@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
@@ -23,8 +23,9 @@ applied deferred; and the result is temporally resolved, upscaled, tonemapped an
23
23
 
24
24
  Three consequences that shape everything below:
25
25
 
26
- - **A mesh is a small GPU-resident record, not a draw call you own.** You add a `Mesh` to a `Scene`;
27
- what is drawn, in what order, and whether it is culled is the renderer's.
26
+ - **A mesh is a small GPU-resident record, not a draw call you own.** You place a model at entities
27
+ of the scene's dataset and each primitive is a row; what is drawn, in what order, and whether it
28
+ is culled is the renderer's.
28
29
  - **Preparing geometry is a precompute.** Meshlet building, encoding and BVH construction happen
29
30
  once per geometry. Content that rewrites its vertices every frame goes down a separate path (§8).
30
31
  - **The frame is a closed sequence with declared injection points.** You do not insert a pass
@@ -95,6 +96,11 @@ import { Renderer } from "./renderer/Renderer.js";
95
96
  import { Scene } from "./renderer/scene/Scene.js";
96
97
  import { PerspectiveCamera } from "./renderer/camera/PerspectiveCamera.js";
97
98
  import { make_sunlight } from "./renderer/light/make_sunlight.js";
99
+ import { place_light } from "./renderer/light/place_light.js";
100
+ import { EntityComponentDataset } from "../engine/ecs/EntityComponentDataset.js";
101
+ import { Transform64 } from "../engine/ecs/transform/Transform64.js";
102
+ import { prefab_compile } from "../engine/graphics3/prefab/prefab_compile.js";
103
+ import { prefab_place } from "../engine/graphics3/prefab/prefab_place.js";
98
104
  import { load_gltf } from "./renderer/loader/gltf/load_gltf.js";
99
105
  import { create_frame_loop } from "./renderer/create_frame_loop.js";
100
106
  import { DEG_TO_RAD } from "../core/math/DEG_TO_RAD.js";
@@ -117,12 +123,19 @@ camera.aspect = renderer.aspect_ratio;
117
123
 
118
124
  const scene = new Scene();
119
125
 
126
+ // everything in a scene stands at an entity, so the scene names a dataset — a map of components,
127
+ // no systems
128
+ scene.dataset = new EntityComponentDataset();
129
+
120
130
  // nothing is lit without one, and the deferred shading pass has no default light
121
- scene.lights.add(make_sunlight({ intensity: 2.2 }));
131
+ place_light(scene, make_sunlight({ intensity: 2.2 }));
122
132
 
123
133
  const bundle = await load_gltf("model.glb", { assetManager });
124
134
 
125
- scene.add(bundle.scenes);
135
+ // the model as loaded is compiled once; a placement of it is entities of the dataset, one per node
136
+ // of the file, each with a row of the scene's GPU database — the scene's context is where the rows
137
+ // live
138
+ prefab_place(renderer.scenes.obtain(scene), scene.dataset, prefab_compile(bundle), new Transform64());
126
139
 
127
140
  create_frame_loop(dt => renderer.render(camera, scene, dt));
128
141
  ```
@@ -157,68 +170,82 @@ has a configured manager on it and should use that one.
157
170
  directly, which is §4 in the other direction and needs no asset manager at all:
158
171
 
159
172
  ```js
160
- const mesh = new Mesh();
161
-
162
- mesh.geometry = meshlet_geometry_build_from_geometry(make_torus_knot_geometry(1, 0.3, 128, 16));
163
- mesh.material = new StandardShadeMaterial();
173
+ const transform = new Transform64();
164
174
 
165
- mesh.transform_local.setTranslation(0, 1, 0);
166
- mesh.updateMatrices();
175
+ transform.setTranslation(0, 1, 0);
176
+ transform.updateMatrix();
167
177
 
168
- scene.add(mesh);
178
+ place_primitive(
179
+ renderer.scenes.obtain(scene),
180
+ meshlet_geometry_build_from_geometry(make_torus_knot_geometry(1, 0.3, 128, 16)),
181
+ new StandardShadeMaterial(),
182
+ transform
183
+ );
169
184
  ```
170
185
 
171
186
  **`render` returns a boolean.** `false` means the previous frame has not finished and this one was
172
187
  not submitted. It is not an error.
173
188
 
174
- **`scene.add` takes a node or an array of them, and it recurses.** Nodes tagged `isLight` are routed
175
- to `scene.lights`, everything else into `scene.instances`; `scene.remove` mirrors it exactly.
189
+ **Everything drawn or posed is an entity of the scene's dataset, holding a row of the scene's GPU
190
+ database.** `prefab_place` answers what it placed — the root entity, the instance, its animation
191
+ registration — and `prefab_unplace` takes it all back; `place_primitive` answers the entity,
192
+ `move_primitive` moves it and `remove_primitive` takes it back. A game calls none of them: its
193
+ systems take rows as components appear. A light is the same shape — it stands at an entity, and
194
+ `scene.lights.add(light, entity)` — `place_light(scene, light)`, for a caller with no entity of its
195
+ own — is what puts it in the scene. Its record's pose is that entity's row, read on the GPU every
196
+ frame.
