@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 +1,114 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
3
+
4
+ /**
5
+ * @typedef {import("../geometry/MeshletGeometry.js").MeshletGeometry} MeshletGeometry
6
+ * @typedef {import("../material/ShadeMaterial.js").ShadeMaterial} ShadeMaterial
7
+ */
8
+
9
+ /**
10
+ * One node of a loaded model, as a loader describes it: a name, the index of its parent, its own
11
+ * local transform, and — when the node draws — a geometry and a material.
12
+ *
13
+ * A description, not a runtime object. It has no children list, no world transform and no row:
14
+ * the parent index is the whole of the hierarchy, worlds are composed by whoever needs them
15
+ * (`prefab_compile` once per model, `shade_bundle_bounds` once per query), and what a node
16
+ * becomes on a screen is an entity of a {@link Prefab} instance. Nodes sit in a
17
+ * {@link SceneBundle} in pre-order — a parent's index below its children's — which is what lets
18
+ * every reader compose worlds in one forward pass.
19
+ *
20
+ * A node that draws is a primitive: a glTF mesh with one primitive is the node itself; one with
21
+ * several is a node with one child per primitive. Whether a primitive is skinned is not written
22
+ * on it — a skin names the nodes it deforms ({@link Skin.meshes}).
23
+ */
24
+ export class SceneNode {
25
+ /**
26
+ * @type {string}
27
+ */
28
+ name = "";
29
+
30
+ /**
31
+ * Index of the parent in the bundle's nodes, or -1 for a root.
32
+ *
33
+ * @type {number}
34
+ */
35
+ parent = -1;
36
+
37
+ /**
38
+ * The node's own transform, relative to its parent. Kept with its matrix current: a reader
39
+ * composes worlds from `local.matrix` without asking.
40
+ *
41
+ * @type {Transform64}
42
+ */
43
+ local = new Transform64();
44
+
45
+ /**
46
+ * What the node draws, or `null` for a node that only places others.
47
+ *
48
+ * @type {MeshletGeometry|null}
49
+ */
50
+ geometry = null;
51
+
52
+ /**
53
+ * How it is drawn; `null` exactly when {@link geometry} is.
54
+ *
55
+ * @type {ShadeMaterial|null}
56
+ */
57
+ material = null;
58
+
59
+ /**
60
+ * @param {object} [options]
61
+ * @param {string} [options.name]
62
+ * @param {number} [options.parent] -1 for a root
63
+ * @param {number[]} [options.translation]
64
+ * @param {number[]} [options.rotation] a quaternion, `x, y, z, w`
65
+ * @param {number[]} [options.scale]
66
+ * @param {ArrayLike<number>} [options.matrix] a column-major 4x4, instead of the three above
67
+ * @param {MeshletGeometry} [options.geometry]
68
+ * @param {ShadeMaterial} [options.material]
69
+ * @returns {SceneNode}
70
+ */
71
+ static from({ name = "", parent = -1, translation, rotation, scale, matrix, geometry = null, material = null } = {}) {
72
+ assert.isString(name, 'name');
73
+ assert.isNumber(parent, 'parent');
74
+ assert.equal(Number.isInteger(parent) && parent >= -1, true, 'parent is an index into the bundle, or -1 for a root');
75
+ assert.equal((geometry === null) === (material === null), true, 'a primitive has a geometry and a material, and a node that does not draw has neither');
76
+
77
+ const r = new SceneNode();
78
+
79
+ r.name = name;
80
+ r.parent = parent;
81
+ r.geometry = geometry;
82
+ r.material = material;
83
+
84
+ const local = r.local;
85
+
86
+ if (matrix !== undefined) {
87
+ assert.equal(translation === undefined && rotation === undefined && scale === undefined, true, 'a matrix, or a translation, rotation and scale — not both');
88
+
89
+ local.fromMatrix(matrix);
90
+ } else {
91
+ if (translation !== undefined) {
92
+ local.setTranslation(translation[0], translation[1], translation[2]);
93
+ }
94
+
95
+ if (rotation !== undefined) {
96
+ local.setRotation(rotation[0], rotation[1], rotation[2], rotation[3]);
97
+ }
98
+
99
+ if (scale !== undefined) {
100
+ local.setScale(scale[0], scale[1], scale[2]);
101
+ }
102
+
103
+ local.updateMatrix();
104
+ }
105
+
106
+ return r;
107
+ }
108
+ }
109
+
110
+ /**
111
+ * @readonly
112
+ * @type {boolean}
113
+ */
114
+ SceneNode.prototype.isSceneNode = true;
@@ -56,8 +56,9 @@ export function canonicalize_quaternion_signs(values: Float32Array, key_count: n
56
56
  * Callers add `bundle.scenes` to their scene, then pass the bundle's
57
57
  * `skins` / `clips` to the scene's animation manager (e.g. via
58
58
  * {@link GPUAnimationManager#register_skin} and
59
- * {@link GPUAnimationManager#register_clip}) once `scene.build` has
60
- * populated `id_mapping` for the joint and target nodes.
59
+ * {@link GPUAnimationManager#register_clip}) once the bundle has been
60
+ * compiled into a prefab and instantiated, so that the joints and targets
61
+ * are entities holding rows.
61
62
  *
62
63
  * @param {string} url un-resolved — the asset manager resolves network paths
63
64
  * @param {Object} options
@@ -1 +1 @@
1
- {"version":3,"file":"load_gltf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/loader/gltf/load_gltf.js"],"names":[],"mappings":"AAuIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyCG;AACH,sDATW,YAAY,aAGZ,MAAM,iBACN,MAAM,kBACN;IAAC,CAAC,EAAC,MAAM,CAAC;IAAC,CAAC,EAAC,MAAM,CAAC;IAAC,CAAC,EAAC,MAAM,CAAC;IAAC,CAAC,EAAC,MAAM,CAAA;CAAC,QAgDlD;AAuBD;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,+BAdW,MAAM;IAEgB,YAAY;IAGN,KAAK;IACY,OAAO,GAApD,IAAI,MAAM,EAAE,IAAI,GAAC,IAAI,GAAC,WAAW,CAAC;IAGF,eAAe,GAA/C,qBAAqB;IAGpB,QAAQ,WAAW,CAAC,CA82B/B;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wCARW,MAAM;IAEgB,YAAY;IACN,KAAK;IACY,OAAO,GAApD,IAAI,MAAM,EAAE,IAAI,GAAC,IAAI,GAAC,WAAW,CAAC;IACF,eAAe,GAA/C,qBAAqB;IACnB,QAAQ,QAAQ,CAAC,CAU7B;4BAnnC2B,mBAAmB;yBAStB,gBAAgB"}
1
+ {"version":3,"file":"load_gltf.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/loader/gltf/load_gltf.js"],"names":[],"mappings":"AAqIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyCG;AACH,sDATW,YAAY,aAGZ,MAAM,iBACN,MAAM,kBACN;IAAC,CAAC,EAAC,MAAM,CAAC;IAAC,CAAC,EAAC,MAAM,CAAC;IAAC,CAAC,EAAC,MAAM,CAAC;IAAC,CAAC,EAAC,MAAM,CAAA;CAAC,QAgDlD;AAuBD;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,+BAdW,MAAM;IAEgB,YAAY;IAGN,KAAK;IACY,OAAO,GAApD,IAAI,MAAM,EAAE,IAAI,GAAC,IAAI,GAAC,WAAW,CAAC;IAGF,eAAe,GAA/C,qBAAqB;IAGpB,QAAQ,WAAW,CAAC,CA+0B/B;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wCARW,MAAM;IAEgB,YAAY;IACN,KAAK;IACY,OAAO,GAApD,IAAI,MAAM,EAAE,IAAI,GAAC,IAAI,GAAC,WAAW,CAAC;IACF,eAAe,GAA/C,qBAAqB;IACnB,QAAQ,QAAQ,CAAC,CAU7B;4BAtlC2B,mBAAmB;yBAUtB,gBAAgB"}
@@ -30,12 +30,10 @@ import { SpotLight } from "../../light/model/SpotLight.js";
30
30
 
