@woosh/meep-engine 3.3.0 → 3.5.0

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 (886) 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/Engine.js +2 -2
  9. package/src/engine/EntityCreator.d.ts +19 -11
  10. package/src/engine/EntityCreator.d.ts.map +1 -1
  11. package/src/engine/EntityCreator.js +116 -94
  12. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  13. package/src/engine/achievements/AchievementManager.js +437 -433
  14. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  15. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  16. package/src/engine/animation/AnimatedActions.js +111 -81
  17. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  18. package/src/engine/animation/AnimationUtils.js +234 -252
  19. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  20. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  21. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +26 -5
  22. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  23. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  24. package/src/engine/graphics/CONTEXT_LOSS_RECOVERY_PLAN.md +1 -1
  25. package/src/engine/graphics3/GraphicsEngine3.d.ts +7 -0
  26. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  27. package/src/engine/graphics3/GraphicsEngine3.js +9 -0
  28. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  29. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  30. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  31. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  32. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  33. package/src/engine/sound/SoundEngine.d.ts +2 -2
  34. package/src/engine/sound/SoundEngine.js +124 -124
  35. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  36. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  37. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  38. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  39. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  40. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  41. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  42. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  43. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  44. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  45. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  46. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  47. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  48. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  49. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  50. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  51. package/src/engine/sound/sopra/README.md +644 -643
  52. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  53. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  54. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  55. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  56. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  57. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  58. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  59. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  60. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  61. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  62. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  63. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  64. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  65. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  66. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  67. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  68. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  69. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  70. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  71. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  72. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  73. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  74. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  75. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  76. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  77. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  78. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  79. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  80. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  81. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  82. package/src/shade/playground/add_random_meshes.js +132 -84
  83. package/src/shade/playground/bvh_repro/README.md +57 -0
  84. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  85. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  86. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  87. package/src/shade/playground/bvh_repro/index.html +124 -0
  88. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  89. package/src/shade/playground/bvh_repro/main.js +254 -0
  90. package/src/shade/playground/load_default_environment.d.ts +10 -1
  91. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  92. package/src/shade/playground/load_default_environment.js +44 -20
  93. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  94. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  95. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  96. package/src/shade/playground/skinned_blas_refit/README.md +126 -0
  97. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  98. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  99. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  100. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  101. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  102. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  103. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  104. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  105. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  106. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  107. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  108. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  109. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  110. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +82 -0
  111. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  112. package/src/shade/playground/skinned_blas_refit/place_character.js +117 -0
  113. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  114. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  115. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  116. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  117. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  118. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  119. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  120. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  121. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  122. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  123. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  124. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  125. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  126. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  127. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  128. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  129. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  130. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  131. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  132. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  133. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  134. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  135. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  136. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  137. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  138. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  139. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  140. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  141. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  142. package/src/shade/renderer/Renderer.d.ts +16 -0
  143. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  144. package/src/shade/renderer/Renderer.js +23 -4
  145. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  146. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  147. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  148. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  149. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  150. package/src/shade/renderer/animation/Skin.js +9 -7
  151. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  152. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  153. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  154. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  155. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  156. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  157. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  158. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  159. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  160. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  161. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  162. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  163. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  164. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  165. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  167. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  168. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  170. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  171. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  172. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  173. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  174. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  175. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  176. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  177. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  178. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  179. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  180. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  181. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  182. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  183. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  184. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  185. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  186. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  187. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  188. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  189. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  190. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
  191. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
  192. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
  193. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
  194. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
  195. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  196. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  197. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  198. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
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  204. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  207. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
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  210. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  211. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  212. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  213. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  216. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
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  218. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
  219. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
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  221. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.js +41 -0
  222. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
  223. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
  225. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
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  227. package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
  228. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
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  231. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts +16 -0
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  883. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
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@@ -0,0 +1,117 @@
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+ import { Node3D } from "../../renderer/scene/Node3D.js";
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+
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+ /**
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+ * Stand one loaded character on the floor at `(x, 0, z)`.
