@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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  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
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  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
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  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
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@@ -1,8 +0,0 @@
1
- /**
2
- *
3
- * @param {Element} dom
4
- * @param {PerspectiveCamera} camera
5
- * @param {Scene} scene
6
- */
7
- export function enable_picker(dom: Element, camera: PerspectiveCamera, scene: Scene): void;
8
- //# sourceMappingURL=enable_picker.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"enable_picker.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/enable_picker.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,mCAJW,OAAO,iDAqDjB"}
@@ -1,60 +0,0 @@
1
- import { m4_invert } from "../../core/geom/3d/mat4/m4_invert.js";
2
- import { Ray3 } from "../../core/geom/3d/ray/Ray3.js";
3
- import { StaticSceneBVH } from "../renderer/scene/bvh/StaticSceneBVH.js";
4
-
5
- /**
6
- *
7
- * @param {Element} dom
8
- * @param {PerspectiveCamera} camera
9
- * @param {Scene} scene
10
- */
11
- export function enable_picker(dom, camera, scene) {
12
-
13
- if (dom.hasAttribute('data-picker-enabled')) {
14
- return;
15
- }
16
-
17
- dom.setAttribute('data-picker-enabled', '');
18
-
19
- const scene_bvh = new StaticSceneBVH();
20
- scene_bvh.build(scene);
21
-
22
- dom.addEventListener("click", e => {
23
-
24
- const m = new Float32Array(16);
25
-
26
- m4_invert(m, camera.projection_matrix);
27
-
28
- const n_x = e.clientX / window.innerWidth;
29
- const n_y = e.clientY / window.innerHeight;
30
-
31
- const ray = new Ray3();
32
- ray.projectFromPerspectiveCamera(
33
- n_x * 2 - 1,
34
- n_y * 2 - 1,
35
- 0.5,
36
- camera.transform.matrix,
37
- m
38
- );
39
- ray.direction = [
40
- -ray.direction_x,
41
- -ray.direction_y,
42
- -ray.direction_z,
43
- ];
44
-
45
- const hits = [];
46
- const hit_count = scene_bvh.raycast(hits, ray);
47
-
48
- hits.sort((a, b) => {
49
-
50
- return a.distance - b.distance;
51
-
52
- })
53
-
54
- console.log(hits);
55
- });
56
-
57
-
58
- console.warn("Picking enabled, click to pick.");
59
-
60
- }
@@ -1,27 +0,0 @@
1
- /**
2
- * GPU-driven skinning end-to-end demo. Loads a skinned glTF asset
3
- * (Michelle, the dancing model — the three.js community's go-to
4
- * skinning test rig), registers the resulting {@link Skin} and
5
- * {@link ShadeAnimationClip} via {@link GPUAnimationManager}'s
6
- * high-level API, and lets the GPU drive playback through
7
- * {@link shader_animation_tick}.
8
- *
9
- * Per-frame work in the host is intentionally minimal once setup is
10
- * done: push the current `dt` into a transient uniform, dispatch the
11
- * tick / apply / skin-matrix-prep / skinning-apply chain, done. CPU
12
- * doesn't write `clip.time` after `start()` returns.
13
- *
14
- * Expects `public/Michelle.glb` to exist (Michelle is the rigged
15
- * three.js sample dancer). Add it to `public/` before running.
