@woosh/meep-engine 3.51.0 → 3.53.0

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 (433) hide show
  1. package/package.json +1 -1
  2. package/src/engine/ecs/animation/Animation.d.ts +4 -25
  3. package/src/engine/ecs/animation/Animation.d.ts.map +1 -1
  4. package/src/engine/ecs/animation/Animation.js +9 -41
  5. package/src/engine/ecs/ik/IKGoalSystem.d.ts +4 -5
  6. package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -1
  7. package/src/engine/ecs/ik/IKGoalSystem.js +4 -6
  8. package/src/engine/graphics/ecs/mesh/assetTypeByPath.js +1 -1
  9. package/src/engine/graphics3/AnimationGraphSystem.d.ts +9 -22
  10. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
  11. package/src/engine/graphics3/AnimationGraphSystem.js +58 -203
  12. package/src/engine/graphics3/AnimationSystem.d.ts +7 -18
  13. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
  14. package/src/engine/graphics3/AnimationSystem.js +62 -243
  15. package/src/engine/graphics3/FoliageWindSystem.d.ts +67 -0
  16. package/src/engine/graphics3/FoliageWindSystem.d.ts.map +1 -0
  17. package/src/engine/graphics3/FoliageWindSystem.js +257 -0
  18. package/src/engine/graphics3/GPUFluidSystem.d.ts +7 -0
  19. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  20. package/src/engine/graphics3/GPUFluidSystem.js +39 -1
  21. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +0 -1
  22. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  23. package/src/engine/graphics3/GPUParticleEmitterSystem.js +19 -5
  24. package/src/engine/graphics3/animation/AnimationClips.d.ts +107 -13
  25. package/src/engine/graphics3/animation/AnimationClips.d.ts.map +1 -1
  26. package/src/engine/graphics3/animation/AnimationClips.js +207 -10
  27. package/src/engine/graphics3/animation/AnimationClipsSink.d.ts +89 -0
  28. package/src/engine/graphics3/animation/AnimationClipsSink.d.ts.map +1 -0
  29. package/src/engine/graphics3/animation/AnimationClipsSink.js +205 -0
  30. package/src/engine/graphics3/animation/FoliageWindRigs.d.ts +43 -0
  31. package/src/engine/graphics3/animation/FoliageWindRigs.d.ts.map +1 -0
  32. package/src/engine/graphics3/animation/FoliageWindRigs.js +69 -0
  33. package/src/engine/graphics3/animation/write_clip_playback.d.ts +17 -11
  34. package/src/engine/graphics3/animation/write_clip_playback.d.ts.map +1 -1
  35. package/src/engine/graphics3/animation/write_clip_playback.js +36 -27
  36. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  37. package/src/engine/graphics3/decal/GPUDecalRenderer.js +8 -6
  38. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  39. package/src/engine/graphics3/decal/shader_decal_composite.js +11 -5
  40. package/src/engine/graphics3/pose/collect_entity_playbacks.d.ts +7 -7
  41. package/src/engine/graphics3/pose/collect_entity_playbacks.d.ts.map +1 -1
  42. package/src/engine/graphics3/pose/collect_entity_playbacks.js +14 -15
  43. package/src/engine/graphics3/prefab/Prefab.d.ts +6 -0
  44. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -1
  45. package/src/engine/graphics3/prefab/Prefab.js +169 -162
  46. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -1
  47. package/src/engine/graphics3/prefab/prefab_compile.js +369 -334
  48. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -1
  49. package/src/engine/graphics3/prefab/prefab_instantiate.js +43 -2
  50. package/src/engine/graphics3/terrain/chunk_terrain_material_surface.js +2 -2
  51. package/src/engine/physics/ecs/ContactProbeSystem.d.ts +2 -3
  52. package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -1
  53. package/src/engine/physics/ecs/ContactProbeSystem.js +2 -4
  54. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  55. package/src/engine/sound/simulation/PROBE_PLACEMENT.md +4 -4
  56. package/src/engine/sound/simulation/README.md +1 -1
  57. package/src/engine/sound/simulation/probe/bakeProbeField.d.ts +22 -8
  58. package/src/engine/sound/simulation/probe/bakeProbeField.d.ts.map +1 -1
  59. package/src/engine/sound/simulation/probe/bakeProbeField.js +60 -15
  60. package/src/engine/sound/simulation/probe/bakeProbeReflectors.d.ts.map +1 -1
  61. package/src/engine/sound/simulation/probe/bakeProbeReflectors.js +19 -23
  62. package/src/engine/sound/simulation/probe/probe_sdf_grid.d.ts +63 -17
  63. package/src/engine/sound/simulation/probe/probe_sdf_grid.d.ts.map +1 -1
  64. package/src/engine/sound/simulation/probe/probe_sdf_grid.js +67 -17
  65. package/src/generation/foliage/FOLIAGE_DESIGN.md +318 -0
  66. package/src/generation/foliage/FOLIAGE_PLAN.md +198 -0
  67. package/src/generation/foliage/animation/build_tree_wind_rig.d.ts +20 -0
  68. package/src/generation/foliage/animation/build_tree_wind_rig.d.ts.map +1 -0
  69. package/src/generation/foliage/animation/build_tree_wind_rig.js +108 -0
  70. package/src/generation/foliage/asset/TreeAsset.d.ts +86 -0
  71. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -0
  72. package/src/generation/foliage/asset/TreeAsset.js +111 -0
  73. package/src/generation/foliage/asset/TreeLODAsset.d.ts +115 -0
  74. package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -0
  75. package/src/generation/foliage/asset/TreeLODAsset.js +346 -0
  76. package/src/generation/foliage/asset/generate_tree.d.ts +15 -0
  77. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -0
  78. package/src/generation/foliage/asset/generate_tree.js +93 -0
  79. package/src/generation/foliage/asset/place_tree.d.ts +82 -0
  80. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -0
  81. package/src/generation/foliage/asset/place_tree.js +194 -0
  82. package/src/generation/foliage/config/BarkMaterialConfig.d.ts +120 -0
  83. package/src/generation/foliage/config/BarkMaterialConfig.d.ts.map +1 -0
  84. package/src/generation/foliage/config/BarkMaterialConfig.js +250 -0
  85. package/src/generation/foliage/config/BranchLevelConfig.d.ts +288 -0
  86. package/src/generation/foliage/config/BranchLevelConfig.d.ts.map +1 -0
  87. package/src/generation/foliage/config/BranchLevelConfig.js +536 -0
  88. package/src/generation/foliage/config/CrownConfig.d.ts +100 -0
  89. package/src/generation/foliage/config/CrownConfig.d.ts.map +1 -0
  90. package/src/generation/foliage/config/CrownConfig.js +186 -0
  91. package/src/generation/foliage/config/CrownEnvelopeType.d.ts +16 -0
  92. package/src/generation/foliage/config/CrownEnvelopeType.d.ts.map +1 -0
