@woosh/meep-engine 3.33.0 → 3.35.0

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 (503) hide show
  1. package/editor/Editor.d.ts.map +1 -1
  2. package/editor/Editor.js +0 -3
  3. package/editor/ecs/component/prototypeObjectEditor.js +1 -165
  4. package/editor/ecs/component/registerBasicTypeEditors.d.ts.map +1 -1
  5. package/editor/ecs/component/registerBasicTypeEditors.js +0 -5
  6. package/editor/ecs/component/registerEngineComponentEditors.d.ts.map +1 -1
  7. package/editor/ecs/component/registerEngineComponentEditors.js +0 -20
  8. package/editor/process/SymbolicDisplayProcess.d.ts.map +1 -1
  9. package/editor/process/SymbolicDisplayProcess.js +100 -106
  10. package/editor/prototypeEditorShell.d.ts.map +1 -1
  11. package/editor/prototypeEditorShell.js +190 -186
  12. package/editor/templates/entity_templates.d.ts.map +1 -1
  13. package/editor/templates/entity_templates.js +10 -27
  14. package/editor/view/makeEntityDecorators.js +2 -2
  15. package/package.json +1 -1
  16. package/src/{engine/graphics/particles/particular/engine → core/geom/3d/aabb}/MovingBoundingBox.d.ts +3 -3
  17. package/src/core/geom/3d/aabb/MovingBoundingBox.d.ts.map +1 -0
  18. package/src/{engine/graphics/particles/particular/engine → core/geom/3d/aabb}/MovingBoundingBox.js +5 -5
  19. package/src/core/math/lookup/RGBA_LUT_HEATMAP_IR.d.ts +3 -0
  20. package/src/core/math/lookup/RGBA_LUT_HEATMAP_IR.d.ts.map +1 -0
  21. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGBA_LUT_HEATMAP_IR.js +1 -1
  22. package/src/core/math/lookup/RGB_LUT_INFERNO.d.ts +6 -0
  23. package/src/core/math/lookup/RGB_LUT_INFERNO.d.ts.map +1 -0
  24. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_INFERNO.js +1 -1
  25. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_TURBO.d.ts +1 -1
  26. package/src/core/math/lookup/RGB_LUT_TURBO.d.ts.map +1 -0
  27. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_TURBO.js +1 -1
  28. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_VIRIDIS.d.ts +1 -1
  29. package/src/core/math/lookup/RGB_LUT_VIRIDIS.d.ts.map +1 -0
  30. package/src/{engine/graphics/particles/particular/engine/parameter/sample → core/math/lookup}/RGB_LUT_VIRIDIS.js +1 -1
  31. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  32. package/src/engine/animation/AnimatedActions.js +2 -4
  33. package/src/engine/animation/AnimationUtils.d.ts +1 -17
  34. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  35. package/src/engine/animation/AnimationUtils.js +138 -246
  36. package/src/engine/ecs/EntityManager.d.ts +1 -1
  37. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  38. package/src/engine/ecs/EntityManager.js +2 -2
  39. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +268 -275
  40. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  41. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +0 -10
  42. package/src/engine/graphics/geometry/distribute_points_on_indexed_triangles.d.ts.map +1 -0
  43. package/src/engine/graphics/{particles/particular/engine/utils → geometry}/distribute_points_on_indexed_triangles.js +3 -3
  44. package/src/engine/graphics/{particles/particular/engine/utils/volume → texture/sampler}/lut_to_sampler.d.ts +1 -1
  45. package/src/engine/graphics/texture/sampler/lut_to_sampler.d.ts.map +1 -0
  46. package/src/engine/graphics/{particles/particular/engine/utils/volume → texture/sampler}/lut_to_sampler.js +1 -1
  47. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +0 -3
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.js +0 -3
  50. package/src/engine/network/NetworkSession.d.ts +1 -1
  51. package/src/engine/network/NetworkSession.js +1 -1
  52. package/src/engine/physics/cloth/MEASUREMENTS.md +115 -0
  53. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  54. package/src/engine/physics/cloth/solver/cloth_contact_find.js +2 -0
  55. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +9 -0
  56. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  57. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +30 -7
  58. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  59. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  60. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +12 -2
  61. package/src/engine/sound/ecs/audio/LiveEmitterSet.d.ts +11 -2
  62. package/src/engine/sound/ecs/audio/LiveEmitterSet.d.ts.map +1 -1
  63. package/src/engine/sound/ecs/audio/LiveEmitterSet.js +14 -7
  64. package/src/engine/sound/ecs/audio/SpatialAudioIndex.d.ts +6 -15
  65. package/src/engine/sound/ecs/audio/SpatialAudioIndex.d.ts.map +1 -1
  66. package/src/engine/sound/ecs/audio/SpatialAudioIndex.js +161 -174
  67. package/src/shade/device/mock/SoftwareGPUBuffer.d.ts +5 -3
  68. package/src/shade/device/mock/SoftwareGPUBuffer.d.ts.map +1 -1
  69. package/src/shade/device/mock/SoftwareGPUBuffer.js +32 -3
  70. package/src/shade/device/timing/profile/GPUProfileSession.d.ts +25 -11
  71. package/src/shade/device/timing/profile/GPUProfileSession.d.ts.map +1 -1
  72. package/src/shade/device/timing/profile/GPUProfileSession.js +553 -474
  73. package/src/shade/playground/avboit/main.d.ts.map +1 -1
  74. package/src/shade/playground/avboit/main.js +888 -916
  75. package/src/shade/playground/caldera/main.js +73 -60
  76. package/src/shade/playground/particle_ecs/README.md +13 -7
  77. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +5 -5
  78. package/src/shade/playground/particle_ecs/bonfire_effects.js +5 -5
  79. package/src/shade/playground/particle_ecs/effects/smoke.json +1859 -1859
  80. package/src/shade/playground/particle_ecs/effects/soot.json +1605 -1605
  81. package/src/shade/playground/particle_system/README.md +1 -2
  82. package/src/shade/playground/profile_hotkey.d.ts.map +1 -1
  83. package/src/shade/playground/profile_hotkey.js +4 -40
  84. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -1
  85. package/src/shade/playground/skinned_blas_refit/main.js +4 -39
  86. package/src/shade/playground/vgeo_runtime/main.js +25 -77
  87. package/src/shade/playground/vgeo_scene/main.js +2231 -2217
  88. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  89. package/src/shade/playground/volumetrics_froxel/main.js +4 -39
  90. package/src/shade/playground/volumetrics_froxel/measure.d.ts.map +1 -1
  91. package/src/shade/playground/volumetrics_froxel/measure.js +2 -4
  92. package/src/shade/renderer/GraphicsContext.d.ts +7 -0
  93. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  94. package/src/shade/renderer/GraphicsContext.js +11 -2
  95. package/src/shade/renderer/Renderer.d.ts +1 -1
  96. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  97. package/src/shade/renderer/Renderer.js +41 -1
  98. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +8 -0
  99. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  100. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +21 -0
  101. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +1 -1
  102. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  103. package/src/shade/renderer/geometry/GPUGeometryManager.js +9 -10
  104. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +5 -0
  105. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  106. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +11 -0
  107. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.d.ts +12 -0
  108. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.d.ts.map +1 -1
  109. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryPool.js +25 -0
  110. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +115 -101
  111. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  112. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +282 -140
  113. package/src/shade/renderer/geometry/virtual/runtime/REVIEW_LEDGER.md +30 -0
  114. package/src/shade/renderer/geometry/virtual/runtime/RUNTIME_PLAN_2026_09_14.md +4 -1
  115. package/src/shade/renderer/geometry/virtual/runtime/SHADOW_PLAN_2026_09_28.md +536 -0
  116. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +6 -2
  117. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  118. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +68 -19
  119. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.d.ts +2 -1
  120. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.d.ts.map +1 -1
  121. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.js +17 -1
  122. package/src/shade/renderer/geometry/virtual/runtime/VGeoResidency.d.ts +4 -0
  123. package/src/shade/renderer/geometry/virtual/runtime/VGeoResidency.d.ts.map +1 -1
  124. package/src/shade/renderer/geometry/virtual/runtime/VGeoResidency.js +42 -12
  125. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +93 -12
  126. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  127. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +166 -20
  128. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_PARAMS_STRUCT.d.ts.map +1 -1
  129. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_PARAMS_STRUCT.js +30 -7
  130. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_access.d.ts.map +1 -1
  131. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_access.js +12 -5
  132. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  133. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -2
  134. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  135. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +23 -13
  136. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_queue_remainder.d.ts.map +1 -1
  137. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_queue_remainder.js +1 -2
  138. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_seed.d.ts.map +1 -1
  139. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_seed.js +1 -2
  140. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  141. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +10 -6
  142. package/src/shade/renderer/geometry/virtual/runtime/cut/vgeo_cut_feedback_layout.d.ts +45 -17
  143. package/src/shade/renderer/geometry/virtual/runtime/cut/vgeo_cut_feedback_layout.d.ts.map +1 -1
  144. package/src/shade/renderer/geometry/virtual/runtime/cut/vgeo_cut_feedback_layout.js +61 -19
  145. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_if_enabled.d.ts +8 -11
