@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
@@ -0,0 +1,112 @@
1
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
2
+ import { SKINNING_BINDING_STRUCT } from "../../animation/skinning/SKINNING_BINDING_STRUCT.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { mat4x4f, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
8
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
9
+ import { chunk_scene_database_access } from "../chunk_scene_database_access.js";
10
+ import { chunk_scene_append_mover } from "./chunk_scene_append_mover.js";
11
+ import { SCENE_MOVERS_STRUCT } from "./SCENE_MOVER_LAYOUT.js";
12
+
13
+ export const SCENE_SKINNED_MOVERS_WORKGROUP_SIZE = 64;
14
+
15
+ /**
16
+ * @type {WebGPUStruct}
17
+ */
18
+ export const SCENE_SKINNED_MOVERS_SETTINGS_STRUCT = WebGPUStruct.from({
19
+ binding_count: u32,
20
+ capacity: u32,
21
+ }, "SceneSkinnedMoversSettings");
22
+
23
+ const resources = new ShaderResourceSetDescriptor();
24
+
25
+ resources.setImmediate('settings', SCENE_SKINNED_MOVERS_SETTINGS_STRUCT);
26
+
27
+ resources.createGroup()
28
+ .addStorageBuffer('scene_database', WebGPUArray.from(u32), false)
29
+ .addStorageBuffer('bindings', WebGPUArray.from(SKINNING_BINDING_STRUCT), false)
30
+ .addStorageBuffer('skin_matrices', WebGPUArray.from(mat4x4f), false)
31
+ .addStorageBuffer('prev_skin_matrices', WebGPUArray.from(mat4x4f), false)
32
+ .addStorageBuffer('movers', SCENE_MOVERS_STRUCT, true);
33
+
34
+ const body = CodeChunk.from(
35
+ //language=WGSL
36
+ `
37
+ const LANES = ${SCENE_SKINNED_MOVERS_WORKGROUP_SIZE}u;
38
+
39
+ // set by the first lane to find a joint that moved: that lane alone lists the mesh
40
+ var<workgroup> claimed: atomic<u32>;
41
+
42
+ fn scene_matrix_differs(a: mat4x4f, b: mat4x4f) -> bool {
43
+ return any(a[0] != b[0]) || any(a[1] != b[1]) || any(a[2] != b[2]) || any(a[3] != b[3]);
44
+ }
45
+
46
+ @compute @workgroup_size(${SCENE_SKINNED_MOVERS_WORKGROUP_SIZE},1,1)
47
+ fn main(
48
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
49
+ @builtin(local_invocation_index) lane: u32,
50
+ ) {
51
+ let index = workgroup_id.x;
52
+
53
+ // the whole workgroup's binding, so the whole workgroup leaves
54
+ if (index >= settings.binding_count) {
55
+ return;
56
+ }
57
+
58
+ let binding = bindings[index];
59
+
60
+ // a lane's joints, a workgroup's width apart: as many as the skin has, over the lanes
61
+ var moved = false;
62
+
63
+ for (var j = lane; j < binding.skin_matrix_count; j += LANES) {
64
+ let row = binding.skin_matrix_offset + j;
65
+
66
+ moved = moved || scene_matrix_differs(skin_matrices[row], prev_skin_matrices[row]);
67
+ }
68
+
69
+ let first = moved && atomicExchange(&claimed, 1u) == 0u;
70
+
71
+ var box_min = vec3f(0.0);
72
+ var box_max = vec3f(0.0);
73
+
74
+ if (first) {
75
+ let mesh = scene_read_mesh(&scene_database, binding.mesh_instance_index);
76
+
77
+ box_min = vec3f(mesh.bounding_box[0], mesh.bounding_box[1], mesh.bounding_box[2]);
78
+ box_max = vec3f(mesh.bounding_box[3], mesh.bounding_box[4], mesh.bounding_box[5]);
79
+ }
80
+
81
+ // a pose that changed is the animation's alone; a move of the mesh as well is listed by the
82
+ // mover pass, as any row's move is
83
+ scene_append_mover(first && all(box_min <= box_max), box_min, box_max, true, settings.capacity);
84
+ }
85
+ `, [
86
+ SKINNING_BINDING_STRUCT.declaration_chunk,
87
+ chunk_scene_database_access,
88
+ chunk_scene_append_mover,
89
+ ]);
90
+
91
+ body.addExtension(WebGPUExtensionType.Subgroups);
92
+
93
+ /**
94
+ * List every skinned mesh whose pose changed since last frame: a joint's skin matrix differs from
95
+ * the one the animation manager kept from the frame before. A pose can change inside bounds that
96
+ * stay put — an arm swinging inside the box its feet and head set — which neither the row's
97
+ * transform nor its box would show; a skin held still is no mover. Every box it lists is
98
+ * {@link SCENE_MOVER_POSE_ONLY}.
99
+ *
100
+ * The mesh's box is this frame's, after the bounds refresh: a pose that changed it is also caught by
