@woosh/meep-engine 3.29.0 → 3.31.0
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.
- package/build/bundle-worker-image-decoder.js +1 -1
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +3 -1
- package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
- package/src/core/binary/BinaryBuffer.js +56 -16
- package/src/core/binary/BitImage2.d.ts.map +1 -1
- package/src/core/binary/BitImage2.js +2 -6
- package/src/core/binary/BitSet.js +5 -5
- package/src/core/binary/compression/chunks_to_stream.d.ts +24 -0
- package/src/core/binary/compression/chunks_to_stream.d.ts.map +1 -0
- package/src/core/binary/compression/chunks_to_stream.js +35 -0
- package/src/core/binary/compression/compress_bytes.d.ts +3 -4
- package/src/core/binary/compression/compress_bytes.d.ts.map +1 -1
- package/src/core/binary/compression/compress_bytes.js +6 -17
- package/src/core/binary/compression/decompress_bytes.d.ts +1 -2
- package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -1
- package/src/core/binary/compression/decompress_bytes.js +4 -15
- package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -1
- package/src/core/binary/compression/decompress_bytes_into.js +2 -13
- package/src/core/binary/ctz32.d.ts +12 -4
- package/src/core/binary/ctz32.d.ts.map +1 -1
- package/src/core/binary/ctz32.js +23 -41
- package/src/core/binary/lsb_32.d.ts +10 -2
- package/src/core/binary/lsb_32.d.ts.map +1 -1
- package/src/core/binary/lsb_32.js +17 -12
- package/src/core/binary/lz4/lz4_compress_block_hc.js +2 -2
- package/src/core/binary/type/DataTypeIndices.d.ts +39 -0
- package/src/core/binary/type/DataTypeIndices.d.ts.map +1 -1
- package/src/core/binary/type/DataTypeIndices.js +38 -1
- package/src/core/binary/type/Type.d.ts.map +1 -1
- package/src/core/binary/type/Type.js +6 -1
- package/src/core/bvh2/bvh3/BVH.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/BVH.js +14 -1
- package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +3 -3
- package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -1
- package/src/core/bvh8/bvh8_geometry_validate.js +2 -88
- package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts +25 -0
- package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts.map +1 -0
- package/src/core/bvh8/bvh8_geometry_validate_bounds.js +105 -0
- package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -1
- package/src/core/bvh8/bvh8_geometry_validate_indirect.js +2 -91
- package/src/core/cache/FrequencySketch.d.ts +3 -1
- package/src/core/cache/FrequencySketch.d.ts.map +1 -1
- package/src/core/cache/FrequencySketch.js +10 -4
- package/src/core/cache/wtinylfu/CacheWTinylfu.d.ts.map +1 -1
- package/src/core/cache/wtinylfu/CacheWTinylfu.js +24 -2
- package/src/core/clipboard/obtainClipBoard.d.ts +4 -0
- package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -1
- package/src/core/clipboard/obtainClipBoard.js +29 -8
- package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -1
- package/src/core/clipboard/safeClipboardReadText.js +73 -38
- package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -1
- package/src/core/clipboard/safeClipboardWriteText.js +11 -9
- package/src/core/collection/array/iterator/ArrayIteratorRandom.d.ts.map +1 -1
- package/src/core/collection/array/iterator/ArrayIteratorRandom.js +6 -0
- package/src/core/collection/heap/IndexedFloatMinHeap.d.ts +6 -0
- package/src/core/collection/heap/IndexedFloatMinHeap.d.ts.map +1 -1
- package/src/core/collection/heap/IndexedFloatMinHeap.js +14 -0
- package/src/core/collection/list/FilteredListProjection.d.ts.map +1 -1
- package/src/core/collection/list/FilteredListProjection.js +7 -54
- package/src/core/collection/list/List.d.ts +4 -0
- package/src/core/collection/list/List.d.ts.map +1 -1
- package/src/core/collection/list/List.js +10 -52
- package/src/core/collection/list/SortedListProjection.d.ts +7 -0
- package/src/core/collection/list/SortedListProjection.d.ts.map +1 -1
- package/src/core/collection/list/SortedListProjection.js +12 -0
- package/src/core/collection/list/list_apply_ordered_diff.d.ts +37 -0
- package/src/core/collection/list/list_apply_ordered_diff.d.ts.map +1 -0
- package/src/core/collection/list/list_apply_ordered_diff.js +87 -0
- package/src/core/collection/map/BiMap.d.ts.map +1 -1
- package/src/core/collection/map/BiMap.js +19 -6
- package/src/core/collection/map/HashMap.d.ts.map +1 -1
- package/src/core/collection/map/HashMap.js +38 -11
- package/src/core/collection/queue/Deque.d.ts +2 -2
- package/src/core/collection/queue/Deque.d.ts.map +1 -1
- package/src/core/collection/queue/Deque.js +12 -1
- package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
- package/src/core/collection/table/RowFirstTable.js +15 -2
- package/src/core/collection/table/serializeRowFirstTable.d.ts.map +1 -1
- package/src/core/collection/table/serializeRowFirstTable.js +2 -3
- package/src/core/color/operations/color_lerp.d.ts.map +1 -1
- package/src/core/color/operations/color_lerp.js +77 -55
- package/src/core/color/sRGB/linear_to_sRGB.d.ts.map +1 -1
- package/src/core/color/sRGB/linear_to_sRGB.js +3 -1
- package/src/core/debug/matchers/AllOf.d.ts +2 -1
- package/src/core/debug/matchers/AllOf.d.ts.map +1 -1
- package/src/core/debug/matchers/AllOf.js +1 -1
- package/src/core/debug/matchers/AnyOf.d.ts +2 -1
- package/src/core/debug/matchers/AnyOf.d.ts.map +1 -1
- package/src/core/debug/matchers/AnyOf.js +1 -1
- package/src/core/debug/matchers/CombinableMatcher.d.ts +2 -1
- package/src/core/debug/matchers/CombinableMatcher.d.ts.map +1 -1
- package/src/core/debug/matchers/CombinableMatcher.js +1 -1
- package/src/core/debug/matchers/DescribeAs.d.ts +2 -1
- package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
- package/src/core/debug/matchers/DescribeAs.js +2 -1
- package/src/core/debug/matchers/IsAnything.d.ts +2 -1
- package/src/core/debug/matchers/IsAnything.d.ts.map +1 -1
- package/src/core/debug/matchers/IsAnything.js +2 -1
- package/src/core/debug/matchers/IsEqual.d.ts +2 -1
- package/src/core/debug/matchers/IsEqual.d.ts.map +1 -1
- package/src/core/debug/matchers/IsEqual.js +2 -1
- package/src/core/debug/matchers/IsFinite.d.ts +2 -1
- package/src/core/debug/matchers/IsFinite.d.ts.map +1 -1
- package/src/core/debug/matchers/IsFinite.js +2 -1
- package/src/core/debug/matchers/IsIn.d.ts +2 -1
- package/src/core/debug/matchers/IsIn.d.ts.map +1 -1
- package/src/core/debug/matchers/IsIn.js +2 -1
- package/src/core/debug/matchers/IsInteger.d.ts +2 -1
- package/src/core/debug/matchers/IsInteger.d.ts.map +1 -1
- package/src/core/debug/matchers/IsInteger.js +2 -1
- package/src/core/debug/matchers/IsIterableContaining.d.ts +2 -1
- package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
- package/src/core/debug/matchers/IsIterableContaining.js +1 -1
- package/src/core/debug/matchers/IsNot.d.ts +2 -1
- package/src/core/debug/matchers/IsNot.d.ts.map +1 -1
- package/src/core/debug/matchers/IsNot.js +2 -1
- package/src/core/debug/matchers/IsNull.d.ts +2 -1
- package/src/core/debug/matchers/IsNull.d.ts.map +1 -1
- package/src/core/debug/matchers/IsNull.js +2 -1
- package/src/core/debug/matchers/IsUndefined.d.ts +2 -1
- package/src/core/debug/matchers/IsUndefined.d.ts.map +1 -1
- package/src/core/debug/matchers/IsUndefined.js +2 -1
- package/src/core/events/signal/Signal.d.ts +15 -0
- package/src/core/events/signal/Signal.d.ts.map +1 -1
- package/src/core/events/signal/Signal.js +857 -820
- package/src/core/fsm/simple/SimpleStateMachineDescription.d.ts.map +1 -1
- package/src/core/fsm/simple/SimpleStateMachineDescription.js +4 -3
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.d.ts.map +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.js +6 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
- package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +6 -7
- package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
- package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +23 -6
- package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.d.ts.map +1 -1
- package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.js +13 -1
- package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.js +53 -32
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts +40 -0
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts.map +1 -0
- package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.js +54 -0
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts +21 -3
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts.map +1 -1
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts.js +24 -15
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts +6 -3
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts.map +1 -1
- package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.js +9 -15
- package/src/core/geom/3d/cone/cone_compute_plane_side.d.ts.map +1 -1
- package/src/core/geom/3d/cone/cone_compute_plane_side.js +31 -19
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -1
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +11 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -1
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +11 -1
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
- package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +55 -0
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts +14 -0
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts.map +1 -1
- package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.js +17 -1
- package/src/core/geom/3d/gjk/gjk.d.ts +15 -0
- package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk.js +15 -0
