@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
@@ -9,13 +9,17 @@ import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraCont
9
9
  import { PerspectiveCamera } from "../../renderer/camera/PerspectiveCamera.js";
10
10
  import { create_frame_loop } from "../../renderer/create_frame_loop.js";
11
11
  import { make_sunlight } from "../../renderer/light/make_sunlight.js";
12
+ import { place_light } from "../../renderer/light/place_light.js";
13
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
14
+ import { prefab_compile } from "../../../engine/graphics3/prefab/prefab_compile.js";
12
15
  import { load_gltf } from "../../renderer/loader/gltf/load_gltf.js";
16
+ import { row_of_entity } from "../../renderer/scene/rows/GPUSceneRows.js";
13
17
  import { Renderer } from "../../renderer/Renderer.js";
14
18
  import { Scene } from "../../renderer/scene/Scene.js";
15
19
  import { load_default_environment } from "../load_default_environment.js";
16
20
  import { make_playground_asset_manager } from "../make_playground_asset_manager.js";
17
21
  import { add_floor } from "./add_floor.js";
18
- import { grid_position, place_character } from "./place_character.js";
22
+ import { geometry_of, grid_position, place_character } from "./place_character.js";
19
23
 
20
24
  /**
21
25
  * A dancing character under the path tracer — the browser tier for the per-frame BLAS refit.
@@ -157,19 +161,19 @@ class FrameTimer {
157
161
  }
158
162
 
159
163
  /**
160
- * Every {@link SkinnedMesh} a bundle's skins deform.
164
+ * Every skinned mesh entity an instance's skins deform.
161
165
  *
162
- * Off the skins rather than by walking the scene roots: a skin already lists exactly the meshes
163
- * that bind to it, which is what `register_skin` uses, so this cannot disagree with what actually
164
- * gets deformed.
166
+ * Off the skins rather than by walking the entities: a skin already lists exactly the meshes that
167
+ * bind to it, which is what `register_skin` uses, so this cannot disagree with what actually gets
168
+ * deformed.
165
169
  *
166
- * @param {SceneBundle} bundle
167
- * @returns {SkinnedMesh[]}
170
+ * @param {PrefabInstance} instance
171
+ * @returns {number[]}
168
172
  */
169
- function skinned_meshes_of(bundle) {
173
+ function skinned_meshes_of(instance) {
170
174
  const meshes = new Set();
171
175
 
172
- for (const skin of bundle.skins) {
176
+ for (const skin of instance.skins) {
173
177
  for (const mesh of skin.meshes) {
174
178
  meshes.add(mesh);
175
179
  }
@@ -179,47 +183,39 @@ function skinned_meshes_of(bundle) {
179
183
  }
180
184
 
181
185
  /**
182
- * Load one dancer, place it, and set it going.
186
+ * Spawn one dancer, place it, and set it going.
183
187
  *
184
- * A whole load per dancer rather than one load and N instances: a second dancer needs a second
185
- * joint hierarchy to pose, and those are scene nodes. The asset framework caches the bytes, so the
186
- * repeat is parse work rather than transfer.
188
+ * One prefab and N instances: a second dancer is a second set of entities under a second placement,
189
+ * sharing the geometry, the inverse-bind matrices and the curves with the first.
187
190
  *
188
- * @param {Scene} scene
189
191
  * @param {GPUSceneContext} scene_context
190
- * @param {AssetManager} asset_manager
192
+ * @param {EntityComponentDataset} dataset
193
+ * @param {Prefab} prefab the character, compiled once
191
194
  * @param {number} index which dancer this is, used to place it
192
195
  * @param {number} count how many there are in total
193
- * @returns {Promise<SkinnedMesh[]>}
196
+ * @returns {number[]} the dancer's skinned mesh entities
194
197
  */
195
- async function add_dancer(scene, scene_context, asset_manager, index, count) {
196
- const bundle = await load_gltf(CHARACTER_URL, { assetManager: asset_manager });
198
+ function add_dancer(scene_context, dataset, prefab, index, count) {
199
+ // A grid, centred on the origin. The offset is the placement entity's whole transform, above
200
+ // the character's own root: the joints are entities whose rows compose under it, and they are
201
+ // what has to move. See `place_character`.
202
+ const { x, z } = grid_position(index, count, SPACING);
203
+
204
+ const { instance } = place_character(scene_context, dataset, prefab, x, z);
197
205
 
198
- const meshes = skinned_meshes_of(bundle);
206
+ const meshes = skinned_meshes_of(instance);
199
207
 
