@woosh/meep-engine 3.23.0 → 3.25.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -0,0 +1,48 @@
1
+ /**
2
+ * @typedef {import("../GPUSceneContext.js").GPUSceneContext} GPUSceneContext
3
+ * @typedef {import("../../geometry/MeshletGeometry.js").MeshletGeometry} MeshletGeometry
4
+ * @typedef {import("../../material/ShadeMaterial.js").ShadeMaterial} ShadeMaterial
5
+ */
6
+ /**
7
+ * Put one primitive into a scene that has no systems: a playground's floor, a backdrop, a probe
8
+ * marker, a scattered box.
9
+ *
10
+ * A game does this in `ShadedGeometrySystem`, which takes a mesh row for every entity carrying a
11
+ * `ShadedGeometry` as the component appears. A scene bound to a bare dataset has no such system,
12
+ * so this does the same by hand: an entity of the scene's dataset carrying the transform, a
13
+ * `ShadedGeometry` naming what it draws — so a tool can read it back — and a `Name` when given;
14
+ * then its `meshes` row, which takes the `transforms` row with it. The rows write on the scene
15
+ * context's next build.
16
+ *
17
+ * @param {GPUSceneContext} scene_context the scene's context — its rows are where the primitive goes
18
+ * @param {MeshletGeometry} geometry
19
+ * @param {ShadeMaterial} material
20
+ * @param {Transform64} transform where it stands; copied
21
+ * @param {object} [options]
22
+ * @param {string} [options.name]
23
+ * @returns {number} the entity
24
+ */
25
+ export function place_primitive(scene_context: GPUSceneContext, geometry: MeshletGeometry, material: ShadeMaterial, transform: Transform64, { name }?: {
26
+ name?: string;
27
+ }): number;
28
+ /**
29
+ * Move a placed primitive: its transform takes `transform`, and its row is marked so the next
30
+ * build writes it.
31
+ *
32
+ * @param {GPUSceneContext} scene_context
33
+ * @param {number} entity what {@link place_primitive} answered
34
+ * @param {Transform64} transform copied
35
+ */
36
+ export function move_primitive(scene_context: GPUSceneContext, entity: number, transform: Transform64): void;
37
+ /**
38
+ * Take a placed primitive out: its rows given back, its entity removed.
39
+ *
40
+ * @param {GPUSceneContext} scene_context
41
+ * @param {number} entity what {@link place_primitive} answered
42
+ */
43
+ export function remove_primitive(scene_context: GPUSceneContext, entity: number): void;
44
+ export type GPUSceneContext = import("../GPUSceneContext.js").GPUSceneContext;
45
+ export type MeshletGeometry = import("../../geometry/MeshletGeometry.js").MeshletGeometry;
46
+ export type ShadeMaterial = import("../../material/ShadeMaterial.js").ShadeMaterial;
47
+ import { Transform64 } from "../../../../engine/ecs/transform/Transform64.js";
48
+ //# sourceMappingURL=place_primitive.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"place_primitive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/rows/place_primitive.js"],"names":[],"mappings":"AAKA;;;;GAIG;AAEH;;;;;;;;;;;;;;;;;;GAkBG;AACH,+CARW,eAAe,YACf,eAAe,YACf,aAAa,aACb,WAAW;IAEM,IAAI,GAArB,MAAM;IACJ,MAAM,CAgClB;AAED;;;;;;;GAOG;AACH,8CAJW,eAAe,UACf,MAAM,aACN,WAAW,QAerB;AAED;;;;;GAKG;AACH,gDAHW,eAAe,UACf,MAAM,QAQhB;8BA3FY,OAAO,uBAAuB,EAAE,eAAe;8BAC/C,OAAO,mCAAmC,EAAE,eAAe;4BAC3D,OAAO,iCAAiC,EAAE,aAAa;4BANxC,iDAAiD"}
@@ -0,0 +1,98 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { Name } from "../../../../engine/ecs/name/Name.js";
3
+ import { Transform64 } from "../../../../engine/ecs/transform/Transform64.js";
4
+ import { ShadedGeometry } from "../../../../engine/graphics/ecs/mesh-v2/ShadedGeometry.js";
5
+
6
+ /**
7
+ * @typedef {import("../GPUSceneContext.js").GPUSceneContext} GPUSceneContext