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+ *
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+ * ## Why the mesh node is not the placement point
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+ *
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+ * It is tempting, and it is what this page used to do: the mesh is the visible thing, so move the
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+ * mesh. For a {@link SkinnedMesh} that is a no-op, and the reason is the glTF skinning formula
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+ * itself. A skinned vertex lands at
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+ *
12
+ * ```
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+ * mesh.global × inverse(mesh.global) × joint.global × inverse_bind × v
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+ * ```
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+ *
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+ * — `chunk_skin_blend_mesh_local` folds the leftmost inverse into each joint matrix and the
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+ * rasterizer re-applies `mesh.global` afterwards, so the mesh node's own transform **cancels
18
+ * exactly** and the vertex is at `joint.global × inverse_bind × v`. `compute_skin_world_bounds`
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+ * composes the published box the same way and does not read the mesh node either. So a skinned
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+ * character is placed by its **joints**, and the only thing that moves them is an ancestor they
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+ * actually sit under.
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+ *
23
+ * Michelle is the shape that makes this concrete. Her file is one root carrying the centimetre
24
+ * scale and the up-axis rotation (+90° about x, the file's Z-up into the renderer's Y-up), with the
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+ * mesh node and the joint root as *siblings* beneath it:
26
+ *
27
+ * ```
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+ * "Character" R=(0.70711, 0, 0, 0.70711) S=(0.01, 0.01, 0.01)
29
+ * ├── "Ch03" mesh 0, skin 0 — no local transform of its own
30
+ * └── "mixamorig:Hips" the joint root
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+ * ```
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+ *
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+ * Nothing under `Ch03` drives a joint, so writing a grid offset there — to either transform —
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+ * moves nothing at all.
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+ *
36
+ * ## Why a placement node rather than the character's own root
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+ *
38
+ * `"Character"`'s local transform is the file's, and it is load-bearing twice over: the 0.01 scale
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+ * is what makes the inverse-bind matrices agree with the vertex positions, and a `Transform64`
40
+ * composes as `T · R · S`, so a translation written there is *not* the world offset — it is an
41
+ * offset the file's own rotation and scale then act on. A fresh parent keeps the two apart: the
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+ * grid offset is this node's whole transform, the file's is untouched below it, and the
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+ * composition happens where it always happens.
44
+ *
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+ * A node under {@link TransformAuthority.GPU} still follows a CPU-driven parent — the hierarchy
46
+ * pass composes `global` from the node's own TRS and the parent chain — so the joints the pose
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+ * accumulator owns are carried by this without anyone writing to their rows.
48
+ *
49
+ * ## Why the local transform
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+ *
51
+ * The same reason the floor is placed that way, and it is worth restating because this page has
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+ * now been bitten by it twice. `Node3D.transform_global` is **derived** — its doc comment says so
53
+ * — and `updateMatrices` recomputes it from the local transform and the parent chain. The GPU is
54
+ * handed the node's local TRS and composes `node.global` from it, so a placement that only ever
55
+ * reached `transform_global` is discarded at both ends. See `add_floor` for the version of this
56
+ * where the two ends disagreed and produced two different pictures; here they agreed on the wrong
57
+ * answer, which is quieter and took longer to see.
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+ *
59
+ * @param {Scene} scene
60
+ * @param {SceneBundle} bundle a freshly loaded character — its roots must not be parented yet
61
+ * @param {number} x
62
+ * @param {number} z
63
+ * @returns {Node3D} the placement node, now the parent of every root in `bundle.scenes`
64
+ */
65
+ export function place_character(scene, bundle, x, z) {
66
+ const placement = new Node3D();
67
+
68
+ placement.name = `placement(${x}, ${z})`;
69
+
70
+ // `Transform64` keeps its matrix by hand: setting a component leaves the matrix holding what it
71
+ // held before, so the write is only real after `updateMatrix`.
