@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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@@ -1,508 +0,0 @@
1
- import { Color } from "../../core/color/Color.js";
2
- import Vector3 from "../../core/geom/Vector3.js";
3
- import { AnimationCurve } from "../../engine/animation/curve/AnimationCurve.js";
4
- import { Keyframe } from "../../engine/animation/curve/Keyframe.js";
5
- import { Transform } from "../../engine/ecs/transform/Transform.js";
6
- import { FrameGraph } from "../../engine/graphics/render/frame_graph/FrameGraph.js";
7
- import { ShadeGPUCommandContext } from "../device/ShadeGPUCommandContext.js";
8
- import { shader_animation_apply, WORKGROUP_SIZE as ANIMATION_APPLY_WORKGROUP_SIZE } from "../renderer/animation/shader_animation_apply.js";
9
- import {
10
- shader_animation_pose_resolve,
11
- WORKGROUP_SIZE as ANIMATION_POSE_RESOLVE_WORKGROUP_SIZE,
12
- } from "../renderer/animation/shader_animation_pose_resolve.js";
13
- import { BoxGeometry, PlaneGeometry } from "../renderer/geometry/BoxGeometry.js";
14
- import { make_sunlight } from "../renderer/light/make_sunlight.js";
15
- import { load_default_environment } from "./load_default_environment.js";
16
- import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
17
- import { Mesh } from "../renderer/scene/Mesh.js";
18
- import { MaterialProperty } from "../renderer/object_property/MaterialProperty.js";
19
- import { Node3DProperty } from "../renderer/object_property/Node3DProperty.js";
20
- import { ObjectType } from "../renderer/object_property/ObjectType.js";
21
- import { graph_scene_update_transform_hierarchy } from "../renderer/scene/hierarchy/graph_scene_update_transform_hierarchy.js";
22
- import { graph_import_buffer } from "../renderer/shader/graph/graph_import_buffer.js";
23
-
24
- /**
25
- * Length of one full clip cycle, in seconds. The bob and the rotation
26
- * share a single clip (so they're driven by one `time`); we pick a
27
- * common period and lay out both curves to loop cleanly within it.
28
- */
29
- const LOOP_DURATION_SECONDS = 3;
30
-
31
- /**
32
- * Min/max Y of the cube as it bobs.
33
- */
34
- const CUBE_Y_LOW = 0.6;
35
- const CUBE_Y_HIGH = 5.5;
36
-
37
- /**
38
- * Min / max scale factor for the child cube's pulsate animation.
39
- * Visible at runtime as the small cube growing and shrinking.
40
- */
41
- const PULSATE_SCALE_LOW = 0.4;
42
- const PULSATE_SCALE_HIGH = 1.6;
43
-
44
- /**
45
- * Build four curves (x, y, z, w) describing one full quaternion cycle for a
46
- * rotation around `axis`. Over `period_seconds`, the cube rotates by 4π
47
- * (two full visual revolutions) — this is the *quaternion* period: q(0)
48
- * and q(2π) differ by sign even though they represent the same rotation,
49
- * so a single visual rotation does not loop cleanly without going through
50
- * 4π and returning to the initial quaternion.
51
- *
52
- * Each channel is sampled at 9 evenly-spaced keyframes spanning the period
53
- * and given smoothed Catmull-Rom-like tangents. The resulting cubic Hermite
54
- * curves closely approximate the underlying sinusoidal trajectory; any
55
- * residual drift off the unit 4-sphere is corrected by the apply step's
56
- * `normalize`.
57
- *
58
- * @param {Vector3} axis Unit axis of rotation.
59
- * @param {number} period_seconds Duration of one full cycle.
