@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
@@ -0,0 +1,372 @@
1
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
2
+ import { GPUDatabase } from "../../renderer/buffer/table/GPUDatabase.js";
3
+ import { GPUDatabaseDefinition } from "../../renderer/buffer/table/GPUDatabaseDefinition.js";
4
+ import { GPUDatabaseReadback } from "../../renderer/buffer/table/GPUDatabaseReadback.js";
5
+ import { GraphicsContext } from "../../renderer/GraphicsContext.js";
6
+ import { mat4x4f, vec4f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
8
+
9
+ /**
10
+ * The shape the decision is about: `NODE3D_STRUCT`'s 176 bytes, of which a world matrix is 64. The
11
+ * batch reads 64 of the 176, because packing a range rather than a record is what makes a gather
12
+ * worth encoding at all.
13
+ */
14
+ const ROW = WebGPUStruct.from({
15
+ global: mat4x4f,
16
+ prev_global: mat4x4f,
17
+ local_translation: vec4f,
18
+ local_rotation: vec4f,
19
+ local_scale: vec4f,
20
+ }, "BenchRow");
21
+
22
+ const SIZES = [1, 2, 4, 8, 16, 32, 64, 128, 256, 512];
23
+
24
+ /**
25
+ * Batches per timed block, and blocks per point.
26
+ *
27
+ * **A block, rather than a batch, because the browser's clock is deliberately blunt.** Chrome
28
+ * coarsens `performance.now()` to 100 µs outside a cross-origin-isolated context, and one batch of
29
+ * this costs single-digit microseconds — timed one at a time, every sample reads as exactly zero.
30
+ * A block of a hundred is milliseconds, where a 100 µs quantum is a rounding error.
31
+ *
32
+ * @type {number}
33
+ */
34
+ const BLOCK = 100;
35
+
36
+ const BLOCKS = 5;
37
+
38
+ const ROW_COUNT = 1024;
39
+
40
+ const MATRIX_BYTES = 64;
41
+
42
+ /**
43
+ * @param {string} id
44
+ * @returns {HTMLElement}
45
+ */
46
+ function element(id) {
47
+ return document.getElementById(id);
48
+ }
49
+
50
+ /**
51
+ * @param {string} text
52
+ * @param {string} [kind]
53
+ */
54
+ function set_status(text, kind = '') {
55
+ const node = element('status');
56
+
57
+ node.textContent = text;
58
+ node.className = kind;
59
+ }
60
+
61
+ /**
62
+ * Least-squares fit of `y = fixed + marginal * x`.
63
+ *
64
+ * @param {number[]} xs
65
+ * @param {number[]} ys
66
+ * @returns {{fixed: number, marginal: number}}
67
+ */
68
+ function fit(xs, ys) {
69
+ const n = xs.length;
70
+
71
+ let sum_x = 0;
72
+ let sum_y = 0;
73
+ let sum_xy = 0;
74
+ let sum_xx = 0;
75
+
76
+ for (let i = 0; i < n; i++) {
77
+ sum_x += xs[i];
78
+ sum_y += ys[i];
79
+ sum_xy += xs[i] * ys[i];
80
+ sum_xx += xs[i] * xs[i];
81
+ }
82
+
83
+ const marginal = (n * sum_xy - sum_x * sum_y) / (n * sum_xx - sum_x * sum_x);
84
+
85
+ return { fixed: (sum_y - marginal * sum_x) / n, marginal };
86
+ }
87
+
88
+ /**
89
+ * A database of 176-byte rows over enough 4 KiB pages that the rows of a batch really are scattered.
