@woosh/meep-engine 3.23.0 → 3.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -1,6 +1,6 @@
1
1
  /**
2
- * The five emitters, and the node one of them rides. Pure data: no device, no scene, nothing
3
- * uploaded — {@link build_particle_scene} is what places them.
2
+ * The five emitters. Pure data: no device, no scene, no place — {@link build_particle_scene} is
3
+ * what gives each an entity to stand at, and {@link configure_particles} what registers it there.
4
4
  *
5
5
  * None of them carries bounds. The box the culling and occupancy passes use is measured from the
6
6
  * live particles on the GPU and published into the emitter state table every tick, so an effect
@@ -8,7 +8,7 @@
8
8
  * what these emitters, with their long-lived jittered plumes, would otherwise be a standing
9
9
  * invitation to get wrong.
10
10
  *
11
- * @returns {{fire: ParticleEmitter, smoke: ParticleEmitter, sparks: ParticleEmitter, dust: ParticleEmitter, torch: ParticleEmitter, orbit: Node3D}}
11
+ * @returns {{fire: ParticleEmitter, smoke: ParticleEmitter, sparks: ParticleEmitter, dust: ParticleEmitter, torch: ParticleEmitter}}
12
12
  */
13
13
  export function create_particle_emitters(): {
14
14
  fire: ParticleEmitter;
@@ -16,46 +16,50 @@ export function create_particle_emitters(): {
16
16
  sparks: ParticleEmitter;
17
17
  dust: ParticleEmitter;
18
18
  torch: ParticleEmitter;
19
- orbit: Node3D;
20
19
  };
21
20
  /**
22
- * Build the scene: geometry, a light, and the emitters as nodes of it.
21
+ * What {@link build_particle_scene} returns: the scene, the dataset its entities live in, the
22
+ * emitters, and the entity each stands at — plus the orbit the torch's rides.
23
+ *
24
+ * @typedef {object} ParticleWorld
25
+ * @property {Scene} scene
26
+ * @property {EntityComponentDataset} dataset
27
+ * @property {ReturnType<create_particle_emitters>} emitters
28
+ * @property {{fire: number, smoke: number, sparks: number, dust: number, torch: number, orbit: number}} entities
29
+ * @property {{floor: Mesh, pillar: Mesh, block: Mesh, pane: Mesh}} meshes
30
+ */
31
+ /**
32
+ * Build the world: geometry, a light, and an entity per emitter — the torch's riding an orbit.
23
33
  *
24
34
  * Async because the meshlet builder runs on a WASM instance that instantiates asynchronously at
25
35
  * import; building geometry before it is ready reads an instance that is not there yet.
26
36
  *
27
- * @returns {Promise<{scene: Scene, emitters: ReturnType<create_particle_emitters>, meshes: {floor: Mesh, pillar: Mesh, block: Mesh, pane: Mesh}}>}
37
+ * @returns {Promise<ParticleWorld>}
28
38
  */
29
- export function build_particle_scene(): Promise<{
30
- scene: Scene;
31
- emitters: ReturnType<typeof create_particle_emitters>;
32
- meshes: {
33
- floor: Mesh;
34
- pillar: Mesh;
35
- block: Mesh;
36
- pane: Mesh;
37
- };
38
- }>;
39
+ export function build_particle_scene(): Promise<ParticleWorld>;
39
40
  /**
40
- * Turn the particles on for this scene and give the system its sprite.
41
+ * Turn the particles on for this scene, place its emitters, and give the system its sprite.
41
42
  *
42
- * This is the whole integration. The emitters are already scene nodes, so there is nothing to
43
- * register: the system finds them the next time it sweeps, gives each a row pointed at the node's
44
- * `transforms` row, and the renderer records the simulation and the three AVBOIT contributions.
43
+ * This is the whole integration. Each entity gets its row in the renderer's context for the scene,
44
+ * each emitter is registered at its entity's row, and the renderer records the simulation and the
45
+ * three AVBOIT contributions from there. The torch's entity hangs off the orbit's, so the GPU
46
+ * composes the orbit's motion into every particle it spawns with nothing copied through the CPU.
