@woosh/meep-engine 3.3.0 → 3.4.0

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 (846) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  8. package/src/engine/EntityCreator.d.ts +19 -11
  9. package/src/engine/EntityCreator.d.ts.map +1 -1
  10. package/src/engine/EntityCreator.js +116 -94
  11. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  12. package/src/engine/achievements/AchievementManager.js +437 -433
  13. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  14. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  15. package/src/engine/animation/AnimatedActions.js +111 -81
  16. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  17. package/src/engine/animation/AnimationUtils.js +234 -252
  18. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  19. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  20. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +26 -5
  21. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  22. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  23. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  24. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  25. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  26. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  27. package/src/engine/sound/SoundEngine.d.ts +2 -2
  28. package/src/engine/sound/SoundEngine.js +124 -124
  29. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  30. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  31. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  32. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  33. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  34. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  35. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  36. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  37. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  38. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  39. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  40. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  41. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  42. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  43. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  44. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  45. package/src/engine/sound/sopra/README.md +644 -643
  46. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  47. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  48. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  49. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  50. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  51. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  52. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  53. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  54. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  55. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  56. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  57. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  58. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  59. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  60. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  61. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  62. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  63. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  64. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  65. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  66. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  67. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  68. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  69. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  70. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  71. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  72. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  73. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  74. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  75. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  76. package/src/shade/playground/add_random_meshes.js +132 -84
  77. package/src/shade/playground/bvh_repro/README.md +57 -0
  78. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  79. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  80. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  81. package/src/shade/playground/bvh_repro/index.html +124 -0
  82. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  83. package/src/shade/playground/bvh_repro/main.js +254 -0
  84. package/src/shade/playground/load_default_environment.d.ts +10 -1
  85. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  86. package/src/shade/playground/load_default_environment.js +44 -20
  87. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  88. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  89. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  90. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  91. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  92. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  93. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  94. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  95. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  96. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  97. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  98. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  99. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  100. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  101. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  102. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  103. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  104. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  105. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  106. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  107. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  108. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  109. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  110. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  111. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  112. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  113. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  114. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  115. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  116. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  117. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  118. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  119. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  120. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  121. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  122. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  123. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  124. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  125. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  126. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  127. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  128. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  129. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  130. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  131. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  132. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  133. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  134. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  135. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  136. package/src/shade/renderer/Renderer.d.ts +16 -0
  137. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  138. package/src/shade/renderer/Renderer.js +23 -4
  139. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  140. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  141. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  142. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  143. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  144. package/src/shade/renderer/animation/Skin.js +9 -7
  145. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  146. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  147. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  148. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  149. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  150. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  151. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  152. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  153. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  154. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  155. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  156. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  157. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  158. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  159. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  160. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  161. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  162. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  163. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  164. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  165. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  167. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  168. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  170. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  171. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  172. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  173. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  174. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  175. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  176. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  177. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  178. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  179. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  180. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  181. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  182. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  183. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  184. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
  185. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
  186. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
  187. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
  188. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
  189. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  190. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  191. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  192. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  193. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  194. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  195. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  196. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  197. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  198. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  201. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
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  204. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  205. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  206. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  207. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  210. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
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  212. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
  213. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
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  216. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
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  218. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
  219. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
  220. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
  222. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
  223. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js +197 -0
  225. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts +16 -0
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  227. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +85 -0
  228. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts +15 -0
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  230. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +192 -0
  231. package/src/shade/renderer/gpu_primitive/sort/verify_radix_sort.d.ts +12 -0
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  233. package/src/shade/renderer/gpu_primitive/sort/verify_radix_sort.js +188 -0
  234. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts +16 -4
  235. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
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  739. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts.map +0 -1
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  787. package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.d.ts.map +0 -1
  788. package/src/shade/renderer/gpu_primitive/sort/one_sweep/shader_scan.js +0 -156
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  791. package/src/shade/renderer/gpu_primitive/sort/one_sweep/test_radix_sort.js +0 -55
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  795. package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.d.ts +0 -12
  796. package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.d.ts.map +0 -1
  797. package/src/shade/renderer/gpu_primitive/sort/v4/graph_radix_sort.js +0 -74
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  799. package/src/shade/renderer/gpu_primitive/sort/v4/shader_radix_sort.d.ts.map +0 -1
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  808. package/src/shade/renderer/shader/chunk/bvh/packed/PACKED_BVH_NODE_STRUCT.d.ts +0 -3
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  831. package/src/shade/renderer/shader/chunk/bvh/packed/shader_pack_blas.js +0 -42
  832. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.d.ts +0 -0
  833. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
  834. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
  835. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
  836. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.d.ts +0 -0
  837. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.js +0 -0
  838. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts +0 -0
  839. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.js +0 -0
  840. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts +0 -0
  841. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
  842. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  843. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
  844. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.d.ts +0 -0
  845. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.js +0 -0
  846. /package/src/shade/playground/{main.d.ts → bvh_repro/main.d.ts} +0 -0
@@ -2,15 +2,21 @@ import { assert } from "../../../../core/assert.js";
2
2
  import { platform_compute_endianness } from "../../../../core/binary/platform_compute_endianness.js";
3
3
  import { array_buffer_copy } from "../../../../core/collection/array/typed/array_buffer_copy.js";
4
4
  import { Deque } from "../../../../core/collection/queue/Deque.js";
5
- import IdPool from "../../../../core/IdPool.js";
6
5
  import { round_up } from "../../../../core/math/round_up.js";
7
6
  import { number_format_by_thousands } from "../../../../core/primitives/numbers/number_format_by_thousands.js";
8
7
  import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
8
  import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
10
9
  import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
11
10
  import { ensure_buffer_capacity } from "../make_temp_gpu_buffer.js";
11
+ import { bvh2_derive_topology } from "./bvh2_derive_topology.js";
12
12
  import { GPUGeometryMeshletsBVH } from "./GPUGeometryMeshletsBVH.js";
13
13
 