90
+ *
91
+ * @param {GPUDevice} device
92
+ * @param {GraphicsContext} graphics
93
+ * @returns {{db: GPUDatabase, rows: number[]}}
94
+ */
95
+ function build_database(device, graphics) {
96
+ const db = new GPUDatabase({
97
+ definition: new GPUDatabaseDefinition({ rows: ROW }, 4096),
98
+ device,
99
+ });
100
+
101
+ const table = db.get('rows');
102
+
103
+ const identity = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
104
+ const rows = [];
105
+
106
+ for (let i = 0; i < ROW_COUNT; i++) {
107
+ rows.push(table.add({
108
+ global: identity,
109
+ prev_global: identity,
110
+ local_translation: [i, 0, 0, 1],
111
+ local_rotation: [0, 0, 0, 1],
112
+ local_scale: [1, 1, 1, 0],
113
+ }));
114
+ }
115
+
116
+ const cmd = ShadeGPUCommandContext.create(graphics, 'readback_crossover/publish');
117
+
118
+ db.update(cmd);
119
+ cmd.finish();
120
+
121
+ return { db, rows };
122
+ }
123
+
124
+ /**
125
+ * Microseconds of CPU to ask for and encode one batch of `size` rows on one path — the best of
126
+ * {@link BLOCKS} blocks, each averaged over {@link BLOCK} batches.
127
+ *
128
+ * Command contexts are created and finished outside the timed region, because creating one is the
129
+ * same work on both paths and finishing one submits. `request` is inside it, and harmlessly: it
130
+ * costs the same per row on both paths, so it raises both slopes by the same amount and leaves the
131
+ * crossover exactly where it was.
132
+ *
133
+ * @param {GPUDevice} device
134
+ * @param {GraphicsContext} graphics
135
+ * @param {number} size
136
+ * @param {boolean} gather
137
+ * @returns {number} microseconds per batch
138
+ */
139
+ function measure(device, graphics, size, gather) {
140
+ const { db, rows } = build_database(device, graphics);
141
+
142
+ const readback = new GPUDatabaseReadback({
143
+ database: db,
144
+ device,
145
+ // nothing is applied here, so every batch stays in flight: room for all of them, so the
146
+ // measurement never times a refusal
147
+ max_in_flight: BLOCK * BLOCKS + 1,
148
+ gather_threshold: gather ? 0 : Number.MAX_SAFE_INTEGER,
149
+ });
150
+
151
+ const rows_table = readback.table('rows');
152
+ const target = new Uint8Array(size * MATRIX_BYTES);
153
+
154
+ const contexts = new Array(BLOCK);
155
+ const samples = [];
156
+
157
+ let counter = 0;
158
+
159
+ for (let block = 0; block < BLOCKS; block++) {
160
+ for (let i = 0; i < BLOCK; i++) {
161
+ contexts[i] = ShadeGPUCommandContext.create(graphics, 'readback_crossover/encode');
162
+ }
163
+
164
+ const start = performance.now();
165
+
166
+ for (let i = 0; i < BLOCK; i++) {
167
+ for (let j = 0; j < size; j++) {
168
+ // stride through the table so consecutive requests are not consecutive rows
169
+ readback.request(rows_table, rows[(j * 7 + counter) % rows.length], 0, MATRIX_BYTES, target, j * MATRIX_BYTES);
170
+ }
171
+
172
+ readback.encode(contexts[i]);
173
+
174
+ counter++;
175
+ }
176
+
177
+ const end = performance.now();
178
+
179
+ for (let i = 0; i < BLOCK; i++) {
180
+ contexts[i].finish();
181
+ }
182
+
183
+ samples.push((end - start) * 1000 / BLOCK);
184
+ }
185
+
186
+ readback.destroy();
187
+ db.destroy();
188
+
189
+ // the best block, not the median of them: a block the scheduler interrupted measures the
190
+ // interruption, and no block can be faster than the work actually takes
191
+ return Math.min(...samples);
192
+ }
193
+
194
+ /**
195
+ * Microseconds of wall clock per batch for the whole round trip: encode, submit, and wait for the
196
+ * device to finish.
