@woosh/meep-engine 3.23.0 → 3.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -1 +1 @@
1
- {"version":3,"file":"LIGHT_DATABASE_SPEC.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/LIGHT_DATABASE_SPEC.js"],"names":[],"mappings":"AASA,wDAYG;sCAnBmC,0CAA0C"}
1
+ {"version":3,"file":"LIGHT_DATABASE_SPEC.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/LIGHT_DATABASE_SPEC.js"],"names":[],"mappings":"AAUA,wDAiBG;sCAzBmC,0CAA0C"}
@@ -4,6 +4,7 @@ import { GPUDatabaseDefinition } from "../buffer/table/GPUDatabaseDefinition.js"
4
4
  import { DIRECTIONAL_LIGHT_STRUCT } from "../shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js";
5
5
  import { POINT_LIGHT_STRUCT } from "../shader/chunk/light/POINT_LIGHT_STRUCT.js";
6
6
  import { SPOT_LIGHT_STRUCT } from "../shader/chunk/light/SPOT_LIGHT_STRUCT.js";
7
+ import { CSM_CASTER_RANGE_STRUCT } from "../shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js";
7
8
  import { SHADOWMAP_CSM_CASCADE_COUNT } from "../shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js";
8
9
  import { SHADOWMAP_VIEW_METADATA_STRUCT } from "../shadow/map/shader/SHADOWMAP_VIEW_METADATA_STRUCT.js";
9
10
 
