@woosh/meep-engine 3.23.0 → 3.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -1,3 +1,4 @@
1
+ import { geometry_of } from "./place_character.js";
1
2
  import { verify_leaf_triangles } from "./verify_leaf_triangles.js";
2
3
 
3
4
  /**
@@ -68,11 +69,11 @@ function runs_of(values) {
68
69
  * @param {object} options
69
70
  * @param {Renderer} options.renderer
70
71
  * @param {Scene} options.scene
71
- * @param {SkinnedMesh} options.mesh a mesh whose clone is being deformed
72
+ * @param {number} options.entity a skinned mesh entity, whose clone is being deformed
72
73
  * @param {number} [options.tolerance]
73
74
  * @returns {Promise<object>}
74
75
  */
75
- export async function verify_clone_leaves({ renderer, scene, mesh, tolerance = 1e-3 }) {
76
+ export async function verify_clone_leaves({ renderer, scene, entity, tolerance = 1e-3 }) {
76
77
  const graphics = renderer.graphics;
77
78
  const device = graphics.device;
78
79
  const geometries = graphics.geometries;
@@ -80,9 +81,15 @@ export async function verify_clone_leaves({ renderer, scene, mesh, tolerance = 1
80
81
 
81
82
  const scene_context = renderer.scenes.obtain(scene);
82
83
 
83
- const geometry_index = scene_context.skinning.obtain_geometry_index(mesh);
84
+ const clone = scene_context.skinning.clone_of(entity);
84
85
 
85
- const source_target = blas.get_refit_target(geometries.get_metadata(mesh.geometry));
86
+ if (clone === undefined) {
87
+ throw new Error(`entity ${entity} has no clone — is it a skinned mesh entity holding a row?`);
88
+ }
89
+
90
+ const geometry_index = clone.index;
91
+
92
+ const source_target = blas.get_refit_target(geometries.get_metadata(geometry_of(scene.dataset, entity)));
86
93
 
87
94
  if (source_target === undefined) {
88
95
  throw new Error('the source geometry has no resident tree');
@@ -1 +1 @@
1
- {"version":3,"file":"verify_instance_bounds.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_instance_bounds.js"],"names":[],"mappings":"AAqFA;;;;;;;;;;;GAWG;AACH,qCAJW,UAAU,MAAM,CAAC,UACjB,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAqBpB;AAuCD;;;;;;;;;;GAUG;AACH;IAP6B,QAAQ;IACX,KAAK;IACQ,MAAM;IAEjB,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CA4E3B"}
1
+ {"version":3,"file":"verify_instance_bounds.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_instance_bounds.js"],"names":[],"mappings":"AA0FA;;;;;;;;;;;GAWG;AACH,qCAJW,UAAU,MAAM,CAAC,UACjB,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAqBpB;AAuCD;;;;;;;;;;GAUG;AACH;IAP6B,QAAQ;IACX,KAAK;IACQ,MAAM;IAEjB,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CAoG3B"}
@@ -1,4 +1,9 @@
1
+ import { Name } from "../../../engine/ecs/name/Name.js";
2
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
3
+ import { ShadedGeometry } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
4
+ import { ShadedGeometryFlags } from "../../../engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js";
1
5
  import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
6
+ import { row_of_entity } from "../../renderer/scene/rows/GPUSceneRows.js";
2
7
  import { align_4 } from "../../../core/binary/align_4.js";
3
8
 
4
9
  /**
@@ -184,14 +189,38 @@ export async function verify_instance_bounds({ renderer, scene, camera, toleranc
184
189
 
185
190
  const box_offset = GEOMETRY_METADATA_STRUCT.fields.find(f => f.name === 'bounding_box').offset;
186
191
 
