@woosh/meep-engine 3.57.0 → 3.58.0

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 (1396) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/ecs/component/editors/ColorEditor.js +2 -2
  3. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleEffectDocument.js +2 -5
  5. package/editor/tools/GridPaintTool.js +2 -2
  6. package/editor/view/node-graph/NodeGraphEditorView.d.ts +1 -1
  7. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  8. package/editor/view/node-graph/NodeGraphEditorView.js +2 -2
  9. package/editor/view/node-graph/NodeGraphView.d.ts +0 -1
  10. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  11. package/editor/view/node-graph/NodeGraphView.js +0 -2
  12. package/package.json +1 -1
  13. package/src/core/bvh8/build/NodeProxy.js +2 -2
  14. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +4 -4
  15. package/src/core/bvh8/build/bvh8_build_for_geometry.js +2 -2
  16. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.d.ts +1 -1
  17. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +1 -1
  18. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts +17 -0
  19. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts.map +1 -0
  20. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.js +64 -0
  21. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts +23 -0
  22. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts.map +1 -0
  23. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.js +81 -0
  24. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.d.ts.map +1 -1
  25. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +36 -99
  26. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts +0 -11
  27. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts.map +1 -1
  28. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +15 -20
  29. package/src/core/geom/3d/box/box3_raycast.d.ts +1 -1
  30. package/src/core/geom/3d/box/box3_raycast.js +1 -1
  31. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +1 -1
  32. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +1 -1
  33. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +3 -3
  34. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +3 -3
  35. package/src/core/geom/3d/shape/HeightMapShape3D.js +2 -2
  36. package/src/core/geom/3d/shape/MeshShape3D.d.ts +2 -2
  37. package/src/core/geom/3d/shape/MeshShape3D.js +2 -2
  38. package/src/core/geom/3d/shape/PosedShape3D.js +2 -2
  39. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts +0 -7
  40. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts.map +1 -1
  41. package/src/core/geom/3d/sphere/sphere_matrix4_transform.js +0 -4
  42. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.d.ts +1 -1
  43. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.js +1 -1
  44. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +1 -1
  45. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +1 -1
  46. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts +1 -1
  47. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +1 -1
  48. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.d.ts +1 -1
  49. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.js +1 -1
  50. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +2 -2
  51. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +2 -2
  52. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts +0 -14
  53. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts.map +1 -1
  54. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.js +0 -5
  55. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +151 -151
  56. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +1 -1
  57. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.d.ts +1 -1
  58. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.js +1 -1
  59. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
  60. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +1 -2
  61. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts +0 -8
  62. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts.map +1 -1
  63. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js +25 -36
  64. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts +137 -0
  65. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts.map +1 -0
  66. package/src/core/geom/clipmap/ClipmapCascadePlacement.js +350 -0
  67. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts +16 -0
  68. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts.map +1 -0
  69. package/src/core/geom/polyline/polyline_simplify_by_error.js +52 -0
  70. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +1 -1
  71. package/src/core/geom/vec3/v3_quaternion_apply.js +1 -1
  72. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +2 -2
  73. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +2 -2
  74. package/src/core/geom/vec3/v3_triple_cross.d.ts +1 -1
  75. package/src/core/geom/vec3/v3_triple_cross.js +1 -1
  76. package/src/engine/asset/preloader/AssetPreloader.d.ts +0 -5
  77. package/src/engine/asset/preloader/AssetPreloader.d.ts.map +1 -1
  78. package/src/engine/asset/preloader/AssetPreloader.js +0 -6
  79. package/src/engine/ecs/terrain/tiles/TerrainTile.d.ts.map +1 -1
  80. package/src/engine/ecs/terrain/tiles/TerrainTile.js +25 -12
  81. package/src/engine/graphics/ecs/decal/v2/Decal.d.ts +2 -2
  82. package/src/engine/graphics/ecs/decal/v2/Decal.js +2 -2
  83. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +420 -418
  85. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  86. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +10 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffect.js +3 -3
  88. package/src/engine/graphics/ecs/path/tube/build/makeTubeStream.js +2 -2
  89. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts +12 -0
  90. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts.map +1 -1
  91. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.js +29 -2
  92. package/src/engine/graphics/texture/sprite/prototypeSpriteCutoutGeometry.js +1 -1
  93. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +2 -1
  94. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/ShadedGeometrySystem.js +7 -5
  96. package/src/engine/graphics3/Trail3DSystem.d.ts +1 -1
  97. package/src/engine/graphics3/Trail3DSystem.js +1 -1
  98. package/src/engine/graphics3/WaterSystem.d.ts +60 -0
  99. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  100. package/src/engine/graphics3/WaterSystem.js +733 -300
