@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
@@ -2,10 +2,10 @@
2
2
  * Everything the GPU side knows about one {@link ./ParticleEmitter.js} that the emitter itself has
3
3
  * no business knowing.
4
4
  *
5
- * An emitter is a scene node and a description of an effect: what to run, how fast, how big, which
6
- * attribute is the colour. None of that depends on a device. The rest — which row of the emitter
7
- * table it was given, which tenancy of that row it is, where its program was placed in the program
8
- * heap, which `transforms` row its node ended up in, where its texture was packed into the atlas —
5
+ * An emitter is a description of an effect: what to run, how fast, how big, which attribute is
6
+ * the colour. None of that depends on a device. The rest — which row of the emitter table it was
7
+ * given, which tenancy of that row it is, where its program was placed in the program heap, which
8
+ * `transforms` row it was registered at, where its texture was packed into the atlas —
9
9
  * is the particle system's bookkeeping, true only while the emitter is registered and only for the
10
10
  * registry that registered it. Kept on the emitter it would travel with a saved effect, mean
11
11
  * nothing when loaded, and be there for an author to set to a number the table has never heard of.
@@ -25,8 +25,7 @@ export class GPUParticleEmitterContext {
25
25
  * registered — it is what every live particle's record header stores, so it cannot be
26
26
  * renumbered while particles are in flight.
27
27
  *
28
- * Not to be confused with {@link ./ParticleEmitter.js Node3D#id}, which is the node's own
29
- * identity and the key the scene context maps to a `transforms` row.
28
+ * Not to be confused with {@link transform_row}, which is where the emitter is.
30
29
  *
31
30
  * @type {number}
32
31
  */
@@ -40,9 +39,9 @@ export class GPUParticleEmitterContext {
40
39
  */
41
40
  generation: number;
42
41
  /**
43
- * Row of the scene database's `transforms` table the emitter's node occupies, as the scene
44
- * context reported it — what the record's `node` field carries. `0` (the scene root) until
45
- * bound, so an emitter registered before its node is placed still reads a valid row.
42
+ * Row of the scene database's `transforms` table the emitter is placed at — its entity's,
43
+ * one on — what the record's `node` field carries. `0` (the scene root) until bound, so an
44
+ * emitter registered before it is placed still reads a valid row.
46
45
  *
47
46
  * @type {number}
48
47
  */
@@ -73,20 +72,15 @@ export class GPUParticleEmitterContext {
73
72
  */
74
73
  atlas_region: Float32Array;
75
74
  /**
76
- * The emitter's {@link ../../scene/Node3D.js Node3D#version} as of the last time its row was
75
+ * The emitter's version as of the last time its row was
77
76
  * staged, or `-1` for a row that must be restaged whatever the emitter says.
78
77
  *
79
78
  * This is the whole of the dirty tracking: {@link ./EmitterRegistry.js#flush} restages an
80
- * emitter whose version has moved since. A node already counts its own changes for the
81
- * renderer, and a second flag on the emitter saying the same thing would be one more thing to
82
- * forget to set — so the emitter carries none, and an author who changes a field marks it the
83
- * way they mark any node change, with `needsUpdate = true`.
79
+ * emitter whose version has moved since. The emitter counts its own changes, and a second
80
+ * flag saying the same thing would be one more thing to forget to set — so it carries none, and
81
+ * an author who changes a field marks it with `needsUpdate = true`.
84
82
  *
85
- * The version is the node's, so it also moves when the node merely moves, and the row is
86
- * restaged for a change it does not hold. That costs one row: an emitter that moved is an
87
- * emitter whose `transforms` row the scene context is uploading this frame anyway.
88
- *
89
- * A version of `-1` is unreachable for a node — the counter starts at 0 and only rises — so it
83
+ * A version of `-1` is unreachable for an emitter — the counter starts at 0 and only rises — so it
90
84
  * is safe as the "not staged" sentinel, and it is what the fields above are set back to when
91
85
  * one of *them* changes, since those move without the emitter moving.
92
86
  *
@@ -1 +1 @@
1
- {"version":3,"file":"GPUParticleEmitterContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/runtime/GPUParticleEmitterContext.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAEI;;;;;;;;;OASG;IACH,KAFU,MAAM,CAEP;IAET;;;;;;OAMG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;OAMG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;;;OAOG;IACH,WAFU,OAAO,uBAAuB,EAAE,gBAAgB,GAAC,IAAI,CAE9C;IAEjB;;OAEG;IACH,SAFU,OAAO,2BAA2B,EAAE,eAAe,GAAC,IAAI,CAEnD;IAEf;;;;;;;;;;OAUG;IACH,cAFU,YAAY,CAEwB;IAE9C;;;;;;;;;;;;;;;;;;;OAmBG;IACH,gBAFU,MAAM,CAEI;IAEpB;;;OAGG;IACH,kBAHW,OAAO,sBAAsB,EAAE,eAAe,GAC5C,OAAO,CAInB;IAED;;;OAGG;IACH,mBAEC;IAED;;;;OAIG;IACH,gBAFW,OAAO,sBAAsB,EAAE,eAAe,QAMxD;CACJ"}
1
+ {"version":3,"file":"GPUParticleEmitterContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/runtime/GPUParticleEmitterContext.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAEI;;;;;;;;OAQG;IACH,KAFU,MAAM,CAEP;IAET;;;;;;OAMG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;OAMG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;;;OAOG;IACH,WAFU,OAAO,uBAAuB,EAAE,gBAAgB,GAAC,IAAI,CAE9C;IAEjB;;OAEG;IACH,SAFU,OAAO,2BAA2B,EAAE,eAAe,GAAC,IAAI,CAEnD;IAEf;;;;;;;;;;OAUG;IACH,cAFU,YAAY,CAEwB;IAE9C;;;;;;;;;;;;;;OAcG;IACH,gBAFU,MAAM,CAEI;IAEpB;;;OAGG;IACH,kBAHW,OAAO,sBAAsB,EAAE,eAAe,GAC5C,OAAO,CAInB;IAED;;;OAGG;IACH,mBAEC;IAED;;;;OAIG;IACH,gBAFW,OAAO,sBAAsB,EAAE,eAAe,QAMxD;CACJ"}
@@ -4,10 +4,10 @@ import { assert } from "../../../../core/assert.js";
4
4
  * Everything the GPU side knows about one {@link ./ParticleEmitter.js} that the emitter itself has
5
5
  * no business knowing.
6
6
  *
7
- * An emitter is a scene node and a description of an effect: what to run, how fast, how big, which
8
- * attribute is the colour. None of that depends on a device. The rest — which row of the emitter
9
- * table it was given, which tenancy of that row it is, where its program was placed in the program
10
- * heap, which `transforms` row its node ended up in, where its texture was packed into the atlas —
7
+ * An emitter is a description of an effect: what to run, how fast, how big, which attribute is
8
+ * the colour. None of that depends on a device. The rest — which row of the emitter table it was
9
+ * given, which tenancy of that row it is, where its program was placed in the program heap, which
10
+ * `transforms` row it was registered at, where its texture was packed into the atlas —
11
11
  * is the particle system's bookkeeping, true only while the emitter is registered and only for the
12
12
  * registry that registered it. Kept on the emitter it would travel with a saved effect, mean
13
13
  * nothing when loaded, and be there for an author to set to a number the table has never heard of.
@@ -28,8 +28,7 @@ export class GPUParticleEmitterContext {
28
28
  * registered — it is what every live particle's record header stores, so it cannot be
29
29
  * renumbered while particles are in flight.
30
30
  *
31
- * Not to be confused with {@link ./ParticleEmitter.js Node3D#id}, which is the node's own
32
- * identity and the key the scene context maps to a `transforms` row.
31
+ * Not to be confused with {@link transform_row}, which is where the emitter is.
33
32
  *
34
33
  * @type {number}
35
34
  */
@@ -45,9 +44,9 @@ export class GPUParticleEmitterContext {
45
44
  generation = 0;
46
45
 