72
+ placement.transform_local.setTranslation(x, 0, z);
73
+ placement.transform_local.updateMatrix();
74
+
75
+ placement.addChildren(bundle.scenes);
76
+
77
+ placement.updateMatrices();
78
+
79
+ // `updateMatrices` walks pre-order, and a glTF character's joint root is the mesh node's
80
+ // sibling — so the `updateBoundsBasic` a SkinnedMesh inherits mid-walk reads joints the walk
81
+ // has not reached yet, and bounds the mesh where the character stood before the move. The walk
82
+ // is over by here, so this pass reads a settled skeleton. `GPUSceneContext` re-derives the box
83
+ // again on its way to the `meshes` row for exactly this reason; this is so the mesh is not
84
+ // carrying a stale one in the meantime.
85
+ placement.traverse(node => {
86
+ if (node.isMesh === true) {
87
+ node.updateBoundsBasic();
88
+ }
89
+ });
90
+
91
+ scene.add(placement);
92
+
93
+ return placement;
94
+ }
95
+
96
+ /**
97
+ * Where the `index`-th of `count` characters stands: a square-ish grid centred on the origin, laid
98
+ * out in rows along +x.
99
+ *
100
+ * Centred rather than growing from the origin so that `?count=N` frames the same way for every N —
101
+ * the camera is aimed at the union of the cast, and a grid that walks away from the origin as it
102
+ * grows pushes that union off with it.
103
+ *
104
+ * @param {number} index
105
+ * @param {number} count
106
+ * @param {number} spacing distance between neighbours
107
+ * @returns {{x: number, z: number}}
108
+ */
109
+ export function grid_position(index, count, spacing) {
110
+ const columns = Math.ceil(Math.sqrt(count));
111
+ const rows = Math.ceil(count / columns);
112
+
113
+ return {
114
+ x: ((index % columns) - (columns - 1) / 2) * spacing,
115
+ z: (Math.floor(index / columns) - (rows - 1) / 2) * spacing,
116
+ };
117
+ }
@@ -0,0 +1,21 @@
1
+ export const BLAS_AUDIT_WORKGROUP_SIZE: 64;
2
+ /**
3
+ * Read every leaf's triangle back through the path the *intersector* uses.
4
+ *
5
+ * The refit computes a leaf's box with `geometry_read_triangle_bounds`; `ray_query_blas_nearest`
6
+ * fetches the triangle it actually tests with `geometry_read_triangle_vertices`. Those are two
7
+ * different functions over the same encoded payload, and nothing until now has held them against
8
+ * each other on real data — only on a synthetic case in `blas_refit_leaf_bounds.spec.js`.
9
+ *
10
+ * If they disagree, a ray descends into a box, tests a triangle that is somewhere else, and misses.
11
+ * Whole meshlets go absent while the tree itself checks out perfectly, which is exactly the shape of
12
+ * failure that survived every structural test of the tree.
13
+ *
14
+ * Writes the intersector's view of each leaf's triangle so the host can compare it against the box
15
+ * the tree is carrying.