  101. package/src/engine/graphics3/make_default_environment.d.ts.map +1 -1
  102. package/src/engine/graphics3/make_default_environment.js +2 -4
  103. package/src/engine/graphics3/prefab/prefab_place.js +1 -1
  104. package/src/engine/navigation/mesh/build/clip_soup_against_overhangs.js +628 -628
  105. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  106. package/src/engine/physics/inertia/world_inverse_inertia.js +1 -1
  107. package/src/engine/physics/narrowphase/narrowphase_step.js +1 -1
  108. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts +0 -1
  109. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts.map +1 -1
  110. package/src/engine/sound/simulation/render/reverbImpulseResponse.js +0 -6
  111. package/src/engine/sound/simulation/render/reverb_band_tails.d.ts +1 -1
  112. package/src/engine/sound/simulation/render/reverb_band_tails.js +1 -1
  113. package/src/engine/sound/sopra/runtime/EventInstance.js +1 -1
  114. package/src/generation/foliage/CROWN_FULLNESS_BRIEF_2026_10_26.md +86 -0
  115. package/src/generation/foliage/FOLIAGE_DESIGN.md +87 -30
  116. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +486 -0
  117. package/src/generation/foliage/REAL_TIME_TREES_BRIEF_2026_10_27.md +86 -0
  118. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +346 -0
  119. package/src/generation/foliage/analysis/crown_opacity_measure.d.ts.map +1 -1
  120. package/src/generation/foliage/analysis/crown_opacity_measure.js +80 -102
  121. package/src/generation/foliage/analysis/foliage_measure_leaf_area.d.ts.map +1 -1
  122. package/src/generation/foliage/analysis/foliage_measure_leaf_area.js +1 -7
  123. package/src/generation/foliage/analysis/tree_crown_opacity.js +1 -1
  124. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts +66 -0
  125. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts.map +1 -0
  126. package/src/generation/foliage/analysis/tree_leaf_area_targets.js +95 -0
  127. package/src/generation/foliage/analysis/tree_render_cost.d.ts +88 -0
  128. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -0
  129. package/src/generation/foliage/analysis/tree_render_cost.js +157 -0
  130. package/src/generation/foliage/asset/TreeAsset.d.ts +7 -6
  131. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  132. package/src/generation/foliage/asset/TreeAsset.js +10 -7
  133. package/src/generation/foliage/asset/TreeLODAsset.d.ts +24 -11
  134. package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -1
  135. package/src/generation/foliage/asset/TreeLODAsset.js +49 -20
  136. package/src/generation/foliage/asset/generate_tree.d.ts +11 -0
  137. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  138. package/src/generation/foliage/asset/generate_tree.js +84 -10
  139. package/src/generation/foliage/asset/tree_lod_plan.d.ts +71 -0
  140. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -0
  141. package/src/generation/foliage/asset/tree_lod_plan.js +119 -0
  142. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts +0 -10
  143. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts.map +1 -1
  144. package/src/generation/foliage/config/BranchGeneratorConfig.js +1 -23
  145. package/src/generation/foliage/config/ShootGrowthConfig.d.ts +45 -10
  146. package/src/generation/foliage/config/ShootGrowthConfig.d.ts.map +1 -1
  147. package/src/generation/foliage/config/ShootGrowthConfig.js +70 -16
  148. package/src/generation/foliage/config/ShootSystemRule.d.ts +12 -12
  149. package/src/generation/foliage/config/ShootSystemRule.d.ts.map +1 -1
  150. package/src/generation/foliage/config/ShootSystemRule.js +24 -20
  151. package/src/generation/foliage/config/TreeLODConfig.d.ts +14 -37
  152. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  153. package/src/generation/foliage/config/TreeLODConfig.js +23 -116
  154. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +2 -1
  155. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -1
  156. package/src/generation/foliage/config/TreeSpeciesConfig.js +2 -7
  157. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts +6 -4
  158. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  159. package/src/generation/foliage/material/foliage_atlas_cutout.js +32 -27
  160. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts +13 -0
  161. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts.map +1 -0
  162. package/src/generation/foliage/material/foliage_material_from_samplers.js +69 -0
  163. package/src/generation/foliage/material/foliage_tile.d.ts +19 -0
  164. package/src/generation/foliage/material/foliage_tile.d.ts.map +1 -1
  165. package/src/generation/foliage/material/foliage_tile.js +9 -1
  166. package/src/generation/foliage/material/leaf_geometry.d.ts +7 -0
  167. package/src/generation/foliage/material/leaf_geometry.d.ts.map +1 -1
  168. package/src/generation/foliage/material/leaf_geometry.js +21 -9
  169. package/src/generation/foliage/material/make_foliage_material.d.ts +2 -3
  170. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
  171. package/src/generation/foliage/material/make_foliage_material.js +3 -57
  172. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts +14 -0
  173. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts.map +1 -0
  174. package/src/generation/foliage/material/tree_cluster_atlas_pack.js +28 -0
  175. package/src/generation/foliage/material/tree_cluster_bake.d.ts +74 -0
  176. package/src/generation/foliage/material/tree_cluster_bake.d.ts.map +1 -0
  177. package/src/generation/foliage/material/tree_cluster_bake.js +415 -0
  178. package/src/generation/foliage/material/tree_cluster_press.d.ts +18 -0
  179. package/src/generation/foliage/material/tree_cluster_press.d.ts.map +1 -0
  180. package/src/generation/foliage/material/tree_cluster_press.js +83 -0
  181. package/src/generation/foliage/material/tree_cluster_tiles.d.ts +46 -0
  182. package/src/generation/foliage/material/tree_cluster_tiles.d.ts.map +1 -0
  183. package/src/generation/foliage/material/tree_cluster_tiles.js +75 -0
  184. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +22 -4
  185. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
  186. package/src/generation/foliage/mesh/foliage_collect_attachments.js +26 -14
  187. package/src/generation/foliage/mesh/tree_cluster_cards.d.ts +61 -0
  188. package/src/generation/foliage/mesh/tree_cluster_cards.d.ts.map +1 -0
  189. package/src/generation/foliage/mesh/tree_cluster_cards.js +114 -0
