@woosh/meep-engine 3.28.0 → 3.29.0

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 (482) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/binary/BitSet.d.ts +16 -0
  4. package/src/core/binary/BitSet.d.ts.map +1 -1
  5. package/src/core/binary/BitSet.js +159 -49
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts +48 -0
  7. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  8. package/src/core/binary/allocator/OffsetAllocator.js +208 -9
  9. package/src/core/binary/compression/compress_bytes.d.ts +20 -0
  10. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -0
  11. package/src/core/binary/compression/compress_bytes.js +35 -0
  12. package/src/core/binary/compression/decompress_bytes_into.d.ts +30 -0
  13. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -0
  14. package/src/core/binary/compression/decompress_bytes_into.js +87 -0
  15. package/src/core/binary/compression/deflate_decompress_bound.d.ts +27 -0
  16. package/src/core/binary/compression/deflate_decompress_bound.d.ts.map +1 -0
  17. package/src/core/binary/compression/deflate_decompress_bound.js +32 -0
  18. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts +24 -0
  19. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts.map +1 -0
  20. package/src/core/geom/3d/quadric/quadric_attribute_add.js +31 -0
  21. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts +46 -0
  22. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts.map +1 -0
  23. package/src/core/geom/3d/quadric/quadric_attribute_reduce.js +104 -0
  24. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts +62 -0
  25. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts.map +1 -0
  26. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.js +158 -0
  27. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts +21 -0
  28. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts.map +1 -0
  29. package/src/core/geom/3d/quadric/quadric_attribute_size.js +24 -0
  30. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts +34 -0
  31. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts.map +1 -0
  32. package/src/core/geom/3d/quadric/quadric_attribute_solve.js +55 -0
  33. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts +28 -0
  34. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts.map +1 -0
  35. package/src/core/geom/3d/quadric/quadric_attribute_sub.js +35 -0
  36. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts +15 -0
  37. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts.map +1 -1
  38. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.js +35 -0
  39. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts +93 -0
  40. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts.map +1 -0
  41. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.js +128 -0
  42. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts +38 -0
  43. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -0
  44. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +113 -0
  45. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +47 -1
  46. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  47. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +677 -8
  48. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts +22 -0
  49. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts.map +1 -0
  50. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.js +46 -0
  51. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts +19 -0
  52. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts.map +1 -0
  53. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.js +49 -0
  54. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts +63 -0
  55. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts.map +1 -0
  56. package/src/core/graph/layout/layered/BoxLayoutOptions.js +80 -0
  57. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.d.ts +35 -0
  58. package/src/core/graph/layout/layered/LayoutBoxGraph.d.ts.map +1 -0
  59. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.js +53 -1
  60. package/src/core/graph/layout/layered/layout_assign_coordinates.d.ts.map +1 -0
  61. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.js +72 -68
  62. package/src/core/graph/layout/layered/layout_assign_layers.d.ts.map +1 -0
  63. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.js +4 -2
  64. package/src/core/graph/layout/layered/layout_break_cycles.d.ts.map +1 -0
  65. package/src/core/graph/layout/layered/layout_insert_lanes.d.ts.map +1 -0
  66. package/src/core/graph/layout/layered/layout_order_layers.d.ts.map +1 -0
  67. package/src/core/graph/layout/layered/layout_orient_links.d.ts.map +1 -0
  68. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +7 -51
  69. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -1
  70. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +8 -69
  71. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +1 -1
  72. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +6 -6
  73. package/src/core/model/node-graph/visual/layout/route_grid_build.js +1 -1
  74. package/src/engine/graphics3/DebugDrawSystem.d.ts +7 -5
  75. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  76. package/src/engine/graphics3/DebugDrawSystem.js +206 -203
  77. package/src/engine/graphics3/DecalSystem.d.ts +4 -5
  78. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  79. package/src/engine/graphics3/DecalSystem.js +5 -5
  80. package/src/engine/graphics3/FogOfWarSystem.d.ts +7 -12
  81. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  82. package/src/engine/graphics3/FogOfWarSystem.js +8 -12
  83. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -230
  84. package/src/shade/RENDERER_CONTRACT.md +12 -7
  85. package/src/shade/playground/caldera/README.md +529 -0
  86. package/src/shade/playground/caldera/caldera_format.d.ts +151 -0
  87. package/src/shade/playground/caldera/caldera_format.d.ts.map +1 -0
  88. package/src/shade/playground/caldera/caldera_format.js +241 -0
  89. package/src/shade/playground/caldera/index.html +126 -0
  90. package/src/shade/playground/caldera/main.d.ts.map +1 -0
  91. package/src/shade/playground/caldera/main.js +1565 -0
  92. package/src/shade/playground/mesh_row_ceiling/README.md +85 -0
  93. package/src/shade/playground/mesh_row_ceiling/index.html +31 -0
  94. package/src/shade/playground/mesh_row_ceiling/main.d.ts +2 -0
  95. package/src/shade/playground/mesh_row_ceiling/main.d.ts.map +1 -0
  96. package/src/shade/playground/mesh_row_ceiling/main.js +389 -0
  97. package/src/shade/playground/vgeo_runtime/README.md +5 -3
  98. package/src/shade/playground/vgeo_runtime/main.js +3 -2
  99. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts +3 -3
  100. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -1
  101. package/src/shade/playground/vgeo_runtime/sample_asset.js +3 -3
  102. package/src/shade/playground/vgeo_scene/README.md +103 -24
  103. package/src/shade/playground/vgeo_scene/main.js +525 -24
  104. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  105. package/src/shade/renderer/GraphicsContext.js +6 -0
  106. package/src/shade/renderer/Renderer.d.ts +2 -0
  107. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  108. package/src/shade/renderer/Renderer.js +23 -0
  109. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  110. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +100 -8
  111. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +69 -33
  112. package/src/shade/renderer/extension/RenderExtension.d.ts +15 -18
  113. package/src/shade/renderer/extension/RenderExtension.d.ts.map +1 -1
  114. package/src/shade/renderer/extension/RenderExtension.js +15 -19
  115. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts +5 -5
  116. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts.map +1 -1
  117. package/src/shade/renderer/extension/RenderExtensionRegistry.js +29 -166