@@ -18,5 +19,10 @@ export const LIGHT_DATABASE_SPEC = GPUDatabaseDefinition.from({
18
19
  // SHADOWMAP_CSM_CASCADE_COUNT cascades for directional).
19
20
  shadow_point: vec4f,
20
21
  shadow_spot: SHADOWMAP_VIEW_METADATA_STRUCT,
21
- shadow_directional: WebGPUArray.from(SHADOWMAP_VIEW_METADATA_STRUCT, SHADOWMAP_CSM_CASCADE_COUNT)
22
+ shadow_directional: WebGPUArray.from(SHADOWMAP_VIEW_METADATA_STRUCT, SHADOWMAP_CSM_CASCADE_COUNT),
23
+
24
+ // per directional shadow map, what the GPU measured of the casters in front of each cascade —
25
+ // written by the caster-range pass, read back to fit the next frame's near planes; one row per
26
+ // map, claimed and released by the shadow context
27
+ shadow_csm_caster_range: CSM_CASTER_RANGE_STRUCT,
22
28
  });
@@ -2,6 +2,15 @@
2
2
  * @typedef {import("../texture/ShadeTexture.js").ShadeTexture} ShadeTexture
3
3
  * @typedef {import("./model/Light.js").Light} Light
4
4
  */
5
+ /**
6
+ * The lights of a scene, each at an entity, and the environment they indirect from.
7
+ *
8
+ * A light is placed by naming the entity it stands at: the entity's `transforms` row is where the
9
+ * GPU reads the light's pose from, and the scene's GPU context holds that row on the collection's
10
+ * behalf for as long as the light is here. The collection itself is CPU data — the renderer's
11
+ * mirror of it (`GPULightCollection`) is rebuilt whenever {@link version} moves, which adding and
12
+ * removing do on their own and a change in place does through {@link needsUpdate}.
13
+ */
5
14
  export class LightCollection {
6
15
  /**
7
16
  *
@@ -29,10 +38,17 @@ export class LightCollection {
29
38
  */
30
39
  set needsUpdate(v: boolean);
31
40
  /**
41
+ * Put a light in the scene, at an entity.
42
+ *
43
+ * The entity is where the light is: its `transforms` row is what the GPU reads the light's pose
44
+ * from. The light's own {@link Light#transform} is the CPU's copy, and is the entity's
45
+ * `Transform64` when the two were placed together — `place_light` does that for a caller with
46
+ * no ECS.
32
47
  *
33
48
  * @param {Light} light
49
+ * @param {number} entity
34
50
  */
35
- add(light: Light): void;
51
+ add(light: Light, entity: number): void;
36
52
  /**
37
53
  * Remove a light. Returns true if it was found and dropped.
38
54
  *
@@ -40,6 +56,18 @@ export class LightCollection {
40
56
  * @returns {boolean}
41
57
  */
42
58
  remove(light: Light): boolean;
59
+ /**
60
+ * @param {Light} light
61
+ * @returns {boolean}
62
+ */
63
+ has(light: Light): boolean;
64
+ /**
65
+ * The entity a light stands at.
66
+ *
67
+ * @param {Light} light
68
+ * @returns {number|undefined} undefined for a light that is not here
69
+ */
70
+ entity_of(light: Light): number | undefined;
43
71
  #private;
44
72
  }
45
73
  export type ShadeTexture = import("../texture/ShadeTexture.js").ShadeTexture;
@@ -1 +1 @@
1
- {"version":3,"file":"LightCollection.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/LightCollection.js"],"names":[],"mappings":"AAGA;;;GAGG;AAEH;IAQI;;;OAGG;IACH,mDAEC;IAgBD;;;OAGG;IACH,sEAMC;IAlBD;;;OAGG;IACH,qEAEC;IAiBD;;;OAGG;IACH,sBAEC;IAED;;;OAGG;IACH,4BAIC;IAED;;;OAGG;IACH,WAFW,KAAK,QAMf;IAED;;;;;OAKG;IACH,cAHW,KAAK,GACH,OAAO,CAUnB;;CACJ;2BA5FY,OAAO,4BAA4B,EAAE,YAAY;oBACjD,OAAO,kBAAkB,EAAE,KAAK"}
1
+ {"version":3,"file":"LightCollection.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/LightCollection.js"],"names":[],"mappings":"AAGA;;;GAGG;AAEH;;;;;;;;GAQG;AACH;IAeI;;;OAGG;IACH,mDAEC;IAgBD;;;OAGG;IACH,sEAMC;IAlBD;;;OAGG;IACH,qEAEC;IAiBD;;;OAGG;IACH,sBAEC;IAED;;;OAGG;IACH,4BAIC;IAED;;;;;;;;;;OAUG;IACH,WAHW,KAAK,UACL,MAAM,QAYhB;IAED;;;;;OAKG;IACH,cAHW,KAAK,GACH,OAAO,CAYnB;IAED;;;OAGG;IACH,WAHW,KAAK,GACH,OAAO,CAInB;IAED;;;;;OAKG;IACH,iBAHW,KAAK,GACH,MAAM,GAAC,SAAS,CAI5B;;CACJ;2BA7IY,OAAO,4BAA4B,EAAE,YAAY;oBACjD,OAAO,kBAAkB,EAAE,KAAK"}
@@ -6,6 +6,15 @@ import { array_remove_first } from "../../../core/collection/array/array_remove_
6
6
  * @typedef {import("./model/Light.js").Light} Light
7
7
  */
8
8
 
9
+ /**
10
+ * The lights of a scene, each at an entity, and the environment they indirect from.
11
+ *
12
+ * A light is placed by naming the entity it stands at: the entity's `transforms` row is where the
13
+ * GPU reads the light's pose from, and the scene's GPU context holds that row on the collection's
14
+ * behalf for as long as the light is here. The collection itself is CPU data — the renderer's
15
+ * mirror of it (`GPULightCollection`) is rebuilt whenever {@link version} moves, which adding and
16
+ * removing do on their own and a change in place does through {@link needsUpdate}.
17
+ */
9
18
  export class LightCollection {
10
19
 
11
20
  /**
@@ -14,6 +23,13 @@ export class LightCollection {
14
23
  */
15
24
  #elements = [];
16
25
 
26
+ /**
27
+ * The entity each light stands at.
28
+ *
29
+ * @type {Map<Light, number>}
30
+ */
31
+ #entities = new Map();
32
+
17
33
  /**
18
34
  *
19
35
  * @returns {Light[]}
@@ -70,11 +86,24 @@ export class LightCollection {
70
86
  }
71
87
 