200
208
  if (meshes.length === 0) {
201
209
  throw new Error(`${CHARACTER_URL} has no skinned mesh — nothing here has a BLAS to refit`);
202
210
  }
203
211
 
204
- // A grid, centred on the origin. The offset goes on a fresh parent above the character's own
205
- // roots rather than on the mesh node: a skinned mesh's own transform cancels out of both the
206
- // vertex the renderer draws and the box it publishes, so the joints are what has to move. See
207
- // `place_character`.
208
- const { x, z } = grid_position(index, count, SPACING);
209
-
210
- place_character(scene, bundle, x, z);
211
-
212
212
  const animations = scene_context.animation_manager;
213
213
 
214
- for (const skin of bundle.skins) {
215
- animations.register_skin(skin);
216
- }
217
-
218
214
  // One clip, looping, at full weight. The pose accumulator sums every *bound* clip whatever its
219
215
  // weight, so binding the T-pose alongside the dance would blend the two rather than leave the
220
216
  // dance alone — only what should play is registered.
221
- const clip = bundle.clips.find(candidate => /samba|dance/i.test(candidate.name ?? ''))
222
- ?? bundle.clips[0];
217
+ const clip = instance.clips.find(candidate => /samba|dance/i.test(candidate.name ?? ''))
218
+ ?? instance.clips[0];
223
219
 
224
220
  if (clip !== undefined) {
225
221
  const clip_id = animations.register_clip(clip);
@@ -246,11 +242,11 @@ async function add_dancer(scene, scene_context, asset_manager, index, count) {
246
242
  * is worth nothing before a few frames have gone by.
247
243
  *
248
244
  * @param {GPUSceneContext} scene_context
249
- * @param {Mesh} mesh
245
+ * @param {number} entity a mesh entity
250
246
  * @returns {Promise<{low: Vector3, high: Vector3, radius: number}>}
251
247
  */
252
- async function world_bounds_of(scene_context, mesh) {
253
- const row = scene_context.mesh_row_of(mesh);
248
+ async function world_bounds_of(scene_context, entity) {
249
+ const row = row_of_entity(entity);
254
250
 
255
251
  const record = await scene_context.scene_database.debug_table_read_element('meshes', row);
256
252
 
@@ -316,6 +312,11 @@ export async function start() {
316
312
 
317
313
  const scene = new Scene();
318
314
 
315
+ // the dancers are entities, and the scene's rows are theirs
316
+ const dataset = new EntityComponentDataset();
317
+
318
+ scene.dataset = dataset;
319
+
319
320
  // document.body rather than the canvas: the controller starts a keyboard device, and only a
320
321
  // focusable element can receive key events — body carries tabindex for exactly that.
321
322
  const controller = new OrbitalCameraController(camera, document.body);
@@ -333,7 +334,7 @@ export async function start() {
333
334
  globalThis.verify = async () => paused(async () => {
334
335
  const { verify_skinned_blas_refit } = await import('./verify_skinned_blas_refit.js');
335
336
 
336
- return verify_skinned_blas_refit({ renderer, camera, scene, mesh: globalThis.dancers[0] });
337
+ return verify_skinned_blas_refit({ renderer, camera, scene, entity: globalThis.dancers[0] });
337
338
  });
338
339
 
339
340
  // The half `verify()` is blind to: whether each leaf's box belongs to the triangle that leaf
@@ -343,7 +344,7 @@ export async function start() {
343
344
  globalThis.verify_leaves = async () => {
344
345
  const { verify_leaf_correspondence } = await import('./verify_skinned_blas_refit.js');
345
346
 
346
- return verify_leaf_correspondence({ renderer, geometry: globalThis.dancers[0].geometry });
347
+ return verify_leaf_correspondence({ renderer, geometry: geometry_of(dataset, globalThis.dancers[0]) });
347
348
  };
348
349
 
349
350
  // The same question of the *clone*, live: after the frame's refit, does every leaf of the
@@ -352,7 +353,7 @@ export async function start() {
352
353
  globalThis.verify_clone_leaves = async () => paused(async () => {
353
354
  const { verify_clone_leaves } = await import('./verify_clone_leaves.js');
354
355
 
355
- return verify_clone_leaves({ renderer, scene, mesh: globalThis.dancers[0] });
356
+ return verify_clone_leaves({ renderer, scene, entity: globalThis.dancers[0] });
356
357
  });
357
358
 
