@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
@@ -8,6 +8,7 @@ import { System } from "../ecs/System.js";
8
8
  import Name from "../ecs/name/Name.js";
9
9
  import { Transform64 } from "../ecs/transform/Transform64.js";
10
10
  import { TRANSFORM64_EVENT_CHANGE } from "../ecs/transform/TRANSFORM64_EVENT_CHANGE.js";
11
+ import { row_of_entity } from "../../shade/renderer/scene/rows/GPUSceneRows.js";
11
12
  import { GameAssetType } from "../asset/GameAssetType.js";
12
13
  import { ImageRGBADataLoader } from "../asset/loaders/image/ImageRGBADataLoader.js";
13
14
  import { ParticleEffect } from "../graphics/ecs/particles/ParticleEffect.js";
@@ -34,7 +35,10 @@ const BURST_QUEUE_LIMIT = 256;
34
35
  * @property {number} entity
35
36
  * @property {ParticleEffect} effect the entity's component — what to emit
36
37
  * @property {Transform64} transform the entity's transform — where to emit it
37
- * @property {ParticleEmitter|null} node the scene node, once the effect has a program to run
38
+ * @property {ParticleEmitter|null} emitter the emitter, once the effect has a program to run
39
+ * @property {import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext|null} context
40
+ * the scene context the emitter is registered with, at the entity's row; null until a frame has
41
+ * registered it, or after a device restart took that context away
38
42
  * @property {function():void} on_transform_changed
39
43
  * @property {string|null} url last observed {@link ParticleEffect#texture}
40
44
  * @property {ParticleAtlasTexture|null} texture shared image record, or null for an untextured effect
@@ -62,14 +66,14 @@ const BURST_QUEUE_LIMIT = 256;
62
66
  *
63
67
  * ## What this system does with the pair
64
68
  *
65
- * It builds a {@link ParticleEmitter} scene node per entity and owns it: the node is added to
66
- * {@link scene} when the component has a compiled effect, follows the entity's transform, carries
67
- * whatever the component currently says, and leaves the scene when the entity does. The node is not
68
- * hidden — {@link node_of} hands it out — but it is not the interface either: write to the
69
- * component and the next frame carries it.
69
+ * It builds a {@link ParticleEmitter} per entity and owns it: the emitter is registered with the
70
+ * scene's particle system at the entity's row when the component has a compiled effect, so it
71
+ * stands where the entity stands, carries whatever the component currently says, and is retired
72
+ * when the entity goes. The emitter is not hidden — {@link emitter_of} hands it out — but it is
73
+ * not the interface either: write to the component and the next frame carries it.
70
74
  *
71
75
  * Changes are found by **comparison** rather than announced. Once a frame each entity's
72
- * fields are compared against what was last written to its node, and the node is marked dirty only
76
+ * fields are compared against what was last written to its emitter, and the emitter is marked dirty only
73
77
  * where they differ; `EmitterRegistry` then restages exactly the rows that moved. A component nobody
74
78
  * touched costs a run of integer comparisons and no upload, so there is no change signal to fire and
75
79
  * none to forget. What that buys is that gameplay can write `effect.spawn_rate = 0` anywhere,
@@ -85,9 +89,9 @@ const BURST_QUEUE_LIMIT = 256;
85
89
  * whole rather than when a URL changes. Pending and failed images sample a transparent texel;
86
90
  * effects with no image sample a white one.
87
91
  *
88
- * An emitter node in this scene that this system did not build — one added to the `Scene` directly —
89
- * gets the white texel. The atlas is the scene's and that emitter has nothing in it, so the
90
- * alternative is not "its own texture" but a UV rectangle from somebody else's image.
92
+ * An emitter in this scene that this system did not build — one registered with the particle
93
+ * system directly — gets the white texel. The atlas is the scene's and that emitter has nothing in
94
+ * it, so the alternative is not "its own texture" but a UV rectangle from somebody else's image.
91
95
  *
92
96
  * ## What it is not
93
97
  *
@@ -117,11 +121,11 @@ export class GPUParticleEmitterSystem extends System {
117
121
  /** @type {Map<number, ParticleEmitterEntry>} */
118
122
  #entries = new Map();
119
123
  /**
120
- * The same entries by the node they own, so that the emitters this system did not build can be
121
- * told apart from the ones it did without a linear search per emitter per frame.
124
+ * The same entries by the emitter they own, so that the emitters this system did not build can
125
+ * be told apart from the ones it did without a linear search per emitter per frame.
122
126
  * @type {Map<ParticleEmitter, ParticleEmitterEntry>}
123
127
  */
124
- #by_node = new Map();
128
+ #by_emitter = new Map();
125
129
  /** @type {Map<string, ParticleAtlasTexture>} */
126
130
  #textures = new Map();
127
131
  /**
@@ -183,35 +187,34 @@ export class GPUParticleEmitterSystem extends System {
183
187
  }
184
188
 