72
88
  /**
89
+ * Put a light in the scene, at an entity.
90
+ *
91
+ * The entity is where the light is: its `transforms` row is what the GPU reads the light's pose
92
+ * from. The light's own {@link Light#transform} is the CPU's copy, and is the entity's
93
+ * `Transform64` when the two were placed together — `place_light` does that for a caller with
94
+ * no ECS.
73
95
  *
74
96
  * @param {Light} light
97
+ * @param {number} entity
75
98
  */
76
- add(light) {
99
+ add(light, entity) {
100
+ assert.defined(light, 'light');
101
+ assert.equal(light.isLight, true, 'light.isLight !== true');
102
+ assert.isNonNegativeInteger(entity, 'entity');
103
+ assert.equal(this.#entities.has(light), false, 'the light is already in the scene');
104
+
77
105
  this.#elements.push(light);
106
+ this.#entities.set(light, entity);
78
107
 
79
108
  this.#version++;
80
109
  }
@@ -89,9 +118,29 @@ export class LightCollection {
89
118
  const removed = array_remove_first(this.#elements, light);
90
119
 
91
120
  if (removed) {
121
+ this.#entities.delete(light);
122
+
92
123
  this.#version++;
93
124
  }
94
125
 
95
126
  return removed;
96
127
  }
128
+
129
+ /**
130
+ * @param {Light} light
131
+ * @returns {boolean}
132
+ */
133
+ has(light) {
134
+ return this.#entities.has(light);
135
+ }
136
+
137
+ /**
138
+ * The entity a light stands at.
139
+ *
140
+ * @param {Light} light
141
+ * @returns {number|undefined} undefined for a light that is not here
142
+ */
143
+ entity_of(light) {
144
+ return this.#entities.get(light);
145
+ }
97
146
  }
@@ -23,8 +23,8 @@ export function make_sunlight({
23
23
  q.fromUnitVectors(Vector3.forward, direction.clone().normalize());
24
24
  q.normalize();
25
25
 
26
- light.transform_local.setRotation(q.x, q.y, q.z, q.w);
27
- light.updateMatrices();
26
+ light.transform.setRotation(q.x, q.y, q.z, q.w);
27
+ light.transform.updateMatrix();
28
28
 