  93. package/src/generation/foliage/config/CrownEnvelopeType.js +17 -0
  94. package/src/generation/foliage/config/FoliageCardType.d.ts +12 -0
  95. package/src/generation/foliage/config/FoliageCardType.d.ts.map +1 -0
  96. package/src/generation/foliage/config/FoliageCardType.js +18 -0
  97. package/src/generation/foliage/config/FoliageConfig.d.ts +151 -0
  98. package/src/generation/foliage/config/FoliageConfig.d.ts.map +1 -0
  99. package/src/generation/foliage/config/FoliageConfig.js +283 -0
  100. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts +90 -0
  101. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts.map +1 -0
  102. package/src/generation/foliage/config/FoliageMaterialConfig.js +181 -0
  103. package/src/generation/foliage/config/PhyllotaxisMode.d.ts +13 -0
  104. package/src/generation/foliage/config/PhyllotaxisMode.d.ts.map +1 -0
  105. package/src/generation/foliage/config/PhyllotaxisMode.js +20 -0
  106. package/src/generation/foliage/config/TreeLODConfig.d.ts +87 -0
  107. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -0
  108. package/src/generation/foliage/config/TreeLODConfig.js +211 -0
  109. package/src/generation/foliage/config/TreePreset.d.ts +16 -0
  110. package/src/generation/foliage/config/TreePreset.d.ts.map +1 -0
  111. package/src/generation/foliage/config/TreePreset.js +17 -0
  112. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +109 -0
  113. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -0
  114. package/src/generation/foliage/config/TreeSpeciesConfig.js +400 -0
  115. package/src/generation/foliage/config/TreeWindConfig.d.ts +84 -0
  116. package/src/generation/foliage/config/TreeWindConfig.d.ts.map +1 -0
  117. package/src/generation/foliage/config/TreeWindConfig.js +157 -0
  118. package/src/generation/foliage/index.d.ts +38 -0
  119. package/src/generation/foliage/index.d.ts.map +1 -0
  120. package/src/generation/foliage/index.js +43 -0
  121. package/src/generation/foliage/material/make_bark_material.d.ts +37 -0
  122. package/src/generation/foliage/material/make_bark_material.d.ts.map +1 -0
  123. package/src/generation/foliage/material/make_bark_material.js +802 -0
  124. package/src/generation/foliage/material/make_foliage_material.d.ts +14 -0
  125. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -0
  126. package/src/generation/foliage/material/make_foliage_material.js +359 -0
  127. package/src/generation/foliage/mesh/branch_collar_project.d.ts +42 -0
  128. package/src/generation/foliage/mesh/branch_collar_project.d.ts.map +1 -0
  129. package/src/generation/foliage/mesh/branch_collar_project.js +203 -0
  130. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +35 -0
  131. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts.map +1 -0
  132. package/src/generation/foliage/mesh/branch_ring_triangulate.js +72 -0
  133. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +80 -0
  134. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -0
  135. package/src/generation/foliage/mesh/foliage_collect_attachments.js +502 -0
  136. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.d.ts +19 -0
  137. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.d.ts.map +1 -0
  138. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.js +150 -0
  139. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts +55 -0
  140. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -0
  141. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +1047 -0
  142. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +21 -0
  143. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -0
  144. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +415 -0
  145. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +13 -0
  146. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -0
  147. package/src/generation/foliage/presets/make_tree_species_preset.js +837 -0
  148. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +443 -0
  149. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -0
  150. package/src/generation/foliage/skeleton/TreeSkeleton.js +1100 -0
  151. package/src/generation/foliage/skeleton/crown_envelope_evaluate.d.ts +27 -0
  152. package/src/generation/foliage/skeleton/crown_envelope_evaluate.d.ts.map +1 -0
  153. package/src/generation/foliage/skeleton/crown_envelope_evaluate.js +121 -0
  154. package/src/generation/foliage/skeleton/spine_frame_double_reflection.d.ts +32 -0
  155. package/src/generation/foliage/skeleton/spine_frame_double_reflection.d.ts.map +1 -0
  156. package/src/generation/foliage/skeleton/spine_frame_double_reflection.js +87 -0
  157. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +33 -0
  158. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -0
  159. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +205 -0
  160. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts +14 -0
  161. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts.map +1 -0
  162. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.js +179 -0
  163. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +18 -0
  164. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -0
  165. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +1104 -0
  166. package/src/shade/playground/additive_blending/index.html +197 -0
  167. package/src/shade/playground/additive_blending/main.d.ts +2 -0
  168. package/src/shade/playground/additive_blending/main.d.ts.map +1 -0
  169. package/src/shade/playground/additive_blending/main.js +529 -0
  170. package/src/shade/playground/foliage_wind/README.md +18 -0
  171. package/src/shade/playground/foliage_wind/foliage_world.d.ts +127 -0
  172. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -0
  173. package/src/shade/playground/foliage_wind/foliage_world.js +593 -0
  174. package/src/shade/playground/foliage_wind/index.html +254 -0
  175. package/src/shade/playground/foliage_wind/main.d.ts +2 -0
  176. package/src/shade/playground/foliage_wind/main.d.ts.map +1 -0
  177. package/src/shade/playground/foliage_wind/main.js +263 -0
  178. package/src/shade/playground/tonemap_sdr/README.md +5 -3
  179. package/src/shade/renderer/Renderer.d.ts +1 -1
  180. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  181. package/src/shade/renderer/Renderer.js +88 -31
  182. package/src/shade/renderer/ShadeToneMappingMode.d.ts +3 -2
  183. package/src/shade/renderer/ShadeToneMappingMode.js +15 -4
