@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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@@ -0,0 +1,529 @@
1
+ import Vector3 from "../../../core/geom/Vector3.js";
2
+ import { DEG_TO_RAD } from "../../../core/math/DEG_TO_RAD.js";
3
+ import { AnimationCurve } from "../../../engine/animation/curve/AnimationCurve.js";
4
+ import { Keyframe } from "../../../engine/animation/curve/Keyframe.js";
5
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
6
+ import { Name } from "../../../engine/ecs/name/Name.js";
7
+ import { TransformAttachment } from "../../../engine/ecs/transform-attachment/TransformAttachment.js";
8
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
9
+ import { MeshSkin } from "../../../engine/graphics/ecs/mesh-v2/MeshSkin.js";
10
+ import { AnimationClips } from "../../../engine/graphics3/animation/AnimationClips.js";
11
+ import { prefab_compile } from "../../../engine/graphics3/prefab/prefab_compile.js";
12
+ import { AnimationClipFlags } from "../../renderer/animation/AnimationClipFlags.js";
13
+ import { pose_evaluate_local } from "../../renderer/animation/pose/pose_evaluate_local.js";
14
+ import { PosePlayback } from "../../renderer/animation/pose/PosePlayback.js";
15
+ import { ShadeAnimationChannel } from "../../renderer/animation/ShadeAnimationChannel.js";
16
+ import { ShadeAnimationClip } from "../../renderer/animation/ShadeAnimationClip.js";
17
+ import { camera_frame_sphere } from "../../renderer/camera/camera_frame_sphere.js";
18
+ import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraController.js";
19
+ import { PerspectiveCamera } from "../../renderer/camera/PerspectiveCamera.js";
20
+ import { create_frame_loop } from "../../renderer/create_frame_loop.js";
21
+ import { make_sunlight } from "../../renderer/light/make_sunlight.js";
22
+ import { place_light } from "../../renderer/light/place_light.js";
23
+ import { load_gltf } from "../../renderer/loader/gltf/load_gltf.js";
24
+ import { Node3DProperty } from "../../renderer/object_property/Node3DProperty.js";
25
+ import { Renderer } from "../../renderer/Renderer.js";
26
+ import { row_of_entity } from "../../renderer/scene/rows/GPUSceneRows.js";
27
+ import { Scene } from "../../renderer/scene/Scene.js";
28
+ import { load_default_environment } from "../load_default_environment.js";
29
+ import { make_playground_asset_manager } from "../make_playground_asset_manager.js";
30
+ import { render_submitted_frames } from "../render_submitted_frames.js";
31
+ import { add_floor } from "../skinned_blas_refit/add_floor.js";
32
+ import { place_character } from "../skinned_blas_refit/place_character.js";
33
+
34
+ const CHARACTER_URL = '/test_assets/Michelle.glb';
35
+ const SPACING = 1.25;
36
+
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+ /**
38
+ * Multiply two unit quaternions `a * b`.
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+ * @param {number[]} a
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+ * @param {number[]} b
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+ * @returns {number[]}
42
+ */
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+ function quat_mul(a, b) {
44
+ return [
45
+ a[3] * b[0] + a[0] * b[3] + a[1] * b[2] - a[2] * b[1],
46
+ a[3] * b[1] - a[0] * b[2] + a[1] * b[3] + a[2] * b[0],
47
+ a[3] * b[2] + a[0] * b[1] - a[1] * b[0] + a[2] * b[3],
48
+ a[3] * b[3] - a[0] * b[0] - a[1] * b[1] - a[2] * b[2],
49
+ ];
50
+ }
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+
52
+ /**
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+ * Axis-angle unit quaternion.
54
+ * @param {number} ax
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+ * @param {number} ay
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+ * @param {number} az
57
+ * @param {number} rad
58
+ * @returns {number[]}
59
+ */
60
+ function quat_axis_angle(ax, ay, az, rad) {
61
+ const half = rad * 0.5;
62
+ const s = Math.sin(half);
63
+ return [ax * s, ay * s, az * s, Math.cos(half)];
64
+ }
65
+
66
+ /**
67
+ * Build a looping 4-keyframe rotation channel that starts at `ref_q` (`t=0`), swings through
68
+ * `ref_q * delta_a` (`t=0.5`) and `ref_q * delta_b` (`t=1.0`), and returns to `ref_q` (`t=1.5`).
