@woosh/meep-engine 3.23.0 → 3.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -0,0 +1,19 @@
1
+ /**
2
+ * Words per descriptor in the readback gather stream:
3
+ * `[element_index, word_offset, word_count, destination_offset]`.
4
+ *
5
+ * `word_offset` is relative to the start of the record — a caller reading an entity's world matrix
6
+ * asks for 16 words at the matrix's offset, not the 44 the whole row occupies. `destination_offset`
7
+ * is an absolute word index into the batch's gather buffer, which every dispatch of a batch binds
8
+ * whole, so a batch spanning several tables packs into one contiguous image and needs one copy.
9
+ *
10
+ * Deliberately the same shape and stride as {@link GPU_TABLE_PARTIAL_UPLOAD_DESCRIPTOR_WORDS}: a
11
+ * partial write and a gathered read are the same address arithmetic run in opposite directions, and
12
+ * one descriptor layout for both is one thing to get right.
13
+ *
14
+ * @see gpu_table_gather_shader
15
+ * @see GPUDatabaseReadback
16
+ * @type {number}
17
+ */
18
+ export const GPU_TABLE_GATHER_DESCRIPTOR_WORDS: number;
19
+ //# sourceMappingURL=GPU_TABLE_GATHER_DESCRIPTOR_WORDS.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPU_TABLE_GATHER_DESCRIPTOR_WORDS.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/buffer/table/GPU_TABLE_GATHER_DESCRIPTOR_WORDS.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AACH,gDAFU,MAAM,CAEmC"}
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Words per descriptor in the readback gather stream:
3
+ * `[element_index, word_offset, word_count, destination_offset]`.
4
+ *
5
+ * `word_offset` is relative to the start of the record — a caller reading an entity's world matrix
6
+ * asks for 16 words at the matrix's offset, not the 44 the whole row occupies. `destination_offset`
7
+ * is an absolute word index into the batch's gather buffer, which every dispatch of a batch binds
8
+ * whole, so a batch spanning several tables packs into one contiguous image and needs one copy.
9
+ *
10
+ * Deliberately the same shape and stride as {@link GPU_TABLE_PARTIAL_UPLOAD_DESCRIPTOR_WORDS}: a
11
+ * partial write and a gathered read are the same address arithmetic run in opposite directions, and
12
+ * one descriptor layout for both is one thing to get right.
13
+ *
14
+ * @see gpu_table_gather_shader
15
+ * @see GPUDatabaseReadback
16
+ * @type {number}
17
+ */
18
+ export const GPU_TABLE_GATHER_DESCRIPTOR_WORDS = 4;
@@ -0,0 +1,39 @@
1
+ /**
2
+ * Native-endian `f32` and `u32` views over an `ArrayBuffer`, rebuilt only when the buffer under
3
+ * them changes.
4
+ *
5
+ * A generated record writer addresses its destination by word index rather than walking a
6
+ * {@link BinaryBuffer} cursor, so it needs both views; building them per call would put an
7
+ * allocation back onto the path the writer exists to clear. They cannot simply be built once
8
+ * either — a page's shadow is reallocated when it is materialized, an upload buffer whenever it
9
+ * grows — so this holds the identity of what it last looked at. That is what lets every call site
10
+ * say "give me the views over this buffer" without any of the places that *replace* a buffer
11
+ * having to know that views exist.
12
+ *
13
+ * Native endianness is the correct one and not a shortcut: every consumer of these words reads
14
+ * them as `platform_compute_endianness()` — the two GPU upload streams, and the page shadow the
15
+ * upload is read back out of.
16
+ */
17
+ export class WordViews {
18
+ /**
19
+ * @type {Float32Array}
20
+ */
21
+ f32: Float32Array;
22
+ /**
23
+ * @type {Uint32Array}
24
+ */
25
+ u32: Uint32Array;
26
+ /**
27
+ * Point the views at `buffer`, rebuilding them only if they are not already over it.
28
+ *
29
+ * A trailing byte or three is dropped rather than refused — {@link BinaryBuffer.setCapacity}
30
+ * takes whatever capacity it is handed, and a view is only ever addressed at word offsets the
31
+ * caller already knows are inside its data.