45
47
  *
46
48
  * @param {import("../../renderer/Renderer.js").Renderer} renderer initialized
47
- * @param {Scene} scene the one {@link build_particle_scene} returned
49
+ * @param {ParticleWorld} world the one {@link build_particle_scene} returned
48
50
  * @returns {import("../../renderer/particles/GPUParticleSystem.js").GPUParticleSystem}
49
51
  */
50
- export function configure_particles(renderer: import("../../renderer/Renderer.js").Renderer, scene: Scene): import("../../renderer/particles/GPUParticleSystem.js").GPUParticleSystem;
52
+ export function configure_particles(renderer: import("../../renderer/Renderer.js").Renderer, world: ParticleWorld): import("../../renderer/particles/GPUParticleSystem.js").GPUParticleSystem;
51
53
  /**
52
54
  * Move what moves. One call, so the page's frame loop stays three lines and the motion is here
53
55
  * with the scene it belongs to.
54
56
  *
55
- * @param {ReturnType<create_particle_emitters>} emitters
57
+ * @param {ParticleWorld} world
58
+ * @param {import("../../renderer/particles/GPUParticleSystem.js").GPUParticleSystem} system the
59
+ * one {@link configure_particles} returned; its scene context holds the orbit's row
56
60
  * @param {number} time seconds since start
57
61
  */
58
- export function animate_particle_scene(emitters: ReturnType<typeof create_particle_emitters>, time: number): void;
62
+ export function animate_particle_scene(world: ParticleWorld, system: import("../../renderer/particles/GPUParticleSystem.js").GPUParticleSystem, time: number): void;
59
63
  /**
60
64
  * A 64x64 radial-falloff sprite (white, alpha falloff) for soft additive and alpha blobs.
61
65
  *
@@ -84,8 +88,8 @@ export function make_sprite_texture(device: GPUDevice): GPUTexture;
84
88
  * - opaque geometry (a floor, a pillar, a block) and one transparent pane, so the particles have
85
89
  * both something to be occluded by and something to composite with,
86
90
  * - five emitters sharing one pool, each set up to exercise a different path: additive billboards,
87
- * an alpha soft-depth column, velocity-stretched sparks, a wide alpha drift, and one riding a
88
- * node that orbits, so a moving emitter is on screen,
91
+ * an alpha soft-depth column, velocity-stretched sparks, a wide alpha drift, and one riding an
92
+ * entity that orbits, so a moving emitter is on screen,
89
93
  * - a sunlight and (from the page) the default environment, because the meshes are lit.
90
94
  */
91
95
  /**
@@ -105,8 +109,44 @@ export const PARTICLE_EMITTER_MOTION: {
105
109
  color: number[];
106
110
  };
107
111
  };
112
+ /**
113
+ * The five emitters by name, in the order they are placed.
114
+ *
115
+ * @type {ReadonlyArray<"fire"|"smoke"|"sparks"|"dust"|"torch">}
116
+ */
117
+ export const PARTICLE_EMITTER_NAMES: ReadonlyArray<"fire" | "smoke" | "sparks" | "dust" | "torch">;
118
+ /**
119
+ * Where each emitter's entity stands — the torch's in the orbit's frame, the rest in the world.
120
+ *
121
+ * @type {Object<string, number[]>}
122
+ */
123
+ export const PARTICLE_EMITTER_PLACEMENT: {
124
+ [x: string]: number[];
125
+ };
126
+ /**
127
+ * What {@link build_particle_scene } returns: the scene, the dataset its entities live in, the
128
+ * emitters, and the entity each stands at — plus the orbit the torch's rides.
129
+ */
130
+ export type ParticleWorld = {
131
+ scene: Scene;
132
+ dataset: EntityComponentDataset;
133
+ emitters: ReturnType<typeof create_particle_emitters>;
134
+ entities: {
135
+ fire: number;
136
+ smoke: number;
137
+ sparks: number;
138
+ dust: number;
139
+ torch: number;
140
+ orbit: number;
141
+ };
142
+ meshes: {
143
+ floor: Mesh;
144
+ pillar: Mesh;
145
+ block: Mesh;
146
+ pane: Mesh;
147
+ };
148
+ };
108
149