69
+ *
70
+ * @param {number} target
71
+ * @param {number[]} ref_q
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+ * @param {number[]} delta_a
73
+ * @param {number[]} delta_b
74
+ * @returns {ShadeAnimationChannel}
75
+ */
76
+ function make_wave_rotation_channel(target, ref_q, delta_a, delta_b) {
77
+ const q0 = ref_q;
78
+ const q1 = quat_mul(ref_q, delta_a);
79
+ const q2 = quat_mul(ref_q, delta_b);
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+ const q3 = ref_q;
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+ const times = [0.0, 0.5, 1.0, 1.5];
82
+ const qs = [q0, q1, q2, q3];
83
+
84
+ // Ensure consecutive hemisphere continuity
85
+ for (let i = 1; i < qs.length; i++) {
86
+ const prev = qs[i - 1];
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+ const cur = qs[i];
88
+ if (prev[0] * cur[0] + prev[1] * cur[1] + prev[2] * cur[2] + prev[3] * cur[3] < 0) {
89
+ qs[i] = [-cur[0], -cur[1], -cur[2], -cur[3]];
90
+ }
91
+ }
92
+
93
+ return ShadeAnimationChannel.from({
94
+ target,
95
+ property: Node3DProperty.Rotation,
96
+ curves: {
97
+ x: AnimationCurve.from(times.map((t, i) => Keyframe.from(t, qs[i][0]))),
98
+ y: AnimationCurve.from(times.map((t, i) => Keyframe.from(t, qs[i][1]))),
99
+ z: AnimationCurve.from(times.map((t, i) => Keyframe.from(t, qs[i][2]))),
100
+ w: AnimationCurve.from(times.map((t, i) => Keyframe.from(t, qs[i][3]))),
101
+ },
102
+ });
103
+ }
104
+
105
+ /**
106
+ * Author a full-body clip where all joints start at `base_clip`'s `t = start_time` reference pose,
107
+ * lower-body joints remain static at that reference pose, and upper-body joints perform a clearly
108
+ * visible wave + torso twist + head nod gesture. Then convert it via `ShadeAnimationClip.from_additive`.
109
+ *
110
+ * @param {import("../../renderer/loader/SceneBundle.js").SceneBundle} bundle
111
+ * @param {ShadeAnimationClip} base_clip
112
+ */
113
+ function build_upper_body_additive_clip(bundle, base_clip) {
114
+ const ref_time = base_clip.start_time;
115
+ const nodes = bundle.nodes;
116
+
117
+ /** @type {Map<number, Transform64>} */
118
+ const ref_poses = new Map();
119
+ for (let i = 0; i < nodes.length; i++) {
120
+ const p = new Transform64();
121
+ p.copy(nodes[i].local);
122
+ ref_poses.set(i, p);
123
+ }
124
+ base_clip.apply(ref_time, idx => ref_poses.get(idx));
125
+
126
+ // Upper-body gesture definitions keyed by Mixamo joint suffix
127
+ const upper_gestures = new Map([
128
+ ['Spine1', [quat_axis_angle(0, 1, 0, 18 * DEG_TO_RAD), quat_axis_angle(0, 1, 0, -18 * DEG_TO_RAD)]],
129
+ ['Spine2', [quat_axis_angle(0, 0, 1, 14 * DEG_TO_RAD), quat_axis_angle(0, 0, 1, -14 * DEG_TO_RAD)]],
130
+ ['Neck', [quat_axis_angle(1, 0, 0, 16 * DEG_TO_RAD), quat_axis_angle(1, 0, 0, -12 * DEG_TO_RAD)]],
131
+ ['Head', [quat_axis_angle(0, 1, 0, 25 * DEG_TO_RAD), quat_axis_angle(0, 1, 0, -25 * DEG_TO_RAD)]],
132
+ ['RightArm', [quat_axis_angle(0, 0, 1, -55 * DEG_TO_RAD), quat_axis_angle(0, 0, 1, -35 * DEG_TO_RAD)]],
133
+ ['RightForeArm', [quat_axis_angle(1, 0, 1, 45 * DEG_TO_RAD), quat_axis_angle(1, 0, -1, -35 * DEG_TO_RAD)]],
134
+ ['LeftArm', [quat_axis_angle(0, 0, 1, 40 * DEG_TO_RAD), quat_axis_angle(0, 0, 1, 15 * DEG_TO_RAD)]],
135
+ ]);
136
+
137
+ const raw_channels = [];
138
+
139
+ for (let i = 0; i < nodes.length; i++) {
140
+ const name = nodes[i].name ?? '';
141
+ const ref_pose = ref_poses.get(i);
142
+ const ref_q = [ref_pose.rotation_x, ref_pose.rotation_y, ref_pose.rotation_z, ref_pose.rotation_w];
143
+
144
+ let matched = null;
145
+ for (const [suffix, deltas] of upper_gestures.entries()) {
146
+ if (name.endsWith(suffix)) {
147
+ matched = deltas;
148
+ break;
149
+ }
150
+ }
151
+
152
+ if (matched !== null) {
153
+ raw_channels.push(make_wave_rotation_channel(i, ref_q, matched[0], matched[1]));
154
+ } else if (/UpLeg|Leg|Foot|Hips/i.test(name)) {
155
+ // Static lower-body channel at the Samba reference pose (not rest pose) —
156
+ // `ShadeAnimationClip.from_additive` must strip these automatically!