197
+ *
198
+ * The encode measurement above is only the CPU's half. A direct path submits one copy command per
199
+ * row and the gather submits a dispatch and one copy, and what those cost the driver and the device
200
+ * is not visible from the encode at all. This is the crude version of that question — no timestamp
201
+ * queries, just how long the work takes to be done — and it is crude on purpose: the quantity that
202
+ * decides the threshold is the wall time a frame loses, not the occupancy of a copy engine.
203
+ *
204
+ * @param {GPUDevice} device
205
+ * @param {GraphicsContext} graphics
206
+ * @param {number} size
207
+ * @param {boolean} gather
208
+ * @returns {Promise<number>} microseconds per batch
209
+ */
210
+ async function measure_round_trip(device, graphics, size, gather) {
211
+ const { db, rows } = build_database(device, graphics);
212
+
213
+ const readback = new GPUDatabaseReadback({
214
+ database: db,
215
+ device,
216
+ max_in_flight: BLOCK * BLOCKS + 1,
217
+ gather_threshold: gather ? 0 : Number.MAX_SAFE_INTEGER,
218
+ });
219
+
220
+ const rows_table = readback.table('rows');
221
+ const target = new Uint8Array(size * MATRIX_BYTES);
222
+
223
+ const samples = [];
224
+
225
+ let counter = 0;
226
+
227
+ for (let block = 0; block < BLOCKS; block++) {
228
+ await device.queue.onSubmittedWorkDone();
229
+
230
+ const start = performance.now();
231
+
232
+ for (let i = 0; i < BLOCK; i++) {
233
+ for (let j = 0; j < size; j++) {
234
+ readback.request(rows_table, rows[(j * 7 + counter) % rows.length], 0, MATRIX_BYTES, target, j * MATRIX_BYTES);
235
+ }
236
+
237
+ const cmd = ShadeGPUCommandContext.create(graphics, 'readback_crossover/round_trip');
238
+
239
+ readback.encode(cmd);
240
+
241
+ cmd.finish();
242
+
243
+ counter++;
244
+ }
245
+
246
+ await device.queue.onSubmittedWorkDone();
247
+
248
+ const end = performance.now();
249
+
250
+ samples.push((end - start) * 1000 / BLOCK);
251
+ }
252
+
253
+ readback.destroy();
254
+ db.destroy();
255
+
256
+ return Math.min(...samples);
257
+ }
258
+
259
+ async function main() {
260
+ if (navigator.gpu === undefined) {
261
+ set_status('no WebGPU in this browser', 'fail');
262
+
263
+ return;
264
+ }
265
+
266
+ const adapter = await navigator.gpu.requestAdapter();
267
+
268
+ if (adapter === null) {
269
+ set_status('no WebGPU adapter', 'fail');
270
+
271
+ return;
272
+ }
273
+
274
+ const device = await adapter.requestDevice();
275
+
276
+ element('device').textContent = `${adapter.info?.vendor ?? '?'} ${adapter.info?.architecture ?? ''} ${adapter.info?.description ?? ''}`;
277
+
278
+ const graphics = new GraphicsContext(device);
279
+
280
+ device.addEventListener('uncapturederror', event => {
281
+ set_status(`device error: ${event.error.message}`, 'fail');
282
+ });
283
+
284
+ set_status('warming up…');
285
+
286
+ // The first dispatch a page encodes pays for compiling everything that encodes it — pipeline,
287
+ // layouts, the JIT's view of the whole path. Without this the size measured first carries that
288
+ // cost, which reads as a fixed cost that falls with batch size.
289
+ for (const size of [1, 16, 128]) {
290
+ measure(device, graphics, size, false);
291
+ measure(device, graphics, size, true);
292
+ }
293
+
294
+ set_status('measuring…');
295
+
296
+ // wait a frame so the warm-up's submissions are not still landing while the first size is timed
297
+ await new Promise(resolve => requestAnimationFrame(resolve));
298
+
299
+ const descending = SIZES.slice().reverse();
300
+
301
+ // Two passes, the second walking the sizes the other way, taking the smaller of each pair: any
302
+ // residual drift correlates with size in opposite directions in the two.