60
- * @returns {{x: AnimationCurve, y: AnimationCurve, z: AnimationCurve, w: AnimationCurve}}
61
- */
62
- function make_rotation_curves(axis, period_seconds) {
63
- const SAMPLES = 8; // segments — 9 keyframes total
64
- const TWO_PI = Math.PI * 2;
65
-
66
- const x_keys = [];
67
- const y_keys = [];
68
- const z_keys = [];
69
- const w_keys = [];
70
-
71
- for (let i = 0; i <= SAMPLES; i++) {
72
- const t = (i / SAMPLES) * period_seconds;
73
- // half-angle goes from 0 to 2π → full angle from 0 to 4π
74
- const half_theta = (i / SAMPLES) * TWO_PI;
75
- const s = Math.sin(half_theta);
76
- const c = Math.cos(half_theta);
77
-
78
- x_keys.push(Keyframe.from(t, axis.x * s));
79
- y_keys.push(Keyframe.from(t, axis.y * s));
80
- z_keys.push(Keyframe.from(t, axis.z * s));
81
- w_keys.push(Keyframe.from(t, c));
82
- }
83
-
84
- const x = AnimationCurve.from(x_keys);
85
- const y = AnimationCurve.from(y_keys);
86
- const z = AnimationCurve.from(z_keys);
87
- const w = AnimationCurve.from(w_keys);
88
-
89
- x.alignAllTangents();
90
- y.alignAllTangents();
91
- z.alignAllTangents();
92
- w.alignAllTangents();
93
-
94
- return { x, y, z, w };
95
- }
96
-
97
- /**
98
- * Build a 3-channel (R/G/B) animation track from a list of `[Color, time]`
99
- * keyframes. Each colour stop becomes one keyframe per channel, with
100
- * smoothed tangents to give a continuous Hermite curve. The returned
101
- * track has its alpha channel masked off — `MaterialProperty.AlbedoColor`
102
- * will leave the existing alpha value untouched on apply.
103
- *
104
- * @param {GPUAnimationManager} manager
105
- * @param {Array<[Color, number]>} stops `[colour, timestamp]` pairs in
106
- * chronological order. At least one pair required.
107
- * @returns {number} track id
108
- */
109
- function make_color_track(manager, stops) {
110
- const r_keys = [];
111
- const g_keys = [];
112
- const b_keys = [];
113
-
114
- for (let i = 0; i < stops.length; i++) {
115
- const [colour, t] = stops[i];
116
- r_keys.push(Keyframe.from(t, colour.r));
117
- g_keys.push(Keyframe.from(t, colour.g));
118
- b_keys.push(Keyframe.from(t, colour.b));
119
- }
120
-
121
- const r_curve_def = AnimationCurve.from(r_keys);
122
- const g_curve_def = AnimationCurve.from(g_keys);
123
- const b_curve_def = AnimationCurve.from(b_keys);
124
-
125
- r_curve_def.alignAllTangents();
126
- g_curve_def.alignAllTangents();
127
- b_curve_def.alignAllTangents();
128
-
129
- const r_curve = manager.add_curve(r_curve_def);
130
- const g_curve = manager.add_curve(g_curve_def);
131
- const b_curve = manager.add_curve(b_curve_def);
132
-
133
- // Mask is derived from the named channels — alpha is omitted, so its
134
- // bit stays clear and the apply step preserves the destination's alpha.
135
- return manager.add_track({
136
- x: r_curve,
137
- y: g_curve,
138
- z: b_curve,
139
- });
140
- }
141
-
142
- /**
143
- * Build the animation prototype scene: a cube simultaneously bobbing up and
144
- * down, spinning around a tilted axis, and shifting through the rainbow,
145
- * above a flat plane and lit by a directional sun. Animation runs entirely
146
- * on the GPU; the only per-frame CPU work is to advance the clip's `time`.
147
- *
148
- * Two separate playbacks drive two separate tracks (one scalar Y, one
149
- * 4-channel quaternion) with different periods, exercising:
150
- * - per-binding playback indirection (each binding picks its own `time`),
151
- * - simultaneous evaluation of multiple curves on a single instance,
152
- * - the `MeshRotation` apply path that writes a quaternion into the mesh
153
- * transform's rotation 3×3.
154
- *
155
- * @param {object} args
156
- * @param {Renderer} args.renderer
157
- * @param {Scene} args.scene
158
- * @param {OrbitalCameraController} args.controller
159
- */
160
- export function animation_prototype({ renderer, scene, controller }) {
161
-
162
- // ── Lighting & environment ──────────────────────────────────
163
- scene.lights.add(make_sunlight({
164
- intensity: 3,
165
- direction: new Vector3(-0.4, -1, -0.3),
166
- }));
167
-
168
- load_default_environment(scene);
169
-
170
- // ── Ground plane ────────────────────────────────────────────
171
- const plane_material = new StandardShadeMaterial();
172
- plane_material.diffuse_color.parse("#b5b5b5");
173
- plane_material.roughness_factor = 1;
174
- plane_material.metallic_factor = 0;
175
-
176
- const plane_transform = Transform.fromJSON({ position: { x: 0, y: 0, z: 0 } });
177
- plane_transform.lookAt(Vector3.up);
178
-
179
- const plane = Mesh.from(
180
- new PlaneGeometry(20, 20, 1, 1),
181
- plane_material,
182
- plane_transform.matrix,
183
- );
184
- plane.name = "Ground";
185
-
186
- // ── Cube (the animated instance) ────────────────────────────
187
- const cube_material = new StandardShadeMaterial();
188
- cube_material.diffuse_color.parse("#F2994A");
189
- cube_material.roughness_factor = 0.6;
190
- cube_material.metallic_factor = 0;
191
-
192
- // Set the CPU position to the midpoint of the animation range so the
193
- // CPU-side bounding box used for culling roughly covers where the cube
194
- // will actually appear at runtime.