157
+ raw_channels.push(
158
+ ShadeAnimationChannel.from({
159
+ target: i,
160
+ property: Node3DProperty.Rotation,
161
+ curves: {
162
+ x: AnimationCurve.from([Keyframe.from(0, ref_q[0]), Keyframe.from(1.5, ref_q[0])]),
163
+ y: AnimationCurve.from([Keyframe.from(0, ref_q[1]), Keyframe.from(1.5, ref_q[1])]),
164
+ z: AnimationCurve.from([Keyframe.from(0, ref_q[2]), Keyframe.from(1.5, ref_q[2])]),
165
+ w: AnimationCurve.from([Keyframe.from(0, ref_q[3]), Keyframe.from(1.5, ref_q[3])]),
166
+ },
167
+ })
168
+ );
169
+ }
170
+ }
171
+
172
+ const raw_clip = ShadeAnimationClip.from({
173
+ name: "UpperBodyWave_raw",
174
+ channels: raw_channels,
175
+ });
176
+
177
+ const additive_clip = ShadeAnimationClip.from_additive(raw_clip, {
178
+ reference_clip: base_clip,
179
+ reference_time: ref_time,
180
+ rest_of: idx => nodes[idx]?.local,
181
+ name: "UpperBodyWave_additive",
182
+ });
183
+
184
+ return {
185
+ raw_channel_count: raw_clip.channels.length,
186
+ additive_channel_count: additive_clip.channels.length,
187
+ stripped_channel_count: raw_clip.channels.length - additive_clip.channels.length,
188
+ additive_clip,
189
+ };
190
+ }
191
+
192
+ function skinned_meshes_of(dataset, instance) {
193
+ return Array.from(instance.mesh_entities).filter(entity => dataset.getComponent(entity, MeshSkin) !== undefined);
194
+ }
195
+
196
+ async function world_bounds_of(scene_context, entity) {
197
+ const row = row_of_entity(entity);
198
+ const record = await scene_context.scene_database.debug_table_read_element('meshes', row);
199
+ const box = record.bounding_box;
200
+ const low = new Vector3(box[0], box[1], box[2]);
201
+ const high = new Vector3(box[3], box[4], box[5]);
202
+ return {
203
+ low,
204
+ high,
205
+ radius: Math.hypot(high.x - low.x, high.y - low.y, high.z - low.z) * 0.5,
206
+ };
207
+ }
208
+
209
+ export async function start() {
210
+ const element = id => document.getElementById(id);
211
+ const status_el = element('status');
212
+ const audit_el = element('audit');
213
+ const stats_el = element('stats');
214
+
215
+ function set_status(text, kind = '') {
216
+ status_el.textContent = text;
217
+ status_el.className = kind;
218
+ }
219
+
220
+ const canvas = element('view');
221
+ const context = canvas.getContext('webgpu');
222
+ if (context === null) {
223
+ set_status('no WebGPU context available', 'fail');
224
+ return;
225
+ }
226
+
227
+ const renderer = new Renderer();
228
+ renderer.feature_path_tracing_enabled = false;
229
+ renderer.feature_taa_enabled = true;
230
+
231
+ set_status('acquiring WebGPU device…');
232
+ await renderer.initialize({ context });
233
+
234
+ const camera = new PerspectiveCamera();
235
+ camera.near = 0.01;
236
+ camera.far = 200;
237
+ camera.fov = 45 * DEG_TO_RAD;
238
+ camera.aspect = renderer.aspect_ratio;
239
+
240
+ const scene = new Scene();
241
+ const dataset = new EntityComponentDataset();
242
+ scene.dataset = dataset;
243
+
244
+ const controller = new OrbitalCameraController(camera, document.body);
245
+ const scene_context = renderer.scenes.obtain(scene);
246
+ const animations = scene_context.animation_manager;
247
+
248
+ set_status(`loading ${CHARACTER_URL} & rebasing additive clip…`);
249
+
250
+ const asset_manager = await make_playground_asset_manager();