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk_epa_penetration.js +18 -0
- package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts +32 -3
- package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts.map +1 -1
- package/src/core/geom/3d/hash-grid/PointHashGrid3.js +36 -3
- package/src/core/geom/3d/morton/v3_morton_encode_lut.d.ts.map +1 -1
- package/src/core/geom/3d/morton/v3_morton_encode_lut.js +11 -4
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts +16 -4
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts.map +1 -1
- package/src/core/geom/3d/morton/v3_morton_encode_normalized.js +21 -8
- package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.d.ts.map +1 -1
- package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.js +17 -3
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts +10 -0
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
- package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +46 -49
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts +13 -1
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts.map +1 -1
- package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.js +36 -39
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts +4 -1
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts.map +1 -1
- package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.js +22 -4
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts +38 -0
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.js +76 -0
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts +11 -0
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.js +14 -34
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +43 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +20 -3
- package/src/core/geom/3d/shape/json/type_adapters.d.ts +11 -2
- package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
- package/src/core/geom/3d/shape/json/type_adapters.js +36 -12
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts +13 -0
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts.map +1 -1
- package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js +17 -4
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts +88 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.js +108 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +13 -31
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +14 -22
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +96 -26
- package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +17 -6
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +27 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +101 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +3 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +5 -57
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts +20 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +68 -35
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +2 -43
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +72 -21
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +452 -99
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +4 -15
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.js +13 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +3 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +22 -3
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts +25 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +228 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts +13 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.js +10 -128
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts +17 -2
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.js +28 -4
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +8 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.js +10 -2
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.js +2 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.js +25 -5
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +11 -1
- package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts +5 -1
- package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_compute_normal.js +8 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_ray_intersection.js +15 -3
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- package/src/shade/renderer/texture/encode/shader_texture_encode_bc5.js +70 -67
- package/src/shade/renderer/texture/encode/shader_texture_encode_bc5_snorm.d.ts.map +1 -1
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- package/src/shade/renderer/texture/encode/shader_texture_encode_bc6h.d.ts.map +1 -1
- package/src/shade/renderer/texture/encode/shader_texture_encode_bc6h.js +65 -62
- package/src/shade/renderer/texture/encode/shader_texture_encode_bc7.d.ts.map +1 -1
- package/src/shade/renderer/texture/encode/shader_texture_encode_bc7.js +61 -58
- package/src/shade/renderer/texture/format/texture_format_from_shade_image.d.ts +7 -1
- package/src/shade/renderer/texture/format/texture_format_from_shade_image.d.ts.map +1 -1
- package/src/shade/renderer/texture/format/texture_format_from_shade_image.js +100 -95
- package/src/shade/renderer/texture/mipmaps/WebGPUMipmapGenerator.d.ts +8 -2
- package/src/shade/renderer/texture/mipmaps/WebGPUMipmapGenerator.d.ts.map +1 -1
- package/src/shade/renderer/texture/mipmaps/WebGPUMipmapGenerator.js +99 -73
- package/src/shade/renderer/texture/mipmaps/filters/mipmap_shader_code_wronski2021.d.ts +30 -1
- package/src/shade/renderer/texture/mipmaps/filters/mipmap_shader_code_wronski2021.d.ts.map +1 -1
- package/src/shade/renderer/texture/mipmaps/filters/mipmap_shader_code_wronski2021.js +37 -20
- package/src/shade/renderer/texture/texture_descriptor_from_texture_shade.js +73 -73
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- package/src/shade/renderer/view/ViewManager.d.ts.map +1 -1
- package/src/shade/renderer/view/ViewManager.js +15 -0
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +516 -507
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +272 -260
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +160 -134
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +3 -0
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +2564 -2356
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +110 -7
- package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
- package/src/shade/wgsl/validate_wgsl_source.js +57 -0
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- package/src/view/asset/AssetLoaderStatusView.js +8 -0
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- package/src/view/common/LabelView.js +4 -0
- package/src/view/common/ListView.d.ts +6 -2
- package/src/view/common/ListView.d.ts.map +1 -1
- package/src/view/common/ListView.js +27 -7
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- package/src/view/common/VirtualListView.d.ts.map +1 -1
- package/src/view/common/VirtualListView.js +17 -1
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- package/src/view/common/dnd/DropTarget.js +18 -0
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- package/src/view/elements/DropDownSelectionView.js +8 -0
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- package/src/view/elements/image/SvgImageView.js +8 -0
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- package/src/view/elements/navigation/ViewStack.js +4 -0
- package/src/view/elements/notify/NotificationView.d.ts.map +1 -1
- package/src/view/elements/notify/NotificationView.js +4 -0
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- package/src/view/minimap/MinimapCanvasView.d.ts.map +1 -1
- package/src/view/minimap/MinimapCanvasView.js +21 -1
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- package/src/view/minimap/dom/MinimapCameraView.js +232 -220
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* ({@link prefab_instantiate}): every node of the file becomes an entity attached to its parent's,
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* named, drawing where it draws, with the placing entity as the root. What used to be a private
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* copy of a node tree per placement is the dataset's own hierarchy, addressable by every system —
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* IK finds a foot by name, cloth seeds from joints, gameplay asks where a socket is — and the
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* renderer's tables are indexed by those entities, at `entity + 1`.
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*
|
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* **It owns the scene and tells the facade to draw it**, rather than the facade handing a graph out
|
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* for anyone to write into.
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*
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* **Rows need a device, and registration does too.** A model loads whenever it loads, and there
|
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* may be no renderer yet; {@link update} attaches every instance's entities to the scene's GPU
|
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* context when one arrives, registers its skins with the animation manager, and does both again
|
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* after a renderer restart. Driving the clips is not this system's business — that is the
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* animation systems' — but a clip nothing has registered cannot be driven by anyone, which is why
|
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* the instance is handed out ({@link instance_of}) rather than kept.