  import { ParticleEmitter } from "../../renderer/particles/runtime/ParticleEmitter.js";
109
- import { Node3D } from "../../renderer/scene/Node3D.js";
110
150
  import { Scene } from "../../renderer/scene/Scene.js";
111
- import { Mesh } from "../../renderer/scene/Mesh.js";
151
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
112
152
  //# sourceMappingURL=particle_scene.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"particle_scene.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/particle_system/particle_scene.js"],"names":[],"mappings":"AAqGA;;;;;;;;;;;GAWG;AACH,4CAFa;IAAC,IAAI,EAAE,eAAe,CAAC;IAAC,KAAK,EAAE,eAAe,CAAC;IAAC,MAAM,EAAE,eAAe,CAAC;IAAC,IAAI,EAAE,eAAe,CAAC;IAAC,KAAK,EAAE,eAAe,CAAA;CAAC,CAkDnI;AAED;;;;;;;;;;GAUG;AAEH;;;;;;;GAOG;AACH,wCAFa,QAAQ,aAAa,CAAC,CAwFlC;AAED;;;;;;;;;;;GAWG;AACH,8CAJW,OAAO,4BAA4B,EAAE,QAAQ,SAC7C,aAAa,GACX,OAAO,+CAA+C,EAAE,iBAAiB,CAiCrF;AAED;;;;;;;;GAQG;AACH,8CALW,aAAa,UACb,OAAO,+CAA+C,EAAE,iBAAiB,QAEzE,MAAM,QAehB;AAED;;;;;GAKG;AACH,mEA4BC;AAjVD;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AAEH;;;;;GAKG;AACH;QAFiB,MAAM,GAAE;QAAC,QAAQ,EAAE,MAAM,EAAE,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,EAAE,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,EAAE,CAAA;KAAC;EAOpJ;AAEF;;;;GAIG;AACH,qCAFU,cAAc,MAAM,GAAC,OAAO,GAAC,QAAQ,GAAC,MAAM,GAAC,OAAO,CAAC,CAEmC;AAElG;;;;GAIG;AACH;QAFiB,MAAM,GAAE,MAAM,EAAE;EAa/B;;;;;;WAqEY,KAAK;aACL,sBAAsB;cACtB,2CAAoC;cACpC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAC;YACzF;QAAC,KAAK,OAAO;QAAC,MAAM,OAAO;QAAC,KAAK,OAAO;QAAC,IAAI,OAAM;KAAC;;gCArJlC,qDAAqD;sBAG/D,+BAA+B;uCACd,+CAA+C"}
@@ -8,6 +8,7 @@ import { meshlet_geometry_build_from_geometry } from "../../renderer/geometry/me
8
8
  import { make_box_geometry } from "../../renderer/geometry/primitives/make_box_geometry.js";
9
9
  import { make_plane_geometry } from "../../renderer/geometry/primitives/make_plane_geometry.js";
10
10
  import { make_sunlight } from "../../renderer/light/make_sunlight.js";
11
+ import { place_light } from "../../renderer/light/place_light.js";
11
12
  import { ShadeDrawSide } from "../../renderer/material/ShadeDrawSide.js";
12
13
  import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
13
14
  import { TransparencyMode } from "../../renderer/material/TransparencyMode.js";
@@ -21,9 +22,16 @@ import { VM_BUILTIN } from "../../renderer/particles/isa/ParticleVMISA.js";
21
22
  import { ParticleLayout } from "../../renderer/particles/layout/ParticleLayout.js";
22
23
  import { create_particle_effect } from "../../renderer/particles/runtime/create_particle_effect.js";
23
24
  import { ParticleEmitter } from "../../renderer/particles/runtime/ParticleEmitter.js";
24
- import { Mesh } from "../../renderer/scene/Mesh.js";
25
- import { Node3D } from "../../renderer/scene/Node3D.js";
25
+ import { place_primitive } from "../../renderer/scene/rows/place_primitive.js";
26
+ import { row_of_entity } from "../../renderer/scene/rows/GPUSceneRows.js";
26
27
  import { Scene } from "../../renderer/scene/Scene.js";
28
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
29
+ import { GPUStateAuthority } from "../../../engine/ecs/gpu/GPUStateAuthority.js";
30
+ import { GPUStateAuthorityFlags } from "../../../engine/ecs/gpu/GPUStateAuthorityFlags.js";
31
+ import { gpu_authority_declare } from "../../../engine/ecs/gpu/gpu_authority_declare.js";
32
+ import { gpu_authority_grant } from "../../../engine/ecs/gpu/gpu_authority_grant.js";
33
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
34
+ import { TransformAttachment } from "../../../engine/ecs/transform-attachment/TransformAttachment.js";
27
35
  import { ShadeTransparencyMode } from "../../renderer/ShadeTransparencyMode.js";
28
36
  import { fire_effect } from "./particle_prototype.js";
29
37
 