101
+ * {@link shader_scene_movers}, with where the mesh was.
102
+ *
103
+ * One workgroup per skinning binding, its lanes over the skin's joints, after
104
+ * {@link shader_scene_movers} into the same list.
105
+ *
106
+ * @type {ComputeShader}
107
+ */
108
+ export const shader_scene_skinned_movers = ComputeShader.from({
109
+ label: "Scene/SkinnedMovers",
110
+ body,
111
+ resources,
112
+ });
@@ -108,6 +108,19 @@ export class GPUSceneRows {
108
108
  * @type {Signal<number>} the entity
109
109
  */
110
110
  onMeshReleased: any;
111
+ /**
112
+ * An entity's `meshes` row has been written: the first time, and every time what it draws was
113
+ * replaced ({@link attach_mesh}) — not when only its entity moved. Sent once the record is in the
114
+ * table, with what the record says: the entity, the geometry it draws (the source, for a row that
115
+ * draws a skinned clone), its material, and the {@link MESH_FLAG_SDF_WORLD} and
116
+ * {@link MESH_FLAG_SKINNED} bits of its `flags`.
117
+ *
118
+ * A row attached and detached between two flushes is never written, so {@link onMeshReleased}
119
+ * can come for an entity this never named.
120
+ *
121
+ * @type {Signal<number, MeshletGeometry, ShadeMaterial, number>} entity, geometry, material, flags
122
+ */
123
+ onMeshWritten: any;
111
124
  /**
112
125
  * Whether the entity holds a `meshes` row.
113
126
  *
@@ -120,10 +133,14 @@ export class GPUSceneRows {
120
133
  * scene's primitives on this side (a CPU bake, a verifier) iterates. The order is the order
121
134
  * the meshes were attached in.
122
135
  *
123
- * @param {function(number, MeshletGeometry, ShadeMaterial, boolean): void} visitor entity,
124
- * geometry, material, whether the row draws a skinned clone
136
+ * The last argument is the row's `flags` as {@link onMeshWritten} sends them, worked out from
137
+ * what the entity asks for now: a row whose write is still pending gets the event when it is
138
+ * written, with the same.
139
+ *
140
+ * @param {function(number, MeshletGeometry, ShadeMaterial, boolean, number): void} visitor entity,
141
+ * geometry, material, whether the row draws a skinned clone, flags
125
142
  */
126
- for_each_mesh(visitor: (arg0: number, arg1: MeshletGeometry, arg2: ShadeMaterial, arg3: boolean) => void): void;
143
+ for_each_mesh(visitor: (arg0: number, arg1: MeshletGeometry, arg2: ShadeMaterial, arg3: boolean, arg4: number) => void): void;
127
144
  /**
128
145
  * The box around everything the rows draw, as this side can compose it: each mesh entry's
129
146
  * geometry box projected under its entity's own `Transform64` — the ECS's world pose, exact
@@ -209,14 +226,19 @@ export class GPUSceneRows {
209
226
  * against whatever skin the entity is bound to; the clone is made when the row is written and
210
227
  * given back with the row.
211
228
  *
229
+ * A primitive in the SDF world is seen by the rays that trace the scene's distance field, unless
230
+ * its material is transparent; one out of it is drawn and nothing else. See
231
+ * {@link MESH_FLAG_SDF_WORLD}.
232
+ *
212
233
  * The mesh is one hold on the `transforms` row, released by {@link detach_mesh}.
213
234
  *
214
235
  * @param {number} entity
215
236
  * @param {MeshletGeometry} geometry
216
237
  * @param {ShadeMaterial} material
217
238
  * @param {boolean} [skinned]
239
+ * @param {boolean} [sdf_world] in by default, as a `ShadedGeometry` is
218
240
  */
219
- attach_mesh(entity: number, geometry: MeshletGeometry, material: ShadeMaterial, skinned?: boolean): void;
241
+ attach_mesh(entity: number, geometry: MeshletGeometry, material: ShadeMaterial, skinned?: boolean, sdf_world?: boolean): void;
220
242
  /**
221
243
  * Take the entity's `meshes` row back, and let go of the hold the mesh had on its
222
244
  * `transforms` row — which stays if anything else holds it. Safe on an entity that has none.
@@ -1 +1 @@
1