29
29
  // light.color is treated as chromaticity — its luminance is normalized away
30
30
  // at GPU upload (see light_pack_color), so we just hand it the kelvin RGB
@@ -1,4 +1,31 @@
1
- export class Light extends Node3D {
1
+ /**
2
+ * A light: what it is and how bright, not where.
3
+ *
4
+ * Where it is comes from the entity it is placed at — {@link ../LightCollection.js#add} takes the
5
+ * light and the entity, and the GPU reads the light's pose from that entity's `transforms` row
6
+ * every frame (`shader_refresh_light_poses`), so a light under an animated joint follows it with
7
+ * nothing copied through the CPU. {@link transform} is the CPU's copy of that pose — the entity's
8
+ * own `Transform64`, the one object, when the light was placed by `LightSystem` or
9
+ * `place_light` — read by what the CPU builds from a light: the shadow cameras, the serializer.
10
+ */
11
+ export class Light {
12
+ /**
13
+ * For a debugger, a serializer, and a shadow map's label; nothing draws differently for it.
14
+ *
15
+ * @type {string}
16
+ */
17
+ name: string;
18
+ /**
19
+ * The light's world pose: its position, and the rotation whose +Z it shines along.
20
+ *
21
+ * The entity's own `Transform64` when the light is placed at an entity that has one, so that
22
+ * the row and this are written from one object and there is no copy to fall behind. Exact for
23
+ * an entity the CPU composes; for one the GPU composes it is what the CPU last knew, which the
24
+ * row is not — the GPU reads the row.
25
+ *
26
+ * @type {Transform64}
27
+ */
28
+ transform: Transform64;
2
29
  /**
3
30
  * Chromaticity of the light, in linear Rec.709 RGB. Only the relative
4
31
  * R:G:B ratio is meaningful — the absolute scale (luminance) is normalized
@@ -52,6 +79,6 @@ export class Light extends Node3D {
52
79
  */
53
80
  readonly isLight: boolean;
54
81
  }
55
- import { Node3D } from "../../scene/Node3D.js";
82
+ import { Transform64 } from "../../../../engine/ecs/transform/Transform64.js";
56
83
  import { Color } from "../../../../core/color/Color.js";
57
84
  //# sourceMappingURL=Light.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Light.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/model/Light.js"],"names":[],"mappings":"AAGA;IAEI;;;;;;;;;OASG;IACH,OAFU,KAAK,CAEY;IAE3B;;;;;;;;;;;;OAYG;IACH,WAFU,MAAM,CAEF;IAEd;;;OAGG;IACH,QAFU,MAAM,CAEL;IAEX;;;;OAIG;IACH,oBAFU,MAAM,CAEO;IAEvB;;;OAGG;IACH,cAFU,OAAO,CAEG;IAEpB;;;OAGG;IACH,mBAFU,MAAM,CAEO;IAEvB,mBAEC;IAGL;;;OAGG;IACH,kBAFU,OAAO,CAEM;CANtB;uBA3DsB,uBAAuB;sBADxB,iCAAiC"}
1
+ {"version":3,"file":"Light.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/model/Light.js"],"names":[],"mappings":"AAGA;;;;;;;;;GASG;AACH;IACI;;;;OAIG;IACH,MAFU,MAAM,CAEN;IAEV;;;;;;;;;OASG;IACH,WAFU,WAAW,CAES;IAE9B;;;;;;;;;OASG;IACH,OAFU,KAAK,CAEY;IAE3B;;;;;;;;;;;;OAYG;IACH,WAFU,MAAM,CAEF;IAEd;;;OAGG;IACH,QAFU,MAAM,CAEL;IAEX;;;;OAIG;IACH,oBAFU,MAAM,CAEO;IAEvB;;;OAGG;IACH,cAFU,OAAO,CAEG;IAEpB;;;OAGG;IACH,mBAFU,MAAM,CAEO;IAEvB,mBAEC;IAGL;;;OAGG;IACH,kBAFU,OAAO,CAEM;CANtB;4BAvF2B,iDAAiD;sBADvD,iCAAiC"}
@@ -1,7 +1,35 @@
1
1
  import { Color } from "../../../../core/color/Color.js";
2
- import { Node3D } from "../../scene/Node3D.js";
2
+ import { Transform64 } from "../../../../engine/ecs/transform/Transform64.js";
3
3
 
4
- export class Light extends Node3D {
4
+ /**
5
+ * A light: what it is and how bright, not where.
6
+ *
7
+ * Where it is comes from the entity it is placed at — {@link ../LightCollection.js#add} takes the
8
+ * light and the entity, and the GPU reads the light's pose from that entity's `transforms` row
9
+ * every frame (`shader_refresh_light_poses`), so a light under an animated joint follows it with
10
+ * nothing copied through the CPU. {@link transform} is the CPU's copy of that pose — the entity's
11
+ * own `Transform64`, the one object, when the light was placed by `LightSystem` or
12
+ * `place_light` — read by what the CPU builds from a light: the shadow cameras, the serializer.
13
+ */
14
+ export class Light {
15
+ /**
16
+ * For a debugger, a serializer, and a shadow map's label; nothing draws differently for it.
17
+ *
18
+ * @type {string}
19
+ */
20
+ name = "";
21
+
22
+ /**
23
+ * The light's world pose: its position, and the rotation whose +Z it shines along.
24
+ *
25
+ * The entity's own `Transform64` when the light is placed at an entity that has one, so that
26
+ * the row and this are written from one object and there is no copy to fall behind. Exact for
27
+ * an entity the CPU composes; for one the GPU composes it is what the CPU last knew, which the
28
+ * row is not — the GPU reads the row.
29
+ *
30
+ * @type {Transform64}
31
+ */
32
+ transform = new Transform64();
5
33
 