358
359
  const frame_timer = new FrameTimer();
@@ -488,29 +489,36 @@ export async function start() {
488
489
 
489
490
  const scene_context = renderer.scenes.obtain(scene);
490
491
 
491
- /** @type {SkinnedMesh[]} */
492
+ /** @type {number[]} the skinned mesh entities */
492
493
  const dancers = [];
493
494
 
494
495
  /**
495
- * Where the load's time goes, for the console: one parse per dancer — the glTF decoded, its
496
- * meshlets built and compressed, its BLAS built on the CPU, every time — then the first frames
497
- * that upload every clone and tree, then one bounds readback per dancer.
496
+ * Where the load's time goes, for the console: one parse — the glTF decoded, its meshlets built
497
+ * and compressed, its BLAS built on the CPU — and one compile into a prefab, then a spawn per
498
+ * dancer, then the first frames that upload every clone and tree, then one bounds readback per
499
+ * dancer.
498
500
  */
499
- const load_timing = { parses: [], first_frames_ms: 0, bounds_ms: 0 };
501
+ const load_timing = { parse_ms: 0, spawns: [], first_frames_ms: 0, bounds_ms: 0 };
500
502
 
501
503
  try {
502
504
  const asset_manager = await make_playground_asset_manager();
503
505
 
504
- for (let i = 0; i < count; i++) {
505
- // One parse per dancer, in sequence: at a few hundred this is the better part of a
506
- // minute, and a status that does not move looks like a page that has stopped.
507
- set_status(`loading ${i + 1} / ${count} × ${CHARACTER_URL} …`);
506
+ const parse_started = performance.now();
507
+
508
+ const bundle = await load_gltf(CHARACTER_URL, { assetManager: asset_manager });
509
+
510
+ const prefab = prefab_compile(bundle);
508
511
 
512
+ load_timing.parse_ms = performance.now() - parse_started;
513
+
514
+ set_status(`spawning ${count} × ${CHARACTER_URL} …`);
515
+
516
+ for (let i = 0; i < count; i++) {
509
517
  const started = performance.now();
510
518
 
511
- dancers.push(...await add_dancer(scene, scene_context, asset_manager, i, count));
519
+ dancers.push(...add_dancer(scene_context, dataset, prefab, i, count));
512
520
 
513
- load_timing.parses.push(performance.now() - started);
521
+ load_timing.spawns.push(performance.now() - started);
514
522
  }
515
523
  } catch (error) {
516
524
  set_status(
@@ -524,7 +532,7 @@ export async function start() {
524
532
 
525
533
  if (!scene.lights.elements.some(light => light.isDirectionalLight)) {
526
534
  // a glTF character carries no light of its own
527
- scene.lights.add(make_sunlight({ intensity: 6 }));
535
+ place_light(scene, make_sunlight({ intensity: 6 }));
528
536
  }
529
537
 
530
538
  // Frames enough for skinning to run and its bounds-refresh chain to publish a deformed box,
@@ -565,20 +573,21 @@ export async function start() {
565
573
  load_timing.bounds_ms = performance.now() - bounds_started;
566
574
 
567
575
  {
568
- const parses = load_timing.parses;
569
- const total = parses.reduce((sum, ms) => sum + ms, 0);
576
+ const spawns = load_timing.spawns;
577
+ const total = spawns.reduce((sum, ms) => sum + ms, 0);
570
578
 
571
579
  console.log(
572
- `load: ${parses.length} parses in ${(total / 1000).toFixed(1)} s `
573
- + `(mean ${(total / parses.length).toFixed(0)} ms, max ${Math.max(...parses).toFixed(0)} ms, `
574
- + `first ${parses[0].toFixed(0)} ms) · first frames ${(load_timing.first_frames_ms / 1000).toFixed(1)} s `
580
+ `load: parse + compile ${load_timing.parse_ms.toFixed(0)} ms · ${spawns.length} spawns in `
581
+ + `${total.toFixed(0)} ms (mean ${(total / spawns.length).toFixed(2)} ms, max `
582
+ + `${Math.max(...spawns).toFixed(2)} ms, first ${spawns[0].toFixed(2)} ms) `
583
+ + `· first frames ${(load_timing.first_frames_ms / 1000).toFixed(1)} s `
575
584
  + `· bounds readback ${(load_timing.bounds_ms / 1000).toFixed(1)} s`
576
585
  );
577
586
  }
578
587
 
579
588
  const span = new Vector3(high.x - low.x, high.y - low.y, high.z - low.z);
580
589
 