32
+ *
33
+ * @param {ArrayBuffer} buffer
34
+ * @returns {this}
35
+ */
36
+ over(buffer: ArrayBuffer): this;
37
+ #private;
38
+ }
39
+ //# sourceMappingURL=WordViews.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WordViews.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/buffer/table/WordViews.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;GAeG;AACH;IAMI;;OAEG;IACH,KAFU,YAAY,CAEQ;IAE9B;;OAEG;IACH,KAFU,WAAW,CAEQ;IAE7B;;;;;;;;;OASG;IACH,aAHW,WAAW,GACT,IAAI,CAgBhB;;CACJ"}
@@ -0,0 +1,62 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+
3
+ const EMPTY = new ArrayBuffer(0);
4
+
5
+ /**
6
+ * Native-endian `f32` and `u32` views over an `ArrayBuffer`, rebuilt only when the buffer under
7
+ * them changes.
8
+ *
9
+ * A generated record writer addresses its destination by word index rather than walking a
10
+ * {@link BinaryBuffer} cursor, so it needs both views; building them per call would put an
11
+ * allocation back onto the path the writer exists to clear. They cannot simply be built once
12
+ * either — a page's shadow is reallocated when it is materialized, an upload buffer whenever it
13
+ * grows — so this holds the identity of what it last looked at. That is what lets every call site
14
+ * say "give me the views over this buffer" without any of the places that *replace* a buffer
15
+ * having to know that views exist.
16
+ *
17
+ * Native endianness is the correct one and not a shortcut: every consumer of these words reads
18
+ * them as `platform_compute_endianness()` — the two GPU upload streams, and the page shadow the
19
+ * upload is read back out of.
20
+ */
21
+ export class WordViews {
22
+ /**
23
+ * @type {ArrayBuffer}
24
+ */
25
+ #source = EMPTY;
26
+
27
+ /**
28
+ * @type {Float32Array}
29
+ */
30
+ f32 = new Float32Array(EMPTY);
31
+
32
+ /**
33
+ * @type {Uint32Array}
34
+ */
35
+ u32 = new Uint32Array(EMPTY);
36
+
37
+ /**
38
+ * Point the views at `buffer`, rebuilding them only if they are not already over it.
39
+ *
40
+ * A trailing byte or three is dropped rather than refused — {@link BinaryBuffer.setCapacity}
41
+ * takes whatever capacity it is handed, and a view is only ever addressed at word offsets the
42
+ * caller already knows are inside its data.
43
+ *
44
+ * @param {ArrayBuffer} buffer
45
+ * @returns {this}
46
+ */
47
+ over(buffer) {
48
+ if (this.#source === buffer) {
49
+ return this;
50
+ }
51
+
52
+ assert.defined(buffer, 'buffer');
53
+
54
+ const word_count = buffer.byteLength >> 2;
55
+
56
+ this.#source = buffer;
57
+ this.f32 = new Float32Array(buffer, 0, word_count);
58
+ this.u32 = new Uint32Array(buffer, 0, word_count);
59
+
60
+ return this;
61
+ }
62
+ }
@@ -0,0 +1,27 @@
1
+ export const GPU_TABLE_GATHER_SETTINGS_STRUCT: WebGPUStruct;
2
+ /**
3
+ * Pack requested sub-ranges of scattered database rows into one contiguous image, so that a batch of
4
+ * readbacks costs one copy and one map instead of one of each per row.
5
+ *
6
+ * **Why a shader at all.** Rows a caller asks about sit wherever their pages were allocated, which
7
+ * is nowhere near each other, and `copyBufferToBuffer` copies one range per call. A hundred rows is
8
+ * a hundred encoded copies against one dispatch; the dispatch wins as soon as there are enough of
9
+ * them, and {@link GPUDatabaseReadback} measures where that is and takes the copies below it.
10
+ *
11
+ * **Why a range and not a record.** An entity's world matrix is 64 bytes of a 176-byte row. The
12
+ * descriptor carries `word_offset` and `word_count` so the gather moves what was asked for.
13
+ *
14
+ * A thread that cannot resolve its row — page index past the table, page freed since the request was
15
+ * made — writes nothing at all rather than writing zeros. Its destination words keep whatever the
16
+ * previous use of the batch buffer left there, which is deliberately indistinguishable from any
17
+ * other stale value: the guard against acting on one is the request's generation, checked on the CPU
18
+ * when the result is applied, and a shader-written "missing" marker would be a second, weaker answer
19
+ * to a question already settled.