47
46
  /**
48
- * Row of the scene database's `transforms` table the emitter's node occupies, as the scene
49
- * context reported it — what the record's `node` field carries. `0` (the scene root) until
50
- * bound, so an emitter registered before its node is placed still reads a valid row.
47
+ * Row of the scene database's `transforms` table the emitter is placed at — its entity's,
48
+ * one on — what the record's `node` field carries. `0` (the scene root) until bound, so an
49
+ * emitter registered before it is placed still reads a valid row.
51
50
  *
52
51
  * @type {number}
53
52
  */
@@ -61,12 +60,12 @@ export class GPUParticleEmitterContext {
61
60
  *
62
61
  * @type {import("./ProgramPlacement.js").ProgramPlacement|null}
63
62
  */
64
- placement = null;
65
-
66
- /** Author's immutable program reference, distinct from the heap's owned copy.
67
- * @type {import("../isa/ParticleProgram.js").ParticleProgram|null}
68
- */
69
- program = null;
63
+ placement = null;
64
+
65
+ /** Author's immutable program reference, distinct from the heap's owned copy.
66
+ * @type {import("../isa/ParticleProgram.js").ParticleProgram|null}
67
+ */
68
+ program = null;
70
69
 
71
70
  /**
72
71
  * Where {@link ./ParticleEmitter.js#texture} landed in the particle system's atlas: uv offset
@@ -82,20 +81,15 @@ export class GPUParticleEmitterContext {
82
81
  atlas_region = new Float32Array([0, 0, 1, 1]);
83
82
 