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*/
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|
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export class MeshSystem extends System {
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/**
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* @type {GraphicsEngine}
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*/
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#graphics;
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/**
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* The scene this system writes into and the facade draws. Received rather than created: lights
|
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* come from a system of their own, and both have to be putting content into the same scene for
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* either to be visible.
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*
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* @type {Scene}
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*/
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#scene;
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/**
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* Loaded and compiled models, by url. A level places the same model many times over, and
|
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* loading it once per placement would be the dominant cost of opening one; compiling it once
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* per placement would be the next.
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*
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* @type {Map<string, Promise<Prefab>>}
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*/
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#models = new Map();
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/**
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* @type {Map<number, Entry>}
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*/
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|
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#entries = new Map();
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/**
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|
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* Shade's GPU state for {@link scene}, as of the last {@link update}. Held to answer one
|
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|
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* question: has the renderer been replaced since the last frame, so that everything placed has
|
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* to be attached and registered again.
|
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*
|
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* @type {GPUSceneContext|null}
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|
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*/
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|
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#context = null;
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/**
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|
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* Entries whose instance is not attached to {@link #context} — either because it has just
|
|
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|
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* loaded, or because a restart invalidated what it had. A queue rather than a scan over every
|
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* entity, because this is per-frame work and the answer is almost always "nothing to do".
|
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*
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|
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* @type {Entry[]}
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|
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*/
|
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|
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#unregistered = [];
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/**
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|
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* Entities whose `SGMesh` carried no url when it was linked.
|
|
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*
|
|
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|
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* `SGMesh.url` is an accessor with no change signal behind it, and the game assigns it late as a
|
|
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|
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* matter of course: `GeneratedArmySystem` puts the component on an army entity and fills the
|
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|
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* url in from a promise, once the army it generated has picked the leader whose model the army
|
|
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* wears. So a url that is missing at link time is the normal path to a model rather than an
|
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|
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* edge case, and the only way to notice one arriving is to look again.
|
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|
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*
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|
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* @type {Entry[]}
|
|
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|
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*/
|
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|
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#awaiting_url = [];
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|
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|
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/**
|
|
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|
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* Loads a glTF into Shade's own representation. Injected rather than imported so that the
|
|
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|
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* system can be driven in a spec without a network or a device — the loader is the one genuine
|
|
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|
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* boundary here.
|
|
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|
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*
|
|
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|
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* @type {function(string): Promise<SceneBundle>}
|
|
181
|
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*/
|
|
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|
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#load;
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|
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|
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|
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/**
|
|
185
|
-
* @param {GraphicsEngine} graphics
|
|
186
|
-
* @param {Scene} scene
|
|
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|
-
* @param {function(string): Promise<SceneBundle>} load
|
|
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|
-
*/
|
|
189
|
-
constructor(graphics, scene, load) {
|
|
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|
-
super();
|
|
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|
-
|
|
192
|
-
assert.defined(graphics, 'graphics');
|
|
193
|
-
assert.equal(scene.isScene, true, 'scene.isScene !== true');
|
|
194
|
-
assert.typeOf(load, 'function', 'load');
|
|
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|
-
|
|
196
|
-
this.#graphics = graphics;
|
|
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|
-
this.#scene = scene;
|
|
198
|
-
this.#load = load;
|
|
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|
-
|
|
200
|
-
this.dependencies = [SGMesh, Transform64];
|
|
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|
-
}
|
|
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|
-
|
|
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|
-
/**
|
|
204
|
-
* @returns {Scene}
|
|
205
|
-
*/
|
|
206
|
-
get scene() {
|
|
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|
-
return this.#scene;
|
|
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|
-
}
|
|
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|
-
|
|
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|
-
/**
|
|
211
|
-
* The model an entity is showing, as entities: its skins and clips addressed to them, and its
|
|
212
|
-
* nodes by name.
|
|
213
|
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*
|
|
214
|
-
* Handed out rather than copied because an animation driver has to know *which* instance it is
|
|
215
|
-
* bound to: a model swap builds a new one, and a driver still holding the old one would be
|
|
216
|
-
* driving entities that have gone. The object's identity is the only signal that says so.
|
|
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|
-
*
|
|
218
|
-
* @
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*
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*
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*
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*
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*
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*
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*
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*
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|
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*
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const
|
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295
|
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296
|
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297
|
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298
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304
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305
|
-
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|
306
|
-
const
|
|
307
|
-
|
|
308
|
-
if (
|
|
309
|
-
continue;
|
|
310
|
-
}
|
|
311
|
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312
|
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313
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|
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scene
|
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338
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340
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347
|
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348
|
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349