185
189
  /**
186
- * The emitter nodes this system currently has in the scene, in no particular order. Read-only —
187
- * they follow the entities.
190
+ * The emitters this system currently holds, in no particular order. Read-only — they follow
191
+ * the entities.
188
192
  *
189
193
  * @returns {ParticleEmitter[]}
190
194
  */
191
195
  get emitters() {
192
- return Array.from(this.#by_node.keys());
196
+ return Array.from(this.#by_emitter.keys());
193
197
  }
194
198
 
195
199
  /**
196
- * The scene node built for an entity.
200
+ * The emitter built for an entity.
197
201
  *
198
- * Handed out for the things an entity reference cannot express — parenting something to the
199
- * emitter, reading the world matrix the hierarchy pass composed — and for nothing routine: the
200
- * component is how an effect is changed, and a node written to behind the component's back is
201
- * overwritten by the next comparison.
202
+ * Handed out for what an entity reference cannot express — asking the particle system about
203
+ * it — and for nothing routine: the component is how an effect is changed, and an emitter
204
+ * written to behind the component's back is overwritten by the next comparison.
202
205
  *
203
206
  * @param {number} entity
204
207
  * @returns {ParticleEmitter|null} `null` for an entity this system has not linked, or one whose
205
208
  * component has no compiled effect yet
206
209
  */
207
- node_of(entity) {
210
+ emitter_of(entity) {
208
211
  const entry = this.#entries.get(entity);
209
212
 
210
213
  if (entry === undefined) {
211
214
  return null;
212
215
  }
213
216
 
214
- return entry.node;
217
+ return entry.emitter;
215
218
  }
216
219
 
217
220
  /**
@@ -261,6 +264,17 @@ export class GPUParticleEmitterSystem extends System {
261
264
  async startup(entityManager) {
262
265
  this.entityManager = entityManager;
263
266
 
267
+ // the scene's rows are this dataset's entities; the first system to place one says so
268
+ const dataset = entityManager.dataset;
269
+ const scene = this.#scene;
270
+
271
+ assert.ok(
272
+ scene.dataset === null || scene.dataset === undefined || scene.dataset === dataset,
273
+ 'the scene is bound to another dataset'
274
+ );
275
+
276
+ scene.dataset = dataset;
277
+
264
278
  if (!this.#assets.hasLoaderForType(GameAssetType.Image)) {
265
279
  await this.#assets.registerLoader(GameAssetType.Image, new ImageRGBADataLoader());
266
280
  }
@@ -308,7 +322,8 @@ export class GPUParticleEmitterSystem extends System {
308
322
  entity,
309
323
  effect,
310
324
  transform,
311
- node: null,
325
+ emitter: null,
326
+ context: null,
312
327
  on_transform_changed: null,
313
328
  url: null,
314
329
  texture: null
@@ -329,9 +344,13 @@ export class GPUParticleEmitterSystem extends System {
329
344
  entity, TRANSFORM64_EVENT_CHANGE, entry.on_transform_changed
330
345
  );
331
346
 
332
- // Everything else — building the node, acquiring the texture — is what a frame does anyway,
333
- // and doing it here as well would be a second copy of it that has to stay in step.
347
+ // Everything else — building the emitter, acquiring the texture — is what a frame does
348
+ // anyway, and doing it here as well would be a second copy of it that has to stay in step.
334
349
  this.#sync(entry);
350
+
351
+ // Registered now when there is a context to register with, so an entity spawned mid-level
352
+ // stands where it should from its first frame.
353
+ this.#register_all();
335
354
  }
336
355
 
337
356
  /**
@@ -344,9 +363,9 @@ export class GPUParticleEmitterSystem extends System {
344
363
  }
345
364
 