@@ -48,8 +56,8 @@ import { fire_effect } from "./particle_prototype.js";
48
56
  * - opaque geometry (a floor, a pillar, a block) and one transparent pane, so the particles have
49
57
  * both something to be occluded by and something to composite with,
50
58
  * - five emitters sharing one pool, each set up to exercise a different path: additive billboards,
51
- * an alpha soft-depth column, velocity-stretched sparks, a wide alpha drift, and one riding a
52
- * node that orbits, so a moving emitter is on screen,
59
+ * an alpha soft-depth column, velocity-stretched sparks, a wide alpha drift, and one riding an
60
+ * entity that orbits, so a moving emitter is on screen,
53
61
  * - a sunlight and (from the page) the default environment, because the meshes are lit.
54
62
  */
55
63
 
@@ -67,8 +75,33 @@ export const PARTICLE_EMITTER_MOTION = {
67
75
  };
68
76
 
69
77
  /**
70
- * The five emitters, and the node one of them rides. Pure data: no device, no scene, nothing
71
- * uploaded — {@link build_particle_scene} is what places them.
78
+ * The five emitters by name, in the order they are placed.
79
+ *
80
+ * @type {ReadonlyArray<"fire"|"smoke"|"sparks"|"dust"|"torch">}
81
+ */
82
+ export const PARTICLE_EMITTER_NAMES = Object.freeze(["fire", "smoke", "sparks", "dust", "torch"]);
83
+
84
+ /**
85
+ * Where each emitter's entity stands — the torch's in the orbit's frame, the rest in the world.
86
+ *
87
+ * @type {Object<string, number[]>}
88
+ */
89
+ export const PARTICLE_EMITTER_PLACEMENT = {
90
+ // at the foot of the pillar
91
+ fire: [-1, 0, 0],
92
+ // rising at 1.3 m/s for 3 to 5 s, with the buoyancy adding a couple of metres on top
93
+ smoke: [-1, 2.5, 0],
94
+ // thrown a few metres up and out, and pulled back down inside a second; by the block
95
+ sparks: [2, 1.9, -1],
96
+ // emitted across a 6 m disk, then drifting slowly for up to 7 s
97
+ dust: [0, 0.3, 0],
98
+ // riding the orbit, out at its radius
99
+ torch: [4, 1.2, 0],
100
+ };
101
+
102
+ /**
103
+ * The five emitters. Pure data: no device, no scene, no place — {@link build_particle_scene} is
104
+ * what gives each an entity to stand at, and {@link configure_particles} what registers it there.
72
105
  *
73
106
  * None of them carries bounds. The box the culling and occupancy passes use is measured from the
74
107
  * live particles on the GPU and published into the emitter state table every tick, so an effect
@@ -76,17 +109,16 @@ export const PARTICLE_EMITTER_MOTION = {
76
109
  * what these emitters, with their long-lived jittered plumes, would otherwise be a standing
77
110
  * invitation to get wrong.
78
111
  *
79
- * @returns {{fire: ParticleEmitter, smoke: ParticleEmitter, sparks: ParticleEmitter, dust: ParticleEmitter, torch: ParticleEmitter, orbit: Node3D}}
112
+ * @returns {{fire: ParticleEmitter, smoke: ParticleEmitter, sparks: ParticleEmitter, dust: ParticleEmitter, torch: ParticleEmitter}}
80
113
  */
81
114
  export function create_particle_emitters() {
82
- // fire — additive, billboard, flipbook, at the foot of the pillar. The effect is the worked
83
- // example from particle_prototype.js next door, unchanged.
115
+ // fire — additive, billboard, flipbook. The effect is the worked example from
116
+ // particle_prototype.js next door, unchanged.
84
117
  const fire = ParticleEmitter.from({
85
118
  ...fire_effect().emitter,
86
119
  name: "fire",
87
120
  spawn_rate: 500,
88
121
  flags: { blend: EMITTER_BLEND.ADDITIVE, projection: EMITTER_PROJECTION.BILLBOARD },
89
- position: [-1, 0, 0],
90
122
  });
91
123
 