303
+ const copies_up = SIZES.map(size => measure(device, graphics, size, false));
304
+ const gathers_up = SIZES.map(size => measure(device, graphics, size, true));
305
+ const gathers_down = descending.map(size => measure(device, graphics, size, true)).reverse();
306
+ const copies_down = descending.map(size => measure(device, graphics, size, false)).reverse();
307
+
308
+ const copies = SIZES.map((_, i) => Math.min(copies_up[i], copies_down[i]));
309
+ const gathers = SIZES.map((_, i) => Math.min(gathers_up[i], gathers_down[i]));
310
+
311
+ const copy_fit = fit(SIZES, copies);
312
+ const gather_fit = fit(SIZES, gathers);
313
+
314
+ const crossover = (gather_fit.fixed - copy_fit.fixed) / (copy_fit.marginal - gather_fit.marginal);
315
+
316
+ set_status('measuring round trips…');
317
+
318
+ const round_trip_copies = [];
319
+ const round_trip_gathers = [];
320
+
321
+ for (const size of SIZES) {
322
+ round_trip_copies.push(await measure_round_trip(device, graphics, size, false));
323
+ round_trip_gathers.push(await measure_round_trip(device, graphics, size, true));
324
+ }
325
+
326
+ const rt_copy_fit = fit(SIZES, round_trip_copies);
327
+ const rt_gather_fit = fit(SIZES, round_trip_gathers);
328
+
329
+ const rt_crossover = (rt_gather_fit.fixed - rt_copy_fit.fixed) / (rt_copy_fit.marginal - rt_gather_fit.marginal);
330
+
331
+ const table = element('results');
332
+
333
+ table.innerHTML = '<tr><th>rows</th><th>encode copies</th><th>encode gather</th><th>round trip copies</th><th>round trip gather</th></tr>'
334
+ + SIZES.map((size, i) => `<tr><td>${size}</td><td>${copies[i].toFixed(2)}</td><td>${gathers[i].toFixed(2)}</td><td>${round_trip_copies[i].toFixed(2)}</td><td>${round_trip_gathers[i].toFixed(2)}</td></tr>`).join('');
335
+
336
+ const summary = [
337
+ 'encode only, µs per batch',
338
+ ` copies: ${copy_fit.fixed.toFixed(2)} + ${copy_fit.marginal.toFixed(3)} per row`,
339
+ ` gather: ${gather_fit.fixed.toFixed(2)} + ${gather_fit.marginal.toFixed(3)} per row`,
340
+ ` crossover: ${crossover.toFixed(1)} rows`,
341
+ '',
342
+ 'encode + submit + work done, µs per batch',
343
+ ` copies: ${rt_copy_fit.fixed.toFixed(2)} + ${rt_copy_fit.marginal.toFixed(3)} per row`,
344
+ ` gather: ${rt_gather_fit.fixed.toFixed(2)} + ${rt_gather_fit.marginal.toFixed(3)} per row`,
345
+ ` crossover: ${rt_crossover.toFixed(1)} rows`,
346
+ ].join('\n');
347
+
348
+ element('summary').textContent = summary;
349
+
350
+ set_status(`done — best of ${BLOCKS} blocks of ${BLOCK} batches per point`, 'ok');
351
+
352
+ globalThis.__READBACK_CROSSOVER = {
353
+ adapter: element('device').textContent,
354
+ sizes: SIZES,
355
+ copies,
356
+ gathers,
357
+ copy_fit,
358
+ gather_fit,
359
+ crossover,
360
+ round_trip_copies,
361
+ round_trip_gathers,
362
+ rt_copy_fit,
363
+ rt_gather_fit,
364
+ rt_crossover,
365
+ };
366
+ }
367
+
368
+ main().catch(error => {
369
+ set_status(`${error}`, 'fail');
370
+
371
+ globalThis.__READBACK_CROSSOVER = { error: `${error}` };
372
+ });
@@ -71,6 +71,10 @@ union, and each clone at its own arena address on a uniform stride.