20
+ *
21
+ * @see GPUDatabaseReadback
22
+ * @see gpu_table_partial_upload_shader the same addressing run the other way
23
+ */
24
+ export const gpu_table_gather_shader: ComputeShader;
25
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
26
+ import { ComputeShader } from "../../shader/ComputeShader.js";
27
+ //# sourceMappingURL=gpu_table_gather_shader.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gpu_table_gather_shader.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/buffer/table/gpu_table_gather_shader.js"],"names":[],"mappings":"AAUA,4DAcG;AAcH;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,oDAwDG;6BAlH0B,mCAAmC;8BAElC,+BAA+B"}
@@ -0,0 +1,117 @@
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { GPU_DATABASE_BUFFER_ELEMENT_TYPE } from "./GPU_DATABASE_BUFFER_ELEMENT_TYPE.js";
8
+ import { GPU_DATABASE_UPLOAD_DISPATCH_GROUP_SIZE } from "./GPU_DATABASE_UPLOAD_DISPATCH_GROUP_SIZE.js";
9
+ import { GPU_TABLE_GATHER_DESCRIPTOR_WORDS } from "./GPU_TABLE_GATHER_DESCRIPTOR_WORDS.js";
10
+
11
+ export const GPU_TABLE_GATHER_SETTINGS_STRUCT = WebGPUStruct.from({
12
+ // number of descriptors in this dispatch, one thread each
13
+ count: u32,
14
+ // size of one record in GPU_DATABASE_BUFFER_ELEMENT_TYPE units (u32 words). Used as the in-page
15
+ // slot stride and as the bound a descriptor's range must stay inside.
16
+ record_size: u32,
17
+ elements_per_page: u32,
18
+ // u32 offset into the database buffer where this table's page address table begins
19
+ page_lookup_address: u32,
20
+ // size of the per-page GPU header in u32 words; records start there
21
+ page_header_words: u32,
22
+ // per-table maximum page count, used to drop element ids whose page index would walk past the
23
+ // end of this table's address region
24
+ page_limit: u32,
25
+ });
26
+
27
+ const resources = new ShaderResourceSetDescriptor();
28
+
29
+ // per-dispatch, 24 bytes, read-only — the same bargain the two upload shaders make: a uniform would
30
+ // cost a transient buffer, a staging buffer and a copy per chunk to carry six integers already known
31
+ // on the CPU at encode time.
32
+ resources.setImmediate('settings', GPU_TABLE_GATHER_SETTINGS_STRUCT);
33
+
34
+ resources.createGroup()
35
+ .addStorageBuffer('descriptors', WebGPUArray.from(GPU_DATABASE_BUFFER_ELEMENT_TYPE), false)
36
+ .addStorageBuffer('database', WebGPUArray.from(GPU_DATABASE_BUFFER_ELEMENT_TYPE), false)
37
+ .addStorageBuffer('gathered', WebGPUArray.from(GPU_DATABASE_BUFFER_ELEMENT_TYPE), true);
38
+
39
+ /**
40
+ * Pack requested sub-ranges of scattered database rows into one contiguous image, so that a batch of
41
+ * readbacks costs one copy and one map instead of one of each per row.
42
+ *
43
+ * **Why a shader at all.** Rows a caller asks about sit wherever their pages were allocated, which
44
+ * is nowhere near each other, and `copyBufferToBuffer` copies one range per call. A hundred rows is
45
+ * a hundred encoded copies against one dispatch; the dispatch wins as soon as there are enough of
46
+ * them, and {@link GPUDatabaseReadback} measures where that is and takes the copies below it.
47
+ *
48
+ * **Why a range and not a record.** An entity's world matrix is 64 bytes of a 176-byte row. The
49
+ * descriptor carries `word_offset` and `word_count` so the gather moves what was asked for.