581
- globalThis.floor = add_floor(scene, Math.max(span.x, span.z) * 6, low.y);
590
+ globalThis.floor = add_floor(scene_context, Math.max(span.x, span.z) * 6, low.y);
582
591
 
583
592
  const radius = Math.hypot(span.x, span.y, span.z) * 0.5;
584
593
 
@@ -605,7 +614,7 @@ export async function start() {
605
614
 
606
615
  globalThis.dancers = dancers;
607
616
 
608
- set_status(`loaded — ${count} dancing, ${scene.instances.instances.length} instances`, 'pass');
617
+ set_status(`loaded — ${count} dancing, ${dancers.length} skinned meshes`, 'pass');
609
618
 
610
619
  renderer.indicate_view_change();
611
620
 
@@ -1,66 +1,53 @@
1
1
  /**
2
- * Stand one loaded character on the floor at `(x, 0, z)`.
2
+ * Stand one character on the floor at `(x, 0, z)`, the way the engine stands one: as entities.
3
3
  *
4
- * ## Why the mesh node is not the placement point
4
+ * ## What a placed character is
5
5
  *
6
- * It is tempting, and it is what this page used to do: the mesh is the visible thing, so move the
7
- * mesh. For a {@link SkinnedMesh} that is a no-op, and the reason is the glTF skinning formula
8
- * itself. A skinned vertex lands at
6
+ * A prefab instance under a placement entity. The placement's `Transform64` is the offset and
7
+ * nothing else; every node the file had is an entity below it, holding its own offset from its
8
+ * parent in a `TransformAttachment`, and the file's own transform — the centimetre scale and the
9
+ * up-axis rotation an FBX-derived glTF carries on its root — stays where the prefab put it, on the
10
+ * entity that stands for that root. "Compose, do not replace": a `Transform64` composes as
11
+ * `T · R · S`, so a translation written into the file's root would not be the world offset but one
12
+ * the rotation and scale then act on.
9
13
  *
10
- * ```
11
- * mesh.global × inverse(mesh.global) × joint.global × inverse_bind × v
12
- * ```
14
+ * ## Where the GPU reads it
13
15
  *
14
- * — `chunk_skin_blend_mesh_local` folds the leftmost inverse into each joint matrix and the
15
- * rasterizer re-applies `mesh.global` afterwards, so the mesh node's own transform **cancels
16
- * exactly** and the vertex is at `joint.global × inverse_bind × v`. `compute_skin_world_bounds`
17
- * composes the published box the same way and does not read the mesh node either. So a skinned
18
- * character is placed by its **joints**, and the only thing that moves them is an ancestor they
19
- * actually sit under.
16
+ * Every entity of the instance holds a row of the `transforms` table, at `entity + 1`, and the
17
+ * hierarchy pass composes each row's `global` from its offset and its parent's row — so the joints
18
+ * the pose accumulator drives are carried by the placement without anyone writing to them. The
19
+ * primitives hold a row of the `meshes` table too, over a clone of their geometry when the mesh is
20
+ * skinned, which is the region the skinning pass deforms and the BLAS refit follows.
20
21
  *
21
- * Michelle is the shape that makes this concrete. Her file is one root carrying the centimetre
22
- * scale and the up-axis rotation (+90° about x, the file's Z-up into the renderer's Y-up), with the
23
- * mesh node and the joint root as *siblings* beneath it:
22
+ * This is what `MeshSystem` and `ShadedGeometrySystem` do between them for a game; a playground
23
+ * has no systems, so `prefab_place` does the same by hand and in one place — this is it, at a
24
+ * grid position.
24
25
  *
25
- * ```
26
- * "Character" R=(0.70711, 0, 0, 0.70711) S=(0.01, 0.01, 0.01)
27
- * ├── "Ch03" mesh 0, skin 0 — no local transform of its own
28
- * └── "mixamorig:Hips" the joint root
29
- * ```
30
- *
31
- * Nothing under `Ch03` drives a joint, so writing a grid offset there — to either transform —
32
- * moves nothing at all.
33
- *
34
- * ## Why a placement node rather than the character's own root
35
- *
36
- * `"Character"`'s local transform is the file's, and it is load-bearing twice over: the 0.01 scale
37
- * is what makes the inverse-bind matrices agree with the vertex positions, and a `Transform64`
38
- * composes as `T · R · S`, so a translation written there is *not* the world offset — it is an
39
- * offset the file's own rotation and scale then act on. A fresh parent keeps the two apart: the
40
- * grid offset is this node's whole transform, the file's is untouched below it, and the