71
71
 
72
72
  ## What the floor disagreement turned out to be
73
73
 
74
+ The floor is a primitive at an entity's row now — `add_floor` places it with `place_primitive`, and
75
+ one transform writes both of its rows — so what follows cannot recur. It is kept because the
76
+ reasoning is still worth having.
77
+
74
78
  For a while the two images disagreed about where the floor ends: a smooth band along its far edge
75
79
  that the rasterizer drew and the tracer did not, several thousand pixels at an ordinary camera and
76
80
  growing as the camera approached the edge. It read like a hole in a tree, and it was not one.
@@ -111,16 +115,16 @@ mesh.global × inverse(mesh.global) × joint.global × inverse_bind × v
111
115
  ```
112
116
 
113
117
  — `chunk_skin_blend_mesh_local` folds the leftmost inverse into each joint matrix and the rasterizer
114
- re-applies `mesh.global`, so the mesh node's transform **cancels exactly**, and
115
- `compute_skin_world_bounds` composes the published box out of joints without reading it either.
118
+ re-applies `mesh.global`, so the mesh node's transform **cancels exactly**, and the published box is
119
+ refreshed on the GPU from the deformed vertices without reading it either.
116
120
  Michelle's file makes the point structurally: her mesh node `Ch03` carries no local transform, the
117
121
  0.01 centimetre scale and the up-axis rotation sit on the root above it, and the joint root
118
122
  `mixamorig:Hips` is the mesh node's *sibling*. Nothing under `Ch03` drives a joint.
119
123
 
120
- `place_character` therefore hangs each character's roots under a fresh parent whose whole transform
121
- is the grid offset. That reaches the joints, leaves the file's own transform untouched below it, and
122
- — because the offset is a *local* transform — survives the walk that recomputes `transform_global`.
124
+ `place_character` therefore spawns each character as a prefab instance under a placement entity
125
+ whose whole transform is the grid offset. That reaches the joints — every one an entity whose row
126
+ the GPU composes under its parent's — and leaves the file's own transform where the prefab put it.
123
127
 
124
128
  `place_character.spec.js` holds the invariant the floor's cannot see: **published bounds must move
125
- by the offset the character was placed at.** Its negative control is the bug itself — writing either
126
- transform on the mesh node and watching the box not move.
129
+ by the offset the character was placed at**, and it holds it on the rows themselves: which row
130
+ hangs under which, and the box the mesh row carries.
@@ -1,47 +1,16 @@
1
1
  /**
2
- * A floor, so the traced image has something for the character to cast onto.
3
- *
4
- * Shadows are the loudest reading of a stale BLAS: a body in the wrong pose still shades roughly
5
- * like a body, but the shadow it throws is unmistakably a different shape from the one standing
6
- * over it.
7
- *
8
- * ## Where it is placed, and why that is the whole of it
9
- *
10
- * The slab is placed by its **local** transform. `Node3D.transform_global` is derived — the doc
11
- * comment on it says so — and the two consumers of a mesh's placement take it from opposite ends:
12
- *
13
- * - `Mesh.updateBoundsBasic` reads `transform_global`, and its result is the box published to the
14
- * `meshes` table, which is the TLAS leaf the path tracer tests a ray against before it reaches
15
- * any triangle;
16
- * - the GPU's `transforms` row carries the node's local TRS, and the hierarchy pass composes
17
- * `node.global` from it — which is the matrix *both* the rasterizer's vertex stage and the ray
18
- * query's geometry-space transform use.
19
- *
20
- * Setting `transform_global` and nothing else satisfies the first and leaves the second at
21
- * identity, which is exactly what this function used to do. The result is a mesh whose published
22
- * box is around one place and whose geometry is drawn in another, 0.208 m apart here:
23
- *
24
- * - the **rasterizer** drew the slab at the geometry's own origin, its far edge ten rows higher up
25
- * the screen than the floor actually ends;
26
- * - the **path tracer** tested each ray against the translated box first and only then traversed
27
- * the untranslated geometry, so rays that would have struck the slab near its far edge were
28
- * turned away by a box that was not around it — a smooth band of floor the rasterizer drew and
29
- * the tracer did not, growing as the camera approached the edge.