16
+ *
17
+ * @type {ComputeShader}
18
+ */
19
+ export const shader_blas_audit_leaf_triangles: ComputeShader;
20
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
21
+ //# sourceMappingURL=shader_blas_audit_leaf_triangles.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_blas_audit_leaf_triangles.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js"],"names":[],"mappings":"AAqBA,2CAA4C;AA4D5C;;;;;;;;;;;;;;;;GAgBG;AACH,+CAFU,aAAa,CAOpB;8BApG2B,wCAAwC"}
@@ -0,0 +1,104 @@
1
+ import { f32, u32 } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
3
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
6
+ import {
7
+ BVH_NODE_CHILD_2_WORD,
8
+ BVH_NODE_STRIDE_WORDS
9
+ } from "../../renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
10
+ import {
11
+ chunk_geometry_read_triangle_vertices
12
+ } from "../../renderer/shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
13
+ import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
14
+ import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
15
+ import {
16
+ MESHLET_METADATA_STRUCT
17
+ } from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
18
+ import {
19
+ BLAS_LEAF_BOUNDS_SETTINGS_STRUCT
20
+ } from "../../renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js";
21
+
22
+ export const BLAS_AUDIT_WORKGROUP_SIZE = 64;
23
+
24
+ const resources = new ShaderResourceSetDescriptor();
25
+ resources.createGroup()
26
+ .addUniform("settings", BLAS_LEAF_BOUNDS_SETTINGS_STRUCT)
27
+ .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
28
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
29
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
30
+ .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
31
+ .addStorageBuffer("nodes", WebGPUArray.from(f32), false)
32
+ // six floats per leaf: the AABB of the triangle as the *intersection* path sees it
33
+ .addStorageBuffer("out_bounds", WebGPUArray.from(f32), true);
34
+
35
+ const body = CodeChunk.from(
36
+ //language=WGSL
37
+ `
38
+ const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
39
+ const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
40
+
41
+ @compute @workgroup_size(${BLAS_AUDIT_WORKGROUP_SIZE}, 1, 1)
42
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
43
+ let i = gid.x;
44
+
45
+ if (i >= settings.leaf_count) {
46
+ return;
47
+ }
48
+
49
+ let leaf_node = leaf_nodes[settings.leaf_nodes_offset + i];
50
+
51
+ let node_word = settings.node_word_offset + leaf_node * NODE_STRIDE;
52
+
53
+ let meshlet_triangle_id = bitcast<u32>(nodes[node_word + NODE_CHILD_2]);
54
+
55
+ // The reader the ray-triangle test uses, not the one the refit used. If the two ever name
56
+ // different triangles for one payload, the tree bounds a triangle the intersector never tests.
57
+ let triangle = geometry_read_triangle_vertices(
58
+ geometries[settings.geometry_index],
59
+ meshlet_triangle_id
60
+ );
61
+
62
+ let a = triangle.a.position;
63
+ let b = triangle.b.position;
64
+ let c = triangle.c.position;
65
+
66
+ let low = min(a, min(b, c));
67
+ let high = max(a, max(b, c));
68
+
69
+ let base = i * 6u;
70
+
71
+ out_bounds[base] = low.x;
72
+ out_bounds[base + 1u] = low.y;
73
+ out_bounds[base + 2u] = low.z;
74
+ out_bounds[base + 3u] = high.x;
75
+ out_bounds[base + 4u] = high.y;
76
+ out_bounds[base + 5u] = high.z;
77
+ }
78
+ `, [
79
+ chunk_geometry_read_triangle_vertices,
80
+ ]);
81
+
82
+ /**
83
+ * Read every leaf's triangle back through the path the *intersector* uses.
84
+ *
85
+ * The refit computes a leaf's box with `geometry_read_triangle_bounds`; `ray_query_blas_nearest`
86
+ * fetches the triangle it actually tests with `geometry_read_triangle_vertices`. Those are two
87
+ * different functions over the same encoded payload, and nothing until now has held them against
88
+ * each other on real data — only on a synthetic case in `blas_refit_leaf_bounds.spec.js`.
89
+ *
90
+ * If they disagree, a ray descends into a box, tests a triangle that is somewhere else, and misses.
91
+ * Whole meshlets go absent while the tree itself checks out perfectly, which is exactly the shape of
92
+ * failure that survived every structural test of the tree.
93
+ *
94
+ * Writes the intersector's view of each leaf's triangle so the host can compare it against the box
95
+ * the tree is carrying.
96
+ *
97
+ * @type {ComputeShader}
98
+ */
99
+ export const shader_blas_audit_leaf_triangles = ComputeShader.from({
100
+ label: "BLAS/AuditLeafTriangles",
101
+ resources,
102
+ body,
103
+ group_size: [BLAS_AUDIT_WORKGROUP_SIZE, 1, 1],
104
+ });
@@ -0,0 +1,23 @@
1
+ export const BLAS_POINTS_WORKGROUP_SIZE: 64;
2
+ /**
3
+ * @type {WebGPUStruct}
4
+ */
5
+ export const BLAS_POINTS_SETTINGS_STRUCT: WebGPUStruct;
6
+ /**
7
+ * Ask the traversal about points the caller chooses, rather than about triangle centroids.