31
31
  import { StandardShadeMaterial } from "../../material/StandardShadeMaterial.js";
32
32
  import { Node3DProperty } from "../../object_property/Node3DProperty.js";
33
- import { Mesh } from "../../scene/Mesh.js";
34
- import { Node3D } from "../../scene/Node3D.js";
35
- import { SkinnedMesh } from "../../scene/SkinnedMesh.js";
36
33
  import { ShadeTexture } from "../../texture/ShadeTexture.js";
37
34
  import { ShadeImage } from "../../texture/source/ShadeImage.js";
38
35
  import { SceneBundle } from "../SceneBundle.js";
36
+ import { SceneNode } from "../SceneNode.js";
39
37
  import { coalesce_array_duplicates } from "../../../../format/scene/gltf/coalesce_array_duplicates.js";
40
38
  import { fix_up_material_sides } from "./fix_up_material_sides.js";
41
39
  import { GLTF_COMPONENT_TYPE } from "../../../../format/scene/gltf/gltf_component_type.js";
@@ -252,8 +250,9 @@ function gltf_interpolation_to_kind(interpolation) {
252
250
  * Callers add `bundle.scenes` to their scene, then pass the bundle's
253
251
  * `skins` / `clips` to the scene's animation manager (e.g. via
254
252
  * {@link GPUAnimationManager#register_skin} and
255
- * {@link GPUAnimationManager#register_clip}) once `scene.build` has
256
- * populated `id_mapping` for the joint and target nodes.
253
+ * {@link GPUAnimationManager#register_clip}) once the bundle has been
254
+ * compiled into a prefab and instantiated, so that the joints and targets
255
+ * are entities holding rows.
257
256
  *
258
257
  * @param {string} url un-resolved — the asset manager resolves network paths
259
258
  * @param {Object} options
@@ -314,7 +313,10 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
314
313
  *
315
314
  * @type {Node3D[]}
316
315
  */
317
- const node3d_by_index = new Array((gltf.nodes ?? []).length);
316
+ const record_index_of = new Int32Array((gltf.nodes ?? []).length).fill(-1);
317
+
318
+ // what the file becomes: nodes in pre-order, as the walk below produces them
319
+ const bundle = new SceneBundle();
318
320
 