187
- const rows = [];
192
+ /**
193
+ * Every mesh row in the scene, with the matrix the GPU composes it under: the entities that
194
+ * draw — a character's primitives, and the floor.
195
+ *
196
+ * @type {{name: string, skinned: boolean, row: number, world: ArrayLike<number>}[]}
197
+ */
198
+ const instances = [];
199
+
200
+ const dataset = scene.dataset;
201
+
202
+ if (dataset !== null && dataset !== undefined) {
203
+ dataset.traverseComponents(ShadedGeometry, (geometry, entity) => {
204
+ if (!scene_context.rows.has_mesh(entity)) {
205
+ return;
206
+ }
207
+
208
+ const name = dataset.getComponent(entity, Name);
209
+
210
+ instances.push({
211
+ name: name === undefined ? `entity ${entity}` : name.getValue(),
212
+ skinned: geometry.getFlag(ShadedGeometryFlags.Skinned),
213
+ row: row_of_entity(entity),
214
+ world: dataset.getComponent(entity, Transform64).matrix,
215
+ });
216
+ });
217
+ }
188
218
 
189
- for (const mesh of scene.instances.instances) {
190
- const row = scene_context.mesh_row_of(mesh);
191
219
 
192
- if (row === undefined) {
193
- continue;
194
- }
220
+ const rows = [];
221
+
222
+ for (const instance of instances) {
223
+ const row = instance.row;
195
224
 
196
225
  const record = await scene_context.scene_database.debug_table_read_element('meshes', row);
197
226
 
@@ -205,13 +234,13 @@ export async function verify_instance_bounds({ renderer, scene, camera, toleranc
205
234
  ))];
206
235
 
207
236
  // the same matrix `chunk_ray_query_nearest` inverts to put the ray in geometry space
208
- const world_box = transformed_box(geometry_box, mesh.transform_global.matrix);
237
+ const world_box = transformed_box(geometry_box, instance.world);
209
238
 
210
239
  const error = containment_error(world_box, record.bounding_box);
211
240
 
212
241
  rows.push({
213
- name: mesh.name ?? mesh.constructor.name,
214
- skinned: mesh.isSkinnedMesh === true,
242
+ name: instance.name,
243
+ skinned: instance.skinned,
215
244
  row,
216
245
  geometry_index,
217
246
  geometry_box: geometry_box.map(v => +v.toFixed(3)),
@@ -10,15 +10,15 @@
10
10
  * @param {Renderer} options.renderer
11
11
  * @param {PerspectiveCamera} options.camera
12
12
  * @param {Scene} options.scene
13
- * @param {SkinnedMesh} options.mesh a mesh whose clone is being deformed
13
+ * @param {number} options.entity a skinned mesh entity, whose clone is being deformed
14
14
  * @param {number} [options.tolerance] relative box disagreement to accept
15
15
  * @returns {Promise<object>} the samples and the verdict
16
16
  */
17
- export function verify_skinned_blas_refit({ renderer, camera, scene, mesh, tolerance, }: {
17
+ export function verify_skinned_blas_refit({ renderer, camera, scene, entity, tolerance, }: {
18
18
  renderer: Renderer;
19
19
  camera: PerspectiveCamera;
20
20
  scene: Scene;
21
- mesh: SkinnedMesh;
21
+ entity: number;
22
22
  tolerance?: number;
23
23
  }): Promise<object>;
24
24
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"verify_skinned_blas_refit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js"],"names":[],"mappings":"AA4JA;;;;;;;;;;;;;;;GAeG;AACH;IAP6B,QAAQ;IACC,MAAM;IAClB,KAAK;IACC,IAAI;IACR,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CAkF3B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAJ6B,QAAQ;IACD,QAAQ;IAC/B,QAAQ,MAAM,CAAC,CA8F3B"}
1
+ {"version":3,"file":"verify_skinned_blas_refit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js"],"names":[],"mappings":"AA6JA;;;;;;;;;;;;;;;GAeG;AACH;IAP6B,QAAQ;IACC,MAAM;IAClB,KAAK;IACJ,MAAM,EAAtB,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CAoF3B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAJ6B,QAAQ;IACD,QAAQ;IAC/B,QAAQ,MAAM,CAAC,CA8F3B"}
@@ -10,6 +10,7 @@ import { bvh2_check_containment } from "../../renderer/geometry/bvh/bvh2_check_b
10
10
  import { GPUBLASRefitBatch } from "../../renderer/geometry/bvh/GPUBLASRefitBatch.js";
11
11
  import { BVH2_NODE_STRUCT } from "../../renderer/shader/chunk/bvh/BVH2_NODE_STRUCT.js";
12
12
  import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
13
+ import { geometry_of } from "./place_character.js";
13
14
 