16
- *
17
- * @param {object} args
18
- * @param {Renderer} args.renderer
19
- * @param {Scene} args.scene
20
- * @param {OrbitalCameraController} args.controller
21
- */
22
- export function gltf_skinned_prototype({ renderer, scene, controller }: {
23
- renderer: Renderer;
24
- scene: Scene;
25
- controller: OrbitalCameraController;
26
- }): void;
27
- //# sourceMappingURL=gltf_skinned_prototype.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"gltf_skinned_prototype.d.ts","sourceRoot":"","sources":["../../../../src/shade/playground/gltf_skinned_prototype.js"],"names":[],"mappings":"AAuLA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAJ0B,QAAQ;IACX,KAAK;IACa,UAAU;SAqWlD"}
@@ -1,560 +0,0 @@
1
- import Vector3 from "../../core/geom/Vector3.js";
2
- import { Transform } from "../../engine/ecs/transform/Transform.js";
3
- import { AnimationClipFlags } from "../renderer/animation/AnimationClipFlags.js";
4
- import { ShadeAnimationChannel } from "../renderer/animation/ShadeAnimationChannel.js";
5
- import { ShadeAnimationClip } from "../renderer/animation/ShadeAnimationClip.js";
6
- import { BoxGeometry, PlaneGeometry } from "../renderer/geometry/BoxGeometry.js";
7
- import { make_sunlight } from "../renderer/light/make_sunlight.js";
8
- import { load_default_environment } from "./load_default_environment.js";
9
- import { load_gltf } from "../renderer/loader/gltf/load_gltf.js";
10
- import { ShadeDrawSide } from "../renderer/material/ShadeDrawSide.js";
11
- import { StandardShadeMaterial } from "../renderer/material/StandardShadeMaterial.js";
12
- import { Mesh } from "../renderer/scene/Mesh.js";
13
- import { Node3D } from "../renderer/scene/Node3D.js";
14
-
15
- /**
16
- * Diagnostic toggles. With both `false`, the SkinnedMesh routes
17
- * through a geometry clone whose vertices stay at the source's
18
- * bind-pose values (since no skinning binding is registered) — so we
19
- * can see whether the mesh shows up at all before animation logic
20
- * enters the picture.
21
- *
22
- * ENABLE_SKIN_REGISTRATION = false: skip register_skin, mesh stays
23
- * unbound in the skinning context, clone shows bind pose only.
24
- * ENABLE_CLIP_PLAYBACK = false: register skin but don't register
25
- * or start clips; joints sit at initial TRS, skin matrices
26
- * resolve to bind-pose identities, mesh appears in bind pose
27
- * with active skinning math.
28
- *
29
- * Run order during diagnosis: (false, false) → mesh visible? If yes,
30
- * geometry/clone routing works. (true, false) → mesh still visible?
31
- * If yes, skin matrix prep works. (true, true) → animated pose.
32
- */
33
- const ENABLE_SKIN_REGISTRATION = true;
34
- const ENABLE_CLIP_PLAYBACK = true;
35
-
36
- /**
37
- * Build a "skeleton only" visualization of a skin: clone the joint
38
- * hierarchy as a fresh set of Node3Ds, attach a small cube mesh to
39
- * each cloned joint, and produce a parallel {@link ShadeAnimationClip}
40
- * whose channels target the *clones* instead of the originals (so
41
- * registering and starting it drives the cube hierarchy in lockstep
42
- * with the source clip on the original skin).
43
- *
44
- * The point is to isolate skinning from animation: if the skinned
45
- * dancer glitches but the cube-skeleton next to it stays smooth,
46
- * the bug is in the skinning chain; if both glitch in lockstep, the
47
- * bug is in the animation chain (apply / propagate / clip state).
48
- *
49
- * The cloned hierarchy preserves the original parent chain among
50
- * joint↔joint edges. The topmost joint(s) — whose original parent
51
- * isn't itself in the skin — get reparented to a fresh wrapper that
52
- * mirrors that original parent's local transform (so e.g. Mixamo's
53
- * "Character" 0.01 scale + axis rotation is reproduced on the
54
- * clone hierarchy). The wrapper is then placed at `offset` so the
55
- * visualization renders next to the original.
56
- *
57
- * @param {{
58
- * skin: Skin,
59
- * clip: ShadeAnimationClip,
60
- * cube_size_local: number,
61
- * cube_material: ShadeMaterial,
62
- * offset: Vector3,
63
- * }} args
64
- * @returns {{ root: Node3D, clip: ShadeAnimationClip }}
65
- */
66
- function build_skeleton_visualization({
67
- skin,
68
- clip,
69
- cube_size_local,
70
- cube_material,
71
- offset,
72
- }) {
73
- const old_joints = skin.joints;
74
-
75
- // Find the joint hierarchy's topmost parent (e.g. Mixamo's
76
- // "Character") — the first parent that isn't itself one of the
77
- // skin's joints. This is the node whose transform sets the
78
- // skeleton's overall scale + orientation.
79
- let outer_parent = null;
80
- for (let i = 0; i < old_joints.length; i++) {
81
- const j = old_joints[i];
82
- if (j.parent !== null && old_joints.indexOf(j.parent) === -1) {
83
- outer_parent = j.parent;
84
- break;
85
- }
86
- }
87
-
88
- // Clone each joint as a bare Node3D with the same local TRS.