41
- * composition happens where it always happens.
42
- *
43
- * A node under {@link TransformAuthority.GPU} still follows a CPU-driven parent — the hierarchy
44
- * pass composes `global` from the node's own TRS and the parent chain — so the joints the pose
45
- * accumulator owns are carried by this without anyone writing to their rows.
46
- *
47
- * ## Why the local transform
48
- *
49
- * The same reason the floor is placed that way, and it is worth restating because this page has
50
- * now been bitten by it twice. `Node3D.transform_global` is **derived** — its doc comment says so
51
- * — and `updateMatrices` recomputes it from the local transform and the parent chain. The GPU is
52
- * handed the node's local TRS and composes `node.global` from it, so a placement that only ever
53
- * reached `transform_global` is discarded at both ends. See `add_floor` for the version of this
54
- * where the two ends disagreed and produced two different pictures; here they agreed on the wrong
55
- * answer, which is quieter and took longer to see.
56
- *
57
- * @param {Scene} scene
58
- * @param {SceneBundle} bundle a freshly loaded character — its roots must not be parented yet
26
+ * @param {GPUSceneContext} scene_context the scene's context — its rows are where the instance goes
27
+ * @param {EntityComponentDataset} dataset the dataset the scene is bound to
28
+ * @param {Prefab} prefab the character, compiled once
59
29
  * @param {number} x
60
30
  * @param {number} z
61
- * @returns {Node3D} the placement node, now the parent of every root in `bundle.scenes`
31
+ * @param {object} [options]
32
+ * @param {boolean} [options.register_animation] whether the instance's skins are registered; off
33
+ * leaves a skinned mesh's clone undeformed, which is a question of its own
34
+ * @returns {{root: number, instance: PrefabInstance, animation: InstanceAnimationRegistration|null}}
35
+ */
36
+ export function place_character(scene_context: GPUSceneContext, dataset: EntityComponentDataset, prefab: Prefab, x: number, z: number, { register_animation }?: {
37
+ register_animation?: boolean;
38
+ }): {
39
+ root: number;
40
+ instance: PrefabInstance;
41
+ animation: InstanceAnimationRegistration | null;
42
+ };
43
+ /**
44
+ * The source geometry a mesh entity draws — for a skinned one, what its clone is a clone of.
45
+ *
46
+ * @param {EntityComponentDataset} dataset
47
+ * @param {number} entity
48
+ * @returns {MeshletGeometry}
62
49
  */
63
- export function place_character(scene: Scene, bundle: SceneBundle, x: number, z: number): Node3D;
50
+ export function geometry_of(dataset: EntityComponentDataset, entity: number): MeshletGeometry;
64
51
  /**
65
52
  * Where the `index`-th of `count` characters stands: a square-ish grid centred on the origin, laid
66
53
  * out in rows along +x.
@@ -78,5 +65,4 @@ export function grid_position(index: number, count: number, spacing: number): {
78
65
  x: number;
79
66
  z: number;
80
67
  };
81
- import { Node3D } from "../../renderer/scene/Node3D.js";
82
68
  //# sourceMappingURL=place_character.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"place_character.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/place_character.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6DG;AACH,sEAJW,MAAM,KACN,MAAM,GACJ,MAAM,CA+BlB;AAED;;;;;;;;;;;;GAYG;AACH,qCALW,MAAM,SACN,MAAM,WACN,MAAM,GACJ;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,CAUlC;uBApHsB,gCAAgC"}
1
+ {"version":3,"file":"place_character.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/place_character.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,oHAPW,MAAM,KACN,MAAM;IAEY,kBAAkB,GAApC,OAAO;IAEL;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,QAAQ,iBAAiB;IAAC,SAAS,EAAE,gCAA8B,IAAI,CAAA;CAAC,CAanG;AAED;;;;;;GAMG;AACH,qEAHW,MAAM,mBAShB;AAED;;;;;;;;;;;;GAYG;AACH,qCALW,MAAM,SACN,MAAM,WACN,MAAM,GACJ;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAC,CAUlC"}
@@ -1,96 +1,69 @@
1
- import { Node3D } from "../../renderer/scene/Node3D.js";
1
+ import { assert } from "../../../core/assert.js";
2
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
3
+ import { ShadedGeometry } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
4
+ import { prefab_place } from "../../../engine/graphics3/prefab/prefab_place.js";
2
5
 