|
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|
350
|
-
this.#
|
|
351
|
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352
|
-
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|
353
|
-
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|
354
|
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359
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360
|
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361
|
-
*
|
|
362
|
-
*
|
|
363
|
-
*
|
|
364
|
-
*
|
|
365
|
-
*
|
|
366
|
-
*
|
|
367
|
-
|
|
368
|
-
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|
369
|
-
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|
370
|
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371
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372
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374
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375
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376
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377
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378
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379
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380
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382
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383
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384
|
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385
|
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386
|
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387
|
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388
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389
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390
|
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391
|
-
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392
|
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393
|
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394
|
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395
|
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396
|
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|
397
|
-
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|
398
|
-
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|
399
|
-
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|
400
|
-
|
|
401
|
-
|
|
402
|
-
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|
403
|
-
|
|
404
|
-
|
|
405
|
-
|
|
406
|
-
|
|
407
|
-
|
|
408
|
-
|
|
409
|
-
|
|
410
|
-
|
|
411
|
-
|
|
412
|
-
|
|
413
|
-
|
|
414
|
-
for (let i =
|
|
415
|
-
const entry =
|
|
416
|
-
|
|
417
|
-
|
|
418
|
-
|
|
419
|
-
}
|
|
420
|
-
|
|
421
|
-
|
|
422
|
-
|
|
423
|
-
|
|
424
|
-
|
|
425
|
-
|
|
426
|
-
|
|
427
|
-
|
|
428
|
-
*
|
|
429
|
-
*
|
|
430
|
-
|
|
431
|
-
|
|
432
|
-
|
|
433
|
-
|
|
434
|
-
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435
|
-
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436
|
-
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437
|
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438
|
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439
|
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440
|
-
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441
|
-
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442
|
-
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443
|
-
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444
|
-
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445
|
-
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446
|
-
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|
447
|
-
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|
448
|
-
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|
449
|
-
|
|
450
|
-
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451
|
-
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|
452
|
-
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|
453
|
-
|
|
454
|
-
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455
|
-
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|
456
|
-
|
|
457
|
-
|
|
458
|
-
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459
|
-
|
|
460
|
-
|
|
461
|
-
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462
|
-
|
|
463
|
-
|
|
464
|
-
|
|
465
|
-
|
|
466
|
-
|
|
467
|
-
|
|
468
|
-
|
|
469
|
-
|
|
470
|
-
|
|
471
|
-
|
|
472
|
-
|
|
473
|
-
|
|
474
|
-
*
|
|
475
|
-
*
|
|
476
|
-
*
|
|
477
|
-
|
|
478
|
-
|
|
479
|
-
|
|
480
|
-
|
|
481
|
-
|
|
482
|
-
|
|
483
|
-
|
|
484
|
-
|
|
485
|
-
|
|
486
|
-
|
|
487
|
-
|
|
488
|
-
|
|
489
|
-
|
|
490
|
-
|
|
491
|
-
|
|
492
|
-
|
|
493
|
-
|
|
494
|
-
|
|
495
|
-
|
|
496
|
-
|
|
497
|
-
|
|
498
|
-
|
|
499
|
-
|
|
500
|
-
|
|
501
|
-
|
|
502
|
-
|
|
503
|
-
|
|
504
|
-
|
|
505
|
-
|
|
506
|
-
|
|
507
|
-
|
|
508
|
-
|
|
509
|
-
|
|
510
|
-
|
|
511
|
-
|
|
512
|
-
|
|
513
|
-
|
|
514
|
-
|
|
515
|
-
|
|
516
|
-
|
|
517
|
-
|
|
518
|
-
|
|
519
|
-
|
|
520
|
-
|
|
521
|
-
|
|
522
|
-
|
|
523
|
-
|
|
524
|
-
|
|
525
|
-
|
|
526
|
-
|
|
527
|
-
|
|
528
|
-
|
|
529
|
-
|
|
530
|
-
|
|
531
|
-
|
|
532
|
-
|
|
533
|
-
|
|
534
|
-
|
|
535
|
-
|
|
536
|
-
|
|
537
|
-
|
|
538
|
-
|
|
539
|
-
|
|
540
|
-
*
|
|
541
|
-
*
|
|
542
|
-
|
|
543
|
-
|
|
544
|
-
|
|
545
|
-
|
|
546
|
-
|
|
547
|
-
|
|
548
|
-
|
|
549
|
-
|
|
550
|
-
|
|
551
|
-
|
|
552
|
-
|
|
553
|
-
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|
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581
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582
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584
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//
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const
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624
|
-
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625
|
-
if (
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626
|
-
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627
|
-
}
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628
|
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629
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631
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661
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-
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1
|
+
import { assert } from "../../core/assert.js";
|
|
2
|
+
import { aabb3_array_combine } from "../../core/geom/3d/aabb/aabb3_array_combine.js";
|
|
3
|
+
import { aabb3_matrix4_project } from "../../core/geom/3d/aabb/aabb3_matrix4_project.js";
|
|
4
|
+
import { Scene } from "../../shade/renderer/scene/Scene.js";
|
|
5
|
+
import { System } from "../ecs/System.js";
|
|
6
|
+
import { Transform64 } from "../ecs/transform/Transform64.js";
|
|
7
|
+
import { TRANSFORM64_EVENT_CHANGE } from "../ecs/transform/TRANSFORM64_EVENT_CHANGE.js";
|
|
8
|
+
import { TRANSFORM_ATTACHMENT_EVENT_CHANGE } from "../ecs/transform-attachment/TRANSFORM_ATTACHMENT_EVENT_CHANGE.js";
|
|
9
|
+
import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
|
|
10
|
+
import { SGMesh } from "../graphics/ecs/mesh-v2/aggregate/SGMesh.js";
|
|
11
|
+
import { prefab_compile } from "./prefab/prefab_compile.js";
|
|
12
|
+
import { prefab_instance_destroy, prefab_instantiate } from "./prefab/prefab_instantiate.js";
|
|
13
|
+
import {
|
|
14
|
+
register_instance_animation,
|
|
15
|
+
unregister_instance_animation
|
|
16
|
+
} from "./register_instance_animation.js";
|
|
17
|
+
|
|
18
|
+
/**
|
|
19
|
+
* @typedef {import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
|
|
20
|
+
* @typedef {import("../../shade/renderer/loader/SceneBundle.js").SceneBundle} SceneBundle
|
|
21
|
+
* @typedef {import("./prefab/Prefab.js").Prefab} Prefab
|
|
22
|
+
* @typedef {import("./prefab/PrefabInstance.js").PrefabInstance} PrefabInstance
|
|
23
|
+
* @typedef {import("./register_instance_animation.js").InstanceAnimationRegistration} InstanceAnimationRegistration
|
|
24
|
+
* @typedef {import("./GraphicsEngine.js").GraphicsEngine} GraphicsEngine
|
|
25
|
+
*/
|
|
26
|
+
|
|
27
|
+
/**
|
|
28
|
+
* What {@link MeshSystem.mesh_entities_of} answers for an entity with nothing in the scene.
|
|
29
|
+
*
|
|
30
|
+
* @type {Int32Array}
|
|
31
|
+
*/
|
|
32
|
+
const NO_ENTITIES = new Int32Array(0);
|
|
33
|
+
|
|
34
|
+
const SCRATCH_BOUNDS = new Float32Array(6);
|
|
35
|
+
|
|
36
|
+
/**
|
|
37
|
+
* What one entity has: its model, once loaded, as entities; the ids the GPU issued for the model's
|
|
38
|
+
* skins; and what is listening on its behalf.
|
|
39
|
+
*/
|
|
40
|
+
class Entry {
|
|
41
|
+
/**
|
|
42
|
+
* @type {number}
|
|
43
|
+
*/
|
|
44
|
+
entity = -1;
|
|
45
|
+
|
|
46
|
+
/**
|
|
47
|
+
* @type {SGMesh}
|
|
48
|
+
*/
|
|
49
|
+
model = null;
|
|
50
|
+
|
|
51
|
+
/**
|
|
52
|
+
* @type {Transform64}
|
|
53
|
+
*/
|
|
54
|
+
transform = null;
|
|
55
|
+
|
|
56
|
+
/**
|
|
57
|
+
* The model as entities, or null until it has loaded.
|
|
58
|
+
*
|
|
59
|
+
* @type {PrefabInstance|null}
|
|
60
|
+
*/
|
|
61
|
+
instance = null;
|
|
62
|
+
|
|
63
|
+
/**
|
|
64
|
+
* What the GPU gave back for the instance's skins, or null while there is nothing registered —
|
|
65
|
+
* no model yet, no device yet, or a renderer restart that has not been drained.
|
|
66
|
+
*
|
|
67
|
+
* @type {InstanceAnimationRegistration|null}
|
|
68
|
+
*/
|
|
69
|
+
animation = null;
|
|
70
|
+
|
|
71
|
+
/**
|
|
72
|
+
* The GPU context the instance's entities hold their rows in, or null while they hold none.
|
|
73
|
+
*
|
|
74
|
+
* @type {GPUSceneContext|null}
|
|
75
|
+
*/
|
|
76
|
+
context = null;
|
|
77
|
+
|
|
78
|
+
/**
|
|
79
|
+
* Fires when the placing entity's world transform moves.
|
|
80
|
+
*
|
|
81
|
+
* @type {function(): void}
|
|
82
|
+
*/
|
|
83
|
+
on_moved = null;
|
|
84
|
+
|
|
85
|
+
/**
|
|
86
|
+
* One per entity of the instance, firing when that entity's offset from its parent moves —
|
|
87
|
+
* a joint an IK solver, a ragdoll or a cloth wrote.
|
|
88
|
+
*
|
|
89
|
+
* @type {Map<number, function(): void>}
|
|
90
|
+
*/
|
|
91
|
+
on_offset_moved = new Map();
|
|
92
|
+
}
|
|
93
|
+
|
|
94
|
+
/**
|
|
95
|
+
* Puts models into the scene as entities, and keeps their rows where the entities say.
|
|
96
|
+
*
|
|
97
|
+
* **A model is a prefab, and a placement is entities.** A loaded bundle is compiled once per url
|
|
98
|
+
* ({@link prefab_compile}) and spawned once per entity that wears it
|
|
99
|
+
* ({@link prefab_instantiate}): every node of the file becomes an entity attached to its parent's,
|
|
100
|
+
* named, drawing where it draws, with the placing entity as the root. What used to be a private
|
|
101
|
+
* copy of a node tree per placement is the dataset's own hierarchy, addressable by every system —
|
|
102
|
+
* IK finds a foot by name, cloth seeds from joints, gameplay asks where a socket is — and the
|
|
103
|
+
* renderer's tables are indexed by those entities, at `entity + 1`.