89
- // A Map<original, clone> lets us re-wire parent pointers below.
90
- const old_to_new = new Map();
91
- const new_joints = new Array(old_joints.length);
92
- for (let i = 0; i < old_joints.length; i++) {
93
- const original = old_joints[i];
94
- const clone = new Node3D();
95
- clone.name = `${original.name}_skel`;
96
- clone.transform_local.copy(original.transform_local);
97
- old_to_new.set(original, clone);
98
- new_joints[i] = clone;
99
- }
100
-
101
- // Wrapper that mirrors the original outer parent's local transform
102
- // — keeps the cm→m scale and any axis rotation intact so the
103
- // clone hierarchy ends up at the right size / orientation.
104
- const outer_clone = new Node3D();
105
- outer_clone.name = "Character_skel";
106
- if (outer_parent !== null) {
107
- outer_clone.transform_local.copy(outer_parent.transform_local);
108
- }
109
-
110
- // Re-wire the cloned hierarchy. Joints whose original parent is
111
- // also a joint get parented to the matching clone. Joints whose
112
- // original parent is the outer_parent get parented to outer_clone.
113
- for (let i = 0; i < old_joints.length; i++) {
114
- const original = old_joints[i];
115
- const clone = new_joints[i];
116
- const parent_clone = old_to_new.get(original.parent);
117
- if (parent_clone !== undefined) {
118
- parent_clone.addChild(clone);
119
- } else {
120
- outer_clone.addChild(clone);
121
- }
122
- }
123
-
124
- // Shared cube geometry — built once, reused across all bones.
125
- if (SKELETON_CUBE_GEOMETRY === null) {
126
- SKELETON_CUBE_GEOMETRY = new BoxGeometry(1, 1, 1);
127
- SKELETON_CUBE_GEOMETRY.name = "SkeletonBoneCube";
128
- }
129
-
130
- // Attach a small cube to each cloned joint as a child. The cube's
131
- // local size is scaled up to compensate for the outer wrapper's
132
- // small scale (e.g. Mixamo's 0.01) — the multiplication leaves a
133
- // sensible world-space size.
134
- for (let i = 0; i < new_joints.length; i++) {
135
- const cube = new Mesh();
136
- cube.geometry = SKELETON_CUBE_GEOMETRY;
137
- cube.material = cube_material;
138
- cube.name = `${old_joints[i].name}_bone_cube`;
139
- cube.transform_local.setScale(cube_size_local, cube_size_local, cube_size_local);
140
- new_joints[i].addChild(cube);
141
- }
142
-
143
- // Final root carries the comparison offset. Putting it on the
144
- // root (rather than baking into outer_clone) keeps outer_clone
145
- // a faithful copy of the original parent's transform.
146
- const root = new Node3D();
147
- root.name = "skeleton_visualization_root";
148
- root.transform_local.setTranslation(offset.x, offset.y, offset.z);
149
- root.addChild(outer_clone);
150
-
151
- // Build the parallel clip — same curves, channels retargeted to
152
- // the cloned joints. Curves can be shared across the two clips
153
- // (`register_clip` uploads them independently and the GPU side
154
- // doesn't care about identity), so no need to deep-clone the
155
- // AnimationCurve instances.
156
- const new_channels = [];
157
- for (let c = 0; c < clip.channels.length; c++) {
158
- const ch = clip.channels[c];
159
- const new_target = old_to_new.get(ch.target);
160
- if (new_target === undefined) continue;
161
- new_channels.push(ShadeAnimationChannel.from({
162
- target: new_target,
163
- property: ch.property,
164
- curves: ch.curves,
165
- }));
166
- }
167
-
168
- const skel_clip = ShadeAnimationClip.from({
169
- name: `${clip.name}_skeleton`,
170
- channels: new_channels,
171
- });
172
-
173
- return { root, clip: skel_clip };
174
- }
175
-
176
- /**
177
- * Shared cube geometry for skeleton-bone visualizations. Lazily
178
- * built on first {@link build_skeleton_visualization} call.