319
321
  /**
320
322
  * Queue of pending `skin.meshes` pushes. process_node() can't
@@ -583,7 +585,7 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
583
585
  * @param {boolean} is_skinned
584
586
  * @returns {Mesh[]}
585
587
  */
586
- function process_mesh(mesh_index, node, is_skinned) {
588
+ function process_mesh(mesh_index) {
587
589
 
588
590
  const mesh = meshes[mesh_index];
589
591
 
@@ -592,8 +594,7 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
592
594
  const primitive_count = primitives.length;
593
595
 
594
596
  /**
595
- *
596
- * @type {Mesh[]}
597
+ * @type {{geometry: MeshletGeometry, material: StandardShadeMaterial, name: string}[]}
597
598
  */
598
599
  const result = [];
599
600
 
@@ -637,17 +638,7 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
637
638
  material = default_material;
638
639
  }
639
640
 
640
- const engine_mesh = is_skinned ? new SkinnedMesh() : new Mesh();
641
- engine_mesh.geometry = geometry;
642
- engine_mesh.material = material;
643
- engine_mesh.transform_global.fromMatrix(node.worldMatrix);
644
-
645
-
646
- if (mesh.name !== undefined) {
647
- engine_mesh.name = mesh.name;
648
- }
649
-
650
- result.push(engine_mesh);
641
+ result.push({ geometry, material, name: mesh.name ?? "" });
651
642
  }
652
643
 
653
644
  return result;
@@ -735,163 +726,147 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
735
726
  * @param {number} node_index
736
727
  */
737
728
  function process_node(parent, node_index) {
738
-
739
729
  const node = nodes[node_index];
740
730
 
