@woosh/meep-engine 3.30.0 → 3.31.0

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 (1579) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +3 -1
  4. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  5. package/src/core/binary/BinaryBuffer.js +42 -14
  6. package/src/core/binary/BitImage2.d.ts.map +1 -1
  7. package/src/core/binary/BitImage2.js +2 -6
  8. package/src/core/binary/BitSet.js +5 -5
  9. package/src/core/binary/compression/chunks_to_stream.d.ts +24 -0
  10. package/src/core/binary/compression/chunks_to_stream.d.ts.map +1 -0
  11. package/src/core/binary/compression/chunks_to_stream.js +35 -0
  12. package/src/core/binary/compression/compress_bytes.d.ts +3 -4
  13. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -1
  14. package/src/core/binary/compression/compress_bytes.js +6 -17
  15. package/src/core/binary/compression/decompress_bytes.d.ts +1 -2
  16. package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -1
  17. package/src/core/binary/compression/decompress_bytes.js +4 -15
  18. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -1
  19. package/src/core/binary/compression/decompress_bytes_into.js +2 -13
  20. package/src/core/binary/ctz32.d.ts +12 -4
  21. package/src/core/binary/ctz32.d.ts.map +1 -1
  22. package/src/core/binary/ctz32.js +23 -41
  23. package/src/core/binary/lsb_32.d.ts +10 -2
  24. package/src/core/binary/lsb_32.d.ts.map +1 -1
  25. package/src/core/binary/lsb_32.js +17 -12
  26. package/src/core/binary/lz4/lz4_compress_block_hc.js +2 -2
  27. package/src/core/binary/type/DataTypeIndices.d.ts +39 -0
  28. package/src/core/binary/type/DataTypeIndices.d.ts.map +1 -1
  29. package/src/core/binary/type/DataTypeIndices.js +38 -1
  30. package/src/core/binary/type/Type.d.ts.map +1 -1
  31. package/src/core/binary/type/Type.js +6 -1
  32. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +3 -3
  33. package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -1
  34. package/src/core/bvh8/bvh8_geometry_validate.js +2 -88
  35. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts +25 -0
  36. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts.map +1 -0
  37. package/src/core/bvh8/bvh8_geometry_validate_bounds.js +105 -0
  38. package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -1
  39. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +2 -91
  40. package/src/core/clipboard/obtainClipBoard.d.ts +4 -0
  41. package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -1
  42. package/src/core/clipboard/obtainClipBoard.js +29 -8
  43. package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -1
  44. package/src/core/clipboard/safeClipboardReadText.js +73 -38
  45. package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -1
  46. package/src/core/clipboard/safeClipboardWriteText.js +11 -9
  47. package/src/core/collection/array/iterator/ArrayIteratorRandom.d.ts.map +1 -1
  48. package/src/core/collection/array/iterator/ArrayIteratorRandom.js +6 -0
  49. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts +6 -0
  50. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts.map +1 -1
  51. package/src/core/collection/heap/IndexedFloatMinHeap.js +14 -0
  52. package/src/core/collection/list/FilteredListProjection.d.ts.map +1 -1
  53. package/src/core/collection/list/FilteredListProjection.js +7 -54
  54. package/src/core/collection/list/List.d.ts +4 -0
  55. package/src/core/collection/list/List.d.ts.map +1 -1
  56. package/src/core/collection/list/List.js +10 -52
  57. package/src/core/collection/list/SortedListProjection.d.ts +7 -0
  58. package/src/core/collection/list/SortedListProjection.d.ts.map +1 -1
  59. package/src/core/collection/list/SortedListProjection.js +12 -0
  60. package/src/core/collection/list/list_apply_ordered_diff.d.ts +37 -0
  61. package/src/core/collection/list/list_apply_ordered_diff.d.ts.map +1 -0
  62. package/src/core/collection/list/list_apply_ordered_diff.js +87 -0
  63. package/src/core/collection/map/BiMap.d.ts.map +1 -1
  64. package/src/core/collection/map/BiMap.js +19 -6
  65. package/src/core/collection/map/HashMap.d.ts.map +1 -1
  66. package/src/core/collection/map/HashMap.js +38 -11
  67. package/src/core/collection/queue/Deque.d.ts +2 -2
  68. package/src/core/collection/queue/Deque.d.ts.map +1 -1
  69. package/src/core/collection/queue/Deque.js +12 -1
  70. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  71. package/src/core/collection/table/RowFirstTable.js +15 -2
  72. package/src/core/collection/table/serializeRowFirstTable.d.ts.map +1 -1
  73. package/src/core/collection/table/serializeRowFirstTable.js +2 -3
  74. package/src/core/color/operations/color_lerp.d.ts.map +1 -1
  75. package/src/core/color/operations/color_lerp.js +77 -55
  76. package/src/core/color/sRGB/linear_to_sRGB.d.ts.map +1 -1
  77. package/src/core/color/sRGB/linear_to_sRGB.js +3 -1
  78. package/src/core/debug/matchers/AllOf.d.ts +2 -1
  79. package/src/core/debug/matchers/AllOf.d.ts.map +1 -1
  80. package/src/core/debug/matchers/AllOf.js +1 -1
  81. package/src/core/debug/matchers/AnyOf.d.ts +2 -1
  82. package/src/core/debug/matchers/AnyOf.d.ts.map +1 -1
  83. package/src/core/debug/matchers/AnyOf.js +1 -1
  84. package/src/core/debug/matchers/CombinableMatcher.d.ts +2 -1
  85. package/src/core/debug/matchers/CombinableMatcher.d.ts.map +1 -1
  86. package/src/core/debug/matchers/CombinableMatcher.js +1 -1
  87. package/src/core/debug/matchers/DescribeAs.d.ts +2 -1
  88. package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
  89. package/src/core/debug/matchers/DescribeAs.js +2 -1
  90. package/src/core/debug/matchers/IsAnything.d.ts +2 -1
  91. package/src/core/debug/matchers/IsAnything.d.ts.map +1 -1
  92. package/src/core/debug/matchers/IsAnything.js +2 -1
  93. package/src/core/debug/matchers/IsEqual.d.ts +2 -1
  94. package/src/core/debug/matchers/IsEqual.d.ts.map +1 -1
  95. package/src/core/debug/matchers/IsEqual.js +2 -1
  96. package/src/core/debug/matchers/IsFinite.d.ts +2 -1
  97. package/src/core/debug/matchers/IsFinite.d.ts.map +1 -1
  98. package/src/core/debug/matchers/IsFinite.js +2 -1
  99. package/src/core/debug/matchers/IsIn.d.ts +2 -1
  100. package/src/core/debug/matchers/IsIn.d.ts.map +1 -1
  101. package/src/core/debug/matchers/IsIn.js +2 -1
  102. package/src/core/debug/matchers/IsInteger.d.ts +2 -1
  103. package/src/core/debug/matchers/IsInteger.d.ts.map +1 -1
  104. package/src/core/debug/matchers/IsInteger.js +2 -1
  105. package/src/core/debug/matchers/IsIterableContaining.d.ts +2 -1
  106. package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
  107. package/src/core/debug/matchers/IsIterableContaining.js +1 -1
  108. package/src/core/debug/matchers/IsNot.d.ts +2 -1
  109. package/src/core/debug/matchers/IsNot.d.ts.map +1 -1
  110. package/src/core/debug/matchers/IsNot.js +2 -1
  111. package/src/core/debug/matchers/IsNull.d.ts +2 -1
  112. package/src/core/debug/matchers/IsNull.d.ts.map +1 -1
  113. package/src/core/debug/matchers/IsNull.js +2 -1
  114. package/src/core/debug/matchers/IsUndefined.d.ts +2 -1
  115. package/src/core/debug/matchers/IsUndefined.d.ts.map +1 -1
  116. package/src/core/debug/matchers/IsUndefined.js +2 -1
  117. package/src/core/events/signal/Signal.d.ts +15 -0
  118. package/src/core/events/signal/Signal.d.ts.map +1 -1
  119. package/src/core/events/signal/Signal.js +857 -820
  120. package/src/core/fsm/simple/SimpleStateMachineDescription.d.ts.map +1 -1
  121. package/src/core/fsm/simple/SimpleStateMachineDescription.js +4 -3
  122. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.d.ts.map +1 -1
  123. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.js +6 -1
  124. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +1 -1
  125. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
  126. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +6 -7
  127. package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
  128. package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +23 -6
  129. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.d.ts.map +1 -1
  130. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.js +13 -1
  131. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.d.ts.map +1 -1
  132. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.js +53 -32
  133. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts +40 -0
  134. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts.map +1 -0
  135. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.js +54 -0
