@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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  738. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts +0 -7
  739. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_common.d.ts.map +0 -1
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  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
@@ -0,0 +1,83 @@
1
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { chunk_v3_morton_encode } from "../../shader/chunk/bvh/morton/chunk_v3_morton_encode.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { BVH_BUILD_SETTINGS_STRUCT } from "./BVH_BUILD_SETTINGS_STRUCT.js";
8
+
9
+ export const BVH_MORTON_WORKGROUP_SIZE = 64;
10
+
11
+ const resources = new ShaderResourceSetDescriptor();
12
+ resources.createGroup()
13
+ .addUniform("settings", BVH_BUILD_SETTINGS_STRUCT)
14
+ // six floats per leaf: [min.xyz, max.xyz]
15
+ .addStorageBuffer("leaf_bounds", WebGPUArray.from(f32), false)
16
+ // the same six floats over the whole set, produced by the extraction pass
17
+ .addStorageBuffer("scene_bounds", WebGPUArray.from(f32), false)
18
+ .addStorageBuffer("keys", WebGPUArray.from(u32), true)
19
+ .addStorageBuffer("values", WebGPUArray.from(u32), true);
20
+
21
+ const body = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ @compute @workgroup_size(${BVH_MORTON_WORKGROUP_SIZE}, 1, 1)
25
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
26
+ let i = gid.x;
27
+
28
+ if (i >= settings.element_count) {
29
+ return;
30
+ }
31
+
32
+ let base = i * 6u;
33
+
34
+ let low = vec3<f32>(leaf_bounds[base], leaf_bounds[base + 1u], leaf_bounds[base + 2u]);
35
+ let high = vec3<f32>(leaf_bounds[base + 3u], leaf_bounds[base + 4u], leaf_bounds[base + 5u]);
36
+
37
+ let centroid = (low + high) * 0.5;
38
+
39
+ let scene_low = vec3<f32>(scene_bounds[0], scene_bounds[1], scene_bounds[2]);
40
+ let scene_high = vec3<f32>(scene_bounds[3], scene_bounds[4], scene_bounds[5]);
41
+
42
+ let span = scene_high - scene_low;
43
+
44
+ // An axis of zero extent contributes nothing to the code, exactly as it does in
45
+ // v3_morton_encode_bounded — every centroid quantises to 0 along it rather than to a division
46
+ // by zero.
47
+ let scale = select(vec3<f32>(0.0), vec3<f32>(1.0) / span, span != vec3<f32>(0.0));
48
+
49
+ // The centroid of a leaf box is inside the union of every leaf box by construction, so the
50
+ // clamp never binds on well-formed input; it is here so that a rounding error at the extreme,
51
+ // or a NaN-free degenerate box, cannot produce an out-of-range quantised coordinate.
52
+ let normalized = clamp((centroid - scene_low) * scale, vec3<f32>(0.0), vec3<f32>(1.0));
53
+
54
+ let quantised = vec3<u32>(round(normalized * 1023.0));
55
+
56
+ keys[i] = v3_morton_encode(quantised.x, quantised.y, quantised.z);
57
+
58
+ // the sort carries this along as the payload, so after it the leaves are in Morton order
59
+ values[i] = i;
60
+ }
61
+ `, [
62
+ chunk_v3_morton_encode,
63
+ ]);
64
+
65
+ /**
66
+ * Morton code per leaf — pass 1 of {@link graph_bvh_build_lbvh}.
67
+ *
68
+ * The leaf's centroid is quantised to ten bits per axis inside the scene bounds and interleaved
69
+ * into a 30-bit code, matching `v3_morton_encode_bounded` + `v3_morton_encode_normalized` on the
70
+ * CPU term for term (`round(1023 * t)`, zero-extent axes scaled by zero). `values[i] = i` seeds the
71
+ * permutation the sort then carries.
72
+ *
73
+ * Pure per-invocation: no barriers, no atomics, no subgroups — which is what lets the emulator tier
74
+ * run it point-wise against the CPU encoder.