741
- // glTF "skin" attaches at the node, not the mesh: every
742
- // primitive of the referenced mesh becomes a SkinnedMesh
743
- // bound to this skin. Resolved later (after the recursion
744
- // is done) against `skins[]`, which we've already built
745
- // — the joint Node3Ds may be visited *after* this node,
746
- // so we just record the produced SkinnedMeshes here and
747
- // push them into `skin.meshes` once the walk finishes.
731
+ // glTF "skin" attaches at the node, not the mesh: every primitive of the referenced
732
+ // mesh deforms against this skin. Resolved later, against `skins[]`, which is built
733
+ // after the walk — the joints may be visited *after* this node — so the primitives
734
+ // produced here are queued and pushed into `skin.meshes` once the walk finishes.
748
735
  const skin_index = typeof node.skin === "number" ? node.skin : -1;
749
736
 
750
- let node3d;
751
- let produced_skinned_meshes = null;
752
-
753
- if (node.extensions !== undefined && node.extensions.KHR_lights_punctual !== undefined) {
754
- const light_index = node.extensions.KHR_lights_punctual.light;
755
-
756
- try {
757
- node3d = process_light(light_index, node);
758
- } catch (e) {
759
- console.error("Failed to process light ", light_index, " ", e);
760
- }
761
- }
762
-
737
+ const record = new SceneNode();
763
738
 
764
- if (typeof node.mesh === "number") {
765
- const meshes = process_mesh(node.mesh, node, skin_index !== -1);
766
-
767
- if (meshes.length === 1) {
768
- node3d = meshes[0];
769
- } else if (meshes.length > 1) {
770
- node3d = new Node3D();
771
-
772
- node3d.addChildren(meshes)
773
- }
774
-
775
- if (skin_index !== -1) {
776
- produced_skinned_meshes = meshes;
777
- }
778
- }
779
-
780
- if (node3d === undefined) {
781
- node3d = new Node3D();
782
- }
783
-
784
- // Stash by glTF index — joint refs and animation channel
785
- // targets resolve through this lookup once the recursion
786
- // unwinds.
787
- node3d_by_index[node_index] = node3d;
739
+ record.parent = parent;
788
740
 
789
741
  if (node.name !== undefined) {
790
- node3d.name = node.name;
742
+ record.name = node.name;
791
743
  }
792
744
 
793
- if (node.matrix !== undefined) {
794
-
795
- node3d.transform_local.fromMatrix(node.matrix);
745
+ const t = record.local;
796
746
 
747
+ if (node.matrix !== undefined) {
748
+ t.fromMatrix(node.matrix);
797
749
  } else {
798
-
799
- const t = node3d.transform_local;
800
-
801
750
  if (node.translation !== undefined) {
802
751
  const v = node.translation;
803
-
804
752
  t.setTranslation(v[0], v[1], v[2]);
805
753
  }
806
754
 
807
755
  if (node.rotation !== undefined) {
808
756
  const q = node.rotation;
809
-
810
757
  t.setRotation(q[0], q[1], q[2], q[3]);
811
758
  }
812
759
 
813
760
  if (node.scale !== undefined) {
814
761
  const v = node.scale;
815
-
816
762
  t.setScale(v[0], v[1], v[2]);
817
763
  }
764
+
765
+ t.updateMatrix();
818
766
  }
819
767
 
768
+ const index = bundle.add_node(record);
820
769
 
821
- if (node3d.isDirectionalLight || node3d.isSpotLight) {
822
- // glTF lights shine along their local -Z; engine convention is forward = shining direction
823
- const t = node3d.transform_local;
770
+ // joint refs, channel targets and light anchors resolve through this once the
771
+ // recursion unwinds
772
+ record_index_of[node_index] = index;
824
773
 
825
- // the direction is read off the matrix, and a Transform64 does not maintain its own
826
- t.updateMatrix();
774
+ if (node.extensions !== undefined && node.extensions.KHR_lights_punctual !== undefined) {
775
+ const light_index = node.extensions.KHR_lights_punctual.light;
827
776
 
828
- t64_transform_direction(SCRATCH_DIRECTION, t, 0, 0, 1);
777
+ try {
778
+ // a light is not a node: the node is where it is, and the bundle carries the pair
779
+ const punctual = process_light(light_index, node);
780
+
781
+ if (punctual.isDirectionalLight === true || punctual.isSpotLight === true) {
782
+ // glTF lights shine along their local -Z; engine convention is forward =
783
+ // shining direction. The direction is read off the matrix, which the
784
+ // record keeps current.
785
+ t64_transform_direction(SCRATCH_DIRECTION, t, 0, 0, 1);
786
+ t64_look_rotation(
787
+ t,
788
+ -SCRATCH_DIRECTION.x, -SCRATCH_DIRECTION.y, -SCRATCH_DIRECTION.z,
789
+ 0, 1, 0
790
+ );
791
+ t.updateMatrix();
792
+ }
829
793
 