  184. package/src/shade/renderer/animation/ADDITIVE_BLENDING_PLAN.md +145 -0
  185. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.d.ts +9 -1
  186. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.d.ts.map +1 -1
  187. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.js +53 -1
  188. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.d.ts +8 -0
  189. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.d.ts.map +1 -0
  190. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.js +71 -0
  191. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.d.ts +11 -0
  192. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.d.ts.map +1 -0
  193. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.js +32 -0
  194. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +30 -3
  195. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  196. package/src/shade/renderer/animation/GPUAnimationManager.js +532 -79
  197. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +19 -12
  198. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
  199. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +20 -13
  200. package/src/shade/renderer/animation/ShadeAnimationClip.d.ts +35 -8
  201. package/src/shade/renderer/animation/ShadeAnimationClip.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/ShadeAnimationClip.js +433 -2
  203. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/chunk_pose_accumulator.js +40 -32
  205. package/src/shade/renderer/animation/foliage/FoliageWindJoint.d.ts +97 -0
  206. package/src/shade/renderer/animation/foliage/FoliageWindJoint.d.ts.map +1 -0
  207. package/src/shade/renderer/animation/foliage/FoliageWindJoint.js +161 -0
  208. package/src/shade/renderer/animation/foliage/FoliageWindRig.d.ts +65 -0
  209. package/src/shade/renderer/animation/foliage/FoliageWindRig.d.ts.map +1 -0
  210. package/src/shade/renderer/animation/foliage/FoliageWindRig.js +89 -0
  211. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.d.ts +19 -0
  212. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.d.ts.map +1 -0
  213. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.js +143 -0
  214. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.d.ts +14 -0
  215. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.d.ts.map +1 -0
  216. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.js +116 -0
  217. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
  218. package/src/shade/renderer/animation/pose/pose_evaluate_local.js +39 -29
  219. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +37 -37
  220. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +2 -2
  221. package/src/shade/renderer/deferred/tonemap/TonemapAces2Tables.d.ts +38 -0
  222. package/src/shade/renderer/deferred/tonemap/TonemapAces2Tables.d.ts.map +1 -0
  223. package/src/shade/renderer/deferred/tonemap/TonemapAces2Tables.js +97 -0
  224. package/src/shade/renderer/deferred/{TonemapDisplaySettings.d.ts → tonemap/TonemapDisplaySettings.d.ts} +1 -1
  225. package/src/shade/renderer/deferred/tonemap/TonemapDisplaySettings.d.ts.map +1 -0
  226. package/src/shade/renderer/deferred/{TonemapDisplaySettings.js → tonemap/TonemapDisplaySettings.js} +5 -5
  227. package/src/shade/renderer/deferred/{shader_tonemap_HDR.d.ts → tonemap/shader_tonemap_HDR.d.ts} +1 -1
  228. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR.d.ts.map +1 -0
  229. package/src/shade/renderer/deferred/{shader_tonemap_HDR.js → tonemap/shader_tonemap_HDR.js} +9 -9
  230. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_aces.d.ts +17 -0
  231. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_aces.d.ts.map +1 -0
  232. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_aces.js +101 -0
  233. package/src/shade/renderer/deferred/{shader_tonemap_HDR_none.d.ts → tonemap/shader_tonemap_HDR_none.d.ts} +1 -1
  234. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_none.d.ts.map +1 -0
  235. package/src/shade/renderer/deferred/{shader_tonemap_HDR_none.js → tonemap/shader_tonemap_HDR_none.js} +6 -6
  236. package/src/shade/renderer/deferred/{shader_tonemap_HDR_pbr_neutral.d.ts → tonemap/shader_tonemap_HDR_pbr_neutral.d.ts} +1 -1
  237. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_pbr_neutral.d.ts.map +1 -0
  238. package/src/shade/renderer/deferred/{shader_tonemap_HDR_pbr_neutral.js → tonemap/shader_tonemap_HDR_pbr_neutral.js} +8 -8
  239. package/src/shade/renderer/deferred/{shader_tonemap_LDR.d.ts → tonemap/shader_tonemap_LDR.d.ts} +1 -1
  240. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR.d.ts.map +1 -0
  241. package/src/shade/renderer/deferred/{shader_tonemap_LDR.js → tonemap/shader_tonemap_LDR.js} +10 -10
  242. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_aces.d.ts +10 -0
  243. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_aces.d.ts.map +1 -0
  244. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_aces.js +77 -0
  245. package/src/shade/renderer/deferred/{shader_tonemap_LDR_none.d.ts → tonemap/shader_tonemap_LDR_none.d.ts} +1 -1
  246. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_none.d.ts.map +1 -0
  247. package/src/shade/renderer/deferred/{shader_tonemap_LDR_none.js → tonemap/shader_tonemap_LDR_none.js} +7 -7
  248. package/src/shade/renderer/deferred/{shader_tonemap_LDR_pbr_neutral.d.ts → tonemap/shader_tonemap_LDR_pbr_neutral.d.ts} +1 -1
  249. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_pbr_neutral.d.ts.map +1 -0
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@@ -1,34 +1,37 @@
1
- import { assert } from "../../core/assert.js";
2
1
  import { ResourceAccessKind } from "../../core/model/ResourceAccessKind.js";
3
2
  import { ResourceAccessSpecification } from "../../core/model/ResourceAccessSpecification.js";
4
- import { PosePlayback } from "../../shade/renderer/animation/pose/PosePlayback.js";
5
3
  import { Animation } from "../ecs/animation/Animation.js";
6
4
  import { System } from "../ecs/System.js";
7
5
  import { AnimationClips } from "./animation/AnimationClips.js";
6
+ import { AnimationClipsSink } from "./animation/AnimationClipsSink.js";
8
7
  import { ClipListPlayer } from "./animation/ClipListPlayer.js";
9
- import { write_clip_playback } from "./animation/write_clip_playback.js";
10
- import { hold_clip_targets, register_clips, release_clip_targets, unregister_clips } from "./register_clips.js";
11
- import { RowChains } from "./RowChains.js";
12
8
 