14
+ /**
15
+ * One row of the lookup table the traversal shaders read as `blas_lookup`.
16
+ *
17
+ * The row holds the arena node index a tree's root sits at. What the table is *indexed* by is not
18
+ * this manager's business — see {@link GPUGeometryBVHManager#publish_lookup}.
19
+ */
14
20
  export const BLAS_METADATA_STRUCT = WebGPUStruct.from({
15
21
  // index of root node for BLAS
16
22
  address: u32
@@ -24,6 +30,21 @@ const DATA_GROWTH_MULTIPLIER = 1.2;
24
30
 
25
31
  const endianness = platform_compute_endianness();
26
32
 
33
+ /**
34
+ * Residency for BLAS node data: one arena buffer holding every registered tree's nodes, and a
35
+ * lookup buffer that maps *something else's* index onto an arena address.
36
+ *
37
+ * The split matters. This manager owns arena positions — it decides where a tree's nodes land and
38
+ * hands back the node index of its root. It does **not** own the index space the lookup is read by:
39
+ * every traversal shader does `blas_lookup[geometry_index]`, and geometry indices belong to
40
+ * {@link GPUGeometryManager}. So the table is published by whoever owns those indices, through
41
+ * {@link publish_lookup}; this manager only stores and uploads it.
42
+ *
43
+ * It used to allocate the lookup rows itself, from a pool of its own in BLAS-registration order.
44
+ * That agrees with geometry indices exactly until something takes a geometry index without taking a
45
+ * BLAS row — which per-instance clones do — after which every geometry resolved to another
46
+ * geometry's tree. See `blas_lookup_indexing.spec.js`.
47
+ */
27
48
  export class GPUGeometryBVHManager {
28
49
 
29
50
  /**
@@ -59,6 +80,48 @@ export class GPUGeometryBVHManager {
59
80
  */
60
81
  #buffer_data_end = 0;
61
82
 