- {"version":3,"file":"GPUSceneRows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/rows/GPUSceneRows.js"],"names":[],"mappings":"AAeA;;;;;;;;;;GAUG;AAEH;;;;;;;;;GASG;AACH,sCAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;GAMG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AA+KD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH;IA2II;;;;;;;;;OASG;IACH;QAR2C,OAAO,EAAvC,sBAAsB;QACC,UAAU;QACV,MAAM;QACD,UAAU,EAAtC,kBAAkB;QACU,SAAS,EAArC,kBAAkB;QACyB,IAAI,EAA/C,iCAAiC;QACW,QAAQ,QAAxC,sBAAsB;OAmB5C;IAED;;OAEG;IACH,iGAEC;IAED;;;;;OAKG;IACH,gCAEC;IAED;;;;;OAKG;IACH,YAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;;OAQG;IACH,oBAA8B;IAE9B;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;OAOG;IACH,8BAHoB,MAAM,QAAE,eAAe,QAAE,aAAa,QAAE,OAAO,KAAG,IAAI,QASzE;IAED;;;;;;;;;OASG;IACH,6BAHW,KAAK,GACH,OAAO,CAyBnB;IAED;;;;;;;;;;;;;OAaG;IACH,gBAFW,MAAM,QA0ChB;IAED;;;;;;;;OAQG;IACH,gBAFW,MAAM,QA4BhB;IAED;;;;OAIG;IACH,mBAFW,MAAM,QAIhB;IAED;;;;;;;;;;;;;OAaG;IACH,sBAFW,MAAM,QAIhB;IAED;;;;;OAKG;IACH,mBAFW,MAAM,QAIhB;IA4BD;;;;;OAKG;IACH,2EAOC;IAED;;;;OAIG;IACH,gCAEC;IAqCD;;;;;;;;;;;;;;OAcG;IACH,oBALW,MAAM,YACN,eAAe,YACf,aAAa,YACb,OAAO,QAgDjB;IAED;;;;;OAKG;IACH,oBAFW,MAAM,QAUhB;IAwCD;;;;OAIG;IACH,SAFa,MAAM,CAsDlB;IAyND;;;;OAIG;IACH;;;;;;;;OAQG;IACH,4BAHW,MAAM,kBACG,MAAM,KAAG,IAAI,QAiBhC;IAyGD;;;;;;;;;OASG;IACH,gBAgBC;;CACJ;qCA3vCY,OAAO,kDAAkD,EAAE,sBAAsB;;iCAEjF,OAAO,sCAAsC,EAAE,kBAAkB;iCACjE,OAAO,sCAAsC,EAAE,kBAAkB;gDACjE,OAAO,yCAAyC,EAAE,iCAAiC;qCACnF,OAAO,oDAAoD,EAAE,sBAAsB;8BACnF,OAAO,mCAAmC,EAAE,eAAe;4BAC3D,OAAO,iCAAiC,EAAE,aAAa;oBACvD,OAAO,wCAAwC,EAAE,KAAK"}
1
+ {"version":3,"file":"GPUSceneRows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/scene/rows/GPUSceneRows.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;GAUG;AAEH;;;;;;;;;GASG;AACH,sCAHW,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;GAMG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AAqMD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH;IA2II;;;;;;;;;OASG;IACH;QAR2C,OAAO,EAAvC,sBAAsB;QACC,UAAU;QACV,MAAM;QACD,UAAU,EAAtC,kBAAkB;QACU,SAAS,EAArC,kBAAkB;QACyB,IAAI,EAA/C,iCAAiC;QACW,QAAQ,QAAxC,sBAAsB;OAmB5C;IAED;;OAEG;IACH,iGAEC;IAED;;;;;OAKG;IACH,gCAEC;IAED;;;;;OAKG;IACH,YAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;;OAQG;IACH,oBAA8B;IAE9B;;;;;;;;;;;OAWG;IACH,mBAA6B;IAE7B;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;;;;;OAWG;IACH,8BAHoB,MAAM,QAAE,eAAe,QAAE,aAAa,QAAE,OAAO,QAAE,MAAM,KAAG,IAAI,QASjF;IAED;;;;;;;;;OASG;IACH,6BAHW,KAAK,GACH,OAAO,CAyBnB;IAED;;;;;;;;;;;;;OAaG;IACH,gBAFW,MAAM,QA0ChB;IAED;;;;;;;;OAQG;IACH,gBAFW,MAAM,QA4BhB;IAED;;;;OAIG;IACH,mBAFW,MAAM,QAIhB;IAED;;;;;;;;;;;;;OAaG;IACH,sBAFW,MAAM,QAIhB;IAED;;;;;OAKG;IACH,mBAFW,MAAM,QAIhB;IA4BD;;;;;OAKG;IACH,2EAOC;IAED;;;;OAIG;IACH,gCAEC;IAqCD;;;;;;;;;;;;;;;;;;;OAmBG;IACH,oBANW,MAAM,YACN,eAAe,YACf,aAAa,YACb,OAAO,cACP,OAAO,QAkDjB;IAED;;;;;OAKG;IACH,oBAFW,MAAM,QAUhB;IAwCD;;;;OAIG;IACH,SAFa,MAAM,CAsDlB;IAgOD;;;;OAIG;IACH;;;;;;;;OAQG;IACH,4BAHW,MAAM,kBACG,MAAM,KAAG,IAAI,QAiBhC;IAyGD;;;;;;;;;OASG;IACH,gBAgBC;;CACJ;qCAjzCY,OAAO,kDAAkD,EAAE,sBAAsB;;iCAEjF,OAAO,sCAAsC,EAAE,kBAAkB;iCACjE,OAAO,sCAAsC,EAAE,kBAAkB;gDACjE,OAAO,yCAAyC,EAAE,iCAAiC;qCACnF,OAAO,oDAAoD,EAAE,sBAAsB;8BACnF,OAAO,mCAAmC,EAAE,eAAe;4BAC3D,OAAO,iCAAiC,EAAE,aAAa;oBACvD,OAAO,wCAAwC,EAAE,KAAK"}
@@ -9,7 +9,11 @@ import { m4_linear_determinant } from "../../../../core/geom/3d/mat4/m4_linear_d
9
9
  import { Transform64 } from "../../../../engine/ecs/transform/Transform64.js";
10
10
  import { TRANSFORM64_EVENT_PLACED } from "../../../../engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js";
11
11
  import { generate_record_writer } from "../../buffer/table/serde/generate_record_writer.js";
12
- import { MESH_INSTANCE_METADATA_STRUCT } from "../MESH_INSTANCE_METADATA_STRUCT.js";
12
+ import {
13
+ MESH_FLAG_SDF_WORLD,
14
+ MESH_FLAG_SKINNED,
15
+ MESH_INSTANCE_METADATA_STRUCT
16
+ } from "../MESH_INSTANCE_METADATA_STRUCT.js";
13
17
  import { NODE3D_GLOBAL_FLAG_MIRRORED, NODE3D_SCENE_ID, NODE3D_STRUCT } from "../NODE3D_STRUCT.js";
14
18
  import { TransparencyMode } from "../../material/TransparencyMode.js";
15
19
 