|
|
104
|
+
*
|
|
105
|
+
* **It owns the scene and tells the facade to draw it**, rather than the facade handing a graph out
|
|
106
|
+
* for anyone to write into.
|
|
107
|
+
*
|
|
108
|
+
* **Rows need a device, and registration does too.** A model loads whenever it loads, and there
|
|
109
|
+
* may be no renderer yet; {@link update} attaches every instance's entities to the scene's GPU
|
|
110
|
+
* context when one arrives, registers its skins with the animation manager, and does both again
|
|
111
|
+
* after a renderer restart. Driving the clips is not this system's business — that is the
|
|
112
|
+
* animation systems' — but a clip nothing has registered cannot be driven by anyone, which is why
|
|
113
|
+
* the instance is handed out ({@link instance_of}) rather than kept.
|
|
114
|
+
*/
|
|
115
|
+
export class MeshSystem extends System {
|
|
116
|
+
/**
|
|
117
|
+
* @type {GraphicsEngine}
|
|
118
|
+
*/
|
|
119
|
+
#graphics;
|
|
120
|
+
|
|
121
|
+
/**
|
|
122
|
+
* The scene this system writes into and the facade draws. Received rather than created: lights
|
|
123
|
+
* come from a system of their own, and both have to be putting content into the same scene for
|
|
124
|
+
* either to be visible.
|
|
125
|
+
*
|
|
126
|
+
* @type {Scene}
|
|
127
|
+
*/
|
|
128
|
+
#scene;
|
|
129
|
+
|
|
130
|
+
/**
|
|
131
|
+
* Loaded and compiled models, by url. A level places the same model many times over, and
|
|
132
|
+
* loading it once per placement would be the dominant cost of opening one; compiling it once
|
|
133
|
+
* per placement would be the next.
|
|
134
|
+
*
|
|
135
|
+
* @type {Map<string, Promise<Prefab>>}
|
|
136
|
+
*/
|
|
137
|
+
#models = new Map();
|
|
138
|
+
|
|
139
|
+
/**
|
|
140
|
+
* @type {Map<number, Entry>}
|
|
141
|
+
*/
|
|
142
|
+
#entries = new Map();
|
|
143
|
+
|
|
144
|
+
/**
|
|
145
|
+
* Shade's GPU state for {@link scene}, as of the last {@link update}. Held to answer one
|
|
146
|
+
* question: has the renderer been replaced since the last frame, so that everything placed has
|
|
147
|
+
* to be attached and registered again.
|
|
148
|
+
*
|
|
149
|
+
* @type {GPUSceneContext|null}
|
|
150
|
+
*/
|
|
151
|
+
#context = null;
|
|
152
|
+
|
|
153
|
+
/**
|
|
154
|
+
* Entries whose instance is not attached to {@link #context} — either because it has just
|
|
155
|
+
* loaded, or because a restart invalidated what it had. A queue rather than a scan over every
|
|
156
|
+
* entity, because this is per-frame work and the answer is almost always "nothing to do".
|
|
157
|
+
*
|
|
158
|
+
* @type {Entry[]}
|
|
159
|
+
*/
|
|
160
|
+
#unregistered = [];
|
|
161
|
+
|
|
162
|
+
/**
|
|
163
|
+
* Entities whose `SGMesh` carried no url when it was linked.
|
|
164
|
+
*
|
|
165
|
+
* `SGMesh.url` is an accessor with no change signal behind it, and the game assigns it late as a
|
|
166
|
+
* matter of course: `GeneratedArmySystem` puts the component on an army entity and fills the
|
|
167
|
+
* url in from a promise, once the army it generated has picked the leader whose model the army
|
|
168
|
+
* wears. So a url that is missing at link time is the normal path to a model rather than an
|
|
169
|
+
* edge case, and the only way to notice one arriving is to look again.
|
|
170
|
+
*
|
|
171
|
+
* @type {Entry[]}
|
|
172
|
+
*/
|
|
173
|
+
#awaiting_url = [];
|
|
174
|
+
|
|
175
|
+
/**
|
|
176
|
+
* Loads a glTF into Shade's own representation. Injected rather than imported so that the
|
|
177
|
+
* system can be driven in a spec without a network or a device — the loader is the one genuine
|
|
178
|
+
* boundary here.
|
|
179
|
+
*
|
|
180
|
+
* @type {function(string): Promise<SceneBundle>}
|
|
181
|
+
*/
|
|
182
|
+
#load;
|
|
183
|
+
|
|
184
|
+
/**
|
|
185
|
+
* @param {GraphicsEngine} graphics
|
|
186
|
+
* @param {Scene} scene
|
|
187
|
+
* @param {function(string): Promise<SceneBundle>} load
|
|
188
|
+
*/
|
|
189
|
+
constructor(graphics, scene, load) {
|
|
190
|
+
super();
|
|
191
|
+
|
|
192
|
+
assert.defined(graphics, 'graphics');
|
|
193
|
+
assert.equal(scene.isScene, true, 'scene.isScene !== true');
|
|
194
|
+
assert.typeOf(load, 'function', 'load');
|
|
195
|
+
|
|
196
|
+
this.#graphics = graphics;
|
|
197
|
+
this.#scene = scene;
|
|
198
|
+
this.#load = load;
|
|
199
|
+
|
|
200
|
+
this.dependencies = [SGMesh, Transform64];
|
|
201
|
+
}
|
|
202
|
+
|
|
203
|
+
/**
|
|
204
|
+
* @returns {Scene}
|
|
205
|
+
*/
|
|
206
|
+
get scene() {
|
|
207
|
+
return this.#scene;
|
|
208
|
+
}
|
|
209
|
+
|
|
210
|
+
/**
|
|
211
|
+
* The model an entity is showing, as entities: its skins and clips addressed to them, and its
|
|
212
|
+
* nodes by name.
|
|
213
|
+
*
|
|
214
|
+
* Handed out rather than copied because an animation driver has to know *which* instance it is
|
|
215
|
+
* bound to: a model swap builds a new one, and a driver still holding the old one would be
|
|
216
|
+
* driving entities that have gone. The object's identity is the only signal that says so.
|
|
217
|
+
*
|
|
218
|
+
* **A model swap is remove-component then add-component.** Reassigning {@link SGMesh#url} on an
|
|
219
|
+
* attached mesh is NOT one and is not observed: `link` reads the url once, the only other
|
|
220
|
+
* reader is the {@link #collect_arrived_urls} drain that an entry leaves permanently the first
|
|
221
|
+
* frame a url is present, and the component's setter raises no signal. Noticing it would mean
|
|
222
|
+
* comparing a url per mesh entity per frame, which is the opposite of the bargain the rest of
|
|
223
|
+
* this system makes — an entity that has not moved costs nothing.
|
|
224
|
+
*
|
|
225
|
+
* @param {number} entity
|
|
226
|
+
* @returns {PrefabInstance|null} `null` for an entity this system has never seen, or one
|
|
227
|
+
* whose model has not finished loading
|
|
228
|
+
*/
|
|
229
|
+
instance_of(entity) {
|
|
230
|
+
const entry = this.#entries.get(entity);
|
|
231
|
+
|
|
232
|
+
if (entry === undefined) {
|
|
233
|
+
return null;
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
return entry.instance;
|
|
237
|
+
}
|
|
238
|
+
|
|
239
|
+
/**
|
|
240
|
+
* What the GPU's animation manager gave back for that instance — the skin ids, in the
|
|
241
|
+
* instance's own order.
