@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
@@ -766,7 +766,7 @@ export function graph_rasterize_meshes_transparent_avboit({
766
766
  */
767
767
  const materials_double = [];
768
768
 
769
- const scene_materials = scene_ctx.scene.instances.materials;
769
+ const scene_materials = scene_ctx.drawn_materials;
770
770
 
771
771
  // Front-sided and double-sided materials need different pipeline states, so every raster pass
772
772
  // below runs twice. `ShadeDrawSide.Back` is not drawn, the same as under MBOIT (plan §7).
@@ -68,7 +68,7 @@ export function graph_rasterize_meshes_alpha_tested({
68
68
  * @type {ShadeMaterial[]}
69
69
  */
70
70
  const relevant_materials = [];
71
- const scene_materials = scene_ctx.scene.instances.materials;
71
+ const scene_materials = scene_ctx.drawn_materials;
72
72
 
73
73
  const material_count = filter_materials_by_bucket(
74
74
  relevant_materials, 0,
@@ -481,7 +481,7 @@ export function graph_rasterize_meshes_transparent_oit({
481
481
  */
482
482
  const materials_double = [];
483
483
 
484
- const scene_materials = scene_ctx.scene.instances.materials;
484
+ const scene_materials = scene_ctx.drawn_materials;
485
485
 
486
486
  // we need to draw with different pipeline states, so the code is a little convoluted
487
487
  // Essentially, we draw Double-side and Front-sided materials
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_partial_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js"],"names":[],"mappings":"AAuBA;;;;;;;;;;;;;;;GAeG;AACH,gMAFa;IAAC,eAAe,EAAC,MAAM,CAAC;IAAC,cAAc,EAAC,MAAM,CAAC;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CA8LjG"}
1
+ {"version":3,"file":"graph_rasterize_partial_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;GAeG;AACH,gMAFa;IAAC,eAAe,EAAC,MAAM,CAAC;IAAC,cAAc,EAAC,MAAM,CAAC;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAwMjG"}
@@ -17,6 +17,7 @@ import {
17
17
  import { rasterization_material_bucket } from "../expand/bucket/chunk_rasterization_material_bucket.js";
18
18
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
19
19
  import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_meshes_to_meshlets.js";
20
+ import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
20
21
  import { MeshletFilter2WayPassData, pass_filter_meshlets_2way } from "../expand/pass1/pass_filter_meshlets_2way.js";
21
22
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
22
23
  import { construct_primitive_state, CullPolicy } from "../bucket/construct_primitive_state.js";
@@ -166,7 +167,7 @@ export function graph_rasterize_partial_opaque({
166
167
 
167
168
  gr_instances_maybe = pass_data_instances_0.instances_maybe = pass_instances_0.write(gr_instances_maybe);
168
169
 
169
- const meshlet_expansion_0 = graph_expand_meshes_to_meshlets({
170
+ let meshlet_expansion_0 = graph_expand_meshes_to_meshlets({
170
171
  graph,
171
172
  input_meshes: pass_data_instances_0.instances_positive,
172
173
  scene: scene_ctx,
@@ -174,6 +175,16 @@ export function graph_rasterize_partial_opaque({
174
175
  limits,
175
176
  });
176
177
 
178
+ // the seam. The instance sets of the two HZB passes are disjoint, so cutting each of
179
+ // them costs one cut per view in total and no instance is ever cut twice
180
+ meshlet_expansion_0 = graph_vgeo_expand_if_enabled({
181
+ graph,
182
+ input_meshes: pass_data_instances_0.instances_positive,
183
+ output_meshlets: meshlet_expansion_0,
184
+ view,
185
+ limits,
186
+ });
187
+
177
188
 
178
189
  graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, meshlet_expansion_0);
179
190
 
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AAyFA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAmGlD"}
1
+ {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AA0FA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CA4GlD"}
@@ -14,6 +14,7 @@ import { graph_mesh_filter_one_way } from "../expand/graph_mesh_filter_one_way.j
14
14
  import { graph_meshlets_filter_one_way } from "../expand/graph_meshlets_filter_one_way.js";
15
15
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
16
16
  import { graph_expand_meshes_to_meshlets } from "../expand/mesh/graph_expand_meshes_to_meshlets.js";
17
+ import { graph_vgeo_expand_if_enabled } from "../../geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js";
17
18
  import { RasterizationCollectionType } from "../expand/RasterizationCollectionType.js";
18
19
  import { construct_primitive_state, CullPolicy } from "../bucket/construct_primitive_state.js";
19
20
 