346
365
  /**
347
- * Bring every emitter in line with its entity: build nodes for effects that have arrived, retire
348
- * nodes for effects that have gone, copy changed fields onto the ones that stay, and follow the
349
- * texture URLs.
366
+ * Bring every emitter in line with its entity: build emitters for effects that have arrived,
367
+ * retire emitters for effects that have gone, copy changed fields onto the ones that stay, and
368
+ * follow the texture URLs.
350
369
  *
351
370
  * @param {number} [time_delta_seconds]
352
371
  * @returns {void}
@@ -356,9 +375,51 @@ export class GPUParticleEmitterSystem extends System {
356
375
  this.#sync(entry);
357
376
  }
358
377
 
378
+ /*
379
+ Registered here as well as at FrameStart, so an emitter whose effect arrived during a
380
+ simulation tick has its row written by the next frame's build rather than the one after:
381
+ a frame builds the scene context before FrameStart runs, so a row acquired at FrameStart
382
+ is not written until the frame after.
383
+ */
384
+ this.#register_all();
385
+
359
386
  this.atlas.update();
360
387
  }
361
388
 
389
+ /**
390
+ * The particle system a scene context's frames run, or null while there is no renderer.
391
+ *
392
+ * @param {import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext} context
393
+ * @returns {import("../../shade/renderer/particles/GPUParticleSystem.js").GPUParticleSystem|null}
394
+ */
395
+ #particles_of(context) {
396
+ const renderer = this.#graphics.renderer;
397
+
398
+ if (renderer === null || renderer === undefined) {
399
+ return null;
400
+ }
401
+
402
+ return renderer.particles(context);
403
+ }
404
+
405
+ /**
406
+ * {@link #register} against whatever context and particle system the scene has right now, if
407
+ * it has any.
408
+ */
409
+ #register_all() {
410
+ const context = this.#graphics.scene_context(this.#scene);
411
+
412
+ if (context === null) {
413
+ return;
414
+ }
415
+
416
+ const particles = this.#particles_of(context);
417
+
418
+ if (particles !== null) {
419
+ this.#register(particles, context);
420
+ }
421
+ }
422
+
362
423
  /**
363
424
  * Publish the atlas at FrameStart — after the scene context has established transform rows, and
364
425
  * before the renderer records the particle passes that read the emitter table.
@@ -399,7 +460,7 @@ export class GPUParticleEmitterSystem extends System {
399
460
  this.#previous_atlas = particles.atlas;
400
461
  }
401
462
 
402
- particles.sync_membership();
463
+ this.#register(particles, frame.view.scene);
403
464
 
404
465
  this.#upload(renderer.graphics.device);
405
466
 
@@ -409,6 +470,34 @@ export class GPUParticleEmitterSystem extends System {
409
470
  this.#drain_bursts(particles);
410
471
  }
411
472
 
473
+ /**
474
+ * Register every emitter not yet registered with this context, at its entity's row.
475
+ *
476
+ * From {@link update} and {@link prepare} rather than at link, because a row needs a scene
477
+ * context and the context needs a device, and neither is a system's to wait for: a level loads
478
+ * before the device is up, and a device restart replaces the context under every entry. An
479
+ * entry registered with a context that is no longer this one is registered again with the one
480
+ * that is. Idempotent, and a comparison per entry when nothing has changed.
481
+ *
482
+ * @param {import("../../shade/renderer/particles/GPUParticleSystem.js").GPUParticleSystem} particles
483
+ * @param {import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext} scene_context
484
+ */
485
+ #register(particles, scene_context) {
486
+ const rows = scene_context.rows;
487
+
488
+ for (const entry of this.#entries.values()) {
489
+ if (entry.emitter === null || entry.context === scene_context) {
490
+ continue;
491
+ }
492
+
493
+ rows.acquire(entry.entity);
494
+
495
+ particles.add_emitter(entry.emitter, row_of_entity(entry.entity));
496
+
497
+ entry.context = scene_context;
498
+ }
499
+ }
500
+
412
501
  /**
413
502
  * Point every emitter of this scene at its patch in the atlas.
414
503
  *
@@ -424,7 +513,7 @@ export class GPUParticleEmitterSystem extends System {
424
513
 