  136. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts +21 -3
  137. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts.map +1 -1
  138. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.js +24 -15
  139. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts +6 -3
  140. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts.map +1 -1
  141. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.js +9 -15
  142. package/src/core/geom/3d/cone/cone_compute_plane_side.d.ts.map +1 -1
  143. package/src/core/geom/3d/cone/cone_compute_plane_side.js +31 -19
  144. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +11 -1
  145. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -1
  146. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +11 -1
  147. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +11 -1
  148. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -1
  149. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +11 -1
  150. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  151. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +55 -0
  152. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts +14 -0
  153. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts.map +1 -1
  154. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.js +17 -1
  155. package/src/core/geom/3d/gjk/gjk.d.ts +15 -0
  156. package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -1
  157. package/src/core/geom/3d/gjk/gjk.js +15 -0
  158. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  159. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +18 -0
  160. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts +32 -3
  161. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts.map +1 -1
  162. package/src/core/geom/3d/hash-grid/PointHashGrid3.js +36 -3
  163. package/src/core/geom/3d/morton/v3_morton_encode_lut.d.ts.map +1 -1
  164. package/src/core/geom/3d/morton/v3_morton_encode_lut.js +11 -4
  165. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts +16 -4
  166. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts.map +1 -1
  167. package/src/core/geom/3d/morton/v3_morton_encode_normalized.js +21 -8
  168. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.d.ts.map +1 -1
  169. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.js +17 -3
  170. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts +10 -0
  171. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
  172. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +46 -49
  173. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts +13 -1
  174. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts.map +1 -1
  175. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.js +36 -39
  176. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts +4 -1
  177. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts.map +1 -1
  178. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.js +22 -4
  179. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts +38 -0
  180. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts.map +1 -0
  181. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.js +76 -0
  182. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts +11 -0
  183. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts.map +1 -1
  184. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.js +14 -34
  185. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  186. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  187. package/src/core/geom/3d/shape/PosedShape3D.js +43 -0
  188. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  189. package/src/core/geom/3d/shape/UnionShape3D.js +20 -3
  190. package/src/core/geom/3d/shape/json/type_adapters.d.ts +11 -2
  191. package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
  192. package/src/core/geom/3d/shape/json/type_adapters.js +36 -12
  193. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts +13 -0
  194. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts.map +1 -1
  195. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js +17 -4
  196. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts +88 -0
  197. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts.map +1 -0
  198. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.js +108 -0
  199. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -1
  200. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +13 -31
  201. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -1
  202. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +14 -22
  203. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
  204. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +96 -26
  205. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
  206. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +17 -6
  207. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +27 -0
  208. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
  209. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +101 -0
  210. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +3 -0
  211. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
  212. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +5 -57
  213. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  214. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +2 -34
  215. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
  216. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +2 -43
  217. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +54 -33
  218. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  219. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +229 -68
  220. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  221. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +4 -15
  222. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.d.ts.map +1 -1
  223. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.js +13 -1
  224. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
  225. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +3 -1
  226. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  227. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +22 -3
  228. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts +17 -2
  229. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts.map +1 -1
  230. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.js +28 -4
  231. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -1
  232. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +8 -1
  233. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.d.ts.map +1 -1
  234. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.js +10 -2
  235. package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.d.ts.map +1 -1
  236. package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.js +2 -0
  237. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.d.ts.map +1 -1
  238. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.js +25 -5
  239. package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts +5 -1
  240. package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts.map +1 -1
  241. package/src/core/geom/3d/triangle/tri3_compute_normal.js +8 -1
  242. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
  243. package/src/core/geom/3d/triangle/tri3_ray_intersection.js +15 -3
  244. package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.d.ts +2 -1
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  1461. package/src/shade/renderer/texture/download_texture_data.js +12 -4
  1462. package/src/shade/renderer/texture/encode/shader_texture_encode_astc_4x4.d.ts.map +1 -1
  1463. package/src/shade/renderer/texture/encode/shader_texture_encode_astc_4x4.js +66 -63
  1464. package/src/shade/renderer/texture/encode/shader_texture_encode_bc1.d.ts.map +1 -1
  1465. package/src/shade/renderer/texture/encode/shader_texture_encode_bc1.js +63 -60
  1466. package/src/shade/renderer/texture/encode/shader_texture_encode_bc4.d.ts.map +1 -1
  1467. package/src/shade/renderer/texture/encode/shader_texture_encode_bc4.js +79 -76
  1468. package/src/shade/renderer/texture/encode/shader_texture_encode_bc4_snorm.d.ts.map +1 -1
  1469. package/src/shade/renderer/texture/encode/shader_texture_encode_bc4_snorm.js +67 -64
  1470. package/src/shade/renderer/texture/encode/shader_texture_encode_bc5.d.ts.map +1 -1
  1471. package/src/shade/renderer/texture/encode/shader_texture_encode_bc5.js +70 -67
  1472. package/src/shade/renderer/texture/encode/shader_texture_encode_bc5_snorm.d.ts.map +1 -1