6
34
  /**
7
35
  * Chromaticity of the light, in linear Rec.709 RGB. Only the relative
@@ -7,7 +7,9 @@
7
7
  * any other light_record_* helper.
8
8
  *
9
9
  * @param {DirectionalLight} light
10
+ * @param {number} transform_row the `transforms` row of the light's entity, one on — where the GPU
11
+ * reads the direction from every frame; the one written here is the CPU's copy of it
10
12
  * @return {*} DIRECTIONAL_LIGHT_STRUCT-shaped record
11
13
  */
12
- export function light_record_directional(light: DirectionalLight): any;
14
+ export function light_record_directional(light: DirectionalLight, transform_row: number): any;
13
15
  //# sourceMappingURL=light_record_directional.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"light_record_directional.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/model/io/light_record_directional.js"],"names":[],"mappings":"AAMA;;;;;;;;;;GAUG;AACH,uEAoBC"}
1
+ {"version":3,"file":"light_record_directional.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/model/io/light_record_directional.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;GAYG;AACH,iFAJW,MAAM,OAyBhB"}
@@ -13,14 +13,16 @@ const _color = new Float32Array(3);
13
13
  * any other light_record_* helper.
14
14
  *
15
15
  * @param {DirectionalLight} light
16
+ * @param {number} transform_row the `transforms` row of the light's entity, one on — where the GPU
17
+ * reads the direction from every frame; the one written here is the CPU's copy of it
16
18
  * @return {*} DIRECTIONAL_LIGHT_STRUCT-shaped record
17
19
  */
18
- export function light_record_directional(light) {
19
- const d = light.forward;
20
+ export function light_record_directional(light, transform_row) {
21
+ const d = light.transform.forward;
20
22
 
21
- _direction[0] = d.x;
22
- _direction[1] = d.y;
23
- _direction[2] = d.z;
23
+ _direction[0] = d[0];
24
+ _direction[1] = d[1];
25
+ _direction[2] = d[2];
24
26
 
25
27
  light_pack_color(_color, 0, light.color, light.intensity);
26
28
 
@@ -34,5 +36,6 @@ export function light_record_directional(light) {
34
36
  flags: light_flags_pack(has_shadow),
35
37
  near_clip_distance: light.near_clip_distance,
36
38
  shadow_id: has_shadow ? shadowmap_id : 0,
39
+ node: transform_row,
37
40
  };
38
41
  }
@@ -7,7 +7,9 @@
7
7
  * any other light_record_* helper.
8
8
  *
9
9
  * @param {PointLight} light
10
+ * @param {number} transform_row the `transforms` row of the light's entity, one on — where the GPU
11
+ * reads the pose from every frame; the position written here is the CPU's copy of it
10
12
  * @return {*} POINT_LIGHT_STRUCT-shaped record
11
13
  */
12
- export function light_record_point(light: PointLight): any;
14
+ export function light_record_point(light: PointLight, transform_row: number): any;
13
15
  //# sourceMappingURL=light_record_point.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"light_record_point.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/model/io/light_record_point.js"],"names":[],"mappings":"AAMA;;;;;;;;;;GAUG;AACH,2DAqBC"}
1
+ {"version":3,"file":"light_record_point.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/model/io/light_record_point.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;GAYG;AACH,qEAJW,MAAM,OA0BhB"}
@@ -13,10 +13,12 @@ const _color = new Float32Array(3);
13
13
  * any other light_record_* helper.
14
14
  *
15
15
  * @param {PointLight} light
16
+ * @param {number} transform_row the `transforms` row of the light's entity, one on — where the GPU
17
+ * reads the pose from every frame; the position written here is the CPU's copy of it
16
18
  * @return {*} POINT_LIGHT_STRUCT-shaped record
17
19
  */
18
- export function light_record_point(light) {
19
- const t = light.transform_global;
20
+ export function light_record_point(light, transform_row) {
21
+ const t = light.transform;
20
22
 