830
- t64_look_rotation(
831
- t,
832
- -SCRATCH_DIRECTION.x, -SCRATCH_DIRECTION.y, -SCRATCH_DIRECTION.z,
833
- 0, 1, 0
834
- );
794
+ punctual_lights.push({ light: punctual, node: index });
795
+ } catch (e) {
796
+ console.error("Failed to process light ", light_index, " ", e);
797
+ }
835
798
  }
836
799
 
837
- parent.addChild(node3d);
800
+ if (typeof node.mesh === "number") {
801
+ const primitives = process_mesh(node.mesh);
838
802
 
839
- if (produced_skinned_meshes !== null) {
840
- // Defer the `skin.meshes` push to after `skins[]` is
841
- // built — we collect into a queue here and process it
842
- // at the end of process().
843
- skin_mesh_pushes.push({
844
- skin_index,
845
- meshes: produced_skinned_meshes,
846
- });
847
- }
803
+ /** @type {number[]} the records that draw this mesh's primitives */
804
+ const produced = [];
848
805
 
806
+ if (primitives.length === 1) {
807
+ // the node is the primitive. Its name wins over the mesh's, which is what the
808
+ // pose query names parts by; the geometry keeps the mesh's own
809
+ const primitive = primitives[0];
849
810
 
850
- if (node.children !== undefined) {
811
+ record.geometry = primitive.geometry;
812
+ record.material = primitive.material;
851
813
 
852
- for (let i = 0; i < node.children.length; i++) {
853
- const node_index = node.children[i];
814
+ if (node.name === undefined) {
815
+ record.name = primitive.name;
816
+ }
817
+
818
+ produced.push(index);
819
+ } else {
820
+ // one child per primitive, each named after the mesh, at the node's own place
821
+ for (let i = 0; i < primitives.length; i++) {
822
+ const primitive = primitives[i];
823
+ const child = new SceneNode();
824
+
825
+ child.parent = index;
826
+ child.name = primitive.name;
827
+ child.geometry = primitive.geometry;
828
+ child.material = primitive.material;
854
829
 
855
- process_node(node3d, node_index);
830
+ produced.push(bundle.add_node(child));
831
+ }
856
832
  }
857
- }
858
- }
859
833
 
860
- // console.time('parse-gltf');
861
- // console.profile('parse-gltf');
834
+ if (skin_index !== -1 && produced.length > 0) {
835
+ skin_mesh_pushes.push({
836
+ skin_index,
837
+ meshes: produced,
838
+ });
839
+ }
840
+ }
862
841
 
863
- /**
864
- *
865
- * @type {Node3D[]}
866
- */
867
- const scene_nodes3d = [];
842
+ if (node.children !== undefined) {
843
+ for (let i = 0; i < node.children.length; i++) {
844
+ process_node(index, node.children[i]);
845
+ }
846
+ }
847
+ }
868
848
 
869
849
  for (let i = 0; i < scenes.length; i++) {
870
850
  const scene = scenes[i];
871
851
 
872
- const scene_node3d = new Node3D();
873
-
874
- scene_nodes3d.push(scene_node3d);
852
+ // a root per glTF scene, unnamed and at the identity — what the prefab compiler folds
853
+ const scene_root = bundle.add_node(new SceneNode());
875
854
 
876
855
  /**
877
856
  * @type {number[]}
878
857
  */
879
858
  const scene_nodes = scene.nodes;
880
-
881
859
  const node_count = scene_nodes.length;
882
860
 
883
861
  for (let i = 0; i < node_count; i++) {
884
- const node_index = scene_nodes[i];
885
- process_node(scene_node3d, node_index);
862
+ process_node(scene_root, scene_nodes[i]);
886
863
  }
887
-
888
- scene_node3d.updateMatrices();
889
864
  }
890
865
 