176
197
 
177
198
  ---
178
199
 
179
200
  ## 4. The type model
180
201
 
181
- Everything in a scene is a **`Node3D`**: a TRS transform, a parent and children, and a row in the GPU
182
- scene-graph. `Scene` is itself a `Node3D` and occupies row 0, so posing the scene world-shifts
183
- everything under it.
184
-
185
- **A node is placed through `transform_local`, and everything else about where it is, is derived.**
186
- `transform_global` is recomputed from the local transform and the parent chain by `updateMatrices()`,
187
- which is also what refreshes a `Mesh`'s world-space bounds — so writing `transform_global` directly is
188
- undone the moment anything refreshes, and mutating `transform_local` without calling
189
- `updateMatrices()` leaves both the global transform and the bounds stale. A version counter on the
190
- node records the refresh, and the renderer compares against it.
191
-
192
- **A node's transform and a camera's are different types, deliberately, and this is the one place a
193
- newcomer will trip.** `Node3D.transform_local` is a `Transform64`: a flat `Float64Array` holding its
194
- own matrix, posed through `setTranslation(x, y, z)` / `setRotation(x, y, z, w)` / `setScale(x, y, z)`,
195
- with the buffer layout part of its contract so hot code can write it directly. A `Camera` is **not**
196
- a `Node3D` — it carries meep's ECS `Transform`, whose `position`, `rotation` and `scale` are
197
- observable vectors you assign into. The two keep distinct shapes on purpose and neither has the
198
- other's accessors: `node.transform_local.position` is `undefined`, and so is
202
+ Everything in a scene is an **entity** of the scene's dataset, and what the renderer knows about it
203
+ is **a row** of the scene's GPU database, at `entity + 1` in two tables: `transforms` — its local TRS
204
+ and the row of its parent — and, for a primitive, `meshes` — which geometry, which material, and the
205
+ world bounds. Row 0 is the scene root, identity. There is no CPU object per node, no parent pointer
206
+ to follow and no world matrix to recompose: the GPU composes every chain each frame, from the rows,
207
+ and derives every mesh row's bounds under the composed matrix.
208
+
209
+ **An entity is placed through its `Transform64`, and what the GPU holds is derived from it.** A
210
+ root entity's row carries its world pose; an entity attached under another (`TransformAttachment`)
211
+ carries its local offset and names its parent's row. A game's systems write these as components
212
+ change; a scene with no systems places through `prefab_place` and `place_primitive`, and moves a
213
+ primitive through `move_primitive`, which marks the row for the next build. The box that is drawn
214
+ is the GPU's — `GPUSceneContext.bounds` reads it back, a frame or two behind — and nothing on the
215
+ CPU keeps a copy of it.
216
+
217
+ **An entity's transform and a camera's are different types, deliberately, and this is the one place
218
+ a newcomer will trip.** `Transform64` is a flat `Float64Array` holding its own matrix, posed through
219
+ `setTranslation(x, y, z)` / `setRotation(x, y, z, w)` / `setScale(x, y, z)` and refreshed with
220
+ `updateMatrix()`, with the buffer layout part of its contract so hot code can write it directly. A
221
+ `Camera` is **not** an entity — it carries meep's ECS `Transform`, whose `position`, `rotation` and
222
+ `scale` are observable vectors you assign into. The two keep distinct shapes on purpose and neither
223
+ has the other's accessors: `transform.position` is `undefined` on a `Transform64`, and so is
199
224
  `camera.transform.translation`.
200
225
 
201
226
  ```js
202
- node.transform_local.setTranslation(0, 1, 0); // Transform64 — then updateMatrices()
203
- camera.transform.position.set(0, 2, -5); // Transform — reactive, no refresh call
227
+ transform.setTranslation(0, 1, 0); // Transform64 — then updateMatrix()
228
+ camera.transform.position.set(0, 2, -5); // Transform — reactive, no refresh call
204
229
  ```
205
230
 
206
231
  ```
207
- Scene (Node3D, row 0)
208
- ├── lights LightCollection — their own pipeline, not in the instance batch
209
- └── instances InstanceBatch
210
- ├── nodes every Node3D ever added, in insertion order
211
- └── instances the Mesh-bearing subset, which is what the rasterizer iterates
232
+ Scene
233
+ ├── dataset EntityComponentDataset — every entity the scene draws or poses; its rows
234
+ ├── lights LightCollection — each at an entity; their own pipeline, not a mesh row
235
+ ├── light_probe_volume
236
+ └── volumetrics
212
237
  ```
213
238
 
214
- A **`Mesh`** is a `Node3D` plus two fields:
239
+ A **primitive** is an entity holding a `meshes` row. Its `ShadedGeometry` component names what the
240
+ row draws, so a tool can read it back:
215
241
 
216
242
  ```js
217
- mesh.geometry // MeshletGeometry — what to draw
218
- mesh.material // ShadeMaterial — how to draw it
243
+ geometry // MeshletGeometry — what to draw
244
+ material // ShadeMaterial — how to draw it
219
245
  ```
220
246
 
221
- and a world-space `bounding_box` / `bounding_sphere` the renderer keeps for culling.