13
9
  /**
14
10
  * @type {ClipPlayback[]}
15
11
  */
16
12
  const NOTHING = Object.freeze([]);
17
13
 
14
+ /**
15
+ * Scratch list for collecting each tick's played slot indices without allocating.
16
+ *
17
+ * @type {number[]}
18
+ */
19
+ const PLAYED_SLOTS = [];
20
+
18
21
  /**
19
22
  * Drives every entity's {@link Animation} component: runs the clocks of the clips its list names,
20
- * and tells the renderer what each of them weighs and where it is playing.
23
+ * writes their weights and times into the entity's {@link AnimationClips}, and hands that blend to
24
+ * the renderer through {@link AnimationClipsSink}.
21
25
  *
22
26
  * The list path is what the game uses wherever there is no state machine — buildings, critters and
23
27
  * the strategy map's groups — and {@link ClipListPlayer} is what plays it. This is the ECS half:
24
- * which clips each entity has, and when the ids the renderer issued for them stopped meaning
25
- * anything.
28
+ * which clips each entity has, and syncing the component's playback sink with the GPU.
26
29
  *
27
30
  * **The clips are the entity's {@link AnimationClips}.** An entity is driven while it carries both
28
31
  * components, whoever put them there — a model `MeshSystem` loaded, or a rig built in code. New
29
32
  * clips are a new component, which this system sees as the entity leaving and coming back.
30
33
  *
31
- * **Every node the clips key holds a row here** ({@link hold_clip_targets}), from the clips being
34
+ * **Every node the clips key holds a row here** ({@link AnimationClipsSink}), from the clips being
32
35
  * taken up until they go. A clip binds only once all of them do, and a keyed node outside every skin
33
36
  * with nothing drawn under it is held by no other system.
34
37
  *
@@ -44,29 +47,15 @@ const NOTHING = Object.freeze([]);
44
47
  */
45
48
  export class AnimationSystem extends System {
46
49
  /**
47
- * @type {GraphicsEngine}
48
- */
49
- #graphics;
50
-
51
- /**
52
- * The scene whose GPU context issues the clip ids.
53
- *
54
- * @type {Scene}
50
+ * @type {AnimationClipsSink}
55
51
  */
56
- #scene;
52
+ #sink;
57
53
 