  146. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_if_enabled.d.ts.map +1 -1
  147. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_if_enabled.js +9 -16
  148. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  149. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +25 -10
  150. package/src/shade/renderer/geometry/virtual/runtime/layout/VGEO_FEEDBACK_OFFSET.js +10 -8
  151. package/src/shade/renderer/geometry/virtual/runtime/layout/VGEO_INSTANCE_OFFSET.d.ts +1 -0
  152. package/src/shade/renderer/geometry/virtual/runtime/layout/VGEO_INSTANCE_OFFSET.js +19 -7
  153. package/src/shade/renderer/geometry/virtual/runtime/make_vgeo_page_worker.d.ts +4 -2
  154. package/src/shade/renderer/geometry/virtual/runtime/make_vgeo_page_worker.d.ts.map +1 -1
  155. package/src/shade/renderer/geometry/virtual/runtime/make_vgeo_page_worker.js +4 -2
  156. package/src/shade/renderer/global_illumination/brick4/Brick4LightMap.d.ts +4 -0
  157. package/src/shade/renderer/global_illumination/brick4/Brick4LightMap.d.ts.map +1 -1
  158. package/src/shade/renderer/global_illumination/brick4/Brick4LightMap.js +7 -0
  159. package/src/shade/renderer/global_illumination/lpv/GPULightProbeVolume.d.ts.map +1 -1
  160. package/src/shade/renderer/global_illumination/lpv/GPULightProbeVolume.js +1 -0
  161. package/src/shade/renderer/light/GPULightCollection.d.ts +9 -1
  162. package/src/shade/renderer/light/GPULightCollection.d.ts.map +1 -1
  163. package/src/shade/renderer/light/GPULightCollection.js +41 -0
  164. package/src/shade/renderer/light/environment/shader_project_environment_sh.d.ts +37 -0
  165. package/src/shade/renderer/light/environment/shader_project_environment_sh.d.ts.map +1 -0
  166. package/src/shade/renderer/light/environment/shader_project_environment_sh.js +105 -0
  167. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  168. package/src/shade/renderer/material/GPUMaterialManager.d.ts.map +1 -1
  169. package/src/shade/renderer/material/GPUMaterialManager.js +2 -0
  170. package/src/shade/renderer/particles/DESIGN.md +69 -18
  171. package/src/shade/renderer/particles/GPUParticleSystem.d.ts +7 -1
  172. package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
  173. package/src/shade/renderer/particles/GPUParticleSystem.js +1247 -1244
  174. package/src/shade/renderer/particles/ParticleConstants.d.ts +1 -3
  175. package/src/shade/renderer/particles/ParticleConstants.d.ts.map +1 -1
  176. package/src/shade/renderer/particles/ParticleConstants.js +1 -3
  177. package/src/shade/renderer/particles/graph_particles_avboit.d.ts +7 -1
  178. package/src/shade/renderer/particles/graph_particles_avboit.d.ts.map +1 -1
  179. package/src/shade/renderer/particles/graph_particles_avboit.js +9 -0
  180. package/src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.d.ts +3 -4
  181. package/src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.d.ts.map +1 -1
  182. package/src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.js +7 -6
  183. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts +15 -9
  184. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts.map +1 -1
  185. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.js +29 -11
  186. package/src/shade/renderer/particles/shaders/chunk_particle_lighting_model.d.ts +24 -0
  187. package/src/shade/renderer/particles/shaders/chunk_particle_lighting_model.d.ts.map +1 -0
  188. package/src/shade/renderer/particles/shaders/chunk_particle_lighting_model.js +45 -0
  189. package/src/shade/renderer/particles/shaders/chunk_particle_render_math.d.ts +3 -0
  190. package/src/shade/renderer/particles/shaders/chunk_particle_render_math.d.ts.map +1 -1
  191. package/src/shade/renderer/particles/shaders/chunk_particle_render_math.js +38 -0
  192. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.d.ts.map +1 -1
  193. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js +190 -185
  194. package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.d.ts +45 -0
  195. package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.d.ts.map +1 -0
  196. package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.js +99 -0
  197. package/src/shade/renderer/rasterize/bucket/rasterization_opaque_buckets.d.ts +4 -4
  198. package/src/shade/renderer/rasterize/bucket/rasterization_opaque_buckets.js +36 -36
  199. package/src/shade/renderer/rasterize/bucket/shader_gather_bucket.d.ts +15 -0
  200. package/src/shade/renderer/rasterize/bucket/shader_gather_bucket.d.ts.map +1 -0
  201. package/src/shade/renderer/rasterize/bucket/shader_gather_bucket.js +103 -0
  202. package/src/shade/renderer/rasterize/expand/GPUCollectionLimits.d.ts +3 -0
  203. package/src/shade/renderer/rasterize/expand/GPUCollectionLimits.d.ts.map +1 -1
  204. package/src/shade/renderer/rasterize/expand/GPUCollectionLimits.js +6 -1
  205. package/src/shade/renderer/rasterize/expand/bucket/meshlet/graph_extract_meshlets_from_bucket.d.ts +26 -0
  206. package/src/shade/renderer/rasterize/expand/bucket/meshlet/graph_extract_meshlets_from_bucket.d.ts.map +1 -0
  207. package/src/shade/renderer/rasterize/expand/bucket/meshlet/graph_extract_meshlets_from_bucket.js +91 -0
  208. package/src/shade/renderer/rasterize/fast/graph_gather_meshes_from_buckets.d.ts +22 -0
  209. package/src/shade/renderer/rasterize/fast/graph_gather_meshes_from_buckets.d.ts.map +1 -0
  210. package/src/shade/renderer/rasterize/fast/graph_gather_meshes_from_buckets.js +102 -0
  211. package/src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.d.ts +2 -1
  212. package/src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.d.ts.map +1 -1
  213. package/src/shade/renderer/rasterize/fast/graph_rasterize_scene_fast.js +28 -24
  214. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +8 -0
  215. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
  216. package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +5 -0
  217. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts +8 -1
  218. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts.map +1 -1
  219. package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js +9 -0
  220. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
  221. package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +32 -28
  222. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
  223. package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +9 -105
  224. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts +5 -0
  225. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
  226. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +11 -0
  227. package/src/shade/renderer/scene/GPUSceneContext.d.ts +11 -3
  228. package/src/shade/renderer/scene/GPUSceneContext.d.ts.map +1 -1
  229. package/src/shade/renderer/scene/GPUSceneContext.js +93 -21
  230. package/src/shade/renderer/scene/rows/GPUSceneRows.d.ts +4 -1
  231. package/src/shade/renderer/scene/rows/GPUSceneRows.d.ts.map +1 -1
  232. package/src/shade/renderer/scene/rows/GPUSceneRows.js +5 -23
  233. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
  234. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +63 -0
  235. package/src/shade/renderer/shadow/map/SHADOWMAP_VGEO_TAU_SCALE.d.ts +12 -0
  236. package/src/shade/renderer/shadow/map/SHADOWMAP_VGEO_TAU_SCALE.d.ts.map +1 -0
  237. package/src/shade/renderer/shadow/map/SHADOWMAP_VGEO_TAU_SCALE.js +11 -0
  238. package/src/shade/renderer/shadow/map/Shadowmap.d.ts +15 -0
  239. package/src/shade/renderer/shadow/map/Shadowmap.d.ts.map +1 -1
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  476. package/src/engine/graphics/particles/particular/group/ParticleSpecification.d.ts +0 -24
  477. package/src/engine/graphics/particles/particular/group/ParticleSpecification.d.ts.map +0 -1
  478. package/src/engine/graphics/particles/particular/group/ParticleSpecification.js +0 -48
  479. package/src/engine/graphics/particles/particular/group/itemSizeFromAttributeType.d.ts +0 -7
  480. package/src/engine/graphics/particles/particular/group/itemSizeFromAttributeType.d.ts.map +0 -1
  481. package/src/engine/graphics/particles/particular/group/itemSizeFromAttributeType.js +0 -20
  482. package/src/engine/graphics/particles/particular/group/optimizeCommandQueue.d.ts +0 -6
  483. package/src/engine/graphics/particles/particular/group/optimizeCommandQueue.d.ts.map +0 -1
  484. package/src/engine/graphics/particles/particular/group/optimizeCommandQueue.js +0 -162
  485. package/src/engine/graphics/particles/particular/group/typedArrayConstructorFromDataType.d.ts +0 -8
  486. package/src/engine/graphics/particles/particular/group/typedArrayConstructorFromDataType.d.ts.map +0 -1
  487. package/src/engine/graphics/particles/particular/group/typedArrayConstructorFromDataType.js +0 -19
  488. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +0 -77
  489. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +0 -1
  490. package/src/engine/graphics3/ParticleEmitterSystem.js +0 -307
  491. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +0 -10
  492. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +0 -1
  493. package/src/engine/graphics3/ParticleEmitterSystem3.js +0 -10
  494. package/src/engine/graphics3/particles/GPUParticularRenderer.d.ts +0 -61
  495. package/src/engine/graphics3/particles/GPUParticularRenderer.d.ts.map +0 -1
  496. package/src/engine/graphics3/particles/GPUParticularRenderer.js +0 -627
  497. package/src/engine/graphics3/particles/particle_gpu_records.d.ts +0 -85
  498. package/src/engine/graphics3/particles/particle_gpu_records.d.ts.map +0 -1
  499. package/src/engine/graphics3/particles/particle_gpu_records.js +0 -227
  500. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts +0 -35
  501. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts.map +0 -1
  502. package/src/shade/renderer/particles/shaders/shader_particle_render.js +0 -135
  503. /package/src/engine/graphics/{particles/particular/engine/utils → geometry}/distribute_points_on_indexed_triangles.d.ts +0 -0
@@ -1,4 +1,4 @@
1
- import { Sampler2D } from "../../../../../texture/sampler/Sampler2D.js";
1
+ import { Sampler2D } from "./Sampler2D.js";
2
2
 