179
- *
180
- * @type {BoxGeometry|null}
181
- */
182
- let SKELETON_CUBE_GEOMETRY = null;
183
-
184
- /**
185
- * GPU-driven skinning end-to-end demo. Loads a skinned glTF asset
186
- * (Michelle, the dancing model — the three.js community's go-to
187
- * skinning test rig), registers the resulting {@link Skin} and
188
- * {@link ShadeAnimationClip} via {@link GPUAnimationManager}'s
189
- * high-level API, and lets the GPU drive playback through
190
- * {@link shader_animation_tick}.
191
- *
192
- * Per-frame work in the host is intentionally minimal once setup is
193
- * done: push the current `dt` into a transient uniform, dispatch the
194
- * tick / apply / skin-matrix-prep / skinning-apply chain, done. CPU
195
- * doesn't write `clip.time` after `start()` returns.
196
- *
197
- * Expects `public/Michelle.glb` to exist (Michelle is the rigged
198
- * three.js sample dancer). Add it to `public/` before running.
199
- *
200
- * @param {object} args
201
- * @param {Renderer} args.renderer
202
- * @param {Scene} args.scene
203
- * @param {OrbitalCameraController} args.controller
204
- */
205
- export function gltf_skinned_prototype({ renderer, scene, controller }) {
206
-
207
- // ── Lighting & environment ──────────────────────────────────
208
- scene.lights.add(make_sunlight({
209
- intensity: 3,
210
- direction: new Vector3(-0.4, -1, -0.3),
211
- }));
212
-
213
- load_default_environment(scene);
214
-
215
- // ── Ground plane ────────────────────────────────────────────
216
- const plane_material = new StandardShadeMaterial();
217
- plane_material.diffuse_color.parse("#b5b5b5");
218
- plane_material.roughness_factor = 1;
219
- plane_material.metallic_factor = 0;
220
-
221
- const plane_transform = Transform.fromJSON({ position: { x: 0, y: 0, z: 0 } });
222
- plane_transform.lookAt(Vector3.up);
223
-
224
- const plane = Mesh.from(
225
- new PlaneGeometry(20, 20, 1, 1),
226
- plane_material,
227
- plane_transform.matrix,
228
- );
229
- plane.name = "Ground";
230
- scene.add(plane);
231
-
232
- // ── Camera framing for Michelle ─────────────────────────────
233
- // Michelle is roughly 1.7m tall, standing on Y=0. Camera framed
234
- // to catch the whole dancer with a bit of headroom.
235
- {
236
- const camera_position = new Vector3(2.5, 1.4, 3.5);
237
- const look_at = new Vector3(0, 1.0, 0);
238
- controller.look(camera_position, look_at);
239
- controller.camera.near = 0.05;
240
- controller.camera.far = 50;
241
- }
242
-
243
- const gpu_scene = renderer.scenes.obtain(scene);
244
- const animation_manager = gpu_scene.animation_manager;
245
-
246
- /**
247
- * Set by the load promise; consumed in the next per-frame hook
248
- * to wire the asset into the scene + animation manager.
249
- *
250
- * @type {SceneBundle|null}
251
- */
252
- let pending_bundle = null;
253
- let setup_complete = false;
254
- /** @type {number[]} */
255
- const registered_clip_ids = [];
256
-
257
- // Kick off load. The promise resolves to a SceneBundle — we
258
- // can't add it to the scene until the renderer's frame loop is
259
- // running (Scene.add invalidates the GPU scene; that's fine, but
260
- // we want to make sure we're in the same async tick as the
261
- // per-frame callback, not the bootstrap path).
262
- load_gltf('public/Michelle.glb').then(bundle => {
263
- pending_bundle = bundle;
264
- console.log(
265
- `[gltf-skinning] loaded Michelle: ${bundle.scenes.length} scene(s), ` +
266
- `${bundle.skins.length} skin(s), ${bundle.clips.length} clip(s)`
267
- );
268
- }).catch(e => {
269
- console.error("[gltf-skinning] failed to load Michelle.glb", e);
270
- });
271
-
272
- // For debugging from the console.
273
- window.animation_manager = animation_manager;
274
- window.gpu_scene = gpu_scene;
275
-
276
- let dump_frame_counter = 0;
277
- let dump_done = false;
278
-
279
- /**
280
- * Wait a few frames after setup completes so GPU writes have
281
- * settled (transforms uploaded, clones flushed, first apply +
282
- * skin-matrix-prep run if enabled), then read back the rows of
283
- * interest from each table and log them. One-shot — fires once
284
- * per session.