  190. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +121 -0
  191. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -0
  192. package/src/generation/foliage/mesh/tree_cluster_representatives.js +309 -0
  193. package/src/generation/foliage/mesh/tree_clusters.d.ts +71 -0
  194. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -0
  195. package/src/generation/foliage/mesh/tree_clusters.js +174 -0
  196. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  197. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +577 -172
  198. package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts +25 -0
  199. package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts.map +1 -0
  200. package/src/generation/foliage/mesh/tree_mesh_build_clusters.js +144 -0
  201. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +7 -10
  202. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
  203. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +13 -39
  204. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  205. package/src/generation/foliage/presets/make_tree_species_preset.js +80 -208
  206. package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts +5 -2
  207. package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts.map +1 -1
  208. package/src/generation/foliage/skeleton/ShootFrameworkHash.js +13 -8
  209. package/src/generation/foliage/skeleton/ShootGirth.d.ts.map +1 -1
  210. package/src/generation/foliage/skeleton/ShootGirth.js +6 -5
  211. package/src/generation/foliage/skeleton/ShootLightField.d.ts +9 -0
  212. package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
  213. package/src/generation/foliage/skeleton/ShootLightField.js +25 -0
  214. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +89 -0
  215. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -0
  216. package/src/generation/foliage/skeleton/ShootWoodHash.js +195 -0
  217. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +6 -0
  218. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  219. package/src/generation/foliage/skeleton/TreeSkeleton.js +9 -0
  220. package/src/generation/foliage/skeleton/shoot_demography.d.ts +17 -4
  221. package/src/generation/foliage/skeleton/shoot_demography.d.ts.map +1 -1
  222. package/src/generation/foliage/skeleton/shoot_demography.js +22 -6
  223. package/src/generation/foliage/skeleton/shoot_geometry.d.ts +5 -6
  224. package/src/generation/foliage/skeleton/shoot_geometry.d.ts.map +1 -1
  225. package/src/generation/foliage/skeleton/shoot_geometry.js +29 -12
  226. package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts +43 -4
  227. package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts.map +1 -1
  228. package/src/generation/foliage/skeleton/shoot_systems_simulate.js +537 -70
  229. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +30 -5
  230. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -1
  231. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +46 -10
  232. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts +10 -0
  233. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts.map +1 -0
  234. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.js +12 -0
  235. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  236. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +2 -1
  237. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +4 -0
  238. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  239. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +102 -6
  240. package/src/shade/descriptor/binding/BindGroupLayoutEntry.js +6 -6
  241. package/src/shade/descriptor/pipeline/render/ColorTargetState.js +2 -2
  242. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +3 -3
  243. package/src/shade/playground/additive_blending/main.js +529 -529
  244. package/src/shade/playground/avboit/main.js +1 -1
  245. package/src/shade/playground/basis_textures/main.js +365 -365
  246. package/src/shade/playground/caldera/main.js +1 -1
  247. package/src/shade/playground/contact_shadows/main.js +1 -1
  248. package/src/shade/playground/foliage_wind/main.js +289 -289
  249. package/src/shade/playground/mesh_row_ceiling/main.js +1 -1
  250. package/src/shade/playground/particle_ecs/main.js +1 -1
  251. package/src/shade/playground/particle_system/main.js +1 -1
  252. package/src/shade/playground/sh_exponential/main.js +1 -1
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  1362. package/src/engine/graphics3/Trail3DSystem3.d.ts +0 -10
  1363. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +0 -1
  1364. package/src/engine/graphics3/Trail3DSystem3.js +0 -10
  1365. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +0 -10
  1366. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +0 -1
  1367. package/src/engine/graphics3/VolumetricLightMapSystem3.js +0 -10
  1368. package/src/engine/graphics3/WaterSystem3.d.ts +0 -10
  1369. package/src/engine/graphics3/WaterSystem3.d.ts.map +0 -1
  1370. package/src/engine/graphics3/WaterSystem3.js +0 -10
  1371. package/src/engine/network/convertPathToURL.d.ts +0 -2
  1372. package/src/engine/network/convertPathToURL.d.ts.map +0 -1
  1373. package/src/engine/network/convertPathToURL.js +0 -2
  1374. package/src/format/image/png/crc32.d.ts +0 -2
  1375. package/src/format/image/png/crc32.d.ts.map +0 -1
  1376. package/src/format/image/png/crc32.js +0 -7
  1377. package/src/shade/renderer/camera/OrbitalCameraController.d.ts +0 -2
  1378. package/src/shade/renderer/camera/OrbitalCameraController.d.ts.map +0 -1
  1379. package/src/shade/renderer/camera/OrbitalCameraController.js +0 -1
  1380. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.d.ts +0 -16
  1381. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.d.ts.map +0 -1
  1382. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.js +0 -17
  1383. package/src/shade/renderer/geometry/sdf/SDF_BUILD_SETTINGS_STRUCT.js +0 -8
  1384. package/src/shade/renderer/geometry/sdf/SFD_BUILD_WORKGROUP_SIZE.js +0 -1
  1385. package/src/shade/renderer/geometry/sdf/chunk_blas_query_sdf.js +0 -49
  1386. package/src/shade/renderer/geometry/sdf/chunk_blas_query_volume_sign.js +0 -90
  1387. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +0 -126
  1388. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.d.ts +0 -8
  1389. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.d.ts.map +0 -1
  1390. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.js +0 -10