84
83
  /**
85
- * The emitter's {@link ../../scene/Node3D.js Node3D#version} as of the last time its row was
84
+ * The emitter's version as of the last time its row was
86
85
  * staged, or `-1` for a row that must be restaged whatever the emitter says.
87
86
  *
88
87
  * This is the whole of the dirty tracking: {@link ./EmitterRegistry.js#flush} restages an
89
- * emitter whose version has moved since. A node already counts its own changes for the
90
- * renderer, and a second flag on the emitter saying the same thing would be one more thing to
91
- * forget to set — so the emitter carries none, and an author who changes a field marks it the
92
- * way they mark any node change, with `needsUpdate = true`.
93
- *
94
- * The version is the node's, so it also moves when the node merely moves, and the row is
95
- * restaged for a change it does not hold. That costs one row: an emitter that moved is an
96
- * emitter whose `transforms` row the scene context is uploading this frame anyway.
88
+ * emitter whose version has moved since. The emitter counts its own changes, and a second
89
+ * flag saying the same thing would be one more thing to forget to set — so it carries none, and
90
+ * an author who changes a field marks it with `needsUpdate = true`.
97
91
  *
98
- * A version of `-1` is unreachable for a node — the counter starts at 0 and only rises — so it
92
+ * A version of `-1` is unreachable for an emitter — the counter starts at 0 and only rises — so it
99
93
  * is safe as the "not staged" sentinel, and it is what the fields above are set back to when
100
94
  * one of *them* changes, since those move without the emitter moving.
101
95
  *
@@ -22,20 +22,20 @@ export const EMITTER_RENDER_CHANNEL_COMPONENTS: {
22
22
  [x: string]: number;
23
23
  };
24
24
  /**
25
- * One particle emitter: a scene node that runs a compiled effect.
25
+ * One particle emitter: a compiled effect, run at a place in the scene.
26
26
  *
27
27
  * **In a game, this is built for you.** An entity carrying
28
28
  * {@link ../../../../engine/graphics/ecs/particles/ParticleEffect.js ParticleEffect} and a
29
29
  * `Transform64` gets one of these from `engine/graphics3/GPUParticleEmitterSystem.js`, which owns it
30
30
  * and keeps every field below in step with the component. Build one by hand for the cases with no
31
31
  * ECS behind them — a playground, a tool, a spec — or reach for the one the system built through its
32
- * `node_of(entity)` when an entity reference cannot say what you mean.
32
+ * `emitter_of(entity)` when an entity reference cannot say what you mean.
33
33
  *
34
- * Being a {@link Node3D} is what places it. Add it to a scene and it gets a row in the scene
35
- * database's `transforms` table like any other node; parent it to a joint and the GPU hierarchy
36
- * pass composes its world matrix from the joint's every frame, animation included, with nothing
37
- * copied through the CPU. Remove it from the scene and the row goes with it — and so do its
38
- * particles, within a frame, because the emitter's table row is retired with it and its particles
34
+ * Where it is comes from the `transforms` row it is registered at
35
+ * ({@link ../GPUParticleSystem.js#add_emitter}), which is an entity's row, one on. The hierarchy
36
+ * pass composes that row's world every frame — register an emitter at a joint's row and it moves
37
+ * with the joint, animation included, with nothing copied through the CPU. Unregister it and its
38
+ * row in the emitter table is retired, and its particles with it within a frame, because they
39
39
  * carry that row's generation. There is no transform of its own to keep in step with anything.
40
40
  *
41
41
  * The rest is a description of an effect and nothing else: the attribute {@link layout} and the
@@ -53,7 +53,7 @@ export const EMITTER_RENDER_CHANNEL_COMPONENTS: {
53
53
  * emitter opts into culling at all: `EMITTER_FLAG.CULL` in {@link flags}.
54
54
  *
55
55
  * **Nothing here is the GPU's.** Which table row the emitter was given, which tenancy of it, where
56
- * its program was placed in the program heap, which `transforms` row its node ended up in, where
56
+ * its program was placed in the program heap, which `transforms` row it was registered at, where
57
57
  * its texture was packed into the atlas — all of that is
58
58
  * {@link ./GPUParticleEmitterContext.js GPUParticleEmitterContext}, held by the
59
59
  * {@link ./EmitterRegistry.js} that registered the emitter and reachable through
@@ -62,12 +62,11 @@ export const EMITTER_RENDER_CHANNEL_COMPONENTS: {
62
62
  * accumulator, age, sleep are {@link ../data/PARTICLE_EMITTER_STATE.js}, and they stay on the GPU.
63
63
  *
64
64
  * Fields are plain data with no setters. After changing any of them, set `needsUpdate = true` — the
65
- * node's own change counter, the same one the renderer reads to decide whether a transform needs
66
- * re-uploading — and {@link ./EmitterRegistry.js#flush} restages the row on its next flush. One
67
- * counter rather than a setter per field because a row is restaged whole either way: one changed
68
- * field and ten cost the same upload.
65
+ * emitter's change counter — and {@link ./EmitterRegistry.js#flush} restages the row on its next
66
+ * flush. One counter rather than a setter per field because a row is restaged whole either way:
67
+ * one changed field and ten cost the same upload.
69
68
  */
70
- export class ParticleEmitter extends Node3D {
69
+ export class ParticleEmitter {
71
70
  /**
72
71
  * Build an emitter from a plain description. Every parameter is optional except the compiled
73
72
  * effect — an emitter with no program has nothing to run.
@@ -106,6 +105,22 @@ export class ParticleEmitter extends Node3D {
106
105
  flipbook?: ArrayLike<number>;
107
106
  name?: string;
108
107
  }): ParticleEmitter;
108
+ /**
109
+ * For a debugger, and for nothing else.
110
+ *
111
+ * @type {string}
112
+ */
113
+ name: string;
114
+ /**
115
+ * @returns {number}
116
+ */
117
+ get version(): number;
118
+ /**
119
+ * Say that a field changed. Reading it back answers nothing: the counter is the record.
120
+ *
121
+ * @param {boolean} value
122
+ */
123
+ set needsUpdate(value: boolean);
109
124
  /**
110
125
  * The per-particle attribute schema: which named attributes a particle of this emitter has, how
111
126