8
+ * @typedef {import("../../geometry/MeshletGeometry.js").MeshletGeometry} MeshletGeometry
9
+ * @typedef {import("../../material/ShadeMaterial.js").ShadeMaterial} ShadeMaterial
10
+ */
11
+
12
+ /**
13
+ * Put one primitive into a scene that has no systems: a playground's floor, a backdrop, a probe
14
+ * marker, a scattered box.
15
+ *
16
+ * A game does this in `ShadedGeometrySystem`, which takes a mesh row for every entity carrying a
17
+ * `ShadedGeometry` as the component appears. A scene bound to a bare dataset has no such system,
18
+ * so this does the same by hand: an entity of the scene's dataset carrying the transform, a
19
+ * `ShadedGeometry` naming what it draws — so a tool can read it back — and a `Name` when given;
20
+ * then its `meshes` row, which takes the `transforms` row with it. The rows write on the scene
21
+ * context's next build.
22
+ *
23
+ * @param {GPUSceneContext} scene_context the scene's context — its rows are where the primitive goes
24
+ * @param {MeshletGeometry} geometry
25
+ * @param {ShadeMaterial} material
26
+ * @param {Transform64} transform where it stands; copied
27
+ * @param {object} [options]
28
+ * @param {string} [options.name]
29
+ * @returns {number} the entity
30
+ */
31
+ export function place_primitive(scene_context, geometry, material, transform, { name = "" } = {}) {
32
+ assert.defined(scene_context, 'scene_context');
33
+ assert.defined(geometry, 'geometry');
34
+ assert.equal(geometry.isMeshletGeometry, true, 'geometry.isMeshletGeometry !== true');
35
+ assert.defined(material, 'material');
36
+ assert.defined(transform, 'transform');
37
+ assert.isString(name, 'name');
38
+
39
+ const dataset = scene_context.scene.dataset;
40
+
41
+ assert.ok(dataset !== null && dataset !== undefined, 'the scene names no dataset, and a primitive is an entity of one');
42
+
43
+ dataset.registerManyComponentTypes([Transform64, ShadedGeometry, Name]);
44
+
45
+ const entity = dataset.createEntity();
46
+ const world = new Transform64();
47
+
48
+ world.copy(transform);
49
+ world.updateMatrix();
50
+
51
+ dataset.addComponentToEntity(entity, world);
52
+ dataset.addComponentToEntity(entity, ShadedGeometry.from(geometry, material));
53
+
54
+ if (name !== "") {
55
+ dataset.addComponentToEntity(entity, new Name(name));
56
+ }
57
+
58
+ scene_context.rows.attach_mesh(entity, geometry, material);
59
+
60
+ return entity;
61
+ }
62
+
63
+ /**
64
+ * Move a placed primitive: its transform takes `transform`, and its row is marked so the next
65
+ * build writes it.
66
+ *
67
+ * @param {GPUSceneContext} scene_context
68
+ * @param {number} entity what {@link place_primitive} answered
69
+ * @param {Transform64} transform copied
70
+ */
71
+ export function move_primitive(scene_context, entity, transform) {
72
+ assert.defined(scene_context, 'scene_context');
73
+ assert.isNonNegativeInteger(entity, 'entity');
74
+ assert.defined(transform, 'transform');
75
+
76
+ const world = scene_context.scene.dataset.getComponent(entity, Transform64);
77
+
78
+ assert.defined(world, `entity ${entity} carries no Transform64 — was it placed with place_primitive?`);
79
+
80
+ world.copy(transform);
81
+ world.updateMatrix();
82
+
83
+ scene_context.rows.mark_world(entity);
84
+ }
85
+
86
+ /**
87
+ * Take a placed primitive out: its rows given back, its entity removed.
88
+ *
89
+ * @param {GPUSceneContext} scene_context
90
+ * @param {number} entity what {@link place_primitive} answered
91
+ */
92
+ export function remove_primitive(scene_context, entity) {
93
+ assert.defined(scene_context, 'scene_context');
94
+ assert.isNonNegativeInteger(entity, 'entity');