251
+ const bundle = await load_gltf(CHARACTER_URL, { assetManager: asset_manager });
252
+ const base_src_clip = bundle.clips.find(c => /samba|dance/i.test(c.name ?? '')) ?? bundle.clips[0];
253
+
254
+ const additive_info = build_upper_body_additive_clip(bundle, base_src_clip);
255
+ bundle.clips.push(additive_info.additive_clip);
256
+
257
+ const prefab = prefab_compile(bundle);
258
+
259
+ // Spawn 3 characters side by side:
260
+ // 0 (Left, x = -SPACING): Base dance only (weight = 1)
261
+ // 1 (Center, x = 0): Base dance (weight = base_w) + Additive upper-body (weight = add_w)
262
+ // 2 (Right, x = +SPACING): Additive upper-body only (weight = add_w)
263
+ const placements = [
264
+ { label: 'Left (Base Only)', x: -SPACING },
265
+ { label: 'Center (Base + Additive)', x: 0 },
266
+ { label: 'Right (Additive Only)', x: SPACING },
267
+ ];
268
+
269
+ const characters = [];
270
+ const all_meshes = [];
271
+
272
+ for (let i = 0; i < placements.length; i++) {
273
+ const { root, instance } = place_character(scene_context, dataset, prefab, placements[i].x, 0);
274
+ const meshes = skinned_meshes_of(dataset, instance);
275
+ all_meshes.push(...meshes);
276
+
277
+ const clips = dataset.getComponent(root, AnimationClips).clips;
278
+ const base_clip = clips.find(c => c.name === base_src_clip.name) ?? clips[0];
279
+ const add_clip = clips.find(c => c.name === "UpperBodyWave_additive");
280
+
281
+ let base_id = null;
282
+ let add_id = null;
283
+
284
+ if (i === 0 || i === 1) {
285
+ base_id = animations.register_clip(base_clip);
286
+ animations.set_playback_weight(base_id, 1.0);
287
+ animations.set_flags(base_id, AnimationClipFlags.Loop);
288
+ animations.start(base_id);
289
+ }
290
+
291
+ if (i === 1 || i === 2) {
292
+ add_id = animations.register_clip(add_clip);
293
+ animations.set_playback_weight(add_id, 1.0);
294
+ animations.set_flags(add_id, AnimationClipFlags.Loop);
295
+ animations.start(add_id);
296
+ }
297
+
298
+ // Map joint short names to entities for live GPU vs CPU verification
299
+ const joints_by_name = new Map();
300
+ for (const ch of base_clip.channels) {
301
+ const name_comp = dataset.getComponent(ch.target, Name);
302
+ if (name_comp !== undefined) {
303
+ joints_by_name.set(name_comp.getValue(), ch.target);
304
+ }
305
+ }
306
+
307
+ characters.push({
308
+ label: placements[i].label,
309
+ root,
310
+ instance,
311
+ meshes,
312
+ base_clip,
313
+ add_clip,
314
+ base_id,
315
+ add_id,
316
+ joints_by_name,
317
+ });
318
+ }
319
+
320
+ place_light(scene, make_sunlight({ intensity: 6 }));
321
+
322
+ await render_submitted_frames(renderer, camera, scene, 8);
323
+
324
+ let low = null;
325
+ let high = null;
326
+ for (const mesh_entity of all_meshes) {
327
+ const bounds = await world_bounds_of(scene_context, mesh_entity);
328
+ low = low === null ? bounds.low : new Vector3(
329
+ Math.min(low.x, bounds.low.x), Math.min(low.y, bounds.low.y), Math.min(low.z, bounds.low.z)
330
+ );
331
+ high = high === null ? bounds.high : new Vector3(
332
+ Math.max(high.x, bounds.high.x), Math.max(high.y, bounds.high.y), Math.max(high.z, bounds.high.z)
333
+ );
334
+ }
335
+
336
+ const span = new Vector3(high.x - low.x, high.y - low.y, high.z - low.z);
337