3
6
  /**
4
- * Stand one loaded character on the floor at `(x, 0, z)`.
7
+ * Stand one character on the floor at `(x, 0, z)`, the way the engine stands one: as entities.
5
8
  *
6
- * ## Why the mesh node is not the placement point
9
+ * ## What a placed character is
7
10
  *
8
- * It is tempting, and it is what this page used to do: the mesh is the visible thing, so move the
9
- * mesh. For a {@link SkinnedMesh} that is a no-op, and the reason is the glTF skinning formula
10
- * itself. A skinned vertex lands at
11
+ * A prefab instance under a placement entity. The placement's `Transform64` is the offset and
12
+ * nothing else; every node the file had is an entity below it, holding its own offset from its
13
+ * parent in a `TransformAttachment`, and the file's own transform — the centimetre scale and the
14
+ * up-axis rotation an FBX-derived glTF carries on its root — stays where the prefab put it, on the
15
+ * entity that stands for that root. "Compose, do not replace": a `Transform64` composes as
16
+ * `T · R · S`, so a translation written into the file's root would not be the world offset but one
17
+ * the rotation and scale then act on.
11
18
  *
12
- * ```
13
- * mesh.global × inverse(mesh.global) × joint.global × inverse_bind × v
14
- * ```
19
+ * ## Where the GPU reads it
15
20
  *
16
- * — `chunk_skin_blend_mesh_local` folds the leftmost inverse into each joint matrix and the
17
- * rasterizer re-applies `mesh.global` afterwards, so the mesh node's own transform **cancels
18
- * exactly** and the vertex is at `joint.global × inverse_bind × v`. `compute_skin_world_bounds`
19
- * composes the published box the same way and does not read the mesh node either. So a skinned
20
- * character is placed by its **joints**, and the only thing that moves them is an ancestor they
21
- * actually sit under.
21
+ * Every entity of the instance holds a row of the `transforms` table, at `entity + 1`, and the
22
+ * hierarchy pass composes each row's `global` from its offset and its parent's row — so the joints
23
+ * the pose accumulator drives are carried by the placement without anyone writing to them. The
24
+ * primitives hold a row of the `meshes` table too, over a clone of their geometry when the mesh is
25
+ * skinned, which is the region the skinning pass deforms and the BLAS refit follows.
22
26
  *
23
- * Michelle is the shape that makes this concrete. Her file is one root carrying the centimetre
24
- * scale and the up-axis rotation (+90° about x, the file's Z-up into the renderer's Y-up), with the
25
- * mesh node and the joint root as *siblings* beneath it:
27
+ * This is what `MeshSystem` and `ShadedGeometrySystem` do between them for a game; a playground
28
+ * has no systems, so `prefab_place` does the same by hand and in one place — this is it, at a
29
+ * grid position.
26
30
  *
27
- * ```
28
- * "Character" R=(0.70711, 0, 0, 0.70711) S=(0.01, 0.01, 0.01)
29
- * ├── "Ch03" mesh 0, skin 0 — no local transform of its own
30
- * └── "mixamorig:Hips" the joint root
31
- * ```
32
- *
33
- * Nothing under `Ch03` drives a joint, so writing a grid offset there — to either transform —
34
- * moves nothing at all.
35
- *
36
- * ## Why a placement node rather than the character's own root
37
- *
38
- * `"Character"`'s local transform is the file's, and it is load-bearing twice over: the 0.01 scale
39
- * is what makes the inverse-bind matrices agree with the vertex positions, and a `Transform64`
40
- * composes as `T · R · S`, so a translation written there is *not* the world offset — it is an
41
- * offset the file's own rotation and scale then act on. A fresh parent keeps the two apart: the
42
- * grid offset is this node's whole transform, the file's is untouched below it, and the
43
- * composition happens where it always happens.
44
- *
45
- * A node under {@link TransformAuthority.GPU} still follows a CPU-driven parent — the hierarchy
46
- * pass composes `global` from the node's own TRS and the parent chain — so the joints the pose
47
- * accumulator owns are carried by this without anyone writing to their rows.
48
- *
49
- * ## Why the local transform
50
- *
51
- * The same reason the floor is placed that way, and it is worth restating because this page has
52
- * now been bitten by it twice. `Node3D.transform_global` is **derived** — its doc comment says so
53
- * — and `updateMatrices` recomputes it from the local transform and the parent chain. The GPU is
54
- * handed the node's local TRS and composes `node.global` from it, so a placement that only ever
55
- * reached `transform_global` is discarded at both ends. See `add_floor` for the version of this
56
- * where the two ends disagreed and produced two different pictures; here they agreed on the wrong
57
- * answer, which is quieter and took longer to see.
58
- *
59
- * @param {Scene} scene
60
- * @param {SceneBundle} bundle a freshly loaded character — its roots must not be parented yet
31
+ * @param {GPUSceneContext} scene_context the scene's context — its rows are where the instance goes
32
+ * @param {EntityComponentDataset} dataset the dataset the scene is bound to
33
+ * @param {Prefab} prefab the character, compiled once
61
34
  * @param {number} x
62
35
  * @param {number} z
63
- * @returns {Node3D} the placement node, now the parent of every root in `bundle.scenes`
36
+ * @param {object} [options]
37
+ * @param {boolean} [options.register_animation] whether the instance's skins are registered; off
38
+ * leaves a skinned mesh's clone undeformed, which is a question of its own
39
+ * @returns {{root: number, instance: PrefabInstance, animation: InstanceAnimationRegistration|null}}
64
40
  */
65
- export function place_character(scene, bundle, x, z) {
66
- const placement = new Node3D();
67
-
68
- placement.name = `placement(${x}, ${z})`;
41
+ export function place_character(scene_context, dataset, prefab, x, z, { register_animation = true } = {}) {
42
+ const placement = new Transform64();
69
43
 