92
124
  // smoke — alpha, soft-depth, a rising column above the fire
@@ -96,19 +128,15 @@ export function create_particle_emitters() {
96
128
  spawn_rate: 60,
97
129
  flags: { blend: EMITTER_BLEND.ALPHA, projection: EMITTER_PROJECTION.BILLBOARD, soft_depth: true },
98
130
  render: { position: "position", size: "size", color: "color" },
99
- // rising at 1.3 m/s for 3 to 5 s, with the buoyancy adding a couple of metres on top
100
- position: [-1, 2.5, 0],
101
131
  });
102
132
 
103
- // sparks — additive, velocity-stretched, fast, short-lived, under gravity, by the block
133
+ // sparks — additive, velocity-stretched, fast, short-lived, under gravity
104
134
  const sparks = ParticleEmitter.from({
105
135
  name: "sparks",
106
136
  ...make_effect(PARTICLE_EMITTER_MOTION.sparks),
107
137
  spawn_rate: 350,
108
138
  flags: { blend: EMITTER_BLEND.ADDITIVE, projection: EMITTER_PROJECTION.STRETCHED },
109
139
  render: { position: "position", size: "size", color: "color", velocity: "velocity" },
110
- // thrown a few metres up and out, and pulled back down inside a second
111
- position: [2, 1.9, -1],
112
140
  });
113
141
 
114
142
  // dust — alpha, soft-depth, a slow wide drift across the ground
@@ -118,43 +146,53 @@ export function create_particle_emitters() {
118
146
  spawn_rate: 120,
119
147
  flags: { blend: EMITTER_BLEND.ALPHA, projection: EMITTER_PROJECTION.BILLBOARD, soft_depth: true },
120
148
  render: { position: "position", size: "size", color: "color" },
121
- // emitted across a 6 m disk, then drifting slowly for up to 7 s
122
- position: [0, 0.3, 0],
123
149
  });
124
150
 
125
- // a torch riding an orbiting node: the emitter has no idea it moves — its parent does, and the
126
- // GPU hierarchy pass composes the two, with nothing copied through the CPU
127
- const orbit = new Node3D();
128
- orbit.name = "orbit";
129
-
151
+ // a torch riding an orbiting entity: the emitter has no idea it moves — its entity's parent
152
+ // does, and the GPU hierarchy pass composes the two, with nothing copied through the CPU
130
153
  const torch = ParticleEmitter.from({
131
154
  name: "torch",
132
155
  ...make_effect(PARTICLE_EMITTER_MOTION.torch),
133
156
  spawn_rate: 200,
134
157
  flags: { blend: EMITTER_BLEND.ADDITIVE, projection: EMITTER_PROJECTION.BILLBOARD },
135
158
  render: { position: "position", size: "size", color: "color" },
136
- position: [4, 1.2, 0],
137
159
  });
138
160
 