+ add_floor(scene_context, Math.max(span.x, span.z) * 4, low.y);
338
+
339
+ const radius = Math.hypot(span.x, span.y, span.z) * 0.48;
340
+ camera_frame_sphere(
341
+ controller,
342
+ radius,
343
+ new Vector3((low.x + high.x) / 2, (low.y + high.y) / 2, (low.z + high.z) / 2)
344
+ );
345
+ camera.near = radius * 0.01;
346
+ camera.far = radius * 400;
347
+
348
+ load_default_environment(scene).then(applied => {
349
+ if (applied) renderer.indicate_view_change();
350
+ });
351
+
352
+ let animating = true;
353
+ let base_weight = 1.0;
354
+ let additive_weight = 1.0;
355
+
356
+ function apply_weights() {
357
+ const center = characters[1];
358
+ const right = characters[2];
359
+ animations.set_playback_weight(center.base_id, base_weight);
360
+ animations.set_playback_weight(center.add_id, additive_weight);
361
+ animations.set_playback_weight(right.add_id, additive_weight);
362
+ renderer.path_tracer.clear_history = true;
363
+ renderer.indicate_view_change();
364
+ }
365
+
366
+ const slider_add = element('slider_additive_weight');
367
+ const val_add = element('val_additive_weight');
368
+ const slider_base = element('slider_base_weight');
369
+ const val_base = element('val_base_weight');
370
+
371
+ slider_add.addEventListener('input', () => {
372
+ additive_weight = Number.parseFloat(slider_add.value);
373
+ val_add.textContent = additive_weight.toFixed(2);
374
+ apply_weights();
375
+ });
376
+
377
+ slider_base.addEventListener('input', () => {
378
+ base_weight = Number.parseFloat(slider_base.value);
379
+ val_base.textContent = base_weight.toFixed(2);
380
+ apply_weights();
381
+ });
382
+
383
+ document.querySelectorAll('.preset').forEach(btn => {
384
+ btn.addEventListener('click', () => {
385
+ document.querySelectorAll('.preset').forEach(b => b.classList.remove('active'));
386
+ btn.classList.add('active');
387
+ base_weight = Number.parseFloat(btn.dataset.base);
388
+ additive_weight = Number.parseFloat(btn.dataset.add);
389
+ slider_base.value = String(base_weight);
390
+ slider_add.value = String(additive_weight);
391
+ val_base.textContent = base_weight.toFixed(2);
392
+ val_add.textContent = additive_weight.toFixed(2);
393
+ apply_weights();
394
+ });
395
+ });
396
+
397
+ const toggle_btn = element('toggle_animation');
398
+ toggle_btn.addEventListener('click', () => {
399
+ animating = !animating;
400
+ toggle_btn.textContent = animating ? 'Freeze pose' : 'Resume dance';
401
+ });
402
+
403
+ const pt_checkbox = element('path_tracing');
404
+ pt_checkbox.addEventListener('change', () => {
405
+ renderer.feature_path_tracing_enabled = pt_checkbox.checked;
406
+ renderer.feature_taa_enabled = !pt_checkbox.checked;
407
+ renderer.path_tracer.clear_history = true;
408
+ renderer.indicate_view_change();
409
+ });
410
+
411
+ /**
412
+ * Read back GPU transform rows for Left, Center, and Right characters at deterministic clip times
413
+ * and verify:
414
+ * 1. Static lower-body channels were stripped by `ShadeAnimationClip.from_additive`.
415
+ * 2. Center dancer's lower-body joint (`LeftUpLeg`) matches Left dancer's GPU row.
416
+ * 3. Center dancer's upper-body joint (`RightArm`) matches the CPU `pose_evaluate_local` twin
417
+ * and diverges from Left dancer when `additive_weight > 0`.