|
|
242
|
+
*
|
|
243
|
+
* Same reasoning as {@link instance_of} and a stronger version of it: these ids belong to one
|
|
244
|
+
* renderer, and a restart voids every one of them. The object is replaced when that happens, so
|
|
245
|
+
* a driver that compares it against what it bound against notices in the same frame.
|
|
246
|
+
*
|
|
247
|
+
* @param {number} entity
|
|
248
|
+
* @returns {InstanceAnimationRegistration|null} `null` while there is nothing registered — no
|
|
249
|
+
* model yet, no device yet, or a renderer restart that has not been drained
|
|
250
|
+
*/
|
|
251
|
+
animation_of(entity) {
|
|
252
|
+
const entry = this.#entries.get(entity);
|
|
253
|
+
|
|
254
|
+
if (entry === undefined) {
|
|
255
|
+
return null;
|
|
256
|
+
}
|
|
257
|
+
|
|
258
|
+
return entry.animation;
|
|
259
|
+
}
|
|
260
|
+
|
|
261
|
+
/**
|
|
262
|
+
* The entities of an entity's model that draw — one per primitive of the file. Each holds the
|
|
263
|
+
* `meshes` row `entity + 1`, which is what the visibility buffer writes for every pixel it
|
|
264
|
+
* covers; anything that has to say something about a particular model's meshes starts here.
|
|
265
|
+
*
|
|
266
|
+
* @param {number} entity
|
|
267
|
+
* @returns {Int32Array} empty for an entity with nothing in the scene — never seen, or still
|
|
268
|
+
* loading, and neither is an error. Not to be kept: a model swap replaces it
|
|
269
|
+
*/
|
|
270
|
+
mesh_entities_of(entity) {
|
|
271
|
+
const entry = this.#entries.get(entity);
|
|
272
|
+
|
|
273
|
+
if (entry === undefined || entry.instance === null) {
|
|
274
|
+
return NO_ENTITIES;
|
|
275
|
+
}
|
|
276
|
+
|
|
277
|
+
return entry.instance.mesh_entities;
|
|
278
|
+
}
|
|
279
|
+
|
|
280
|
+
/**
|
|
281
|
+
* Where an entity's model is, in world space: the union of its primitives' geometry bounds
|
|
282
|
+
* under their own entities' world transforms — which the ECS composes, so this answers with no
|
|
283
|
+
* device and with no frame of latency, from what the simulation knows. The box the renderer
|
|
284
|
+
* culls by is derived on the GPU from the same and is not consulted.
|
|
285
|
+
*
|
|
286
|
+
* A skinned primitive answers at its rest pose, under the frame its skin deforms in.
|
|
287
|
+
*
|
|
288
|
+
* @param {ArrayLike<number>|number[]|Float32Array} target aabb3, order `x0,y0,z0,x1,y1,z1`
|
|
289
|
+
* @param {number} entity
|
|
290
|
+
* @returns {boolean} `false` when the entity has nothing in the scene — it may be an entity this
|
|
291
|
+
* system has never seen, or one whose model is still loading, and neither is an error
|
|
292
|
+
*/
|
|
293
|
+
compute_world_bounds(target, entity) {
|
|
294
|
+
const entry = this.#entries.get(entity);
|
|
295
|
+
|
|
296
|
+
if (entry === undefined || entry.instance === null) {
|
|
297
|
+
return false;
|
|
298
|
+
}
|
|
299
|
+
|
|
300
|
+
const dataset = this.entityManager.dataset;
|
|
301
|
+
const primitives = entry.instance.mesh_entities;
|
|
302
|
+
|
|
303
|
+
let found = false;
|
|
304
|
+
|
|
305
|
+
for (let i = 0; i < primitives.length; i++) {
|
|
306
|
+
const primitive = primitives[i];
|
|
307
|
+
|
|
308
|
+
if (!dataset.entityExists(primitive)) {
|
|
309
|
+
continue;
|
|
310
|
+
}
|
|
311
|
+
|
|
312
|
+
const geometry = dataset.getComponent(primitive, ShadedGeometry);
|
|
313
|
+
const world = dataset.getComponent(primitive, Transform64);
|
|
314
|
+
|
|
315
|
+
if (geometry === undefined || world === undefined || geometry.geometry === null) {
|
|
316
|
+
continue;
|
|
317
|
+
}
|
|
318
|
+
|
|
319
|
+
// a Transform64's matrix starts at element 0, so it is its own mat4 argument
|
|
320
|
+
aabb3_matrix4_project(SCRATCH_BOUNDS, geometry.geometry.bounding_box, world);
|
|
321
|
+
|
|
322
|
+
// combining the first box with itself is how it lands in `target` — one operation
|
|
323
|
+
// for both cases, rather than a copy that only ever runs once
|
|
324
|
+
aabb3_array_combine(target, 0, found ? target : SCRATCH_BOUNDS, 0, SCRATCH_BOUNDS, 0);
|
|
325
|
+
|
|
326
|
+
found = true;
|
|
327
|
+
}
|
|
328
|
+
|
|
329
|
+
return found;
|
|
330
|
+
}
|
|
331
|
+
|
|
332
|
+
async startup(entityManager) {
|
|
333
|
+
this.entityManager = entityManager;
|
|
334
|
+
|
|
335
|
+
// the scene's rows are this dataset's entities; the first system to place one says so
|
|
336
|
+
const dataset = entityManager.dataset;
|
|
337
|
+
const scene = this.#scene;
|
|
338
|
+
|
|
339
|
+
assert.ok(
|
|
340
|
+
scene.dataset === null || scene.dataset === undefined || scene.dataset === dataset,
|
|
341
|
+
'the scene is bound to another dataset'
|
|
342
|
+
);
|
|
343
|
+
|
|
344
|
+
scene.dataset = dataset;
|
|
345
|
+
|
|
346
|
+
this.#graphics.set_scene(scene);
|
|
347
|
+
}
|
|
348
|
+
|
|
349
|
+
async shutdown(entityManager) {
|
|
350
|
+
for (const entity of Array.from(this.#entries.keys())) {
|
|
351
|
+
this.#drop(entity);
|
|
352
|
+
}
|
|
353
|
+
|
|
354
|
+
this.#models.clear();
|
|
355
|
+
|
|
356
|
+
this.#context = null;
|
|
357
|
+
this.#unregistered.length = 0;
|
|
358
|
+
}
|
|
359
|
+
|
|
360
|
+
/**
|
|
361
|
+
* Tell the GPU about the models that have arrived since the last frame: their entities take
|
|
362
|
+
* their rows, and their skins reach `GPUAnimationManager`.
|
|
363
|
+
*
|
|
364
|
+
* The manager hangs off the scene's GPU context, which exists only while there is a device, so
|
|
365
|
+
* neither can happen where instances are built (a model loads whenever it loads, including
|
|
366
|
+
* before the renderer has started). Registration is documented eventually-consistent at both
|
|
367
|
+
* entry points, so a frame of latency here costs nothing: the ids are live immediately, and
|
|
368
|
+
* what drives the deformation — a clip's bindings, a skin's meshes — follows when every entity
|
|
369
|
+
* it names has its row.
|
|
370
|
+
*
|
|
371
|
+
* A restart is the same event seen from here: the context object changes, every id and every
|
|
372
|
+
* row the old one issued is void, and everything currently placed queues up again.