14
15
  /**
15
16
  * @type {number}
@@ -166,7 +167,7 @@ async function advance(renderer, camera, scene, frames, dt = 1 / 60) {
166
167
  * @param {Renderer} options.renderer
167
168
  * @param {PerspectiveCamera} options.camera
168
169
  * @param {Scene} options.scene
169
- * @param {SkinnedMesh} options.mesh a mesh whose clone is being deformed
170
+ * @param {number} options.entity a skinned mesh entity, whose clone is being deformed
170
171
  * @param {number} [options.tolerance] relative box disagreement to accept
171
172
  * @returns {Promise<object>} the samples and the verdict
172
173
  */
@@ -174,7 +175,7 @@ export async function verify_skinned_blas_refit({
174
175
  renderer,
175
176
  camera,
176
177
  scene,
177
- mesh,
178
+ entity,
178
179
  tolerance = 1e-3,
179
180
  }) {
180
181
  const graphics = renderer.graphics;
@@ -187,12 +188,14 @@ export async function verify_skinned_blas_refit({
187
188
  // settle: the first frames register the clone, upload its tree and run the first refit
188
189
  await advance(renderer, camera, scene, 8);
189
190
 
190
- const geometry_index = scene_context.skinning.obtain_geometry_index(mesh);
191
+ const clone = scene_context.skinning.clone_of(entity);
191
192
 
192
- if (geometry_index === undefined) {
193
- throw new Error('the mesh has no clone — is it a SkinnedMesh, bound to a skin, and in the scene?');
193
+ if (clone === undefined) {
194
+ throw new Error(`entity ${entity} has no clone — is it a skinned mesh entity holding a row?`);
194
195
  }
195
196
 
197
+ const geometry_index = clone.index;
198
+
196
199
  const address = new Uint32Array(
197
200
  await read_back(device, geometries.blas.buffer_metadata, geometry_index * 4, 4)
198
201
  )[0];
@@ -217,7 +220,7 @@ export async function verify_skinned_blas_refit({
217
220
  device,
218
221
  geometries.blas.buffer_data,
219
222
  address * BVH2_NODE_STRUCT.size,
220
- (mesh.geometry.bvh.byteLength / BVH2_NODE_STRUCT.size | 0) * BVH2_NODE_STRUCT.size
223
+ (geometry_of(scene.dataset, entity).bvh.byteLength / BVH2_NODE_STRUCT.size | 0) * BVH2_NODE_STRUCT.size
221
224
  );
222
225
 