  * wide each is, and what word of the record it sits at.
@@ -215,10 +230,8 @@ export class ParticleEmitter extends Node3D {
215
230
  * draws with, and how it is bound to the renderer. Two emitters that compare equal describe one
216
231
  * effect in one place, and one row would serve both.
217
232
  *
218
- * The node's identity is not part of it — `id`, parent and children say where an emitter is in
219
- * a scene, not what it is — and neither is anything the GPU assigned it, which is not here to
220
- * be compared. {@link transform_global} is left out too, being derived from
221
- * {@link transform_local} and the parent chain.
233
+ * Where it is registered is not part of it — the row says where an emitter is, not what it is
234
+ * — and neither is anything the GPU assigned it, which is not here to be compared.
222
235
  *
223
236
  * @param {ParticleEmitter} other
224
237
  * @returns {boolean}
@@ -233,23 +246,20 @@ export class ParticleEmitter extends Node3D {
233
246
  */
234
247
  hash(): number;
235
248
  /**
236
- * Make this emitter a copy of `other`: same effect, same settings, same placement.
249
+ * Make this emitter a copy of `other`: same effect, same settings.
237
250
  *
238
251
  * The layout and the compiled program are shared rather than duplicated — both are immutable
239
252
  * once compiled, and sharing them is what puts two emitters of one effect on one program id in
240
253
  * the program heap, hence in one simulation bucket.
241
254
  *
242
- * What is not copied is the node's identity and its place in a scene ({@link Node3D#id},
243
- * parent, children), and anything a registry gave the original: a copy is a second emitter, not
255
+ * What is not copied is anything a registry gave the original: a copy is a second emitter, not
244
256
  * a second reference to the first one's table row.
245
257
  *
246
258
  * @param {ParticleEmitter} other
247
259
  */
248
260
  copy(other: ParticleEmitter): void;
249
261
  /**
250
- * A second emitter equal to this one, and registered with nothing. Its subtree is cloned the
251
- * way {@link Node3D#clone} clones one — overridden only because the base builds a plain
252
- * `Node3D`, which would keep the transform and drop the effect.
262
+ * A second emitter equal to this one, and registered with nothing.
253
263
  *
254
264
  * @returns {ParticleEmitter}
255
265
  */
@@ -259,6 +269,6 @@ export class ParticleEmitter extends Node3D {
259
269
  * @type {boolean}
260
270
  */
261
271
  readonly isParticleEmitter: boolean;
272
+ #private;
262
273
  }
263
- import { Node3D } from "../../scene/Node3D.js";
264
274
  //# sourceMappingURL=ParticleEmitter.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleEmitter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/runtime/ParticleEmitter.js"],"names":[],"mappings":"AAUA;;;;;GAKG;AACH,sCAFU,MAAM,EAAE,CAIf;AAEH;;;;;;;;;;;;GAYG;AACH;QAFiB,MAAM,GAAE,MAAM;EAS5B;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6CG;AACH;IA0QI;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH;QAfwE,MAAM,EAAnE,OAAO,6BAA6B,EAAE,cAAc;QAEQ,OAAO,EAAnE,OAAO,2BAA2B,EAAE,eAAe;QAExB,QAAQ,GAAnC,UAAU,MAAM,CAAC;QACI,OAAO,GAA5B,MAAM,GAAC,IAAI;QACK,IAAI,GAApB,MAAM;QACU,UAAU,GAA1B,MAAM;QACU,OAAO,GAAvB,MAAM;QACU,KAAK,GAArB,MAAM;QACyB,MAAM;gBAA9B,MAAM,GAAC,MAAM;;QACO,QAAQ,GAAnC,UAAU,MAAM,CAAC;QACD,IAAI,GAApB,MAAM;QACJ,eAAe,CAgD3B;IA7UD;;;;;OAKG;IACH,QAFU,OAAO,6BAA6B,EAAE,cAAc,CAEvD;IAEP;;;;;OAKG;IACH,SAFU,OAAO,2BAA2B,EAAE,eAAe,CAErD;IAER;;;;;;;;;;;OAWG;IACH,SAFU,MAAM,GAAC,IAAI,CAEN;IAEf;;;;;;;;OAQG;IACH,MAFU,MAAM,CAEP;IAET;;;;OAIG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;;;;;;;;;;;OAmBG;IACH,SAFU,MAAM,CAEJ;IAEZ;;;OAGG;IACH,OAFU,MAAM,CAEN;IAEV;;;;OAIG;IACH,UAFU,YAAY,CAEc;IAEpC,+FAA+F;IAC/F,iBADW,MAAM,CAC0B;IAC3C,gDAAgD;IAChD,aADW,MAAM,CACsB;IACvC,uDAAuD;IACvD,cADW,MAAM,CACuB;IACxC,+DAA+D;IAC/D,iBADW,MAAM,CAC0B;IAC3C,gEAAgE;IAChE,cADW,MAAM,CACuB;IACxC,sFAAsF;IACtF,iBADW,MAAM,CAC0B;IAE3C,mBAEC;IAED;;;;;;;;;;;;OAYG;IACH;YAHkB,MAAM,GAAC,MAAM;aA2B9B;IAED;;;;;;;;;;;;OAYG;IACH,cAHW,eAAe,GACb,OAAO,CAuBnB;IAED;;;;;;OAMG;IACH,QAFa,MAAM,CAsBlB;IAED;;;;;;;;;;;;OAYG;IACH,YAFW,eAAe,QAwBzB;IAED;;;;;;OAMG;IACH,SAFa,eAAe,CAgB3B;IA0EL;;;OAGG;IACH,4BAFU,OAAO,CAE0B;CAN1C;uBAjasB,uBAAuB"}
1
+ {"version":3,"file":"ParticleEmitter.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/runtime/ParticleEmitter.js"],"names":[],"mappings":"AASA;;;;;GAKG;AACH,sCAFU,MAAM,EAAE,CAIf;AAEH;;;;;;;;;;;;GAYG;AACH;QAFiB,MAAM,GAAE,MAAM;EAS5B;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4CG;AACH;IA0RI;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH;QAfwE,MAAM,EAAnE,OAAO,6BAA6B,EAAE,cAAc;QAEQ,OAAO,EAAnE,OAAO,2BAA2B,EAAE,eAAe;QAExB,QAAQ,GAAnC,UAAU,MAAM,CAAC;QACI,OAAO,GAA5B,MAAM,GAAC,IAAI;QACK,IAAI,GAApB,MAAM;QACU,UAAU,GAA1B,MAAM;QACU,OAAO,GAAvB,MAAM;QACU,KAAK,GAArB,MAAM;QACyB,MAAM;gBAA9B,MAAM,GAAC,MAAM;;QACO,QAAQ,GAAnC,UAAU,MAAM,CAAC;QACD,IAAI,GAApB,MAAM;QACJ,eAAe,CA+C3B;IA7VD;;;;OAIG;IACH,MAFU,MAAM,CAEN;IAUV;;OAEG;IACH,sBAEC;IAED;;;;OAIG;IACH,gCAIC;IAED;;;;;OAKG;IACH,QAFU,OAAO,6BAA6B,EAAE,cAAc,CAEvD;IAEP;;;;;OAKG;IACH,SAFU,OAAO,2BAA2B,EAAE,eAAe,CAErD;IAER;;;;;;;;;;;OAWG;IACH,SAFU,MAAM,GAAC,IAAI,CAEN;IAEf;;;;;;;;OAQG;IACH,MAFU,MAAM,CAEP;IAET;;;;OAIG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;;;;;;;;;;;OAmBG;IACH,SAFU,MAAM,CAEJ;IAEZ;;;OAGG;IACH,OAFU,MAAM,CAEN;IAEV;;;;OAIG;IACH,UAFU,YAAY,CAEc;IAEpC,+FAA+F;IAC/F,iBADW,MAAM,CAC0B;IAC3C,gDAAgD;IAChD,aADW,MAAM,CACsB;IACvC,uDAAuD;IACvD,cADW,MAAM,CACuB;IACxC,+DAA+D;IAC/D,iBADW,MAAM,CAC0B;IAC3C,gEAAgE;IAChE,cADW,MAAM,CACuB;IACxC,sFAAsF;IACtF,iBADW,MAAM,CAC0B;IAE3C,mBAEC;IAED;;;;;;;;;;;;OAYG;IACH;YAHkB,MAAM,GAAC,MAAM;aA2B9B;IAED;;;;;;;;;;OAUG;IACH,cAHW,eAAe,GACb,OAAO,CAsBnB;IAED;;;;;;OAMG;IACH,QAFa,MAAM,CAsBlB;IAED;;;;;;;;;;;OAWG;IACH,YAFW,eAAe,QAsBzB;IAED;;;;OAIG;IACH,SAFa,eAAe,CAQ3B;IAyEL;;;OAGG;IACH,4BAFU,OAAO,CAE0B;;CAN1C"}
@@ -5,7 +5,6 @@ import { hash_mix2 } from "../../../../core/math/hash/hash_mix2.js";
5
5
  import { hash_mix3 } from "../../../../core/math/hash/hash_mix3.js";
6
6
  import { computeHashFloat } from "../../../../core/primitives/numbers/computeHashFloat.js";
7
7
  import { computeStringHash } from "../../../../core/primitives/strings/computeStringHash.js";
8
- import { Node3D } from "../../scene/Node3D.js";
9
8
  import { EMITTER_ATTRIBUTE_ABSENT, make_emitter_flags } from "../data/PARTICLE_EMITTER_STRUCT.js";
10
9
 