58
54
  /**
59
- * @type {Map<number, {player: ClipListPlayer, clips: ShadeAnimationClip[], bound: boolean, held: boolean, clip_registration: ClipRegistration|null, played_slots: Int32Array, written: Float32Array, poses: PosePlayback[]}>}
55
+ * @type {Map<number, {player: ClipListPlayer, clips: AnimationClips, bound: boolean}>}
60
56
  */
61
57
  #entries = new Map();
62
58
 
63
- /**
64
- * The chains of the nodes the clips key. Null until the system has a dataset.
65
- *
66
- * @type {RowChains|null}
67
- */
68
- #chains = null;
69
-
70
59
  /**
71
60
  * @param {GraphicsEngine} graphics
72
61
  * @param {Scene} scene
@@ -74,18 +63,16 @@ export class AnimationSystem extends System {
74
63
  constructor(graphics, scene) {
75
64
  super();
76
65
 
77
- assert.defined(graphics, 'graphics');
78
- assert.equal(scene?.isScene, true, 'scene.isScene !== true');
79
-
80
- this.#graphics = graphics;
81
- this.#scene = scene;
66
+ this.#sink = new AnimationClipsSink(graphics, scene);
82
67
 
83
68
  this.dependencies = [Animation, AnimationClips];
84
69
 
85
- // this tick's clip times are this system's to set: whatever evaluates a pose from them
86
- // (exact queries, IK's base pose) reads Animation and so runs after it
70
+ // this tick's clip times and weights are written onto AnimationClips: whatever evaluates a
71
+ // pose from them (exact queries, IK's base pose, contact probes) reads AnimationClips and
72
+ // so runs after it
87
73
  this.components_used = [
88
74
  ResourceAccessSpecification.from(Animation, ResourceAccessKind.Read | ResourceAccessKind.Write),
75
+ ResourceAccessSpecification.from(AnimationClips, ResourceAccessKind.Read | ResourceAccessKind.Write),
89
76
  ];
90
77
  }
91
78
 
@@ -109,18 +96,8 @@ export class AnimationSystem extends System {
109
96
  }
110
97
 
111
98
  /**
112
- * What the entity is playing, in the form the CPU pose evaluator takes: one entry per clip of its
113
- * {@link AnimationClips} that the list names, at the weight and the time the renderer has been
114
- * given.
115
- *
116
- * **Only the clips the list names are here, because they are the only ones registered** (D37).
117
- * The GPU's accumulator marks a joint dirty for every bound clip that writes to it, weight and
118
- * all — so a bound clip at weight zero resolves the joints only it drives to zero rather than
119
- * leaving them at rest. The answer is not to hand the surplus to the evaluator so it agrees with
120
- * a mistake; it is not to bind them, and then a clip nothing names moves nothing.
121
- *
122
- * The entries are this system's own and are rewritten by the next call, which is what keeps a
123
- * query on a per-frame path from allocating.
99
+ * What the entity is playing, in the form the CPU pose evaluator takes: delegates to the
100
+ * entity's {@link AnimationClips#write_pose_playbacks}.
124
101
  *
125
102
  * @param {PosePlayback[]} target appended to
126
103
  * @param {number} entity
@@ -135,36 +112,7 @@ export class AnimationSystem extends System {
135
112
  return false;
136
113
  }
137
114
 