  118. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  119. package/src/shade/renderer/geometry/GPUGeometryManager.js +73 -16
  120. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  121. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +18 -3
  122. package/src/shade/renderer/geometry/meshlet/COMPACTION_PLAN_2026_09_16.md +663 -0
  123. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts +100 -5
  124. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
  125. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +688 -81
  126. package/src/shade/renderer/geometry/virtual/ATTRIBUTE_PLAN_2026_09_18.md +540 -0
  127. package/src/shade/renderer/geometry/virtual/VGEO_FORMAT.md +155 -64
  128. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_DESIGN.md +30 -13
  129. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_PLAN.md +3 -3
  130. package/src/shade/renderer/geometry/virtual/WEDGE_PLAN_2026_09_18.md +358 -0
  131. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts +57 -7
  132. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts.map +1 -1
  133. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.js +63 -9
  134. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts +40 -0
  135. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts.map +1 -0
  136. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.js +24 -0
  137. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts +91 -0
  138. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts.map +1 -0
  139. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.js +91 -0
  140. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts +24 -0
  141. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts.map +1 -0
  142. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.js +25 -0
  143. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts +77 -0
  144. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts.map +1 -0
  145. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.js +84 -0
  146. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts +19 -6
  147. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts.map +1 -1
  148. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.js +20 -7
  149. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts +19 -0
  150. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts.map +1 -0
  151. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.js +58 -0
  152. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts +18 -0
  153. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts.map +1 -0
  154. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.js +116 -0
  155. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts +18 -0
  156. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts.map +1 -0
  157. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.js +545 -0
  158. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts +16 -0
  159. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts.map +1 -0
  160. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.js +110 -0
  161. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts +2 -27
  162. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts.map +1 -1
  163. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.js +120 -1564
  164. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts +26 -0
  165. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.js +123 -0
  167. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts +26 -0
  168. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.js +78 -0
  170. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts +24 -0
  171. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts.map +1 -0
  172. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.js +337 -0
  173. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts +29 -0
  174. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts.map +1 -0
  175. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.js +147 -0
  176. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts +37 -0
  177. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts.map +1 -0
  178. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.js +243 -0
  179. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts +29 -0
  180. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.js +117 -0
  182. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +46 -0
  183. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.js +45 -0
  185. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts +64 -0
  186. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts.map +1 -0
  187. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.js +68 -0
  188. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts +12 -7
  189. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts.map +1 -1
  190. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.js +33 -11
  191. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts +58 -0
  192. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.js +79 -0
  194. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts +39 -0
  195. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts.map +1 -0
  196. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.js +68 -0
  197. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts +53 -0
  198. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts.map +1 -0
  199. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.js +243 -0
  200. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts +24 -8
  201. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.js +250 -25
  203. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts +12 -8
  204. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts.map +1 -1
  205. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.js +58 -50
  206. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts +8 -1
  207. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts.map +1 -1
  208. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.js +18 -3
  209. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_resolve_attribute_weights.d.ts +38 -0
  210. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_resolve_attribute_weights.d.ts.map +1 -0
  211. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_resolve_attribute_weights.js +81 -0
  212. package/src/shade/renderer/geometry/virtual/build/partition/VGeoFaceGraph.d.ts +23 -5
  213. package/src/shade/renderer/geometry/virtual/build/partition/VGeoFaceGraph.d.ts.map +1 -1
  214. package/src/shade/renderer/geometry/virtual/build/partition/VGeoFaceGraph.js +28 -21
  215. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set.js +1 -1
  216. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set_packed.d.ts.map +1 -1
  217. package/src/shade/renderer/geometry/virtual/build/partition/vgeo_split_face_set_packed.js +224 -60
  218. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoGatheredFaces.d.ts +15 -0
  219. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoGatheredFaces.d.ts.map +1 -1
  220. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoGatheredFaces.js +17 -0
  221. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoSubmesh.d.ts +17 -0
  222. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoSubmesh.d.ts.map +1 -1
  223. package/src/shade/renderer/geometry/virtual/build/submesh/VGeoSubmesh.js +19 -0
  224. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_extract_submesh.d.ts +10 -1
  225. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_extract_submesh.d.ts.map +1 -1
  226. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_extract_submesh.js +103 -9
  227. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_gather_faces.d.ts +14 -2
  228. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_gather_faces.d.ts.map +1 -1
  229. package/src/shade/renderer/geometry/virtual/build/submesh/vgeo_gather_faces.js +38 -14
  230. package/src/shade/renderer/geometry/virtual/build/vgeo_build.d.ts +6 -2