11
10
  /**
@@ -41,20 +40,20 @@ export const EMITTER_RENDER_CHANNEL_COMPONENTS = Object.freeze({
41
40
  });
42
41
 
43
42
  /**
44
- * One particle emitter: a scene node that runs a compiled effect.
43
+ * One particle emitter: a compiled effect, run at a place in the scene.
45
44
  *
46
45
  * **In a game, this is built for you.** An entity carrying
47
46
  * {@link ../../../../engine/graphics/ecs/particles/ParticleEffect.js ParticleEffect} and a
48
47
  * `Transform64` gets one of these from `engine/graphics3/GPUParticleEmitterSystem.js`, which owns it
49
48
  * and keeps every field below in step with the component. Build one by hand for the cases with no
50
49
  * ECS behind them — a playground, a tool, a spec — or reach for the one the system built through its
51
- * `node_of(entity)` when an entity reference cannot say what you mean.
50
+ * `emitter_of(entity)` when an entity reference cannot say what you mean.
52
51
  *
53
- * Being a {@link Node3D} is what places it. Add it to a scene and it gets a row in the scene
54
- * database's `transforms` table like any other node; parent it to a joint and the GPU hierarchy
55
- * pass composes its world matrix from the joint's every frame, animation included, with nothing
56
- * copied through the CPU. Remove it from the scene and the row goes with it — and so do its
57
- * particles, within a frame, because the emitter's table row is retired with it and its particles
52
+ * Where it is comes from the `transforms` row it is registered at
53
+ * ({@link ../GPUParticleSystem.js#add_emitter}), which is an entity's row, one on. The hierarchy
54
+ * pass composes that row's world every frame — register an emitter at a joint's row and it moves
55
+ * with the joint, animation included, with nothing copied through the CPU. Unregister it and its
56
+ * row in the emitter table is retired, and its particles with it within a frame, because they
58
57
  * carry that row's generation. There is no transform of its own to keep in step with anything.
59
58
  *
60
59
  * The rest is a description of an effect and nothing else: the attribute {@link layout} and the
@@ -72,7 +71,7 @@ export const EMITTER_RENDER_CHANNEL_COMPONENTS = Object.freeze({
72
71
  * emitter opts into culling at all: `EMITTER_FLAG.CULL` in {@link flags}.
73
72
  *
74
73
  * **Nothing here is the GPU's.** Which table row the emitter was given, which tenancy of it, where
75
- * its program was placed in the program heap, which `transforms` row its node ended up in, where
74
+ * its program was placed in the program heap, which `transforms` row it was registered at, where
76
75
  * its texture was packed into the atlas — all of that is
77
76
  * {@link ./GPUParticleEmitterContext.js GPUParticleEmitterContext}, held by the
78
77
  * {@link ./EmitterRegistry.js} that registered the emitter and reachable through
@@ -81,12 +80,43 @@ export const EMITTER_RENDER_CHANNEL_COMPONENTS = Object.freeze({
81
80
  * accumulator, age, sleep are {@link ../data/PARTICLE_EMITTER_STATE.js}, and they stay on the GPU.
82
81
  *
83
82
  * Fields are plain data with no setters. After changing any of them, set `needsUpdate = true` — the
84
- * node's own change counter, the same one the renderer reads to decide whether a transform needs
85
- * re-uploading — and {@link ./EmitterRegistry.js#flush} restages the row on its next flush. One
86
- * counter rather than a setter per field because a row is restaged whole either way: one changed
87
- * field and ten cost the same upload.
83
+ * emitter's change counter — and {@link ./EmitterRegistry.js#flush} restages the row on its next
84
+ * flush. One counter rather than a setter per field because a row is restaged whole either way:
85
+ * one changed field and ten cost the same upload.
88
86
  */
89
- export class ParticleEmitter extends Node3D {
87
+ export class ParticleEmitter {
88
+ /**
89
+ * For a debugger, and for nothing else.
90
+ *
91
+ * @type {string}
92
+ */
93
+ name = "";
94
+
95
+ /**
96
+ * Moved by every {@link needsUpdate}; what a registry compares against the version it last
97
+ * staged the row from.
98
+ *
99
+ * @type {number}
100
+ */
101
+ #version = 0;
102
+
103
+ /**
104
+ * @returns {number}
105
+ */
106
+ get version() {
107
+ return this.#version;
108
+ }
109
+
110
+ /**
111
+ * Say that a field changed. Reading it back answers nothing: the counter is the record.
112
+ *
113
+ * @param {boolean} value
114
+ */
115
+ set needsUpdate(value) {
116
+ if (value) {
117
+ this.#version++;
118
+ }
119
+ }
90
120
 