@@ -123,6 +127,7 @@ const MESH_RECORD = {
123
127
  geometry: 0,
124
128
  material: 0,
125
129
  node: NODE3D_SCENE_ID,
130
+ flags: 0,
126
131
  bounding_box: UNDERIVED_BOUNDING_BOX,
127
132
  bounding_sphere: UNDERIVED_BOUNDING_SPHERE,
128
133
  lightmap_uvs: EMPTY_LIGHTMAP_CHART,
@@ -207,6 +212,14 @@ class MeshEntry {
207
212
  */
208
213
  skinned = false;
209
214
 
215
+ /**
216
+ * Whether the primitive asks to be in the SDF world. The row is, written as
217
+ * {@link MESH_FLAG_SDF_WORLD}, when its material is not transparent as well.
218
+ *
219
+ * @type {boolean}
220
+ */
221
+ sdf_world = true;
222
+
210
223
  /**
211
224
  * Whether the row has been written — and therefore whether the TLAS knows the row.
212
225
  *
@@ -223,6 +236,19 @@ class MeshEntry {
223
236
  held = null;
224
237
  }
225
238
 
239
+ /**
240
+ * The `flags` word of the row an entry writes. Glass does not stop a GI ray, so a transparent row is
241
+ * out of the SDF world whatever it asks.
242
+ *
243
+ * @param {MeshEntry} entry
244
+ * @returns {number}
245
+ */
246
+ function mesh_entry_flags(entry) {
247
+ const sdf_world = entry.sdf_world && entry.material.transparency_mode !== TransparencyMode.Transparent;
248
+
249
+ return (sdf_world ? MESH_FLAG_SDF_WORLD : 0) | (entry.skinned ? MESH_FLAG_SKINNED : 0);
250
+ }
251
+
226
252
  /**
227
253
  * Entities as rows of the scene database.
228
254
  *
@@ -461,6 +487,20 @@ export class GPUSceneRows {
461
487
  */
462
488
  onMeshReleased = new Signal();
463
489
 