195
- const cube_transform = Transform.fromJSON({
196
- position: { x: 0, y: (CUBE_Y_LOW + CUBE_Y_HIGH) * 0.5, z: 0 },
197
- });
198
-
199
- const cube = Mesh.from(
200
- new BoxGeometry(1, 1, 1),
201
- cube_material,
202
- cube_transform.matrix,
203
- );
204
- cube.name = "AnimatedCube";
205
-
206
- // ── Child cube (pulsates, parented to the bobbing cube) ─────
207
- //
208
- // Sits offset along the parent's local +X axis so as the parent
209
- // rotates the child sweeps around it; the child's own Scale
210
- // animation grows and shrinks the box independently. The child's
211
- // local matrix is in the *parent's* coordinate space — actual
212
- // world placement falls out of the GPU scene-graph propagation
213
- // pass that runs each frame after the animation/apply.
214
- const cube_child_material = new StandardShadeMaterial();
215
- cube_child_material.diffuse_color.parse("#56CCF2");
216
- cube_child_material.roughness_factor = 0.4;
217
- cube_child_material.metallic_factor = 0;
218
-
219
- const cube_child_transform = Transform.fromJSON({
220
- position: { x: 1.5, y: 0, z: 0 },
221
- });
222
-
223
- const cube_child = Mesh.from(
224
- // Half the parent's footprint so it reads as a satellite, not
225
- // another primary object.
226
- new BoxGeometry(0.5, 0.5, 0.5),
227
- cube_child_material,
228
- cube_child_transform.matrix,
229
- );
230
- cube_child.name = "PulsatingChildCube";
231
-
232
- // Hierarchy goes through Node3D's scene-graph machinery — sets
233
- // parent/children pointers on both ends and refreshes the global
234
- // matrix. GPUSceneContext.build picks the parent up via
235
- // mesh.parent and writes it into the GPU NODE3D record.
236
- cube.addChild(cube_child);
237
- cube.updateMatrices();
238
-
239
- // Order matters: each instance's index in the scene's GPU instance
240
- // buffer is its position in the order added. The animation
241
- // bindings below rely on these indices being stable.
242
- // cube_child is added implicitly by Scene.add(cube) walking children —
243
- // re-adding here would duplicate it in the InstanceBatch and shift
244
- // the cube_child node id off CUBE_CHILD_INSTANCE_INDEX = 2.
245
- scene.add(cube);
246
- scene.add(plane);
247
-
248
- // Node ids 1 and 2: meshes start at row 1 of the transforms table —
249
- // row 0 is reserved for the scene root (NODE3D_SCENE_ID). Insertion
250
- // order into `scene` decides which mesh gets which id.
251
- const CUBE_INSTANCE_INDEX = 1;
252
- const CUBE_CHILD_INSTANCE_INDEX = 2;
253
-
254
- // ── Camera ──────────────────────────────────────────────────
255
- {
256
- const camera_position = new Vector3(3.5, 2.5, 4.5);
257
- const cube_center = new Vector3(0, (CUBE_Y_LOW + CUBE_Y_HIGH) * 0.5, 0);
258
- controller.look(camera_position, cube_center);
259
- controller.camera.near = 0.05;
260
- controller.camera.far = 50;
261
- }
262
-
263
- // ── Animation setup ─────────────────────────────────────────
264
- // Animation manager is owned by the scene context — fetch it via
265
- // the scene context, don't construct a separate one. Multiple
266
- // animation managers per scene would each have their own database
267
- // and skin-matrices buffer, which would defeat the skinning
268
- // pipeline's assumption of a single source of truth.