91
121
  /**
92
122
  * The per-particle attribute schema: which named attributes a particle of this emitter has, how
@@ -232,10 +262,8 @@ export class ParticleEmitter extends Node3D {
232
262
  * draws with, and how it is bound to the renderer. Two emitters that compare equal describe one
233
263
  * effect in one place, and one row would serve both.
234
264
  *
235
- * The node's identity is not part of it — `id`, parent and children say where an emitter is in
236
- * a scene, not what it is — and neither is anything the GPU assigned it, which is not here to
237
- * be compared. {@link transform_global} is left out too, being derived from
238
- * {@link transform_local} and the parent chain.
265
+ * Where it is registered is not part of it — the row says where an emitter is, not what it is
266
+ * — and neither is anything the GPU assigned it, which is not here to be compared.
239
267
  *
240
268
  * @param {ParticleEmitter} other
241
269
  * @returns {boolean}
@@ -258,7 +286,6 @@ export class ParticleEmitter extends Node3D {
258
286
  && this.render_frame === other.render_frame
259
287
  && this.render_velocity === other.render_velocity
260
288
  && is_typed_array_equals(this.flipbook, other.flipbook)
261
- && this.transform_local.equals(other.transform_local)
262
289
  && this.layout.equals(other.layout)
263
290
  && this.program.equals(other.program);
264
291
  }
@@ -287,27 +314,24 @@ export class ParticleEmitter extends Node3D {
287
314
 
288
315
  return hash_mix3(
289
316
  hash_mix2(bindings, flipbook),
290
- hash_mix2(appearance, this.transform_local.hash()),
317
+ appearance,
291
318
  hash_mix2(this.layout.hash(), this.program.hash())
292
319
  );
293
320
  }
294
321
 
295
322
  /**
296
- * Make this emitter a copy of `other`: same effect, same settings, same placement.
323
+ * Make this emitter a copy of `other`: same effect, same settings.
297
324
  *
298
325
  * The layout and the compiled program are shared rather than duplicated — both are immutable
299
326
  * once compiled, and sharing them is what puts two emitters of one effect on one program id in
300
327
  * the program heap, hence in one simulation bucket.
301
328
  *
302
- * What is not copied is the node's identity and its place in a scene ({@link Node3D#id},
303
- * parent, children), and anything a registry gave the original: a copy is a second emitter, not
329
+ * What is not copied is anything a registry gave the original: a copy is a second emitter, not
304
330
  * a second reference to the first one's table row.
305
331
  *
306
332
  * @param {ParticleEmitter} other
307
333
  */
308
334
  copy(other) {
309
- super.copy(other);
310
-
311
335
  this.name = other.name;
312
336
 