  231. package/src/shade/renderer/geometry/virtual/build/vgeo_build.d.ts.map +1 -1
  232. package/src/shade/renderer/geometry/virtual/build/vgeo_build.js +28 -5
  233. package/src/shade/renderer/geometry/virtual/build/vgeo_subtree_bounds.d.ts +32 -0
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  442. package/src/shade/renderer/geometry/virtual/build/vgeo_extract_submesh.d.ts +0 -14
  443. package/src/shade/renderer/geometry/virtual/build/vgeo_extract_submesh.d.ts.map +0 -1
  444. package/src/shade/renderer/geometry/virtual/build/vgeo_gather_faces.d.ts +0 -12
  445. package/src/shade/renderer/geometry/virtual/build/vgeo_gather_faces.d.ts.map +0 -1
  446. package/src/shade/renderer/geometry/virtual/build/vgeo_graph_components.d.ts +0 -14
  447. package/src/shade/renderer/geometry/virtual/build/vgeo_graph_components.d.ts.map +0 -1
  448. package/src/shade/renderer/geometry/virtual/build/vgeo_narrow_indices.d.ts +0 -11
  449. package/src/shade/renderer/geometry/virtual/build/vgeo_narrow_indices.d.ts.map +0 -1
  450. package/src/shade/renderer/geometry/virtual/build/vgeo_normalize_source.d.ts +0 -46
  451. package/src/shade/renderer/geometry/virtual/build/vgeo_normalize_source.d.ts.map +0 -1
  452. package/src/shade/renderer/geometry/virtual/build/vgeo_page_node_count.d.ts +0 -22
  453. package/src/shade/renderer/geometry/virtual/build/vgeo_page_node_count.d.ts.map +0 -1
  454. package/src/shade/renderer/geometry/virtual/build/vgeo_partition_graph.d.ts +0 -29
  455. package/src/shade/renderer/geometry/virtual/build/vgeo_partition_graph.d.ts.map +0 -1
  456. package/src/shade/renderer/geometry/virtual/build/vgeo_sphere_inflate_to_contain.d.ts +0 -9
  457. package/src/shade/renderer/geometry/virtual/build/vgeo_sphere_inflate_to_contain.d.ts.map +0 -1
  458. package/src/shade/renderer/geometry/virtual/build/vgeo_split_face_set.d.ts +0 -10
  459. package/src/shade/renderer/geometry/virtual/build/vgeo_split_face_set.d.ts.map +0 -1
  460. package/src/shade/renderer/geometry/virtual/build/vgeo_split_face_set_packed.d.ts +0 -15
  461. package/src/shade/renderer/geometry/virtual/build/vgeo_split_face_set_packed.d.ts.map +0 -1
  462. package/src/shade/renderer/geometry/virtual/format/attribute/vgeo_layers_copy_vertex.d.ts +0 -16
  463. package/src/shade/renderer/geometry/virtual/format/attribute/vgeo_layers_copy_vertex.d.ts.map +0 -1
  464. package/src/shade/renderer/loader/gltf/fix_up_material_sides.d.ts +0 -10
  465. package/src/shade/renderer/loader/gltf/fix_up_material_sides.d.ts.map +0 -1
  466. package/src/shade/renderer/rasterize/expand/graph_triangles_filter_by_material_side.d.ts +0 -17
  467. package/src/shade/renderer/rasterize/expand/graph_triangles_filter_by_material_side.d.ts.map +0 -1
  468. package/src/shade/renderer/rasterize/expand/shader_filter_triangle_by_material_side.d.ts +0 -3
  469. package/src/shade/renderer/rasterize/expand/shader_filter_triangle_by_material_side.d.ts.map +0 -1
  470. package/src/shade/renderer/rasterize/forward/chunk_material_side_should_draw.d.ts +0 -8
  471. package/src/shade/renderer/rasterize/forward/chunk_material_side_should_draw.d.ts.map +0 -1
  472. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.d.ts +0 -0
  473. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.d.ts +0 -0
  474. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_break_cycles.d.ts +0 -0
  475. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_break_cycles.js +0 -0
  476. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_insert_lanes.d.ts +0 -0
  477. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_insert_lanes.js +0 -0
  478. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_order_layers.d.ts +0 -0
  479. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_order_layers.js +0 -0
  480. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.d.ts +0 -0
  481. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.js +0 -0
  482. /package/src/shade/playground/{vgeo_viewer → caldera}/main.d.ts +0 -0
@@ -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":"AAyBA;;;;;;;;;;;;;;;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,CAmMjG"}
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,CAgMjG"}
@@ -3,7 +3,6 @@ import { noop } from "../../../../core/function/noop.js";
3
3
  import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
4
4
  import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
5
  import { shader_hzb_mesh_filter_2way } from "../cull/hzb/shader_hzb_mesh_filter_2way.js";
6
- import { U32_CONTAINER_STRUCT } from "../../shader/type/U32_CONTAINER_STRUCT.js";
7
6
  import { ShadeDrawMode } from "../../material/ShadeDrawMode.js";
8
7
  import { ShadeDrawSide } from "../../material/ShadeDrawSide.js";
9
8
  import { TransparencyMode } from "../../material/TransparencyMode.js";
@@ -96,16 +95,11 @@ export function graph_rasterize_partial_opaque({
96
95
  0
97
96
  );
98
97
 
99
- // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
100
- const u_bucket_index = encoder.allocateTransientValueBuffer(U32_CONTAINER_STRUCT, {
101
- value: bucket_index,
102
- });
103
-
104
98
  // split 2 ways
105
99
  shader_hzb_mesh_filter_2way.dispatchIndirect({
106
100
  encoder,
107
101
  bindings: {
108
- bucket_index: u_bucket_index,
102
+ bucket_index: { value: bucket_index },
109
103
  camera_previous,
110
104
  bucket_data: buckets,
111
105
  scene_database: scene_ctx.scene_database_buffer,
@@ -187,7 +181,9 @@ export function graph_rasterize_partial_opaque({
187
181
 
188
182
  // ----------
189
183
 
190
- const gr_command_iterate_meshlets_0 = graph_build_indirect_dispatch_command(graph, meshlet_expansion_0, COMPUTE_SHADER_DEFAULT_GROUP_SIZE);
184
+ // folded: a meshlet collection is past what one dispatch dimension reaches — see
185
+ // IndirectComputeCommandBuildPass
186
+ const gr_command_iterate_meshlets_0 = graph_build_indirect_dispatch_command(graph, meshlet_expansion_0, COMPUTE_SHADER_DEFAULT_GROUP_SIZE, true);
191
187
 
192
188
  const pass_data_meshlets_1 = new MeshletFilter2WayPassData();
193
189
 
@@ -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":"AAgGA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAkGlD"}
1
+ {"version":3,"file":"graph_rasterize_remaining_opaque.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js"],"names":[],"mappings":"AA6FA;;;;;;;;;;;;;;;;;GAiBG;AACH,kOAFa;IAAC,KAAK,EAAC,MAAM,CAAC;IAAC,aAAa,EAAC,MAAM,EAAE,CAAA;CAAC,CAkGlD"}
@@ -9,7 +9,6 @@ import { graph_record_stat } from "../../util/graph_record_stat.js";
9
9
  import { build_indirect_compute_dispatch_command } from "../../gpu_primitive/indirect/IndirectComputeCommandBuildPass.js";
10
10
  import { graph_sort_meshlets_by_bucket_id } from "../expand/bucket/meshlet/graph_sort_meshlets_by_bucket_id.js";
11
11
  import { shader_meshlets_extract_bucket } from "../expand/bucket/meshlet/shader_meshlets_extract_bucket.js";
12
- import { U32_CONTAINER_STRUCT } from "../../shader/type/U32_CONTAINER_STRUCT.js";
13
12
  import { graph_mesh_filter_one_way } from "../expand/graph_mesh_filter_one_way.js";
14
13
  import { graph_meshlets_filter_one_way } from "../expand/graph_meshlets_filter_one_way.js";
15
14
  import { graph_meshlets_rasterize } from "../expand/graph_meshlets_rasterize.js";
@@ -49,6 +48,8 @@ function graph_extract_meshlets_from_bucket({
49
48
 
50
49
  const bucket_id = data.bucket_id;
51
50
 
51
+ // folded: a meshlet collection is past what one dispatch dimension reaches — see
52
+ // IndirectComputeCommandBuildPass
52
53
  build_indirect_compute_dispatch_command(
53
54
  COMPUTE_SHADER_DEFAULT_GROUP_SIZE,
54
55
  encoder,
@@ -56,19 +57,15 @@ function graph_extract_meshlets_from_bucket({
56
57
  // the bucketed buffer header consists of pairs of u32 values (count,offset)
57
58
  bucket_id * (u32.size * 2),
58
59
  command,
59
- 0
60
+ 0,
61
+ true,
60
62
  );
61
63
 
62
- // TODO(chrome-153): transient uniform, not an immediate value — see the shader.