8
+ *
9
+ * Centroid rays answer "is this triangle reachable at all", and every triangle of a large flat
10
+ * surface can be reachable at its middle while a band of it is not reachable at its edge — which is
11
+ * the shape of failure a centroid audit reports as clean. Sampling the surface on a grid asks the
12
+ * finer question, and answers it in the geometry's own coordinates rather than in pixels, so the
13
+ * region that fails can be pointed at rather than described.
14
+ *
15
+ * A point known to lie on a surface must produce a hit at or before its own distance. Anything
16
+ * further, or nothing at all, is the traversal declining a surface it was aimed at.
17
+ *
18
+ * @type {ComputeShader}
19
+ */
20
+ export const shader_blas_audit_points: ComputeShader;
21
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
22
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
23
+ //# sourceMappingURL=shader_blas_audit_points.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_blas_audit_points.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js"],"names":[],"mappings":"AAkBA,4CAA6C;AAE7C;;GAEG;AACH,0CAFU,YAAY,CAOG;AA8CzB;;;;;;;;;;;;;GAaG;AACH,uCAFU,aAAa,CAOpB;6BA3F0B,4CAA4C;8BAE3C,wCAAwC"}
@@ -0,0 +1,94 @@
1
+ import { f32, u32, vec3f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
4
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { BVH2_NODE_STRUCT } from "../../renderer/shader/chunk/bvh/BVH2_NODE_STRUCT.js";
8
+ import { BVH_TRAVERSAL_STACK_SIZE } from "../../renderer/shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
9
+ import {
10
+ chunk_ray_query_blas_nearest
11
+ } from "../../renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
12
+ import { RAY_STRUCT } from "../../renderer/shader/chunk/geometry/ray/RAY_STRUCT.js";
13
+ import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
14
+ import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
15
+ import {
16
+ MESHLET_METADATA_STRUCT
17
+ } from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
18
+
19
+ export const BLAS_POINTS_WORKGROUP_SIZE = 64;
20
+
21
+ /**
22
+ * @type {WebGPUStruct}
23
+ */
24
+ export const BLAS_POINTS_SETTINGS_STRUCT = WebGPUStruct.from({
25
+ origin: vec3f,
26
+ point_count: u32,
27
+ geometry_index: u32,
28
+ tmax: f32,
29
+ }, "BlasPointsSettings");
30
+
31
+ const resources = new ShaderResourceSetDescriptor();
32
+ resources.createGroup()
33
+ .addUniform("settings", BLAS_POINTS_SETTINGS_STRUCT)
34
+ // three f32 per point, in the geometry's own space
35
+ .addStorageBuffer("targets", WebGPUArray.from(f32), false)
36
+ .addStorageBuffer("blas_lookup", WebGPUArray.from(u32), false)
37
+ .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT), false)
38
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
39
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
40
+ .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
41
+ .addStorageBuffer("out_t", WebGPUArray.from(f32), true)
42
+ .addStorageBuffer("out_expected", WebGPUArray.from(f32), true);
43
+
44
+ const body = CodeChunk.from(
45
+ //language=WGSL
46
+ `
47
+ @compute @workgroup_size(${BLAS_POINTS_WORKGROUP_SIZE}, 1, 1)
48
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
49
+ let i = gid.x;
50
+
51
+ if (i >= settings.point_count) {
52
+ return;
53
+ }
54
+
55
+ let target = vec3<f32>(targets[i * 3u], targets[i * 3u + 1u], targets[i * 3u + 2u]);
56
+
57
+ var ray: ${RAY_STRUCT.wgsl_ref};
58
+
59
+ ray.origin = settings.origin;
60
+ ray.direction = normalize(target - settings.origin);
61
+ ray.tmax = settings.tmax;
62
+
63
+ var stack: array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
64
+
65
+ let hit = ray_query_blas_nearest(ray, settings.geometry_index, &stack, 0u);
66
+
67
+ out_t[i] = hit.t;
68
+ out_expected[i] = length(target - settings.origin);
69
+ }
70
+ `, [
71
+ RAY_STRUCT.declaration_chunk,
72
+ chunk_ray_query_blas_nearest,
73
+ ]);
74
+
75
+ /**
76
+ * Ask the traversal about points the caller chooses, rather than about triangle centroids.