  1473. package/src/shade/renderer/texture/encode/shader_texture_encode_bc5_snorm.js +66 -63
  1474. package/src/shade/renderer/texture/encode/shader_texture_encode_bc6h.d.ts.map +1 -1
  1475. package/src/shade/renderer/texture/encode/shader_texture_encode_bc6h.js +65 -62
  1476. package/src/shade/renderer/texture/encode/shader_texture_encode_bc7.d.ts.map +1 -1
  1477. package/src/shade/renderer/texture/encode/shader_texture_encode_bc7.js +61 -58
  1478. package/src/shade/renderer/texture/format/texture_format_from_shade_image.d.ts +7 -1
  1479. package/src/shade/renderer/texture/format/texture_format_from_shade_image.d.ts.map +1 -1
  1480. package/src/shade/renderer/texture/format/texture_format_from_shade_image.js +100 -95
  1481. package/src/shade/renderer/texture/mipmaps/WebGPUMipmapGenerator.d.ts.map +1 -1
  1482. package/src/shade/renderer/texture/mipmaps/WebGPUMipmapGenerator.js +59 -68
  1483. package/src/shade/renderer/texture/mipmaps/filters/mipmap_shader_code_wronski2021.d.ts +30 -1
  1484. package/src/shade/renderer/texture/mipmaps/filters/mipmap_shader_code_wronski2021.d.ts.map +1 -1
  1485. package/src/shade/renderer/texture/mipmaps/filters/mipmap_shader_code_wronski2021.js +37 -20
  1486. package/src/shade/renderer/texture/texture_descriptor_from_texture_shade.js +73 -73
  1487. package/src/shade/renderer/view/ViewManager.d.ts +8 -0
  1488. package/src/shade/renderer/view/ViewManager.d.ts.map +1 -1
  1489. package/src/shade/renderer/view/ViewManager.js +15 -0
  1490. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  1491. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +516 -507
  1492. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.d.ts.map +1 -1
  1493. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +272 -260
  1494. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  1495. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +160 -134
  1496. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +3 -0
  1497. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1498. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +243 -62
  1499. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1500. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +110 -7
  1501. package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
  1502. package/src/shade/wgsl/validate_wgsl_source.js +57 -0
  1503. package/src/view/asset/AssetLoaderStatusView.d.ts.map +1 -1
  1504. package/src/view/asset/AssetLoaderStatusView.js +8 -0
  1505. package/src/view/common/LabelView.d.ts.map +1 -1
  1506. package/src/view/common/LabelView.js +4 -0
  1507. package/src/view/common/ListView.d.ts +6 -2
  1508. package/src/view/common/ListView.d.ts.map +1 -1
  1509. package/src/view/common/ListView.js +27 -7
  1510. package/src/view/common/TabbedView.d.ts.map +1 -1
  1511. package/src/view/common/TabbedView.js +8 -0
  1512. package/src/view/common/VirtualListView.d.ts.map +1 -1
  1513. package/src/view/common/VirtualListView.js +17 -1
  1514. package/src/view/common/dnd/DropTarget.d.ts.map +1 -1
  1515. package/src/view/common/dnd/DropTarget.js +18 -0
  1516. package/src/view/elements/DropDownSelectionView.d.ts.map +1 -1
  1517. package/src/view/elements/DropDownSelectionView.js +8 -0
  1518. package/src/view/elements/image/SvgImageView.d.ts.map +1 -1
  1519. package/src/view/elements/image/SvgImageView.js +8 -0
  1520. package/src/view/elements/navigation/ViewStack.d.ts.map +1 -1
  1521. package/src/view/elements/navigation/ViewStack.js +4 -0
  1522. package/src/view/elements/notify/NotificationView.d.ts.map +1 -1
  1523. package/src/view/elements/notify/NotificationView.js +4 -0
  1524. package/src/view/elements/progress/segmented/SegmentedResourceBarView.d.ts.map +1 -1
  1525. package/src/view/elements/progress/segmented/SegmentedResourceBarView.js +8 -0
  1526. package/src/view/elements/radial/RadialMenu.d.ts.map +1 -1
  1527. package/src/view/elements/radial/RadialMenu.js +4 -0
  1528. package/src/view/minimap/Minimap.d.ts.map +1 -1
  1529. package/src/view/minimap/Minimap.js +8 -0
  1530. package/src/view/minimap/MinimapCanvasView.d.ts.map +1 -1
  1531. package/src/view/minimap/MinimapCanvasView.js +21 -1
  1532. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  1533. package/src/view/minimap/dom/MinimapCameraView.js +232 -220
  1534. package/src/view/minimap/dom/MinimapMarkerView.d.ts.map +1 -1
  1535. package/src/view/minimap/dom/MinimapMarkerView.js +8 -0
  1536. package/src/view/minimap/minimap_focus_area.d.ts +5 -0
  1537. package/src/view/minimap/minimap_focus_area.d.ts.map +1 -1
  1538. package/src/view/minimap/minimap_focus_area.js +22 -0
  1539. package/src/view/tooltip/TooltipManager.d.ts.map +1 -1
  1540. package/src/view/tooltip/TooltipManager.js +16 -4
  1541. package/src/core/geom/3d/atlas/atlas_bench_lib.js +0 -315
  1542. package/src/engine/graphics/ecs/mesh/MeshEvents.d.ts +0 -6
  1543. package/src/engine/graphics/ecs/mesh/MeshEvents.d.ts.map +0 -1
  1544. package/src/engine/graphics/ecs/mesh/MeshEvents.js +0 -16
  1545. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts +0 -2
  1546. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts.map +0 -1
  1547. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.js +0 -37
  1548. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts +0 -8
  1549. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +0 -1
  1550. package/src/engine/graphics/ecs/mesh/copyToVector3.js +0 -18
  1551. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts +0 -6
  1552. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts.map +0 -1
  1553. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.js +0 -18
  1554. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts +0 -6
  1555. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts.map +0 -1
  1556. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.js +0 -14
  1557. package/src/engine/graphics/ecs/mesh/setMesh.d.ts +0 -16
  1558. package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +0 -1
  1559. package/src/engine/graphics/ecs/mesh/setMesh.js +0 -55
  1560. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts +0 -13
  1561. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts.map +0 -1
  1562. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.js +0 -99
  1563. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts +0 -25
  1564. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts.map +0 -1
  1565. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.js +0 -29
  1566. package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts +0 -6
  1567. package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts.map +0 -1
  1568. package/src/engine/graphics/ecs/mesh/updateMeshTransform.js +0 -15
  1569. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts +0 -8
  1570. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts.map +0 -1
  1571. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.js +0 -14
  1572. package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.js +0 -481
  1573. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +0 -48
  1574. package/src/engine/graphics3/terrain/shader_terrain_splat.js +0 -215
  1575. package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.js +0 -57
  1576. package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.js +0 -50
  1577. package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.js +0 -62
  1578. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +0 -46
  1579. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +0 -1
@@ -11,6 +11,7 @@
11
11
  * puts emitters to sleep when they leave the visible set; §4.5 retires CPU render culling, so every
12
12
  * linked emitter simulates and the GPU decides what is on screen. An emitter that should not
13
13
  * simulate says so itself, through {@link ParticleEmitterFlag.Emitting}.
14
+ * @deprecated use {@link GPUParticleSystem} instead, it can do everything this can and more.
14
15
  */
15
16
  export class ParticleEmitterSystem extends System<any> {
16
17
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleEmitterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticleEmitterSystem.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;GAaG;AACH;IAiDI;;;OAGG;IACH,4DAUC;IA9DD,8DAA8C;IAuC9C;;;;OAIG;IACH,kCAEC;IAkBD,2CAUC;IAED,4CAeC;IAED;;;;OAIG;IACH,cAJW,eAAe,aACf,WAAW,UACX,MAAM,QAsChB;IAED;;;;;;;;;OASG;IACH,iBAFW,eAAe,QAqBzB;IAED;;;;OAIG;IACH,gBAJW,eAAe,aACf,WAAW,UACX,MAAM,QA0BhB;IAED,6BAaC;IAED;;OAEG;IACH,kCA+BC;;CACJ;AAED;;;GAGG;AACH;IAUI;;OAEG;IACH,oBAFW,qBAAqB,EAM/B;IAED,yBAEC;;CACJ;uBA3SsB,kBAAkB;4BACb,iCAAiC;gCAC7B,oEAAoE;gCANpE,mDAAmD"}