418
+ */
419
+ async function verify_additive({ sample_base_time = 0.6, sample_add_time = 0.5 } = {}) {
420
+ const was_animating = animating;
421
+ animating = false;
422
+
423
+ try {
424
+ const [left, center, right] = characters;
425
+ animations.set_time(left.base_id, sample_base_time);
426
+ animations.set_time(center.base_id, sample_base_time);
427
+ animations.set_time(center.add_id, sample_add_time);
428
+ animations.set_time(right.add_id, sample_add_time);
429
+
430
+ await render_submitted_frames(renderer, camera, scene, 2, 0);
431
+
432
+ const find_joint = (char, suffix) => {
433
+ for (const [name, entity] of char.joints_by_name.entries()) {
434
+ if (name.endsWith(suffix)) return entity;
435
+ }
436
+ return null;
437
+ };
438
+
439
+ const left_leg = find_joint(left, 'LeftUpLeg');
440
+ const center_leg = find_joint(center, 'LeftUpLeg');
441
+ const left_arm = find_joint(left, 'RightArm');
442
+ const center_arm = find_joint(center, 'RightArm');
443
+ const right_arm = find_joint(right, 'RightArm');
444
+
445
+ const transforms_table = scene_context.scene_database.get('transforms');
446
+ const read_gpu_rot = async entity => {
447
+ const rec = await scene_context.scene_database.debug_table_read_element('transforms', row_of_entity(entity));
448
+ return Array.from(rec.local_rotation);
449
+ };
450
+
451
+ const gpu_left_leg = await read_gpu_rot(left_leg);
452
+ const gpu_center_leg = await read_gpu_rot(center_leg);
453
+ const gpu_left_arm = await read_gpu_rot(left_arm);
454
+ const gpu_center_arm = await read_gpu_rot(center_arm);
455
+ const gpu_right_arm = await read_gpu_rot(right_arm);
456
+
457
+ // CPU twin evaluation on Center dancer's RightArm
458
+ const center_arm_rest = dataset.getComponent(center_arm, TransformAttachment).transform;
459
+ const cpu_center_arm = pose_evaluate_local(new Transform64(), center_arm, center_arm_rest, [
460
+ PosePlayback.from(center.base_clip, sample_base_time, base_weight),
461
+ PosePlayback.from(center.add_clip, sample_add_time, additive_weight),
462
+ ]);
463
+
464
+ const quat_dot = (a, b) => Math.abs(a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]);
465
+ const leg_match_dot = quat_dot(gpu_left_leg, gpu_center_leg);
466
+ const gpu_cpu_arm_dot = quat_dot(gpu_center_arm, [
467
+ cpu_center_arm.rotation_x,
468
+ cpu_center_arm.rotation_y,
469
+ cpu_center_arm.rotation_z,
470
+ cpu_center_arm.rotation_w,
471
+ ]);
472
+ const arm_delta_deg = Math.acos(Math.min(1, quat_dot(gpu_left_arm, gpu_center_arm))) * 2 * (180 / Math.PI);
473
+
474
+ const report = {
475
+ stripped_lower_channels: additive_info.stripped_channel_count,
476
+ surviving_upper_channels: additive_info.additive_channel_count,
477
+ leg_match_dot,
478
+ gpu_cpu_arm_dot,
479
+ arm_delta_deg,
480
+ gpu_center_arm,
481
+ gpu_right_arm,
482
+ pass: additive_info.stripped_channel_count > 0 && gpu_cpu_arm_dot > 0.9999,
483
+ };
484
+
485
+ audit_el.textContent =
486
+ `stripped static channels: ${report.stripped_lower_channels} (kept ${report.surviving_upper_channels} upper)\n` +
487
+ `GPU vs CPU twin dot (RightArm): ${report.gpu_cpu_arm_dot.toFixed(6)}\n` +
488
+ `Lower-body (LeftUpLeg) dot: ${report.leg_match_dot.toFixed(6)}\n` +
489
+ `Upper-body additive deflection: ${report.arm_delta_deg.toFixed(1)}°`;
490
+
491
+ set_status(
492
+ report.pass
493
+ ? `PASS — GPU & CPU twin match (${report.arm_delta_deg.toFixed(1)}° upper-body additive offset)`
494
+ : `FAIL — GPU/CPU mismatch`,
495
+ report.pass ? 'pass' : 'fail'
496
+ );
497
+
498
+ return report;
499
+ } finally {
500
+ animating = was_animating;
501
+ }
502
+ }
503
+
504
+ element('run_verify').addEventListener('click', () => {
505
+ verify_additive().catch(console.error);
506
+ });
507
+
508
+ globalThis.renderer = renderer;
509
+ globalThis.scene = scene;
510
+ globalThis.camera = camera;
511
+ globalThis.characters = characters;
512
+ globalThis.verify_additive = verify_additive;
513
+
514
+ await verify_additive();
515
+
516
+ create_frame_loop((time_delta_s, raf_time_s) => {
517
+ const width = window.innerWidth;
518
+ const height = window.innerHeight;
519
+ renderer.resize(width, height);
520
+ renderer.pixel_ratio = window.devicePixelRatio;
521
+ camera.aspect = width / height;
522
+
523
+ controller.update();
524
+ renderer.render(camera, scene, animating ? time_delta_s : 0);
525
+
526
+ const fps = raf_time_s > 0 ? (1 / raf_time_s).toFixed(0) : '--';
527
+ stats_el.textContent = `${(raf_time_s * 1000).toFixed(1)} ms · ${fps} fps · base=${base_weight.toFixed(2)} add=${additive_weight.toFixed(2)}`;
528
+ }, 60);
529
+ }
@@ -0,0 +1,18 @@
1
+ # Procedural Foliage & GPU Fluid Wind Playground (`foliage_wind`)
2
+
3
+ Interactive ECS playground demonstrating Meep Engine's procedural tree & foliage generation pipeline (`src/generation/foliage/`) coupled with GPU fluid-driven skeletal wind animation (`FoliageWindSystem` + `GPUFluidSystem` + `FluidEffectorsSystem`).