223
226
  // the same checker the spec asserts with, so the browser tier and CI ask one question
@@ -2,15 +2,15 @@
2
2
  * @param {object} options
3
3
  * @param {Renderer} options.renderer
4
4
  * @param {PerspectiveCamera} options.camera whose position the rays start from
5
- * @param {Mesh} options.mesh the instance whose transform puts the camera into geometry space
5
+ * @param {Transform64} options.world the instance's world transform, which puts the camera into geometry space
6
6
  * @param {object} options.target refit target of the tree to audit
7
7
  * @param {number} options.geometry_index
8
8
  * @returns {Promise<object>}
9
9
  */
10
- export function verify_traversal_reachability({ renderer, camera, mesh, target, geometry_index, }: {
10
+ export function verify_traversal_reachability({ renderer, camera, world, target, geometry_index, }: {
11
11
  renderer: Renderer;
12
12
  camera: PerspectiveCamera;
13
- mesh: Mesh;
13
+ world: Transform64;
14
14
  target: object;
15
15
  geometry_index: number;
16
16
  }): Promise<object>;
@@ -1 +1 @@
1
- {"version":3,"file":"verify_traversal_reachability.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js"],"names":[],"mappings":"AAoHA;;;;;;;;GAQG;AACH;IAP6B,QAAQ;IACC,MAAM;IACnB,IAAI;IACF,MAAM,EAAtB,MAAM;IACU,cAAc,EAA9B,MAAM;IACJ,QAAQ,MAAM,CAAC,CA6H3B"}
1
+ {"version":3,"file":"verify_traversal_reachability.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js"],"names":[],"mappings":"AAoHA;;;;;;;;GAQG;AACH;IAP6B,QAAQ;IACC,MAAM;IACZ,KAAK;IACV,MAAM,EAAtB,MAAM;IACU,cAAc,EAA9B,MAAM;IACJ,QAAQ,MAAM,CAAC,CA6H3B"}
@@ -118,7 +118,7 @@ function inverse_transform_point(m, point) {
118
118
  * @param {object} options
119
119
  * @param {Renderer} options.renderer
120
120
  * @param {PerspectiveCamera} options.camera whose position the rays start from
121
- * @param {Mesh} options.mesh the instance whose transform puts the camera into geometry space
121
+ * @param {Transform64} options.world the instance's world transform, which puts the camera into geometry space
122
122
  * @param {object} options.target refit target of the tree to audit
123
123
  * @param {number} options.geometry_index
124
124
  * @returns {Promise<object>}
@@ -126,7 +126,7 @@ function inverse_transform_point(m, point) {
126
126
  export async function verify_traversal_reachability({
127
127
  renderer,
128
128
  camera,
129
- mesh,
129
+ world,
130
130
  target,
131
131
  geometry_index,
132
132
  }) {
@@ -140,7 +140,7 @@ export async function verify_traversal_reachability({
140
140
  const { leaf_count, node_word_offset, leaf_nodes_offset } = target;
141
141
 
142
142
  const origin = inverse_transform_point(
143
- mesh.transform_global.matrix,
143
+ world,
144
144
  [...camera.transform.translation]
145
145
  );
146
146
 
@@ -75,7 +75,7 @@ picture are consistent.
75
75
 
76
76
  `renderer/animation/SKINNING_FRAME_PLAN.md`. The short version: glTF says a skinned mesh's node
77
77
  transform is ignored, so the frame is not the asset's to choose — it is the engine's.
78
- `register_skin` now sets it to the skin's own bind transform (`skin_normalize_mesh_frame`), which
78
+ compiling the model now sets it to the skin's own bind transform (`prefab_normalize_skin_frames`), which
79
79
  makes the fold the identity at bind and a rigid displacement under a clip, for **both** shapes a
80
80
  glTF file arrives in. One matrix per skin, once, at registration. No shader change and no
81
81
  per-vertex cost, and a file that was already right is not touched.
@@ -110,8 +110,8 @@ So the modes now read the other way round:
110
110
 
111
111
  ## The switches
112
112
 
113
- - **`?skin=off`** — no skin registered. A `SkinnedMesh` still gets a vertex clone
114
- (`GPUMeshSkinningContext#obtain_geometry_index` allocates one for every skinned mesh), but nothing
113
+ - **`?skin=off`** — no skin registered. A skinned mesh entity still gets a vertex clone
114
+ (`GPUMeshSkinningContext#obtain_clone` allocates one when its mesh row is written), but nothing
115
115
  deforms it, so what is drawn is the memcpy of the source: the rest pose under the mesh node's own
116
116
  transform. For Michelle a *correct* result is a 1.7 cm figure on her side. Soup here would be the
117
117
  geometry upload — the meshlet copy or its address patch — and nothing to do with skinning.
@@ -132,9 +132,9 @@ So the modes now read the other way round:
132
132
 
133
133
  `skinned_blas_refit` calls `load_gltf` directly and parses the file once per character. The asset
134
134
  loader is what the game and the editor register, and it hands out **the same bundle** to every
135
- caller — so a second character is not a second parse, it is `instantiate_scene_bundle`: its own node
136
- tree, its own skins bound to that tree's joints, its own clips retargeted onto it, sharing the
137
- geometry and the inverse-bind matrices. Running the repro on that path is what makes a fix found
135
+ caller — so a second character is not a second parse, it is `prefab_instantiate`: its own
136
+ entities, its own skins bound to those entities' joints, its own clips retargeted onto them, sharing
137
+ the geometry and the inverse-bind matrices. Running the repro on that path is what makes a fix found
138
138
  here a fix for the engine rather than for one prototype page.
139
139
 