70
44
  // `Transform64` keeps its matrix by hand: setting a component leaves the matrix holding what it
71
45
  // held before, so the write is only real after `updateMatrix`.
72
- placement.transform_local.setTranslation(x, 0, z);
73
- placement.transform_local.updateMatrix();
46
+ placement.setTranslation(x, 0, z);
47
+ placement.updateMatrix();
74
48
 
75
- placement.addChildren(bundle.scenes);
49
+ const { root, instance, animation } = prefab_place(scene_context, dataset, prefab, placement, { register_animation });
76
50
 
77
- placement.updateMatrices();
51
+ return { root, instance, animation };
52
+ }
78
53
 
79
- // `updateMatrices` walks pre-order, and a glTF character's joint root is the mesh node's
80
- // sibling — so the `updateBoundsBasic` a SkinnedMesh inherits mid-walk reads joints the walk
81
- // has not reached yet, and bounds the mesh where the character stood before the move. The walk
82
- // is over by here, so this pass reads a settled skeleton. `GPUSceneContext` re-derives the box
83
- // again on its way to the `meshes` row for exactly this reason; this is so the mesh is not
84
- // carrying a stale one in the meantime.
85
- placement.traverse(node => {
86
- if (node.isMesh === true) {
87
- node.updateBoundsBasic();
88
- }
89
- });
54
+ /**
55
+ * The source geometry a mesh entity draws — for a skinned one, what its clone is a clone of.
56
+ *
57
+ * @param {EntityComponentDataset} dataset
58
+ * @param {number} entity
59
+ * @returns {MeshletGeometry}
60
+ */
61
+ export function geometry_of(dataset, entity) {
62
+ const geometry = dataset.getComponent(entity, ShadedGeometry);
90
63
 
91
- scene.add(placement);
64
+ assert.defined(geometry, `entity ${entity} carries no ShadedGeometry`);
92
65
 