4
+
5
+ ## Architecture (ECS)
6
+
7
+ Every element of the scene is driven through Meep's Entity-Component-System (`EntityManager` + `EntityComponentDataset`):
8
+
9
+ 1. **Tree Instantiation (`prefab_instantiate`)**:
10
+ - `generate_tree({ preset, seed })` generates a multi-LOD `TreeAsset` whose compiled `Prefab` carries `ShadedGeometry`, `MeshSkin`, and `FoliageWindRig` descriptors.
11
+ - `prefab_instantiate(lod_asset.prefab, dataset, root)` spawns the node hierarchy into `dataset` and attaches `FoliageWindRigs` on `root` with deterministic position-seeded flutter phase desynchronization.
12
+ 2. **ECS Graphics & Animation Systems**:
13
+ - `TransformAttachmentSystem` + `ParentEntitySystem` maintain the entity hierarchy.
14
+ - `ShadedGeometrySystem` and `MeshSkinSystem` register meshlets and skinning matrices with `GPUSceneContext`.
15
+ - `FoliageWindSystem` observes `[FoliageWindRigs, Transform64]`, holds the bone `RowChains`, and registers each tree's aeroelastic bone rig with `GPUAnimationManager`.
16
+ - `LightSystem` mirrors directional sun and sky fill `Light` entities into the scene.
17
+ 3. **ECS 3D Fluid Wind Simulation**:
18
+ - `FluidEffectorsSystem` + `GPUFluidSystem` step a 3-cascade 3D Navier-Stokes fluid grid (`GPUFluidComponent`) driven by a `GlobalFluidEffector` (ambient wind + periodic gusts) and a travelling `ImpulseFluidEffector` + `VortexFluidEffector` gust wave, publishing the velocity field to `GPUSceneWind` where `shader_foliage_wind_apply` (`chunk_foliage_wind_step`) samples it at every branch bone's world position.
@@ -0,0 +1,127 @@
1
+ /**
2
+ * Builds a subdivided meadow ground grid `MeshletGeometry` with subtle organic height undulation.