313
337
  this.layout = other.layout;
@@ -330,9 +354,7 @@ export class ParticleEmitter extends Node3D {
330
354
  }
331
355
 
332
356
  /**
333
- * A second emitter equal to this one, and registered with nothing. Its subtree is cloned the
334
- * way {@link Node3D#clone} clones one — overridden only because the base builds a plain
335
- * `Node3D`, which would keep the transform and drop the effect.
357
+ * A second emitter equal to this one, and registered with nothing.
336
358
  *
337
359
  * @returns {ParticleEmitter}
338
360
  */
@@ -341,14 +363,6 @@ export class ParticleEmitter extends Node3D {
341
363
 
342
364
  r.copy(this);
343
365
 
344
- for (const child of this.children) {
345
- const clone = child.clone();
346
-
347
- clone.parent = r;
348
-
349
- r.children.push(clone);
350
- }
351
-
352
366
  return r;
353
367
  }
354
368
 
@@ -393,10 +407,9 @@ export class ParticleEmitter extends Node3D {
393
407
  emitter.texture = config.texture;
394
408
  }
395
409
 
396
- if (config.position !== undefined) {
397
- emitter.transform_local.setTranslation(config.position[0], config.position[1], config.position[2]);
398
- emitter.updateMatrices();
399
- }
410
+ // an emitter is placed by the row it is registered at, which is an entity's; a position
411
+ // here would be a second placement nothing reads
412
+ assert.equal(config.position, undefined, "config.position: place the emitter's entity, not the emitter");
400
413
 
401
414
  if (config.seed !== undefined) {
402
415
  emitter.seed = config.seed;
@@ -376,7 +376,7 @@ export class AccumulatingPathTracer {
376
376
  const r_materials = graphics.materials_resident;
377
377
  const scene_ctx = view.scene;
378
378
 
379
- r_materials.ensure_scene_materials(scene_ctx.scene);
379
+ r_materials.ensure_scene_materials(scene_ctx);
380
380
  r_materials.update();
381
381
 
382
382
  const geometries = scene_ctx.geometries;
@@ -128,7 +128,7 @@ export function graph_path_trace_scene({
128
128
 
129
129
  const scene_ctx = view.scene;
130
130
 
131
- r_materials.ensure_scene_materials(scene_ctx.scene);
131
+ r_materials.ensure_scene_materials(scene_ctx);
132
132
  r_materials.update();
133
133
 
134
134
  const geometries = scene_ctx.geometries;
@@ -53,7 +53,7 @@ export class NSS {
53
53
  * @returns {number}
54
54
  */
55
55
  static recommended_jitter_sequence_size(upscale_ratio: number): number;
56
- static "__#166@#preprocess_tensor_descriptor"(render_w: any, render_h: any): TextureResourceDescriptor;
56
+ static "__#173@#preprocess_tensor_descriptor"(render_w: any, render_h: any): TextureResourceDescriptor;
57
57
  /**
58
58
  * @param {GraphicsContext} graphics
59
59
  */
@@ -1 +1 @@
1
- {"version":3,"file":"prepare_meshlet_draw_commands_by_material.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;GAeG;AACH,uKAJa;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,CAAC;IAAC,kBAAkB,EAAE,MAAM,CAAC;IAAC,wBAAwB,EAAE,MAAM,CAAA;CAAC,CAuTnH"}
1
+ {"version":3,"file":"prepare_meshlet_draw_commands_by_material.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;GAeG;AACH,uKAJa;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,CAAC;IAAC,kBAAkB,EAAE,MAAM,CAAC;IAAC,wBAAwB,EAAE,MAAM,CAAA;CAAC,CAgUnH"}
@@ -129,6 +129,15 @@ export function graph_prepare_meshlet_draw_commands_by_material({
129
129
  expected_output_size: meshlet_buffer_size,
130
130
  });
131
131
 
132
+ /*
133
+ No virtual-geometry seam here, and not for want of a place to put one. This path serves the
134
+ transparent and alpha-tested draws, and it is handed a `scene` and an optional camera
135
+ *resource* rather than a `GPUViewContext` — where a cut needs the camera's uniform buffer to
136
+ put each instance into object space. The deeper reason is that it would be the wrong thing to
137
+ add: `VIRTUAL_GEOMETRY_DESIGN.md` §9 scopes v1 to static opaque geometry, and the opaque paths
138
+ are where the seam lives.
139
+ */
140
+
132
141
  graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, meshlets);
133
142
 
134
143
  if (hzb !== -1 && camera !== -1) {
@@ -1 +1 @@
1
- {"version":3,"file":"graph_meshes_classify_buckets.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/mesh/graph_meshes_classify_buckets.js"],"names":[],"mappings":"AAmBA;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACT,MAAM,EAAtB,MAAM;IACmB,SAAS;IACL,MAAM;IACjC,MAAM,CAuHlB"}
1
+ {"version":3,"file":"graph_meshes_classify_buckets.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/mesh/graph_meshes_classify_buckets.js"],"names":[],"mappings":"AAmBA;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACT,MAAM,EAAtB,MAAM;IACmB,SAAS;IACL,MAAM;IACjC,MAAM,CAwHlB"}
@@ -50,7 +50,8 @@ export function graph_meshes_classify_buckets({
50
50
 