@@ -144,6 +145,15 @@ export function graph_rasterize_remaining_opaque({
144
145
  limits,
145
146
  });
146
147
 
148
+ // the seam, on the instances the first pass could not decide about
149
+ gr_live_meshlets = graph_vgeo_expand_if_enabled({
150
+ graph,
151
+ input_meshes: gr_live_instances,
152
+ output_meshlets: gr_live_meshlets,
153
+ view,
154
+ limits,
155
+ });
156
+
147
157
  graph_record_stat(graph, limits.stats, RasterizationCollectionType.Meshlets, gr_live_meshlets);
148
158
 
149
159
  // cull meshlets against new HZB
@@ -48,7 +48,7 @@ export function graph_rasterize_scene({
48
48
  const active_buckets = new Set();
49
49
 
50
50
  const scene_ctx = view_ctx.scene;
51
- const cached_materials = scene_ctx.scene.instances.materials;
51
+ const cached_materials = scene_ctx.drawn_materials;
52
52
 
53
53
  for (const material of cached_materials) {
54
54
  const bucket_id = rasterization_material_bucket(material.transparency_mode, material.draw_mode, material.draw_side);
@@ -9,19 +9,28 @@
9
9
  * frame to force such content down the static path is explicitly not the answer.
10
10
  *
11
11
  * So a `DynamicMesh` holds a plain {@link Geometry}: attribute arrays and an index, uploaded as
12
- * they are and drawn by a pass of their own. It is not part of the scene's instance batch and gets
13
- * no row in the scene database — the meshlet pipeline never sees it.
12
+ * they are and drawn by a pass of their own. It is not part of the scene's instance batch, gets
13
+ * no row in the scene database — the meshlet pipeline never sees it — and is a node of nothing:
14
+ * the world transform the draw applies is its own {@link transform}, with nothing above it.
14
15
  *
15
16
  * Its geometry says when it has changed through {@link Geometry.needsUpdate}; nothing watches the
16
17
  * arrays.
17
18
  */
18
- export class DynamicMesh extends Node3D {
19
+ export class DynamicMesh {
19
20
  /**
20
21
  * @param {Geometry} geometry
21
22
  * @param {Float32Array|number[]} [color]
22
23
  * @returns {DynamicMesh}
23
24
  */
24
25
  static from(geometry: Geometry, color?: Float32Array | number[]): DynamicMesh;
26
+ /**
27
+ * World transform the draw applies to the vertices. Identity until moved — and the systems
28
+ * that write world-space vertices never move it. What the draw binds is its matrix, so a mover
29
+ * calls `updateMatrix()` after a rotation or scale change, as with any `Transform64`.
30
+ *
31
+ * @type {Transform64}
32
+ */
33
+ transform: Transform64;
25
34
  /**
26
35
  * Vertex data, drawn as it stands. Must carry a position attribute and an index.
27
36
  *
@@ -49,5 +58,5 @@ export class DynamicMesh extends Node3D {
49
58
  */
50
59
  readonly isDynamicMesh: boolean;
51
60
  }
52
- import { Node3D } from "./Node3D.js";
61
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
53
62
  //# sourceMappingURL=DynamicMesh.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"DynamicMesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/DynamicMesh.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;GAgBG;AACH;IAyBI;;;;OAIG;IACH,wCAHW,YAAY,GAAC,MAAM,EAAE,GACnB,WAAW,CAcvB;IAzCD;;;;OAIG;IACH,mBAAgB;IAEhB;;;;;OAKG;IACH,OAFU,YAAY,CAEiB;IAEvC;;;;;;OAMG;IACH,SAFU,OAAO,CAEF;IAsBnB;;;OAGG;IACH,wBAFU,OAAO,CAEkB;CANlC;uBA9DsB,aAAa"}
1
+ {"version":3,"file":"DynamicMesh.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/DynamicMesh.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;GAiBG;AACH;IAkCI;;;;OAIG;IACH,wCAHW,YAAY,GAAC,MAAM,EAAE,GACnB,WAAW,CAcvB;IAlDD;;;;;;OAMG;IACH,WAFU,WAAW,CAES;IAE9B;;;;OAIG;IACH,mBAAgB;IAEhB;;;;;OAKG;IACH,OAFU,YAAY,CAEiB;IAEvC;;;;;;OAMG;IACH,SAFU,OAAO,CAEF;IAsBnB;;;OAGG;IACH,wBAFU,OAAO,CAEkB;CANlC;4BAxE2B,8CAA8C"}
@@ -1,5 +1,5 @@
1
1
  import { assert } from "../../../core/assert.js";
2
- import { Node3D } from "./Node3D.js";
2
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
3
3
 