490
+ /**
491
+ * An entity's `meshes` row has been written: the first time, and every time what it draws was
492
+ * replaced ({@link attach_mesh}) — not when only its entity moved. Sent once the record is in the
493
+ * table, with what the record says: the entity, the geometry it draws (the source, for a row that
494
+ * draws a skinned clone), its material, and the {@link MESH_FLAG_SDF_WORLD} and
495
+ * {@link MESH_FLAG_SKINNED} bits of its `flags`.
496
+ *
497
+ * A row attached and detached between two flushes is never written, so {@link onMeshReleased}
498
+ * can come for an entity this never named.
499
+ *
500
+ * @type {Signal<number, MeshletGeometry, ShadeMaterial, number>} entity, geometry, material, flags
501
+ */
502
+ onMeshWritten = new Signal();
503
+
464
504
  /**
465
505
  * Whether the entity holds a `meshes` row.
466
506
  *
@@ -476,14 +516,18 @@ export class GPUSceneRows {
476
516
  * scene's primitives on this side (a CPU bake, a verifier) iterates. The order is the order
477
517
  * the meshes were attached in.
478
518
  *
479
- * @param {function(number, MeshletGeometry, ShadeMaterial, boolean): void} visitor entity,
480
- * geometry, material, whether the row draws a skinned clone
519
+ * The last argument is the row's `flags` as {@link onMeshWritten} sends them, worked out from
520
+ * what the entity asks for now: a row whose write is still pending gets the event when it is
521
+ * written, with the same.
522
+ *
523
+ * @param {function(number, MeshletGeometry, ShadeMaterial, boolean, number): void} visitor entity,
524
+ * geometry, material, whether the row draws a skinned clone, flags
481
525
  */
482
526
  for_each_mesh(visitor) {
483
527
  assert.isFunction(visitor, 'visitor');
484
528
 
485
529
  for (const [entity, entry] of this.#mesh_entries) {
486
- visitor(entity, entry.geometry, entry.material, entry.skinned);
530
+ visitor(entity, entry.geometry, entry.material, entry.skinned, mesh_entry_flags(entry));
487
531
  }
488
532
  }
489
533
 
@@ -745,19 +789,25 @@ export class GPUSceneRows {
745
789
  * against whatever skin the entity is bound to; the clone is made when the row is written and
746
790
  * given back with the row.
747
791
  *
792
+ * A primitive in the SDF world is seen by the rays that trace the scene's distance field, unless
793
+ * its material is transparent; one out of it is drawn and nothing else. See
794
+ * {@link MESH_FLAG_SDF_WORLD}.
795
+ *
748
796
  * The mesh is one hold on the `transforms` row, released by {@link detach_mesh}.
749
797
  *
750
798
  * @param {number} entity
751
799
  * @param {MeshletGeometry} geometry
752
800
  * @param {ShadeMaterial} material
753
801
  * @param {boolean} [skinned]
802
+ * @param {boolean} [sdf_world] in by default, as a `ShadedGeometry` is
754
803
  */
755
- attach_mesh(entity, geometry, material, skinned = false) {
804
+ attach_mesh(entity, geometry, material, skinned = false, sdf_world = true) {
756
805
  assert.isNonNegativeInteger(entity, 'entity');
757
806
  assert.defined(geometry, 'geometry');
758
807
  assert.equal(geometry.isMeshletGeometry, true, 'geometry.isMeshletGeometry !== true');
759
808
  assert.defined(material, 'material');
760
809
  assert.isBoolean(skinned, 'skinned');
810
+ assert.isBoolean(sdf_world, 'sdf_world');
761
811
 