|
|
373
|
+
*
|
|
374
|
+
* @param {number} time_delta_seconds
|
|
375
|
+
*/
|
|
376
|
+
update(time_delta_seconds) {
|
|
377
|
+
this.#collect_arrived_urls();
|
|
378
|
+
|
|
379
|
+
const context = this.#graphics.scene_context(this.#scene);
|
|
380
|
+
|
|
381
|
+
if (context === null) {
|
|
382
|
+
// No device — before the first start, or after a stop. Nothing is registered while
|
|
383
|
+
// this holds, and the next context to arrive is a change like any other.
|
|
384
|
+
return;
|
|
385
|
+
}
|
|
386
|
+
|
|
387
|
+
if (context !== this.#context) {
|
|
388
|
+
this.#invalidate_registrations(context);
|
|
389
|
+
}
|
|
390
|
+
|
|
391
|
+
const waiting = this.#unregistered;
|
|
392
|
+
|
|
393
|
+
if (waiting.length === 0) {
|
|
394
|
+
return;
|
|
395
|
+
}
|
|
396
|
+
|
|
397
|
+
/*
|
|
398
|
+
**A throw in here must not cost the session.** The list used to be cleared after the loop,
|
|
399
|
+
so a registration that threw partway left the entries before it *already registered* and
|
|
400
|
+
*still queued*: the next update registered them a second time, `bind` found the entity
|
|
401
|
+
already bound to another skin, and that assertion then fired once a frame for as long as
|
|
402
|
+
the game ran — one failed model converted into permanent corruption of an unrelated one.
|
|
403
|
+
|
|
404
|
+
So an entry comes off the list BEFORE it is registered, and can never be registered twice
|
|
405
|
+
whatever happens next. The open question this leaves — what to do with an entry that
|
|
406
|
+
*cannot* be registered — is answered the only way a frame loop can afford: it is dropped,
|
|
407
|
+
once, with a message. That model does not appear; every other one does, and the next frame
|
|
408
|
+
is a normal frame.
|
|
409
|
+
*/
|
|
410
|
+
const entries = waiting.slice();
|
|
411
|
+
|
|
412
|
+
waiting.length = 0;
|
|
413
|
+
|
|
414
|
+
for (let i = 0; i < entries.length; i++) {
|
|
415
|
+
const entry = entries[i];
|
|
416
|
+
|
|
417
|
+
try {
|
|
418
|
+
this.#register(entry, context);
|
|
419
|
+
} catch (e) {
|
|
420
|
+
console.error(`MeshSystem: failed to register entity ${entry.entity} ('${entry.model?.url}'), dropping it`, e);
|
|
421
|
+
}
|
|
422
|
+
}
|
|
423
|
+
}
|
|
424
|
+
|
|
425
|
+
/**
|
|
426
|
+
* Load the models of entities whose url has turned up since the last frame.
|
|
427
|
+
*
|
|
428
|
+
* Ahead of everything the device gates, because a model arrives whenever it arrives and there
|
|
429
|
+
* may be no renderer yet — the same bargain {@link #attach} makes with registration.
|
|
430
|
+
*/
|
|
431
|
+
#collect_arrived_urls() {
|
|
432
|
+
const waiting = this.#awaiting_url;
|
|
433
|
+
|
|
434
|
+
for (let i = waiting.length - 1; i >= 0; i--) {
|
|
435
|
+
const entry = waiting[i];
|
|
436
|
+
|
|
437
|
+
if (entry.model.url === null) {
|
|
438
|
+
continue;
|
|
439
|
+
}
|
|
440
|
+
|
|
441
|
+
waiting.splice(i, 1);
|
|
442
|
+
|
|
443
|
+
this.#attach(entry, entry.model.url);
|
|
444
|
+
}
|
|
445
|
+
}
|
|
446
|
+
|
|
447
|
+
/**
|
|
448
|
+
* A different renderer is drawing this scene now, so nothing that has been registered still is.
|
|
449
|
+
*
|
|
450
|
+
* @param {GPUSceneContext} context
|
|
451
|
+
*/
|
|
452
|
+
#invalidate_registrations(context) {
|
|
453
|
+
this.#context = context;
|
|
454
|
+
|
|
455
|
+
const waiting = this.#unregistered;
|
|
456
|
+
|
|
457
|
+
waiting.length = 0;
|
|
458
|
+
|
|
459
|
+
for (const entry of this.#entries.values()) {
|
|
460
|
+
if (entry.instance === null) {
|
|
461
|
+
continue;
|
|
462
|
+
}
|
|
463
|
+
|
|
464
|
+
entry.animation = null;
|
|
465
|
+
entry.context = null;
|
|
466
|
+
|
|
467
|
+
waiting.push(entry);
|
|
468
|
+
}
|
|
469
|
+
}
|
|
470
|
+
|
|
471
|
+
/**
|
|
472
|
+
* Give an instance's entities their rows in a context, and its skins to the animation manager.
|
|
473
|
+
*
|
|
474
|
+
* Every entity of the model takes a `transforms` row — a joint composes on the GPU, a grouping
|
|
475
|
+
* node is what its children compose under — and the placing entity takes one too, so the whole
|
|
476
|
+
* hierarchy composes from it. The primitives' `meshes` rows are `ShadedGeometrySystem`'s.
|
|
477
|
+
*
|
|
478
|
+
* @param {Entry} entry
|
|
479
|
+
* @param {GPUSceneContext} context
|
|
480
|
+
*/
|
|
481
|
+
#register(entry, context) {
|
|
482
|
+
const rows = context.rows;
|
|
483
|
+
const entities = entry.instance.entities;
|
|
484
|
+
|
|
485
|
+
for (let i = 0; i < entities.length; i++) {
|
|
486
|
+
rows.acquire(entities[i]);
|
|
487
|
+
}
|
|
488
|
+
|
|
489
|
+
entry.animation = register_instance_animation(context, entry.instance);
|
|
490
|
+
entry.context = context;
|
|
491
|
+
}
|
|
492
|
+
|
|
493
|
+
/**
|
|
494
|
+
* @param {SGMesh} model
|
|
495
|
+
* @param {Transform64} transform
|
|
496
|
+
* @param {number} entity
|
|
497
|
+
*/
|
|
498
|
+
link(model, transform, entity) {
|
|
499
|
+
const entry = new Entry();
|
|
500
|
+
|
|
501
|
+
entry.entity = entity;
|
|
502
|
+
entry.model = model;
|
|
503
|
+
entry.transform = transform;
|
|
504
|
+
|
|
505
|
+
this.#entries.set(entity, entry);
|
|
506
|
+
|
|
507
|
+
// The placing entity's own row is marked when its transform moves, not on a poll: an
|
|
508
|
+
// entity that has not moved costs nothing, which is the same bargain the scene database
|
|
509
|
+
// makes downstream. A Transform64 has no signals of its own, so the announcement comes from
|
|
510
|
+
// the dataset. The entities under it follow through the attachment system and need no
|
|
511
|
+
// marking of their own for a move of the root — the GPU composes them.
|
|
512
|
+
entry.on_moved = () => {
|
|
513
|
+
if (entry.context !== null) {
|
|
514
|
+
entry.context.rows.mark_world(entity);
|
|
515
|
+
}
|
|
516
|
+
};
|
|
517
|
+
|
|
518
|
+
this.entityManager.dataset.addEntityEventListener(entity, TRANSFORM64_EVENT_CHANGE, entry.on_moved);
|
|
519
|
+
|
|
520
|
+
if (model.url === null) {
|
|
521
|
+
// nothing to show yet; {@link update} watches for the url arriving
|
|
522
|
+
this.#awaiting_url.push(entry);
|
|
523
|
+
|
|
524
|
+
return;
|
|
525
|
+
}
|
|
526
|
+
|
|
527
|
+
this.#attach(entry, model.url);
|
|
528
|
+
}
|
|
529
|
+
|
|
530
|
+
/**
|
|
531
|
+
* @param {SGMesh} model
|
|
532
|
+
* @param {Transform64} transform
|
|
533
|
+
* @param {number} entity
|
|
534
|
+
*/
|
|
535
|
+
unlink(model, transform, entity) {
|
|
536
|
+
this.#drop(entity);
|
|
537
|
+
}
|
|
538
|
+
|
|
539
|
+
/**
|
|
540
|
+
* The prefab for a url, loading and compiling it on first mention.