425
514
  for (let i = 0; i < emitters.length; i++) {
426
515
  const emitter = emitters[i];
427
- const entry = this.#by_node.get(emitter);
516
+ const entry = this.#by_emitter.get(emitter);
428
517
 
429
518
  // Not ours: it has nothing in this atlas, so it gets the one patch that is true for
430
519
  // everybody — a white texel, which draws it as a flat quad of its own colour.
@@ -467,15 +556,15 @@ export class GPUParticleEmitterSystem extends System {
467
556
  for (let i = 0; i < bursts.length; i += 2) {
468
557
  const entry = this.#entries.get(bursts[i]);
469
558
 
470
- if (entry === undefined || entry.node === null) {
559
+ if (entry === undefined || entry.emitter === null) {
471
560
  continue;
472
561
  }
473
562
 
474
- if (particles.registry.context(entry.node) === undefined) {
563
+ if (particles.registry.context(entry.emitter) === undefined) {
475
564
  continue;
476
565
  }
477
566
 
478
- particles.spawn(entry.node, bursts[i + 1]);
567
+ particles.spawn(entry.emitter, bursts[i + 1]);
479
568
  }
480
569
 
481
570
  bursts.length = 0;
@@ -505,73 +594,84 @@ export class GPUParticleEmitterSystem extends System {
505
594
  if (effect.layout === null || effect.program === null) {
506
595
  // No effect (yet, or any more). An entity whose effect is still compiling is ordinary,
507
596
  // and so is one whose effect was cleared — both mean "emits nothing", and the emitter
508
- // leaves the scene rather than keeping the last program it happened to have.
509
- this.#detach_node(entry);
597
+ // is retired rather than keeping the last program it happened to have.
598
+ this.#detach_emitter(entry);
510
599
 
511
600
  return;
512
601
  }
513
602
 
514
- if (entry.node === null) {
515
- const node = new ParticleEmitter();
603
+ if (entry.emitter === null) {
604
+ const emitter = new ParticleEmitter();
516
605
 
517
606
  /*
518
- The row takes the entity's name when it has one, exactly as `ShadedGeometrySystem` does
519
- for a primitive. Nothing draws differently for it: what it buys is that a walk over what
520
- is in the scene is readable in a debugger.
607
+ The emitter takes the entity's name when it has one, exactly as `ShadedGeometrySystem`
608
+ does for a primitive. Nothing draws differently for it: what it buys is that a walk over
609
+ the registry is readable in a debugger.
521
610
  */
522
611
  const name = this.entityManager.dataset.getComponent(entry.entity, Name);
523
612
 
524
- node.name = name === undefined || name === null
613
+ emitter.name = name === undefined || name === null
525
614
  ? `particles/entity ${entry.entity}`
526
615
  : name.getValue();
527
616
 
528
- entry.node = node;
529
-
530
- apply_particle_effect(node, effect);
617
+ entry.emitter = emitter;
531
618
 
532
- this.#place(entry);
619
+ apply_particle_effect(emitter, effect);
533
620
 
534
- this.#by_node.set(node, entry);
535
- this.#scene.add(node);
536
- } else if (apply_particle_effect(entry.node, effect)) {
537
- // The node's own change counter, which is what EmitterRegistry restages a row from.
538
- entry.node.needsUpdate = true;
621
+ // registered at the entity's row by the next frame — see #register
622
+ this.#by_emitter.set(emitter, entry);
623
+ } else if (apply_particle_effect(entry.emitter, effect)) {
624
+ // The emitter's own change counter, which is what EmitterRegistry restages a row from.
625
+ entry.emitter.needsUpdate = true;
539
626
  }
540
627
  }
541
628
 
542
629
  /**
630
+ * The entity moved: its row is rewritten from its transform by the context that holds it.
631
+ *
543
632
  * @param {ParticleEmitterEntry} entry
544
633
  */
545
634
  #place(entry) {
546
- const node = entry.node;
635
+ const context = entry.context;
547
636
 
548
- if (node === null) {
637
+ if (context === null || context !== this.#graphics.scene_context(this.#scene)) {
549
638
  return;
550
639
  }
551
640
 
552
- node.transform_local.copy(entry.transform);
553
-
554
- // recomputes transform_global down the subtree, and bumps the version the scene database
555
- // reads to decide what to upload
556
- node.updateMatrices();
641
+ context.rows.mark_world(entry.entity);
557
642
  }
558
643
 