247
+ and the row carries the world-space `bounding_box` / `bounding_sphere` the renderer derives for
248
+ culling.
222
249
 
223
250
  ### Geometry: two types, one of which is a precompute
224
251
 
@@ -236,7 +263,7 @@ Seven generators ship, all returning a `Geometry`, in `renderer/geometry/primiti
236
263
  `make_torus_geometry`, `make_cylinder_geometry`, `make_torus_knot_geometry`.
237
264
 
238
265
  **`MeshletGeometry`** is the GPU form: triangles clustered into meshlets, attributes encoded, and a
239
- BVH over the clusters. This is what a `Mesh` carries, and it is what buys cluster culling and a
266
+ BVH over the clusters. This is what a mesh row names, and it is what buys cluster culling and a
240
267
  compact residency.
241
268
 
242
269
  ```js
@@ -297,15 +324,17 @@ types answer `equals`/`hash`, which is what lets the renderer de-duplicate uploa
297
324
  `load_gltf` returns a **`SceneBundle`** — three arrays out of the one file:
298
325
 
299
326
  ```js
300
- bundle.scenes // Node3D[] — the scene roots, ready for scene.add
301
- bundle.skins // Skin[] — for GPUAnimationManager.register_skin
302
- bundle.clips // ShadeAnimationClip[] — for register_clip
327
+ bundle.nodes // SceneNode[] — the file's nodes in pre-order: name, parent, local TRS, geometry, material
328
+ bundle.skins // Skin[] — joints and meshes as indices into nodes
329
+ bundle.clips // ShadeAnimationClip[] — each channel targets an index into nodes
330
+ bundle.lights // {light, node}[] — anchored by index
303
331
  ```
304
332
 
305
- The bundle is **the model as loaded, not a placement of it.** Adding one bundle's roots to two
306
- scenes, or twice to one scene, shares nodes. meep's ECS layer provides
307
- `instantiate_scene_bundle(bundle)` for the copy a second placement needs — its own nodes, its own
308
- skin and its own retargeted clips — which is what makes two of one model possible.
333
+ The bundle is **the model as loaded, not a placement of it** — records, with no transform state
334
+ anyone could pose. It is compiled once into a `Prefab` (`prefab_compile`), and every placement is
335
+ spawned from that — `prefab_place` in a scene with no systems, `prefab_instantiate` under a game's
336
+ own root entity — with its own entities, its own skins and its own retargeted clips, addressed by
337
+ entity, which is what makes two of one model possible.
309
338
 
310
339
  ---
311
340
 
@@ -523,8 +552,8 @@ geometry.needsUpdate = true; // you say when the vertices changed; nothing wat
523
552
  ```
524
553
 
525
554
  This is **a separate path, not a variant of the standard one.** A `DynamicMesh` holds a plain
526
- `Geometry`, is never in the scene's instance batch, gets no row in the scene database, and is drawn
527
- by a pipeline of its own after the standard geometry path has finished with the frame.
555
+ `Geometry` and its own `transform`, is no entity of the scene, gets no row in the scene database,
556
+ and is drawn by a pipeline of its own after the standard geometry path has finished with the frame.
528
557
 
529
558
  Drawing it is a `GPUDynamicMeshRenderer` inside an extension of yours (§6). Two things to know:
530
559
 
@@ -566,7 +595,7 @@ frame or is removed and re-added keeps its buffers.
566
595
  ```
567
596
  shade/renderer/
568
597
  ├── Renderer.js the whole surface in §2, §7, §9
569
- ├── scene/ Scene, Node3D, Mesh, SkinnedMesh, DynamicMesh, InstanceBatch
598
+ ├── scene/ Scene, GPUSceneContext, rows/ — GPUSceneRows, place_primitive; DynamicMesh
570
599
  ├── geometry/ Geometry, MeshletGeometry, the builders, primitives/
571
600
  ├── material/ ShadeMaterial, StandardShadeMaterial
572
601
  ├── texture/ ShadeTexture, GPUTextureContext, source/ShadeImage
@@ -578,6 +607,9 @@ shade/renderer/
578
607
  └── animation/ GPUAnimationManager — skins and clips
579
608
  ```
580
609
 
610
+ `prefab_compile` and `prefab_place` live with the ECS, in `engine/graphics3/prefab/`, because a
611
+ placement is entities.