75
+ *
76
+ * @type {ComputeShader}
77
+ */
78
+ export const shader_bvh_morton = ComputeShader.from({
79
+ label: "BVHBuild/Morton",
80
+ resources,
81
+ body,
82
+ group_size: [BVH_MORTON_WORKGROUP_SIZE, 1, 1],
83
+ });
@@ -0,0 +1,24 @@
1
+ export const BVH_REFIT_WORKGROUP_SIZE: 64;
2
+ /**
3
+ * Bottom-up AABB refit — pass 4 of {@link graph_bvh_build_lbvh}, and the last thing a build does.
4
+ *
5
+ * One thread per leaf climbs the `parents` chain from the node `leaf_nodes` says that leaf occupies,
6
+ * taking an arrival counter at each internal node on the way. Nothing waits: the thread that arrives first at a node simply
7
+ * dies, and the one that arrives second is guaranteed both children are complete, because the only
8
+ * way to arrive is to have finished a child. That is the whole synchronisation, and it assumes
9
+ * atomic-word visibility rather than any scheduling fairness — which is why it sits on the accepted
10
+ * side of the engine's line on cross-workgroup communication.
11
+ *
12
+ * The counters must be zero when the pass starts; the graph declares them with a clear range so a
13
+ * pool-reused buffer is cleared and a fresh one arrives zeroed already.
14
+ *
15
+ * The same pass serves refit-only updates (topology frozen, leaf bounds rewritten) — which is what
16
+ * per-frame skinned BLAS needs — so it exists as a standalone dispatch rather than fused into
17
+ * emission. Node indices are local to the tree and `settings.node_word_offset` says where node 0
18
+ * lands, so a BLAS living inside the shared geometry arena refits through this same kernel.
19
+ *
20
+ * @type {ComputeShader}
21
+ */
22
+ export const shader_bvh_refit: ComputeShader;
23
+ import { ComputeShader } from "../../shader/ComputeShader.js";
24
+ //# sourceMappingURL=shader_bvh_refit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_bvh_refit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js"],"names":[],"mappings":"AAcA,0CAA2C;AAqG3C;;;;;;;;;;;;;;;;;;;GAmBG;AACH,+BAFU,aAAa,CAOpB;8BAxI2B,+BAA+B"}
@@ -0,0 +1,141 @@
1
+ import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { BVH_NULL_NODE_DEFINITION } from "../../shader/chunk/bvh/BVH_NULL_NODE_DEFINITION.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ BVH_NODE_BOUNDS_WORD,
9
+ BVH_NODE_CHILD_1_WORD,
10
+ BVH_NODE_CHILD_2_WORD,
11
+ BVH_NODE_STRIDE_WORDS
12
+ } from "./BVH_BUFFER_LAYOUT.js";
13
+ import { BVH_BUILD_SETTINGS_STRUCT } from "./BVH_BUILD_SETTINGS_STRUCT.js";
14
+
15
+ export const BVH_REFIT_WORKGROUP_SIZE = 64;
16
+
17
+ const resources = new ShaderResourceSetDescriptor();
18
+ resources.createGroup()
19
+ .addUniform("settings", BVH_BUILD_SETTINGS_STRUCT)
20
+ .addStorageBuffer("parents", WebGPUArray.from(u32), false)
21
+ // node index of each leaf ordinal; the only thing this pass knows about the tree's layout
22
+ .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
23
+ // one arrival counter per internal node; must be zero at the start of every build
24
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
25
+ // The same buffer the emission pass wrote as typed nodes, bound flat and atomic here. Every
26
+ // word this pass touches is communicated between workgroups, so every access to it is an
27
+ // atomic one — the strictest formulation WGSL offers, and the discipline the plan's R1 rests on.