63
- const u_bucket_index = encoder.allocateTransientValueBuffer(U32_CONTAINER_STRUCT, {
64
- value: bucket_id,
65
- });
66
-
67
64
  shader_meshlets_extract_bucket.dispatchIndirect({
68
65
  encoder,
69
66
  command,
70
67
  bindings: {
71
- bucket_index: u_bucket_index,
68
+ bucket_index: { value: bucket_id },
72
69
  bucket_data: buckets,
73
70
  output: output,
74
71
  }
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Default per-frame shadow refresh budget, measured in **views** (one cube face counts as one
3
+ * view, one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
4
+ * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
5
+ * keeps the cost of the refresh step roughly proportional to how much work we're asking the
6
+ * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
7
+ * equivalent work to 6 spot lights.
8
+ *
9
+ * Directional lights are always refreshed unconditionally (they drive the whole scene) and
10
+ * their view cost is charged against the budget, so they effectively reduce the pool available
11
+ * for local lights that frame.
12
+ *
13
+ * Unused budget is carried over between frames when demand exceeds supply. This lets a light
14
+ * that's too expensive to fit in a single frame (e.g. a point needing 6 views when only 2 are
15
+ * free) eventually get its turn without permanently starving other lights.
16
+ *
17
+ * Only the starting value: what a scene actually spends is
18
+ * {@link GPUSceneShadowmapContext.update_budget}, which the renderer pushes from
19
+ * {@link Renderer.shadow_update_budget} every frame. Raise it to keep more lights current for more
20
+ * raster work per frame, lower it to spend less.
21
+ *
22
+ * @type {number}
23
+ */
24
+ export const DEFAULT_SHADOWMAP_UPDATE_BUDGET: number;
25
+ //# sourceMappingURL=DEFAULT_SHADOWMAP_UPDATE_BUDGET.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DEFAULT_SHADOWMAP_UPDATE_BUDGET.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DEFAULT_SHADOWMAP_UPDATE_BUDGET.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,8CAFU,MAAM,CAEiC"}
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Default per-frame shadow refresh budget, measured in **views** (one cube face counts as one
3
+ * view, one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
4
+ * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
5
+ * keeps the cost of the refresh step roughly proportional to how much work we're asking the
6
+ * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
7
+ * equivalent work to 6 spot lights.
8
+ *
9
+ * Directional lights are always refreshed unconditionally (they drive the whole scene) and
10
+ * their view cost is charged against the budget, so they effectively reduce the pool available
11
+ * for local lights that frame.
12
+ *
13
+ * Unused budget is carried over between frames when demand exceeds supply. This lets a light
14
+ * that's too expensive to fit in a single frame (e.g. a point needing 6 views when only 2 are
15
+ * free) eventually get its turn without permanently starving other lights.
16
+ *
17
+ * Only the starting value: what a scene actually spends is
18
+ * {@link GPUSceneShadowmapContext.update_budget}, which the renderer pushes from
19
+ * {@link Renderer.shadow_update_budget} every frame. Raise it to keep more lights current for more
20
+ * raster work per frame, lower it to spend less.
21
+ *
22
+ * @type {number}
23
+ */
24
+ export const DEFAULT_SHADOWMAP_UPDATE_BUDGET = 8;
@@ -50,6 +50,16 @@ export class GPUSceneShadowmapContext {
50
50
  * @type {boolean}
51
51
  */
52
52
  use_tetrahedron_point_shadows: boolean;
53
+ /**
54
+ * @param {number} v views per frame, at least one. A higher budget keeps more lights current
55
+ * and rasterizes more per frame; a lower one refreshes fewer of them per frame and
56
+ * leaves the rest sampling older depth until their turn comes around.
57
+ */
58
+ set update_budget(v: number);
59
+ /**
60
+ * @returns {number} views this scene may spend refreshing shadowmaps each frame
61
+ */
62
+ get update_budget(): number;
53
63
  /**
54
64
  * @returns {number} number of shadowmaps rasterized in the most recent draw pass
55
65
  */
@@ -1 +1 @@
1
- {"version":3,"file":"GPUSceneShadowmapContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js"],"names":[],"mappings":"AAyGA;;GAEG;AACH;IAoNI;;;;;;;;OAQG;IACH,sBAPW,eAAe,aACf,eAAe,SAGf,kBAAkB,EA+D5B;IAxRD,2BAAwG;IAExG;;;OAGG;IACH,SAFU,iBAAiB,CAEnB;IAQR;;;;;;;;OAQG;IACH,qBAFU,WAAW,CAED;IAsCpB;;;;;;;;OAQG;IACH,SAFU,OAAO,CAEF;IAEf;;;;;;;;;;OAUG;IACH,+BAFU,OAAO,CAEqB;IA2EtC;;OAEG;IACH,iCAEC;IAED;;;;;;OAMG;IACH,oCAEC;IAED;;;;;OAKG;IACH,oCAEC;IAkGD;;;;;OAKG;IACH,iCAMC;IAgHD;;;;OAIG;IACH,eAHW,KAAK,GACH,SAAS,GAAC,SAAS,CAI/B;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2CG;IACH,6BAPW,MAAM,SAEN,eAAe,eACf,MAAM,mBACN,UAAU,MAAM,CAAC,QAgE3B;IAyED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+BG;IACH,kBAFW,sBAAsB,QAsFhC;IAsbD;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,kBALa,OAAO,CAwOnB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,KAAK,CAWjB;IAED,gBAiBC;;CACJ;qCA38CY,OAAO,2CAA2C,EAAE,sBAAsB;8BAC1E,OAAO,0BAA0B,EAAE,eAAe;qBAClD,OAAO,wBAAwB,EAAE,MAAM;iCACvC,OAAO,mCAAmC,EAAE,kBAAkB;oBAC9D,OAAO,4BAA4B,EAAE,KAAK;8BAC1C,OAAO,gCAAgC,EAAE,eAAe;wBACxD,OAAO,gBAAgB,EAAE,SAAS;oCA7DX,+DAA+D;kCAkBjE,oCAAoC;4BAG1C,2BAA2B;kBAtBrC,wCAAwC"}