612
+
581
613
  `shade/device/mock/` holds a **validating software device**: no shader execution, but real validation
582
614
  of bindings, passes, resources and texture copies. It is how the renderer's own tests run without a
583
615
  GPU, and it is available to yours. Specs must never acquire a real device — see `vitest.config.mjs`,
@@ -30,6 +30,21 @@ export class ShadeGPUCommandContext {
30
30
  * @returns {GPUCommandEncoder}
31
31
  */
32
32
  get gpu_encoder(): GPUCommandEncoder;
33
+ /**
34
+ * The graphics context this was created against, whose allocators the commands recorded here
35
+ * draw on.
36
+ *
37
+ * @returns {GraphicsContext}
38
+ */
39
+ get graphics(): import("../renderer/GraphicsContext.js").GraphicsContext;
40
+ /**
41
+ * Whether {@link finish} has run — which is the moment the commands recorded here were
42
+ * submitted. Anything that must not happen before submission, such as mapping a buffer one of
43
+ * those commands copies into, checks this rather than counting frames.
44
+ *
45
+ * @returns {boolean}
46
+ */
47
+ get finished(): boolean;
33
48
  /**
34
49
  * Resolves after this context's timings have been read back and handed to its recorder.
35
50
  *
@@ -114,6 +129,14 @@ export class ShadeGPUCommandContext {
114
129
  * @param {GPUExtent3DStrict} copySize
115
130
  */
116
131
  copyTextureToTexture(source: GPUImageCopyTexture, destination: GPUImageCopyTexture, copySize: GPUExtent3DStrict): void;
132
+ /**
133
+ * Texels out of a texture into a buffer — what a readback of a rendered image starts with.
134
+ *
135
+ * @param {GPUImageCopyTexture} source
136
+ * @param {GPUImageCopyBuffer} destination
137
+ * @param {GPUExtent3DStrict} copySize
138
+ */
139
+ copyTextureToBuffer(source: GPUImageCopyTexture, destination: GPUImageCopyBuffer, copySize: GPUExtent3DStrict): void;
117
140
  /**
118
141
  *
119
142
  * @param {GPUComputePassDescriptor} [descriptor]
@@ -1 +1 @@
1
- {"version":3,"file":"ShadeGPUCommandContext.d.ts","sourceRoot":"","sources":["../../../../src/shade/device/ShadeGPUCommandContext.js"],"names":[],"mappings":"AA8CA;;;;;;GAMG;AACH;IA+JI;;;;;OAKG;IACH,wBAJW,eAAe,UACf,MAAM,GACJ,sBAAsB,CA6BlC;IA5LD;;;;OAIG;IACH,iBAEC;IAED;;;OAGG;IACH,mCAEC;IASD;;;;OAIG;IACH,qCAEC;IAeD;;;;;;;;OAQG;IACH,wCAIC;IAED;;;;;;OAMG;IACH,2BAJW,gBAAgB,gBAChB,MAAM,GACJ,IAAI,CAOhB;IAOD;;;OAGG;IACH,wBAEC;IAED;;;OAGG;IACH,+EAEC;IAqBD;;;OAGG;IACH,yBAA0B;IAE1B;;;OAGG;IACH,6BAA8B;IAE9B;;;OAGG;IACH,0BAcC;IA6CD;;;OAGG;IACH,2BAFa,wBAAwB,CAIpC;IAED;;;OAGG;IACH,mBAFW,UAAU,QAapB;IAED;;;;;OAKG;IACH,wCAHW,MAAM,SACN,MAAM,QAWhB;IAED;;;;OAIG;IACH,qBAEC;IAED;;;;;;;;;OASG;IACH,oDALW,MAAM,6CAEN,MAAM,SACN,MAAM,QAqChB;IAGD;;;;;OAKG;IACH,uHAKC;IAED;;;;OAIG;IACH,yDAFa,0BAA0B,CAatC;IAGD;;;;;;;;;OASG;IACH;QAP8C,QAAQ,EAA3C,yBAAyB;QACR,KAAK,GAAtB,MAAM;QAC2B,QAAQ,GAAzC,oBAAoB,EAAE;QACyC,SAAS,GAAxE;YAAC,MAAM,EAAE,YAAY,CAAC;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC;QAElD,0BAA0B,CAgCtC;IAED;;;;OAIG;IACH,sBAFW,MAAM,QAOhB;IAED;;;OAGG;IACH,sBAIC;IAED;;;;OAIG;IACH,yBAFW,MAAM,QAKhB;IAED;;;;;;;;;;;OAWG;IACH;QAT4B,KAAK,GAAtB,MAAM;QAC4B,QAAQ,EAA1C,wBAAwB;QACS,QAAQ,GAAzC,oBAAoB,EAAE;QACkB,gBAAgB,EAAxD,8BAA8B;QACgB,sBAAsB;QACL,SAAS,GAAxE;YAAC,MAAM,EAAE,YAAY,CAAC;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC;QAElD,yBAAyB,CAuCrC;IAED;;