269
- const animation_manager = renderer.scenes.obtain(scene).animation_manager;
270
-
271
- // Up-down bob: low → high → low across one full clip cycle. Smoothed
272
- // tangents give an ease in/out feel.
273
- const bob_curve_def = AnimationCurve.from([
274
- Keyframe.from(0, CUBE_Y_LOW),
275
- Keyframe.from(LOOP_DURATION_SECONDS * 0.5, CUBE_Y_HIGH),
276
- Keyframe.from(LOOP_DURATION_SECONDS, CUBE_Y_LOW),
277
- ]);
278
- bob_curve_def.alignAllTangents();
279
-
280
- const bob_curve = animation_manager.add_curve(bob_curve_def);
281
- // Y-only translation track: mask is derived from the named channels,
282
- // so this drives only the Y component and leaves X/Z untouched.
283
- const bob_track = animation_manager.add_track({ y: bob_curve });
284
-
285
- // Rotation around a tilted axis — picks a non-axis-aligned vector so
286
- // every component of the quaternion gets engaged during the cycle.
287
- // Period matches the bob so they share one clip / one `time`.
288
- const rotation_axis = new Vector3(1, 1, 0.4);
289
- rotation_axis.normalize();
290
-
291
- const rotation_curves_def = make_rotation_curves(rotation_axis, LOOP_DURATION_SECONDS);
292
-
293
- const rot_curve_x = animation_manager.add_curve(rotation_curves_def.x);
294
- const rot_curve_y = animation_manager.add_curve(rotation_curves_def.y);
295
- const rot_curve_z = animation_manager.add_curve(rotation_curves_def.z);
296
- const rot_curve_w = animation_manager.add_curve(rotation_curves_def.w);
297
-
298
- const rot_track = animation_manager.add_track({
299
- x: rot_curve_x,
300
- y: rot_curve_y,
301
- z: rot_curve_z,
302
- w: rot_curve_w,
303
- });
304
-
305
- // Rainbow scroll across the clip cycle. We sample fully-saturated
306
- // hues at evenly-spaced timestamps and let make_color_track lay out
307
- // a 3-channel (RGB) track — alpha is masked off so the material's
308
- // existing alpha is preserved.
309
- const RAINBOW_STOPS = 8;
310
- const rainbow_keyframes = [];
311
- for (let i = 0; i <= RAINBOW_STOPS; i++) {
312
- const t = (i / RAINBOW_STOPS) * LOOP_DURATION_SECONDS;
313
- // hue wraps at i = RAINBOW_STOPS so the loop closes on the same colour
314
- const hue = i / RAINBOW_STOPS;
315
- rainbow_keyframes.push([Color.fromHSV(hue, 1, 1), t]);
316
- }
317
- const color_track = make_color_track(animation_manager, rainbow_keyframes);
318
-
319
- // Uniform pulsate: scale factor traces low → high → low across one
320
- // clip cycle. Smoothed tangents give a breathing-out / breathing-in
321
- // feel. A single curve drives all three of x/y/z so the cube grows
322
- // and shrinks uniformly — see the Node3DProperty.Scale docs for
323
- // the per-axis mask convention.
324
- const pulsate_curve_def = AnimationCurve.from([
325
- Keyframe.from(0, PULSATE_SCALE_LOW),
326
- Keyframe.from(LOOP_DURATION_SECONDS * 0.5, PULSATE_SCALE_HIGH),
327
- Keyframe.from(LOOP_DURATION_SECONDS, PULSATE_SCALE_LOW),
328
- ]);
329
- pulsate_curve_def.alignAllTangents();
330
-
331
- const pulsate_curve = animation_manager.add_curve(pulsate_curve_def);
332
- const pulsate_track = animation_manager.add_track({
333
- x: pulsate_curve,
334
- y: pulsate_curve,
335
- z: pulsate_curve,
336
- });
337
-
338
- // One clip with four bound tracks. The clip's `time` drives all of
339
- // them — exactly the situation an unbound clip-template would describe
340
- // (e.g. a "run" clip with bound tracks for each bone of a skeleton).
341
- //
342
- // `instance` is a packed object handle. The Node3D handle has
343
- // `ObjectType.Node3D = 0` in the upper 8 bits, so the bare node id
344
- // is already the correct value — the *_INSTANCE_INDEX constants are
345
- // direct node ids assigned by `GPUSceneContext.build` (scene at 0,
346
- // meshes at 1, 2, …, in insertion order). The material handle needs
347
- // the type bits set explicitly.