50
+ *
51
+ * A thread that cannot resolve its row — page index past the table, page freed since the request was
52
+ * made — writes nothing at all rather than writing zeros. Its destination words keep whatever the
53
+ * previous use of the batch buffer left there, which is deliberately indistinguishable from any
54
+ * other stale value: the guard against acting on one is the request's generation, checked on the CPU
55
+ * when the result is applied, and a shader-written "missing" marker would be a second, weaker answer
56
+ * to a question already settled.
57
+ *
58
+ * @see GPUDatabaseReadback
59
+ * @see gpu_table_partial_upload_shader the same addressing run the other way
60
+ */
61
+ export const gpu_table_gather_shader = ComputeShader.from({
62
+ label: `GPUDatabase/Gather readback ranges`,
63
+ body: CodeChunk.from(
64
+ //language=WGSL
65
+ `
66
+ @compute @workgroup_size(${GPU_DATABASE_UPLOAD_DISPATCH_GROUP_SIZE})
67
+ fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
68
+ let descriptor_index = global_id.x;
69
+
70
+ if(descriptor_index >= settings.count){
71
+ return;
72
+ }
73
+
74
+ let descriptor_offset = descriptor_index * ${GPU_TABLE_GATHER_DESCRIPTOR_WORDS}u;
75
+
76
+ let element_id = descriptors[descriptor_offset];
77
+ let word_offset = descriptors[descriptor_offset + 1u];
78
+ let word_count = descriptors[descriptor_offset + 2u];
79
+ let destination_offset = descriptors[descriptor_offset + 3u];
80
+
81
+ // A range that reaches past the record would read the next slot and report it as this row. The
82
+ // CPU asserts this when the request is queued; the guard is here because the cost of getting it
83
+ // wrong is a plausible-looking answer about the wrong entity.
84
+ if(word_offset + word_count > settings.record_size){
85
+ return;
86
+ }
87
+
88
+ let page_index = element_id / settings.elements_per_page;
89
+ let page_offset = element_id % settings.elements_per_page;
90
+
91
+ if(page_index >= settings.page_limit){
92
+ // page index overflow
93
+ return;
94
+ }
95
+
96
+ let page_lookup_index = page_index + settings.page_lookup_address;
97
+ let page_address = database[page_lookup_index];
98
+
99
+ // Page may have been freed since this request was queued — its last element removed in the same
100
+ // update cycle. Without this guard the u32 add below wraps and read_offset lands inside the
101
+ // allocation-table region, which reads back as a page address dressed up as a row.
102
+ if(page_address == 0xFFFFFFFFu){
103
+ return;
104
+ }
105
+
106
+ let read_offset = page_address + settings.page_header_words + page_offset * settings.record_size + word_offset;
107
+
108
+ // copy the range
109
+ for(var i = 0u; i < word_count; i++){
110
+ gathered[destination_offset + i] = database[read_offset + i];
111
+ }
112
+
113
+ }
114
+ `
115
+ ),
116
+ resources
117
+ });
@@ -0,0 +1,121 @@
1
+ /**
2
+ * Compile a writer for `field_names` of `type`.
3
+ *
4
+ * {@link write_wgsl_type_value} walks the type on every record: a property lookup, a type
5
+ * dispatch and a `BinaryBuffer` cursor advance per field, per write. The offsets it arrives at are
6
+ * the same ones every time, so this arrives at them once and emits the stores.
7
+ *
8
+ * The fields a caller does *not* name matter as much as the ones it does. A consumer that owns
9
+ * part of a record — `GPUSceneContext` owns a node's local TRS and its parent row, the GPU owns
10
+ * the composed matrices — names its own, and gets both a writer that leaves the rest alone and
11
+ * the byte ranges to tell the GPU about. Naming every field instead gives a whole-record writer,
12
+ * which is what {@link GPUTypedTable.set} would have produced reflectively.
13
+ *
14
+ * @param {WebGPUStruct} type packed struct; offsets are read off its fields as they stand
15
+ * @param {string[]} [field_names] defaults to every field, in declaration order
16
+ * @returns {GPURecordWriter}
17
+ */
18
+ export function generate_record_writer(type: WebGPUStruct, field_names?: string[]): GPURecordWriter;
19
+ /**
20
+ * A compiled writer for some subset of a record's fields — what {@link GPUTypedTable.set_record}
21
+ * and {@link GPUTypedTable.set_fields} take in place of walking the type.