21
23
  _position[0] = t.translation_x;
22
24
  _position[1] = t.translation_y;
@@ -35,5 +37,6 @@ export function light_record_point(light) {
35
37
  flags: light_flags_pack(has_shadow),
36
38
  near_clip_distance: light.near_clip_distance,
37
39
  shadow_id: has_shadow ? shadowmap_id : 0,
40
+ node: transform_row,
38
41
  };
39
42
  }
@@ -7,7 +7,10 @@
7
7
  * any other light_record_* helper.
8
8
  *
9
9
  * @param {SpotLight} light
10
+ * @param {number} transform_row the `transforms` row of the light's entity, one on — where the GPU
11
+ * reads the pose from every frame; the position and direction written here are the CPU's
12
+ * copy of it
10
13
  * @return {*} SPOT_LIGHT_STRUCT-shaped record
11
14
  */
12
- export function light_record_spot(light: SpotLight): any;
15
+ export function light_record_spot(light: SpotLight, transform_row: number): any;
13
16
  //# sourceMappingURL=light_record_spot.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"light_record_spot.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/model/io/light_record_spot.js"],"names":[],"mappings":"AAOA;;;;;;;;;;GAUG;AACH,yDA8BC"}
1
+ {"version":3,"file":"light_record_spot.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/model/io/light_record_spot.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;GAaG;AACH,mEALW,MAAM,OAoChB"}
@@ -14,19 +14,22 @@ const _color = new Float32Array(3);
14
14
  * any other light_record_* helper.
15
15
  *
16
16
  * @param {SpotLight} light
17
+ * @param {number} transform_row the `transforms` row of the light's entity, one on — where the GPU
18
+ * reads the pose from every frame; the position and direction written here are the CPU's
19
+ * copy of it
17
20
  * @return {*} SPOT_LIGHT_STRUCT-shaped record
18
21
  */
19
- export function light_record_spot(light) {
20
- const t = light.transform_global;
21
- const d = light.forward;
22
+ export function light_record_spot(light, transform_row) {
23
+ const t = light.transform;
24
+ const d = t.forward;
22
25
 
23
26
  _position[0] = t.translation_x;
24
27
  _position[1] = t.translation_y;
25
28
  _position[2] = t.translation_z;
26
29
 
27
- _direction[0] = d.x;
28
- _direction[1] = d.y;
29
- _direction[2] = d.z;
30
+ _direction[0] = d[0];
31
+ _direction[1] = d[1];
32
+ _direction[2] = d[2];
30
33
 