;;OAIG;IACH,sDAFa,yBAAyB,CAarC;IAED;;;;;;;OAOG;IACH,mDALW,MAAM,cACN,MAAM,6CAEN,MAAM,QAIhB;IAED;;;;;;OAMG;IACH,2CAFY,OAAO,CAYlB;IAUD;;;;;;OAMG;IACH,+BAJW,MAAM,iBAAe,QACrB,MAAM,aAuBhB;IAED;;;;;;;OAOG;IACH,qCANW,WAAW,UACX,MAAM,iBAAe,WACrB,MAAM,SACN,MAAM,aAwBhB;IAeD;;;;;;;;;OASG;IACH,0BAJW,2BAA2B,aAEzB;QAAC,MAAM,EAAE,YAAY,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC,GAAC,SAAS,CA2B1E;IAED;;;;;;OAMG;IACH,sCALW,UAAU,oBAEV,MAAM,iBAAe,aAgB/B;IAED;;;;;;OAMG;IACH,wDAJW,MAAM,QACN,UAAU,oBAsBpB;IAED;;;;;;;OAOG;IACH,8CALW,MAAM,QACN,WAAW,eACX,MAAM,QACN,MAAM,QAuBhB;IA0BD;;OAEG;IACH,eA0CC;;CACJ;uCAryBY,OAAO,2DAA2D,EAAE,wBAAwB;yBAI5F,OAAO,wDAAwD,EAAE,UAAU;wCAC3E,OAAO,6DAA6D,EAAE,yBAAyB;8BAC/F,OAAO,gCAAgC,EAAE,eAAe;0CACxD,OAAO,4DAA4D,EAAE,2BAA2B;yBAChG,OAAO,uCAAuC,EAAE,UAAU;6BAC1D,OAAO,uCAAuC,EAAE,cAAc;+BAC9D,OAAO,sCAAsC,EAAE,gBAAgB;yCAbnC,qCAAqC;2CANnC,sCAAsC;6BANpD,mCAAmC;0CAOtB,qCAAqC"}
1
+ {"version":3,"file":"ShadeGPUCommandContext.d.ts","sourceRoot":"","sources":["../../../../src/shade/device/ShadeGPUCommandContext.js"],"names":[],"mappings":"AA8CA;;;;;;GAMG;AACH;IAoLI;;;;;OAKG;IACH,wBAJW,eAAe,UACf,MAAM,GACJ,sBAAsB,CA6BlC;IAjND;;;;OAIG;IACH,iBAEC;IAED;;;OAGG;IACH,mCAEC;IASD;;;;OAIG;IACH,qCAEC;IAED;;;;;OAKG;IACH,yEAEC;IAED;;;;;;OAMG;IACH,wBAEC;IAeD;;;;;;;;OAQG;IACH,wCAIC;IAED;;;;;;OAMG;IACH,2BAJW,gBAAgB,gBAChB,MAAM,GACJ,IAAI,CAOhB;IAOD;;;OAGG;IACH,wBAEC;IAED;;;OAGG;IACH,+EAEC;IAqBD;;;OAGG;IACH,yBAA0B;IAE1B;;;OAGG;IACH,6BAA8B;IAE9B;;;OAGG;IACH,0BAcC;IA6CD;;;OAGG;IACH,2BAFa,wBAAwB,CAIpC;IAED;;;OAGG;IACH,mBAFW,UAAU,QAapB;IAED;;;;;OAKG;IACH,wCAHW,MAAM,SACN,MAAM,QAWhB;IAED;;;;OAIG;IACH,qBAEC;IAED;;;;;;;;;OASG;IACH,oDALW,MAAM,6CAEN,MAAM,SACN,MAAM,QAqChB;IAGD;;;;;OAKG;IACH,uHAKC;IAED;;;;;;OAMG;IACH,qHAMC;IAED;;;;OAIG;IACH,yDAFa,0BAA0B,CAatC;IAGD;;;;;;;;;OASG;IACH;QAP8C,QAAQ,EAA3C,yBAAyB;QACR,KAAK,GAAtB,MAAM;QAC2B,QAAQ,GAAzC,oBAAoB,EAAE;QACyC,SAAS,GAAxE;YAAC,MAAM,EAAE,YAAY,CAAC;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC;QAElD,0BAA0B,CAgCtC;IAED;;;;OAIG;IACH,sBAFW,MAAM,QAOhB;IAED;;;OAGG;IACH,sBAIC;IAED;;;;OAIG;IACH,yBAFW,MAAM,QAKhB;IAED;;;;;;;;;;;OAWG;IACH;QAT4B,KAAK,GAAtB,MAAM;QAC4B,QAAQ,EAA1C,wBAAwB;QACS,QAAQ,GAAzC,oBAAoB,EAAE;QACkB,gBAAgB,EAAxD,8BAA8B;QACgB,sBAAsB;QACL,SAAS,GAAxE;YAAC,MAAM,EAAE,YAAY,CAAC;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC;QAElD,yBAAyB,CAuCrC;IAED;;;;OAIG;IACH,sDAFa,yBAAyB,CAarC;IAED;;;;;;;OAOG;IACH,mDALW,MAAM,cACN,MAAM,6CAEN,MAAM,QAIhB;IAED;;;;;;OAMG;IACH,2CAFY,OAAO,CAYlB;IAUD;;;;;;OAMG;IACH,+BAJW,MAAM,iBAAe,QACrB,MAAM,aAuBhB;IAED;;;;;;;OAOG;IACH,qCANW,WAAW,UACX,MAAM,iBAAe,WACrB,MAAM,SACN,MAAM,aAwBhB;IAeD;;;;;;;;;OASG;IACH,0BAJW,2BAA2B,aAEzB;QAAC,MAAM,EAAE,YAAY,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC,GAAC,SAAS,CA2B1E;IAED;;;;;;OAMG;IACH,sCALW,UAAU,oBAEV,MAAM,iBAAe,aAgB/B;IAED;;;;;;OAMG;IACH,wDAJW,MAAM,QACN,UAAU,oBAsBpB;IAED;;;;;;;OAOG;IACH,8CALW,MAAM,QACN,WAAW,eACX,MAAM,QACN,MAAM,QAuBhB;IA0BD;;OAEG;IACH,eA0CC;;CACJ;uCAz0BY,OAAO,2DAA2D,EAAE,wBAAwB;yBAI5F,OAAO,wDAAwD,EAAE,UAAU;wCAC3E,OAAO,6DAA6D,EAAE,yBAAyB;8BAC/F,OAAO,gCAAgC,EAAE,eAAe;0CACxD,OAAO,4DAA4D,EAAE,2BAA2B;yBAChG,OAAO,uCAAuC,EAAE,UAAU;6BAC1D,OAAO,uCAAuC,EAAE,cAAc;+BAC9D,OAAO,sCAAsC,EAAE,gBAAgB;yCAbnC,qCAAqC;2CANnC,sCAAsC;6BANpD,mCAAmC;0CAOtB,qCAAqC"}
@@ -88,6 +88,27 @@ export class ShadeGPUCommandContext {
88
88