83
+ /**
84
+ * Parent of every node, and the node index of every leaf, for each *distinct topology* — one
85
+ * arena each, addressed like {@link #buffer_data}.
86
+ *
87
+ * Separate from the nodes because they are separate things. Node bounds are per instance: a
88
+ * skinned clone's are its own, recomputed every frame from its own deformed vertices. Parents
89
+ * and leaf positions are the shape of the tree, and every copy of a geometry has the same
90
+ * shape, so one derivation serves all of them.
91
+ *
92
+ * @type {GPUBuffer}
93
+ */
94
+ #buffer_parents;
95
+
96
+ /**
97
+ * @returns {GPUBuffer}
98
+ */
99
+ get buffer_parents() {
100
+ return this.#buffer_parents;
101
+ }
102
+
103
+ /**
104
+ * @type {GPUBuffer}
105
+ */
106
+ #buffer_leaf_nodes;
107
+
108
+ /**
109
+ * @returns {GPUBuffer}
110
+ */
111
+ get buffer_leaf_nodes() {
112
+ return this.#buffer_leaf_nodes;
113
+ }
114
+
115
+ #buffer_parents_end = 0;
116
+ #buffer_leaf_nodes_end = 0;
117
+
118
+ /**
119
+ * Topology by the geometry whose nodes it was derived from, shared by every copy of it.
120
+ *
121
+ * @type {Map<MeshletGeometry, {parents_offset: number, leaf_nodes_offset: number, leaf_count: number, node_count: number, resident: boolean, derived: {parents: Uint32Array, leaf_nodes: Uint32Array}}>}
122
+ */
123
+ #topology = new Map();
124
+
62
125
  /**
63
126
  *
64
127
  * @type {number}
@@ -82,8 +145,6 @@ export class GPUGeometryBVHManager {
82
145
  */
83
146
  #update_queue = new Deque();
84
147
 
85
- #slot_pool = new IdPool();
86
-
87
148
  /**
88
149
  *
89
150
  * @param {GPUDevice} device
@@ -103,6 +164,18 @@ export class GPUGeometryBVHManager {
103
164
  usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC | GPUBufferUsage.STORAGE,
104
165
  });
105
166
 
167
+ this.#buffer_parents = device.createBuffer({
168
+ label: "GPUGeometryBVHManager/parents",
169
+ size: DATA_INITIAL_CAPACITY,
170
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC | GPUBufferUsage.STORAGE,
171
+ });
172
+
173
+ this.#buffer_leaf_nodes = device.createBuffer({
174
+ label: "GPUGeometryBVHManager/leaf_nodes",
175
+ size: DATA_INITIAL_CAPACITY,
176
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC | GPUBufferUsage.STORAGE,
177
+ });
178
+
106
179
  }
107
180
 
108
181
  get gpu_memory_usage() {
@@ -116,39 +189,65 @@ export class GPUGeometryBVHManager {
116
189
  r += this.#buffer_data.size;
117
190
  }
118
191
 
192
+ if (this.#buffer_parents) {
193
+ r += this.#buffer_parents.size;
194
+ }
195
+
196
+ if (this.#buffer_leaf_nodes) {
197
+ r += this.#buffer_leaf_nodes.size;
198
+ }
199
+
119
200
  return r;
120
201
  }
121
202
 
122
203
  /**
204
+ * The tree belonging to `owner`, registered against `source`'s shape if it does not exist yet.
123
205
  *
124
- * @param {MeshletGeometry} meshlets
206
+ * Two arguments rather than one because those are two different questions. `owner` is the
207
+ * identity the tree is looked up by; `source` is the geometry whose nodes it starts as. They
208
+ * coincide for anything that owns its geometry outright, and they do not for a per-instance
209
+ * copy — a skinned clone deforms its own vertices, so its bounds are its own and cannot be
210
+ * written into the tree everyone else is tracing, but its *shape* is by definition the
211
+ * source's. Keeping the two separate is what lets one derivation serve every copy.
212
+ *
213
+ * @param {object} owner identity to look this tree up by — a geometry, a clone's metadata row
214
+ * @param {MeshletGeometry} source geometry whose nodes this tree takes its shape and rest-pose
215
+ * bounds from
125
216
  * @returns {GPUGeometryMeshletsBVH}
126
217
  */
127
- obtain(meshlets) {
128
- assert.equal(meshlets.isMeshletGeometry, true, 'meshlets.isMeshletGeometry !== true');
218
+ obtain(owner, source) {
219
+ assert.defined(owner, 'owner');
220
+ assert.equal(source.isMeshletGeometry, true, 'source.isMeshletGeometry !== true');
129
221
 
130
- let bvh = this.#map.get(meshlets);
222
+ let bvh = this.#map.get(owner);
131
223
 
132
224
  if (bvh === undefined) {
133
- bvh = this.#create(meshlets);
225
+ bvh = this.#register(owner, source);
134
226
  }
135
227
 
136
228
  return bvh;
137
229
  }
138
230
 
139
231
  /**
232
+ * Register a tree, keyed by whatever owns it.
233
+ *
234
+ * `owner` is the identity the tree is looked up by and `source` is the geometry whose nodes it
235
+ * holds. For an ordinary geometry those are the same object. For a per-instance copy they are
236
+ * not: the copy needs a node region of its own, because its bounds move independently, while
237
+ * the *shape* it is a copy of belongs to the source.
140
238
  *
141
- * @param {MeshletGeometry} meshlets
239
+ * @param {object} owner
240
+ * @param {MeshletGeometry} source
142
241
  * @returns {GPUGeometryMeshletsBVH}
143
242
  */
144
- #create(meshlets) {
243
+ #register(owner, source) {
145
244
 