4
4
  /**
5
5
  * A mesh whose vertices are expected to change, drawn straight from its attributes.
@@ -12,13 +12,23 @@ import { Node3D } from "./Node3D.js";
12
12
  * frame to force such content down the static path is explicitly not the answer.
13
13
  *
14
14
  * So a `DynamicMesh` holds a plain {@link Geometry}: attribute arrays and an index, uploaded as
15
- * they are and drawn by a pass of their own. It is not part of the scene's instance batch and gets
16
- * no row in the scene database — the meshlet pipeline never sees it.
15
+ * they are and drawn by a pass of their own. It is not part of the scene's instance batch, gets
16
+ * no row in the scene database — the meshlet pipeline never sees it — and is a node of nothing:
17
+ * the world transform the draw applies is its own {@link transform}, with nothing above it.
17
18
  *
18
19
  * Its geometry says when it has changed through {@link Geometry.needsUpdate}; nothing watches the
19
20
  * arrays.
20
21
  */
21
- export class DynamicMesh extends Node3D {
22
+ export class DynamicMesh {
23
+ /**
24
+ * World transform the draw applies to the vertices. Identity until moved — and the systems
25
+ * that write world-space vertices never move it. What the draw binds is its matrix, so a mover
26
+ * calls `updateMatrix()` after a rotation or scale change, as with any `Transform64`.
27
+ *
28
+ * @type {Transform64}
29
+ */
30
+ transform = new Transform64();
31
+
22
32
  /**
23
33
  * Vertex data, drawn as it stands. Must carry a position attribute and an index.
24
34
  *
@@ -7,13 +7,6 @@ export class GPUInstancesAccelerationStructure {
7
7
  * @param {GraphicsContext} graphics
8
8
  */
9
9
  constructor(graphics: GraphicsContext);
10
- /**
11
- * The CPU-side tree. Still maintained incrementally by the `instance_*` methods and still walked
12
- * by CPU queries — {@link DirectionalLightShadowmap} runs `compute_tight_near_far_clipping_planes`
13
- * against it per cascade per frame. What the GPU build retires is the per-frame treelet pass and
14
- * the full flatten-and-upload, not the tree.
15
- */
16
- get bvh(): BVH;
17
10
  clear(): void;
18
11
  /**
19
12
  *
@@ -21,36 +14,63 @@ export class GPUInstancesAccelerationStructure {
21
14
  */
22
15
  get buffer(): GPUBuffer;
23
16
  /**
17
+ * A `meshes` row has come into the scene.
24
18
  *
25
19
  * @param {number} index
26
- * @param {Mesh} instance
27
20
  */
28
- instance_add(index: number, instance: Mesh): void;
21
+ instance_add(index: number): void;
29
22
  /**
30
- * Drop an instance previously handed to {@link instance_add}. The leaf is unlinked and its node
31
- * returned to the pool, so the tree stays proportional to what is in the scene rather than to
32
- * everything that ever was.
23
+ * Drop a row previously handed to {@link instance_add}, so the tree stays proportional to what
24
+ * is in the scene rather than to everything that ever was.
33
25
  *
34
26
  * @param {number} index
35
27
  */
36
28
  instance_remove(index: number): void;
37
29
  /**
30
+ * A row's bounds moved: the next {@link update} rebuilds.
38
31
  *
39
32
  * @param {number} index
40
- * @param {Mesh} instance
41
33
  */
42
- instance_update(index: number, instance: Mesh): void;
34
+ instance_update(index: number): void;
35
+ /**
36
+ * Build the tree, from the world AABBs the scene database holds.
37
+ *
38
+ * @param {GPUBuffer} scene_database_buffer
39
+ */
40
+ /**
41
+ * Something moved on the GPU that this tree is built over — bounds the CPU never saw change.
42
+ * The next {@link update} rebuilds.
43
+ */
44
+ invalidate(): void;
45
+ /**
46
+ * The bounds of everything in the tree, read back from its root node: the box the GPU built
47
+ * the tree under, the union of every live row's bounds as the bounds pass derived them — the
48
+ * whole scene, whoever placed what. For a consumer that sizes work by the scene once, a probe