1
+ {"version":3,"file":"ParticleEmitterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticleEmitterSystem.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;GAcG;AACH;IAiDI;;;OAGG;IACH,4DAUC;IA9DD,8DAA8C;IAuC9C;;;;OAIG;IACH,kCAEC;IAkBD,2CAUC;IAED,4CAeC;IAED;;;;OAIG;IACH,cAJW,eAAe,aACf,WAAW,UACX,MAAM,QAsChB;IAED;;;;;;;;;OASG;IACH,iBAFW,eAAe,QAqBzB;IAED;;;;OAIG;IACH,gBAJW,eAAe,aACf,WAAW,UACX,MAAM,QA0BhB;IAED,6BAaC;IAED;;OAEG;IACH,kCA+BC;;CACJ;AAED;;;GAGG;AACH;IAUI;;OAEG;IACH,oBAFW,qBAAqB,EAM/B;IAED,yBAEC;;CACJ;uBA5SsB,kBAAkB;4BACb,iCAAiC;gCAC7B,oEAAoE;gCANpE,mDAAmD"}
@@ -25,6 +25,7 @@ import { TRANSFORM64_EVENT_CHANGE } from "../ecs/transform/TRANSFORM64_EVENT_CHA
25
25
  * puts emitters to sleep when they leave the visible set; §4.5 retires CPU render culling, so every
26
26
  * linked emitter simulates and the GPU decides what is on screen. An emitter that should not
27
27
  * simulate says so itself, through {@link ParticleEmitterFlag.Emitting}.
28
+ * @deprecated use {@link GPUParticleSystem} instead, it can do everything this can and more.
28
29
  */
29
30
  export class ParticleEmitterSystem extends System {
30
31
  dependencies = [ParticleEmitter, Transform64];
@@ -1,8 +1,8 @@
1
1
  /**
2
2
  * Draws terrain under Shade: each built tile becomes one entity that draws — a `ShadedGeometry`
3
- * over the tile's meshlets, standing where the terrain entity stands, owned by it and never saved
4
- * — and a pass after the opaque geometry textures the lot. The system that owns primitives puts
5
- * the tile in the scene's rows; this one makes and keeps the entity.
3
+ * over the tile's meshlets, standing where the terrain entity stands, owned by it and never saved.
4
+ * The system that owns primitives puts the tile in the scene's rows; this one makes and keeps the
5
+ * entity, and the terrain's material.
6
6
  *
7
7
  * **The tile is the unit, not the terrain.** Tiles are built on demand as the camera sees them and
8
8
  * destroyed as it leaves, which is the streaming the tile manager already does; this system follows
@@ -11,13 +11,13 @@
11
11
  * **Tile vertices are already in terrain space** — the height-field builder positions each tile
12
12
  * within the whole grid rather than at its own origin — so every tile mesh carries the terrain
13
13
  * entity's transform and nothing else. That is also why the tile's own raycast inverts the same
14
- * matrix.
14
+ * matrix, and why the terrain's surface can map from geometry-space position.
15
15
  *
16
- * **Texturing is a full-screen pass, not a material** (U3b, D40): the tiles draw with one flat
17
- * material, and at {@link FramePhase.AfterGBuffer} the splat mix and grid overlay are painted over
18
- * every pixel the visibility buffer attributes to a tile — the architecture decals built (D23),
19
- * keyed on mesh rows rather than froxels. Registered before `DecalSystem` in the profile, which
20
- * is what puts scorch marks on top of the textured ground rather than under it.
16
+ * **Texturing is a material.** Every tile of a terrain draws with one {@link TerrainShadeMaterial},
17
+ * whose template runs the splat mix and the grid overlay in the G-buffer pass, where every other
18
+ * surface is shaded — so decals, lighting and everything after the G-buffer see textured ground
19
+ * without being ordered after anything. What this system does per frame is keep that material's
20
+ * parameters current; the textures upload when their own versions move.
21
21
  *
22
22
  * **It does not call `Terrain.link`.** That method binds a three `ShaderMaterial` through
23
23
  * `graphics.getMaterialManager()`, which `GraphicsEngine` does not have and will not; the parts of
@@ -26,8 +26,7 @@
26
26
  export class TerrainSystem extends System<any> {
27
27
  /**
28
28
  * @param {GraphicsEngine} graphics
29
- * @param {Scene} scene the scene the profile draws; a tile is an entity in its rows, put there
30
- * by the system that owns primitives, so this one keeps nothing of the scene itself
29
+ * @param {Scene} scene the scene the profile draws
31
30
  * @param {AssetManager} assetManager
32
31
  */
33
32
  constructor(graphics: GraphicsEngine, scene: Scene, assetManager: AssetManager);
@@ -52,37 +51,8 @@ export class TerrainSystem extends System<any> {
52
51
  * @returns {Int32Array}
53
52
  */
54
53
  tiles_of(entity: number): Int32Array;
55
- /**
56
- * Everything the splat pass draws one terrain from. What the pass consumes and what a gate
57
- * inspects are deliberately the same object — the same reason `DecalSystem` exposes its
58
- * packed records.
59
- *
60
- * @param {number} entity
61
- * @returns {object|null} `null` when this terrain has nothing to texture — no tiles built
62
- */
63
- splat_frame(entity: number): object | null;
64
- /**
65
- * @param {FrameContext} frame
66
- */
67
- record(frame: FrameContext): void;
68
- #private;
69
- }
70
- /**
71
- * The splat and the grid overlay are a full-screen pass writing a replacement albedo, so this is
72
- * {@link FramePhase.AfterGBuffer} — the one phase where the G-buffer may be published into.
73
- *
74
- * Everything that paints on top of the ground declares itself after this rather than being
75
- * registered after it; {@link DecalExtension} is the one that does.
76
- */
77
- export class TerrainExtension extends RenderExtension {
78
- /**
79
- * @param {TerrainSystem} system
80
- */
81
- constructor(system: TerrainSystem);
82
- record(frame: any): void;
83
54
  #private;
84
55
  }
85
56
  import { System } from "../ecs/System.js";
86
57
  import Terrain from "../ecs/terrain/ecs/Terrain.js";
87
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
88
58
  //# sourceMappingURL=TerrainSystem.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"TerrainSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/TerrainSystem.js"],"names":[],"mappings":"AAsDA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IA0BI;;;;;OAKG;IACH,gFASC;IAxCD,iCAAyB;IA0CzB,2CAQC;IAED,4CAUC;IAED;;;OAGG;IACH,cAHW,OAAO,UACP,MAAM,QA2DhB;IAED;;;OAGG;IACH,gBAHW,OAAO,UACP,MAAM,QAMhB;IAED,6BA0BC;IAqFD;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,UAAU,CAUtB;IAiID;;;;;;;OAOG;IACH,oBAHW,MAAM,GACJ,MAAM,GAAC,IAAI,CAsFvB;IAED;;OAEG;IACH,kCAaC;;CACJ;AAED;;;;;;GAMG;AACH;IAUI;;OAEG;IACH,oBAFW,aAAa,EAMvB;IAED,yBAEC;;CACJ;uBA5lBsB,kBAAkB;oBACrB,+BAA+B;gCAcnB,mDAAmD"}
1
+ {"version":3,"file":"TerrainSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/TerrainSystem.js"],"names":[],"mappings":"AAkDA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IA6BI;;;;OAIG;IACH,gFAUC;IA3CD,iCAAyB;IA6CzB,2CAMC;IAED,4CAIC;IA0CD;;;OAGG;IACH,cAHW,OAAO,UACP,MAAM,QAiDhB;IAED;;;OAGG;IACH,gBAHW,OAAO,UACP,MAAM,QAMhB;IAED,6BAkCC;IAkLD;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,UAAU,CAUtB;;CAiIJ;uBAzkBsB,kBAAkB;oBACrB,+BAA+B"}
@@ -4,7 +4,6 @@ import {
4
4
  } from "../../core/bvh2/bvh3/query/bvh_query_user_data_intersects_frustum.js";
5
5
  import { SignalBinding } from "../../core/events/signal/SignalBinding.js";
6
6
  import { noop } from "../../core/function/noop.js";
7
- import { m4_invert } from "../../core/geom/3d/mat4/m4_invert.js";
8
7
  import { GameAssetType } from "../asset/GameAssetType.js";
9
8
  import { ImageRGBADataLoader } from "../asset/loaders/image/ImageRGBADataLoader.js";
10
9
  import { System } from "../ecs/System.js";
@@ -21,11 +20,8 @@ import { ShadedGeometry } from "../graphics/ecs/mesh-v2/ShadedGeometry.js";
21
20
  import { sampler2d_ensure_uint8_RGBA } from "../graphics/texture/sampler/sampler2d_ensure_uint8_RGBA.js";
22
21
  import { Sampler2D } from "../graphics/texture/sampler/Sampler2D.js";
23
22
  import { WHITE_PIXEL_DATA_URL } from "../graphics/WHITE_PIXEL_DATA_URL.js";
24
- import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
25
- import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
26
- import { StandardShadeMaterial } from "../../shade/renderer/material/StandardShadeMaterial.js";
27
- import { GPUTerrainSplatRenderer } from "./terrain/GPUTerrainSplatRenderer.js";
28
- import { pack_terrain_row_table } from "./terrain/pack_terrain_row_table.js";
23
+ import { TERRAIN_MATERIAL_TEMPLATE } from "./terrain/TERRAIN_MATERIAL_TEMPLATE.js";
24
+ import { TerrainShadeMaterial } from "./terrain/TerrainShadeMaterial.js";
29
25
 