  1391. package/src/shade/renderer/particles/shaders/shader_particle_init_free_list.js +0 -62
  1392. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.js +0 -153
  1393. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.js +0 -75
  1394. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js +0 -32
  1395. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.js +0 -184
  1396. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.js +0 -109
@@ -1,418 +1,420 @@
1
- import { m4_invert } from "../../../../core/geom/3d/mat4/m4_invert.js";
2
- import { assert } from "../../../../core/assert.js";
3
- import { array_copy } from "../../../../core/collection/array/array_copy.js";
4
- import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
5
- import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js";
6
- import { aabb3_matrix4_project } from "../../../../core/geom/3d/aabb/aabb3_matrix4_project.js";
7
- import { ray3_array_apply_matrix4 } from "../../../../core/geom/3d/ray/ray3_array_apply_matrix4.js";
8
- import { GeometrySpatialQueryAccelerator } from "../../geometry/buffered/query/GeometrySpatialQueryAccelerator.js";
9
- import { DrawMode } from "./DrawMode.js";
10
- import { ShadedGeometryFlags } from "./ShadedGeometryFlags.js";
11
-
12
- /**
13
- * @readonly
14
- * @type {Float32Array}
15
- */
16
- const scratch_aabb3_array = new Float32Array(6);
17
-
18
- const DEFAULT_FLAGS = ShadedGeometryFlags.CastShadow
19
- | ShadedGeometryFlags.ReceiveShadow
20
- | ShadedGeometryFlags.Visible
21
- ;
22
-
23
- const FLAG_SET_EQUALITY = ShadedGeometryFlags.CastShadow
24
- | ShadedGeometryFlags.ReceiveShadow
25
- | ShadedGeometryFlags.DrawMethodLocked
26
- | ShadedGeometryFlags.Visible
27
- ;
28
-
29
- /**
30
- *
31
- * @type {Float32Array|mat4}
32
- */
33
- const scratch_m4 = new Float32Array(16);
34
-
35
- /**
36
- * @readonly
37
- * @type {Float32Array}
38
- */
39
- const scratch_ray_0 = new Float32Array(6);
40
-
41
- /**
42
- * Represents a primitive 3d object, a combination of a material and geometry
43
- * This is roughly equivalent to single draw call, note that his is not a hierarchical data structure, if you want that - you will need to combine multiple entities, each with a `ShadedGeometry` component
44
- */
45
- export class ShadedGeometry {
46
- /**
47
- * Set when a transform change has been observed but the bounding box and the BVH have
48
- * not been brought up to date yet. Only ever set under
49
- * {@link ShadedGeometryFlags.DeferredBoundsUpdate}, and doubles as the "already queued"
50
- * bit for {@link #bounds_queue}.
51
- * @type {boolean}
52
- */
53
- #bounds_dirty = false;
54
-
55
- /**
56
- * Transient, assigned in the system. Where this component parks itself when its bounds
57
- * go stale under {@link ShadedGeometryFlags.DeferredBoundsUpdate}.
58
- * @type {DeferredBoundsQueue|null}
59
- */
60
- #bounds_queue = null;
61
-
62
- /**
63
- * Whatever the running renderer draws geometry from — a `MeshletGeometry` under Shade, and a
64
- * `Geometry` where the primitive was built rather than loaded.
65
- * @type {MeshletGeometry|Geometry|BufferGeometry|null}
66
- */
67
- geometry = null;
68
-
69
- /**
70
- *
71
- * @type {ShadeMaterial|Material|null}
72
- */
73
- material = null;
74
-
75
- /**
76
- * Optional extra material used for shadowmaps
77
- * @type {ShadeMaterial|Material|null}
78
- */
79
- depth_material = null;
80
-
81
- __bvh_leaf = new BvhClient();
82
-
83
- /**
84
- * Transient, assigned in the system
85
- * @type {number}
86
- * @private
87
- */
88
- __entity = -1;
89
-
90
- /**
91
- * Transient, cached for convenience. Associated transform component from the same entity
92
- * @type {Transform|null}
93
- * @private
94
- */
95
- __c_transform = null;
96
-
97
- /**
98
- *
99
- * @type {DrawMode|number}
100
- */
101
- mode = DrawMode.Triangles;
102
-
103
- /**
104
- * Transient property signifying how to render object, such as using INSTANCED draw
105
- * @type {number}
106
- */
107
- draw_method = 0;
108
-
109
- /**
110
- *
111
- * @type {number}
112
- */
113
- flags = DEFAULT_FLAGS;
114
-
115
- /**
116
- *
117
- * @param {number|ShadedGeometryFlags} flag
118
- * @returns {void}
119
- */
120
- setFlag(flag) {
121
- this.flags |= flag;
122
- }
123
-
124
- /**
125
- *
126
- * @param {number|ShadedGeometryFlags} flag
127
- * @returns {void}
128
- */
129
- clearFlag(flag) {
130
- this.flags &= ~flag;
131
- }
132
-
133
- /**
134
- *
135
- * @param {number|ShadedGeometryFlags} flag
136
- * @param {boolean} value
137
- */
138
- writeFlag(flag, value) {
139
- if (value) {
140
- this.setFlag(flag);
141
- } else {
142
- this.clearFlag(flag);
143
- }
144
- }
145
-
146
- /**
147
- *
148
- * @param {number|ShadedGeometryFlags} flag
149
- * @returns {boolean}
150
- */
151
- getFlag(flag) {
152
- return (this.flags & flag) === flag;
153
- }
154
-
155
- /**
156
- *
157
- * @return {number}
158
- */
159
- hash() {
160
- return this.geometry.id
161
- ^ this.material.id
162
- ^ (this.flags & FLAG_SET_EQUALITY)
163
- ^ (this.draw_method << 16)
164
- ^ (this.mode << 12)
165
- ;
166
- }
167
-
168
- /**
169
- *
170
- * @param {ShadedGeometry} other
171
- * @returns {boolean}
172
- */
173
- equals(other) {
174
- return this.geometry.id === other.geometry.id
175
- && this.material.id === other.material.id
176
- && this.draw_method === other.draw_method
177
- && this.mode === other.mode
178
- && (this.flags & FLAG_SET_EQUALITY) === (other.flags & FLAG_SET_EQUALITY)
179
- && this.depth_material === other.depth_material
180
- ;
181
- }
182
-
183
- /**
184
- *
185
- * @param {ShadedGeometry} other
186
- */
187
- copy(other) {
188
- this.geometry = other.geometry;
189
- this.material = other.material;
190
- this.depth_material = other.depth_material;
191
- this.draw_method = other.draw_method;
192
- this.mode = other.mode;
193
- this.flags = other.flags;
194
- }
195
-
196
- /**
197
- *
198
- * @returns {ShadedGeometry}
199
- */
200
- clone() {
201
- const r = new ShadedGeometry();
202
-
203
- r.copy(this);
204
-
205
- return r;
206
- }
207
-
208
- /**
209
- * Current cached entity that this component is attached to
210
- * @return {number}
211
- */
212
- get entity() {
213
- return this.__entity;
214
- }
215
-
216
- /**
217
- * Global transform matrix
218
- * 4x4 matrix
219
- * @return {null|number[]}
220
- */
221
- get transform() {
222
- return this.__c_transform.matrix;
223
- }
224
-
225
- /**
226
- * Attach this component to the queue that collects deferred bounds updates.