3
3
  /**
4
4
  *
@@ -89,9 +89,6 @@ export function apply_particle_effect(emitter: ParticleEmitter, effect: Particle
89
89
  * inside the renderer, driven from the emitter table these rows are in — see
90
90
  * `shade/renderer/particles/DESIGN.md`. This system's whole contribution is membership, placement,
91
91
  * the fields, and the sprite sheet.
92
- *
93
- * It also does not retire the CPU `ParticleEmitterSystem`, which serves the `particular` effects the
94
- * game still ships. The two coexist and share nothing.
95
92
  */
96
93
  export class GPUParticleEmitterSystem extends System<any> {
97
94
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"GPUParticleEmitterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/GPUParticleEmitterSystem.js"],"names":[],"mappings":"AAyzBA;;;;;;;;;;;;;;;;GAgBG;AACH,+CAJW,eAAe,UACf,cAAc,GACZ,OAAO,CA4BnB;AA10BD;;;;GAIG;AAEH;;;;;;;;;;;;GAYG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0DG;AACH;IAoDI;;;;;OAKG;IACH,sBALW,OAAO,qBAAqB,EAAE,cAAc,SAC5C,OAAO,qCAAqC,EAAE,KAAK,gEAgB7D;IArED,6DAA6C;IAE7C;;;OAGG;IACH,OAFU,YAAY,CAEO;IAiE7B;;;;;;OAMG;IACH,iEAEC;IAED;;;;;OAKG;IACH,kCAEC;IAED;;;;;;;;;;OAUG;IACH,mBAJW,MAAM,GACJ,eAAe,GAAC,IAAI,CAWhC;IAED;;;;;;;;;;;OAWG;IACH,cAHW,MAAM,SACN,MAAM,QA4BhB;IA6BD,+BAA+B;IAC/B,YADc,QAAQ,IAAI,CAAC,CAyB1B;IAED;;;;OAIG;IACH,aAJW,cAAc,aACd,WAAW,UACX,MAAM,QAqChB;IAED;;;;OAIG;IACH,eAJW,cAAc,aACd,WAAW,UACX,MAAM,QAIhB;IAED;;;;;;;OAOG;IACH,4BAHW,MAAM,GACJ,IAAI,CAgBhB;IAoCD;;;;;;;;;;;;OAYG;IACH,eAHW,OAAO,gDAAgD,EAAE,YAAY,GACnE,IAAI,CAqChB;;CAiWJ;;;;;gBA3xBa,MAAM;;;;WACN,OAAO,yCAAyC,EAAE,UAAU,GAAC,IAAI;;;YAKjE,MAAM;;;;YACN,cAAc;;;;eACd,WAAW;;;;aACX,eAAe,GAAC,IAAI;;;;;aACpB,OAAO,+CAA+C,EAAE,eAAe,GAAC,IAAI;gCAGjE,IAAI;;;;SACf,MAAM,GAAC,IAAI;;;;aACX,oBAAoB,GAAC,IAAI;;gCAvCP,2DAA2D;+BAS5D,6CAA6C;uBAPrD,kBAAkB;4BAEb,iCAAiC;6BAMhC,2CAA2C"}
1
+ {"version":3,"file":"GPUParticleEmitterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/GPUParticleEmitterSystem.js"],"names":[],"mappings":"AAszBA;;;;;;;;;;;;;;;;GAgBG;AACH,+CAJW,eAAe,UACf,cAAc,GACZ,OAAO,CA4BnB;AAv0BD;;;;GAIG;AAEH;;;;;;;;;;;;GAYG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuDG;AACH;IAoDI;;;;;OAKG;IACH,sBALW,OAAO,qBAAqB,EAAE,cAAc,SAC5C,OAAO,qCAAqC,EAAE,KAAK,gEAgB7D;IArED,6DAA6C;IAE7C;;;OAGG;IACH,OAFU,YAAY,CAEO;IAiE7B;;;;;;OAMG;IACH,iEAEC;IAED;;;;;OAKG;IACH,kCAEC;IAED;;;;;;;;;;OAUG;IACH,mBAJW,MAAM,GACJ,eAAe,GAAC,IAAI,CAWhC;IAED;;;;;;;;;;;OAWG;IACH,cAHW,MAAM,SACN,MAAM,QA4BhB;IA6BD,+BAA+B;IAC/B,YADc,QAAQ,IAAI,CAAC,CAyB1B;IAED;;;;OAIG;IACH,aAJW,cAAc,aACd,WAAW,UACX,MAAM,QAqChB;IAED;;;;OAIG;IACH,eAJW,cAAc,aACd,WAAW,UACX,MAAM,QAIhB;IAED;;;;;;;OAOG;IACH,4BAHW,MAAM,GACJ,IAAI,CAgBhB;IAoCD;;;;;;;;;;;;OAYG;IACH,eAHW,OAAO,gDAAgD,EAAE,YAAY,GACnE,IAAI,CAqChB;;CAiWJ;;;;;gBAxxBa,MAAM;;;;WACN,OAAO,yCAAyC,EAAE,UAAU,GAAC,IAAI;;;YAKjE,MAAM;;;;YACN,cAAc;;;;eACd,WAAW;;;;aACX,eAAe,GAAC,IAAI;;;;;aACpB,OAAO,+CAA+C,EAAE,eAAe,GAAC,IAAI;gCAGjE,IAAI;;;;SACf,MAAM,GAAC,IAAI;;;;aACX,oBAAoB,GAAC,IAAI;;gCAvCP,2DAA2D;+BAS5D,6CAA6C;uBAPrD,kBAAkB;4BAEb,iCAAiC;6BAMhC,2CAA2C"}
@@ -99,9 +99,6 @@ const BURST_QUEUE_LIMIT = 256;
99
99
  * inside the renderer, driven from the emitter table these rows are in — see
100
100
  * `shade/renderer/particles/DESIGN.md`. This system's whole contribution is membership, placement,
101
101
  * the fields, and the sprite sheet.
102
- *
103
- * It also does not retire the CPU `ParticleEmitterSystem`, which serves the `particular` effects the
104
- * game still ships. The two coexist and share nothing.
105
102
  */
106
103
  export class GPUParticleEmitterSystem extends System {
107
104
  dependencies = [ParticleEffect, Transform64];
@@ -140,7 +140,7 @@ export class NetworkSession {
140
140
  * Default 4. See {@link ServerAuthoritativeServer}.
141
141
  * - `tick_rate_hz`: the network tick rate, which is the engine's fixed-step
142
142
  * rate — given, it sets `entity_manager.fixedUpdateStepSize`; omitted, the
143
- * session uses the step the engine already has (60 Hz by default). Every
143
+ * session uses the step the engine already has. Every
144
144
  * peer must run the same rate.
145
145
  * - `frame_capacity` sizes the action-log ring (rollback depth + back-fill
146
146
  * range + retransmit window — see {@link DEFAULT_ACTION_LOG_FRAME_CAPACITY}).
@@ -747,7 +747,7 @@ export class NetworkSession {
747
747
  * Default 4. See {@link ServerAuthoritativeServer}.
748
748
  * - `tick_rate_hz`: the network tick rate, which is the engine's fixed-step
749
749
  * rate — given, it sets `entity_manager.fixedUpdateStepSize`; omitted, the
750
- * session uses the step the engine already has (60 Hz by default). Every
750
+ * session uses the step the engine already has. Every
751
751
  * peer must run the same rate.
752
752
  * - `frame_capacity` sizes the action-log ring (rollback depth + back-fill
753
753
  * range + retransmit window — see {@link DEFAULT_ACTION_LOG_FRAME_CAPACITY}).
@@ -3869,3 +3869,118 @@ The slack now carries a relative term of two ulps as well as the constant. It
3869
3869
  fails without it, and only for a cloth grazing a face: a query box as wide as
3870
3870
  the collider survives losing one side, which is why the first spec written for
3871
3871
  this passed and pinned nothing.
3872
+
3873
+ ---
3874
+
3875
+ ## 60. Every particle paid for a contact, and the loop paying most was not the one named
3876
+
3877
+ The 2026-09-18 engine review (CPX-018) said `cloth_contact_warm_start` and
3878
+ `cloth_contact_dual_update` sweep every particle's four slots — once a substep
3879
+ and once an iteration — to find the few that hold a row, and proposed a compact
3880
+ list of occupied slots, emitted by `cloth_contact_find`, for them to walk
3881
+ instead. The sweep is real. What it costs is about a per cent, and the loop
3882
+ that does cost is a third one the review did not name: `cloth_contact_accumulate`,
3883
+ which the vertex solve calls for every particle every iteration, and which set up
3884
+ a contact's whole working set before it looked at a slot.
3885
+
3886
+ **How it was measured.** Nothing under `__fixtures__` can see it: the library
3887
+ bench steps with a null collider table (§58), and §23's harness times a whole
3888
+ step once per variant. So both numbers here come from scratch harnesses over
3889