1
+ {"version":3,"file":"GPUSceneShadowmapContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js"],"names":[],"mappings":"AAsFA;;GAEG;AACH;IAgPI;;;;;;;;OAQG;IACH,sBAPW,eAAe,aACf,eAAe,SAGf,kBAAkB,EA+D5B;IApTD,2BAAwG;IAExG;;;OAGG;IACH,SAFU,iBAAiB,CAEnB;IAQR;;;;;;;;OAQG;IACH,qBAFU,WAAW,CAED;IAsCpB;;;;;;;;OAQG;IACH,SAFU,OAAO,CAEF;IAEf;;;;;;;;;;OAUG;IACH,+BAFU,OAAO,CAEqB;IA2BtC;;;;OAIG;IACH,6BAIC;IAhBD;;OAEG;IACH,4BAEC;IA8ED;;OAEG;IACH,iCAEC;IAED;;;;;;OAMG;IACH,oCAEC;IAED;;;;;OAKG;IACH,oCAEC;IAkGD;;;;;OAKG;IACH,iCAMC;IAgHD;;;;OAIG;IACH,eAHW,KAAK,GACH,SAAS,GAAC,SAAS,CAI/B;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2CG;IACH,6BAPW,MAAM,SAEN,eAAe,eACf,MAAM,mBACN,UAAU,MAAM,CAAC,QAgE3B;IAyED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+BG;IACH,kBAFW,sBAAsB,QAsFhC;IAsbD;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,kBALa,OAAO,CAwOnB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,KAAK,CAWjB;IAED,gBAiBC;;CACJ;qCAn9CY,OAAO,2CAA2C,EAAE,sBAAsB;8BAC1E,OAAO,0BAA0B,EAAE,eAAe;qBAClD,OAAO,wBAAwB,EAAE,MAAM;iCACvC,OAAO,mCAAmC,EAAE,kBAAkB;oBAC9D,OAAO,4BAA4B,EAAE,KAAK;8BAC1C,OAAO,gCAAgC,EAAE,eAAe;wBACxD,OAAO,gBAAgB,EAAE,SAAS;oCA9DX,+DAA+D;kCAkBjE,oCAAoC;4BAG1C,2BAA2B;kBAtBrC,wCAAwC"}
@@ -30,6 +30,7 @@ import {
30
30
  shader_csm_caster_range_accumulate,
31
31
  shader_csm_caster_range_publish,
32
32
  } from "./csm/shader/shader_csm_caster_range.js";
33
+ import { DEFAULT_SHADOWMAP_UPDATE_BUDGET } from "./DEFAULT_SHADOWMAP_UPDATE_BUDGET.js";
33
34
  import { DirectionalLightShadowmap } from "./DirectionalLightShadowmap.js";
34
35
  import { POINT_SHADOW_CUBE_COLS, POINT_SHADOW_CUBE_ROWS } from "./POINT_SHADOW_CUBE_LAYOUT.js";
35
36
  import {
@@ -83,26 +84,6 @@ const DEFAULT_SHADOWMAP_DIRECTIONAL_RESOLUTION = [
83
84
  */
84
85
  const DEFAULT_SHADOWMAP_LOCAL_RESOLUTION = 128;
85
86
 
86
- /**
87
- * Per-frame shadow refresh budget, measured in **views** (one cube face counts as one view,
88
- * one CSM cascade counts as one view, etc.). A point light costs 6 views, a spot light 1, a
89
- * directional SHADOWMAP_CSM_CASCADE_COUNT. A bigger light consumes more of the budget, which
90
- * keeps the cost of the refresh step roughly proportional to how much work we're asking the
91
- * GPU to do — a single point light running the meshlet rasterization pipeline 6 times is
92
- * equivalent work to 6 spot lights.
93
- *
94
- * Directional lights are always refreshed unconditionally (they drive the whole scene) and
95
- * their view cost is charged against the budget, so they effectively reduce the pool available
96
- * for local lights that frame.
97
- *
98
- * Unused budget is carried over between frames when demand exceeds supply — see
99
- * {@link GPUSceneShadowmapContext.#budget_carry_over}. This lets a light that's too expensive
100
- * to fit in a single frame (e.g. a point needing 6 views when only 2 are free) eventually get
101
- * its turn without permanently starving other lights.
102
- * @type {number}
103
- */
104
- const SHADOWMAP_UPDATE_BUDGET = 8;
105
-
106
87
  /**
107
88
  * Shadows for a single scene
108
89
  */
@@ -200,6 +181,34 @@ export class GPUSceneShadowmapContext {
200
181
  */
201
182
  #current_frame_index = -1;
202
183
 
184
+ /**
185
+ * Per-frame refresh budget in views, spent by {@link select_for_draw} on top of
186
+ * {@link #budget_carry_over}. Defaults to {@link DEFAULT_SHADOWMAP_UPDATE_BUDGET}, which is
187
+ * also where the view accounting is written down; the renderer pushes its own
188
+ * {@link Renderer.shadow_update_budget} here before each frame's light update, alongside
189
+ * {@link enabled}.
190
+ * @type {number}
191
+ */
192
+ #update_budget = DEFAULT_SHADOWMAP_UPDATE_BUDGET;
193
+
194
+ /**
195
+ * @returns {number} views this scene may spend refreshing shadowmaps each frame
196
+ */
197
+ get update_budget() {
198
+ return this.#update_budget;
199
+ }
200
+
201
+ /**
202
+ * @param {number} v views per frame, at least one. A higher budget keeps more lights current
203
+ * and rasterizes more per frame; a lower one refreshes fewer of them per frame and
204
+ * leaves the rest sampling older depth until their turn comes around.
205
+ */
206
+ set update_budget(v) {
207
+ assert.isPositiveInteger(v, 'update_budget');
208
+
209
+ this.#update_budget = v;
210
+ }
211
+
203
212
  /**
204
213
  * View-budget surplus carried forward from prior frames. Accumulates whenever we had
205
214
  * non-directional candidates that couldn't fit in the per-frame budget (i.e. a point light
@@ -602,7 +611,7 @@ export class GPUSceneShadowmapContext {
602
611
  // Steps 4 and 5: score every map and greedy-fill the view budget in score order. See
603
612
  // ShadowmapDrawSelector for why this is a heap drain rather than a sort — the budget
604
613
  // consumes a handful of winners out of however many candidates the scene has.