140
140
  ## Assets
@@ -1 +1 @@
1
- {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_mesh_soup/main.js"],"names":[],"mappings":"AAiQA;;;;GAIG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAkTzB"}
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_mesh_soup/main.js"],"names":[],"mappings":"AAsMA;;;;GAIG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAmTzB"}
@@ -9,17 +9,20 @@ import {
9
9
  } from "../../../engine/asset/loaders/GLTFSceneBundleAssetLoader.js";
10
10
  import { ImageBitmapAssetLoader } from "../../../engine/asset/loaders/image/ImageBitmapAssetLoader.js";
11
11
  import { load_model_scene_bundle } from "../../../engine/asset/load_model_scene_bundle.js";
12
- import { instantiate_scene_bundle } from "../../../engine/graphics3/instantiate_scene_bundle.js";
12
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
13
+ import { prefab_compile } from "../../../engine/graphics3/prefab/prefab_compile.js";
13
14
  import { AnimationClipFlags } from "../../renderer/animation/AnimationClipFlags.js";
14
15
  import { camera_frame_sphere } from "../../renderer/camera/camera_frame_sphere.js";
15
16
  import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraController.js";
16
17
  import { PerspectiveCamera } from "../../renderer/camera/PerspectiveCamera.js";
17
18
  import { create_frame_loop } from "../../renderer/create_frame_loop.js";
18
19
  import { make_sunlight } from "../../renderer/light/make_sunlight.js";
20
+ import { place_light } from "../../renderer/light/place_light.js";
19
21
  import { Renderer } from "../../renderer/Renderer.js";
20
- import { Node3D } from "../../renderer/scene/Node3D.js";
22
+ import { row_of_entity } from "../../renderer/scene/rows/GPUSceneRows.js";
21
23
  import { Scene } from "../../renderer/scene/Scene.js";
22
24
  import { load_default_environment } from "../load_default_environment.js";
25
+ import { grid_position, place_character } from "../skinned_blas_refit/place_character.js";
23
26
 