77
+ *
78
+ * Centroid rays answer "is this triangle reachable at all", and every triangle of a large flat
79
+ * surface can be reachable at its middle while a band of it is not reachable at its edge — which is
80
+ * the shape of failure a centroid audit reports as clean. Sampling the surface on a grid asks the
81
+ * finer question, and answers it in the geometry's own coordinates rather than in pixels, so the
82
+ * region that fails can be pointed at rather than described.
83
+ *
84
+ * A point known to lie on a surface must produce a hit at or before its own distance. Anything
85
+ * further, or nothing at all, is the traversal declining a surface it was aimed at.
86
+ *
87
+ * @type {ComputeShader}
88
+ */
89
+ export const shader_blas_audit_points = ComputeShader.from({
90
+ label: "BLAS/AuditPoints",
91
+ resources,
92
+ body,
93
+ group_size: [BLAS_POINTS_WORKGROUP_SIZE, 1, 1],
94
+ });
@@ -0,0 +1,26 @@
1
+ export const BLAS_VISIBILITY_WORKGROUP_SIZE: 64;
2
+ /**
3
+ * @type {WebGPUStruct}
4
+ */
5
+ export const BLAS_VISIBILITY_SETTINGS_STRUCT: WebGPUStruct;
6
+ /**
7
+ * Ask the traversal, once per triangle, whether it can find that triangle.
8
+ *
9
+ * Every structural check on the tree has passed, which narrows the fault to the traversal itself —
10
+ * and traversal is the one thing no readback of the tree can exercise. So this runs the real
11
+ * `ray_query_blas_nearest`, the same function the path tracer calls, along a ray whose answer is
12
+ * known in advance.
13
+ *
14
+ * The ray goes from the camera to a triangle's centroid. That point is inside the triangle, so the
15
+ * ray intersects it, so the query must return a hit — this triangle if nothing is in front, some
16
+ * other one if something is. Only a miss is impossible, and a miss is therefore a traversal that
17
+ * failed to reach a leaf whose box it was inside.
18
+ *
19
+ * Which triangles miss, and where they are, is the whole diagnosis.
20
+ *
21
+ * @type {ComputeShader}
22
+ */
23
+ export const shader_blas_audit_visibility: ComputeShader;
24
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
25
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
26
+ //# sourceMappingURL=shader_blas_audit_visibility.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_blas_audit_visibility.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js"],"names":[],"mappings":"AAyBA,gDAAiD;AAEjD;;GAEG;AACH,8CAFU,YAAY,CASO;AA0E7B;;;;;;;;;;;;;;;;GAgBG;AACH,2CAFU,aAAa,CAOpB;6BAnI0B,4CAA4C;8BAE3C,wCAAwC"}
@@ -0,0 +1,134 @@
1
+ import { f32, u32, vec3f } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
4
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ BVH_NODE_CHILD_2_WORD,
9
+ BVH_NODE_STRIDE_WORDS
10
+ } from "../../renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
11
+ import { BVH2_NODE_STRUCT } from "../../renderer/shader/chunk/bvh/BVH2_NODE_STRUCT.js";
12
+ import { BVH_TRAVERSAL_STACK_SIZE } from "../../renderer/shader/chunk/bvh/BVH_TRAVERSAL_STACK_SIZE.js";
13
+ import {
14
+ chunk_ray_query_blas_nearest
15
+ } from "../../renderer/shader/chunk/geometry/ray/chunk_ray_query_blas_nearest.js";
16
+ import {
17
+ chunk_geometry_read_triangle_vertices
18
+ } from "../../renderer/shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
19
+ import { RAY_STRUCT } from "../../renderer/shader/chunk/geometry/ray/RAY_STRUCT.js";
20
+ import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
21
+ import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