227
- * Called by the system when the component enters the BVH.
228
- * @param {DeferredBoundsQueue} queue
229
- * @returns {void}
230
- */
231
- bindBoundsQueue(queue) {
232
- assert.defined(queue, 'queue');
233
-
234
- this.#bounds_queue = queue;
235
- }
236
-
237
- /**
238
- * Called by the system when the component leaves the BVH. Any update parked in the
239
- * queue is abandoned — the entry is left in place and becomes inert, so unlinking
240
- * stays O(1).
241
- * @returns {void}
242
- */
243
- unbindBoundsQueue() {
244
- this.#bounds_dirty = false;
245
- this.#bounds_queue = null;
246
- }
247
-
248
- /**
249
- * Recompute the bounding box and push it into the BVH, if a deferred update is pending.
250
- *
251
- * This is the single point where a parked update lands; it is driven both by
252
- * {@link DeferredBoundsQueue.flush} and by any read of the bounding box.
253
- * @returns {boolean} whether an update was actually pending
254
- */
255
- applyDeferredBoundsUpdate() {
256
- if (!this.#bounds_dirty) {
257
- return false;
258
- }
259
-
260
- this.#bounds_dirty = false;
261
-
262
- this.update_bounds();
263
-
264
- this.__bvh_leaf.write_bounds();
265
-
266
- return true;
267
- }
268
-
269
- /**
270
- *
271
- * @param {AABB3} destination
272
- */
273
- getBoundingBox(destination) {
274
- const geometry = this.geometry;
275
-
276
- if (geometry !== null && geometry.isMeshletGeometry === true) {
277
- /*
278
- A meshlet geometry carries its box from the build, and the entity's own transform is
279
- its world — the ECS composes every chain on the CPU. The box the renderer draws by is
280
- derived on the GPU from the same two and is not read back here: this answers where the
281
- primitive is under what the simulation knows, which is what a pick or a framing wants.
282
- */
283
- aabb3_matrix4_project(scratch_aabb3_array, geometry.bounding_box, this.transform);
284
-
285
- destination.readFromArray(scratch_aabb3_array);
286
-
287
- return;
288
- }
289
-
290
- // settle a pending deferred update, so a read never observes a stale box
291
- this.applyDeferredBoundsUpdate();
292
-
293
- const aabb = this.__bvh_leaf.bounds;
294
-
295
- destination.readFromArray(aabb);
296
- }
297
-
298
- /**
299
- *
300
- * @param {MeshletGeometry|BufferGeometry} geometry
301
- * @param {ShadeMaterial|Material} material
302
- * @param {DrawMode} [draw_mode]
303
- */
304
- from(geometry, material, draw_mode = DrawMode.Triangles) {
305
- this.geometry = geometry;
306
- this.material = material;
307
- this.mode = draw_mode;
308
- }
309
-
310
- /**
311
- *
312
- * @param {MeshletGeometry|BufferGeometry} geometry
313
- * @param {ShadeMaterial|Material} material
314
- * @param {DrawMode} [draw_mode]
315
- * @return {ShadedGeometry}
316
- */
317
- static from(geometry, material, draw_mode) {
318
- const r = new ShadedGeometry();
319
-
320
- r.from(geometry, material, draw_mode);
321
-
322
- return r;
323
- }
324
-
325
- /**
326
- * Change handler subscribed to the entity's {@link Transform} while the component is
327
- * linked; see {@link ShadedGeometrySystem.link}.
328
- * @returns {void}
329
- */
330
- updateTransform() {
331
- if (this.getFlag(ShadedGeometryFlags.DeferredBoundsUpdate)) {
332
- if (!this.#bounds_dirty) {
333
- this.#bounds_dirty = true;
334
-
335
- this.#bounds_queue.add(this);
336
- }
337
-
338
- return;
339
- }
340
-
341
- this.update_bounds();
342
-
343
- this.__bvh_leaf.write_bounds();
344
- }
345
-
346
- update_bounds() {
347
- const geometry = this.geometry;
348
-
349
- /*
350
- The box comes off the geometry's own, which is why this is only reachable for a `Geometry`:
351
- it computes one on demand and remembers it, which is the whole of what
352
- `GeometryFlags.BoundsNeedUpdate` is for. A `MeshletGeometry` carries its box from the build
353
- and is read through {@link #node} instead — see `getBoundingBox`.
354
- */
355
- geometry.ensureBounds();
356
-
357
- array_copy(geometry.bounding_box, 0, scratch_aabb3_array, 0, 6);
358
-
359
- // transform
360
- aabb3_matrix4_project(this.__bvh_leaf.bounds, scratch_aabb3_array, this.transform);
361
- }
362
-
363
- /**
364
- * Raycast this primitive's own triangles on the CPU.