762
812
  if (geometry.isVirtualGeometry === true
763
813
  && material.transparency_mode !== TransparencyMode.Opaque) {
@@ -796,6 +846,7 @@ export class GPUSceneRows {
796
846
  entry.geometry = geometry;
797
847
  entry.material = material;
798
848
  entry.skinned = skinned;
849
+ entry.sdf_world = sdf_world;
799
850
 
800
851
  this.#mark(entity, MARK_MESH);
801
852
  }
@@ -1037,11 +1088,16 @@ export class GPUSceneRows {
1037
1088
  entry.held = entry.material;
1038
1089
  }
1039
1090
 
1091
+ const material = entry.material;
1092
+
1093
+ const flags = mesh_entry_flags(entry);
1094
+
1040
1095
  MESH_RECORD.geometry = entry.skinned
1041
1096
  ? this.#skinning().obtain_clone(entity, geometry).index
1042
1097
  : this.#geometries.getAddress(geometry);
1043
- MESH_RECORD.material = entry.material.id;
1098
+ MESH_RECORD.material = material.id;
1044
1099
  MESH_RECORD.node = row;
1100
+ MESH_RECORD.flags = flags;
1045
1101
 
1046
1102
  this.#meshes.set_record(row, MESH_RECORD, MESH_RECORD_WRITER);
1047
1103
 
@@ -1055,6 +1111,8 @@ export class GPUSceneRows {
1055
1111
  this.#mesh_rows_version++;
1056
1112
  }
1057
1113
 
1114
+ this.onMeshWritten.send4(entity, geometry, material, flags);
1115
+
1058
1116
  return 1;
1059
1117
  }
1060
1118
 
@@ -9,7 +9,7 @@ fn aabb3_nearest_point_on_surface(
9
9
  p: vec3<f32>
10
10
  ) -> vec3<f32>{
11
11
  // clamp the reference to the box; for exterior points this is already the nearest surface point
12
- // (mirrors the engine CPU twin: core/geom/3d/aabb/aabb3_nearest_point_on_surface.js)
12
+ // (mirrors the engine CPU twin: core/geom/3d/aabb/aabb3_closest_point_on_surface.js)
13
13
  let c = clamp(p, aabb_min, aabb_max);
14
14
 
15
15
  if (any(c != p)) {
@@ -2,7 +2,7 @@
2
2
  * Inverse of {@link chunk_mat4_compose_transform}: split a TRS matrix into its
3
3
  * translation, rotation (quaternion) and scale components.
4
4
  *
5
- * Ported from meep's `decompose_matrix_4_array`. Per-component writes to the
5
+ * Ported from meep's `m4_decompose`. Per-component writes to the
6
6
  * deref'd output pointers are intentional — the emulator used by unit tests
7
7
  * models `*ptr = X` as a local rebind, but indexed/component writes mutate
8
8
  * the underlying typed array.
@@ -4,7 +4,7 @@ import { CodeChunk } from "../../../compiler/CodeChunk.js";
4
4
  * Inverse of {@link chunk_mat4_compose_transform}: split a TRS matrix into its
5
5
  * translation, rotation (quaternion) and scale components.
6
6
  *
7
- * Ported from meep's `decompose_matrix_4_array`. Per-component writes to the
7
+ * Ported from meep's `m4_decompose`. Per-component writes to the
8
8
  * deref'd output pointers are intentional — the emulator used by unit tests
9
9
  * models `*ptr = X` as a local rebind, but indexed/component writes mutate
10
10
  * the underlying typed array.
@@ -26,7 +26,7 @@ fn mat4_decompose_transform(
26
26
  let scale_y = length(col1);
27
27
  let scale_z = length(col2);
28
28
 
29
- // Match decompose_matrix_4_array: when a column has zero length we substitute a
29
+ // Match m4_decompose: when a column has zero length we substitute a
30
30
  // very large reciprocal so the rotation extraction stays finite (inexact, but
31
31
  // doesn't poison downstream NaNs).
32
32
  let is1 = select(1e7, 1.0 / scale_x, scale_x != 0.0);
@@ -1,6 +1,6 @@
1
1
  /**
2
2
  * Based on GDC talk from Bungie on destiny, compressing quaternions for animation
3
- * see meep code {@link quat_decode_from_uint32}
3
+ * see meep code {@link quat3_decode_from_uint32}
4
4
  * @type {CodeChunk}
5
5
  */
6
6
  export const chunk_quat_decode_u32: CodeChunk;
@@ -3,7 +3,7 @@ import { SQRT1_2_DECLARATION } from "../../math/SQRT1_2_DECLARATION.js";
3
3
 