348
- const cube_material_handle = (ObjectType.Material << 24) | cube_material.id;
349
- const cube_clip = animation_manager.add_clip({
350
- time: 0,
351
- bindings: [
352
- {
353
- track: bob_track,
354
- instance: CUBE_INSTANCE_INDEX,
355
- property: Node3DProperty.Translation,
356
- },
357
- {
358
- track: rot_track,
359
- instance: CUBE_INSTANCE_INDEX,
360
- property: Node3DProperty.Rotation,
361
- },
362
- {
363
- track: color_track,
364
- instance: cube_material_handle,
365
- property: MaterialProperty.AlbedoColor,
366
- },
367
- {
368
- track: pulsate_track,
369
- instance: CUBE_CHILD_INSTANCE_INDEX,
370
- property: Node3DProperty.Scale,
371
- },
372
- ],
373
- });
374
-
375
- // Expose for debugging from the console.
376
- window.animation_manager = animation_manager;
377
-
378
- // ── Per-frame: advance both `time`s, dispatch evaluation ────
379
- //
380
- // We fire on `onFrameFinished`, which is dispatched at the end of the
381
- // renderer's frame. Our compute pass writes into the scene's instance
382
- // buffer; the *next* frame's rasterization picks up the new transform.
383
- // That introduces a one-frame lag versus `time`, which is fine for a
384
- // visual prototype.
385
- //
386
- // Skipping while the scene's instance buffer is still empty: it gets
387
- // its real allocation only on the first call to `GPUSceneContext.build()`,
388
- // which happens during the first render.
389
- const start_time_ms = performance.now();
390
-
391
- renderer.onFrameFinished.add(() => {
392
- const elapsed_s = (performance.now() - start_time_ms) * 1e-3;
393
-
394
- animation_manager.set_time(cube_clip, elapsed_s % LOOP_DURATION_SECONDS);
395
-
396
- const gpu_scene = renderer.scenes.obtain(scene);
397
- const scene_database_buffer = gpu_scene.scene_database_buffer;
398
-
399
- if (scene_database_buffer === undefined) {
400
- // Scene hasn't been built yet — nothing to write into.
401
- return;
402
- }
403
-
404
- const apply_dispatch_groups = animation_manager.database
405
- .get('animation_bound_track_groups')
406
- .dispatch_group_count(ANIMATION_APPLY_WORKGROUP_SIZE);
407
- if (apply_dispatch_groups === 0) {
408
- return;
409
- }
410
-
411
- // Size the pose accumulator to cover every allocated row of
412
- // the transforms table — apply writes by absolute row index,
413
- // resolve iterates the table via page iterator. Grow on
414
- // demand; idempotent when capacity already suffices.
415
- const transforms_table = gpu_scene.scene_database.get('transforms');
416
- const resolve_dispatch_groups = transforms_table.dispatch_group_count(
417
- ANIMATION_POSE_RESOLVE_WORKGROUP_SIZE
418
- );
419
- const pose_accumulator_rows = transforms_table.dispatch_page_count
420
- * transforms_table.descriptor.elements_per_page;
421
- animation_manager.ensure_pose_accumulator_capacity(pose_accumulator_rows);
422
-
423
- const cmd = ShadeGPUCommandContext.create(
424
- renderer.graphics,
425
- "AnimationPrototype/Tick"
426
- );
427
-
428
- // Direct dispatches — the database upload shaders need to run before
429
- // the FrameGraph passes that read from the database. They share the
430
- // same command context, so ordering across submits is preserved.
431
- animation_manager.update(cmd);
432
-
433
- const graph = new FrameGraph("AnimationPrototype/Tick");
434
-
435
- // ── Imported existing resources ────────────────────────
436
- const gr_animation_database = graph_import_buffer(
437
- graph, animation_manager.database.buffer, "animation_database"
438
- );
439
- const gr_scene_database = graph_import_buffer(
440
- graph, scene_database_buffer, "scene_database"
441
- );
442
- const gr_materials = graph_import_buffer(
443
- graph, gpu_scene.materials.metadata_table.buffer, "materials"
444
- );
445
- const gr_pose_accumulator = graph_import_buffer(
446
- graph, animation_manager.pose_accumulator_buffer, "pose_accumulator"
447
- );
448
-
449
- // ── Pass 1: animation apply ───────────────────────────
450
- // Atomic-adds weighted per-binding values into the pose
451
- // accumulator (Node3D properties) and writes material
452
- // properties directly. Materials and the accumulator are
453
- // both written here; the accumulator is drained by the
454
- // resolve pass next.