139
- orbit.addChild(torch);
140
-
141
- return { fire, smoke, sparks, dust, torch, orbit };
161
+ return { fire, smoke, sparks, dust, torch };
142
162
  }
143
163
 
144
164
  /**
145
- * Build the scene: geometry, a light, and the emitters as nodes of it.
165
+ * What {@link build_particle_scene} returns: the scene, the dataset its entities live in, the
166
+ * emitters, and the entity each stands at — plus the orbit the torch's rides.
167
+ *
168
+ * @typedef {object} ParticleWorld
169
+ * @property {Scene} scene
170
+ * @property {EntityComponentDataset} dataset
171
+ * @property {ReturnType<create_particle_emitters>} emitters
172
+ * @property {{fire: number, smoke: number, sparks: number, dust: number, torch: number, orbit: number}} entities
173
+ * @property {{floor: Mesh, pillar: Mesh, block: Mesh, pane: Mesh}} meshes
174
+ */
175
+
176
+ /**
177
+ * Build the world: geometry, a light, and an entity per emitter — the torch's riding an orbit.
146
178
  *
147
179
  * Async because the meshlet builder runs on a WASM instance that instantiates asynchronously at
148
180
  * import; building geometry before it is ready reads an instance that is not there yet.
149
181
  *
150
- * @returns {Promise<{scene: Scene, emitters: ReturnType<create_particle_emitters>, meshes: {floor: Mesh, pillar: Mesh, block: Mesh, pane: Mesh}}>}
182
+ * @returns {Promise<ParticleWorld>}
151
183
  */
152
184
  export async function build_particle_scene() {
153
185
  await MeshoptClusterizer.ready;
154
186
 
155
187
  const scene = new Scene();
188
+ const dataset = new EntityComponentDataset();
189
+
190
+ dataset.registerManyComponentTypes([Transform64, TransformAttachment, GPUStateAuthority]);
156
191
 
157
- scene.lights.add(make_sunlight({
192
+ // the scene's rows are this dataset's entities
193
+ scene.dataset = dataset;
194
+
195
+ place_light(scene, make_sunlight({
158
196
  intensity: 1.4,
159
197
  direction: new Vector3(0.35, -1, -0.4),
160
198
  temperature: 5200,
@@ -190,37 +228,79 @@ export async function build_particle_scene() {
190
228
  new Vector3(0.5, 2.5, 2.5)
191
229
  );
192
230
 
193
- scene.add(floor);
194
- scene.add(pillar);
195
- scene.add(block);
196
- scene.add(pane);
197
231
 
198
232
  const emitters = create_particle_emitters();
199
233
 
200
- for (const node of [emitters.fire, emitters.smoke, emitters.sparks, emitters.dust, emitters.orbit]) {
201
- scene.add(node);
234
+ // the orbit: an entity at the origin that animate_particle_scene moves
235
+ const orbit = dataset.createEntity();
236
+
237
+ dataset.addComponentToEntity(orbit, new Transform64());
238
+
239
+ const entities = { orbit };
240
+
241
+ for (const name of PARTICLE_EMITTER_NAMES) {
242
+ const entity = dataset.createEntity();
243
+ const [x, y, z] = PARTICLE_EMITTER_PLACEMENT[name];
244
+ const world = new Transform64();
245
+
246
+ if (name === "torch") {
247
+ // riding the orbit: the placement is the attachment's offset, and the world is the
248
+ // GPU's to compose from the orbit's row — nothing on this side composes it
249
+ const attachment = new TransformAttachment();
250
+
251
+ attachment.parent = orbit;
252
+ attachment.transform.setTranslation(x, y, z);
253
+ attachment.transform.updateMatrix();
254
+
255
+ dataset.addComponentToEntity(entity, attachment);
256
+
257
+ gpu_authority_declare(dataset, entity);
258
+ gpu_authority_grant(dataset, entity, GPUStateAuthorityFlags.Transform64);
259
+ } else {
260
+ world.setTranslation(x, y, z);
261
+ world.updateMatrix();
262
+ }
263
+
264
+ dataset.addComponentToEntity(entity, world);
265
+
266
+ entities[name] = entity;
202
267
  }
203
268
 