605
- const budget_total = SHADOWMAP_UPDATE_BUDGET + this.#budget_carry_over;
614
+ const budget_total = this.#update_budget + this.#budget_carry_over;
606
615
  const selector = this.#selector;
607
616
 
608
617
  selector.select(shadowmaps, frame_index, budget_total);
@@ -1 +0,0 @@
1
- {"version":3,"file":"LayoutBoxGraph.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/LayoutBoxGraph.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,8BAFU,MAAM,CAEiB;AAEjC;;;;;;;;GAQG;AACH,8BAFU,MAAM,CAEiB;AAEjC;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAyFI;;;OAGG;IACH,wBAHW,MAAM,eACN,MAAM,EAIhB;IA7FD;;OAEG;IACH,WAFU,MAAM,CAEF;IAEd;;;OAGG;IACH,OAFU,YAAY,CAEhB;IAEN;;;OAGG;IACH,OAFU,YAAY,CAEhB;IAEN;;OAEG;IACH,OAFU,YAAY,CAEhB;IAEN;;OAEG;IACH,OAFU,YAAY,CAEhB;IAEN;;;OAGG;IACH,WAFU,UAAU,CAEV;IAEV;;;OAGG;IACH,UAFU,UAAU,CAEX;IAET;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;OAEG;IACH,WAFU,UAAU,CAEV;IAEV;;OAEG;IACH,SAFU,UAAU,CAEZ;IAER;;;OAGG;IACH,aAFU,YAAY,CAEV;IAEZ;;;OAGG;IACH,WAFU,YAAY,CAEZ;IAEV;;;OAGG;IACH,YAFU,UAAU,CAET;IAEX;;OAEG;IACH,UAFU,UAAU,CAEX;IAET;;OAEG;IACH,WAFU,UAAU,CAEV;IAEV;;OAEG;IACH,SAFU,UAAU,CAEZ;IAUR;;;;;;;;;OASG;IACH,kBAJW,MAAM,cACN,MAAM,GACJ,IAAI,CAwBhB;IAED;;;;;;OAMG;IACH,eANW,MAAM,SACN,MAAM,UACN,MAAM,QACN,MAAM,GACJ,IAAI,CAMhB;IAED;;;;;;;OAOG;IACH,gBAPW,MAAM,QACN,MAAM,MACN,MAAM,UACN,MAAM,QACN,MAAM,GACJ,IAAI,CAOhB;IAED;;;;;;;;OAQG;IACH,mBAFa,IAAI,CAsChB;IAED;;;OAGG;IACH,gBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;OAGG;IACH,eAHW,MAAM,GACJ,MAAM,CAIlB;CACJ"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_assign_coordinates.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_assign_coordinates.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AACH,8EAVW,MAAM,SACN,UAAU,QACV,UAAU,eACV,UAAU,oCAER;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAC,CAgC3C"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_assign_layers.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_assign_layers.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,sEAPW,UAAU,GAER,MAAM,CAsDlB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_break_cycles.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_break_cycles.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,4DANa,UAAU,CAmOtB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_insert_lanes.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_insert_lanes.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,yEARW,UAAU,GAGR,MAAM,CA8ElB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_order_layers.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_order_layers.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH,wEATW,MAAM,UACN,MAAM,GACJ;IAAC,KAAK,EAAE,UAAU,CAAC;IAAC,IAAI,EAAE,UAAU,CAAC;IAAC,WAAW,EAAE,UAAU,CAAC;IAAC,SAAS,EAAE,MAAM,CAAA;CAAC,CAyJ7F"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"layout_orient_links.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/model/node-graph/visual/layout/layout_orient_links.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AACH,qEANW,UAAU,GACR,MAAM,CAkClB"}
@@ -1,61 +0,0 @@
1
- /**
2
- * Decode the selected clusters into one geometry.
3
- *
4
- * @param {VGeoCut} cut
5
- * @param {VGEO_COLOR_MODE} color_mode
6
- * @returns {VGeoCutGeometry}
7
- */
8
- export function vgeo_build_cut_geometry(cut: VGeoCut, color_mode: VGEO_COLOR_MODE): VGeoCutGeometry;
9
- /**
10
- * What a cluster's colour is keyed on.
11
- *
12
- * The two normal modes are not keyed on the cluster at all: they paint every vertex with its own
13
- * direction, and the cluster boundaries go with it. `stored normal` is the container's own
14
- * {@link VGEO_ATTRIBUTE.NORMAL }, decoded out of the payload — the only mode that shows an attribute
15
- * the file carries rather than something derived from it. `geometric normal` is the area-weighted
16
- * normal of the decoded triangles, which is what every other mode shades with. The pair is the
17
- * point: they agree where the builder's normals still describe the geometry it shipped, and a source
18
- * with no normals at all makes the first one flat.
19
- *
20
- * `clamp` is the streaming one: it paints the clusters a coarser page is standing in for, so the
21
- * regions still waiting on bytes are visible as regions rather than as a number in a panel.
22
- */
23
- export type VGEO_COLOR_MODE = string;
24
- export namespace VGEO_COLOR_MODE {
25
- let Cluster: string;
26
- let Group: string;
27
- let Page: string;
28
- let Level: string;
29
- let Error: string;
30
- let Clamp: string;
31
- let StoredNormal: string;
32
- let GeometricNormal: string;
33
- }
34
- /**
35
- * A cut, decoded into one geometry.
36
- *
37
- * Nothing about it depends on where the camera is: the mesh is drawn solid and the depth buffer
38
- * orders it, so the triangle list is uploaded once when the cut is taken and never touched again.
39
- */
40
- export class VGeoCutGeometry {
41
- /**
42
- * Position and colour, indexed by {@link triangles}.
43
- * @type {Geometry}
44
- */
45
- geometry: Geometry;
46
- /**
47
- * `3 · triangle_count` — the full triangle list, in cluster order, and the geometry's index.
48
- * @type {Uint32Array}
49
- */
50
- triangles: Uint32Array;
51
- /**
52
- * @type {number}
53
- */
54
- triangle_count: number;
55
- /**
56
- * @type {number}
57
- */
58
- vertex_count: number;
59
- }
60
- import { Geometry } from "../../renderer/geometry/Geometry.js";
61
- //# sourceMappingURL=cut_geometry.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"cut_geometry.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/vgeo_viewer/cut_geometry.js"],"names":[],"mappings":"AAqOA;;;;;;GAMG;AACH,kEAHW,eAAe,GACb,eAAe,CAsM3B;;;;;;;;;;;;;;;8BArXS,MAAM;;;;;;;;;;;AA4IhB;;;;;GAKG;AACH;IACI;;;OAGG;IACH,UAFU,QAAQ,CAEQ;IAE1B;;;OAGG;IACH,WAFU,WAAW,CAEU;IAE/B;;OAEG;IACH,gBAFU,MAAM,CAEG;IAEnB;;OAEG;IACH,cAFU,MAAM,CAEC;CACpB;yBA5NwB,qCAAqC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/vgeo_viewer/main.js"],"names":[],"mappings":""}
@@ -1,18 +0,0 @@
1
- /**
2
- * Build a sample container and hand back a source over it.
3
- *
4
- * The page size is deliberately far below the 256 KB default: a sample that came out as one page
5
- * would be a container with nothing to stream, and the point of opening this one is to watch it
6
- * arrive.
7
- *
8
- * @param {number} [major]
9
- * @param {number} [minor]
10
- * @param {number} [page_size] target decoded bytes per page
11
- * @returns {{source: VGeoByteSource, build_ms: number}}
12
- */
13
- export function vgeo_sample_source(major?: number, minor?: number, page_size?: number): {
14
- source: VGeoByteSource;
15
- build_ms: number;
16
- };
17
- import { VGeoByteSource } from "../../renderer/geometry/virtual/format/read/VGeoByteSource.js";
18
- //# sourceMappingURL=sample_asset.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"sample_asset.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/vgeo_viewer/sample_asset.js"],"names":[],"mappings":"AA0GA;;;;;;;;;;;GAWG;AACH,2CALW,MAAM,UACN,MAAM,cACN,MAAM,GACJ;IAAC,MAAM,EAAE,cAAc,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAiBtD;+BA1HM,+DAA+D"}
@@ -1,173 +0,0 @@
1
- /**
2
- * Select the cut for a view from whatever the reader currently holds.