891
866
  // ── Skins ──────────────────────────────────────────────────
892
867
  //
893
868
  // Build {@link Skin} objects from `gltf.skins[]`. Joints
894
- // resolve to Node3D refs through `node3d_by_index` (fully
869
+ // resolve to node indices through `record_index_of` (fully
895
870
  // populated by the recursion above). Inverse-bind matrices
896
871
  // come from a single MAT4 accessor — `joint_count * 16` f32s
897
872
  // laid out column-major, copied into a flat Float32Array that
@@ -903,10 +878,10 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
903
878
  const joint_nodes = new Array(joint_count);
904
879
  for (let i = 0; i < joint_count; i++) {
905
880
  const joint_node_index = joint_indices[i];
906
- const joint_node = node3d_by_index[joint_node_index];
881
+ const joint_node = record_index_of[joint_node_index];
907
882
 
908
- assert.defined(
909
- joint_node,
883
+ assert.notEqual(
884
+ joint_node, -1,
910
885
  `skin[${skin_index}].joints[${i}] references unknown node index ${joint_node_index}`
911
886
  );
912
887
 
@@ -954,6 +929,9 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
954
929
  // (values) accessors via the engine's curve_from_track_data
955
930
  // helpers, which already handle STEP / LINEAR / CUBICSPLINE.
956
931
  const clips = [];
932
+
933
+ /** @type {{light: import("../../light/model/Light.js").Light, node: number}[]} */
934
+ const punctual_lights = [];
957
935
  const gltf_animations = gltf.animations ?? [];
958
936
  for (let a = 0; a < gltf_animations.length; a++) {
959
937
  const gltf_animation = gltf_animations[a];
@@ -976,10 +954,10 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
976
954
  continue;
977
955
  }
978
956
 
979
- const target_node = node3d_by_index[target.node];
957
+ const target_node = record_index_of[target.node];
980
958
 
981
- assert.defined(
982
- target_node,
959
+ assert.notEqual(
960
+ target_node, -1,
983
961
  `animations[${a}].channels[${c}].target.node ${target.node} not resolved`
984
962
  );
985
963
 
@@ -1017,7 +995,7 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
1017
995
  if (property === Node3DProperty.Rotation && times.length >= 1) {
1018
996
  // `canonicalize_quaternion_signs` reads the rest rotation by component name,
1019
997
  // which a `Transform64` does not offer — hand it a quaternion instead
1020
- const rest = target_node.transform_local;
998
+ const rest = bundle.nodes[target_node].local;
1021
999
 
1022
1000
  SCRATCH_REST_ROTATION.set(
1023
1001
  rest.rotation_x,
@@ -1084,7 +1062,7 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
1084
1062
  before_curves += clip.channels[i].curve_count;
1085
1063
  }
1086
1064
 
1087
- clip.optimize();
1065
+ clip.optimize(target => bundle.nodes[target].local);
1088
1066
 
1089
1067
  const after_channels = clip.channels.length;
1090
1068
  let after_curves = 0;
@@ -1108,35 +1086,25 @@ export function load_gltf(url, { assetManager, scope, fileMap, texture_support }
1108
1086
  // console.profileEnd('parse-gltf');
1109
1087
  // console.timeEnd('parse-gltf');
1110
1088
 
1111
- const bundle = new SceneBundle();
1112
- bundle.scenes = scene_nodes3d;
1113
1089
  bundle.skins = skins;
1114
1090
  bundle.clips = clips;
1091
+ bundle.lights = punctual_lights;
1115
1092
  return bundle;
1116
1093
  }
1117
1094
 
1118
1095
  /**
1119
- *
1120
- * @param {Node3D[]} scenes
1096
+ * @param {SceneBundle} bundle
1121
1097
  */
1122
- function fix_scene_material_sidedness(scenes) {
1123
- const meshes = new Set();
1098
+ function fix_scene_material_sidedness(bundle) {
1099
+ const meshes = bundle.nodes.filter(node => node.geometry !== null);
1124
1100
 