+ §23's hanging sheet at three sizes, paired and interleaved in one process with the
3890
+ arm order rotated and reversed every round. Each variant runs on its own copy of
3891
+ `cloth_step` → `cloth_solve_vertex` → `cloth_contact_row`, beside an unmodified
3892
+ copy as a control — a patched copy gets its own compiled code, and without the
3893
+ control that difference reads as a result. Every arm computes the same thing,
3894
+ and the states agree byte for byte after every run, which is how the harness
3895
+ knows it timed the same work.
3896
+
3897
+ The two passes the review named, with a timer around each call inside the
3898
+ running step:
3899
+
3900
+ ```
3901
+ rows the passes compact list slot-0 test
3902
+ (share of step) saves saves
3903
+ 400 p 2×4, 4 spheres 22 1.8% 1.3% 1.1%
3904
+ 1024 p 2×4, 1 sphere 6 1.3% 1.2% 1.0%
3905
+ 1024 p 2×4, 20 spheres 137 2.0% 1.1% 0.9%
3906
+ 1024 p 2×4, out of reach 0 1.3% 1.3% 1.0%
3907
+ 8100 p 4×2, 6 spheres 93 1.4% 1.2% 1.0%
3908
+ ```
3909
+
3910
+ **Flat in the particle count**, because the passes and the step are both linear
3911
+ in particles — the review's 8,000-particle garment is the same share as a
3912
+ 400-particle one. And the whole step, one change at a time, as a ratio to the
3913
+ shipping step:
3914
+
3915
+ ```
3916
+ rows copy the the both contact path
3917
+ control passes accumulate withheld
3918
+ 400 p 2×4, out of reach 0 1.009 1.023 0.988 0.980 0.964
3919
+ 1024 p 2×4, out of reach 0 1.013 1.006 0.975 0.965 0.946
3920
+ 8100 p 4×2, out of reach 0 0.982 0.974 0.989 0.975 0.947
3921
+ 400 p 2×4, 4 spheres 22 0.994 0.982 0.905 0.890 —
3922
+ 1024 p 2×4, 20 spheres 156 0.984 0.994 0.937 0.907 —
3923
+ 8100 p 4×2, 6 spheres 116 1.035 0.990 0.936 0.901 —
3924
+ ```
3925
+
3926
+ The passes alone do not clear the control's ±3.5%, which is the timer's one per
3927
+ cent agreeing with it. **The accumulate is the cost: 6% to 9.5% of a colliding
3928
+ step**, and 1% to 2.5% of one with no rows. Why an untouched particle costs more
3929
+ on a cloth that has contacts somewhere is a reading rather than a measurement:
3930
+ only then is the friction path compiled in, and the function loaded three
3931
+ positions, six arrays and ten accumulator words — writing the ten straight back —
3932
+ for every particle before it looked at a slot.
3933
+
3934
+ The last column withholds the collider table from `cloth_step` when there are no
3935
+ rows, which is an exact deletion there, and it prices the idle contact path at
3936
+ **3.6% to 5.4%**. §23 put the same thing at +1.1%; that figure was a difference of
3937
+ two separately run minima inside its own table's ±5%, and should not be read as
3938
+ a bound.
3939
+
3940
+ ### What changed
3941
+
3942
+ A particle's rows were already its leading slots: `cloth_contact_find` clears all
3943
+ four and fills from the first. The accumulate, the warm start and the dual
3944
+ update now read them that way — an empty first slot is a particle with no
3945
+ contact and costs the load that says so, and the first empty slot ends a
3946
+ particle's rows. The contract is written on `CLOTH_CONTACT_SLOTS` and pinned by a
3947
+ spec that walks five colliders in and out of reach of one particle, more than
3948
+ there are slots and with the survivors changing places. A `cloth_contact_find`
3949
+ that right-aligns its rows fails it, and eleven other contact specs with it.
3950
+
3951
+ Before and after, on the code as landed — two "after" arms, so their
3952
+ disagreement is the reading's precision:
3953
+
3954
+ ```
3955
+ rows before after after, second copy
3956
+ 400 p 2×4, out of reach 0 1.921 ms 0.924 0.918
3957
+ 1024 p 2×4, out of reach 0 4.940 ms 0.931 0.945
3958
+ 8100 p 4×2, out of reach 0 63.00 ms 0.942 0.951
3959
+ 400 p 2×4, 4 spheres 22 2.802 ms 0.897 0.909
3960
+ 1024 p 2×4, 20 spheres 156 5.576 ms 0.872 0.902
3961
+ 8100 p 4×2, 6 spheres 116 70.46 ms 0.961 0.919
3962
+ ```
3963
+
3964
+ **About a tenth off a colliding step, and a twentieth off an idle one**: across
3965
+ this run and an earlier one at three times the background load, the twelve
3966
+ colliding readings have a median of 0.90 and the twelve idle ones 0.95.
3967
+
3968
+ ### Not done, and why
3969
+
3970
+ - **The compact list.** It needs a new `ClothState` region — 16 bytes a particle,
3971
+ and the worker's shared layout with it — for the passes' one per cent, and it
3972
+ cannot reach the accumulate at all: that loop is driven one particle at a time
3973
+ by the colour sweep, not by a list of slots.
3974
+ - **The self-collision scratch keeps its `fill(0)`.** The review proposed clearing
3975
+ only the particles the pair list touches. At §33's pair counts — 318 to 740 on
3976
+ 400 particles — that measured 2.2 to 5.2 µs an iteration against the fill's
3977
+ 0.14, which is a 29 KB memset. And clearing from the *current* list goes stale:
3978
+ the list is rebuilt every step, so a particle that has left a pair keeps last
3979
+ step's force.
3980
+ - **Withholding the table when `cloth_contact_find` returns nothing.** Exact where
3981
+ it applies, and priced above, but since §59 a collider reaches the table only
3982
+ within reach of the cloth's bounds, so a table with no rows in it is a passing
3983
+ moment, and the slot-0 test already takes most of it.
3984
+
3985
+ **No library entry is re-sized.** Its bench cannot see a collider (§58), and a
3986
+ garment on a body is the colliding half of the tables above.
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_contact_find.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_contact_find.js"],"names":[],"mappings":"AAgHA;;;;;;;;;;;;;;;;;;GAkBG;AACH,6DARW,YAAY,GAAC,YAAY,QACzB,UAAU,SACV,MAAM,MACN,MAAM,GAGJ,MAAM,CAmLlB;AA7RD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2EG;AAEH;;;;;;;;;GASG;AACH,mCAFU,MAAM,CAEsB"}
1
+ {"version":3,"file":"cloth_contact_find.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_contact_find.js"],"names":[],"mappings":"AAgHA;;;;;;;;;;;;;;;;;;GAkBG;AACH,6DARW,YAAY,GAAC,YAAY,QACzB,UAAU,SACV,MAAM,MACN,MAAM,GAGJ,MAAM,CAqLlB;AA/RD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2EG;AAEH;;;;;;;;;GASG;AACH,mCAFU,MAAM,CAEsB"}
@@ -264,6 +264,8 @@ export function cloth_contact_find(state, table, keys, count, dt) {
264
264
  }
265
265
  }
266
266
 