49
+ * placement or a bake; a frame-loop reader wants the scene database's readback service.
50
+ *
51
+ * Resolves once the copy has landed and been mapped, which is after the device has finished
52
+ * whatever build was submitted before this call — so build first, ask after. Resolves `false`
53
+ * for an empty tree, leaving `target` alone.
54
+ *
55
+ * @param {Float32Array|Float64Array|number[]} target six numbers, `x0,y0,z0,x1,y1,z1`
56
+ * @returns {Promise<boolean>}
57
+ */
58
+ read_scene_bounds(target: Float32Array | Float64Array | number[]): Promise<boolean>;
43
59
  /**
44
60
  * @param {GPUBuffer} scene_database_buffer the table the world AABBs are read from
61
+ * @param {ShadeGPUCommandContext} [cmd_ctx]
45
62
  */
46
- push_to_gpu(scene_database_buffer: GPUBuffer): void;
63
+ push_to_gpu(scene_database_buffer: GPUBuffer, cmd_ctx?: ShadeGPUCommandContext): void;
47
64
  /**
65
+ * Rebuild if anything moved since the last build.
66
+ *
48
67
  * @param {GPUBuffer} scene_database_buffer
68
+ * @param {ShadeGPUCommandContext} [cmd_ctx] encode into this context rather than submitting
69
+ * on its own — what a frame does, so the build follows the bounds pass it reads
49
70
  */
50
- update(scene_database_buffer: GPUBuffer): void;
71
+ update(scene_database_buffer: GPUBuffer, cmd_ctx?: ShadeGPUCommandContext): void;
51
72
  #private;
52
73
  }
53
74
  export type GraphicsContext = import("../GraphicsContext.js").GraphicsContext;
54
- export type Mesh = import("./Mesh.js").Mesh;
55
- import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
75
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
56
76
  //# sourceMappingURL=GPUInstancesAccelerationStructure.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"GPUInstancesAccelerationStructure.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/GPUInstancesAccelerationStructure.js"],"names":[],"mappings":"AAoCA;;GAEG;AACH;IA2EI;;;OAGG;IACH,sBAFW,eAAe,EAgBzB;IA/ED;;;;;OAKG;IACH,eAEC;IAED,cAKC;IAOD;;;OAGG;IACH,wBAEC;IA2DD;;;;OAIG;IACH,oBAHW,MAAM,YACN,IAAI,QAkBd;IAED;;;;;;OAMG;IACH,uBAFW,MAAM,QAkBhB;IAED;;;;OAIG;IACH,uBAHW,MAAM,YACN,IAAI,QAWd;IAuID;;OAEG;IACH,oDAIC;IAED;;OAEG;IACH,+CAMC;;CACJ;8BAzVY,OAAO,uBAAuB,EAAE,eAAe;mBAC/C,OAAO,WAAW,EAAE,IAAI;oBAXjB,gCAAgC"}
1
+ {"version":3,"file":"GPUInstancesAccelerationStructure.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/scene/GPUInstancesAccelerationStructure.js"],"names":[],"mappings":"AAmCA;;GAEG;AACH;IA8DI;;;OAGG;IACH,sBAFW,eAAe,EAqBzB;IAzED,cAIC;IAOD;;;OAGG;IACH,wBAEC;IAmED;;;;OAIG;IACH,oBAFW,MAAM,QAUhB;IAED;;;;;OAKG;IACH,uBAFW,MAAM,QAUhB;IAED;;;;OAIG;IACH,uBAFW,MAAM,QAOhB;IA8CD;;;;OAIG;IACH;;;OAGG;IACH,mBAEC;IAiGD;;;;;;;;;;;;OAYG;IACH,0BAHW,YAAY,GAAC,YAAY,GAAC,MAAM,EAAE,GAChC,QAAQ,OAAO,CAAC,CA0C5B;IAED;;;OAGG;IACH,wDAFW,sBAAsB,QAMhC;IAED;;;;;;OAMG;IACH,mDAHW,sBAAsB,QAShC;;CACJ;8BA7YY,OAAO,uBAAuB,EAAE,eAAe;uCARrB,wCAAwC"}
@@ -1,16 +1,15 @@
1
1
  import { assert } from "../../../core/assert.js";
2
- import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
3
2
  import { FrameGraph } from "../../../engine/graphics/render/frame_graph/FrameGraph.js";
4
3
  import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
5
4
  import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
6
5
  import { ensure_buffer_capacity } from "../geometry/make_temp_gpu_buffer.js";
7
- import { bvh_buffer_size } from "../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
6
+ import { BVH_HEADER_WORDS, BVH_NODE_STRIDE_WORDS, bvh_buffer_size } from "../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
7
+ import { BVH_NULL_NODE, bvh_tree_views, read_bvh_node } from "../gpu_primitive/bvh/check_bvh_structure.js";
8
8
  import { graph_bvh_build_lbvh } from "../gpu_primitive/bvh/graph_bvh_build_lbvh.js";
9
9
  import { shader_bvh_extract_instance_leaves } from "./shader_bvh_extract_instance_leaves.js";
10
10
 