146
245
  const bvh = new GPUGeometryMeshletsBVH();
147
246
 
148
- bvh.slot = this.#slot_pool.get();
149
- bvh.bvh = meshlets.bvh;
247
+ bvh.bvh = source.bvh;
248
+ bvh.topology = this.#obtain_topology(source);
150
249
 
151
- this.#map.set(meshlets, bvh);
250
+ this.#map.set(owner, bvh);
152
251
 
153
252
  this.#update_queue.add(bvh);
154
253
 
@@ -156,16 +255,105 @@ export class GPUGeometryBVHManager {
156
255
  }
157
256
 
158
257
  /**
159
- * Release a geometry's BLAS. The metadata slot is returned to the pool for reuse and the
160
- * map entry is dropped. The append-only data region ({@link #buffer_data}) is not
258
+ * The parents/leaf-nodes derivation for a geometry, made once and shared by every tree that is
259
+ * a copy of it.
260
+ *
261
+ * @param {MeshletGeometry} source
262
+ * @returns {object} the topology record
263
+ */
264
+ #obtain_topology(source) {
265
+ let topology = this.#topology.get(source);
266
+
267
+ if (topology !== undefined) {
268
+ return topology;
269
+ }
270
+
271
+ // Derivation waits for {@link #upload_pending_topology}, beside the residency decision it
272
+ // feeds. A geometry can be registered before its BLAS bytes exist — nothing has to have
273
+ // built one yet — and a record that says "not resident" is the honest answer for that,
274
+ // rather than an empty derivation cached forever.
275
+ topology = {
276
+ source,
277
+ leaf_count: 0,
278
+ node_count: 0,
279
+ parents_offset: 0,
280
+ leaf_nodes_offset: 0,
281
+ resident: false,
282
+ };
283
+
284
+ this.#topology.set(source, topology);
285
+
286
+ return topology;
287
+ }
288
+
289
+ /**
290
+ * Everything a refit needs to find a resident tree, or `undefined` while it is not resident.
291
+ *
292
+ * @param {object} owner the identity passed to {@link obtain}
293
+ * @returns {{node_word_offset: number, node_count: number, leaf_count: number, parents_offset: number, leaf_nodes_offset: number}|undefined}
294
+ */
295
+ get_refit_target(owner) {
296
+ const bvh = this.#map.get(owner);
297
+
298
+ if (bvh === undefined || bvh.released || !bvh.resident || !bvh.topology.resident) {
299
+ return undefined;
300
+ }
301
+
302
+ return {
303
+ node_word_offset: bvh.address * (BVH2_NODE_STRUCT.size / Uint32Array.BYTES_PER_ELEMENT),
304
+ node_count: bvh.topology.node_count,
305
+ leaf_count: bvh.topology.leaf_count,
306
+ parents_offset: bvh.topology.parents_offset,
307
+ leaf_nodes_offset: bvh.topology.leaf_nodes_offset,
308
+ };
309
+ }
310
+
311
+ /**
312
+ * Where a registered tree's root sits in the arena, or `undefined` while nothing is resident
313
+ * for this owner — either it was never registered, or {@link update} has not run since.
314
+ *
315
+ * @param {object} owner the identity passed to {@link obtain}
316
+ * @returns {number|undefined} arena node index
317
+ */
318
+ get_address(owner) {
319
+ const bvh = this.#map.get(owner);
320
+
321
+ if (bvh === undefined || bvh.released || !bvh.resident) {
322
+ return undefined;
323
+ }
324
+
325
+ return bvh.address;
326
+ }
327
+
328
+ /**
329
+ * Publish the lookup table the traversal shaders read.
330
+ *
331
+ * `addresses[i]` is the arena node index that index `i` resolves to. What `i` means is the
332
+ * caller's business — today it is a geometry index, and the shaders agree because
333
+ * {@link GPUGeometryManager} builds the table from the same ids it stamps into the geometry
334
+ * metadata buffer.
335
+ *
336
+ * @param {Uint32Array} addresses
337
+ */
338
+ publish_lookup(addresses) {
339
+ assert.defined(addresses, 'addresses');
340
+
341
+ this.#ensure_metadata_capacity(addresses.length);
342
+
343
+ this.#device.queue.writeBuffer(this.#buffer_metadata, 0, addresses, 0, addresses.length);
344
+ }
345
+
346
+ /**
347
+ * Release an owner's BLAS: the map entry is dropped, and the next {@link publish_lookup}
348
+ * stops naming its arena address. The append-only data region ({@link #buffer_data}) is not
161
349
  * reclaimed — those bytes become unreferenced and are only recovered on a future buffer
162
350
  * rebuild, a bounded residual versus the previous total leak (no entry was ever freed).
163
351
  *
164
- * @param {MeshletGeometry} meshlets the key passed to {@link obtain}
165
- * @returns {boolean} true if a BLAS was registered for this geometry and released
352
+ * @param {object} owner the identity passed to {@link obtain}
353
+ * @returns {boolean} true if a BLAS was registered for this owner and released
166
354
  */
167
- remove(meshlets) {
168
- const bvh = this.#map.get(meshlets);
355
+ remove(owner) {
356
+ const bvh = this.#map.get(owner);
169
357
 