365
- *
366
- * **Requires a {@link Geometry}** — the vertex arrays themselves. A `MeshletGeometry` keeps its
367
- * triangles quantized inside meshlet pages, so a `ShadedGeometry` a prefab spawned cannot be
368
- * asked this; `geometry_build_from_meshlet_geometry`
369
- * decodes one, and holding that decode is the caller's business rather than this method's.
370
- * Picking a whole scene goes through the renderer's own `pick` instead (I-9) — this answers with
371
- * a surface point on one primitive.
372
- *
373
- * @param {SurfacePoint3} contact if found, contact is written here
374
- * @param {ArrayLike<number>|number[]|Float32Array} ray 6-tuple: [origin_x, origin_y, origin_z, direction_x, direction_y, direction_z]
375
- * @param {ArrayLike<number>|number[]|Float32Array} transform_matrix4 transform applied to the geometry
376
- * @returns {boolean}
377
- */
378
- query_raycast_nearest(contact, ray, transform_matrix4) {
379
-
380
- // get transform in local space
381
- m4_invert(scratch_m4, transform_matrix4);
382
-
383
- // transform ray to local space
384
- if (!ray3_array_apply_matrix4(scratch_ray_0, 0, ray, 0, scratch_m4)) {
385
- // invalid transform matrix
386
- return false;
387
- }
388
-
389
- const hit_found = GeometrySpatialQueryAccelerator.INSTANCE.queryRaycastNearest_array(
390
- contact,
391
- this.geometry,
392
- scratch_ray_0
393
- );
394
-
395
- if (!hit_found) {
396
- return false;
397
- }
398
-
399
- // transform hit contact into global space
400
- contact.applyMatrix4(transform_matrix4);
401
-
402
- return true;
403
-
404
- }
405
- }
406
-
407
- /**
408
- * @readonly
409
- * @type {string}
410
- */
411
- ShadedGeometry.typeName = 'ShadedGeometry';
412
-
413
- /**
414
- * TODO add serialization support
415
- * @readonly
416
- * @type {boolean}
417
- */
418
- ShadedGeometry.serializable = false;
1
+ import { m4_invert } from "../../../../core/geom/3d/mat4/m4_invert.js";
2
+ import { assert } from "../../../../core/assert.js";
3
+ import { array_copy } from "../../../../core/collection/array/array_copy.js";
4
+ import { BvhClient } from "../../../../core/bvh2/bvh3/BvhClient.js";
5
+ import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js";
6
+ import { aabb3_matrix4_project } from "../../../../core/geom/3d/aabb/aabb3_matrix4_project.js";
7
+ import { ray3_array_apply_matrix4 } from "../../../../core/geom/3d/ray/ray3_array_apply_matrix4.js";
8
+ import { GeometrySpatialQueryAccelerator } from "../../geometry/buffered/query/GeometrySpatialQueryAccelerator.js";
9
+ import { DrawMode } from "./DrawMode.js";
10
+ import { ShadedGeometryFlags } from "./ShadedGeometryFlags.js";
11
+
12
+ /**
13
+ * @readonly
14
+ * @type {Float32Array}
15
+ */
16
+ const scratch_aabb3_array = new Float32Array(6);
17
+
18
+ const DEFAULT_FLAGS = ShadedGeometryFlags.CastShadow
19
+ | ShadedGeometryFlags.ReceiveShadow
20
+ | ShadedGeometryFlags.Visible
21
+ | ShadedGeometryFlags.SDFWorld
22
+ ;
23
+
24
+ const FLAG_SET_EQUALITY = ShadedGeometryFlags.CastShadow
25
+ | ShadedGeometryFlags.ReceiveShadow
26
+ | ShadedGeometryFlags.DrawMethodLocked
27
+ | ShadedGeometryFlags.Visible
28
+ | ShadedGeometryFlags.SDFWorld
29
+ ;
30
+
31
+ /**
32
+ *
33
+ * @type {Float32Array|mat4}
34
+ */
35
+ const scratch_m4 = new Float32Array(16);
36
+
37
+ /**
38
+ * @readonly
39
+ * @type {Float32Array}
40
+ */
41
+ const scratch_ray_0 = new Float32Array(6);
42
+
43
+ /**
44
+ * Represents a primitive 3d object, a combination of a material and geometry
45
+ * This is roughly equivalent to single draw call, note that his is not a hierarchical data structure, if you want that - you will need to combine multiple entities, each with a `ShadedGeometry` component
46
+ */
47
+ export class ShadedGeometry {
48
+ /**
49
+ * Set when a transform change has been observed but the bounding box and the BVH have
50
+ * not been brought up to date yet. Only ever set under
51
+ * {@link ShadedGeometryFlags.DeferredBoundsUpdate}, and doubles as the "already queued"
52
+ * bit for {@link #bounds_queue}.
53
+ * @type {boolean}
54
+ */
55
+ #bounds_dirty = false;
56
+
57
+ /**
58
+ * Transient, assigned in the system. Where this component parks itself when its bounds
59
+ * go stale under {@link ShadedGeometryFlags.DeferredBoundsUpdate}.
60
+ * @type {DeferredBoundsQueue|null}
61
+ */
62
+ #bounds_queue = null;
63
+
64
+ /**
65
+ * Whatever the running renderer draws geometry from — a `MeshletGeometry` under Shade, and a
66
+ * `Geometry` where the primitive was built rather than loaded.