11
11
  /**
12
12
  * @typedef {import("../GraphicsContext.js").GraphicsContext} GraphicsContext
13
- * @typedef {import("./Mesh.js").Mesh} Mesh
14
13
  */
15
14
 
16
15
  /**
@@ -49,21 +48,8 @@ export class GPUInstancesAccelerationStructure {
49
48
  */
50
49
  #device
51
50
 
52
- #bvh = new BVH();
53
-
54
- /**
55
- * The CPU-side tree. Still maintained incrementally by the `instance_*` methods and still walked
56
- * by CPU queries — {@link DirectionalLightShadowmap} runs `compute_tight_near_far_clipping_planes`
57
- * against it per cascade per frame. What the GPU build retires is the per-frame treelet pass and
58
- * the full flatten-and-upload, not the tree.
59
- */
60
- get bvh() {
61
- return this.#bvh;
62
- }
63
-
64
51
  clear() {
65
- this.#bvh.release_all();
66
- this.#node_mapping.clear();
52
+ this.#live.clear();
67
53
  this.#membership_version++;
68
54
  this.#version++;
69
55
  }
@@ -101,7 +87,7 @@ export class GPUInstancesAccelerationStructure {
101
87
 
102
88
  /**
103
89
  * Compact mirror of the live `meshes` rows, in insertion order. Rebuilt from
104
- * {@link #node_mapping} when membership churns.
90
+ * {@link #live} when membership churns.
105
91
  *
106
92
  * @type {Uint32Array}
107
93
  */
@@ -130,74 +116,61 @@ export class GPUInstancesAccelerationStructure {
130
116
  size: 1024,
131
117
  usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC
132
118
  });
119
+
120
+ // A fresh buffer holds zeroes, and zero is a root word naming node 0 — a tree that was never
121
+ // built would read as one with a root of zero bounds. Empty, until the first build says
122
+ // otherwise.
123
+ device.queue.writeBuffer(this.#buffer, 0, EMPTY_TREE);
133
124
  }
134
125
 
135
126
  /**
127
+ * The live `meshes` rows, in insertion order — what the build extracts leaves from. There is
128
+ * no tree on this side: the tree is the GPU's, built from the bounds the GPU holds, and every
129
+ * query walks it there.
136
130
  *
137
- * @type {Map<number, number>}
131
+ * @type {Set<number>}
138
132
  */
139
- #node_mapping = new Map();
133
+ #live = new Set();
140
134
 
141
135
  /**
136
+ * A `meshes` row has come into the scene.
142
137
  *
143
138
  * @param {number} index
144
- * @param {Mesh} instance
145
139
  */
146
- instance_add(index, instance) {
140
+ instance_add(index) {
147
141
  assert.isNonNegativeInteger(index, 'index');
148
- assert.defined(instance, 'instance');
149
-
150
- const bvh = this.#bvh;
142
+ assert.equal(this.#live.has(index), false, 'the row is already in the TLAS');
151
143
 