138
- const clips = entry.clips;
139
- const weights = entry.player.weights;
140
- const poses = entry.poses;
141
- const played = entry.played_slots;
142
-
143
- for (let i = 0; i < played.length; i++) {
144
- const slot = played[i];
145
- const pose = poses[slot];
146
-
147
- pose.clip = clips[slot];
148
- pose.weight = weights[slot];
149
-
150
- // a clip the list names but has stopped playing is where it stopped, and at weight zero
151
- // that is nowhere in particular
152
- pose.time = 0;
153
- }
154
-
155
- const playbacks = entry.player.playbacks;
156
-
157
- for (let i = 0; i < playbacks.length; i++) {
158
- const playback = playbacks[i];
159
-
160
- poses[playback.slot].time = playback.time;
161
- }
162
-
163
- for (let i = 0; i < played.length; i++) {
164
- target.push(poses[played[i]]);
165
- }
166
-
167
- return true;
115
+ return entry.clips.write_pose_playbacks(target);
168
116
  }
169
117
 
170
118
  /**
@@ -179,13 +127,8 @@ export class AnimationSystem extends System {
179
127
  link(component, clips, entity) {
180
128
  this.#entries.set(entity, {
181
129
  player: ClipListPlayer.from(component),
182
- clips: clips.clips,
130
+ clips,
183
131
  bound: false,
184
- held: false,
185
- clip_registration: null,
186
- played_slots: new Int32Array(0),
187
- written: new Float32Array(0),
188
- poses: []
189
132
  });
190
133
  }
191
134
 
@@ -197,179 +140,66 @@ export class AnimationSystem extends System {
197
140
  unlink(component, clips, entity) {
198
141
  const entry = this.#entries.get(entity);
199
142
 
200
- if (entry !== undefined) {
201
- this.#release_clips(entry);
202
-
203
- if (entry.held) {
204
- release_clip_targets(this.#chains, entry.clips);
205
-
206
- entry.held = false;
207
- }
143
+ if (entry !== undefined && entry.bound) {
144
+ this.#sink.release(entry.clips);
208
145
  }
209
146
 
210
147
  this.#entries.delete(entity);
211
148
  }
212
149
 
213
150
  async startup(entityManager) {
214
- // the scene's rows are this dataset's entities; the first system to place one says so
215
- const dataset = entityManager.dataset;
216
- const scene = this.#scene;
217
-
218
- assert.ok(
219
- scene.dataset === null || scene.dataset === undefined || scene.dataset === dataset,
220
- 'the scene is bound to another dataset'
221
- );
222
-
223
- scene.dataset = dataset;
224
-
225
- this.#chains = new RowChains(dataset);
151
+ this.#sink.startup(entityManager.dataset);
226
152
  }
227
153
 
228
154
  async shutdown(entityManager) {
229
155
  for (const entry of this.#entries.values()) {
230
- this.#release_clips(entry);
156
+ if (entry.bound) {
157
+ this.#sink.unbind_on_shutdown(entry.clips);
158
+ }
231
159
  }
232
160
 
233
161
  this.#entries.clear();
234
162
 
235
- this.#chains.destroy();
236
- this.#chains = null;
237
- }
238
-
239
- /**
240
- * Give this entity's clips back, if the manager that issued them is still the one running.
241
- *
242
- * **An id may only be handed back to the manager that issued it.** A renderer restart replaces
243
- * the GPU scene context and voids every id it gave out, so a registration stamped with a context
244
- * that is no longer current is forgotten rather than returned.
245
- *
246
- * @param {object} entry
247
- */
248
- #release_clips(entry) {
249
- this.#release_clips_only(entry);
250
-
251
- entry.played_slots = new Int32Array(0);
252
- }
253
-
254
- /**
255
- * The registration alone, leaving {@link #refresh_played_slots}'s answer where it is — which is
256
- * what a re-registration wants, since the set it is about to register with is the current one.
257
- *
258
- * @param {object} entry
259
- */
260
- #release_clips_only(entry) {
261
- const registration = entry.clip_registration;
262
-
263
- if (registration === null) {
264
- return;
265
- }
266
-
267
- if (registration.context === this.#graphics.scene_context(this.#scene)) {
268
- unregister_clips(registration);
269
- }
270
-
271
- entry.clip_registration = null;
163
+ this.#sink.shutdown();
272
164
  }
273
165
 