30
26
  /**
31
27
  * Tile indices a frustum query answers with. Module-static because the query runs every frame and
@@ -54,9 +50,9 @@ const TILE_COMPONENT_TYPES = [Transform64, ShadedGeometry, Name, ParentEntity, S
54
50
 
55
51
  /**
56
52
  * Draws terrain under Shade: each built tile becomes one entity that draws — a `ShadedGeometry`
57
- * over the tile's meshlets, standing where the terrain entity stands, owned by it and never saved
58
- * — and a pass after the opaque geometry textures the lot. The system that owns primitives puts
59
- * the tile in the scene's rows; this one makes and keeps the entity.
53
+ * over the tile's meshlets, standing where the terrain entity stands, owned by it and never saved.
54
+ * The system that owns primitives puts the tile in the scene's rows; this one makes and keeps the
55
+ * entity, and the terrain's material.
60
56
  *
61
57
  * **The tile is the unit, not the terrain.** Tiles are built on demand as the camera sees them and
62
58
  * destroyed as it leaves, which is the streaming the tile manager already does; this system follows
@@ -65,13 +61,13 @@ const TILE_COMPONENT_TYPES = [Transform64, ShadedGeometry, Name, ParentEntity, S
65
61
  * **Tile vertices are already in terrain space** — the height-field builder positions each tile
66
62
  * within the whole grid rather than at its own origin — so every tile mesh carries the terrain
67
63
  * entity's transform and nothing else. That is also why the tile's own raycast inverts the same
68
- * matrix.
64
+ * matrix, and why the terrain's surface can map from geometry-space position.
69
65
  *
70
- * **Texturing is a full-screen pass, not a material** (U3b, D40): the tiles draw with one flat
71
- * material, and at {@link FramePhase.AfterGBuffer} the splat mix and grid overlay are painted over
72
- * every pixel the visibility buffer attributes to a tile — the architecture decals built (D23),
73
- * keyed on mesh rows rather than froxels. Registered before `DecalSystem` in the profile, which
74
- * is what puts scorch marks on top of the textured ground rather than under it.
66
+ * **Texturing is a material.** Every tile of a terrain draws with one {@link TerrainShadeMaterial},
67
+ * whose template runs the splat mix and the grid overlay in the G-buffer pass, where every other
68
+ * surface is shaded — so decals, lighting and everything after the G-buffer see textured ground
69
+ * without being ordered after anything. What this system does per frame is keep that material's
70
+ * parameters current; the textures upload when their own versions move.
75
71
  *
76
72
  * **It does not call `Terrain.link`.** That method binds a three `ShaderMaterial` through
77
73
  * `graphics.getMaterialManager()`, which `GraphicsEngine` does not have and will not; the parts of
@@ -86,10 +82,13 @@ export class TerrainSystem extends System {
86
82
  #graphics;
87
83
 