559
644
  /**
560
- * Take an entity's emitter back out of the scene, leaving the entry linked.
645
+ * Retire an entity's emitter and let go of its row, leaving the entry linked.
561
646
  *
562
647
  * @param {ParticleEmitterEntry} entry
563
648
  */
564
- #detach_node(entry) {
565
- const node = entry.node;
649
+ #detach_emitter(entry) {
650
+ const emitter = entry.emitter;
566
651
 
567
- if (node === null) {
652
+ if (emitter === null) {
568
653
  return;
569
654
  }
570
655
 
571
- this.#scene.remove(node);
572
- this.#by_node.delete(node);
656
+ const context = entry.context;
657
+
658
+ // A context that has been replaced took its rows and its particle system with it; only the
659
+ // one that is running is handed anything back.
660
+ if (context !== null && context === this.#graphics.scene_context(this.#scene)) {
661
+ const particles = this.#particles_of(context);
662
+
663
+ if (particles !== null && particles.registry.context(emitter) !== undefined) {
664
+ particles.remove_emitter(emitter);
665
+ }
666
+
667
+ context.rows.release(entry.entity);
668
+ }
669
+
670
+ entry.context = null;
671
+
672
+ this.#by_emitter.delete(emitter);
573
673
 
574
- entry.node = null;
674
+ entry.emitter = null;
575
675
  }
576
676
 
577
677
  /**
@@ -592,7 +692,7 @@ export class GPUParticleEmitterSystem extends System {
592
692
  entry.on_transform_changed = null;
593
693
  }
594
694
 
595
- this.#detach_node(entry);
695
+ this.#detach_emitter(entry);
596
696
  this.#release(entry.url);
597
697
 
598
698
  entry.url = null;
@@ -724,7 +824,7 @@ export class GPUParticleEmitterSystem extends System {
724
824
  }
725
825
 
726
826
  /**
727
- * Copy a component onto the scene node built for it, reporting whether anything actually moved.
827
+ * Copy a component onto the emitter built for it, reporting whether anything actually moved.
728
828
  *
729
829
  * Comparing while assigning rather than in a pass of its own is what makes change detection cost
730
830
  * nothing extra: the fields have to be read to be written, and the only addition is an `||` per
@@ -736,28 +836,28 @@ export class GPUParticleEmitterSystem extends System {
736
836
  * to. Layout and program are shared by reference, never copied — two entities of one effect belong
737
837
  * on one program id in the heap.
738
838
  *
739
- * @param {ParticleEmitter} node
839
+ * @param {ParticleEmitter} emitter
740
840
  * @param {ParticleEffect} effect
741
- * @returns {boolean} whether the node differs from what it held before
841
+ * @returns {boolean} whether the emitter differs from what it held before
742
842
  */
743
- export function apply_particle_effect(node, effect) {
843
+ export function apply_particle_effect(emitter, effect) {
744
844
  let changed = false;
745
845
 
746
- changed = assign(node, "layout", effect.layout) || changed;
747
- changed = assign(node, "program", effect.program) || changed;
748
- changed = assign(node, "texture", effect.texture) || changed;
749
- changed = assign(node, "seed", effect.seed) || changed;
750
- changed = assign(node, "spawn_rate", effect.effective_spawn_rate) || changed;
751
- changed = assign(node, "prewarm", effect.prewarm) || changed;
752
- changed = assign(node, "flags", effect.flags) || changed;
753
- changed = assign(node, "render_position", effect.render_position) || changed;
754
- changed = assign(node, "render_size", effect.render_size) || changed;
755
- changed = assign(node, "render_color", effect.render_color) || changed;
756
- changed = assign(node, "render_rotation", effect.render_rotation) || changed;
757
- changed = assign(node, "render_frame", effect.render_frame) || changed;
758
- changed = assign(node, "render_velocity", effect.render_velocity) || changed;
759
-
760
- const flipbook = node.flipbook;
846
+ changed = assign(emitter, "layout", effect.layout) || changed;
847
+ changed = assign(emitter, "program", effect.program) || changed;
848
+ changed = assign(emitter, "texture", effect.texture) || changed;
849
+ changed = assign(emitter, "seed", effect.seed) || changed;
850
+ changed = assign(emitter, "spawn_rate", effect.effective_spawn_rate) || changed;
851
+ changed = assign(emitter, "prewarm", effect.prewarm) || changed;
852
+ changed = assign(emitter, "flags", effect.flags) || changed;
853
+ changed = assign(emitter, "render_position", effect.render_position) || changed;
854
+ changed = assign(emitter, "render_size", effect.render_size) || changed;
855
+ changed = assign(emitter, "render_color", effect.render_color) || changed;
856
+ changed = assign(emitter, "render_rotation", effect.render_rotation) || changed;
857
+ changed = assign(emitter, "render_frame", effect.render_frame) || changed;
858
+ changed = assign(emitter, "render_velocity", effect.render_velocity) || changed;
859
+
860
+ const flipbook = emitter.flipbook;
761
861
 