30
- *
31
- * Neither renderer was wrong about the data it was given; the two halves of the record disagreed.
32
- * Padding the published box (the old `?inflate=1` handle) shrank the band because it widened the
33
- * interval the TLAS test allows — which is why a 5% pad did what a 1e-5 rounding slack could not,
34
- * and it was never evidence of tangency.
35
- *
36
- * The invariant that catches this without a GPU or a picture: a mesh's published bounds must
37
- * survive `updateMatrices`, because that is the walk which recomputes `transform_global` from the
38
- * local transform. `add_floor.spec.js` holds it to that.
39
- *
40
- * @param {Scene} scene
41
- * @param {number} extent width of the slab
42
- * @param {number} top world height its upper face sits at
43
- * @returns {Mesh}
2
+ * @typedef {import("../../renderer/scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
3
+ */
4
+ /**
5
+ * A slab for the dancers to stand on: a box `extent` wide and deep, its upper face at `top`, at a
6
+ * row of the scene. The box the renderer culls and traces it by is the GPU's to derive from the
7
+ * geometry under the row's transform — this side writes the placement, and nothing else.
8
+ *
9
+ * @param {GPUSceneContext} scene_context the scene's context — its rows are where the floor goes
10
+ * @param {number} extent edge length of the slab
11
+ * @param {number} top the `y` of its upper face
12
+ * @returns {number} the floor's entity
44
13
  */
45
- export function add_floor(scene: Scene, extent: number, top: number): Mesh;
46
- import { Mesh } from "../../renderer/scene/Mesh.js";
14
+ export function add_floor(scene_context: GPUSceneContext, extent: number, top: number): number;
15
+ export type GPUSceneContext = import("../../renderer/scene/GPUSceneContext.js").GPUSceneContext;
47
16
  //# sourceMappingURL=add_floor.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"add_floor.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/add_floor.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2CG;AACH,gDAJW,MAAM,OACN,MAAM,GACJ,IAAI,CAwBhB;qBApEoB,8BAA8B"}
1
+ {"version":3,"file":"add_floor.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/add_floor.js"],"names":[],"mappings":"AAKA;;GAEG;AAEH;;;;;;;;;GASG;AACH,yCALW,eAAe,UACf,MAAM,OACN,MAAM,GACJ,MAAM,CAalB;8BAxBY,OAAO,yCAAyC,EAAE,eAAe"}
@@ -1,71 +1,31 @@
1
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
1
2
  import { BoxGeometry } from "../../renderer/geometry/BoxGeometry.js";
2
3
  import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
3
- import { Mesh } from "../../renderer/scene/Mesh.js";
4
+ import { place_primitive } from "../../renderer/scene/rows/place_primitive.js";
4
5
 
5
6
  /**
6
- * A floor, so the traced image has something for the character to cast onto.
7
- *
8
- * Shadows are the loudest reading of a stale BLAS: a body in the wrong pose still shades roughly
9
- * like a body, but the shadow it throws is unmistakably a different shape from the one standing
10
- * over it.
11
- *
12
- * ## Where it is placed, and why that is the whole of it
13
- *
14
- * The slab is placed by its **local** transform. `Node3D.transform_global` is derived — the doc
15
- * comment on it says so — and the two consumers of a mesh's placement take it from opposite ends:
16
- *
17
- * - `Mesh.updateBoundsBasic` reads `transform_global`, and its result is the box published to the
18
- * `meshes` table, which is the TLAS leaf the path tracer tests a ray against before it reaches
19
- * any triangle;
20
- * - the GPU's `transforms` row carries the node's local TRS, and the hierarchy pass composes
21
- * `node.global` from it — which is the matrix *both* the rasterizer's vertex stage and the ray
22
- * query's geometry-space transform use.
