAEtC;IAEhB;;;OAGG;IACH,UAFU,2BAAuB,IAAI,CAErB;IAEhB;;;OAGG;IACH,gBAFU,2BAAuB,IAAI,CAEf;IAEtB,sBAA6B;IAE7B;;;;OAIG;IACH,iBAAc;IAEd;;;;OAIG;IACH,sBAAqB;IAErB;;;;;;;;;;OAUG;IACH,MAFU,OAAK,IAAI,CAEP;IAEZ;;;OAGG;IACH,MAFU,QAAQ,GAAC,MAAM,CAEC;IAE1B;;;OAGG;IACH,aAFU,MAAM,CAEA;IAEhB;;;OAGG;IACH,OAFU,MAAM,CAEM;IAEtB;;;;OAIG;IACH,cAHW,MAAM,GAAC,mBAAmB,GACxB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GAAC,mBAAmB,GACxB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GAAC,mBAAmB,SAC1B,OAAO,QAQjB;IAED;;;;OAIG;IACH,cAHW,MAAM,GAAC,mBAAmB,GACxB,OAAO,CAInB;IAED;;;OAGG;IACH,QAFY,MAAM,CASjB;IAED;;;;OAIG;IACH,cAHW,cAAc,GACZ,OAAO,CAUnB;IAED;;;OAGG;IACH,YAFW,cAAc,QASxB;IAED;;;OAGG;IACH,SAFa,cAAc,CAQ1B;IAED;;;OAGG;IACH,qBAEC;IAED;;;;OAIG;IACH,0BAEC;IAED;;;;;OAKG;IACH,6CAFa,IAAI,CAMhB;IAED;;;;;OAKG;IACH,qBAFa,IAAI,CAKhB;IAED;;;;;;OAMG;IACH,6BAFa,OAAO,CAcnB;IAED;;;OAGG;IACH,4BAFW,KAAK,QAsBf;IAED;;;;;OAKG;IACH,eAJW,gCAA8B,YAC9B,wBAAsB,cACtB,QAAQ,QAMlB;IAiBD;;;;OAIG;IACH,mBAFa,IAAI,CAgBhB;IAED,sBAeC;IAED;;;;;;;;;;;;;;OAcG;IACH,mDAJW,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,qBACvC,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,GACrC,OAAO,CA4BnB;;CACJ;;kBAIS,MAAM;sBAON,OAAO;;0BAtaS,yCAAyC;yBAK1C,eAAe;oCACJ,0BAA0B;sBALxC,wCAAwC"}
1
+ {"version":3,"file":"ShadedGeometry.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js"],"names":[],"mappings":"AAwCA;;;GAGG;AACH;IAyQI;;;;;;OAMG;IACH,sBALW,gCAA8B,YAC9B,wBAAsB,cACtB,QAAQ,GACP,cAAc,CAQzB;IArQD;;;;OAIG;IACH,UAFU,8CAAwC,IAAI,CAEtC;IAEhB;;;OAGG;IACH,UAFU,2BAAuB,IAAI,CAErB;IAEhB;;;OAGG;IACH,gBAFU,2BAAuB,IAAI,CAEf;IAEtB,sBAA6B;IAE7B;;;;OAIG;IACH,iBAAc;IAEd;;;;OAIG;IACH,sBAAqB;IAErB;;;OAGG;IACH,MAFU,QAAQ,GAAC,MAAM,CAEC;IAE1B;;;OAGG;IACH,aAFU,MAAM,CAEA;IAEhB;;;OAGG;IACH,OAFU,MAAM,CAEM;IAEtB;;;;OAIG;IACH,cAHW,MAAM,GAAC,mBAAmB,GACxB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GAAC,mBAAmB,GACxB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GAAC,mBAAmB,SAC1B,OAAO,QAQjB;IAED;;;;OAIG;IACH,cAHW,MAAM,GAAC,mBAAmB,GACxB,OAAO,CAInB;IAED;;;OAGG;IACH,QAFY,MAAM,CASjB;IAED;;;;OAIG;IACH,cAHW,cAAc,GACZ,OAAO,CAUnB;IAED;;;OAGG;IACH,YAFW,cAAc,QASxB;IAED;;;OAGG;IACH,SAFa,cAAc,CAQ1B;IAED;;;OAGG;IACH,qBAEC;IAED;;;;OAIG;IACH,0BAEC;IAED;;;;;OAKG;IACH,6CAFa,IAAI,CAMhB;IAED;;;;;OAKG;IACH,qBAFa,IAAI,CAKhB;IAED;;;;;;OAMG;IACH,6BAFa,OAAO,CAcnB;IAED;;;OAGG;IACH,4BAFW,KAAK,QAyBf;IAED;;;;;OAKG;IACH,eAJW,gCAA8B,YAC9B,wBAAsB,cACtB,QAAQ,QAMlB;IAiBD;;;;OAIG;IACH,mBAFa,IAAI,CAgBhB;IAED,sBAeC;IAED;;;;;;;;;;;;;;OAcG;IACH,mDAJW,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,qBACvC,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,GACrC,OAAO,CA4BnB;;CACJ;;kBAIS,MAAM;sBAON,OAAO;;0BA5ZS,yCAAyC;yBAK1C,eAAe;oCACJ,0BAA0B;sBALxC,wCAAwC"}
@@ -94,19 +94,6 @@ export class ShadedGeometry {
94
94
  */
95
95
  __c_transform = null;
96
96
 