152
- const node = bvh.allocate_node();
153
- bvh.node_set_user_data(node, index);
154
- bvh.node_set_aabb(node, instance.bounding_box);
155
-
156
- bvh.insert_leaf(node);
157
-
158
- this.#node_mapping.set(index, node);
144
+ this.#live.add(index);
159
145
 
160
146
  this.#membership_version++;
161
147
  this.#version++;
162
148
  }
163
149
 
164
150
  /**
165
- * Drop an instance previously handed to {@link instance_add}. The leaf is unlinked and its node
166
- * returned to the pool, so the tree stays proportional to what is in the scene rather than to
167
- * everything that ever was.
151
+ * Drop a row previously handed to {@link instance_add}, so the tree stays proportional to what
152
+ * is in the scene rather than to everything that ever was.
168
153
  *
169
154
  * @param {number} index
170
155
  */
171
156
  instance_remove(index) {
172
157
  assert.isNonNegativeInteger(index, 'index');
158
+ assert.equal(this.#live.has(index), true, 'the row is not in the TLAS');
173
159
 
174
- const node = this.#node_mapping.get(index);
175
-
176
- assert.defined(node, 'node');
177
-
178
- const bvh = this.#bvh;
179
-
180
- bvh.remove_leaf(node);
181
- bvh.release_node(node);
182
-
183
- this.#node_mapping.delete(index);
160
+ this.#live.delete(index);
184
161
 
185
162
  this.#membership_version++;
186
163
  this.#version++;
187
164
  }
188
165
 
189
166
  /**
167
+ * A row's bounds moved: the next {@link update} rebuilds.
190
168
  *
191
169
  * @param {number} index
192
- * @param {Mesh} instance
193
170
  */
194
- instance_update(index, instance) {
171
+ instance_update(index) {
195
172
  assert.isNonNegativeInteger(index, 'index');
196
- assert.defined(instance, 'instance');
197
-
198
- const node = this.#node_mapping.get(index);
199
-
200
- this.#bvh.node_move_aabb(node, instance.bounding_box);
173
+ assert.equal(this.#live.has(index), true, 'the row is not in the TLAS');
201
174
 
202
175
  this.#version++;
203
176
  }
@@ -208,7 +181,7 @@ export class GPUInstancesAccelerationStructure {
208
181
  * @returns {number} number of live rows
209
182
  */
210
183
  #refresh_rows() {
211
- const count = this.#node_mapping.size;
184
+ const count = this.#live.size;
212
185
 
213
186
  if (this.#rows_gpu_version === this.#membership_version && this.#rows.length >= count) {
214
187
  return count;
@@ -219,7 +192,7 @@ export class GPUInstancesAccelerationStructure {
219
192
  }
220
193
 
221
194
  let i = 0;
222
- for (const row of this.#node_mapping.keys()) {
195
+ for (const row of this.#live) {
223
196
  this.#rows[i] = row;
224
197
  i++;
225
198
  }
@@ -251,12 +224,25 @@ export class GPUInstancesAccelerationStructure {
251
224
  *
252
225
  * @param {GPUBuffer} scene_database_buffer
253
226
  */
254
- #build(scene_database_buffer) {
227
+ /**
228
+ * Something moved on the GPU that this tree is built over — bounds the CPU never saw change.
229
+ * The next {@link update} rebuilds.
230
+ */
231
+ invalidate() {
232
+ this.#version++;
233
+ }
234
+
235
+ /**
236
+ * @param {GPUBuffer} scene_database_buffer
237
+ * @param {ShadeGPUCommandContext} [cmd_ctx] a context to encode the build into; when absent
238
+ * the build is submitted on its own, ahead of anything not yet submitted
239
+ */
240
+ #build(scene_database_buffer, cmd_ctx) {
255
241
  assert.defined(scene_database_buffer, 'scene_database_buffer');
256
242
 
257
243
  const device = this.#device;
258
244
 
259
- const element_count = this.#node_mapping.size;
245
+ const element_count = this.#live.size;
260
246
 
261
247
  // `ensure_buffer_capacity` can hand back a NEW buffer and destroy the old one. Consumers are
262
248
  // safe because they read `tlas.buffer` per frame at pass-execute time — but the field has to
@@ -329,30 +315,96 @@ export class GPUInstancesAccelerationStructure {
329
315
  nodes,
330
316
  });
331
317
 