93
- return placement;
66
+ return geometry.geometry;
94
67
  }
95
68
 
96
69
  /**
@@ -18,7 +18,7 @@
18
18
  * @param {Renderer} options.renderer
19
19
  * @param {PerspectiveCamera} options.camera
20
20
  * @param {Scene} options.scene
21
- * @param {Mesh} options.mesh the instance to orbit and to frame on
21
+ * @param {number} options.entity the mesh entity to orbit and to frame on
22
22
  * @param {function(boolean): void} [options.suspend]
23
23
  * @param {number} [options.azimuths]
24
24
  * @param {number[]} [options.elevations] radians; negative looks up from below
@@ -26,11 +26,11 @@
26
26
  * @param {number} [options.samples] samples per pixel at each view
27
27
  * @returns {Promise<object>}
28
28
  */
29
- export function sweep_views({ renderer, camera, scene, mesh, suspend, azimuths, elevations, distance, samples, }: {
29
+ export function sweep_views({ renderer, camera, scene, entity, suspend, azimuths, elevations, distance, samples, }: {
30
30
  renderer: Renderer;
31
31
  camera: PerspectiveCamera;
32
32
  scene: Scene;
33
- mesh: Mesh;
33
+ entity: number;
34
34
  suspend?: (arg0: boolean) => void;
35
35
  azimuths?: number;
36
36
  elevations?: number[];
@@ -1 +1 @@
1
- {"version":3,"file":"sweep_views.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/sweep_views.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;GAcG;AAEH;;;;;;;;;;;;GAYG;AACH;IAX6B,QAAQ;IACC,MAAM;IAClB,KAAK;IACN,IAAI;IACgB,OAAO,UAAhC,OAAO,KAAG,IAAI;IACN,QAAQ,GAAzB,MAAM;IACa,UAAU,GAA7B,MAAM,EAAE;IACS,QAAQ,GAAzB,MAAM;IACW,OAAO,GAAxB,MAAM;IACJ,QAAQ,MAAM,CAAC,CAwG3B"}
1
+ {"version":3,"file":"sweep_views.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/sweep_views.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;GAcG;AAEH;;;;;;;;;;;;GAYG;AACH;IAX6B,QAAQ;IACC,MAAM;IAClB,KAAK;IACJ,MAAM,EAAtB,MAAM;IAC4B,OAAO,UAAhC,OAAO,KAAG,IAAI;IACN,QAAQ,GAAzB,MAAM;IACa,UAAU,GAA7B,MAAM,EAAE;IACS,QAAQ,GAAzB,MAAM;IACW,OAAO,GAAxB,MAAM;IACJ,QAAQ,MAAM,CAAC,CAwG3B"}
@@ -1,4 +1,5 @@
1
1
  import Vector3 from "../../../core/geom/Vector3.js";
2
+ import { row_of_entity } from "../../renderer/scene/rows/GPUSceneRows.js";
2
3
  import { diff_traced_against_rasterized } from "./diff_traced_against_rasterized.js";
3
4
 
4
5
  /**
@@ -22,7 +23,7 @@ import { diff_traced_against_rasterized } from "./diff_traced_against_rasterized
22
23
  * @param {Renderer} options.renderer
23
24
  * @param {PerspectiveCamera} options.camera
24
25
  * @param {Scene} options.scene
25
- * @param {Mesh} options.mesh the instance to orbit and to frame on
26
+ * @param {number} options.entity the mesh entity to orbit and to frame on
26
27
  * @param {function(boolean): void} [options.suspend]
27
28
  * @param {number} [options.azimuths]
28
29
  * @param {number[]} [options.elevations] radians; negative looks up from below
@@ -34,7 +35,7 @@ export async function sweep_views({
34
35
  renderer,
35
36
  camera,
36
37
  scene,
37
- mesh,
38
+ entity,
38
39
  suspend = () => undefined,
39
40
  azimuths = 8,
40
41
  elevations = [-0.9, -0.3, 0.3, 0.9],
@@ -45,7 +46,7 @@ export async function sweep_views({
45
46
 
46
47
  const record = await scene_context.scene_database.debug_table_read_element(
47
48
  'meshes',
48
- scene_context.mesh_row_of(mesh)
49
+ row_of_entity(entity)
49
50
  );
50
51
 
51
52
  const box = record.bounding_box;
@@ -14,14 +14,14 @@
14
14
  * @param {object} options
15
15
  * @param {Renderer} options.renderer
16
16
  * @param {Scene} options.scene
17
- * @param {SkinnedMesh} options.mesh a mesh whose clone is being deformed
17
+ * @param {number} options.entity a skinned mesh entity, whose clone is being deformed
18
18
  * @param {number} [options.tolerance]
19
19
  * @returns {Promise<object>}
20
20
  */
21
- export function verify_clone_leaves({ renderer, scene, mesh, tolerance }: {
21
+ export function verify_clone_leaves({ renderer, scene, entity, tolerance }: {
22
22
  renderer: Renderer;
23
23
  scene: Scene;
24
- mesh: SkinnedMesh;
24
+ entity: number;
25
25
  tolerance?: number;
26
26
  }): Promise<object>;
27
27
  //# sourceMappingURL=verify_clone_leaves.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"verify_clone_leaves.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_clone_leaves.js"],"names":[],"mappings":"AAsDA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAN6B,QAAQ;IACX,KAAK;IACC,IAAI;IACR,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CAsD3B"}
1
+ {"version":3,"file":"verify_clone_leaves.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_clone_leaves.js"],"names":[],"mappings":"AAuDA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAN6B,QAAQ;IACX,KAAK;IACJ,MAAM,EAAtB,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CA4D3B"}