285
- */
286
- function dump_gpu_state() {
287
- const skinned_mesh = pending_bundle.skins[0]?.meshes[0];
288
- const skinned_node_row = skinned_mesh
289
- ? gpu_scene.id_mapping.get(skinned_mesh.id)
290
- : -1;
291
- const static_copy_node_row = window.static_copy
292
- ? gpu_scene.id_mapping.get(window.static_copy.id)
293
- : -1;
294
-
295
- const promises = [];
296
-
297
- // SkinnedMesh's row in meshes (row 2 if Plane is 0/1 and
298
- // SkinnedMesh is the second instance). Use id_mapping for
299
- // the *node* row, but the *mesh* row is harder to look up
300
- // — dump rows [0..5] to cover Plane + SkinnedMesh + static
301
- // copy and any neighbours.
302
- for (let i = 0; i < 6; i++) {
303
- promises.push(
304
- gpu_scene.scene_database
305
- .debug_table_read_element('meshes', i)
306
- .then(r => ({ kind: 'mesh', row: i, record: r }))
307
- );
308
- }
309
-
310
- if (skinned_node_row !== -1) {
311
- promises.push(
312
- gpu_scene.scene_database
313
- .debug_table_read_element('transforms', skinned_node_row)
314
- .then(r => ({ kind: 'transform-skinned', row: skinned_node_row, record: r }))
315
- );
316
- }
317
- if (static_copy_node_row !== -1) {
318
- promises.push(
319
- gpu_scene.scene_database
320
- .debug_table_read_element('transforms', static_copy_node_row)
321
- .then(r => ({ kind: 'transform-static', row: static_copy_node_row, record: r }))
322
- );
323
- }
324
-
325
- // Dump joint 0 of the skin (head of the joint chain — usually
326
- // the hip/root) so we can sanity-check the global transform.
327
- const first_joint = pending_bundle.skins[0]?.joints[0];
328
- if (first_joint !== undefined) {
329
- const joint_row = gpu_scene.id_mapping.get(first_joint.id);
330
- if (joint_row !== undefined) {
331
- promises.push(
332
- gpu_scene.scene_database
333
- .debug_table_read_element('transforms', joint_row)
334
- .then(r => ({ kind: 'transform-joint0', row: joint_row, record: r, joint_name: first_joint.name }))
335
- );
336
- }
337
- }
338
-
339
- // Animation tables — only meaningful when clips registered.
340
- if (registered_clip_ids.length > 0) {
341
- promises.push(
342
- animation_manager.database
343
- .debug_table_read_element('animation_clips', registered_clip_ids[0])
344
- .then(r => ({ kind: 'clip', row: registered_clip_ids[0], record: r }))
345
- );
346
- promises.push(
347
- animation_manager.database
348
- .debug_table_read_element('animation_skins', 0)
349
- .then(r => ({ kind: 'skin', row: 0, record: r }))
350
- );
351
- }
352
-
353
- Promise.all(promises).then(results => {
354
- console.group('[gltf-skinning] GPU state dump');
355
- for (const r of results) {
356
- console.log(r.kind, 'row=' + r.row, r.record);
357
- }
358
- console.groupEnd();
359
- }).catch(e => {
360
- console.error('[gltf-skinning] dump failed:', e);
361
- });
362
- }
363
-
364
- renderer.onFrameFinished.add(() => {
365
-
366
- // One-shot setup once the bundle has loaded. Eventual-
367
- // consistency registration means we can scene.add + register
368
- // in the same callback — the joint-block / bindings chains
369
- // get patched in by animation_manager.update()'s drain pass
370
- // once scene.build has populated id_mapping.
371
- if (pending_bundle !== null && !setup_complete) {
372
- const bundle = pending_bundle;
373
-
374
- scene.add(bundle.scenes);
375
-
376
- // Static side-by-side clone — same MeshletGeometry +
377
- // material as the SkinnedMesh, but rendered as a regular
378
- // Mesh with no skinning routing. If this one shows up but
379
- // the SkinnedMesh doesn't, the bug is in the geometry
380
- // clone / skinning context, not in geometry/material/
381
- // transform shared with the source.