28
+ .addStorageBuffer("nodes", WebGPUArray.from(atomic_u32), true);
29
+
30
+ const body = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
34
+ const NODE_BOUNDS = ${BVH_NODE_BOUNDS_WORD}u;
35
+ const NODE_CHILD_1 = ${BVH_NODE_CHILD_1_WORD}u;
36
+ const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
37
+
38
+ fn bvh_node_word(node: u32) -> u32 {
39
+ return settings.node_word_offset + node * NODE_STRIDE;
40
+ }
41
+
42
+ fn bvh_parent(node: u32) -> u32 {
43
+ return parents[settings.parents_offset + node];
44
+ }
45
+
46
+ fn bvh_read_bounds_low(node_word: u32) -> vec3<f32> {
47
+ return vec3<f32>(
48
+ bitcast<f32>(atomicLoad(&nodes[node_word + NODE_BOUNDS])),
49
+ bitcast<f32>(atomicLoad(&nodes[node_word + NODE_BOUNDS + 1u])),
50
+ bitcast<f32>(atomicLoad(&nodes[node_word + NODE_BOUNDS + 2u])),
51
+ );
52
+ }
53
+
54
+ fn bvh_read_bounds_high(node_word: u32) -> vec3<f32> {
55
+ return vec3<f32>(
56
+ bitcast<f32>(atomicLoad(&nodes[node_word + NODE_BOUNDS + 3u])),
57
+ bitcast<f32>(atomicLoad(&nodes[node_word + NODE_BOUNDS + 4u])),
58
+ bitcast<f32>(atomicLoad(&nodes[node_word + NODE_BOUNDS + 5u])),
59
+ );
60
+ }
61
+
62
+ @compute @workgroup_size(${BVH_REFIT_WORKGROUP_SIZE}, 1, 1)
63
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
64
+ let i = gid.x;
65
+ let n = settings.element_count;
66
+
67
+ if (i >= n) {
68
+ return;
69
+ }
70
+
71
+ // Start above leaf i and climb. Which node that leaf is comes from the tree rather than from a
72
+ // layout this kernel assumes, so a tree that was built and a tree that was copied refit alike.
73
+ var node = bvh_parent(leaf_nodes[settings.leaf_nodes_offset + i]);
74
+
75
+ loop {
76
+ if (node == BVH_NULL_NODE) {
77
+ // climbed past the root
78
+ break;
79
+ }
80
+
81
+ // An internal node has exactly two children, so exactly two climbs pass through it. The
82
+ // first arrival exits — its sibling's subtree is still being fitted, and it has nothing to
83
+ // wait ON: no spin, no assumption about anyone else's forward progress. The second arrival
84
+ // finds both children written and owns the node from here up.
85
+ let arrivals = atomicAdd(&counters[node], 1u);
86
+
87
+ if (arrivals == 0u) {
88
+ break;
89
+ }
90
+
91
+ let node_word = bvh_node_word(node);
92
+
93
+ let child_1 = atomicLoad(&nodes[node_word + NODE_CHILD_1]);
94
+ let child_2 = atomicLoad(&nodes[node_word + NODE_CHILD_2]);
95
+
96
+ let word_1 = bvh_node_word(child_1);
97
+ let word_2 = bvh_node_word(child_2);
98
+
99
+ let low = min(bvh_read_bounds_low(word_1), bvh_read_bounds_low(word_2));
100
+ let high = max(bvh_read_bounds_high(word_1), bvh_read_bounds_high(word_2));
101
+
102
+ atomicStore(&nodes[node_word + NODE_BOUNDS], bitcast<u32>(low.x));
103
+ atomicStore(&nodes[node_word + NODE_BOUNDS + 1u], bitcast<u32>(low.y));
104
+ atomicStore(&nodes[node_word + NODE_BOUNDS + 2u], bitcast<u32>(low.z));
105
+ atomicStore(&nodes[node_word + NODE_BOUNDS + 3u], bitcast<u32>(high.x));
106
+ atomicStore(&nodes[node_word + NODE_BOUNDS + 4u], bitcast<u32>(high.y));
107
+ atomicStore(&nodes[node_word + NODE_BOUNDS + 5u], bitcast<u32>(high.z));
108
+
109
+ node = bvh_parent(node);
110
+ }
111
+ }
112
+ `, [
113
+ BVH_NULL_NODE_DEFINITION,
114
+ ]);
115
+
116
+ /**
117
+ * Bottom-up AABB refit — pass 4 of {@link graph_bvh_build_lbvh}, and the last thing a build does.