267
+ // Into the leading slots and nothing after them: the rows read the first
268
+ // empty slot as the end of a particle's contacts (CLOTH_CONTACT_SLOTS).
267
269
  for (let s = 0; s < found; s++) {
268
270
  const slot = base + s;
269
271
 
@@ -116,6 +116,15 @@ export function cloth_contact_dual_update(state: ClothState, table: Float32Array
116
116
  * accumulation is a counted loop over `CLOTH_CONTACT_SLOTS` adjacent entries,
117
117
  * and a per-cloth capacity would put a load and a multiply in the inner loop to
118
118
  * buy a garment nothing.
119
+ *
120
+ * **A particle's rows are its leading slots.** `cloth_contact_find` fills them
121
+ * from the first and leaves every slot after the last row empty, and every loop
122
+ * over them reads it that way: an empty first slot is a particle with no
123
+ * contact, and the first empty slot is the end of a particle's rows. That is
124
+ * what lets a particle touching nothing cost one load. Most particles of a
125
+ * colliding cloth touch nothing, the accumulation visits every one of them every
126
+ * iteration, and setting up a contact's working set for each of them was 6–9% of
127
+ * the step (`MEASUREMENTS.md` §60).
119
128
  * @type {number}
120
129
  */
121
130
  export const CLOTH_CONTACT_SLOTS: number;
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_contact_row.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/physics/cloth/solver/constraint/cloth_contact_row.js"],"names":[],"mappings":"AA8GA;;;;;;;;GAQG;AACH,sDANW,YAAY,+BAEZ,MAAM,SACN,YAAY,GAAC,YAAY,QAwLnC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,mEANW,MAAM,SACN,MAAM,eACN,MAAM,eACN,MAAM,qBACN,MAAM,QA0ChB;AAED;;;;;;;;;;;;;;;GAeG;AACH,oEALW,YAAY,GAAC,YAAY,QACzB,MAAM,eACN,MAAM,qBACN,MAAM,QAkGhB;AAjcD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2DG;AAEH;;;;;;;;;;;;;;GAcG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;;;GAKG;AACH,qCAFU,MAAM,CAE2B"}
1
+ {"version":3,"file":"cloth_contact_row.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/physics/cloth/solver/constraint/cloth_contact_row.js"],"names":[],"mappings":"AAuHA;;;;;;;;GAQG;AACH,sDANW,YAAY,+BAEZ,MAAM,SACN,YAAY,GAAC,YAAY,QA8LnC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,mEANW,MAAM,SACN,MAAM,eACN,MAAM,eACN,MAAM,qBACN,MAAM,QA8ChB;AAED;;;;;;;;;;;;;;;GAeG;AACH,oEALW,YAAY,GAAC,YAAY,QACzB,MAAM,eACN,MAAM,qBACN,MAAM,QAsGhB;AAxdD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2DG;AAEH;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;;;GAKG;AACH,qCAFU,MAAM,CAE2B"}
@@ -96,6 +96,15 @@ import {
96
96
  * accumulation is a counted loop over `CLOTH_CONTACT_SLOTS` adjacent entries,
97
97
  * and a per-cloth capacity would put a load and a multiply in the inner loop to
98
98
  * buy a garment nothing.
99
+ *
100
+ * **A particle's rows are its leading slots.** `cloth_contact_find` fills them
101
+ * from the first and leaves every slot after the last row empty, and every loop
102
+ * over them reads it that way: an empty first slot is a particle with no
103
+ * contact, and the first empty slot is the end of a particle's rows. That is
104
+ * what lets a particle touching nothing cost one load. Most particles of a
105
+ * colliding cloth touch nothing, the accumulation visits every one of them every
106
+ * iteration, and setting up a contact's working set for each of them was 6–9% of
107
+ * the step (`MEASUREMENTS.md` §60).
99
108
  * @type {number}
100
109
  */
101
110
  export const CLOTH_CONTACT_SLOTS = 4;
@@ -122,6 +131,12 @@ export function cloth_contact_accumulate(accumulator, state, particle, table) {
122
131
 