382
- if (bundle.skins.length > 0 && bundle.skins[0].meshes.length > 0) {
383
- const src = bundle.skins[0].meshes[0];
384
- const static_copy = new Mesh();
385
- static_copy.geometry = src.geometry;
386
- static_copy.material = src.material;
387
- static_copy.name = `${src.name}_static_copy`;
388
- // Place 1.5m to the right of the skinned mesh so both
389
- // are in frame.
390
- static_copy.transform_local.setTranslation(1.5, 0, 0);
391
- static_copy.updateMatrices();
392
- scene.add(static_copy);
393
- window.static_copy = static_copy;
394
- console.log(
395
- `[gltf-skinning] added static (non-skinned) sibling at x=1.5 ` +
396
- `for comparison: name='${static_copy.name}'`
397
- );
398
- }
399
-
400
- // Skeleton-only visualization — clones the joint
401
- // hierarchy and attaches a cube per bone. Driven by a
402
- // parallel clip registered immediately below.
403
- let skel_clip_for_registration = null;
404
- if (
405
- ENABLE_CLIP_PLAYBACK
406
- && bundle.skins.length > 0
407
- && bundle.clips.length > 0
408
- ) {
409
- const main_clip = bundle.clips.find(c => c.duration > 0.1);
410
- if (main_clip !== undefined) {
411
- // Plain opaque material with bright diffuse only —
412
- // no emissive_factor (which would route into the
413
- // emissive G-buffer slot and might engage a
414
- // different rasterization bucket than the static
415
- // copy / Michelle; rule that out by matching the
416
- // material shape).
417
- //
418
- // Force draw_side = Double so we can't be eaten
419
- // by backface culling if the BoxGeometry's winding
420
- // happens to face away from camera for whatever
421
- // reason (e.g. an inverted-handedness combine in
422
- // the joint chain producing negative-determinant
423
- // transforms).
424
- const cube_material = new StandardShadeMaterial();
425
- cube_material.diffuse_color.parse("#ffcc00");
426
- cube_material.roughness_factor = 0.6;
427
- cube_material.metallic_factor = 0;
428
- cube_material.draw_side = ShadeDrawSide.Double;
429
-
430
- const { root: skel_root, clip: skel_clip } =
431
- build_skeleton_visualization({
432
- skin: bundle.skins[0],
433
- clip: main_clip,
434
- // 15 units in joint-local space — after
435
- // the outer Mixamo 0.01 scale, ~15 cm in
436
- // world. Smaller than the prior 30 unit
437
- // value per visual feedback.
438
- cube_size_local: 15,
439
- cube_material,
440
- offset: new Vector3(-1.5, 0, 0),
441
- });
442
-
443
- // Walk the hierarchy to compose transform_global
444
- // and (importantly) compute mesh.bounding_box /
445
- // bounding_sphere via updateBoundsBasic on every
446
- // cube. Without this, the cubes' CPU bounds
447
- // default to zeros (Float32Array init), scene.build
448
- // uploads those zeros into the meshes_table, and
449
- // the camera-frustum sphere/AABB culler rejects
450
- // every cube — invisible in the main view even
451
- // though the shadow pass (which uses the light
452
- // volume sphere, not the mesh bounds) still
453
- // rasterizes them.
454
- skel_root.updateMatrices();
455
-
456
- scene.add(skel_root);
457
- skel_clip_for_registration = skel_clip;
458
- console.log(
459
- `[gltf-skinning] added skeleton-only viz at x=-1.5 ` +
460
- `(${skel_clip.channels.length} cloned channels)`
461
- );
462
- }
463
- }
464
-
465
- // Diagnostic logging of the first skinned mesh.