95
+
96
+ scene_context.rows.detach_mesh(entity);
97
+ scene_context.scene.dataset.removeEntity(entity);
98
+ }
@@ -2,18 +2,20 @@
2
2
  * Deserialize a scene from a BinaryBuffer that was produced by {@link serialize_scene}.
3
3
  *
4
4
  * @param {BinaryBuffer} buffer positioned at the start of the serialized data
5
- * @param {Scene} scene an empty Scene instance to populate
6
- * @returns {Promise<Scene>}
5
+ * @param {Scene} scene takes the file's lights, at entities of its dataset, and its environment
6
+ * @returns {Promise<SceneBundle>} the file's meshes, as a model to compile and place — each a root
7
+ * at its world transform, the format being flat
7
8
  */
8
- export function deserialize_scene(buffer: BinaryBuffer, scene: Scene): Promise<Scene>;
9
+ export function deserialize_scene(buffer: BinaryBuffer, scene: Scene): Promise<SceneBundle>;
9
10
  /**
10
- * Fetch a serialized scene binary from a URL and deserialize it into the given Scene.
11
- * Convenience wrapper for testing.
11
+ * Fetch a serialized scene binary from a URL and deserialize it: the lights and the environment
12
+ * into the given scene, the meshes as a bundle to compile and place.
12
13
  *
13
14
  * @param {string} url URL pointing to the binary blob produced by serialize_scene
14
- * @param {Scene} scene an empty Scene instance to populate
15
- * @returns {Promise<Scene>}
15
+ * @param {Scene} scene takes the file's lights and environment
16
+ * @returns {Promise<SceneBundle>}
16
17
  */
17
- export function load_scene_from_url(url: string, scene: Scene): Promise<Scene>;
18
+ export function load_scene_from_url(url: string, scene: Scene): Promise<SceneBundle>;
18
19
  import { BinaryBuffer } from "../../../../core/binary/BinaryBuffer.js";
20
+ import { SceneBundle } from "../../loader/SceneBundle.js";
19
21
  //# sourceMappingURL=deserialize_scene.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"deserialize_scene.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/serialization/deserialize_scene.js"],"names":[],"mappings":"AAgNA;;;;;;GAMG;AACH,0CAJW,YAAY,iBAEV,cAAc,CA8R1B;AAED;;;;;;;GAOG;AACH,yCAJW,MAAM,iBAEJ,cAAc,CAuB1B;6BAjhB4B,yCAAyC"}
1
+ {"version":3,"file":"deserialize_scene.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/serialization/deserialize_scene.js"],"names":[],"mappings":"AAkNA;;;;;;;GAOG;AACH,0CALW,YAAY,iBAEV,QAAQ,WAAW,CAAC,CAyRhC;AAED;;;;;;;GAOG;AACH,yCAJW,MAAM,iBAEJ,QAAQ,WAAW,CAAC,CAuBhC;6BA9gB4B,yCAAyC;4BAW1C,6BAA6B"}
@@ -6,10 +6,12 @@ import { Sampler2D } from "../../../../engine/graphics/texture/sampler/Sampler2D
6
6
  import { MeshletGeometry } from "../../geometry/MeshletGeometry.js";
7
7
  import { MeshletGeometrySerializationAdapter } from "../../geometry/MeshletGeometrySerializationAdapter.js";
8
8
  import { DirectionalLight } from "../../light/model/DirectionalLight.js";
9
+ import { place_light } from "../../light/place_light.js";
9
10
  import { PointLight } from "../../light/model/PointLight.js";
10
11
  import { SpotLight } from "../../light/model/SpotLight.js";
11
12
  import { StandardShadeMaterial } from "../../material/StandardShadeMaterial.js";
12
- import { Mesh } from "../Mesh.js";
13
+ import { SceneBundle } from "../../loader/SceneBundle.js";
14
+ import { SceneNode } from "../../loader/SceneNode.js";
13
15
  import { ShadeTexture } from "../../texture/ShadeTexture.js";
14
16
  import { ShadeImage } from "../../texture/source/ShadeImage.js";
15
17
  import { avif_to_sampler2d } from "../../../../engine/graphics/texture/sampler/avif_to_sampler2d.js";
@@ -183,7 +185,7 @@ function deserialize_light(buffer) {
183
185
 