123
132
  const base = particle * CLOTH_CONTACT_SLOTS;
124
133
 
134
+ if (collider[base] < 0) {
135
+ // No contact, and it leaves before anything below is loaded — see
136
+ // CLOTH_CONTACT_SLOTS for why that is most particles.
137
+ return;
138
+ }
139
+
125
140
  const position = state.position;
126
141
 
127
142
  const self = particle * 3;
@@ -157,7 +172,7 @@ export function cloth_contact_accumulate(accumulator, state, particle, table) {
157
172
  const record = collider[slot];
158
173
 
159
174
  if (record < 0) {
160
- continue;
175
+ break;
161
176
  }
162
177
 
163
178
  const r = record * CCR_STRIDE;
@@ -330,6 +345,12 @@ export function cloth_contact_warm_start(state, alpha, gamma, k_min_ratio, k_max
330
345
  const decay = alpha * gamma;
331
346
 
332
347
  for (let particle = 0; particle < particle_count; particle++) {
348
+ const base = particle * CLOTH_CONTACT_SLOTS;
349
+
350
+ if (collider[base] < 0) {
351
+ continue;
352
+ }
353
+
333
354
  const compliance = mass_inverse[particle];
334
355
 
335
356
  if (compliance === 0) {
@@ -341,13 +362,11 @@ export function cloth_contact_warm_start(state, alpha, gamma, k_min_ratio, k_max
341
362
  const lo = k_min_ratio * scale;
342
363
  const hi = k_max_ratio * scale;
343
364
 
344
- const base = particle * CLOTH_CONTACT_SLOTS;
345
-
346
365
  for (let s = 0; s < CLOTH_CONTACT_SLOTS; s++) {
347
366
  const slot = base + s;
348
367
 
349
368
  if (collider[slot] < 0) {
350
- continue;
369
+ break;
351
370
  }
352
371
 
353
372
  lambda[slot] *= decay;
@@ -390,14 +409,18 @@ export function cloth_contact_dual_update(state, table, beta, k_max_ratio, inver
390
409
  const radius = state.contact_radius;
391
410
 
392
411
  for (let particle = 0; particle < particle_count; particle++) {
412
+ const base = particle * CLOTH_CONTACT_SLOTS;
413
+
414
+ if (collider[base] < 0) {
415
+ continue;
416
+ }
417
+
393
418
  const compliance = mass_inverse[particle];
394
419
 
395
420
  if (compliance === 0) {
396
421
  continue;
397
422
  }
398
423
 
399
- const base = particle * CLOTH_CONTACT_SLOTS;
400
-
401
424
  const self = particle * 3;
402
425
 
403
426
  const x = position[self];
@@ -412,7 +435,7 @@ export function cloth_contact_dual_update(state, table, beta, k_max_ratio, inver
412
435
  const record = collider[slot];
413
436
 
414
437
  if (record < 0) {
415
- continue;
438
+ break;
416
439
  }
417
440
 
418
441
  const r = record * CCR_STRIDE;
@@ -64,11 +64,11 @@ export class FluidObstacleSystem extends System<any> {
64
64
  /**
65
65
  * @param {FluidComponent} fluid
66
66
  */
67
- static "__#418@#refresh_masks"(fluid: FluidComponent): void;
67
+ static "__#413@#refresh_masks"(fluid: FluidComponent): void;
68
68
  /**
69
69
  * @param {FluidComponent} fluid
70
70
  */
71
- static "__#418@#clear_field"(fluid: FluidComponent): void;
71
+ static "__#413@#clear_field"(fluid: FluidComponent): void;
72
72
  /**
73
73
  * Mark every cell of `fluid` whose centre lies within `inflation` of the
74
74
  * posed shape as solid. Iteration is clipped to the shape's world AABB
@@ -80,7 +80,7 @@ export class FluidObstacleSystem extends System<any> {
80
80
  * @param {number} inflation world-units SDF threshold
81
81
  * @param {Float64Array} point length-3 scratch
82
82
  */
83
- static "__#418@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
83
+ static "__#413@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
84
84
  /**
85
85
  * Write the obstacle's translation velocity onto every face of every cell
86
86
  * it voxelized — the moving-wall boundary condition. Runs AFTER the mask
@@ -100,7 +100,7 @@ export class FluidObstacleSystem extends System<any> {
100
100
  * @param {number} wvy
101
101
  * @param {number} wvz
102
102
  */
103
- static "__#418@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
103
+ static "__#413@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
104
104
  constructor();
105
105
  dependencies: (typeof FluidObstacle)[];
106
106
  components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidObstacle>)[];
@@ -1 +1 @@
1
- {"version":3,"file":"AudioEmitterSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/sound/ecs/audio/AudioEmitterSystem.js"],"names":[],"mappings":"AAuBA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH;IAgCI;;;;;OAKG;IACH,0FAHW;QAAC,MAAM,CAAC,EAAC,MAAM,CAAC;QAAC,cAAc,CAAC,EAAC,MAAM,CAAC;QAAC,cAAc,CAAC,EAAC,MAAM,CAAA;KAAC,qBA+C1E;IAjFD,2DAA2C;IAE3C;;;;;OAKG;IACH,iBAFU,kBAAkB,CAEA;IAE5B;;;OAGG;IACH,cAFU,eAAe,CAEP;IAElB;;;;;OAKG;IACH,MAFU,MAAM,EAAE,CAER;IAEV;;;;OAIG;IACH,aAFU,sBAAoB,IAAI,CAEf;IAWf;;;;;OAKG;IACH,aAFU,oBAAkB,IAAI,CAEF;IAE9B;;OAEG;IACH,yBAA8B;IAE9B;;OAEG;IACH,iBAFU,YAAY,CAEoB;IAE1C;;OAEG;IACH,2BAAgC;IAQhC;;;OAGG;IACH,mBAAkF;IAElF;;;;OAIG;IACH,SAFU,cAAc,CAE4C;IAGxE;;;;OAIG;IACH,cAJW,YAAY,aACZ,WAAW,UACX,MAAM,QAqChB;IAED;;;;OAIG;IACH,gBAJW,YAAY,aACZ,WAAW,UACX,MAAM,QA6BhB;IAED;;;;;;OAMG;IACH,oBAHW,MAAM,GACJ,gBAAc,IAAI,CAe9B;IAqDD,6BAoFC;;CACJ;uBA7WsB,wBAAwB;4BAGnB,uCAAuC;6BAKtC,mBAAmB;+BACjB,qBAAqB"}
1
+ {"version":3,"file":"AudioEmitterSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/sound/ecs/audio/AudioEmitterSystem.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH;IAgCI;;;;;OAKG;IACH,0FAHW;QAAC,MAAM,CAAC,EAAC,MAAM,CAAC;QAAC,cAAc,CAAC,EAAC,MAAM,CAAC;QAAC,cAAc,CAAC,EAAC,MAAM,CAAA;KAAC,qBA+C1E;IAjFD,2DAA2C;IAE3C;;;;;OAKG;IACH,iBAFU,kBAAkB,CAEA;IAE5B;;;OAGG;IACH,cAFU,eAAe,CAEP;IAElB;;;;;OAKG;IACH,MAFU,MAAM,EAAE,CAER;IAEV;;;;OAIG;IACH,aAFU,sBAAoB,IAAI,CAEf;IAWf;;;;;OAKG;IACH,aAFU,oBAAkB,IAAI,CAEF;IAE9B;;OAEG;IACH,yBAA8B;IAE9B;;OAEG;IACH,iBAFU,YAAY,CAEoB;IAE1C;;OAEG;IACH,2BAAgC;IAQhC;;;OAGG;IACH,mBAAkF;IAElF;;;;OAIG;IACH,SAFU,cAAc,CAE4C;IAGxE;;;;OAIG;IACH,cAJW,YAAY,aACZ,WAAW,UACX,MAAM,QA4ChB;IAED;;;;OAIG;IACH,gBAJW,YAAY,aACZ,WAAW,UACX,MAAM,QA+BhB;IAED;;;;;;OAMG;IACH,oBAHW,MAAM,GACJ,gBAAc,IAAI,CAe9B;IAqDD,6BAoFC;;CACJ;uBAvXsB,wBAAwB;4BAGnB,uCAAuC;6BAKtC,mBAAmB;+BACjB,qBAAqB"}
@@ -11,6 +11,7 @@ import SoundListener from "../SoundListener.js";
11
11
  import { AudioEmitter } from "./AudioEmitter.js";
12
12
  import { LiveEmitterSet } from "./LiveEmitterSet.js";
13
13
  import { EventType } from "../../../ecs/EventType.js";
14
+ import { TRANSFORM64_EVENT_CHANGE } from "../../../ecs/transform/TRANSFORM64_EVENT_CHANGE.js";
14
15
 