170
358
  if (bvh === undefined) {
171
359
  return false;
@@ -175,12 +363,38 @@ export class GPUGeometryBVHManager {
175
363
  // the update pass skips released records
176
364
  bvh.released = true;
177
365
 
178
- this.#slot_pool.release(bvh.slot);
179
- this.#map.delete(meshlets);
366
+ this.#map.delete(owner);
367
+
368
+ this.#release_topology_if_orphaned(bvh.topology);
180
369
 
181
370
  return true;
182
371
  }
183
372
 
373
+ /**
374
+ * Drop a shape once the last tree that had it is gone.
375
+ *
376
+ * The arena bytes are not reclaimed — same append-only story as the nodes — but the map entry
377
+ * holds a strong reference to the geometry it is keyed by, so leaving it would keep every
378
+ * geometry a scene ever loaded alive for as long as the manager is.
379
+ *
380
+ * @param {object} topology
381
+ */
382
+ #release_topology_if_orphaned(topology) {
383
+ for (const bvh of this.#map.values()) {
384
+ if (bvh.topology === topology) {
385
+ return;
386
+ }
387
+ }
388
+
389
+ for (const [source, candidate] of this.#topology) {
390
+ if (candidate === topology) {
391
+ this.#topology.delete(source);
392
+
393
+ return;
394
+ }
395
+ }
396
+ }
397
+
184
398
  /**
185
399
  *
186
400
  * @param {number} size
@@ -210,11 +424,11 @@ export class GPUGeometryBVHManager {
210
424
  *
211
425
  * @param {number} size
212
426
  */
213
- #ensure_metadata_capacity(size) {
427
+ #ensure_metadata_capacity(row_count) {
214
428
  this.#buffer_metadata = ensure_buffer_capacity(
215
429
  this.#device,
216
430
  this.#buffer_metadata,
217
- size * BLAS_METADATA_STRUCT.size,
431
+ Math.max(1, row_count) * BLAS_METADATA_STRUCT.size,
218
432
  BLAS_METADATA_STRUCT.align,
219
433
  16,
220
434
  1.2
@@ -222,26 +436,78 @@ export class GPUGeometryBVHManager {
222
436
  }
223
437
 
224
438
  /**
439
+ * Append every topology derived but not yet uploaded to its arena.
225
440
  *
226
- * @param {GPUGeometryMeshletsBVH} element
227
- * @param {DataView} target
228
- * @param {number} target_offset byte offset inside the temp buffer; the temp buffer is
229
- * indexed by queue position, NOT by slot — slots are global and outrun the temp
230
- * buffer on any batch after the first
441
+ * Queue-free: the map is small (one entry per distinct geometry) and a `resident` flag says what
442
+ * is left to do, which is one fewer thing to keep in step than a second queue would be.
231
443
  */
232
- #write_metadata_for(element, target, target_offset) {
444
+ #upload_pending_topology() {
445
+ const queue = this.#device.queue;
446
+
447
+ for (const topology of this.#topology.values()) {
448
+ if (topology.resident) {
449
+ continue;
450
+ }
451
+
452
+ const bytes = topology.source.bvh;
453
+
454
+ if (bytes === undefined || bytes.byteLength === 0) {
455
+ // no tree to take the shape of yet; try again next time
456
+ continue;
457
+ }
458
+
459
+ const { parents, leaf_nodes } = bvh2_derive_topology(bytes);
460
+
461
+ this.#buffer_parents = ensure_buffer_capacity(
462
+ this.#device,
463
+ this.#buffer_parents,
464
+ (this.#buffer_parents_end + parents.length) * Uint32Array.BYTES_PER_ELEMENT,
465
+ DATA_SIZE_ALIGNMENT,
466
+ DATA_GROWTH_STEP,
467
+ DATA_GROWTH_MULTIPLIER
468
+ );
233
469
 