184
186
  const light_matrix = new Float32Array(16);
185
187
  buffer.readFloat32Array(light_matrix, 0, 16);
186
- light.transform_global.fromMatrix(light_matrix);
188
+ light.transform.fromMatrix(light_matrix);
187
189
 
188
190
  light.intensity = buffer.readFloat32();
189
191
 
@@ -210,8 +212,9 @@ function deserialize_light(buffer) {
210
212
  * Deserialize a scene from a BinaryBuffer that was produced by {@link serialize_scene}.
211
213
  *
212
214
  * @param {BinaryBuffer} buffer positioned at the start of the serialized data
213
- * @param {Scene} scene an empty Scene instance to populate
214
- * @returns {Promise<Scene>}
215
+ * @param {Scene} scene takes the file's lights, at entities of its dataset, and its environment
216
+ * @returns {Promise<SceneBundle>} the file's meshes, as a model to compile and place — each a root
217
+ * at its world transform, the format being flat
215
218
  */
216
219
  export async function deserialize_scene(buffer, scene) {
217
220
 
@@ -469,43 +472,37 @@ export async function deserialize_scene(buffer, scene) {
469
472
  scene.lights.environment = textures[environment_index];
470
473
  }
471
474
 
472
- // Light elements
475
+ // Light elements — each at an entity of the scene's dataset, which the scene has to name
473
476
  const light_count = buffer.readUint32();
474
477
  for (let i = 0; i < light_count; i++) {
475
478
  const light = deserialize_light(buffer);
476
- scene.lights.add(light);
479
+ place_light(scene, light);
477
480
  }
478
481
 
479
- // ── Assemble Meshes ──
482
+ // ── Assemble the model: one root per mesh, at its world transform ──
483
+ const bundle = new SceneBundle();
480
484
 
481
485
  for (const record of mesh_records) {
482
- const mesh = new Mesh();
483
- mesh.name = record.name;
484
- mesh.geometry = geometries[record.geometry_index];
485
- mesh.material = materials[record.material_index];
486
- // serialized transform is world-space; meshes deserialize without a parent, so
487
- // local == global. Setting only transform_global would leave transform_local at
488
- // identity, and the next updateMatrices() / GPU hierarchy pass (which recompose
489
- // global from local TRS) would snap the mesh to the origin.
490
- mesh.transform_local.fromMatrix(record.transform);
491
- mesh.updateMatrices();
492
-
493
- // Compute world-space bounds from geometry bounds + transform
494
- mesh.updateBoundsBasic();
495
-
496
- scene.instances.add(mesh);
486
+ bundle.add_node(SceneNode.from({
487
+ name: record.name,
488
+ // serialized transforms are world-space, and a mesh comes back as a root — so its
489
+ // local is its world
490
+ matrix: record.transform,
491
+ geometry: geometries[record.geometry_index],
492
+ material: materials[record.material_index],
493
+ }));
497
494
  }
498
495
 
499
- return scene;
496
+ return bundle;
500
497
  }
501
498
 
502
499
  /**
503
- * Fetch a serialized scene binary from a URL and deserialize it into the given Scene.
504
- * Convenience wrapper for testing.
500
+ * Fetch a serialized scene binary from a URL and deserialize it: the lights and the environment
501
+ * into the given scene, the meshes as a bundle to compile and place.
505
502
  *
506
503
  * @param {string} url URL pointing to the binary blob produced by serialize_scene
507
- * @param {Scene} scene an empty Scene instance to populate
508
- * @returns {Promise<Scene>}
504
+ * @param {Scene} scene takes the file's lights and environment
505
+ * @returns {Promise<SceneBundle>}
509
506
  */
510
507
  export async function load_scene_from_url(url, scene) {
511
508
  assert.defined(scene, 'scene');
@@ -1,3 +1,6 @@
1
+ /**
2
+ * @typedef {import("../../loader/SceneBundle.js").SceneBundle} SceneBundle
3
+ */
1
4
  /**
2
5
  *
3
6
  * @param {BinaryBuffer} buffer
@@ -8,12 +11,16 @@ export function material_write_standard(buffer: BinaryBuffer, material: Standard
8
11
  /**
9
12
  *
10
13
  * @param {Object} options
11
- * @param {Scene} options.scene
14
+ * @param {SceneBundle} options.bundle the meshes, as a loader or the deserializer describes them —
15
+ * written flat, each primitive at its world transform
16
+ * @param {Scene} options.scene the lights and the environment
12
17
  * @param {boolean} [options.include_blas] BLAS BVH takes up a lot of space, but it is optimal and will save processing time
13
18
  */
14
- export function serialize_scene({ scene, include_blas, }: {
19
+ export function serialize_scene({ bundle, scene, include_blas, }: {
20
+ bundle: SceneBundle;
15
21
  scene: Scene;
16
22
  include_blas?: boolean;
17
23
  }): Promise<BinaryBuffer>;
24
+ export type SceneBundle = import("../../loader/SceneBundle.js").SceneBundle;
18
25
  import { BinaryBuffer } from "../../../../core/binary/BinaryBuffer.js";
19
26
  //# sourceMappingURL=serialize_scene.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"serialize_scene.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/serialization/serialize_scene.js"],"names":[],"mappings":"AAQA;;;;;GAKG;AACH,gDAJW,YAAY,mDAEZ,kBAAkB,MAAM,CAAC,QAsDnC;AAwJD;;;;;GAKG;AACH;IAH0B,KAAK;IACF,YAAY,GAA9B,OAAO;0BAkPjB;6BA/c4B,yCAAyC"}
1
+ {"version":3,"file":"serialize_scene.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/serialization/serialize_scene.js"],"names":[],"mappings":"AAOA;;GAEG;AAGH;;;;;GAKG;AACH,gDAJW,YAAY,mDAEZ,kBAAkB,MAAM,CAAC,QAsDnC;AAwJD;;;;;;;GAOG;AACH;IALgC,MAAM,EAA3B,WAAW;IAEI,KAAK;IACF,YAAY,GAA9B,OAAO;0BAiQjB;0BA7dY,OAAO,6BAA6B,EAAE,WAAW;6BAPjC,yCAAyC"}
@@ -5,6 +5,10 @@ import { MeshletGeometrySerializationAdapter } from "../../geometry/MeshletGeome
5
5
  import { LightTypeSerializationIndex } from "./LightTypeSerializationIndex.js";
6
6
  import { write_image_source } from "./write_image_source.js";
7
7
 