204
- return { scene, emitters, meshes: { floor, pillar, block, pane } };
269
+ return { scene, dataset, emitters, entities, primitives: { floor, pillar, block, pane }, meshes: {} };
205
270
  }
206
271
 
207
272
  /**
208
- * Turn the particles on for this scene and give the system its sprite.
273
+ * Turn the particles on for this scene, place its emitters, and give the system its sprite.
209
274
  *
210
- * This is the whole integration. The emitters are already scene nodes, so there is nothing to
211
- * register: the system finds them the next time it sweeps, gives each a row pointed at the node's
212
- * `transforms` row, and the renderer records the simulation and the three AVBOIT contributions.
275
+ * This is the whole integration. Each entity gets its row in the renderer's context for the scene,
276
+ * each emitter is registered at its entity's row, and the renderer records the simulation and the
277
+ * three AVBOIT contributions from there. The torch's entity hangs off the orbit's, so the GPU
278
+ * composes the orbit's motion into every particle it spawns with nothing copied through the CPU.
213
279
  *
214
280
  * @param {import("../../renderer/Renderer.js").Renderer} renderer initialized
215
- * @param {Scene} scene the one {@link build_particle_scene} returned
281
+ * @param {ParticleWorld} world the one {@link build_particle_scene} returned
216
282
  * @returns {import("../../renderer/particles/GPUParticleSystem.js").GPUParticleSystem}
217
283
  */
218
- export function configure_particles(renderer, scene) {
284
+ export function configure_particles(renderer, world) {
219
285
  renderer.transparency_mode = ShadeTransparencyMode.AVBOIT;
220
286
  renderer.feature_particles_enabled = true;
221
287
 
222
288
  const device = renderer.graphics.device;
223
- const system = renderer.particles(renderer.scenes.obtain(scene));
289
+ const scene_context = renderer.scenes.obtain(world.scene);
290
+ const system = renderer.particles(scene_context);
291
+
292
+ // the set pieces take their rows here, where the context is
293
+ for (const [name, primitive] of Object.entries(world.primitives)) {
294
+ world.meshes[name] = place_primitive(scene_context, primitive.geometry, primitive.material, primitive.transform, { name });
295
+ }
296
+
297
+ for (const entity of Object.values(world.entities)) {
298
+ scene_context.rows.acquire(entity);
299
+ }
300
+
301
+ for (const name of PARTICLE_EMITTER_NAMES) {
302
+ system.add_emitter(world.emitters[name], row_of_entity(world.entities[name]));
303
+ }
224
304
 
225
305
  system.atlas = make_sprite_texture(device).createView();
226
306
  system.atlas_sampler = device.createSampler({
@@ -238,18 +318,24 @@ export function configure_particles(renderer, scene) {
238
318
  * Move what moves. One call, so the page's frame loop stays three lines and the motion is here
239
319
  * with the scene it belongs to.
240
320
  *
241
- * @param {ReturnType<create_particle_emitters>} emitters
321
+ * @param {ParticleWorld} world
322
+ * @param {import("../../renderer/particles/GPUParticleSystem.js").GPUParticleSystem} system the
323
+ * one {@link configure_particles} returned; its scene context holds the orbit's row
242
324
  * @param {number} time seconds since start
243
325
  */
244
- export function animate_particle_scene(emitters, time) {
245
- const orbit = emitters.orbit;
326
+ export function animate_particle_scene(world, system, time) {
327
+ const orbit = world.entities.orbit;
328
+ const transform = world.dataset.getComponent(orbit, Transform64);
246
329
 
247
- orbit.transform_local.setTranslation(
330
+ transform.setTranslation(
248
331
  Math.cos(time * 0.9) * 0.5,
249
332
  Math.sin(time * 1.7) * 0.4,
250
333
  Math.sin(time * 0.9) * 0.5
251
334
  );
252
- orbit.updateMatrices();
335
+
336
+ // the row is rewritten from the transform on the next build; the torch's row, under it, is
337
+ // the hierarchy pass's
338
+ system.scene_context.rows.mark_world(orbit);
253
339
  }
254
340
 