234
- target.setUint32(
235
- target_offset,
236
- element.address,
237
- endianness
238
- );
470
+ this.#buffer_leaf_nodes = ensure_buffer_capacity(
471
+ this.#device,
472
+ this.#buffer_leaf_nodes,
473
+ (this.#buffer_leaf_nodes_end + leaf_nodes.length) * Uint32Array.BYTES_PER_ELEMENT,
474
+ DATA_SIZE_ALIGNMENT,
475
+ DATA_GROWTH_STEP,
476
+ DATA_GROWTH_MULTIPLIER
477
+ );
239
478
 
240
- }
479
+ topology.parents_offset = this.#buffer_parents_end;
480
+ topology.leaf_nodes_offset = this.#buffer_leaf_nodes_end;
241
481
 
482
+ queue.writeBuffer(
483
+ this.#buffer_parents,
484
+ topology.parents_offset * Uint32Array.BYTES_PER_ELEMENT,
485
+ parents, 0, parents.length
486
+ );
487
+
488
+ queue.writeBuffer(
489
+ this.#buffer_leaf_nodes,
490
+ topology.leaf_nodes_offset * Uint32Array.BYTES_PER_ELEMENT,
491
+ leaf_nodes, 0, leaf_nodes.length
492
+ );
493
+
494
+ this.#buffer_parents_end += parents.length;
495
+ this.#buffer_leaf_nodes_end += leaf_nodes.length;
496
+
497
+ topology.leaf_count = leaf_nodes.length;
498
+ // slots, not tree nodes — the arena numbers a tree's nodes with the free list's holes
499
+ // in, and a refit's arrival counters are indexed by that numbering
500
+ topology.node_count = parents.length;
501
+ topology.resident = true;
502
+ }
503
+ }
242
504
 
243
505
  update() {
244
506
 
507
+ // Ahead of the early return below: topology residency is its own question, and leaving it
508
+ // behind a queue of node uploads would make it depend on there happening to be one.
509
+ this.#upload_pending_topology();
510
+
245
511
  const queue = this.#update_queue;
246
512
 
247
513
  const queue_size = queue.size();
@@ -275,7 +541,6 @@ export class GPUGeometryBVHManager {
275
541
  used_node_count += node_count;
276
542
  }
277
543
 
278
- this.#ensure_metadata_capacity(this.#map.size);
279
544
  this.#ensure_data_capacity(this.#node_capacity + used_node_count);
280
545
 
281
546
 
@@ -321,6 +586,7 @@ export class GPUGeometryBVHManager {
321
586
  const address = this.#buffer_data_end;
322
587
 
323
588
  blas.address = address / BVH2_NODE_STRUCT.size;
589
+ blas.resident = true;
324
590
 
325
591
  const blas_size = blas.bvh.byteLength;
326
592
 
@@ -338,51 +604,10 @@ export class GPUGeometryBVHManager {
338
604
 
339
605
  console.warn(`BLAS size: ${number_format_by_thousands(this.#buffer_data_end)} bytes`);
340
606
 