8
+ /**
9
+ * @typedef {import("../../loader/SceneBundle.js").SceneBundle} SceneBundle
10
+ */
11
+
8
12
 
9
13
  /**
10
14
  *
@@ -197,7 +201,7 @@ function serialize_light(buffer, light) {
197
201
  const light_type = LightTypeSerializationIndex[light.type];
198
202
  buffer.writeUint8(light_type);
199
203
 
200
- buffer.writeFloat32Array(light.transform_global.matrix, 0, 16);
204
+ buffer.writeFloat32Array(light.transform.matrix, 0, 16);
201
205
  buffer.writeFloat32(light.intensity);
202
206
  buffer.writeUint32(light.color.toUint32());
203
207
  buffer.writeFloat32(light.radius);
@@ -219,13 +223,19 @@ function serialize_light(buffer, light) {
219
223
  /**
220
224
  *
221
225
  * @param {Object} options
222
- * @param {Scene} options.scene
226
+ * @param {SceneBundle} options.bundle the meshes, as a loader or the deserializer describes them —
227
+ * written flat, each primitive at its world transform
228
+ * @param {Scene} options.scene the lights and the environment
223
229
  * @param {boolean} [options.include_blas] BLAS BVH takes up a lot of space, but it is optimal and will save processing time
224
230
  */
225
231
  export async function serialize_scene({
232
+ bundle,
226
233
  scene,
227
234
  include_blas = true,
228
235
  }) {
236
+ assert.defined(bundle, 'bundle');
237
+ assert.equal(bundle.isSceneBundle, true, 'bundle.isSceneBundle !== true');
238
+
229
239
  /**
230
240
  *
231
241
  * @type {Set<MeshletGeometry>}
@@ -260,7 +270,18 @@ export async function serialize_scene({
260
270
  */
261
271
  const images = new Set();
262
272
 
263
- const meshes = scene.instances.instances;
273
+ // every primitive at its world transform: the format is flat, and a node that only places
274
+ // others is composed away
275
+ const worlds = bundle.compute_world_matrices();
276
+ const meshes = [];
277
+
278
+ for (let i = 0; i < bundle.nodes.length; i++) {
279
+ const node = bundle.nodes[i];
280
+
281
+ if (node.geometry !== null) {
282
+ meshes.push({ name: node.name, geometry: node.geometry, material: node.material, world: worlds[i] });
283
+ }
284
+ }
264
285
  for (const mesh of meshes) {
265
286
 
266
287
  // extract geometries
@@ -353,7 +374,7 @@ export async function serialize_scene({
353
374
 
354
375
  // TODO add scene node graph
355
376
 
356
- buffer.writeFloat32Array(mesh.transform_global.matrix, 0, 16);
377
+ buffer.writeFloat32Array(mesh.world, 0, 16);
357
378
  }
358
379
 
359
380
  // write geometries
@@ -280,7 +280,7 @@ export async function verify_gpu_tlas_build(graphics) {
280
280
  rows.push(row);
281
281
  boxes_by_row[row] = box;
282
282
 
283
- tlas.instance_add(row, { bounding_box: box });
283
+ tlas.instance_add(row);
284
284
  }
285
285
 
286
286
  flush(graphics, database);
@@ -300,7 +300,7 @@ export async function verify_gpu_tlas_build(graphics) {
300
300
  boxes_by_row[row] = box;
301
301
 
302
302
  meshes.set(row, make_mesh_record(box));
303
- tlas.instance_update(row, { bounding_box: box });
303
+ tlas.instance_update(row);
304
304
  }
305
305
 