1125
- for (const s of scenes) {
1126
- s.traverse(node => {
1127
- if (node.isMesh) {
1128
- meshes.add(node);
1129
- }
1130
- });
1131
- }
1132
-
1133
- const { geometries_modified: fixed_count, primitives_delta } = fix_up_material_sides(Array.from(meshes));
1101
+ const { geometries_modified: fixed_count, primitives_delta } = fix_up_material_sides(meshes);
1134
1102
 
1135
1103
  if (fixed_count > 0) {
1136
1104
  console.warn(`Fixed ${fixed_count} geometries in accordance with material sidedness. Primitives added: ${number_format_by_thousands(primitives_delta)}`);
1137
1105
  }
1138
1106
 
1139
- return scenes;
1107
+ return bundle;
1140
1108
  }
1141
1109
 
1142
1110
 
@@ -13,7 +13,7 @@ export class TinyGltf {
13
13
  * @readonly
14
14
  * @type {TextureFormat}
15
15
  */
16
- static readonly "__#232@#UNCOMPRESSED_TARGET": TextureFormat;
16
+ static readonly "__#240@#UNCOMPRESSED_TARGET": TextureFormat;
17
17
  /**
18
18
  * @param {AssetManager} assetManager
19
19
  * @param {AssetRequestScope} [scope]
@@ -7,9 +7,9 @@
7
7
  *
8
8
  * @typedef {Object} UsdExtension
9
9
  * @property {string} name - Unique extension name
10
- * @property {function(string, Object, Object):Node3D|null} [processPrim]
10
+ * @property {function(string, Object, Object):SceneNode|null} [processPrim]
11
11
  * Custom prim handler. Receives (primPath, primFields, buildContext).
12
- * Return a Node3D to override default handling, or null to skip.
12
+ * Return a SceneNode to be added under the prim's parent, or null for default handling.
13
13
  * @property {function(Object):void} [postProcess]
14
14
  * Post-process hook. Receives the full specsByPath after initial parsing.
15
15
  */
@@ -64,9 +64,9 @@ export type UsdExtension = {
64
64
  name: string;
65
65
  /**
66
66
  * Custom prim handler. Receives (primPath, primFields, buildContext).
67
- * Return a Node3D to override default handling, or null to skip.
67
+ * Return a SceneNode to be added under the prim's parent, or null for default handling.
68
68
  */
69
- processPrim?: (arg0: string, arg1: any, arg2: any) => Node3D | null;
69
+ processPrim?: (arg0: string, arg1: any, arg2: any) => SceneNode | null;
70
70
  /**
71
71
  * Post-process hook. Receives the full specsByPath after initial parsing.
72
72
  */
@@ -1 +1 @@
1
- {"version":3,"file":"UsdExtensionRegistry.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/loader/usd/UsdExtensionRegistry.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH;IAEI;;;OAGG;IACH,oBAAwB;IAExB;;;;OAIG;IACH,eAHW,MAAM,aACN,YAAY,QAItB;IAED;;;OAGG;IACH,iBAFW,MAAM,QAIhB;IAED;;;;OAIG;IACH,UAHW,MAAM,GACJ,YAAY,GAAC,SAAS,CAIlC;IAED;;OAEG;IACH,UAFa,iBAAiB,YAAY,CAAC,CAI1C;IAED;;OAEG;IACH,mBAEC;CACJ;AAED;;;GAGG;AACH,uCAFU,oBAAoB,CAEqC;;;;;;;;;;;;UA5DrD,MAAM;;;;;yBACG,MAAM,2BAAkB,SAAO,IAAI;;;;iCAG3B,IAAI"}
1
+ {"version":3,"file":"UsdExtensionRegistry.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/loader/usd/UsdExtensionRegistry.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AACH;IAEI;;;OAGG;IACH,oBAAwB;IAExB;;;;OAIG;IACH,eAHW,MAAM,aACN,YAAY,QAItB;IAED;;;OAGG;IACH,iBAFW,MAAM,QAIhB;IAED;;;;OAIG;IACH,UAHW,MAAM,GACJ,YAAY,GAAC,SAAS,CAIlC;IAED;;OAEG;IACH,UAFa,iBAAiB,YAAY,CAAC,CAI1C;IAED;;OAEG;IACH,mBAEC;CACJ;AAED;;;GAGG;AACH,uCAFU,oBAAoB,CAEqC;;;;;;;;;;;;UA5DrD,MAAM;;;;;yBACG,MAAM,2BAAkB,YAAU,IAAI;;;;iCAG9B,IAAI"}