67
+ * @type {MeshletGeometry|Geometry|BufferGeometry|null}
68
+ */
69
+ geometry = null;
70
+
71
+ /**
72
+ *
73
+ * @type {ShadeMaterial|Material|null}
74
+ */
75
+ material = null;
76
+
77
+ /**
78
+ * Optional extra material used for shadowmaps
79
+ * @type {ShadeMaterial|Material|null}
80
+ */
81
+ depth_material = null;
82
+
83
+ __bvh_leaf = new BvhClient();
84
+
85
+ /**
86
+ * Transient, assigned in the system
87
+ * @type {number}
88
+ * @private
89
+ */
90
+ __entity = -1;
91
+
92
+ /**
93
+ * Transient, cached for convenience. Associated transform component from the same entity
94
+ * @type {Transform|null}
95
+ * @private
96
+ */
97
+ __c_transform = null;
98
+
99
+ /**
100
+ *
101
+ * @type {DrawMode|number}
102
+ */
103
+ mode = DrawMode.Triangles;
104
+
105
+ /**
106
+ * Transient property signifying how to render object, such as using INSTANCED draw
107
+ * @type {number}
108
+ */
109
+ draw_method = 0;
110
+
111
+ /**
112
+ *
113
+ * @type {number}
114
+ */
115
+ flags = DEFAULT_FLAGS;
116
+
117
+ /**
118
+ *
119
+ * @param {number|ShadedGeometryFlags} flag
120
+ * @returns {void}
121
+ */
122
+ setFlag(flag) {
123
+ this.flags |= flag;
124
+ }
125
+
126
+ /**
127
+ *
128
+ * @param {number|ShadedGeometryFlags} flag
129
+ * @returns {void}
130
+ */
131
+ clearFlag(flag) {
132
+ this.flags &= ~flag;
133
+ }
134
+
135
+ /**
136
+ *
137
+ * @param {number|ShadedGeometryFlags} flag
138
+ * @param {boolean} value
139
+ */
140
+ writeFlag(flag, value) {
141
+ if (value) {
142
+ this.setFlag(flag);
143
+ } else {
144
+ this.clearFlag(flag);
145
+ }
146
+ }
147
+
148
+ /**
149
+ *
150
+ * @param {number|ShadedGeometryFlags} flag
151
+ * @returns {boolean}
152
+ */
153
+ getFlag(flag) {
154
+ return (this.flags & flag) === flag;
155
+ }
156
+
157
+ /**
158
+ *
159
+ * @return {number}
160
+ */
161
+ hash() {
162
+ return this.geometry.id
163
+ ^ this.material.id
164
+ ^ (this.flags & FLAG_SET_EQUALITY)
165
+ ^ (this.draw_method << 16)
166
+ ^ (this.mode << 12)
167
+ ;
168
+ }
169
+
170
+ /**
171
+ *
172
+ * @param {ShadedGeometry} other
173
+ * @returns {boolean}
174
+ */
175
+ equals(other) {
176
+ return this.geometry.id === other.geometry.id
177
+ && this.material.id === other.material.id
178
+ && this.draw_method === other.draw_method
179
+ && this.mode === other.mode
180
+ && (this.flags & FLAG_SET_EQUALITY) === (other.flags & FLAG_SET_EQUALITY)
181
+ && this.depth_material === other.depth_material
182
+ ;
183
+ }
184
+
185
+ /**
186
+ *
187
+ * @param {ShadedGeometry} other
188
+ */
189
+ copy(other) {
190
+ this.geometry = other.geometry;
191
+ this.material = other.material;
192
+ this.depth_material = other.depth_material;
193
+ this.draw_method = other.draw_method;
194
+ this.mode = other.mode;
195
+ this.flags = other.flags;
196
+ }
197
+
198
+ /**
199
+ *
200
+ * @returns {ShadedGeometry}
201
+ */
202
+ clone() {
203
+ const r = new ShadedGeometry();
204
+
205
+ r.copy(this);
206
+
207
+ return r;
208
+ }
209
+
210
+ /**
211
+ * Current cached entity that this component is attached to
212
+ * @return {number}
213
+ */
214
+ get entity() {
215
+ return this.__entity;
216
+ }
217
+
218
+ /**
219
+ * Global transform matrix
220
+ * 4x4 matrix
221
+ * @return {null|number[]}
222
+ */
223
+ get transform() {
224
+ return this.__c_transform.matrix;
225
+ }
226
+
227
+ /**
228
+ * Attach this component to the queue that collects deferred bounds updates.
229
+ * Called by the system when the component enters the BVH.
230
+ * @param {DeferredBoundsQueue} queue
231
+ * @returns {void}
232
+ */
233
+ bindBoundsQueue(queue) {
234
+ assert.defined(queue, 'queue');
235
+
236
+ this.#bounds_queue = queue;
237
+ }
238
+
239
+ /**
240
+ * Called by the system when the component leaves the BVH. Any update parked in the
241
+ * queue is abandoned — the entry is left in place and becomes inert, so unlinking
242
+ * stays O(1).
243
+ * @returns {void}
244
+ */
245
+ unbindBoundsQueue() {
246
+ this.#bounds_dirty = false;
247
+ this.#bounds_queue = null;
248
+ }
249
+
250
+ /**
251
+ * Recompute the bounding box and push it into the BVH, if a deferred update is pending.
252
+ *
253
+ * This is the single point where a parked update lands; it is driven both by
254
+ * {@link DeferredBoundsQueue.flush} and by any read of the bounding box.
255
+ * @returns {boolean} whether an update was actually pending
256
+ */
257
+ applyDeferredBoundsUpdate() {
258
+ if (!this.#bounds_dirty) {
259
+ return false;
260
+ }
261
+
262
+ this.#bounds_dirty = false;
263
+
264
+ this.update_bounds();
265
+
266
+ this.__bvh_leaf.write_bounds();
267
+
268
+ return true;
269
+ }
270
+
271
+ /**
272
+ *
273
+ * @param {AABB3} destination
274
+ */
275
+ getBoundingBox(destination) {
276
+ const geometry = this.geometry;
277
+
278
+ if (geometry !== null && geometry.isMeshletGeometry === true) {
279
+ /*
280
+ A meshlet geometry carries its box from the build, and the entity's own transform is
281
+ its world — the ECS composes every chain on the CPU. The box the renderer draws by is
282
+ derived on the GPU from the same two and is not read back here: this answers where the
283
+ primitive is under what the simulation knows, which is what a pick or a framing wants.