274
166
  /**
275
- * Which of the entity's clips the list currently names, kept up to date.
167
+ * Copy the player's current blend into the entity's {@link AnimationClips} sink.
276
168
  *
277
169
  * **The list is edited while the game runs** — `ClipListPlayer` reconciles its playbacks against
278
170
  * it every tick, and `StopAnimationBehavior` empties it outright — so which clips are playable
279
- * is not settled once at bind.
280
- *
281
- * Maintained here rather than alongside the registration because **the pose evaluator needs it
282
- * whether or not there is a device**: `collect_entity_playbacks` answers on the CPU, from the
283
- * clips this driver plays, and a game with rendering disabled still asks (I-4).
171
+ * is refreshed every tick as well.
284
172
  *
285
- * @param {object} entry
286
- * @returns {boolean} whether the set changed
173
+ * @param {ClipListPlayer} player
174
+ * @param {AnimationClips} clips
175
+ * @returns {boolean} whether the distinct set of played slots changed
287
176
  */
288
- #refresh_played_slots(entry) {
289
- const playbacks = entry.player.playbacks;
290
- const played = entry.played_slots;
177
+ #write_playback(player, clips) {
178
+ const playbacks = player.playbacks;
179
+ const weights = clips.weights;
180
+ const times = clips.times;
181
+ const slots = PLAYED_SLOTS;
291
182
 
292
- /*
293
- The distinct slots, and distinct is the point: two entries of the list can name one clip, so
294
- the number of playbacks is not the number of clips. Comparing the two would report a change
295
- on every frame for a list that had not moved, and a change here is a re-registration.
296
- */
297
- const wanted = [];
183
+ weights.set(player.weights);
184
+ times.fill(0);
185
+ slots.length = 0;
298
186
 
299
187
  for (let i = 0; i < playbacks.length; i++) {
300
- const slot = playbacks[i].slot;
301
-
302
- if (wanted.indexOf(slot) === -1) {
303
- wanted.push(slot);
304
- }
305
- }
306
-
307
- if (wanted.length === played.length) {
308
- let same = true;
188
+ const playback = playbacks[i];
189
+ const slot = playback.slot;
309
190
 
310
- for (let i = 0; i < wanted.length; i++) {
311
- if (played[i] !== wanted[i]) {
312
- same = false;
313
- break;
314
- }
315
- }
191
+ slots.push(slot);
316
192
 
317
- if (same) {
318
- return false;
193
+ if (playback.weight > 0 || times[slot] === 0) {
194
+ times[slot] = playback.time;
319
195
  }
320
196
  }
321
197
 
322
- entry.played_slots = Int32Array.from(wanted);
198
+ const changed = clips.set_played_slots(slots);
323
199
 
324
- return true;
325
- }
200
+ slots.length = 0;
326
201
 
327
- /**
328
- * Keep the registered clips equal to the ones the list names.
329
- *
330
- * A clip that leaves the list has to be unregistered, or it stays bound at weight zero and takes
331
- * the joints only it drives down to zero with it.
332
- *
333
- * @param {object} entry
334
- * @param {GPUSceneContext} context
335
- * @param {boolean} set_changed whether {@link #refresh_played_slots} just moved
336
- * @returns {boolean} whether the registration was replaced
337
- */
338
- #refresh_clips(entry, context, set_changed) {
339
- const registration = entry.clip_registration;
340
-
341
- if (!set_changed && registration !== null && registration.context === context) {
342
- return false;
343
- }
344
-
345
- this.#release_clips_only(entry);
346
-
347
- entry.clip_registration = register_clips(context, entry.clips, entry.played_slots);
348
-
349
- return true;
350
- }
351
-
352
- /**
353
- * Take up the entity's clips: the list is played against them from here on.
354
- *
355
- * @param {object} entry
356
- * @param {number} entity
357
- * @param {EntityComponentDataset} ecd
358
- */
359
- #bind(entry, entity, ecd) {
360
- const clips = entry.clips;
361
-
362
- entry.player.bind(entity, ecd, clips);
363
-
364
- entry.written = new Float32Array(clips.length).fill(-1);
365
- entry.poses = clips.map(() => new PosePlayback());
366
-
367
- entry.bound = true;
368
-
369
- // before anything registers, so the clips bind in the update that registers them
370
- hold_clip_targets(this.#chains, clips);
371
-
372
- entry.held = true;
202
+ return changed;
373
203
  }
374
204
 
375
205
  /**
@@ -377,35 +207,24 @@ export class AnimationSystem extends System {
377
207
  */
378
208
  update(time_delta_seconds) {
379
209
  const ecd = this.entityManager.dataset;
380
-
381
- const context = this.#graphics.scene_context(this.#scene);
382
-
383
- // No device — before the first start, and again after a stop. The clocks still run: a clip
384
- // that ends while the renderer is being replaced still says so.
385
- const manager = context === null ? null : context.animation_manager;
386
-
387
- // a new context after a restart is acquired in whole; until there is one, holds are recorded
388
- this.#chains.bind(context === null ? null : context.rows);
210
+ const context = this.#sink.begin_update();
389
211
 