97
- /**
98
- * The row a renderer put this primitive in, or `null` while it is in none.
99
- *
100
- * **Written by whichever system placed it, and read by whoever needs to know where it ended
101
- * up** — `MeshSystem` combining the bounds of an expanded model, for one. Same arrangement v1
102
- * made with `Mesh.mesh`: a component that carries the renderer's own geometry may as well carry
103
- * the renderer's own handle to it, and one renderer runs at a time.
104
- *
105
- * @transient
106
- * @type {Mesh|null}
107
- */
108
- node = null;
109
-
110
97
  /**
111
98
  *
112
99
  * @type {DrawMode|number}
@@ -284,15 +271,18 @@ export class ShadedGeometry {
284
271
  * @param {AABB3} destination
285
272
  */
286
273
  getBoundingBox(destination) {
287
- const node = this.node;
274
+ const geometry = this.geometry;
288
275
 
289
- if (node !== null) {
276
+ if (geometry !== null && geometry.isMeshletGeometry === true) {
290
277
  /*
291
- Placed in a renderer that keeps a world box per row and refreshes it as part of placing
292
- it. Reading that is not an optimization — the deferred path below computes its box from
293
- the geometry's own, and only a three `BufferGeometry` has one of those.
278
+ A meshlet geometry carries its box from the build, and the entity's own transform is
279
+ its world — the ECS composes every chain on the CPU. The box the renderer draws by is
280
+ derived on the GPU from the same two and is not read back here: this answers where the
281
+ primitive is under what the simulation knows, which is what a pick or a framing wants.
294
282
  */
295
- destination.readFromArray(node.bounding_box);
283
+ aabb3_matrix4_project(scratch_aabb3_array, geometry.bounding_box, this.transform);
284
+
285
+ destination.readFromArray(scratch_aabb3_array);
296
286
 
297
287
  return;
298
288
  }
@@ -374,8 +364,8 @@ export class ShadedGeometry {
374
364
  * Raycast this primitive's own triangles on the CPU.
375
365
  *
376
366
  * **Requires a {@link Geometry}** — the vertex arrays themselves. A `MeshletGeometry` keeps its
377
- * triangles quantized inside meshlet pages, so a `ShadedGeometry` placed by
378
- * `shade_node_to_entity_composition` cannot be asked this; `geometry_build_from_meshlet_geometry`
367
+ * triangles quantized inside meshlet pages, so a `ShadedGeometry` a prefab spawned cannot be
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+ * asked this; `geometry_build_from_meshlet_geometry`
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369
  * decodes one, and holding that decode is the caller's business rather than this method's.
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  * Picking a whole scene goes through the renderer's own `pick` instead (I-9) — this answers with
381
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  * a surface point on one primitive.
@@ -6,5 +6,6 @@ export namespace ShadedGeometryFlags {
6
6
  let DrawMethodLocked: number;
7
7
  let Visible: number;
8
8
  let DeferredBoundsUpdate: number;
9
+ let Skinned: number;
9
10
  }
10
11
  //# sourceMappingURL=ShadedGeometryFlags.d.ts.map
@@ -42,4 +42,11 @@ export const ShadedGeometryFlags = {
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42
  * @see ShadedGeometryDeferredBounds.bench.spec.js
43
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  */
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44
  DeferredBoundsUpdate: 32,
45
+
46
+ /**
47
+ * The geometry is deformed by a skin the entity's model registers. The renderer draws a
48
+ * per-instance clone of it, written by the skinning pass, rather than the shared source.
49
+ * Set by the prefab that spawned the primitive; a primitive built by hand is rigid.
50
+ */
51
+ Skinned: 64,
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52
  };