15
16
  /**
16
17
  * The listener's orientation, read out of its transform once a frame.
@@ -143,12 +144,19 @@ export class AudioEmitterSystem extends System {
143
144
  // class doc.
144
145
  const managed = emitter.autoplay && emitter.event.is3D && emitter.event.rootClip.loops();
145
146
 
146
- const record = { emitter, transform, managed, instance: null, onVolume: null, onEnded: null };
147
+ const record = { emitter, transform, managed, instance: null, onVolume: null, onEnded: null, onMoved: null };
147
148
 
148
149
  if (managed) {
149
150
  const pathing = emitter.acoustic && this.acousticSim !== null && this.acousticSim.pathing;
150
151
  this.liveSet.add(entity, emitter.event, transform.translation, volume2dB(emitter.volume.getValue()), emitter.acoustic, pathing, emitter.sourceRadius, transform.rotation, emitter.directivity);
151
152
  record.onVolume = () => this.liveSet.setGainDb(entity, volume2dB(emitter.volume.getValue()));
153
+
154
+ // The live set reads the translation through a live view, but a Transform64 cannot say it
155
+ // was written - its writer announces that through the dataset. Refitting on the
156
+ // announcement is what keeps a dormant emitter free: one that never moves is never visited.
157
+ record.onMoved = () => this.liveSet.moved(entity);
158
+
159
+ this.entityManager.dataset.addEntityEventListener(entity, TRANSFORM64_EVENT_CHANGE, record.onMoved);
152
160
  } else {
153
161
  if (emitter.autoplay) {
154
162
  record.instance = this.#play(emitter, transform, record);
@@ -191,6 +199,8 @@ export class AudioEmitterSystem extends System {
191
199
  emitter.volume.onChanged.remove(record.onVolume);
192
200
 
193
201
  if (record.managed) {
202
+ this.entityManager.dataset.removeEntityEventListener(entity, TRANSFORM64_EVENT_CHANGE, record.onMoved);
203
+
194
204
  this.liveSet.remove(entity); // demotes (hard cut) if live, then unregisters
195
205
  } else if (record.instance !== null) {
196
206
  this.directInstances.delete(record.instance);
@@ -315,7 +325,7 @@ export class AudioEmitterSystem extends System {
315
325
  }
316
326
  }
317
327
 
318
- // Promote/demote the spatial live set (throttled internally). Refresh BEFORE the tick so a
328
+ // Promote/demote the spatial live set. Refresh BEFORE the tick so a
319
329
  // freshly-promoted instance spatializes on the same frame. With no usable listener the live set
320
330
  // is not refreshed: never-promoted managed emitters stay dormant, while any already-live ones
321
331
  // keep playing against the last known listener pose until a listener returns. The direct (2D)
@@ -58,7 +58,7 @@ export class LiveEmitterSet {
58
58
  * Register an emitter (dormant until a refresh promotes it).
59
59
  * @param {number} entity
60
60
  * @param {EventDescription} event
61
- * @param {Vector3} position shared position vector (tracked reactively by the spatial index)
61
+ * @param {Float64Array} position live translation view over the entity's transform; report its moves with {@link moved}
62
62
  * @param {number} [gainDb] per-emitter instance gain in dB, applied on every promotion (default 0 = unity)
63
63
  * @param {boolean} [acoustic] opt the promoted instances into the acoustic simulation (default false)
64
64
  * @param {boolean} [pathing] opt the promoted instances into corner-leakage render (default false)
@@ -66,7 +66,16 @@ export class LiveEmitterSet {
66
66
  * @param {Quaternion|null} [orientation] shared source orientation ref (tracks the entity), for directivity
67
67
  * @param {AcousticDirectivity|null} [directivity] source radiation directivity (null = omni)
68
68
  */
69
- add(entity: number, event: EventDescription, position: Vector3, gainDb?: number, acoustic?: boolean, pathing?: boolean, sourceRadius?: number, orientation?: Quaternion | null, directivity?: AcousticDirectivity | null): void;
69
+ add(entity: number, event: EventDescription, position: Float64Array, gainDb?: number, acoustic?: boolean, pathing?: boolean, sourceRadius?: number, orientation?: Quaternion | null, directivity?: AcousticDirectivity | null): void;
70
+ /**
71
+ * Report that a registered emitter moved, so the broadphase refits it. No-op for an unknown entity.
72
+ *
73
+ * The position is a live view, so whatever reads it reads the current value - what the set cannot
74
+ * do is notice that it was written. {@link refresh} considers only what this reported, which is
75
+ * what keeps a dormant emitter free: nothing visits it until it moves.
76
+ * @param {number} entity
77
+ */
78
+ moved(entity: number): void;
70
79
  /**
71
80
  * Invoke `callback` for each currently-live instance (bounded by the budget). Used by the
72
81
  * `AudioEmitterSystem` to feed live spatial instances to the acoustic simulation.
@@ -1 +1 @@
1
- {"version":3,"file":"LiveEmitterSet.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/sound/ecs/audio/LiveEmitterSet.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;IA2EI;;;OAGG;IACH,6EAFW;QAAC,MAAM,CAAC,EAAC,MAAM,CAAC;QAAC,cAAc,CAAC,EAAC,MAAM,CAAC;QAAC,cAAc,CAAC,EAAC,MAAM,CAAA;KAAC,EAO1E;IAED;;OAEG;IACH,wBAEC;IAED;;OAEG;IACH,mBAEC;IAED;;;OAGG;IACH,eAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,gBAAc,SAAS,CAInC;IAED;;;;;;;;;;;OAWG;IACH,YAVW,MAAM,uDAGN,MAAM,aACN,OAAO,YACP,OAAO,iBACP,MAAM,gBACN,aAAW,IAAI,gBACf,sBAAoB,IAAI,QAOlC;IAED;;;;OAIG;IACH,+CAFmC,IAAI,QAMtC;IAED;;;;;;;OAOG;IACH,kBAHW,MAAM,UACN,MAAM,QAehB;IAED;;;OAGG;IACH,eAFW,MAAM,QAwBhB;IAED;;;;;;;OAOG;IACH,0BAFW,MAAM,EAAE,GAAC,YAAY,QAoE/B;;CAgFJ"}
1
+ {"version":3,"file":"LiveEmitterSet.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/sound/ecs/audio/LiveEmitterSet.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;IA2EI;;;OAGG;IACH,6EAFW;QAAC,MAAM,CAAC,EAAC,MAAM,CAAC;QAAC,cAAc,CAAC,EAAC,MAAM,CAAC;QAAC,cAAc,CAAC,EAAC,MAAM,CAAA;KAAC,EAO1E;IAED;;OAEG;IACH,wBAEC;IAED;;OAEG;IACH,mBAEC;IAED;;;OAGG;IACH,eAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,gBAAc,SAAS,CAInC;IAED;;;;;;;;;;;OAWG;IACH,YAVW,MAAM,qCAEN,YAAY,WACZ,MAAM,aACN,OAAO,YACP,OAAO,iBACP,MAAM,gBACN,aAAW,IAAI,gBACf,sBAAoB,IAAI,QAOlC;IAED;;;;;;;OAOG;IACH,cAFW,MAAM,QAIhB;IAED;;;;OAIG;IACH,+CAFmC,IAAI,QAMtC;IAED;;;;;;;OAOG;IACH,kBAHW,MAAM,UACN,MAAM,QAehB;IAED;;;OAGG;IACH,eAFW,MAAM,QAwBhB;IAED;;;;;;;OAOG;IACH,0BAFW,MAAM,EAAE,GAAC,YAAY,QA+D/B;;CAgFJ"}
@@ -75,7 +75,7 @@ export class LiveEmitterSet {
75
75
  * entity -> { event, position, gainDb, playingSince }. `gainDb` is the per-emitter instance gain
76
76
  * (e.g. the owning `AudioEmitter.volume` in dB) re-applied on every promotion so it survives a
77
77
  * demote→re-promote cycle; `playingSince` carries the continuous-clock phase (see {@link add}).
78
- * @type {Map<number, {event: EventDescription, position: Vector3, gainDb: number, playingSince: number, acoustic: boolean, pathing: boolean, sourceRadius: number, orientation: Quaternion|null, directivity: AcousticDirectivity|null}>}
78
+ * @type {Map<number, {event: EventDescription, position: Float64Array, gainDb: number, playingSince: number, acoustic: boolean, pathing: boolean, sourceRadius: number, orientation: Quaternion|null, directivity: AcousticDirectivity|null}>}
79
79
  */
80
80
  #emitters = new Map();
81
81
 