88
84
  /**
89
- * @type {RenderExtension|null}
85
+ * The scene the profile draws — a tile is an entity in its rows, put there by the system that
86
+ * owns primitives. Held for the door to its GPU state, which is where the terrain's material
87
+ * is prewarmed and released.
88
+ *
89
+ * @type {Scene}
90
90
  */
91
- #extension = null;
92
-
91
+ #scene;
93
92
 
94
93
  /**
95
94
  * @type {AssetManager}
@@ -99,14 +98,13 @@ export class TerrainSystem extends System {
99
98
  /**
100
99
  * What each terrain entity has spawned.
101
100
  *
102
- * @type {Map<number, {terrain: Terrain, material: StandardShadeMaterial, tiles: Map<TerrainTile, number>, bindings: SignalBinding[]}>}
101
+ * @type {Map<number, {terrain: Terrain, material: TerrainShadeMaterial, tiles: Map<TerrainTile, number>, bindings: SignalBinding[]}>}
103
102
  */
104
103
  #entries = new Map();
105
104
 
106
105
  /**
107
106
  * @param {GraphicsEngine} graphics
108
- * @param {Scene} scene the scene the profile draws; a tile is an entity in its rows, put there
109
- * by the system that owns primitives, so this one keeps nothing of the scene itself
107
+ * @param {Scene} scene the scene the profile draws
110
108
  * @param {AssetManager} assetManager
111
109
  */
112
110
  constructor(graphics, scene, assetManager) {
@@ -117,29 +115,62 @@ export class TerrainSystem extends System {
117
115
  assert.defined(assetManager, 'assetManager');
118
116
 
119
117
  this.#graphics = graphics;
118
+ this.#scene = scene;
120
119
  this.#assetManager = assetManager;
121
120
  }
122
121
 
123
122
  async startup(entityManager) {
124
123
  this.entityManager = entityManager;
125
124
 
126
- this.#extension = this.#graphics.add_extension(new TerrainExtension(this));
127
-
128
125
  // the terrain's own layer loading decodes images; the decoder is renderer-neutral and the
129
126
  // legacy system registers the same one
130
127
  await this.#assetManager.tryRegisterLoader(GameAssetType.Image, new ImageRGBADataLoader());
131
128
  }
132
129
 
133
130
  async shutdown(entityManager) {
134
- if (this.#extension !== null) {
135
- this.#graphics.remove_extension(this.#extension);
131
+ for (const entity of Array.from(this.#entries.keys())) {
132
+ this.#drop(entity);
133
+ }
134
+ }
135
+
136
+ /**
137
+ * The material manager of the renderer drawing the scene, or `null` while there is none.
138
+ *
139
+ * @returns {GPUMaterialManager|null}
140
+ */
141
+ #materials() {
142
+ const scene_context = this.#graphics.scene_context(this.#scene);
136
143
 
137
- this.#extension = null;
144
+ return scene_context === null ? null : scene_context.materials;
145
+ }
146
+
147
+ /**
148
+ * The managers the terrain template has been prewarmed on. A renderer that starts after a
149
+ * terrain is linked, or restarts, has a manager of its own that has not compiled anything. Weak,
150
+ * so a stopped renderer's manager is not kept alive by having been prewarmed.
151
+ *
152
+ * @type {WeakSet<GPUMaterialManager>}
153
+ */
154
+ #prewarmed = new WeakSet();
155
+
156
+ /**
157
+ * Compile the terrain template's pipeline on the current renderer, once — at load, rather than on
158
+ * the frame the first tile draws.
159
+ */
160
+ #prewarm() {
161
+ if (this.#entries.size === 0) {
162
+ return;
138
163
  }
139
164
 
140
- for (const entity of Array.from(this.#entries.keys())) {
141
- this.#drop(entity);
165
+ const materials = this.#materials();
166
+
167
+ if (materials === null || this.#prewarmed.has(materials)) {
168
+ return;
142
169
  }
170
+
171
+ materials.prewarm(TERRAIN_MATERIAL_TEMPLATE);
172
+
173
+ this.#prewarmed.add(materials);
143
174
  }
144
175
 