31
34
  light_pack_color(_color, 0, light.color, light.intensity);
32
35
 
@@ -45,5 +48,6 @@ export function light_record_spot(light) {
45
48
  flags: light_flags_pack(has_shadow),
46
49
  near_clip_distance: light.near_clip_distance,
47
50
  shadow_id: has_shadow ? shadowmap_id : 0,
51
+ node: transform_row,
48
52
  };
49
53
  }
@@ -0,0 +1,16 @@
1
+ /**
2
+ * Give a light an entity to stand at, and put it in the scene's lights there.
3
+ *
4
+ * A light is where its entity's `transforms` row says, so a light needs an entity: this makes one
5
+ * in the scene's dataset, carrying the light's own {@link Light#transform} as its `Transform64` —
6
+ * the one object, so what the light was aimed with is what the row is written from — and
7
+ * registers the light at it. For a caller with no ECS of its own: a playground, a preview, a
8
+ * loader. An engine places its lights through `LightSystem`, which does the same for an entity it
9
+ * was handed.
10
+ *
11
+ * @param {import("../scene/Scene.js").Scene} scene bound to a dataset
12
+ * @param {import("./model/Light.js").Light} light
13
+ * @returns {number} the entity
14
+ */
15
+ export function place_light(scene: import("../scene/Scene.js").Scene, light: import("./model/Light.js").Light): number;
16
+ //# sourceMappingURL=place_light.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"place_light.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/place_light.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;GAaG;AACH,mCAJW,OAAO,mBAAmB,EAAE,KAAK,SACjC,OAAO,kBAAkB,EAAE,KAAK,GAC9B,MAAM,CAoBlB"}
@@ -0,0 +1,36 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
3
+
4
+ /**
5
+ * Give a light an entity to stand at, and put it in the scene's lights there.
6
+ *
7
+ * A light is where its entity's `transforms` row says, so a light needs an entity: this makes one
8
+ * in the scene's dataset, carrying the light's own {@link Light#transform} as its `Transform64` —
9
+ * the one object, so what the light was aimed with is what the row is written from — and
10
+ * registers the light at it. For a caller with no ECS of its own: a playground, a preview, a
11
+ * loader. An engine places its lights through `LightSystem`, which does the same for an entity it
12
+ * was handed.
13
+ *
14
+ * @param {import("../scene/Scene.js").Scene} scene bound to a dataset
15
+ * @param {import("./model/Light.js").Light} light
16
+ * @returns {number} the entity
17
+ */
18
+ export function place_light(scene, light) {
19
+ assert.defined(scene, 'scene');
20
+ assert.equal(scene.isScene, true, 'scene.isScene !== true');
21
+ assert.equal(light.isLight, true, 'light.isLight !== true');
22
+
23
+ const dataset = scene.dataset;
24
+
25
+ assert.ok(dataset !== null && dataset !== undefined, 'the scene names no dataset, and a light is an entity of one');
26
+
27
+ dataset.registerManyComponentTypes([Transform64]);
28
+
29
+ const entity = dataset.createEntity();
30
+
31
+ dataset.addComponentToEntity(entity, light.transform);
32
+
33
+ scene.lights.add(light, entity);
34
+
35
+ return entity;
36
+ }
@@ -0,0 +1,44 @@
1
+ export const REFRESH_LIGHT_POSES_WORKGROUP_SIZE: number;
2
+ /**
3
+ * Which light table a workgroup along `y` of the dispatch walks.
4
+ */
5
+ export type REFRESH_LIGHT_POSES_TABLE = number;
6
+ /**
7
+ * Which light table a workgroup along `y` of the dispatch walks.
8
+ *
9
+ * @readonly
10
+ * @enum {number}
11
+ */
12
+ export const REFRESH_LIGHT_POSES_TABLE: Readonly<{
13
+ POINT: 0;
14
+ SPOT: 1;
15
+ DIRECTIONAL: 2;
16
+ }>;
17
+ /** The dispatch is three tables wide. */
18
+ export const REFRESH_LIGHT_POSES_TABLE_COUNT: 3;
19
+ /**
20
+ * Write every light record's pose from the `transforms` row it names — after the hierarchy pass
21
+ * has composed that row's `global`.
22
+ *
23
+ * **This is what makes a light's pose the GPU's.** A light is an entity, and its record's `node`
24
+ * is that entity's row. The row's `global` is composed on the GPU from its TRS and its parent
25
+ * chain, and once an ancestor can be GPU-driven — a torch in an animated hand — nothing on the
26
+ * CPU holds the world transform the record would need. So the pose is taken where the transform
27
+ * is: a point light's `position` is the row's translation, a directional light's `direction` is
28
+ * the row's +Z, a spot light's both; once per light per frame, over each table's pages rather
29
+ * than over `[0, count)`, because rows are addresses and a live one can sit above any number of
30
+ * holes.
31
+ *
32
+ * The CPU still writes the same fields when it builds a record, from the entity's own transform
33
+ * — exact for an entity the CPU composes, and what a pass that runs before this one in a frame
34
+ * reads. This pass is what makes them right for the entity the CPU does not compose, and it runs
35
+ * every frame because the hierarchy pass does.
36
+ *
37
+ * Runs after the hierarchy pass and before anything reads a light. The dispatch is
38
+ * {@link REFRESH_LIGHT_POSES_TABLE_COUNT} workgroups wide along `y`, one table each, and along
39
+ * `x` as many as the widest table's {@link GPUTypedTable#dispatch_group_count} at
40
+ * {@link REFRESH_LIGHT_POSES_WORKGROUP_SIZE}; a workgroup past a table's pages bails at setup.
41
+ */
42
+ export const shader_refresh_light_poses: ComputeShader;
43
+ import { ComputeShader } from "../shader/ComputeShader.js";
44
+ //# sourceMappingURL=shader_refresh_light_poses.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_refresh_light_poses.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/light/shader_refresh_light_poses.js"],"names":[],"mappings":"AASA,wDAAoF;;;;wCAM1E,MAAM;AAJhB;;;;;GAKG;AACH;;;;GAIG;AAEH,yCAAyC;AACzC,gDAAiD;AAoBjD;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,uDAsFG;8BArJ2B,4BAA4B"}