255
341
  /**
@@ -348,14 +434,24 @@ function material(diffuse, { transparent = true } = {}) {
348
434
  * @param {Quaternion} [rotation]
349
435
  * @returns {Mesh}
350
436
  */
437
+ /**
438
+ * A set piece as a description: what it draws and where it stands. It takes a row when
439
+ * {@link configure_particles} has the context to place it on.
440
+ *
441
+ * @param {MeshletGeometry} geometry
442
+ * @param {StandardShadeMaterial} material_instance
443
+ * @param {Vector3} position
444
+ * @param {Quaternion} [rotation]
445
+ * @returns {{geometry: MeshletGeometry, material: StandardShadeMaterial, transform: Transform64}}
446
+ */
351
447
  function place(geometry, material_instance, position, rotation = new Quaternion()) {
352
- const mesh = Mesh.from(geometry, material_instance);
448
+ const transform = new Transform64();
353
449
 
354
- mesh.transform_local.setTranslation(position.x, position.y, position.z);
355
- mesh.transform_local.setRotation(rotation.x, rotation.y, rotation.z, rotation.w);
356
- mesh.updateMatrices();
450
+ transform.setTranslation(position.x, position.y, position.z);
451
+ transform.setRotation(rotation.x, rotation.y, rotation.z, rotation.w);
452
+ transform.updateMatrix();
357
453
 
358
- return mesh;
454
+ return { geometry, material: material_instance, transform };
359
455
  }
360
456
 
361
457
  // ---------------------------------------------------------------------------------------------
@@ -0,0 +1,41 @@
1
+ <!doctype html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="utf-8">
5
+ <title>meep — batched readback crossover</title>
6
+ <style>
7
+ :root { color-scheme: dark; }
8
+ html, body { margin: 0; background: #0d0f12; color: #d6dae0; font: 13px/1.5 ui-monospace, Consolas, monospace; }
9
+ main { padding: 16px 20px; max-width: 1100px; }
10
+ h1 { font-size: 15px; margin: 0 0 4px; }
11
+ p { color: #8b939f; margin: 0 0 12px; max-width: 90ch; }
12
+ table { border-collapse: collapse; margin-top: 12px; }
13
+ td, th { padding: 3px 14px 3px 0; text-align: right; white-space: nowrap; }
14
+ th { color: #8b939f; font-weight: normal; border-bottom: 1px solid #2b3038; }
15
+ td:first-child, th:first-child { text-align: left; }
16
+ #status { color: #e5b54a; }
17
+ .fail { color: #e0573e !important; }
18
+ .ok { color: #6fbf5b !important; }
19
+ #summary { margin-top: 14px; white-space: pre; color: #d6dae0; }
20
+ </style>
21
+ </head>
22
+ <body>
23
+ <main>
24
+ <h1>Batched readback: where a gather stops being worth its dispatch</h1>
25
+ <p>
26
+ <code>GPUDatabaseReadback</code> can pack the ranges a frame asked for with a compute shader and
27
+ copy the result once, or copy each range straight out of the database. The gather pays a fixed
28
+ price — a descriptor buffer to fill and upload, a transient allocation, a bind group, a
29
+ dispatch — and buys a cheaper per-row cost with it. This measures the CPU cost of
30
+ <b>encoding</b> one batch on each path against a real device, which is the cost the batching
31
+ argument hides: the request list is itself an upload, and for one row it costs more than the
32
+ row is worth.
33
+ </p>
34
+ <div id="status">loading…</div>
35
+ <div id="device"></div>
36
+ <table id="results"></table>
37
+ <div id="summary"></div>
38
+ </main>
39
+ <script type="module" src="./main.js"></script>
40
+ </body>
41
+ </html>
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=main.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/readback_crossover/main.js"],"names":[],"mappings":""}