3
- *
4
- * A traversal rather than a flat pass over every cluster, per design §4 — and it gets the cut rule's
5
- * first half for free. The rule is `project(parent) > τ AND project(self) ≤ τ`; a group is only ever
6
- * reached by descending *through* the cluster whose step consumed it, and that descent happened
7
- * precisely because the step projected above τ. Every cluster of a group shares that step's sphere
8
- * and error, so the parent test is satisfied by the act of arriving.
9
- *
10
- * The residency clamp is the live one here, and it is the reason a cut can be taken at all before
11
- * the file has finished arriving: a cluster that wants a page nobody has is drawn as it stands.
12
- *
13
- * @param {VGeoContainerReader} reader
14
- * @param {VGeoCutView} view
15
- * @returns {VGeoCut}
16
- */
17
- export function vgeo_select_cut(reader: VGeoContainerReader, view: VGeoCutView): VGeoCut;
18
- /**
19
- * Selecting a cut from a partially resident container.
20
- *
21
- * The traversal itself is the runtime's rule, not a debug approximation of it: descend the page
22
- * graph from the root's parentless groups, refine a cluster whose error projects above τ, take it
23
- * when it does not. What this file adds is the part a whole-file reader never has to think about —
24
- * what to do when the page a refinement wants is not here.
25
- *
26
- * The answer is the format's (`VGEO_FORMAT.md` §10): **draw the coarser cluster and say so**. The
27
- * result is a genuine surface — watertight, correct, merely coarser in that region — and the want it
28
- * records carries the exact byte range that would refine it. That is what makes streaming safe in
29
- * any arrival order, and it is why this file's most interesting number is `clamped`.
30
- *
31
- * "Not here" is `VGeoContainerReader.is_selectable`, not `is_resident`, and the difference is the
32
- * one thing about this traversal that is not obvious: a group is refined into only once every page
33
- * holding one of its *parents* is installed. Residency alone lets a group be entered through the
34
- * parents that arrived while a coarse cluster still covers the one that did not, and then both are
35
- * drawn over the same surface. §10 calls that out by name — "no holes **and no double-draw**, in any
36
- * arrival order" — and the second half is the one that fails silently.
37
- *
38
- * @author Alex Goldring
39
- * @copyright Company Named Limited (c) 2026
40
- */
41
- /**
42
- * The view a cut is selected for. `VIRTUAL_GEOMETRY_DESIGN.md` §4: a cut is selected at one camera's
43
- * distances and pixel budget, and is the wrong cut for any other.
44
- */
45
- export class VGeoCutView {
46
- /**
47
- * Camera position, object space — the viewer draws at identity, so world and object agree.
48
- * @type {Float32Array}
49
- */
50
- eye: Float32Array;
51
- /**
52
- * Pixels of permitted error. The one quality dial.
53
- * @type {number}
54
- */
55
- tau: number;
56
- /**
57
- * Height of the render target, in pixels — the projection's numerator.
58
- * @type {number}
59
- */
60
- screen_height: number;
61
- /**
62
- * @type {number}
63
- */
64
- fov_y: number;
65
- /**
66
- * @type {boolean}
67
- */
68
- cull_enabled: boolean;
69
- /**
70
- * Six normalized world-space planes, as {@link Camera.frustum} holds them.
71
- * @type {Float32Array}
72
- */
73
- frustum: Float32Array;
74
- }
75
- /**
76
- * What one traversal came to, including what it had to look at to get there and what it could not
77
- * reach.
78
- *
79
- * A cut holds the {@link VGeoPage} objects it selected from rather than page indices, so it stays
80
- * drawable across an eviction: the bytes it needs are reachable from the cut itself. Nothing here
81
- * goes stale because residency moved under it.
82
- */
83
- export class VGeoCut {
84
- /**
85
- * The page each selected cluster came from, parallel to {@link clusters}.
86
- * @type {VGeoPage[]}
87
- */
88
- pages: VGeoPage[];
89
- /**
90
- * Selected clusters, as indices within the page at the same position of {@link pages}. There is
91
- * no global cluster id in the format and none in the reader; a cluster is a page and an index.
92
- * @type {number[]}
93
- */
94
- clusters: number[];
95
- /**
96
- * @type {number}
97
- */
98
- triangle_count: number;
99
- /**
100
- * @type {number}
101
- */
102
- vertex_count: number;
103
- /**
104
- * @type {number}
105
- */
106
- groups_visited: number;
107
- /**
108
- * @type {number}
109
- */
110
- clusters_tested: number;
111
- /**
112
- * Clusters whose subtree the frustum threw away, which is a whole region rather than one
113
- * cluster — the reason culling belongs in the traversal and not after it.
114
- * @type {number}
115
- */
116
- culled: number;
117
- /**
118
- * Clusters that projected above τ and were drawn anyway, because the page holding their
119
- * refinement is not resident.
120
- *
121
- * **This is the number that says a cut is still arriving.** Zero means the cut on screen is the
122
- * one the container's own metric selects for this view; anything above it means part of the
123
- * surface is standing in for something finer, and {@link wants} says exactly what to fetch to
124
- * fix it.
125
- *
126
- * @type {number}
127
- */
128
- clamped: number;
129
- /**
130
- * Of those, the ones whose child group's page is **here** and merely not selectable yet, because
131
- * a page holding one of that group's other parents is not.
132
- *
133
- * They carry no want: there is nothing to fetch from a cluster that already has the bytes it
134
- * points at. What unblocks them is elsewhere in the same cut — the cluster clamped directly
135
- * against the missing page — so this number is not a second streaming frontier, it is how much
136
- * of the coarseness on screen is the ancestor rule holding a group back rather than bandwidth.
137
- *
138
- * @type {number}
139
- */
140
- clamped_on_activation: number;
141
- /**
142
- * Which clusters those were, keyed `page · 65536 + cluster`. What the panel counts, a display
143
- * can paint — so the regions still waiting on bytes are visible as regions.
144
- * @type {Set<number>}
145
- */
146
- clamped_keys: Set<number>;
147
- /**
148
- * Clusters whose `child_ref` names an entry outside their page's child table.
149
- *
150
- * Impossible in a file the validator accepts, and reachable here precisely because validation is
151
- * off by default — so it is counted and the cluster is drawn as a leaf, rather than read out of
152
- * bounds or thrown out of a traversal that was two thirds of the way to a picture.
153
- *
154
- * @type {number}
155
- */
156
- broken_child_refs: number;
157
- /**
158
- * The pages this cut would need to stop being clamped, one entry per page, most wanted first.