22
+ import {
23
+ MESHLET_METADATA_STRUCT
24
+ } from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
25
+
26
+ export const BLAS_VISIBILITY_WORKGROUP_SIZE = 64;
27
+
28
+ /**
29
+ * @type {WebGPUStruct}
30
+ */
31
+ export const BLAS_VISIBILITY_SETTINGS_STRUCT = WebGPUStruct.from({
32
+ origin: vec3f,
33
+ leaf_count: u32,
34
+ node_word_offset: u32,
35
+ leaf_nodes_offset: u32,
36
+ geometry_index: u32,
37
+ tmax: f32,
38
+ }, "BlasVisibilitySettings");
39
+
40
+ const resources = new ShaderResourceSetDescriptor();
41
+ resources.createGroup()
42
+ .addUniform("settings", BLAS_VISIBILITY_SETTINGS_STRUCT)
43
+ .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
44
+ .addStorageBuffer("blas_lookup", WebGPUArray.from(u32), false)
45
+ .addStorageBuffer("blas_data", WebGPUArray.from(BVH2_NODE_STRUCT), false)
46
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
47
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
48
+ .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
49
+ .addStorageBuffer("nodes", WebGPUArray.from(f32), false)
50
+ // per leaf: the parametric t the traversal came back with, negative for a miss
51
+ .addStorageBuffer("out_t", WebGPUArray.from(f32), true)
52
+ // per leaf: the triangle the traversal returned, or 0xFFFFFFFF
53
+ .addStorageBuffer("out_triangle", WebGPUArray.from(u32), true)
54
+ // per leaf: the distance to the point the ray was aimed at, which the answer cannot exceed
55
+ .addStorageBuffer("out_expected_t", WebGPUArray.from(f32), true);
56
+
57
+ const body = CodeChunk.from(
58
+ //language=WGSL
59
+ `
60
+ const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
61
+ const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
62
+
63
+ @compute @workgroup_size(${BLAS_VISIBILITY_WORKGROUP_SIZE}, 1, 1)
64
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
65
+ let i = gid.x;
66
+
67
+ if (i >= settings.leaf_count) {
68
+ return;
69
+ }
70
+
71
+ let leaf_node = leaf_nodes[settings.leaf_nodes_offset + i];
72
+
73
+ let node_word = settings.node_word_offset + leaf_node * NODE_STRIDE;
74
+
75
+ let meshlet_triangle_id = bitcast<u32>(nodes[node_word + NODE_CHILD_2]);
76
+
77
+ let triangle = geometry_read_triangle_vertices(
78
+ geometries[settings.geometry_index],
79
+ meshlet_triangle_id
80
+ );
81
+
82
+ // Aim at the triangle's own centroid, which is strictly inside it. The ray provably intersects
83
+ // this triangle, so the traversal has to come back with *something* — this one, or something
84
+ // occluding it. A miss is not a geometric possibility; it is the traversal failing to reach a
85
+ // leaf whose box, by construction, the ray passes through.
86
+ let centre = (triangle.a.position + triangle.b.position + triangle.c.position) / 3.0;
87
+
88
+ var ray: ${RAY_STRUCT.wgsl_ref};
89
+
90
+ ray.origin = settings.origin;
91
+ ray.direction = normalize(centre - settings.origin);
92
+ ray.tmax = settings.tmax;
93
+
94
+ var stack: array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>;
95
+
96
+ let hit = ray_query_blas_nearest(ray, settings.geometry_index, &stack, 0u);
97
+
98
+ out_t[i] = hit.t;
99
+ out_triangle[i] = select(0xFFFFFFFFu, hit.triangle, hit.t >= 0.0);
100
+
101
+ // The ray was aimed at a point on this triangle, so the nearest surface along it is at most
102
+ // this far. An answer beyond it is not an occlusion and not a miss — it is the traversal
103
+ // walking past a surface it was pointed at, which is what a hole in the traced image is.