466
- if (bundle.skins.length > 0 && bundle.skins[0].meshes.length > 0) {
467
- const m = bundle.skins[0].meshes[0];
468
- const g = m.geometry;
469
- console.log(
470
- `[gltf-skinning] first skinned mesh: name='${m.name}' ` +
471
- `parent='${m.parent?.name ?? '<none>'}'`
472
- );
473
- console.log(
474
- `[gltf-skinning] geometry.bounding_box=`, g.bounding_box,
475
- ` sphere=`, g.bounding_sphere
476
- );
477
- console.log(
478
- `[gltf-skinning] mesh.bounding_box=`, m.bounding_box,
479
- ` sphere=`, m.bounding_sphere
480
- );
481
- console.log(
482
- `[gltf-skinning] mesh.transform_global.matrix=`,
483
- Array.from(m.transform_global.matrix)
484
- );
485
- console.log(
486
- `[gltf-skinning] material draw_side=${m.material.draw_side} ` +
487
- `transparency_mode=${m.material.transparency_mode}`
488
- );
489
- }
490
-
491
- if (ENABLE_SKIN_REGISTRATION) {
492
- for (let i = 0; i < bundle.skins.length; i++) {
493
- const skin = bundle.skins[i];
494
- const skin_id = animation_manager.register_skin(skin);
495
- console.log(
496
- `[gltf-skinning] registered skin '${skin.name}' ` +
497
- `(id=${skin_id}, joints=${skin.joints.length}, meshes=${skin.meshes.length})`
498
- );
499
- }
500
- } else {
501
- console.log('[gltf-skinning] SKIN REGISTRATION DISABLED — mesh stays unbound');
502
- }
503
-
504
- if (ENABLE_CLIP_PLAYBACK) {
505
- // Drop near-zero-duration clips (rest poses) — they'd
506
- // fight the real animation when both have Playing+Loop set.
507
- const usable_clips = bundle.clips.filter(c => c.duration > 0.1);
508
- console.log(
509
- `[gltf-skinning] selecting ${usable_clips.length}/${bundle.clips.length} ` +
510
- `clip(s) with duration > 0.1s`
511
- );
512
-
513
- for (let i = 0; i < usable_clips.length; i++) {
514
- const clip = usable_clips[i];
515
- const clip_id = animation_manager.register_clip(clip);
516
-
517
- animation_manager.set_flags(clip_id, AnimationClipFlags.Loop);
518
- animation_manager.start(clip_id);
519
-
520
- registered_clip_ids.push(clip_id);
521
- console.log(
522
- `[gltf-skinning] registered clip '${clip.name}' ` +
523
- `(id=${clip_id}, ${clip.channels.length} channels, ` +
524
- `duration=${clip.duration.toFixed(3)}s)`
525
- );
526
- }
527
-
528
- if (skel_clip_for_registration !== null) {
529
- const skel_clip_id = animation_manager.register_clip(skel_clip_for_registration);
530
- animation_manager.set_flags(skel_clip_id, AnimationClipFlags.Loop);
531
- animation_manager.start(skel_clip_id);
532
- registered_clip_ids.push(skel_clip_id);
533
- console.log(
534
- `[gltf-skinning] registered skeleton clip '${skel_clip_for_registration.name}' ` +
535
- `(id=${skel_clip_id}, ${skel_clip_for_registration.channels.length} channels)`
536
- );
537
- }
538
- } else {
539
- console.log('[gltf-skinning] CLIP PLAYBACK DISABLED — joints stay at bind TRS');
540
- }
541
-
542
- setup_complete = true;
543
- }
544
-
545
- if (!setup_complete) {
546
- return;
547
- }
548
-
549
- // One-shot GPU state dump a few frames into the stable
550
- // regime. Wait for all the upload + first-frame passes to
551
- // have settled before reading back.
552
- if (!dump_done) {
553
- dump_frame_counter++;
554
- if (dump_frame_counter > 5) {
555
- dump_done = true;
556
- dump_gpu_state();
557
- }
558
- }
559
- });
560
- }
@@ -1,24 +0,0 @@
1
- /**
2
- * Stress variant of the single-dancer glTF skinning demo: a grid of
3
- * dancing Michelles, each with a random phase offset into the same
4
- * SambaDance clip.
5
- *
6
- * Per-frame work scales linearly in dancer count for apply /
7
- * propagate / skin-matrix-prep (one workgroup family each) and in
8
- * `dancer_count × joint_count × meshlet_count` for the skinning
9
- * deformation. Tick is a single dispatch over the clips table.
10
- *
11
- * Expects `public/Michelle.glb` — same asset as the single-dancer
12
- * prototype.
13
- *
14
- * @param {object} args
15
- * @param {Renderer} args.renderer
16
- * @param {Scene} args.scene
17
- * @param {OrbitalCameraController} args.controller
18
- */
19
- export function gltf_skinned_stress_prototype({ renderer, scene, controller }: {
20
- renderer: Renderer;
21
- scene: Scene;
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- controller: OrbitalCameraController;
23
- }): void;
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- //# sourceMappingURL=gltf_skinned_stress_prototype.d.ts.map