318
+ if (cmd_ctx !== undefined) {
319
+ cmd_ctx.encodeGraph(graph);
320
+
321
+ return;
322
+ }
323
+
332
324
  const cmd = ShadeGPUCommandContext.create(this.#graphics, 'TLAS/build');
333
325
 
334
326
  cmd.encodeGraph(graph);
335
327
  cmd.finish();
336
328
  }
337
329
 
330
+ /**
331
+ * The bounds of everything in the tree, read back from its root node: the box the GPU built
332
+ * the tree under, the union of every live row's bounds as the bounds pass derived them — the
333
+ * whole scene, whoever placed what. For a consumer that sizes work by the scene once, a probe
334
+ * placement or a bake; a frame-loop reader wants the scene database's readback service.
335
+ *
336
+ * Resolves once the copy has landed and been mapped, which is after the device has finished
337
+ * whatever build was submitted before this call — so build first, ask after. Resolves `false`
338
+ * for an empty tree, leaving `target` alone.
339
+ *
340
+ * @param {Float32Array|Float64Array|number[]} target six numbers, `x0,y0,z0,x1,y1,z1`
341
+ * @returns {Promise<boolean>}
342
+ */
343
+ async read_scene_bounds(target) {
344
+ assert.isArrayLike(target, 'target');
345
+ assert.greaterThanOrEqual(target.length, 6, 'target.length < 6');
346
+
347
+ // the root word and node 0 — the root by the builder's construction
348
+ const byte_size = (BVH_HEADER_WORDS + BVH_NODE_STRIDE_WORDS) * Uint32Array.BYTES_PER_ELEMENT;
349
+
350
+ const allocator = this.#graphics.buffer_allocator_readback;
351
+ const staging = allocator.get(byte_size);
352
+
353
+ const cmd = ShadeGPUCommandContext.create(this.#graphics, 'TLAS/read scene bounds');
354
+
355
+ cmd.copyBufferToBuffer(this.#buffer, 0, staging, 0, byte_size);
356
+ cmd.finish();
357
+
358
+ await staging.mapAsync(GPUMapMode.READ, 0, byte_size);
359
+
360
+ const { words, floats } = bvh_tree_views(new Uint32Array(staging.getMappedRange(0, byte_size)));
361
+ const root = words[0];
362
+
363
+ let found = false;
364
+
365
+ if (root !== BVH_NULL_NODE) {
366
+ assert.equal(root, 0, 'the tree\'s root is not node 0');
367
+
368
+ const node = read_bvh_node(words, floats, root);
369
+
370
+ target[0] = node.low[0];
371
+ target[1] = node.low[1];
372
+ target[2] = node.low[2];
373
+ target[3] = node.high[0];
374
+ target[4] = node.high[1];
375
+ target[5] = node.high[2];
376
+
377
+ found = true;
378
+ }
379
+
380
+ allocator.release(staging);
381
+
382
+ return found;
383
+ }
384
+
338
385
  /**
339
386
  * @param {GPUBuffer} scene_database_buffer the table the world AABBs are read from
387
+ * @param {ShadeGPUCommandContext} [cmd_ctx]
340
388
  */
341
- push_to_gpu(scene_database_buffer) {
342
- this.#build(scene_database_buffer);
389
+ push_to_gpu(scene_database_buffer, cmd_ctx) {
390
+ this.#build(scene_database_buffer, cmd_ctx);
343
391
 
344
392
  this.#gpu_version = this.#version;
345
393
  }
346
394
 
347
395
  /**
396
+ * Rebuild if anything moved since the last build.
397
+ *
348
398
  * @param {GPUBuffer} scene_database_buffer
399
+ * @param {ShadeGPUCommandContext} [cmd_ctx] encode into this context rather than submitting
400
+ * on its own — what a frame does, so the build follows the bounds pass it reads
349
401
  */
350
- update(scene_database_buffer) {
402
+ update(scene_database_buffer, cmd_ctx) {
351
403
  if (this.#gpu_version === this.#version) {
352
404
  return;
353
405
  }
354
406
 
355
- this.push_to_gpu(scene_database_buffer);
407
+ this.push_to_gpu(scene_database_buffer, cmd_ctx);
356
408
  }
357
409
  }
358
410