455
- const apply_data = {};
456
- const apply_pass = graph.add("animation/apply", apply_data, (data, resources, ctx) => {
457
- shader_animation_apply.dispatch({
458
- encoder: ctx.encoder,
459
- group_count_x: apply_dispatch_groups,
460
- bindings: {
461
- animation_database: resources.get(data.animation_database),
462
- pose_accumulator: resources.get(data.pose_accumulator),
463
- materials: resources.get(data.materials),
464
- },
465
- });
466
- });
467
-
468
- apply_data.animation_database = apply_pass.read(gr_animation_database);
469
- apply_data.materials = apply_pass.write(apply_pass.read(gr_materials));
470
- apply_data.pose_accumulator = apply_pass.write(apply_pass.read(gr_pose_accumulator));
471
-
472
- // ── Pass 2: pose resolve ──────────────────────────────
473
- // Drains the accumulator into transforms_table.local_*,
474
- // normalizes rotation, and zeros the slot for next frame.
475
- // One thread per transforms-table row via page iterator.
476
- const resolve_data = {};
477
- const resolve_pass = graph.add("animation/pose_resolve", resolve_data, (data, resources, ctx) => {
478
- if (resolve_dispatch_groups === 0) {
479
- return;
480
- }
481
- shader_animation_pose_resolve.dispatch({
482
- encoder: ctx.encoder,
483
- group_count_x: resolve_dispatch_groups,
484
- bindings: {
485
- scene_database: resources.get(data.scene_database),
486
- pose_accumulator: resources.get(data.pose_accumulator),
487
- },
488
- });
489
- });
490
-
491
- resolve_data.scene_database = resolve_pass.write(resolve_pass.read(gr_scene_database));
492
- resolve_data.pose_accumulator = resolve_pass.write(resolve_pass.read(apply_data.pose_accumulator));
493
-
494
- // ── Pass 3: propagate node.local → node.global ─────────
495
- // Rasterization reads node.global; this pass walks the scene
496
- // graph and derives global from local + parent.global. Chain
497
- // off `resolve_data.scene_database` so propagation sees the
498
- // freshly-resolved locals.
499
- graph_scene_update_transform_hierarchy({
500
- graph,
501
- scene: gpu_scene,
502
- scene_database: resolve_data.scene_database,
503
- });
504
-
505
- cmd.encodeGraph(graph);
506
- cmd.finish();
507
- });
508
- }
@@ -1,31 +0,0 @@
1
- /**
2
- * Build a two-bone elbow rig: a tall box bound to a shoulder joint and
3
- * an elbow joint, with the elbow animated to bend a forearm-shaped
4
- * lower half around the elbow's X axis.
5
- *
6
- * The geometry is built once from `make_box_geometry`, with skinning
7
- * attributes appended manually. The shoulder Node3D sits at Y=+1 (the
8
- * top of the box) and the elbow Node3D is its child at local Y=-1
9
- * (mid-box). At bind pose both joints' world transforms compose to
10
- * place the elbow at the box midpoint with identity rotation, so the
11
- * inverse-bind matrices are simple translations.
12
- *
13
- * Per-frame the prototype dispatches:
14
- * 1. animation/apply — writes elbow's local rotation
15
- * 2. transform hierarchy — composes node.global from local TRS
16
- * 3. skin-matrix prep — joint.global × inverse_bind → skin matrices
17
- * 4. skinning/apply (clones) — DQ-blend skinning into the cloned vertex region
18
- *
19
- * Rasterization in the next frame picks up the deformed clone.
20
- *
21
- * @param {object} args
22
- * @param {Renderer} args.renderer
23
- * @param {Scene} args.scene
24
- * @param {OrbitalCameraController} args.controller
25
- */
26
- export function animation_prototype_skinning({ renderer, scene, controller }: {
27
- renderer: Renderer;
28
- scene: Scene;
29
- controller: OrbitalCameraController;
30
- }): void;
31
- //# sourceMappingURL=animation_prototype_skinning.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"animation_prototype_skinning.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/animation_prototype_skinning.js"],"names":[],"mappings":"AAqNA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IAJ0B,QAAQ;IACX,KAAK;IACa,UAAU;SA0ZlD"}