145
176
  /**
@@ -154,33 +185,23 @@ export class TerrainSystem extends System {
154
185
  const entry = {
155
186
  terrain,
156
187
  /*
157
- One material for the whole terrain, and a flat one on purpose: the splat pass rewrites
158
- the albedo after the G-buffer is drawn (U3b), so what the material contributes is the
159
- other three channels — roughness 1 and metalness 0, which is exactly what the legacy
160
- splat shader forced.
188
+ One material for the whole terrain: it describes the surface, not the piece, and the
189
+ textures it binds are the terrain's own.
161
190
  */
162
- material: new StandardShadeMaterial(),
191
+ material: new TerrainShadeMaterial(),
163
192
  tiles: new Map(),
164
- bindings: [],
165
- renderer: new GPUTerrainSplatRenderer(),
166
- /**
167
- * The pass's per-frame tables and settings, reused between frames.
168
- */
169
- rows: new Uint32Array(0),
170
- scales: new Float32Array(0),
171
- world_to_terrain: new Float32Array(16),
172
- inv_world_size: new Float32Array(2),
173
- grid_transform: new Float32Array(4),
174
- grid_resolution: new Float32Array(2),
175
- sprite: WHITE_SPRITE
193
+ bindings: []
176
194
  };
177
195
 
178
196
  entry.material.name = 'terrain';
179
- entry.material.roughness_factor = 1;
180
- entry.material.metallic_factor = 0;
197
+
198
+ this.#sync_material(entry);
181
199
 
182
200
  this.#entries.set(entity, entry);
183
201
 
202
+ // the template compiles here, at load, rather than on the frame the first tile appears
203
+ this.#prewarm();
204
+
184
205
  const manager = terrain.tiles;
185
206
 
186
207
  const built = new SignalBinding(manager.on.tileBuilt, tile => this.#add_tile(entity, tile));
@@ -228,6 +249,8 @@ export class TerrainSystem extends System {
228
249
  return;
229
250
  }
230
251
 
252
+ this.#prewarm();
253
+
231
254
  ecd.traverseComponents(Terrain, (terrain, entity) => {
232
255
  const transform = ecd.getComponent(entity, Transform64);
233
256
 
@@ -240,9 +263,108 @@ export class TerrainSystem extends System {
240
263
  this.#place(entity, transform);
241
264
 
242
265
  this.#build_visible_tiles(terrain);
266
+
267
+ const entry = this.#entries.get(entity);
268
+
269
+ if (entry !== undefined) {
270
+ this.#sync_material(entry);
271
+ }
243
272
  });
244
273
  }
245
274
 
275
+ /**
276
+ * Bring the terrain's material in line with the terrain. Everything here is compared before it
277
+ * is written: the uniform fields move the material's version, which restages its metadata row
278
+ * and the resident material mirror, so they move it only when one of them changed; the images
279
+ * are handed over by identity, and the template uploads one only when its own version moves.
280
+ *
281
+ * @param {{terrain: Terrain, material: TerrainShadeMaterial, tiles: Map<TerrainTile, number>}} entry
282
+ */
283
+ #sync_material(entry) {
284
+ const terrain = entry.terrain;
285
+ const material = entry.material;
286
+
287
+ const world_x = terrain.size.x * terrain.gridScale;
288
+ const world_y = terrain.size.y * terrain.gridScale;
289
+
290
+ const grid_transform = terrain.gridTransform;
291
+
292
+ const layers = terrain.layers;
293
+ const layer_count = layers.count();
294
+
295
+ let changed = false;
296
+
297
+ changed = assign(material.inv_world_size, 0, 1 / world_x) || changed;
298
+ changed = assign(material.inv_world_size, 1, 1 / world_y) || changed;
299
+
300
+ changed = assign(material.grid_transform, 0, grid_transform.scale_x) || changed;
301
+ changed = assign(material.grid_transform, 1, grid_transform.scale_y) || changed;
302
+ changed = assign(material.grid_transform, 2, grid_transform.offset_x) || changed;
303
+ changed = assign(material.grid_transform, 3, grid_transform.offset_y) || changed;
304
+
305
+ changed = assign(material.grid_resolution, 0, terrain.size.x) || changed;
306
+ changed = assign(material.grid_resolution, 1, terrain.size.y) || changed;
307
+
308
+ if (material.layer_count !== layer_count) {
309
+ material.layer_count = layer_count;
310
+
311
+ changed = true;
312
+ }
313
+
314
+ if (changed) {
315
+ material.needsUpdate = true;
316
+ }
317
+
318
+ if (material.layer_scales.length < layer_count * 2) {
319
+ material.layer_scales = new Float32Array(layer_count * 2);
320
+ }
321
+
322
+ // the legacy `updateLayerScales`, computed at the source instead of read off a texture
323
+ let scales_changed = false;
324
+
325
+ for (let i = 0; i < layer_count; i++) {
326
+ const layer = layers.get(i);
327
+
328
+ scales_changed = assign(material.layer_scales, i * 2, world_x / layer.size.x) || scales_changed;
329
+ scales_changed = assign(material.layer_scales, i * 2 + 1, world_y / layer.size.y) || scales_changed;
330
+ }
331
+
332
+ if (scales_changed) {
333
+ material.layer_scales_version++;
334
+ }
335
+
336
+ const splat = terrain.splat;
337
+ const layer_image = layers.sampler;
338
+
339
+ if (layer_count > 0 && entry.tiles.size > 0) {
340
+ // `Terrain.build` and `addLayer` keep all three in step; a mismatch is an upstream bug
341
+ // that would draw the wrong layer, silently. Asked only once something draws, as the
342
+ // splat pass asked it, so a terrain part-way through loading its layers is left alone.
343
+ assert.equal(splat.depth, layer_count, 'splat weight layers disagree with the layer list');
344
+ assert.equal(layer_image.depth, layer_count, 'layer texture depth disagrees with the layer list');
345
+ }
346
+
347
+ // the authored stores themselves, not copies — the upload watches these identities and
348
+ // versions
349
+ const weights = material.weights;
350
+
351
+ weights.data = splat.weightData;
352
+ weights.width = splat.size.x;
353
+ weights.height = splat.size.y;
354
+ weights.depth = splat.depth;
355
+ weights.version = splat.weights.version;
356
+
357
+ const layer_texture = material.layers;
358
+
359
+ layer_texture.data = layer_image.data;
360
+ layer_texture.width = layer_image.width;
361
+ layer_texture.height = layer_image.height;
362
+ layer_texture.depth = layer_image.depth;
363
+ layer_texture.version = layer_image.version;
364
+
365
+ material.overlay = terrain.overlay.sampler;
366
+ }
367
+
246
368
  /**
247
369
  * Ask for the tiles the camera can see. The manager owns what that costs — a tile already built
248
370
  * or already building is not requested again.
@@ -431,7 +553,8 @@ export class TerrainSystem extends System {
431
553
 