104
+ out_expected_t[i] = length(centre - settings.origin);
105
+ }
106
+ `, [
107
+ RAY_STRUCT.declaration_chunk,
108
+ chunk_geometry_read_triangle_vertices,
109
+ chunk_ray_query_blas_nearest,
110
+ ]);
111
+
112
+ /**
113
+ * Ask the traversal, once per triangle, whether it can find that triangle.
114
+ *
115
+ * Every structural check on the tree has passed, which narrows the fault to the traversal itself —
116
+ * and traversal is the one thing no readback of the tree can exercise. So this runs the real
117
+ * `ray_query_blas_nearest`, the same function the path tracer calls, along a ray whose answer is
118
+ * known in advance.
119
+ *
120
+ * The ray goes from the camera to a triangle's centroid. That point is inside the triangle, so the
121
+ * ray intersects it, so the query must return a hit — this triangle if nothing is in front, some
122
+ * other one if something is. Only a miss is impossible, and a miss is therefore a traversal that
123
+ * failed to reach a leaf whose box it was inside.
124
+ *
125
+ * Which triangles miss, and where they are, is the whole diagnosis.
126
+ *
127
+ * @type {ComputeShader}
128
+ */
129
+ export const shader_blas_audit_visibility = ComputeShader.from({
130
+ label: "BLAS/AuditVisibility",
131
+ resources,
132
+ body,
133
+ group_size: [BLAS_VISIBILITY_WORKGROUP_SIZE, 1, 1],
134
+ });
@@ -0,0 +1,40 @@
1
+ /**
2
+ * Run the traced-against-rasterized comparison from many directions and report the worst.
3
+ *
4
+ * One view proves nothing. Every check that has come back clean so far has come back clean from
5
+ * *a* camera, and the disagreement people actually see is reported from cameras they orbited to —
6
+ * so "which views fail" is the question, and answering it by looking is what has cost the most time
7
+ * on this.
8
+ *
9
+ * Views are placed on a sphere around the instance being examined, at several elevations including
10
+ * from below, because a mesh of long thin slivers presents completely differently edge-on than
11
+ * face-on and a horizon-only ring would miss half of it.
12
+ *
13
+ * The camera is driven directly rather than through the orbital controller, so a sweep does not
14
+ * depend on the controller's state and leaves it where it found it.
15
+ */
16
+ /**
17
+ * @param {object} options
18
+ * @param {Renderer} options.renderer
19
+ * @param {PerspectiveCamera} options.camera
20
+ * @param {Scene} options.scene
21
+ * @param {Mesh} options.mesh the instance to orbit and to frame on
22
+ * @param {function(boolean): void} [options.suspend]
23
+ * @param {number} [options.azimuths]
24
+ * @param {number[]} [options.elevations] radians; negative looks up from below
25
+ * @param {number} [options.distance] multiples of the instance's bounding radius
26
+ * @param {number} [options.samples] samples per pixel at each view
27
+ * @returns {Promise<object>}
28
+ */
29
+ export function sweep_views({ renderer, camera, scene, mesh, suspend, azimuths, elevations, distance, samples, }: {
30
+ renderer: Renderer;
31
+ camera: PerspectiveCamera;
32
+ scene: Scene;
33
+ mesh: Mesh;
34
+ suspend?: (arg0: boolean) => void;
35
+ azimuths?: number;
36
+ elevations?: number[];
37
+ distance?: number;
38
+ samples?: number;
39
+ }): Promise<object>;
40
+ //# sourceMappingURL=sweep_views.d.ts.map
@@ -0,0 +1 @@
1
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