3
+ *
4
+ * @param {number} [half_extent=32]
5
+ * @param {number} [subdivisions=24]
6
+ * @returns {import("../../renderer/geometry/MeshletGeometry.js").MeshletGeometry}
7
+ */
8
+ export function build_meadow_ground_geometry(half_extent?: number, subdivisions?: number): import("../../renderer/geometry/MeshletGeometry.js").MeshletGeometry;
9
+ /**
10
+ * Creates a full ECS world (`EntityManager` + `EntityComponentDataset`) for the Foliage & Wind
11
+ * Playground, wiring:
12
+ * - `ParentEntitySystem`
13
+ * - `TransformAttachmentSystem`
14
+ * - `ShadedGeometrySystem`
15
+ * - `MeshSkinSystem`
16
+ * - `FoliageWindSystem`
17
+ * - `LightSystem`
18
+ * - `FluidEffectorsSystem`
19
+ * - `GPUFluidSystem`
20
+ *
21
+ * @param {import("../../../engine/graphics3/GraphicsEngine.js").GraphicsEngine} graphics
22
+ * @param {import("../../renderer/scene/Scene.js").Scene} scene
23
+ * @param {object} [initial_options]
24
+ * @param {"specimen"|"grove"} [initial_options.mode="specimen"]
25
+ * @param {string} [initial_options.preset="oak"]
26
+ * @param {number} [initial_options.seed=1337]
27
+ * @param {number} [initial_options.lod=0]
28
+ * @param {number} [initial_options.windSpeed=6.5]
29
+ * @param {number} [initial_options.headingDeg=25]
30
+ * @param {number} [initial_options.gustStrength=4.5]
31
+ * @param {number} [initial_options.gustPeriod=5.5]
32
+ * @param {number} [initial_options.windWeight=1.0]
33
+ * @param {boolean} [initial_options.enableGPUFluid=true]
34
+ */
35
+ export function createFoliageWindWorld(graphics: import("../../../engine/graphics3/GraphicsEngine.js").GraphicsEngine, scene: import("../../renderer/scene/Scene.js").Scene, initial_options?: {
36
+ mode?: "specimen" | "grove";
37
+ preset?: string;
38
+ seed?: number;
39
+ lod?: number;
40
+ windSpeed?: number;
41
+ headingDeg?: number;
42
+ gustStrength?: number;
43
+ gustPeriod?: number;
44
+ windWeight?: number;
45
+ enableGPUFluid?: boolean;
46
+ }): Promise<{
47
+ entities: EntityManager;
48
+ dataset: EntityComponentDataset;
49
+ state: {
50
+ mode: "specimen" | "grove";
51
+ preset: string;
52
+ seed: number;
53
+ lod: number;
54
+ windSpeed: number;
55
+ headingDeg: number;
56
+ gustStrength: number;
57
+ gustPeriod: number;
58
+ windWeight: number;
59
+ };
60
+ activeTrees: {
61
+ root: number;
62
+ instance: import("../../../engine/graphics3/prefab/PrefabInstance.js").PrefabInstance;
63
+ lod_asset: import("../../../generation/foliage/asset/TreeLODAsset.js").TreeLODAsset;
64
+ preset: string;
65
+ }[];
66
+ fluidEntity: number;
67
+ gustEntity: number;
68
+ globalWind: GlobalFluidEffector;
69
+ impulseEffector: ImpulseFluidEffector;
70
+ vortexEffector: VortexFluidEffector;
71
+ rebuildTrees: (overrides?: Partial<{
72
+ mode: "specimen" | "grove";
73
+ preset: string;
74
+ seed: number;
75
+ lod: number;
76
+ windSpeed: number;
77
+ headingDeg: number;
78
+ gustStrength: number;
79
+ gustPeriod: number;
80
+ windWeight: number;
81
+ }>) => void;
82
+ setWind: (overrides?: Partial<{
83
+ mode: "specimen" | "grove";
84
+ preset: string;
85
+ seed: number;
86
+ lod: number;
87
+ windSpeed: number;
88
+ headingDeg: number;
89
+ gustStrength: number;
90
+ gustPeriod: number;
91
+ windWeight: number;
92
+ }>) => void;
93
+ triggerLocalGust: ({ strength, vortexStrength, radius, duration, }?: {
94
+ strength?: number;
95
+ vortexStrength?: number;
96
+ radius?: number;
97
+ duration?: number;
98
+ }) => void;
99
+ step: (dt: number) => void;
100
+ getStats: () => {
101
+ mode: "specimen" | "grove";
102
+ preset: string;
103
+ seed: number;
104
+ lod: number;
105
+ treeCount: number;
106
+ totalJoints: number;
107
+ totalVertices: number;
108
+ totalTriangles: number;
109
+ activeRigCount: number;
110
+ windSpeed: number;
111
+ gustStrength: number;
112
+ windWeight: number;
113
+ gustActive: boolean;
114
+ };
115
+ destroy: () => Promise<void>;
116
+ }>;
117
+ /**
118
+ * Ordered list of all species presets available in the playground.
119
+ * @type {string[]}
120
+ */
121
+ export const FOLIAGE_PLAYGROUND_PRESETS: string[];
122
+ import { EntityManager } from "../../../engine/ecs/EntityManager.js";
123
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
124
+ import { GlobalFluidEffector } from "../../../engine/physics/fluid/effector/GlobalFluidEffector.js";
125
+ import { ImpulseFluidEffector } from "../../../engine/physics/fluid/effector/ImpulseFluidEffector.js";
126
+ import { VortexFluidEffector } from "../../../engine/physics/fluid/effector/VortexFluidEffector.js";
127
+ //# sourceMappingURL=foliage_world.d.ts.map
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