306
306
  flush(graphics, database);
@@ -0,0 +1,35 @@
1
+ /**
2
+ * The largest and smallest singular values of a 3×3 matrix.
3
+ *
4
+ * They are what "how much does this transform stretch a distance" actually means: a vector's length
5
+ * is scaled by something between σ_min and σ_max, and both bounds are attained. Column lengths are
6
+ * the obvious stand-in and they are **not** the same number — for
7
+ * `[[1,0,0],[k,1,0],[0,0,1]]`, every column has length 1 or √(1+k²) while the true ratio grows
8
+ * without bound in `k`. A shear has no scale in any column and stretches space anyway.
9
+ *
10
+ * Computed as the square roots of the eigenvalues of `MᵀM`, which is symmetric and positive
11
+ * semi-definite, through the closed form for a symmetric 3×3 (Smith 1961). No iteration, no
12
+ * branching past the diagonal case, and **exact for a uniform scale**: `MᵀM` is then `s²I`, the
13
+ * off-diagonal sum is zero, and both values come back as `s`. That matters more than the general
14
+ * case — a conservative bound that answered 5.2 for an unscaled instance would over-refine every
15
+ * ordinary object in a scene to buy correctness for a sheared one.
16
+ *
17
+ * **Not a degeneracy test.** σ_min is zero exactly when the matrix is singular *in exact
18
+ * arithmetic*, and this once said so without the qualifier. In f32 it holds only on the diagonal
19
+ * branch: the trigonometric one computes the smallest eigenvalue as a difference of nearly equal
20
+ * numbers, and the `sqrt` turns its absolute error of about `eps·σ_max²` into about
21
+ * `sqrt(eps)·σ_max ≈ 3.4e-4·σ_max` in σ_min. A rotated matrix with one column of zeros therefore
22
+ * comes back with a σ_min near 1e-4 rather than 0, and a caller testing `σ_min > 0` before
23
+ * inverting is let through with the NaN it was guarding against
24
+ * (`shader_vgeo_cut_collect`, REVIEW_LEDGER M3). A caller about to invert should test the
25
+ * **determinant**, which is the number the inverse divides by and which is exactly zero whenever a
26
+ * column is.
27
+ *
28
+ * @type {CodeChunk}
29
+ *
30
+ * @author Alex Goldring
31
+ * @copyright Company Named Limited (c) 2026
32
+ */
33
+ export const chunk_mat3_singular_values: CodeChunk;
34
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
35
+ //# sourceMappingURL=chunk_mat3_singular_values.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_mat3_singular_values.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,yCALU,SAAS,CA6DZ;0BA1FmB,gCAAgC"}
@@ -0,0 +1,91 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The largest and smallest singular values of a 3×3 matrix.
5
+ *
6
+ * They are what "how much does this transform stretch a distance" actually means: a vector's length
7
+ * is scaled by something between σ_min and σ_max, and both bounds are attained. Column lengths are
8
+ * the obvious stand-in and they are **not** the same number — for
9
+ * `[[1,0,0],[k,1,0],[0,0,1]]`, every column has length 1 or √(1+k²) while the true ratio grows
10
+ * without bound in `k`. A shear has no scale in any column and stretches space anyway.
11
+ *
12
+ * Computed as the square roots of the eigenvalues of `MᵀM`, which is symmetric and positive
13
+ * semi-definite, through the closed form for a symmetric 3×3 (Smith 1961). No iteration, no
14
+ * branching past the diagonal case, and **exact for a uniform scale**: `MᵀM` is then `s²I`, the
15
+ * off-diagonal sum is zero, and both values come back as `s`. That matters more than the general
16
+ * case — a conservative bound that answered 5.2 for an unscaled instance would over-refine every
17
+ * ordinary object in a scene to buy correctness for a sheared one.
18
+ *
19
+ * **Not a degeneracy test.** σ_min is zero exactly when the matrix is singular *in exact