|
|
541
|
+
*
|
|
542
|
+
* @param {string} url
|
|
543
|
+
* @returns {Promise<Prefab>}
|
|
544
|
+
*/
|
|
545
|
+
#model(url) {
|
|
546
|
+
let prefab = this.#models.get(url);
|
|
547
|
+
|
|
548
|
+
if (prefab === undefined) {
|
|
549
|
+
prefab = this.#load(url).then(bundle => prefab_compile(bundle));
|
|
550
|
+
|
|
551
|
+
this.#models.set(url, prefab);
|
|
552
|
+
}
|
|
553
|
+
|
|
554
|
+
return prefab;
|
|
555
|
+
}
|
|
556
|
+
|
|
557
|
+
/**
|
|
558
|
+
* Load and compile the model if it has not been seen, then spawn it under the entity.
|
|
559
|
+
*
|
|
560
|
+
* @param {Entry} entry
|
|
561
|
+
* @param {string} url
|
|
562
|
+
*/
|
|
563
|
+
async #attach(entry, url) {
|
|
564
|
+
const entity = entry.entity;
|
|
565
|
+
|
|
566
|
+
const prefab = await this.#model(url);
|
|
567
|
+
|
|
568
|
+
/*
|
|
569
|
+
Which entry this load is for was decided before the wait rather than after it. A load is in
|
|
570
|
+
flight for as long as a fetch and a decode take, and the entity can leave and come back
|
|
571
|
+
inside that window — so asking `#entries` afterwards answers "the entry this entity has
|
|
572
|
+
now", which may be a different one. Spawning for that one would leave a model in the scene
|
|
573
|
+
nothing owns.
|
|
574
|
+
*/
|
|
575
|
+
if (this.#entries.get(entity) !== entry) {
|
|
576
|
+
// the entity left while its model was in flight, or left and came back as another
|
|
577
|
+
// entry — both ordinary at level-load rates
|
|
578
|
+
return;
|
|
579
|
+
}
|
|
580
|
+
|
|
581
|
+
const dataset = this.entityManager.dataset;
|
|
582
|
+
|
|
583
|
+
const instance = prefab_instantiate(prefab, dataset, entity);
|
|
584
|
+
|
|
585
|
+
entry.instance = instance;
|
|
586
|
+
|
|
587
|
+
// A joint's offset moving — an IK solver, a ragdoll, a cloth writing it — is that joint's
|
|
588
|
+
// row. The world transforms the attachment system composes below it are not: the GPU
|
|
589
|
+
// composes those itself, from the offsets.
|
|
590
|
+
const entities = instance.entities;
|
|
591
|
+
|
|
592
|
+
for (let i = 1; i < entities.length; i++) {
|
|
593
|
+
const member = entities[i];
|
|
594
|
+
|
|
595
|
+
const on_offset_moved = () => {
|
|
596
|
+
if (entry.context !== null) {
|
|
597
|
+
entry.context.rows.mark_local(member);
|
|
598
|
+
}
|
|
599
|
+
};
|
|
600
|
+
|
|
601
|
+
entry.on_offset_moved.set(member, on_offset_moved);
|
|
602
|
+
|
|
603
|
+
dataset.addEntityEventListener(member, TRANSFORM_ATTACHMENT_EVENT_CHANGE, on_offset_moved);
|
|
604
|
+
}
|
|
605
|
+
|
|
606
|
+
// The GPU hears about it on the next update rather than here: a model finishes loading
|
|
607
|
+
// whenever it finishes, and there may be no device to tell.
|
|
608
|
+
this.#unregistered.push(entry);
|
|
609
|
+
}
|
|
610
|
+
|
|
611
|
+
/**
|
|
612
|
+
* @param {number} entity
|
|
613
|
+
*/
|
|
614
|
+
#drop(entity) {
|
|
615
|
+
const entry = this.#entries.get(entity);
|
|
616
|
+
|
|
617
|
+
if (entry === undefined) {
|
|
618
|
+
return;
|
|
619
|
+
}
|
|
620
|
+
|
|
621
|
+
this.#entries.delete(entity);
|
|
622
|
+
|
|
623
|
+
const dataset = this.entityManager.dataset;
|
|
624
|
+
|
|
625
|
+
if (dataset.entityExists(entity)) {
|
|
626
|
+
dataset.removeEntityEventListener(entity, TRANSFORM64_EVENT_CHANGE, entry.on_moved);
|
|
627
|
+
}
|
|
628
|
+
|
|
629
|
+
const waiting = this.#unregistered.indexOf(entry);
|
|
630
|
+
|
|
631
|
+
if (waiting !== -1) {
|
|
632
|
+
// it left before the GPU was ever told about it
|
|
633
|
+
this.#unregistered.splice(waiting, 1);
|
|
634
|
+
}
|
|
635
|
+
|
|
636
|
+
const awaiting = this.#awaiting_url.indexOf(entry);
|
|
637
|
+
|
|
638
|
+
if (awaiting !== -1) {
|
|
639
|
+
// it left before it ever had a model to load
|
|
640
|
+
this.#awaiting_url.splice(awaiting, 1);
|
|
641
|
+
}
|
|
642
|
+
|
|
643
|
+
const instance = entry.instance;
|
|
644
|
+
|
|
645
|
+
if (instance === null) {
|
|
646
|
+
return;
|
|
647
|
+
}
|
|
648
|
+
|
|
649
|
+
entry.instance = null;
|
|
650
|
+
|
|
651
|
+
for (const [member, listener] of entry.on_offset_moved) {
|
|
652
|
+
if (dataset.entityExists(member)) {
|
|
653
|
+
dataset.removeEntityEventListener(member, TRANSFORM_ATTACHMENT_EVENT_CHANGE, listener);
|
|
654
|
+
}
|
|
655
|
+
}
|
|
656
|
+
|
|
657
|
+
entry.on_offset_moved.clear();
|
|
658
|
+
|
|
659
|
+
// A destroyed context must not be handed its rows or its ids back: a renderer restart
|
|
660
|
+
// takes the GPU scene context with it, and what the old one issued means nothing to the
|
|
661
|
+
// context that replaces it — so the entry forgets them rather than returning them.
|
|
662
|
+
if (entry.context !== null && entry.context === this.#graphics.scene_context(this.#scene)) {
|
|
663
|
+
const rows = entry.context.rows;
|
|
664
|
+
const entities = instance.entities;
|
|
665
|
+
|
|
666
|
+
for (let i = 0; i < entities.length; i++) {
|
|
667
|
+
rows.release(entities[i]);
|
|
668
|
+
}
|
|
669
|
+
|
|
670
|
+
if (entry.animation !== null) {
|
|
671
|
+
unregister_instance_animation(entry.animation);
|
|
672
|
+
}
|
|
673
|
+
}
|
|
674
|
+
|
|
675
|
+
entry.animation = null;
|
|
676
|
+
entry.context = null;
|
|
677
|
+
|
|
678
|
+
// the entities the model became are the model, so they go with it
|
|
679
|
+
prefab_instance_destroy(dataset, instance);
|
|
680
|
+
}
|
|
681
|
+
}
|