159
- * @type {VGeoPageWant[]}
160
- */
161
- wants: VGeoPageWant[];
162
- /**
163
- * Distinct pages the traversal read from.
164
- * @type {number}
165
- */
166
- pages_touched: number;
167
- /**
168
- * @type {number}
169
- */
170
- duration_ms: number;
171
- }
172
- import { VGeoPageWant } from "../../renderer/geometry/virtual/format/read/VGeoPageWant.js";
173
- //# sourceMappingURL=select_cut.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"select_cut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/vgeo_viewer/select_cut.js"],"names":[],"mappings":"AAsPA;;;;;;;;;;;;;;;GAeG;AACH,mEAHW,WAAW,GACT,OAAO,CAgKnB;AA5ZD;;;;;;;;;;;;;;;;;;;;;;GAsBG;AAEH;;;GAGG;AACH;IACI;;;OAGG;IACH,KAFU,YAAY,CAEI;IAE1B;;;OAGG;IACH,KAFU,MAAM,CAER;IAER;;;OAGG;IACH,eAFU,MAAM,CAEK;IAErB;;OAEG;IACH,OAFU,MAAM,CAEQ;IAExB;;OAEG;IACH,cAFU,OAAO,CAEI;IAErB;;;OAGG;IACH,SAFU,YAAY,CAES;CAClC;AAED;;;;;;;GAOG;AACH;IACI;;;OAGG;IACH,OAFU,UAAU,CAET;IAEX;;;;OAIG;IACH,UAFU,MAAM,EAAE,CAEJ;IAEd;;OAEG;IACH,gBAFU,MAAM,CAEG;IAEnB;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;OAEG;IACH,gBAFU,MAAM,CAEG;IAEnB;;OAEG;IACH,iBAFU,MAAM,CAEI;IAEpB;;;;OAIG;IACH,QAFU,MAAM,CAEL;IAEX;;;;;;;;;;OAUG;IACH,SAFU,MAAM,CAEJ;IAEZ;;;;;;;;;;OAUG;IACH,uBAFU,MAAM,CAEU;IAE1B;;;;OAIG;IACH,cAFU,IAAI,MAAM,CAAC,CAEI;IAEzB;;;;;;;;OAQG;IACH,mBAFU,MAAM,CAEM;IAEtB;;;OAGG;IACH,OAFU,YAAY,EAAE,CAEb;IAEX;;;OAGG;IACH,eAFU,MAAM,CAEE;IAElB;;OAEG;IACH,aAFU,MAAM,CAEA;CACnB;6BAjLM,6DAA6D"}
@@ -1,52 +0,0 @@
1
- export class VGeoFaceGraph {
2
- /**
3
- * @param {BinaryTopology} mesh
4
- * @param {BinaryTopologyFaceGraph} face_graph
5
- */
6
- constructor(mesh: BinaryTopology, face_graph: BinaryTopologyFaceGraph);
7
- /**
8
- * @type {BinaryTopology}
9
- */
10
- mesh: BinaryTopology;
11
- /**
12
- * CSR over dense face-graph vertices; edge weights are shared-edge counts.
13
- * @type {MetisGraph}
14
- */
15
- graph: MetisGraph;
16
- /**
17
- * `vertex_face_ids[dense] = face id`.
18
- * @type {Uint32Array}
19
- */
20
- vertex_face_ids: Uint32Array;
21
- /**
22
- * Scratch stamp for unique-vertex counting, one entry per mesh vertex slot.
23
- * @type {Int32Array}
24
- */
25
- vertex_stamp: Int32Array;
26
- /**
27
- * Monotonic stamp value, so the scratch never needs clearing.
28
- * @type {number}
29
- */
30
- stamp: number;
31
- /**
32
- * Scratch `graph vertex -> its position in the member list being split right now`, one entry per
33
- * graph vertex. Only the entries of that member list mean anything, which is all
34
- * {@link vgeo_split_face_set}'s partition step ever reads: it consults this exclusively for
35
- * neighbours the membership stamp has already confirmed are members.
36
- *
37
- * Dense rather than a `Map` because the keys are dense face-graph vertices to begin with, and
38
- * because a `Map` cannot answer this question at all past 2^24 entries — the leaf cut runs over
39
- * every face of the mesh at once, so a mesh of more than 16.7M triangles in one connected
40
- * component would otherwise stop the builder dead.
41
- * @type {Uint32Array}
42
- */
43
- member_index: Uint32Array;
44
- /**
45
- * How many distinct mesh vertices a set of dense face-graph vertices touches.
46
- *
47
- * @param {number[]|Int32Array} members dense face-graph vertices
48
- * @returns {number}
49
- */
50
- count_unique_vertices(members: number[] | Int32Array): number;
51
- }
52
- //# sourceMappingURL=VGeoFaceGraph.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"VGeoFaceGraph.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/VGeoFaceGraph.js"],"names":[],"mappings":"AAcA;IA4CI;;;OAGG;IACH,uEAMC;IArDD;;OAEG;IACH,qBAAY;IAEZ;;;OAGG;IACH,kBAAa;IAEb;;;OAGG;IACH,iBAFU,WAAW,CAEE;IAEvB;;;OAGG;IACH,cAFU,UAAU,CAEA;IAEpB;;;OAGG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;;;;;;OAWG;IACH,cAFU,WAAW,CAED;IAcpB;;;;;OAKG;IACH,+BAHW,MAAM,EAAE,GAAC,UAAU,GACjB,MAAM,CA2BlB;CACJ"}
@@ -1,24 +0,0 @@
1
- /**
2
- * A face set gathered into standalone, locally-indexed form.
3
- *
4
- * @author Alex Goldring
5
- * @copyright Company Named Limited (c) 2026
6
- */
7
- export class VGeoGatheredFaces {
8
- /**
9
- * `3 * vertex_count` local coordinates.
10
- * @type {Float32Array}
11
- */
12
- positions: Float32Array;
13
- /**
14
- * `3 * triangle_count` local vertex indices.
15
- * @type {Uint32Array}
16
- */
17
- indices: Uint32Array;
18
- /**
19
- * Vertex ids in the mesh this was pulled out of, one per local vertex, in first-use order.
20
- * @type {Uint32Array}
21
- */
22
- vertex_ids: Uint32Array;
23
- }
24
- //# sourceMappingURL=VGeoGatheredFaces.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"VGeoGatheredFaces.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/VGeoGatheredFaces.js"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH;IACI;;;OAGG;IACH,WAFU,YAAY,CAEU;IAEhC;;;OAGG;IACH,SAFU,WAAW,CAEQ;IAE7B;;;OAGG;IACH,YAFU,WAAW,CAEW;CACnC"}