118
+ *
119
+ * One thread per leaf climbs the `parents` chain from the node `leaf_nodes` says that leaf occupies,
120
+ * taking an arrival counter at each internal node on the way. Nothing waits: the thread that arrives first at a node simply
121
+ * dies, and the one that arrives second is guaranteed both children are complete, because the only
122
+ * way to arrive is to have finished a child. That is the whole synchronisation, and it assumes
123
+ * atomic-word visibility rather than any scheduling fairness — which is why it sits on the accepted
124
+ * side of the engine's line on cross-workgroup communication.
125
+ *
126
+ * The counters must be zero when the pass starts; the graph declares them with a clear range so a
127
+ * pool-reused buffer is cleared and a fresh one arrives zeroed already.
128
+ *
129
+ * The same pass serves refit-only updates (topology frozen, leaf bounds rewritten) — which is what
130
+ * per-frame skinned BLAS needs — so it exists as a standalone dispatch rather than fused into
131
+ * emission. Node indices are local to the tree and `settings.node_word_offset` says where node 0
132
+ * lands, so a BLAS living inside the shared geometry arena refits through this same kernel.
133
+ *
134
+ * @type {ComputeShader}
135
+ */
136
+ export const shader_bvh_refit = ComputeShader.from({
137
+ label: "BVHBuild/Refit",
138
+ resources,
139
+ body,
140
+ group_size: [BVH_REFIT_WORKGROUP_SIZE, 1, 1],
141
+ });
@@ -0,0 +1,31 @@
1
+ /**
2
+ * On-device verification of the GPU BVH build.
3
+ *
4
+ * Builds a tree for each of a set of leaf sets chosen for the shapes that break LBVH builders —
5
+ * coincident instances, tight clusters that quantise to one Morton code, degenerate zero-volume
6
+ * boxes, and counts either side of every tile and workgroup boundary — reads the result back, and
7
+ * checks on the CPU that:
8
+ *
9
+ * - the root word is what the format says it is,
10
+ * - every node is reachable exactly once (a shared node is the classic duplicate-key failure),
11
+ * - every leaf carries its own payload and every payload appears once,
12
+ * - every internal node's box contains both of its children's,
13
+ * - the Morton order is an ascending permutation,
14
+ * - the topology matches `ebvh_build_hierarchy_radix` node for node, fed the GPU's OWN sorted
15
+ * order so the comparison tests emission rather than float rounding in the quantiser,
16
+ * - the refit's internal bounds match the CPU's.
17
+ *
18
+ * And it reports what the risk register asks to be measured rather than assumed: the depth
19
+ * histogram against the shared traversal stack, and the SAH cost of the tree.
20
+ *
21
+ * Per-pass GPU timings go to the console for the largest case, through the debug-timers path —
22
+ * the `timer` argument `graph_compute_pass` forwards is silently dropped by
23
+ * `ComputeShader.dispatch`, so this is the path that actually reports anything.
24
+ *
25
+ * One graph and one submission per case: the transients then come and go with each build instead
26
+ * of all being alive at once, and each case gets a fresh set of timer query slots.
27
+ *
28
+ * @param {GraphicsContext} graphics
29
+ */
30
+ export function verify_gpu_bvh_build(graphics: GraphicsContext): void;
31
+ //# sourceMappingURL=verify_gpu_bvh_build.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"verify_gpu_bvh_build.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js"],"names":[],"mappings":"AAwQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,sEAKC"}