24
27
  /**
25
28
  * A skinned character, loaded the way the game loads one, with the pieces that could be making soup
@@ -37,12 +40,11 @@ import { load_default_environment } from "../load_default_environment.js";
37
40
  *
38
41
  * This page is that other question, and it is built to bisect it rather than to look good:
39
42
  *
40
- * - **`?skin=off`** — no skin registered. A {@link SkinnedMesh} still gets a vertex clone (see
41
- * {@link GPUMeshSkinningContext#obtain_geometry_index}), but nothing ever deforms it, so what is
42
- * drawn is the memcpy of the source: the rest pose, under the mesh node's own transform. For a
43
- * Mixamo character that transform carries the file's centimetre scale and its up-axis rotation,
44
- * so a *correct* result here is a 1.7 cm figure lying on its side. Soup here is the geometry
45
- * upload — the meshlet copy or its address patch — and has nothing to do with skinning.
43
+ * - **`?skin=off`** — no skin registered. A skinned mesh entity still gets a vertex clone (see
44
+ * {@link GPUMeshSkinningContext#obtain_clone}), but nothing ever deforms it, so what is drawn is
45
+ * the memcpy of the source: the rest pose, under the mesh entity's row — which the prefab put
46
+ * into the skin's own frame. Soup here is the geometry upload — the meshlet copy or its address
47
+ * patch — and has nothing to do with skinning.
46
48
  * - **`?skin=bind`** — the skin registered, no clip. The skinning pass runs every frame over a pose
47
49
  * that never changes, and the answer it should write is one the CPU knows exactly. `diagnose()`
48
50
  * in the console reads the clone's vertices back and says which of them are wrong and in what
@@ -61,9 +63,10 @@ import { load_default_environment } from "../load_default_environment.js";
61
63
  * differently per joint, which is what tore the mesh apart. `?skin=bind` was the right character at
62
64
  * 1/100 size (one shared matrix, one shared error) and `?skin=animated` was soup.
63
65
  *
64
- * The frame is now the engine's rather than the asset's: `register_skin` puts each skinned mesh on
65
- * its skin's own bind transform, so the fold is the identity at bind and a rigid displacement under
66
- * a clip, for every shape a glTF file arrives in. See `renderer/animation/SKINNING_FRAME_PLAN.md`.
66
+ * The frame is now the engine's rather than the asset's: compiling a model puts each skinned mesh
67
+ * on its skin's own bind transform, so the fold is the identity at bind and a rigid displacement
68
+ * under a clip, for every shape a glTF file arrives in. See
69
+ * `renderer/animation/SKINNING_FRAME_PLAN.md`.
67
70
  *
68
71
  * All of which was established without a device — `__soup_blend_probe.spec.js` runs the shader's own
69
72
  * blend over this character's own matrices, and the emulator tier in
@@ -75,8 +78,9 @@ import { load_default_environment } from "../load_default_environment.js";
75
78
  * `skinned_blas_refit` calls `load_gltf` directly and parses the file once per character.
76
79
  * {@link GLTFSceneBundleAssetLoader} is what the game and the editor register, and it hands **the
77
80
  * same bundle** to every caller — so a second character is not a second parse, it is
78
- * {@link instantiate_scene_bundle}: its own node tree, its own skins bound to that tree's joints,
79
- * its own clips retargeted onto it, sharing the geometry and the inverse-bind matrices. That is a
81
+ * `prefab_instantiate` over the prefab compiled from it once: its own entities, its own skins bound
82
+ * to those entities' joints, its own clips retargeted onto them, sharing the geometry and the
83
+ * inverse-bind matrices. That is a
80
84
  * materially different path into the renderer, and running the repro on it means a fix found here
81
85
  * is a fix for the engine rather than for one prototype page.
82
86
  *
@@ -148,75 +152,13 @@ async function make_asset_manager() {
148
152
  }
149
153
 