51
51
  const encoder = context.encoder;
52
52
 
53
- const instance_count = scene_ctx.scene.instance_count;
53
+ // occupied mesh rows: the table the cull ran over, and everything a scene draws
54
+ const instance_count = scene_ctx.scene_database.get('meshes').count;
54
55
 
55
56
  if (instance_count === 0) {
56
57
  // nothing to do
@@ -1 +1 @@
1
- {"version":3,"file":"graph_scene_meshes_cull_and_classify_buckets.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/mesh/graph_scene_meshes_cull_and_classify_buckets.js"],"names":[],"mappings":"AAiBA;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACA,SAAS;IAClB,MAAM,EAAtB,MAAM;IACJ,MAAM,CA6HlB"}
1
+ {"version":3,"file":"graph_scene_meshes_cull_and_classify_buckets.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/rasterize/expand/bucket/mesh/graph_scene_meshes_cull_and_classify_buckets.js"],"names":[],"mappings":"AAiBA;;;;;;;;GAQG;AACH;IAN+B,KAAK;IACA,SAAS;IAClB,MAAM,EAAtB,MAAM;IACJ,MAAM,CAgIlB"}
@@ -114,10 +114,13 @@ export function graph_scene_meshes_cull_and_classify_buckets({
114
114
 
115
115
  const pass = graph.add('classify mesh buckets', pass_data, execute);
116
116
 
117
+ // occupied mesh rows, as the buffers are sized when the graph is built
118
+ const instance_count = scene_ctx.scene_database.get('meshes').count;
119
+
117
120
  pass_data.buffer_0 = pass.create(
118
121
  '0',
119
122
  BufferResourceDescriptor.from(
120
- HEADER_0_SIZE + u32.size * scene_ctx.scene.instance_count,
123
+ HEADER_0_SIZE + u32.size * instance_count,
121
124
  GPUBufferUsage.STORAGE,
122
125
  0, HEADER_0_SIZE,
123
126
  )
@@ -127,7 +130,7 @@ export function graph_scene_meshes_cull_and_classify_buckets({
127
130
  '1',
128
131
  BufferResourceDescriptor.from(
129
132
  round_up(
130
- RASTERIZATION_BUCKET_SORT_OUTPUT_HEADER_STRUCT_WRITE.aligned_size + u32.size * Math.max(16, scene_ctx.scene.instance_count),
133
+ RASTERIZATION_BUCKET_SORT_OUTPUT_HEADER_STRUCT_WRITE.aligned_size + u32.size * Math.max(16, instance_count),
131
134
  RASTERIZATION_BUCKET_SORT_OUTPUT_STRUCT_WRITE.align,
132
135
  ),
133
136
  GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_scene_fast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;GAUG;AACH;;;;;;;IAFa;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CA0I3D;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAJ+B,KAAK;IACC,GAAG;IACA,MAAM;SA8C7C"}
1
+ {"version":3,"file":"graph_rasterize_scene_fast.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;GAUG;AACH;;;;;;;IAFa;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,EAAE,CAAA;CAAC,CAoJ3D;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAJ+B,KAAK;IACC,GAAG;IACA,MAAM;SA8C7C"}
@@ -9,6 +9,7 @@ import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterizat
9
9
  import { graph_meshes_classify_buckets } from "../expand/bucket/mesh/graph_meshes_classify_buckets.js";
10
10
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
11
11
  import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_meshes_to_meshlets.js";
12
+ import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
12
13
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
13
14
  import { construct_primitive_state } from "../bucket/construct_primitive_state.js";
14
15
  import { graph_mesh_frustum_cull } from "../compute/graph_mesh_frustum_cull.js";
@@ -54,7 +55,7 @@ export function graph_rasterize_scene_fast_raw({
54
55
  limits,
55
56
  });
56
57
 
57
- const cached_materials = scene_ctx.scene.instances.materials;
58
+ const cached_materials = scene_ctx.drawn_materials;
58
59
 
59
60
  /**
60
61
  * @type {Set<number>}
@@ -91,7 +92,7 @@ export function graph_rasterize_scene_fast_raw({
91
92
  limits,
92
93
  });
93
94
 
94
- const gr_bucket_meshlets = graph_expand_meshes_to_meshlets({
95
+ let gr_bucket_meshlets = graph_expand_meshes_to_meshlets({
95
96
  graph,
96
97
  input_meshes: gr_bucket_meshes,
97
98
  scene: scene_ctx,
@@ -99,6 +100,16 @@ export function graph_rasterize_scene_fast_raw({
99
100
  limits,
100
101
  });
101
102
 
103
+ // the seam: this bucket's virtual-geometry instances select their cut and append it to
104
+ // the same collection, which is the whole of what the rest of this function is told
105
+ gr_bucket_meshlets = graph_vgeo_expand_if_enabled({
106
+ graph,
107
+ input_meshes: gr_bucket_meshes,
108
+ output_meshlets: gr_bucket_meshlets,
109
+ view: view_ctx,
110
+ limits,
111
+ });
112
+
102
113
  graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, gr_bucket_meshlets);
103
114
 
104
115
  const primitive_state = construct_primitive_state(draw_mode, side, job.cull_policy);