20
+ * arithmetic*, and this once said so without the qualifier. In f32 it holds only on the diagonal
21
+ * branch: the trigonometric one computes the smallest eigenvalue as a difference of nearly equal
22
+ * numbers, and the `sqrt` turns its absolute error of about `eps·σ_max²` into about
23
+ * `sqrt(eps)·σ_max ≈ 3.4e-4·σ_max` in σ_min. A rotated matrix with one column of zeros therefore
24
+ * comes back with a σ_min near 1e-4 rather than 0, and a caller testing `σ_min > 0` before
25
+ * inverting is let through with the NaN it was guarding against
26
+ * (`shader_vgeo_cut_collect`, REVIEW_LEDGER M3). A caller about to invert should test the
27
+ * **determinant**, which is the number the inverse divides by and which is exactly zero whenever a
28
+ * column is.
29
+ *
30
+ * @type {CodeChunk}
31
+ *
32
+ * @author Alex Goldring
33
+ * @copyright Company Named Limited (c) 2026
34
+ */
35
+ export const chunk_mat3_singular_values = CodeChunk.from(
36
+ //language=WGSL
37
+ `
38
+ /**
39
+ * @returns (largest, smallest) singular value
40
+ */
41
+ fn mat3_singular_values(m: mat3x3<f32>) -> vec2<f32> {
42
+ // MtM, symmetric and positive semi-definite; its eigenvalues are the squared singular values
43
+ let a00 = dot(m[0], m[0]);
44
+ let a11 = dot(m[1], m[1]);
45
+ let a22 = dot(m[2], m[2]);
46
+ let a01 = dot(m[0], m[1]);
47
+ let a02 = dot(m[0], m[2]);
48
+ let a12 = dot(m[1], m[2]);
49
+
50
+ let p1 = a01 * a01 + a02 * a02 + a12 * a12;
51
+
52
+ if (p1 <= 0.0) {
53
+ // already diagonal — the uniform-scale case lands here, and lands exactly
54
+ let high = max(a00, max(a11, a22));
55
+ let low = min(a00, min(a11, a22));
56
+
57
+ return vec2<f32>(sqrt(max(high, 0.0)), sqrt(max(low, 0.0)));
58
+ }
59
+
60
+ let q = (a00 + a11 + a22) / 3.0;
61
+
62
+ let d0 = a00 - q;
63
+ let d1 = a11 - q;
64
+ let d2 = a22 - q;
65
+
66
+ let p2 = d0 * d0 + d1 * d1 + d2 * d2 + 2.0 * p1;
67
+
68
+ let p = sqrt(p2 / 6.0);
69
+
70
+ // det(B) / 2, with B = (A - qI) / p
71
+ let b00 = d0 / p;
72
+ let b11 = d1 / p;
73
+ let b22 = d2 / p;
74
+ let b01 = a01 / p;
75
+ let b02 = a02 / p;
76
+ let b12 = a12 / p;
77
+
78
+ let determinant = b00 * (b11 * b22 - b12 * b12)
79
+ - b01 * (b01 * b22 - b12 * b02)
80
+ + b02 * (b01 * b12 - b11 * b02);
81
+
82
+ // clamped because rounding can push it a hair outside acos's domain, where the whole
83
+ // computation would otherwise come back NaN for a perfectly ordinary matrix
84
+ let phi = acos(clamp(determinant * 0.5, -1.0, 1.0)) / 3.0;
85
+
86
+ let high = q + 2.0 * p * cos(phi);
87
+ let low = q + 2.0 * p * cos(phi + 2.0 * 3.14159265358979 / 3.0);
88
+
89
+ return vec2<f32>(sqrt(max(high, 0.0)), sqrt(max(low, 0.0)));
90
+ }
91
+ `, []);
@@ -1 +1 @@
1
- {"version":3,"file":"DIRECTIONAL_LIGHT_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js"],"names":[],"mappings":"AAGA,oDAwB8B;6BA1BD,4BAA4B"}
1
+ {"version":3,"file":"DIRECTIONAL_LIGHT_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js"],"names":[],"mappings":"AAGA,oDA6B8B;6BA/BD,4BAA4B"}
@@ -25,4 +25,9 @@ export const DIRECTIONAL_LIGHT_STRUCT = WebGPUStruct.from({
25
25
  * Pointer into the shadow table for directional lights
26
26
  */
27
27
  shadow_id: u32,
28
+ /**
29
+ * The `transforms` row of the light's entity, one on. `shader_refresh_light_poses` writes the
30
+ * pose above from this row's `global` every frame, after the hierarchy pass.
31
+ */
32
+ node: u32,
28
33
  }, "DirectionalLight").pack();
@@ -1 +1 @@
1
- {"version":3,"file":"POINT_LIGHT_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,iCAFU,YAAY,CA2BE;6BA/BK,4BAA4B"}
1
+ {"version":3,"file":"POINT_LIGHT_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,iCAFU,YAAY,CAgCE;6BApCK,4BAA4B"}
@@ -30,4 +30,9 @@ export const POINT_LIGHT_STRUCT = WebGPUStruct.from({