  return this.#gpu_encoder;
89
89
  }
90
90
 
91
+ /**
92
+ * The graphics context this was created against, whose allocators the commands recorded here
93
+ * draw on.
94
+ *
95
+ * @returns {GraphicsContext}
96
+ */
97
+ get graphics() {
98
+ return this.#graphics;
99
+ }
100
+
101
+ /**
102
+ * Whether {@link finish} has run — which is the moment the commands recorded here were
103
+ * submitted. Anything that must not happen before submission, such as mapping a buffer one of
104
+ * those commands copies into, checks this rather than counting frames.
105
+ *
106
+ * @returns {boolean}
107
+ */
108
+ get finished() {
109
+ return this.#finished;
110
+ }
111
+
91
112
  /**
92
113
  * This context's profiling attachment, or null when nothing is profiling — which is the
93
114
  * ordinary case and costs one null check per pass.
@@ -357,6 +378,21 @@ export class ShadeGPUCommandContext {
357
378
  this.#gpu_encoder.copyTextureToTexture(source, destination, copySize);
358
379
  }
359
380
 
381
+ /**
382
+ * Texels out of a texture into a buffer — what a readback of a rendered image starts with.
383
+ *
384
+ * @param {GPUImageCopyTexture} source
385
+ * @param {GPUImageCopyBuffer} destination
386
+ * @param {GPUExtent3DStrict} copySize
387
+ */
388
+ copyTextureToBuffer(source, destination, copySize) {
389
+ assert.defined(source, 'source');
390
+ assert.defined(destination, 'destination');
391
+ assert.notEqual(destination.buffer.usage & GPUBufferUsage.COPY_DST, 0, 'destination must include COPY_DST usage flag');
392
+
393
+ this.#gpu_encoder.copyTextureToBuffer(source, destination, copySize);
394
+ }
395
+
360
396
  /**
361
397
  *
362
398
  * @param {GPUComputePassDescriptor} [descriptor]
@@ -1 +1 @@
1
- {"version":3,"file":"texture_copy.d.ts","sourceRoot":"","sources":["../../../../../src/shade/device/mock/texture_copy.js"],"names":[],"mappings":"AAiLA;;;;;;;;;;;;;GAaG;AACH;IAP0C,cAAc;IACf,aAAa;IACZ,mBAAmB;IACpB,kBAAkB;IAC9B,IAAI;IACpB,MAAM,GAAC,IAAI,CA4DvB;AAiED;;;;;GAKG;AACH,uHAHW,MAAM,GACJ,IAAI,CA8BhB;;;;;;UA5Fa,WAAW;;;;YACX,MAAM;gBACN,MAAM;kBACN,MAAM"}
1
+ {"version":3,"file":"texture_copy.d.ts","sourceRoot":"","sources":["../../../../../src/shade/device/mock/texture_copy.js"],"names":[],"mappings":"AA6MA;;;;;;;;;;;;;GAaG;AACH;IAP0C,cAAc;IACf,aAAa;IACZ,mBAAmB;IACpB,kBAAkB;IAC9B,IAAI;IACpB,MAAM,GAAC,IAAI,CA4DvB;AAiED;;;;;GAKG;AACH,uHAHW,MAAM,GACJ,IAAI,CA8BhB;;;;;;UA5Fa,WAAW;;;;YACX,MAAM;gBACN,MAAM;kBACN,MAAM"}
@@ -104,6 +104,34 @@ function texture_endpoint_refusal(info, role, required_usage, required_usage_nam
104
104
  return `${role} copySize.height (${extent.height}) is not a multiple of the ${format.block_height}-texel block height of ${texture.format}`;
105
105
  }
106
106
 
107
+ /*
108
+ WebGPU's rule for `copyTextureToBuffer`/`copyBufferToTexture`/`writeTexture`: "if the
109
+ GPUTexture.format is a depth-or-stencil format or GPUTexture.sampleCount is more than 1, the
110
+ subresource size is equal to size". A depth buffer is copied whole or not at all — there is no
111
+ reading one texel of one, and the one-pixel read that looks like the obvious way to pick an
112
+ entity off the frame's depth is the thing this forbids. The restriction comes from D3D12, so
113
+ it is enforced everywhere rather than being a Windows-only surprise.