23
- *
24
- * Setting `transform_global` and nothing else satisfies the first and leaves the second at
25
- * identity, which is exactly what this function used to do. The result is a mesh whose published
26
- * box is around one place and whose geometry is drawn in another, 0.208 m apart here:
27
- *
28
- * - the **rasterizer** drew the slab at the geometry's own origin, its far edge ten rows higher up
29
- * the screen than the floor actually ends;
30
- * - the **path tracer** tested each ray against the translated box first and only then traversed
31
- * the untranslated geometry, so rays that would have struck the slab near its far edge were
32
- * turned away by a box that was not around it — a smooth band of floor the rasterizer drew and
33
- * the tracer did not, growing as the camera approached the edge.
34
- *
35
- * Neither renderer was wrong about the data it was given; the two halves of the record disagreed.
36
- * Padding the published box (the old `?inflate=1` handle) shrank the band because it widened the
37
- * interval the TLAS test allows — which is why a 5% pad did what a 1e-5 rounding slack could not,
38
- * and it was never evidence of tangency.
39
- *
40
- * The invariant that catches this without a GPU or a picture: a mesh's published bounds must
41
- * survive `updateMatrices`, because that is the walk which recomputes `transform_global` from the
42
- * local transform. `add_floor.spec.js` holds it to that.
43
- *
44
- * @param {Scene} scene
45
- * @param {number} extent width of the slab
46
- * @param {number} top world height its upper face sits at
47
- * @returns {Mesh}
7
+ * @typedef {import("../../renderer/scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
48
8
  */
49
- export function add_floor(scene, extent, top) {
50
- const thickness = extent * 0.02;
51
9
 
52
- const floor = new Mesh();
10
+ /**
11
+ * A slab for the dancers to stand on: a box `extent` wide and deep, its upper face at `top`, at a
12
+ * row of the scene. The box the renderer culls and traces it by is the GPU's to derive from the
13
+ * geometry under the row's transform — this side writes the placement, and nothing else.
14
+ *
15
+ * @param {GPUSceneContext} scene_context the scene's context — its rows are where the floor goes
16
+ * @param {number} extent edge length of the slab
17
+ * @param {number} top the `y` of its upper face
18
+ * @returns {number} the floor's entity
19
+ */
20
+ export function add_floor(scene_context, extent, top) {
21
+ const thickness = extent * 0.02;
53
22
 
54
- floor.geometry = new BoxGeometry(extent, thickness, extent);
55
- floor.material = new StandardShadeMaterial();
23
+ const transform = new Transform64();
56
24
 
57
25
  // `Transform64` keeps its matrix by hand: setting a component leaves the matrix holding what it
58
26
  // held before, so the write is only real after `updateMatrix`.
59
- floor.transform_local.setTranslation(0, top - thickness * 0.5, 0);
60
- floor.transform_local.updateMatrix();
61
-
62
- // Derive `transform_global` from the local transform, and the world bounds from that. Nothing
63
- // else will: the scene's pre-order walk updates bounds for nodes it visits as part of a
64
- // hierarchy, and a mesh added on its own is never visited that way — so the row it seeds the
65
- // `meshes` table with would stay the default, which is a zero-sized box at the origin.
66
- floor.updateMatrices();
67
-
68
- scene.add(floor);
27
+ transform.setTranslation(0, top - thickness * 0.5, 0);
28
+ transform.updateMatrix();
69
29
 
70
- return floor;
30
+ return place_primitive(scene_context, new BoxGeometry(extent, thickness, extent), new StandardShadeMaterial(), transform, { name: 'floor' });
71
31
  }
@@ -1 +1 @@
1
- {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/main.js"],"names":[],"mappings":"AA4QA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAqjBzB"}
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/main.js"],"names":[],"mappings":"AAwQA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAkkBzB"}