30
30
  * Pointer into the shadow table for point lights
31
31
  */
32
32
  shadow_id: u32,
33
+ /**
34
+ * The `transforms` row of the light's entity, one on. `shader_refresh_light_poses` writes the
35
+ * pose above from this row's `global` every frame, after the hierarchy pass.
36
+ */
37
+ node: u32,
33
38
  }, "PointLight").pack();
@@ -1 +1 @@
1
- {"version":3,"file":"SPOT_LIGHT_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,gCAFU,YAAY,CA2BZ;6BA/BmB,4BAA4B"}
1
+ {"version":3,"file":"SPOT_LIGHT_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,gCAFU,YAAY,CAgCZ;6BApCmB,4BAA4B"}
@@ -30,4 +30,9 @@ export const SPOT_LIGHT_STRUCT = WebGPUStruct.from({
30
30
  * Pointer into the shadow table for the spot lights
31
31
  */
32
32
  shadow_id: u32,
33
+ /**
34
+ * The `transforms` row of the light's entity, one on. `shader_refresh_light_poses` writes the
35
+ * pose above from this row's `global` every frame, after the hierarchy pass.
36
+ */
37
+ node: u32,
33
38
  }).pack();
@@ -10,8 +10,47 @@ export class DirectionalLightShadowmap extends Shadowmap {
10
10
  */
11
11
  distance_max: number;
12
12
  splits: Float32Array;
13
+ /**
14
+ * The row of the light database's `shadow_csm_caster_range` table this map's caster range is
15
+ * published into, claimed by the shadow context with the map; -1 until then.
16
+ *
17
+ * @type {number}
18
+ */
19
+ caster_row: number;
20
+ /**
21
+ * Per cascade, the nearest caster along the light's axis that the GPU measured — from the
22
+ * world origin, the previous frame's cascade frusta — as the readback delivered it. NaN until
23
+ * the first delivery, which is what {@link caster_range_valid} reads: the readback writes these
24
+ * bytes only when a request lands, and a request that was dropped leaves them as they were.
25
+ *
26
+ * @type {Float32Array}
27
+ */
28
+ caster_range: Float32Array;
29
+ /**
30
+ * Whether {@link caster_range} has ever been delivered.
31
+ *
32
+ * @type {boolean}
33
+ */
34
+ caster_range_valid: boolean;
35
+ /**
36
+ * What the accumulate pass measures this frame's casters against: the light's axis and each
37
+ * cascade's four side planes, as {@link update} fitted them. `base` is the shadow context's.
38
+ *
39
+ * `planes` is what is marshalled — a vec4 per plane — and `planes_words` the one buffer those
40
+ * are views over, which {@link update} writes.
41
+ *
42
+ * @type {{z_axis: Float32Array, planes: Float32Array[], planes_words: Float32Array, base: number, cascade_count: number}}
43
+ */
44
+ caster_settings: {
45
+ z_axis: Float32Array;
46
+ planes: Float32Array[];
47
+ planes_words: Float32Array;
48
+ base: number;
49
+ cascade_count: number;
50
+ };
13
51
  update(main_camera: any, scene_ctx: any): void;
14
52
  make_record(): any[];
53
+ #private;
15
54
  }
16
55
  import { Shadowmap } from "./Shadowmap.js";
17
56
  //# sourceMappingURL=DirectionalLightShadowmap.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"DirectionalLightShadowmap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DirectionalLightShadowmap.js"],"names":[],"mappings":"AAkGA;IACI;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB,qBAAuD;IAEvD,+CAqQC;IAED,qBAYC;CAEJ;0BA3WyB,gBAAgB"}
1
+ {"version":3,"file":"DirectionalLightShadowmap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DirectionalLightShadowmap.js"],"names":[],"mappings":"AAiGA;IACI;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB,qBAAuD;IAEvD;;;;;OAKG;IACH,YAFU,MAAM,CAEA;IAEhB;;;;;;;OAOG;IACH,cAFU,YAAY,CAEiD;IASvE;;;;OAIG;IACH,oBAFU,OAAO,CAEU;IAE3B;;;;;;;;OAQG;IACH,iBAFU;QAAC,MAAM,EAAE,YAAY,CAAC;QAAC,MAAM,EAAE,YAAY,EAAE,CAAC;QAAC,YAAY,EAAE,YAAY,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAA;KAAC,CAYpH;IAEL,+CAiQC;IAED,qBAYC;;CAEJ;0BA5ZyB,gBAAgB"}