114
+
115
+ Only the two axes a region is named in: this does not also require a layered copy to take every
116
+ layer, which WebGPU's definition of a subresource's size does.
117
+ */
118
+ const depth_or_stencil = !format.aspects.includes("all");
119
+
120
+ if (depth_or_stencil || texture.sampleCount > 1) {
121
+ const full_width = texture.mip_width(mip);
122
+ const full_height = texture.mip_height(mip);
123
+
124
+ if (origin.x !== 0 || origin.y !== 0 || extent.width !== full_width || extent.height !== full_height) {
125
+ const why = depth_or_stencil
126
+ ? `is ${texture.format}, a depth-or-stencil format`
127
+ : `has sampleCount ${texture.sampleCount}`;
128
+
129
+ return `${role} texture '${texture.label}' ${why}, so a copy must cover the whole`
130
+ + ` subresource; mip ${mip} is ${full_width}x${full_height} and the region asked for`
131
+ + ` is ${extent.width}x${extent.height} at (${origin.x}, ${origin.y})`;
132
+ }
133
+ }
134
+
107
135
  return null;
108
136
  }
109
137
 
@@ -13,7 +13,7 @@
13
13
  * does not scatter one shape at a hundred times the size of another by accident.
14
14
  *
15
15
  * @param {Object} options
16
- * @param {InstanceBatch} options.batch
16
+ * @param {GPUSceneContext} options.scene_context the scene's context — its rows are where the instances go
17
17
  * @param {MeshletGeometry[]} options.geometries not plain `Geometry` — see {@link BoxGeometry} and
18
18
  * {@link meshlet_geometry_build_from_geometry}
19
19
  * @param {ShadeMaterial[]} [options.materials]
@@ -23,15 +23,15 @@
23
23
  * @param {function():number} [options.random] pass one shared generator to keep successive calls from
24
24
  * scattering the same instances in the same places
25
25
  */
26
- export function add_random_meshes({ batch, geometries, materials, count, geometry_scale_range, region, random }: {
27
- batch: InstanceBatch;
26
+ export function add_random_meshes({ scene_context, geometries, materials, count, geometry_scale_range, region, random }: {
27
+ scene_context: GPUSceneContext;
28
28
  geometries: MeshletGeometry[];
29
29
  materials?: ShadeMaterial[];
30
30
  count?: number;
31
31
  geometry_scale_range?: NumericInterval;
32
32
  region?: AABB3;
33
33
  random?: () => number;
34
- }): void;
34
+ }): number[];
35
35
  import { NumericInterval } from "../../core/math/interval/NumericInterval.js";
36
36
  import { AABB3 } from "../../core/geom/3d/aabb/AABB3.js";
37
37
  //# sourceMappingURL=add_random_meshes.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"add_random_meshes.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/add_random_meshes.js"],"names":[],"mappings":"AAuBA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IAVkC,KAAK;IACD,UAAU,EAArC,iBAAiB;IAES,SAAS,GAAnC,eAAe;IACE,KAAK,GAAtB,MAAM;IACoB,oBAAoB,GAA9C,eAAe;IACC,MAAM,GAAtB,KAAK;IACuB,MAAM,SAAvB,MAAM;SAuF3B;gCA/H+B,6CAA6C;sBAJvD,kCAAkC"}
1
+ {"version":3,"file":"add_random_meshes.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/add_random_meshes.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IAVoC,aAAa;IACX,UAAU,EAArC,iBAAiB;IAES,SAAS,GAAnC,eAAe;IACE,KAAK,GAAtB,MAAM;IACoB,oBAAoB,GAA9C,eAAe;IACC,MAAM,GAAtB,KAAK;IACuB,MAAM,SAAvB,MAAM;aA0F3B;gCAnI+B,6CAA6C;sBAJvD,kCAAkC"}
@@ -9,7 +9,8 @@ import { randomFromArray } from "../../core/math/random/randomFromArray.js";
9
9
  import { randomIntegerBetween } from "../../core/math/random/randomIntegerBetween.js";
10
10
  import { seededRandom } from "../../core/math/random/seededRandom.js";
11
11
  import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
12
- import { Mesh } from "../renderer/scene/Mesh.js";
12
+ import { Transform64 } from "../../engine/ecs/transform/Transform64.js";
13
+ import { place_primitive } from "../renderer/scene/rows/place_primitive.js";
13
14
 
14
15
  const default_mat = new StandardShadeMaterial();
15
16
 
@@ -36,7 +37,7 @@ const DEFAULT_REGION = new AABB3(-200, -200, -200, 200, 200, 200);
36
37
  * does not scatter one shape at a hundred times the size of another by accident.