150
154
  /**
151
- * Where the `index`-th of `count` characters stands: a square-ish grid centred on the origin.
155
+ * Every skinned mesh entity an instance's skins deform.
152
156
  *
153
- * @param {number} index
154
- * @param {number} count
155
- * @param {number} spacing
156
- * @returns {{x: number, z: number}}
157
- */
158
- function grid_position(index, count, spacing) {
159
- const columns = Math.ceil(Math.sqrt(count));
160
- const rows = Math.ceil(count / columns);
161
-
162
- return {
163
- x: ((index % columns) - (columns - 1) / 2) * spacing,
164
- z: (Math.floor(index / columns) - (rows - 1) / 2) * spacing,
165
- };
166
- }
167
-
168
- /**
169
- * Stand one instantiated character at `(x, 0, z)`.
170
- *
171
- * The offset goes on a fresh parent above the model's own roots, and on that parent's **local**
172
- * transform. Both halves of that matter and neither is obvious; `place_character` in
173
- * `skinned_blas_refit` carries the full argument, which is worth reading once. The short form: a
174
- * skinned mesh's own node transform cancels exactly out of the vertex the renderer draws, so a
175
- * skinned character is placed by its *joints* and only an ancestor the joints actually sit under
176
- * moves them — and `transform_global` is derived, so a placement written there is discarded by the
177
- * next walk that recomputes it.
178
- *
179
- * @param {Scene} scene
180
- * @param {Node3D[]} roots the instance's roots, not yet parented
181
- * @param {number} x
182
- * @param {number} z
183
- * @returns {Node3D} the placement node
184
- */
185
- function place_roots(scene, roots, x, z) {
186
- const placement = new Node3D();
187
-
188
- placement.name = `placement(${x}, ${z})`;
189
-
190
- // `Transform64` keeps its matrix by hand: the write is only real after `updateMatrix`.
191
- placement.transform_local.setTranslation(x, 0, z);
192
- placement.transform_local.updateMatrix();
193
-
194
- placement.addChildren(roots);
195
-
196
- placement.updateMatrices();
197
-
198
- // `updateMatrices` walks pre-order and a glTF character's joint root is the mesh node's
199
- // sibling, so the bounds a SkinnedMesh refreshes mid-walk read joints the walk has not reached.
200
- // This second pass reads a settled skeleton.
201
- placement.traverse(node => {
202
- if (node.isMesh === true) {
203
- node.updateBoundsBasic();
204
- }
205
- });
206
-
207
- scene.add(placement);
208
-
209
- return placement;
210
- }
211
-
212
- /**
213
- * Every {@link SkinnedMesh} an instance's skins deform.
157
+ * Off the skins rather than by walking the entities: a skin already lists exactly the meshes that
158
+ * bind to it, which is what `register_skin` uses.
214
159
  *
215
- * Off the skins rather than by walking the roots: a skin already lists exactly the meshes that bind
216
- * to it, which is what `register_skin` uses.
217
- *
218
- * @param {SceneBundleInstance} instance
219
- * @returns {SkinnedMesh[]}
160
+ * @param {PrefabInstance} instance
161
+ * @returns {number[]}
220
162
  */
221
163
  function skinned_meshes_of(instance) {
222
164
  const meshes = new Set();
@@ -234,16 +176,15 @@ function skinned_meshes_of(instance) {
234
176
  * The world-space box the renderer culls and traces this mesh by — the `meshes` table row, which
235
177
  * the skinning pass's bounds-refresh chain rewrites every frame from the vertices it just moved.
236
178
  *
237
- * Not `mesh.bounding_box`: that is the CPU box of the *source* geometry under the mesh transform,
238
- * and for a character whose node carries a centimetre scale it is a box a couple of centimetres
239
- * across. Framing a camera on that puts the camera inside the character.
179
+ * Not the source geometry's box under the mesh entity's transform: that is the rest pose, and
180
+ * the dance has moved on from it.
240
181
  *
241
182
  * @param {GPUSceneContext} scene_context
242
- * @param {Mesh} mesh
183
+ * @param {number} entity a mesh entity
243
184
  * @returns {Promise<{low: Vector3, high: Vector3}>}
244
185
  */
245
- async function world_bounds_of(scene_context, mesh) {
246
- const row = scene_context.mesh_row_of(mesh);
186
+ async function world_bounds_of(scene_context, entity) {
187
+ const row = row_of_entity(entity);
247
188
 
248
189
  const record = await scene_context.scene_database.debug_table_read_element('meshes', row);
249
190
 
@@ -346,6 +287,11 @@ export async function start() {
346
287
 
347
288
  const scene = new Scene();
348
289
 
290
+ // the characters are entities, and the scene's rows are theirs
291
+ const dataset = new EntityComponentDataset();
292
+
293
+ scene.dataset = dataset;
294
+
349
295
  // document.body rather than the canvas: the controller starts a keyboard device, and only a
350
296
  // focusable element receives key events — body carries tabindex for exactly that.
351
297
  const controller = new OrbitalCameraController(camera, document.body);
@@ -371,20 +317,26 @@ export async function start() {
371
317
 
372
318
  const scene_context = renderer.scenes.obtain(scene);
373
319
 
374
- /** @type {SkinnedMesh[]} */
320
+ /** @type {number[]} the skinned mesh entities */
375
321
  const characters = [];
376
322
 
377
323
  try {
378
324
  const asset_manager = await make_asset_manager();
379
325
 
380
- // One load, whatever the count: the asset hands out the model itself, and a placement's
381
- // private copy is `instantiate_scene_bundle`.
326
+ // One load and one compile, whatever the count: the asset hands out the model itself, and
327
+ // a placement is `prefab_instantiate` over the prefab compiled from it.
382
328
  const bundle = await load_model_scene_bundle(asset_manager, CHARACTER_URL);
383
329
 
330
+ const prefab = prefab_compile(bundle);
331
+
384
332
  const animations = scene_context.animation_manager;
385
333
 
386
334
  for (let i = 0; i < count; i++) {
387
- const instance = instantiate_scene_bundle(bundle);
335
+ const { x, z } = grid_position(i, count, SPACING);
336
+
337
+ const { instance } = place_character(scene_context, dataset, prefab, x, z, {
338
+ register_animation: skin_mode !== SkinMode.Off,
339
+ });
388
340
 