432
554
  entry.tiles.clear();
433
555
 
434
- entry.renderer.destroy();
556
+ // the tiles that drew with it are gone; its textures go with it
557
+ this.#materials()?.release(entry.material);
435
558
 
436
559
  this.#entries.delete(entity);
437
560
  }
@@ -454,7 +577,7 @@ export class TerrainSystem extends System {
454
577
  const url = terrain.overlay.baseTileImage;
455
578
 
456
579
  if (url === WHITE_PIXEL_DATA_URL) {
457
- entry.sprite = WHITE_SPRITE;
580
+ entry.material.sprite = WHITE_SPRITE;
458
581
 
459
582
  return;
460
583
  }
@@ -465,150 +588,28 @@ export class TerrainSystem extends System {
465
588
  return;
466
589
  }
467
590
 
468
- entry.sprite = sampler2d_ensure_uint8_RGBA(asset.create());
591
+ entry.material.sprite = sampler2d_ensure_uint8_RGBA(asset.create());
469
592
  });
470
593
  }
471
-
472
- /**
473
- * Everything the splat pass draws one terrain from. What the pass consumes and what a gate
474
- * inspects are deliberately the same object — the same reason `DecalSystem` exposes its
475
- * packed records.
476
- *
477
- * @param {number} entity
478
- * @returns {object|null} `null` when this terrain has nothing to texture — no tiles built
479
- */
480
- splat_frame(entity) {
481
- const entry = this.#entries.get(entity);
482
-
483
- if (entry === undefined || entry.tiles.size === 0) {
484
- return null;
485
- }
486
-
487
- const packed = pack_terrain_row_table({ tiles: entry.tiles, table: entry.rows });
488
-
489
- entry.rows = packed.table;
490
-
491
- const terrain = entry.terrain;
492
-
493
- const invertible = m4_invert(entry.world_to_terrain, terrain.transform);
494
-
495
- assert.equal(invertible, true, 'terrain transform is not invertible');
496
-
497
- const world_x = terrain.size.x * terrain.gridScale;
498
- const world_y = terrain.size.y * terrain.gridScale;
499
-
500
- entry.inv_world_size[0] = 1 / world_x;
501
- entry.inv_world_size[1] = 1 / world_y;
502
-
503
- const grid_transform = terrain.gridTransform;
504
-
505
- entry.grid_transform[0] = grid_transform.scale_x;
506
- entry.grid_transform[1] = grid_transform.scale_y;
507
- entry.grid_transform[2] = grid_transform.offset_x;
508
- entry.grid_transform[3] = grid_transform.offset_y;
509
-
510
- entry.grid_resolution[0] = terrain.size.x;
511
- entry.grid_resolution[1] = terrain.size.y;
512
-
513
- const layers = terrain.layers;
514
- const layer_count = layers.count();
515
-
516
- if (entry.scales.length < layer_count * 2) {
517
- entry.scales = new Float32Array(layer_count * 2);
518
- }
519
-
520
- // the legacy `updateLayerScales`, computed at the source instead of read off a texture
521
- for (let i = 0; i < layer_count; i++) {
522
- const layer = layers.get(i);
523
-
524
- entry.scales[i * 2] = world_x / layer.size.x;
525
- entry.scales[i * 2 + 1] = world_y / layer.size.y;
526
- }
527
-
528
- const splat = terrain.splat;
529
- const layer_image = layers.sampler;
530
-
531
- if (layer_count > 0) {
532
- // `Terrain.build` and `addLayer` keep all three in step; a mismatch is an upstream bug
533
- // that would draw the wrong layer, silently
534
- assert.equal(splat.depth, layer_count, 'splat weight layers disagree with the layer list');
535
- assert.equal(layer_image.depth, layer_count, 'layer texture depth disagrees with the layer list');
536
- }
537
-
538
- return {
539
- rows: entry.rows,
540
- row_count: packed.size,
541
- scales: entry.scales,
542
- layer_count,
543
- world_to_terrain: entry.world_to_terrain,
544
- inv_world_size: entry.inv_world_size,
545
- grid_transform: entry.grid_transform,
546
- grid_resolution: entry.grid_resolution,
547
- weights: {
548
- data: splat.weightData,
549
- width: splat.size.x,
550
- height: splat.size.y,
551
- depth: splat.depth,
552
- version: splat.weights.version
553
- },
554
- layer_image: {
555
- data: layer_image.data,
556
- width: layer_image.width,
557
- height: layer_image.height,
558
- depth: layer_image.depth,
559
- version: layer_image.version
560
- },
561
- overlay: terrain.overlay.sampler,
562
- sprite: entry.sprite
563
- };
564
- }
565
-
566
- /**
567
- * @param {FrameContext} frame
568
- */
569
- record(frame) {
570
- for (const entity of this.#entries.keys()) {
571
- const splat = this.splat_frame(entity);
572
-
573
- if (splat === null) {
574
- // nothing of this terrain on screen; the frame keeps the albedo it already had
575
- continue;
576
- }
577
-
578
- splat.frame = frame;
579
-
580
- this.#entries.get(entity).renderer.graph_draw(splat);
581
- }
582
- }
583
594
  }
584
595
 
585
596
  /**
586
- * The splat and the grid overlay are a full-screen pass writing a replacement albedo, so this is
587
- * {@link FramePhase.AfterGBuffer} — the one phase where the G-buffer may be published into.
597
+ * Write one element of a parameter array, saying whether it changed.
588
598
  *
589
- * Everything that paints on top of the ground declares itself after this rather than being
590
- * registered after it; {@link DecalExtension} is the one that does.
599
+ * @param {Float32Array} array
600
+ * @param {number} index
601
+ * @param {number} value
602
+ * @returns {boolean}
591
603
  */
592
- export class TerrainExtension extends RenderExtension {
593
- name = "terrain";
594
-
595
- phase = FramePhase.AfterGBuffer;
604
+ function assign(array, index, value) {
605
+ // compared as the array stores it, or a value f32 cannot represent would read as changed forever
606
+ const stored = Math.fround(value);
596
607
 
597
- /**
598
- * @type {TerrainSystem}
599
- */
600
- #system;
601
-
602
- /**
603
- * @param {TerrainSystem} system
604
- */
605
- constructor(system) {
606
- super();
607
-
608
- this.#system = system;
608
+ if (array[index] === stored) {
609
+ return false;
609
610
  }
610
611
 
611
- record(frame) {
612
- this.#system.record(frame);
613
- }
612
+ array[index] = stored;
613
+
614
+ return true;
614
615
  }