37
38
  *
38
39
  * @param {Object} options
39
- * @param {InstanceBatch} options.batch
40
+ * @param {GPUSceneContext} options.scene_context the scene's context — its rows are where the instances go
40
41
  * @param {MeshletGeometry[]} options.geometries not plain `Geometry` — see {@link BoxGeometry} and
41
42
  * {@link meshlet_geometry_build_from_geometry}
42
43
  * @param {ShadeMaterial[]} [options.materials]
@@ -47,7 +48,7 @@ const DEFAULT_REGION = new AABB3(-200, -200, -200, 200, 200, 200);
47
48
  * scattering the same instances in the same places
48
49
  */
49
50
  export function add_random_meshes({
50
- batch,
51
+ scene_context,
51
52
  geometries,
52
53
  materials = [default_mat],
53
54
  count = 10000,
@@ -56,7 +57,7 @@ export function add_random_meshes({
56
57
  random = seededRandom()
57
58
  }) {
58
59
 
59
- assert.defined(batch, 'batch');
60
+ assert.defined(scene_context, 'scene_context');
60
61
  assert.isArray(geometries, 'geometries');
61
62
  assert.isArray(materials, 'materials');
62
63
 
@@ -71,9 +72,10 @@ export function add_random_meshes({
71
72
 
72
73
  const geometry = geometries[i];
73
74
 
74
- // Checked up front and by name, because the failure otherwise happens inside `Mesh.from`
75
- // once per instance and says only that a flag was false. A plain `Geometry` is the usual
76
- // mistake — `make_box_geometry` and friends return one, and the renderer consumes meshlets.
75
+ // Checked up front and by name, because the failure otherwise happens inside the
76
+ // placement once per instance and says only that a flag was false. A plain `Geometry` is
77
+ // the usual mistake — `make_box_geometry` and friends return one, and the renderer consumes
78
+ // meshlets.
77
79
  assert.equal(
78
80
  geometry?.isMeshletGeometry, true,
79
81
  `geometries[${i}] is not a MeshletGeometry`
@@ -94,6 +96,10 @@ export function add_random_meshes({
94
96
 
95
97
  const transform_position = new Vector3();
96
98
  const transform_rotation = new Quaternion();
99
+ const transform = new Transform64();
100
+
101
+ /** @type {number[]} the entities placed */
102
+ const placed = [];
97
103
 
98
104
  const scale_span = geometry_scale_range.max - geometry_scale_range.min;
99
105
 
@@ -119,15 +125,13 @@ export function add_random_meshes({
119
125
 
120
126
  const material = randomFromArray(random, materials);
121
127
 
122
- const instance = Mesh.from(geometry, material);
123
-
124
- instance.transform_local.setTranslation(transform_position.x, transform_position.y, transform_position.z);
125
- instance.transform_local.setRotation(transform_rotation.x, transform_rotation.y, transform_rotation.z, transform_rotation.w);
126
- instance.transform_local.setScale(scale, scale, scale);
128
+ transform.setTranslation(transform_position.x, transform_position.y, transform_position.z);
129
+ transform.setRotation(transform_rotation.x, transform_rotation.y, transform_rotation.z, transform_rotation.w);
130
+ transform.setScale(scale, scale, scale);
131
+ transform.updateMatrix();
127
132
 
128
- // rebuilds the world-space bounds the transform just invalidated
129
- instance.updateMatrices();
130
-
131
- batch.add(instance);
133
+ placed.push(place_primitive(scene_context, geometry, material, transform));
132
134
  }
135
+
136
+ return placed;
133
137
  }
@@ -1,2 +1,3 @@
1
1
  export function start(): Promise<void>;
2
+ export type GPUSceneContext = import("../../renderer/scene/GPUSceneContext.js").GPUSceneContext;
2
3
  //# sourceMappingURL=main.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/avboit/main.js"],"names":[],"mappings":"AAoRA,uCAslBC"}
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/avboit/main.js"],"names":[],"mappings":"AA+RA,uCAonBC;8BA/2BY,OAAO,yCAAyC,EAAE,eAAe"}