762
862
  if (flipbook[0] !== effect.flipbook[0] || flipbook[1] !== effect.flipbook[1]) {
763
863
  flipbook.set(effect.flipbook);
@@ -65,13 +65,14 @@ export class HighlightOutlineSystem extends System<any> {
65
65
  *
66
66
  * @param {number} entity for reading back through {@link highlights}; nothing here resolves it
67
67
  * @param {Highlight} highlight read every frame, so its animation is followed without being watched
68
- * @param {function(function(Mesh): void): void} traverse visits the scene nodes this highlight
69
- * covers, and visits none of them while they are still loading
68
+ * @param {function(function(number): void): void} rows visits the mesh rows this highlight
69
+ * covers — an entity's row is `entity + 1` — and visits none of them while the model is still
70
+ * loading
70
71
  * @returns {object} the entry — hand it back to {@link remove_entry}, which is the only handle
71
72
  * on it: an entity that is both a model and a primitive contributes one entry per system, so an
72
73
  * entity is not a key here
73
74
  */
74
- add_entry(entity: number, highlight: Highlight, traverse: (arg0: (arg0: Mesh) => void) => void): object;
75
+ add_entry(entity: number, highlight: Highlight, rows: (arg0: (arg0: number) => void) => void): object;
75
76
  /**
76
77
  * @param {object} entry as returned by {@link add_entry}. One this system no longer holds is not
77
78
  * an error, which is what leaves shutdown order between the contributing systems free.
@@ -1 +1 @@
1
- {"version":3,"file":"HighlightOutlineSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightOutlineSystem.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IA2EI;;OAEG;IACH,sCAMC;IAnFD;;;;;;OAMG;IACH,oBAAkB;IAqClB;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAaD,2CAIC;IAED,4CAWC;IAED;;;;;;;;;;OAUG;IACH,kBARW,MAAM,aACN,SAAS,mCACgB,IAAI,KAAG,IAAI,GAElC,MAAM,CAUlB;IAED;;;OAGG;IACH,oBAHW,MAAM,QAWhB;IAkBD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,sBAAsB,EAMhC;IAED,yBAEC;;CACJ;uBA5OsB,kBAAkB;gCADT,mDAAmD"}
1
+ {"version":3,"file":"HighlightOutlineSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/HighlightOutlineSystem.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IA2EI;;OAEG;IACH,sCAMC;IAnFD;;;;;;OAMG;IACH,oBAAkB;IAqClB;;;;OAIG;IACH,WAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,wBAEC;IAED;;OAEG;IACH,yBAEC;IAED;;OAEG;IACH,yBAEC;IAaD,2CAIC;IAED,4CAWC;IAED;;;;;;;;;;;OAWG;IACH,kBATW,MAAM,aACN,SAAS,sBACS,MAAM,KAAG,IAAI,KAAG,IAAI,GAGpC,MAAM,CAUlB;IAED;;;OAGG;IACH,oBAHW,MAAM,QAWhB;IAeD;;OAEG;IACH,kCAmBC;;CACJ;AAED;;GAEG;AACH;IAUI;;OAEG;IACH,oBAFW,sBAAsB,EAMhC;IAED,yBAEC;;CACJ;uBA1OsB,kBAAkB;gCADT,mDAAmD"}
@@ -143,14 +143,15 @@ export class HighlightOutlineSystem extends System {
143
143
  *
144
144
  * @param {number} entity for reading back through {@link highlights}; nothing here resolves it
145
145
  * @param {Highlight} highlight read every frame, so its animation is followed without being watched
146
- * @param {function(function(Mesh): void): void} traverse visits the scene nodes this highlight
147
- * covers, and visits none of them while they are still loading
146
+ * @param {function(function(number): void): void} rows visits the mesh rows this highlight
147
+ * covers — an entity's row is `entity + 1` — and visits none of them while the model is still
148
+ * loading
148
149
  * @returns {object} the entry — hand it back to {@link remove_entry}, which is the only handle
149
150
  * on it: an entity that is both a model and a primitive contributes one entry per system, so an
150
151
  * entity is not a key here
151
152
  */
152
- add_entry(entity, highlight, traverse) {
153
- const entry = { entity, highlight, traverse };
153
+ add_entry(entity, highlight, rows) {
154
+ const entry = { entity, highlight, rows };
154
155
 