@@ -7,9 +7,9 @@
7
7
  *
8
8
  * @typedef {Object} UsdExtension
9
9
  * @property {string} name - Unique extension name
10
- * @property {function(string, Object, Object):Node3D|null} [processPrim]
10
+ * @property {function(string, Object, Object):SceneNode|null} [processPrim]
11
11
  * Custom prim handler. Receives (primPath, primFields, buildContext).
12
- * Return a Node3D to override default handling, or null to skip.
12
+ * Return a SceneNode to be added under the prim's parent, or null for default handling.
13
13
  * @property {function(Object):void} [postProcess]
14
14
  * Post-process hook. Receives the full specsByPath after initial parsing.
15
15
  */
@@ -7,11 +7,12 @@
7
7
  *
8
8
  * @param {ArrayBuffer} buffer — Raw file bytes
9
9
  * @param {LoadUsdOptions} [options]
10
- * @returns {Promise<import("../../scene/Node3D.js").Node3D[]>} Root scene nodes
10
+ * @returns {Promise<import("../SceneBundle.js").SceneBundle>} the model — its nodes in pre-order; no
11
+ * skins and no clips, which UsdSkel would fill in
11
12
  * @throws {UsdParseError} On malformed data
12
13
  * @throws {UsdUnsupportedError} On unsupported format (e.g. USDC before implementation)
13
14
  */
14
- export function load_usd(buffer: ArrayBuffer, options?: LoadUsdOptions): Promise<import("../../scene/Node3D.js").Node3D[]>;
15
+ export function load_usd(buffer: ArrayBuffer, options?: LoadUsdOptions): Promise<import("../SceneBundle.js").SceneBundle>;
15
16
  export type LoadUsdOptions = {
16
17
  /**
17
18
  * — Original file name (used for format detection)
@@ -1 +1 @@
1
- {"version":3,"file":"load_usd.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/loader/usd/load_usd.js"],"names":[],"mappings":"AAyDA;;;;;;;;;;;;GAYG;AACH,iCANW,WAAW,YACX,cAAc,GACZ,QAAQ,OAAO,uBAAuB,EAAE,MAAM,EAAE,CAAC,CAwE7D;;;;;eA5Ga,MAAM;;;;iBACN,oBAAoB;;qCAN6B,2BAA2B"}
1
+ {"version":3,"file":"load_usd.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/loader/usd/load_usd.js"],"names":[],"mappings":"AAyDA;;;;;;;;;;;;;GAaG;AACH,iCAPW,WAAW,YACX,cAAc,GACZ,QAAQ,OAAO,mBAAmB,EAAE,WAAW,CAAC,CAuE5D;;;;;eA3Ga,MAAM;;;;iBACN,oBAAoB;;qCAN6B,2BAA2B"}
@@ -64,7 +64,8 @@ const USDA_HEADER = "#usda ";
64
64
  *
65
65
  * @param {ArrayBuffer} buffer — Raw file bytes
66
66
  * @param {LoadUsdOptions} [options]
67
- * @returns {Promise<import("../../scene/Node3D.js").Node3D[]>} Root scene nodes
67
+ * @returns {Promise<import("../SceneBundle.js").SceneBundle>} the model — its nodes in pre-order; no
68
+ * skins and no clips, which UsdSkel would fill in
68
69
  * @throws {UsdParseError} On malformed data
69
70
  * @throws {UsdUnsupportedError} On unsupported format (e.g. USDC before implementation)
70
71
  */
@@ -132,10 +133,8 @@ export async function load_usd(buffer, options = {}) {
132
133
  }
133
134
  }
134
135
 
135
- // Build scene
136
- const nodes = usd_build_scene(parsed.specsByPath, { assetFiles: asset_files, extensions: registry });
137
-
138
- return nodes;
136
+ // Build the model
137
+ return usd_build_scene(parsed.specsByPath, { assetFiles: asset_files, extensions: registry });
139
138
  }
140
139
 
141
140