341
- // write metadata
342
- const temp_metadata_buffer = device.createBuffer({
343
- label: "temp_metadata_buffer",
344
- usage: GPUBufferUsage.COPY_SRC,
345
- size: queue_size * BLAS_METADATA_STRUCT.size,
346
- mappedAtCreation: true
347
- });
348
-
349
- const mapped_temp_metadata = temp_metadata_buffer.getMappedRange();
350
-
351
- const mapped_temp_metadata_view = new DataView(mapped_temp_metadata);
352
-
353
- // write metadata
354
- for (let i = 0; i < queue_size; i++) {
355
- const blas = queue.getElementByIndex(i);
356
-
357
- if (blas.released) { continue; }
358
-
359
- this.#write_metadata_for(blas, mapped_temp_metadata_view, i * BLAS_METADATA_STRUCT.size);
360
- }
361
-
362
- // unmap before encoding anything that reads the buffer: a command naming a mapped buffer is
363
- // a validation error, and the copies below would be dropped. Same shape as the data buffer
364
- // above, which already writes, unmaps, and only then copies
365
- temp_metadata_buffer.unmap();
366
-
367
- // copy metadata from temp buffer to where it needs to go
368
-
369
- for (let i = 0; i < queue_size; i++) {
370
- const blas = queue.getElementByIndex(i);
371
-
372
- if (blas.released) { continue; }
373
-
374
- encoder.copyBufferToBuffer(
375
- temp_metadata_buffer, i * BLAS_METADATA_STRUCT.size,
376
- this.#buffer_metadata, blas.slot * BLAS_METADATA_STRUCT.size,
377
- BLAS_METADATA_STRUCT.size
378
- );
379
- }
380
-
381
607
  device.queue.submit([encoder.finish()])
382
608
 
383
609
  // free up the temp buffer
384
610
  temp_data_buffer.destroy();
385
- temp_metadata_buffer.destroy();
386
611
 
387
612
  // drain: everything queued is now resident. Leaving entries in the queue re-uploads
388
613
  // every BLAS ever registered on each update and appends fresh copies at
@@ -4,19 +4,31 @@ export class GPUGeometryMeshletsBVH {
4
4
  */
5
5
  bvh: ArrayBuffer;
6
6
  /**
7
- * Integer metadata slot that this geometry occupies
7
+ * Node index this tree's root sits at within the manager's arena. Not a byte offset — the
8
+ * traversal shaders index `blas_data` by node.
9
+ *
8
10
  * @type {number}
9
11
  */
10
- slot: number;
12
+ address: number;
11
13
  /**
12
- * Where in the GPU BLAS memory this tree lives at
13
- * @type {number}
14
+ * The shape of this tree parents and leaf positions — shared with every other copy of the same
15
+ * geometry, because a copy differs only in where its bounds are.
16
+ *
17
+ * @type {object}
14
18
  */
15
- address: number;
19
+ topology: object;
20
+ /**
21
+ * Whether {@link address} means anything yet. A record is registered before its nodes are
22
+ * resident, and an address of 0 is a perfectly good arena position, so "not yet uploaded"
23
+ * needs saying rather than encoding.
24
+ *
25
+ * @type {boolean}
26
+ */
27
+ resident: boolean;
16
28
  /**
17
29
  * Set when the geometry has been removed. A record can still sit in the manager's update
18
30
  * queue when it is removed in the same frame it was registered; the update pass skips
19
- * released records so it never writes to a recycled slot.
31
+ * released records.
20
32
  * @type {boolean}
21
33
  */
22
34
  released: boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"GPUGeometryMeshletsBVH.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js"],"names":[],"mappings":"AAAA;IAEI;;OAEG;IACH,KAFU,WAAW,CAEjB;IAEJ;;;OAGG;IACH,MAFU,MAAM,CAEP;IAET;;;OAGG;IACH,SAFU,MAAM,CAEJ;IAEZ;;;;;OAKG;IACH,UAFU,OAAO,CAEA;CACpB"}
1
+ {"version":3,"file":"GPUGeometryMeshletsBVH.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js"],"names":[],"mappings":"AAAA;IAEI;;OAEG;IACH,KAFU,WAAW,CAEjB;IAEJ;;;;;OAKG;IACH,SAFU,MAAM,CAEJ;IAEZ;;;;;OAKG;IACH,UAFU,MAAM,CAEP;IAET;;;;;;OAMG;IACH,UAFU,OAAO,CAEA;IAEjB;;;;;OAKG;IACH,UAFU,OAAO,CAEA;CACpB"}
@@ -6,21 +6,34 @@ export class GPUGeometryMeshletsBVH {
6
6
  bvh;
7
7
 
8
8
  /**
9
- * Integer metadata slot that this geometry occupies
9
+ * Node index this tree's root sits at within the manager's arena. Not a byte offset — the
10
+ * traversal shaders index `blas_data` by node.
11
+ *
10
12
  * @type {number}
11
13
  */
12
- slot = 0;
14
+ address = 0;
13
15
 