@@ -160,7 +160,7 @@ export class LiveEmitterSet {
160
160
  * Register an emitter (dormant until a refresh promotes it).
161
161
  * @param {number} entity
162
162
  * @param {EventDescription} event
163
- * @param {Vector3} position shared position vector (tracked reactively by the spatial index)
163
+ * @param {Float64Array} position live translation view over the entity's transform; report its moves with {@link moved}
164
164
  * @param {number} [gainDb] per-emitter instance gain in dB, applied on every promotion (default 0 = unity)
165
165
  * @param {boolean} [acoustic] opt the promoted instances into the acoustic simulation (default false)
166
166
  * @param {boolean} [pathing] opt the promoted instances into corner-leakage render (default false)
@@ -175,6 +175,18 @@ export class LiveEmitterSet {
175
175
  this.#emitters.set(entity, { event, position, gainDb, playingSince: this.#sopra.currentTime, acoustic, pathing, sourceRadius, orientation, directivity });
176
176
  }
177
177
 
178
+ /**
179
+ * Report that a registered emitter moved, so the broadphase refits it. No-op for an unknown entity.
180
+ *
181
+ * The position is a live view, so whatever reads it reads the current value - what the set cannot
182
+ * do is notice that it was written. {@link refresh} considers only what this reported, which is
183
+ * what keeps a dormant emitter free: nothing visits it until it moves.
184
+ * @param {number} entity
185
+ */
186
+ moved(entity) {
187
+ this.#index.refresh(entity);
188
+ }
189
+
178
190
  /**
179
191
  * Invoke `callback` for each currently-live instance (bounded by the budget). Used by the
180
192
  * `AudioEmitterSystem` to feed live spatial instances to the acoustic simulation.
@@ -246,11 +258,6 @@ export class LiveEmitterSet {
246
258
  * @param {number[]|Float64Array} listenerPosition reads 3 elements
247
259
  */
248
260
  refresh(listenerPosition) {
249
- // The translations are live views over the entities' transforms, so the positions are
250
- // already current - only the BVH leaves are stale, and a transform has no signal to refit
251
- // them on. One pass here costs what the per-move refits cost before.
252
- this.#index.refresh_all();
253
-
254
261
  const candidates = this.#candidates;
255
262
  const candidateCount = this.#index.queryAudible(candidates, 0, listenerPosition);
256
263
 
@@ -8,9 +8,10 @@
8
8
  * `EventInstance`, no WebAudio nodes, no per-frame work. Promoting in-range emitters to live instances
9
9
  * (voice slots, stealing, fades) is layered on top later; this class only answers the cull.
10
10
  *
11
- * Leaf bounds track the emitter REACTIVELY: each leaf subscribes to its position's `onChanged`, so a
12
- * still emitter costs nothing per frame and a moving one refits only when it actually moves. (meep is
13
- * fully dynamic — there is no static/dynamic distinction and no per-tick refit loop.)
11
+ * Leaf bounds track the emitter on demand: a position is a live view with no signal of its own, so the
12
+ * owner calls {@link refresh} for an entity when the dataset announces its transform changed. A still
13
+ * emitter costs nothing per frame and a moving one refits only when it actually moves. (meep is fully
14
+ * dynamic — there is no static/dynamic distinction and no per-tick refit loop.)
14
15
  *
15
16
  * The cull is conservative: the leaf is a cube of half-extent `distanceMax`, so its corners admit a
16
17
  * few emitters whose true (spherical) distance slightly exceeds `distanceMax`. That is correct
@@ -56,7 +57,7 @@ export class SpatialAudioIndex {
56
57
  */
57
58
  queryAudible(out: number[], out_offset: number, listenerPosition: Vector3): number;
58
59
  /**
59
- * Re-fit the entity's leaf to its current pose.
60
+ * Re-fit the entity's leaf to its current pose. No-op for an unknown entity.
60
61
  *
61
62
  * The translation this index holds is a live view over the transform's buffer, so it is already
62
63
  * up to date - what it cannot do is announce itself. The owner calls this when the dataset says
@@ -64,17 +65,7 @@ export class SpatialAudioIndex {
64
65
  *
65
66
  * @param {number} entity
66
67
  */
67
- /**
68
- * Re-fit every leaf.
69
- *
70
- * The translations are live views over their transforms, so the data is already current - what
71
- * is stale is the leaf AABB in the BVH. One pass per tick costs what the per-move refits cost
72
- * before, and it is what the emitters' own "next tick re-attenuates" behaviour expects.
73
- *
74
- * @returns {void}
75
- */
76
- refresh_all(): void;
77
- refresh(entity: any): void;
68
+ refresh(entity: number): void;
78
69
  #private;
79
70
  }
80
71
  //# sourceMappingURL=SpatialAudioIndex.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"SpatialAudioIndex.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/sound/ecs/audio/SpatialAudioIndex.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;GAiBG;AACH;IAyBI;;OAEG;IACH,mBAEC;IAED;;;OAGG;IACH,YAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;;OAQG;IACH,YALW,MAAM,qCAEN,YAAY,QAgBtB;IAED;;;;OAIG;IACH,eAFW,MAAM,QAYhB;IAiBD;;;;;;;;;;;OAWG;IACH,kBALW,MAAM,EAAE,cACR,MAAM,8BAEJ,MAAM,CASlB;IACD;;;;;;;;OAQG;IACH;;;;;;;;OAQG;IACH,eAFa,IAAI,CAMhB;IAED,2BAQC;;CAEJ"}
1
+ {"version":3,"file":"SpatialAudioIndex.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/sound/ecs/audio/SpatialAudioIndex.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IAyBI;;OAEG;IACH,mBAEC;IAED;;;OAGG;IACH,YAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;;OAQG;IACH,YALW,MAAM,qCAEN,YAAY,QAgBtB;IAED;;;;OAIG;IACH,eAFW,MAAM,QAYhB;IAiBD;;;;;;;;;;;OAWG;IACH,kBALW,MAAM,EAAE,cACR,MAAM,8BAEJ,MAAM,CASlB;IAED;;;;;;;;OAQG;IACH,gBAFW,MAAM,QAUhB;;CAEJ"}