284
+ */
285
+ aabb3_matrix4_project(scratch_aabb3_array, geometry.bounding_box, this.transform);
286
+
287
+ destination.readFromArray(scratch_aabb3_array);
288
+
289
+ return;
290
+ }
291
+
292
+ // settle a pending deferred update, so a read never observes a stale box
293
+ this.applyDeferredBoundsUpdate();
294
+
295
+ const aabb = this.__bvh_leaf.bounds;
296
+
297
+ destination.readFromArray(aabb);
298
+ }
299
+
300
+ /**
301
+ *
302
+ * @param {MeshletGeometry|BufferGeometry} geometry
303
+ * @param {ShadeMaterial|Material} material
304
+ * @param {DrawMode} [draw_mode]
305
+ */
306
+ from(geometry, material, draw_mode = DrawMode.Triangles) {
307
+ this.geometry = geometry;
308
+ this.material = material;
309
+ this.mode = draw_mode;
310
+ }
311
+
312
+ /**
313
+ *
314
+ * @param {MeshletGeometry|BufferGeometry} geometry
315
+ * @param {ShadeMaterial|Material} material
316
+ * @param {DrawMode} [draw_mode]
317
+ * @return {ShadedGeometry}
318
+ */
319
+ static from(geometry, material, draw_mode) {
320
+ const r = new ShadedGeometry();
321
+
322
+ r.from(geometry, material, draw_mode);
323
+
324
+ return r;
325
+ }
326
+
327
+ /**
328
+ * Change handler subscribed to the entity's {@link Transform} while the component is
329
+ * linked; see {@link ShadedGeometrySystem.link}.
330
+ * @returns {void}
331
+ */
332
+ updateTransform() {
333
+ if (this.getFlag(ShadedGeometryFlags.DeferredBoundsUpdate)) {
334
+ if (!this.#bounds_dirty) {
335
+ this.#bounds_dirty = true;
336
+
337
+ this.#bounds_queue.add(this);
338
+ }
339
+
340
+ return;
341
+ }
342
+
343
+ this.update_bounds();
344
+
345
+ this.__bvh_leaf.write_bounds();
346
+ }
347
+
348
+ update_bounds() {
349
+ const geometry = this.geometry;
350
+
351
+ /*
352
+ The box comes off the geometry's own, which is why this is only reachable for a `Geometry`:
353
+ it computes one on demand and remembers it, which is the whole of what
354
+ `GeometryFlags.BoundsNeedUpdate` is for. A `MeshletGeometry` carries its box from the build
355
+ and is read through {@link #node} instead — see `getBoundingBox`.
356
+ */
357
+ geometry.ensureBounds();
358
+
359
+ array_copy(geometry.bounding_box, 0, scratch_aabb3_array, 0, 6);
360
+
361
+ // transform
362
+ aabb3_matrix4_project(this.__bvh_leaf.bounds, scratch_aabb3_array, this.transform);
363
+ }
364
+
365
+ /**
366
+ * Raycast this primitive's own triangles on the CPU.
367
+ *
368
+ * **Requires a {@link Geometry}** — the vertex arrays themselves. A `MeshletGeometry` keeps its
369
+ * triangles quantized inside meshlet pages, so a `ShadedGeometry` a prefab spawned cannot be
370
+ * asked this; `geometry_build_from_meshlet_geometry`
371
+ * decodes one, and holding that decode is the caller's business rather than this method's.
372
+ * Picking a whole scene goes through the renderer's own `pick` instead (I-9) — this answers with
373
+ * a surface point on one primitive.
374
+ *
375
+ * @param {SurfacePoint3} contact if found, contact is written here
376
+ * @param {ArrayLike<number>|number[]|Float32Array} ray 6-tuple: [origin_x, origin_y, origin_z, direction_x, direction_y, direction_z]
377
+ * @param {ArrayLike<number>|number[]|Float32Array} transform_matrix4 transform applied to the geometry
378
+ * @returns {boolean}
379
+ */
380
+ query_raycast_nearest(contact, ray, transform_matrix4) {
381
+
382
+ // get transform in local space
383
+ m4_invert(scratch_m4, transform_matrix4);
384
+
385
+ // transform ray to local space
386
+ if (!ray3_array_apply_matrix4(scratch_ray_0, 0, ray, 0, scratch_m4)) {
387
+ // invalid transform matrix
388
+ return false;
389
+ }
390
+
391
+ const hit_found = GeometrySpatialQueryAccelerator.INSTANCE.queryRaycastNearest_array(
392
+ contact,
393
+ this.geometry,
394
+ scratch_ray_0
395
+ );
396
+
397
+ if (!hit_found) {
398
+ return false;
399
+ }
400
+
401
+ // transform hit contact into global space
402
+ contact.applyMatrix4(transform_matrix4);
403
+
404
+ return true;
405
+
406
+ }
407
+ }
408
+
409
+ /**
410
+ * @readonly
411
+ * @type {string}
412
+ */
413
+ ShadedGeometry.typeName = 'ShadedGeometry';
414
+
415
+ /**
416
+ * TODO add serialization support
417
+ * @readonly
418
+ * @type {boolean}
419
+ */
420
+ ShadedGeometry.serializable = false;