22
+ *
23
+ * Built by {@link generate_record_writer}; there is no reason to construct one directly.
24
+ */
25
+ export class GPURecordWriter {
26
+ /**
27
+ * The record type this writer was generated against. A table only accepts a writer whose type
28
+ * is its own — a writer carries hard-coded offsets, so handing one to the wrong table would
29
+ * scatter fields across a record that has nothing to do with them.
30
+ *
31
+ * @type {WebGPUStruct}
32
+ */
33
+ type: WebGPUStruct;
34
+ /**
35
+ * Names of the fields this writer sets, in ascending offset order. Anything else in the record
36
+ * is left exactly as it was found, on every destination.
37
+ *
38
+ * @type {string[]}
39
+ */
40
+ fields: string[];
41
+ /**
42
+ * `[byte_offset, byte_length]` pairs covering {@link fields}, ascending and non-touching — the
43
+ * ranges {@link write_record_and_ranges} lays out, and the descriptors a partial upload
44
+ * queues for them.
45
+ *
46
+ * @type {number[]}
47
+ */
48
+ ranges: number[];
49
+ /**
50
+ * Total words across {@link ranges} — what one row's update adds to a partial stream's data
51
+ * blob.
52
+ *
53
+ * @type {number}
54
+ */
55
+ range_word_count: number;
56
+ /**
57
+ * Write the owned fields of `value` into the record starting at word `word_base`.
58
+ *
59
+ * The destination is named as a pair of views rather than a buffer because it is not always a
60
+ * page: the same call patches a whole record already pending in an upload buffer, where the
61
+ * record starts one word past the element id.
62
+ *
63
+ * @type {function(Float32Array, Uint32Array, number, *):void}
64
+ * @param {Float32Array} f32
65
+ * @param {Uint32Array} u32
66
+ * @param {number} word_base word the record starts at
67
+ * @param {*} value
68
+ */
69
+ write_record: (arg0: Float32Array, arg1: Uint32Array, arg2: number, arg3: any) => void;
70
+ /**
71
+ * As {@link write_record}, and in the same pass lay {@link ranges} out end to end starting at
72
+ * `data_word_base` of a partial stream's data blob.
73
+ *
74
+ * One pass rather than a write followed by a copy: the ranges of a given struct are fixed when
75
+ * the writer is generated, so the two destinations of every field are both constants and the
76
+ * value is only read once.
77
+ *
78
+ * @type {function(Float32Array, Uint32Array, number, Float32Array, Uint32Array, number, *):void}
79
+ * @param {Float32Array} f32
80
+ * @param {Uint32Array} u32
81
+ * @param {number} word_base word the record starts at
82
+ * @param {Float32Array} data_f32
83
+ * @param {Uint32Array} data_u32
84
+ * @param {number} data_word_base word the first range is laid out at
85
+ * @param {*} value
86
+ */
87
+ write_record_and_ranges: (arg0: Float32Array, arg1: Uint32Array, arg2: number, arg3: Float32Array, arg4: Uint32Array, arg5: number, arg6: any) => void;
88
+ /**
89
+ * Source of the two generated functions, for a spec to read and a developer to print. Not used
90
+ * at runtime — the functions are already compiled.
91
+ *
92
+ * @type {string}
93
+ */
94
+ source: string;
95
+ }
96
+ /**
97
+ * One destination the generated code stores into: a pair of views and the expression giving the
98
+ * word the record (or the range blob) starts at.
99
+ */
100
+ export type WriterTarget = {
101
+ /**
102
+ * name of the `Float32Array` parameter
103
+ */
104
+ f32: string;
105
+ /**
106
+ * name of the `Uint32Array` parameter
107
+ */
108
+ u32: string;
109
+ /**
110
+ * name of the base-word parameter
111
+ */
112
+ base: string;
113
+ /**
114
+ * maps a byte offset within the record to a word index
115
+ * relative to `base`
116
+ */
117
+ word_of: (arg0: number) => number;
118
+ };
119
+ export type WebGPUType = import("../../../shader/type/WebGPUType.js").WebGPUType;
120
+ export type WebGPUStruct = import("../../../shader/type/WebGPUStruct.js").WebGPUStruct;
121
+ //# sourceMappingURL=generate_record_writer.d.ts.map
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