389
341
  const meshes = skinned_meshes_of(instance);
390
342
 
@@ -392,16 +344,6 @@ export async function start() {
392
344
  throw new Error(`${CHARACTER_URL} has no skinned mesh`);
393
345
  }
394
346
 
395
- const { x, z } = grid_position(i, count, SPACING);
396
-
397
- place_roots(scene, instance.roots, x, z);
398
-
399
- if (skin_mode !== SkinMode.Off) {
400
- for (const skin of instance.skins) {
401
- animations.register_skin(skin);
402
- }
403
- }
404
-
405
347
  if (skin_mode === SkinMode.Animated) {
406
348
  // One clip, looping, at full weight. The pose accumulator sums every *bound* clip
407
349
  // whatever its weight, so binding the T-pose alongside the dance would blend the
@@ -432,7 +374,7 @@ export async function start() {
432
374
 
433
375
  if (!scene.lights.elements.some(light => light.isDirectionalLight)) {
434
376
  // a glTF character carries no light of its own
435
- scene.lights.add(make_sunlight({ intensity: 6 }));
377
+ place_light(scene, make_sunlight({ intensity: 6 }));
436
378
  }
437
379
 
438
380
  // ---- frames enough for the box to be worth framing on ----------------------------------------
@@ -512,7 +454,7 @@ export async function start() {
512
454
  animating = false;
513
455
 
514
456
  try {
515
- return await verify_clone_vertices({ renderer, scene, mesh: characters[0] });
457
+ return await verify_clone_vertices({ renderer, scene, entity: characters[0] });
516
458
  } finally {
517
459
  animating = was_animating;
518
460
  }
@@ -9,9 +9,9 @@
9
9
  * @param {object} options
10
10
  * @param {Renderer} options.renderer
11
11
  * @param {Scene} options.scene
12
- * @param {SkinnedMesh} options.mesh
13
- * @param {number} [options.tolerance] in mesh-local units. Since `register_skin` puts the mesh on
14
- * the skin's bind transform, mesh-local *is* world scale — a metre is a metre here, and at
12
+ * @param {number} options.entity a skinned mesh entity
13
+ * @param {number} [options.tolerance] in mesh-local units. Since compiling the model puts the mesh
14
+ * on the skin's bind transform, mesh-local *is* world scale — a metre is a metre here, and at
15
15
  * bind the clone should hold the source's own positions. `1e-4` is f32 headroom over a
16
16
  * chain — a matrix product, a quaternion conversion and a screw motion, all at single
17
17
  * precision — against a smallest real violation of `1.6`, so there are four orders between
@@ -20,10 +20,10 @@
20
20
  * the CPU now reads zero at bind.
21
21
  * @returns {Promise<object>}
22
22
  */
23
- export function verify_clone_vertices({ renderer, scene, mesh, tolerance }: {
23
+ export function verify_clone_vertices({ renderer, scene, entity, tolerance }: {
24
24
  renderer: Renderer;
25
25
  scene: Scene;
26
- mesh: SkinnedMesh;
26
+ entity: number;
27
27
  tolerance?: number;
28
28
  }): Promise<object>;
29
29
  //# sourceMappingURL=verify_clone_vertices.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"verify_clone_vertices.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_mesh_soup/verify_clone_vertices.js"],"names":[],"mappings":"AAyJA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAb6B,QAAQ;IACX,KAAK;IACC,IAAI;IACR,SAAS,GAA1B,MAAM;IAQJ,QAAQ,MAAM,CAAC,CA8P3B"}
1
+ {"version":3,"file":"verify_clone_vertices.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_mesh_soup/verify_clone_vertices.js"],"names":[],"mappings":"AA0JA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAb6B,QAAQ;IACX,KAAK;IACJ,MAAM,EAAtB,MAAM;IACW,SAAS,GAA1B,MAAM;IAQJ,QAAQ,MAAM,CAAC,CAsQ3B"}