155
156
  this.#entries.push(entry);
156
157
 
@@ -173,13 +174,10 @@ export class HighlightOutlineSystem extends System {
173
174
 
174
175
  /**
175
176
  * Pack this frame's table. See {@link pack_highlight_table} for why it is every frame.
176
- *
177
- * @param {GPUSceneContext} scene
178
177
  */
179
- #pack(scene) {
178
+ #pack() {
180
179
  const packed = pack_highlight_table({
181
180
  entries: this.#entries,
182
- scene,
183
181
  table: this.#table
184
182
  });
185
183
 
@@ -196,7 +194,7 @@ export class HighlightOutlineSystem extends System {
196
194
  return;
197
195
  }
198
196
 
199
- this.#pack(frame.view.scene);
197
+ this.#pack();
200
198
 
201
199
  if (this.#table_size === 0) {
202
200
  // highlighted entities whose models are not in the scene yet
@@ -1,11 +1,13 @@
1
1
  /**
2
2
  * Mirrors light entities into Shade's scene.
3
3
  *
4
- * The same shape as {@link MeshSystem} and for the same reason: the ECS says what exists and where,
5
- * and this keeps the renderer's own objects in step. A Shade light **is** a `Node3D`, so `Scene.add`
6
- * routes it into the light collection on its own and placement is the same transform copy meshes
7
- * get — which for a directional light is also what aims it, since the engine's convention is that a
8
- * light shines along its forward.
4
+ * The same shape as {@link ShadedGeometrySystem} and for the same reason: the ECS says what exists
5
+ * and where, and this keeps the renderer's own objects in step. A Shade light is placed at an
6
+ * entity — `scene.lights.add(light, entity)` — and the GPU reads its pose from the entity's row,
7
+ * which the scene context holds on the light collection's behalf; the light's own `transform` is
8
+ * the entity's `Transform64`, the one object, so there is no copy to fall behind. For a directional
9
+ * light the pose is also what aims it, since the engine's convention is that a light shines along
10
+ * its forward.
9
11
  *
10
12
  * **Ambient lights are deliberately not carried over.** Shade lights indirect from the environment
11
13
  * by default, and that environment is the ambient term — a separate flat ambient light would be
@@ -1 +1 @@
1
- {"version":3,"file":"LightSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/LightSystem.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;GAYG;AACH;IAgBI;;;OAGG;IACH,oDAUC;IADG,oDAAwC;IAG5C,2CAIC;IAED,4CAIC;IAED;;;;OAIG;IACH,gBAJW,KAAK,aACL,WAAW,UACX,MAAM,QAuEhB;IAED;;;;OAIG;IACH,kBAJW,KAAK,aACL,WAAW,UACX,MAAM,QAIhB;;CA4BJ;uBA9KsB,kBAAkB;4BACb,iCAAiC;sBACvC,gCAAgC"}
1
+ {"version":3,"file":"LightSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/LightSystem.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;GAcG;AACH;IAgBI;;;OAGG;IACH,oDAUC;IADG,oDAAwC;IAG5C,2CAeC;IAED,4CAIC;IAED;;;;OAIG;IACH,gBAJW,KAAK,aACL,WAAW,UACX,MAAM,QAwEhB;IAED;;;;OAIG;IACH,kBAJW,KAAK,aACL,WAAW,UACX,MAAM,QAIhB;;CA4BJ;uBA5LsB,kBAAkB;4BACb,iCAAiC;sBACvC,gCAAgC"}