14
16
  /**
15
- * Where in the GPU BLAS memory this tree lives at
16
- * @type {number}
17
+ * The shape of this tree parents and leaf positions — shared with every other copy of the same
18
+ * geometry, because a copy differs only in where its bounds are.
19
+ *
20
+ * @type {object}
17
21
  */
18
- address = 0;
22
+ topology;
23
+
24
+ /**
25
+ * Whether {@link address} means anything yet. A record is registered before its nodes are
26
+ * resident, and an address of 0 is a perfectly good arena position, so "not yet uploaded"
27
+ * needs saying rather than encoding.
28
+ *
29
+ * @type {boolean}
30
+ */
31
+ resident = false;
19
32
 
20
33
  /**
21
34
  * Set when the geometry has been removed. A record can still sit in the manager's update
22
35
  * queue when it is removed in the same frame it was registered; the update pass skips
23
- * released records so it never writes to a recycled slot.
36
+ * released records.
24
37
  * @type {boolean}
25
38
  */
26
39
  released = false;
@@ -0,0 +1,51 @@
1
+ /**
2
+ * Does every node's box contain its children's, walking from the root?
3
+ *
4
+ * Containment rather than equality, because the two are different claims and only one of them is
5
+ * required for correctness. A refit that computes each node as the exact union of its children
6
+ * satisfies both; a builder that inflates boxes, or a refit that ran a frame before the leaves under
7
+ * it moved inward, satisfies containment alone and is still a tree rays can traverse. Equality is
8
+ * available as `tight` for callers who want to assert the stronger thing.
9
+ *
10
+ * Walks the tree rather than scanning the buffer: the arena holds `node_capacity` slots and the
11
+ * builder allocates from a free list, so slots the tree never reaches hold whatever their last
12
+ * occupant left and are not anybody's problem.
13
+ *
14
+ * @param {ArrayBuffer|Float32Array} nodes the tree's node region
15
+ * @param {object} [options]
16
+ * @param {number} [options.slack] fraction of the box's own magnitude a child may overshoot by
17
+ * @returns {{problems: string[], internal: number, leaves: number, tight: boolean}}
18
+ */
19
+ export function bvh2_check_containment(nodes: ArrayBuffer | Float32Array, { slack }?: {
20
+ slack?: number;
21
+ }): {
22
+ problems: string[];
23
+ internal: number;
24
+ leaves: number;
25
+ tight: boolean;
26
+ };
27
+ /**
28
+ * Does every leaf's box contain the triangle that leaf names?
29
+ *
30
+ * `triangle_bounds` is asked for the AABB of the three vertices behind a leaf's payload — the same
31
+ * payload the ray query decodes, so a caller supplies whatever reads vertices in its world and this
32
+ * stays out of the meshlet layout entirely.
33
+ *
34
+ * Returning `null` means "no triangle for this payload", which is itself a failure: a leaf naming a
35
+ * triangle nobody can find is a leaf a ray descends into for nothing.
36
+ *
37
+ * @param {ArrayBuffer|Float32Array} nodes
38
+ * @param {function(number, number): (number[]|null)} triangle_bounds `(payload, leaf_node)` to
39
+ * `[min.xyz, max.xyz]`
40
+ * @param {object} [options]
41
+ * @param {number} [options.slack]
42
+ * @returns {{problems: string[], leaves: number, tight: boolean}}
43
+ */
44
+ export function bvh2_check_leaf_bounds(nodes: ArrayBuffer | Float32Array, triangle_bounds: (arg0: number, arg1: number) => (number[] | null), { slack }?: {
45
+ slack?: number;
46
+ }): {
47
+ problems: string[];
48
+ leaves: number;
49
+ tight: boolean;
50
+ };
51
+ //# sourceMappingURL=bvh2_check_bounds.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bvh2_check_bounds.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/geometry/bvh/bvh2_check_bounds.js"],"names":[],"mappings":"AA6EA;;;;;;;;;;;;;;;;;GAiBG;AACH,8CALW,WAAW,GAAC,YAAY;IAEP,KAAK,GAAtB,MAAM;;cACO,MAAM,EAAE;cAAY,MAAM;YAAU,MAAM;WAAS,OAAO;EAwFjF;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,8CAPW,WAAW,GAAC,YAAY,0BACf,MAAM,QAAE,MAAM,KAAG,CAAC,MAAM,EAAE,GAAC,IAAI,CAAC;IAGxB,KAAK,GAAtB,MAAM;;cACO,MAAM,EAAE;YAAU,MAAM;WAAS,OAAO;EA6D/D"}