390
212
  for (const [entity, entry] of this.#entries) {
391
- if (!entry.bound) {
392
- this.#bind(entry, entity, ecd);
393
- }
213
+ const { player, clips } = entry;
394
214
 
395
- entry.player.tick(time_delta_seconds);
215
+ if (!entry.bound) {
216
+ player.bind(entity, ecd, clips.clips);
396
217
 
397
- const set_changed = this.#refresh_played_slots(entry);
218
+ this.#sink.bind(clips);
398
219
 
399
- if (context === null) {
400
- continue;
220
+ entry.bound = true;
401
221
  }
402
222
 
403
- if (this.#refresh_clips(entry, context, set_changed)) {
404
- // whatever the last registration was told is not what this one knows
405
- entry.written.fill(-1);
406
- }
223
+ player.tick(time_delta_seconds);
224
+
225
+ const set_changed = this.#write_playback(player, clips);
407
226
 
408
- write_clip_playback(manager, entry.player, entry.clip_registration.ids, entry.written);
227
+ this.#sink.sync(clips, context, set_changed);
409
228
  }
410
229
  }
411
230
  }
@@ -0,0 +1,67 @@
1
+ /**
2
+ * @typedef {import("../../shade/ShadeGraphicsEngine.js").ShadeGraphicsEngine} ShadeGraphicsEngine
3
+ * @typedef {import("../../shade/PublicScene.js").PublicScene} PublicScene
4
+ * @typedef {import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
5
+ * @typedef {import("../../shade/renderer/animation/foliage/FoliageWindRig.js").FoliageWindRig} FoliageWindRig
6
+ */
7
+ /**
8
+ * @typedef {object} FoliageWindEntry
9
+ * @property {FoliageWindRigs} component
10
+ * @property {FoliageWindRig[]} rigs
11
+ * @property {GPUSceneContext|null} context
12
+ * @property {Int32Array|null} rig_ids
13
+ * @property {number} written_weight
14
+ */
15
+ /**
16
+ * Registers every entity carrying {@link FoliageWindRigs} with the scene's
17
+ * {@link GPUAnimationManager}, so that procedural foliage skeletons deform in real time under
18
+ * the scene's 3D fluid dynamics cascades and global wind field (`GPUSceneWind`).
19
+ *
20
+ * **Rows.** Each rig's `root` entity and every `joint.target` entity are held in this system's
21
+ * {@link RowChains}, along with the transform chain above them, so every bone has a live
22
+ * `transforms` row on the GPU before {@link GPUAnimationManager#register_foliage_rig} binds it.
23
+ *
24
+ * **Lifecycle & Restart.** Mirrors {@link MeshSkinSystem}: rigs linked while a device is live
25
+ * register immediately; rigs linked before the renderer starts (or across a WebGPU device restart)
26
+ * bind and register on the next {@link update}. Changes to {@link FoliageWindRigs#weight} are
27
+ * propagated to {@link GPUAnimationManager#set_foliage_rig_weight} each frame.
28
+ */
29
+ export class FoliageWindSystem extends System<any> {
30
+ /**
31
+ * @param {ShadeGraphicsEngine} graphics
32
+ * @param {PublicScene} scene
33
+ */
34
+ constructor(graphics: any, scene: any);
35
+ dependencies: (typeof Transform64 | typeof FoliageWindRigs)[];
36
+ startup(entityManager: any): Promise<void>;
37
+ shutdown(): Promise<void>;
38
+ /**
39
+ * @param {FoliageWindRigs} component
40
+ * @param {Transform64} _transform
41
+ * @param {number} entity
42
+ */
43
+ link(component: FoliageWindRigs, _transform: Transform64, entity: number): void;
44
+ /**
45
+ * @param {FoliageWindRigs} _component
46
+ * @param {Transform64} _transform
47
+ * @param {number} entity
48
+ */
49
+ unlink(_component: FoliageWindRigs, _transform: Transform64, entity: number): void;
50
+ update(): void;
51
+ #private;
52
+ }
53
+ export type ShadeGraphicsEngine = any;
54
+ export type PublicScene = any;
55
+ export type GPUSceneContext = import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext;
56
+ export type FoliageWindRig = import("../../shade/renderer/animation/foliage/FoliageWindRig.js").FoliageWindRig;
57
+ export type FoliageWindEntry = {
58
+ component: FoliageWindRigs;
59
+ rigs: FoliageWindRig[];
60
+ context: GPUSceneContext | null;
61
+ rig_ids: Int32Array | null;
62
+ written_weight: number;
63
+ };
64
+ import { System } from "../ecs/System.js";
65
+ import { Transform64 } from "../ecs/transform/Transform64.js";
66
+ import { FoliageWindRigs } from "./animation/FoliageWindRigs.js";
67
+ //# sourceMappingURL=FoliageWindSystem.d.ts.map
@@ -0,0 +1 @@
1
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