4
4
  /**
5
5
  * Based on GDC talk from Bungie on destiny, compressing quaternions for animation
6
- * see meep code {@link quat_decode_from_uint32}
6
+ * see meep code {@link quat3_decode_from_uint32}
7
7
  * @type {CodeChunk}
8
8
  */
9
9
  export const chunk_quat_decode_u32 = CodeChunk.from(
@@ -1,6 +1,6 @@
1
1
  /**
2
2
  * Based on GDC talk from Bungie on destiny, compressing quaternions for animation
3
- * see meep code {@link quat_encode_to_uint32}
3
+ * see meep code {@link quat3_encode_to_uint32}
4
4
  * @type {CodeChunk}
5
5
  */
6
6
  export const chunk_quat_encode_u32: CodeChunk;
@@ -4,7 +4,7 @@ import { chunk_v4_max_axis } from "../vec4/chunk_v4_max_axis.js";
4
4
 
5
5
  /**
6
6
  * Based on GDC talk from Bungie on destiny, compressing quaternions for animation
7
- * see meep code {@link quat_encode_to_uint32}
7
+ * see meep code {@link quat3_encode_to_uint32}
8
8
  * @type {CodeChunk}
9
9
  */
10
10
  export const chunk_quat_encode_u32 = CodeChunk.from(
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_discrete_wrs_mat2x4.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/random/reservoir/chunk_sample_discrete_wrs_mat2x4.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,+CAFU,SAAS,CA6FlB;0BApGyB,gCAAgC"}
1
+ {"version":3,"file":"chunk_sample_discrete_wrs_mat2x4.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/random/reservoir/chunk_sample_discrete_wrs_mat2x4.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,+CAFU,SAAS,CAgGlB;0BAvGyB,gCAAgC"}
@@ -18,12 +18,15 @@ fn sample_discrete_wrs_mat2x4(
18
18
  var selected_idx = 0;
19
19
  var sum_wt = weights[0].x; // Start with first weight
20
20
 
21
+ // while every weight so far is zero so is the sum, and its share would be NaN, which would turn the
22
+ // noise to NaN and leave the first item drawn whatever its weight: such a step takes nothing
23
+
21
24
  // Note: The loop effectively starts checking from the second item (index 1),
22
25
  // because the first item (index 0) initializes the reservoir.
23
26
 
24
27
  // Check index 1
25
28
  sum_wt += weights[0].y;
26
- var p = weights[0].y / sum_wt;
29
+ var p = select(0.0, weights[0].y / sum_wt, sum_wt > 0.0);
27
30
  if (*u < p) {
28
31
  selected_idx = 1;
29
32
  *u = *u / p;
@@ -33,7 +36,7 @@ fn sample_discrete_wrs_mat2x4(
33
36
 
34
37
  // Check index 2
35
38
  sum_wt += weights[0].z;
36
- p = weights[0].z / sum_wt;
39
+ p = select(0.0, weights[0].z / sum_wt, sum_wt > 0.0);
37
40
  if (*u < p) {
38
41
  selected_idx = 2;
39
42
  *u = *u / p;
@@ -43,7 +46,7 @@ fn sample_discrete_wrs_mat2x4(
43
46
 
44
47
  // Check index 3
45
48
  sum_wt += weights[0].w;
46
- p = weights[0].w / sum_wt;
49
+ p = select(0.0, weights[0].w / sum_wt, sum_wt > 0.0);
47
50
  if (*u < p) {
48
51
  selected_idx = 3;
49
52
  *u = *u / p;
@@ -57,7 +60,7 @@ fn sample_discrete_wrs_mat2x4(
57
60
 
58
61
  // Check index 4
59
62
  sum_wt += weights[1].x;
60
- p = weights[1].x / sum_wt;
63
+ p = select(0.0, weights[1].x / sum_wt, sum_wt > 0.0);
61
64
  if (*u < p) {
62
65
  selected_idx = 4;
63
66
  *u = *u / p;
@@ -67,7 +70,7 @@ fn sample_discrete_wrs_mat2x4(
67
70
 
68
71
  // Check index 5
69
72
  sum_wt += weights[1].y;
70
- p = weights[1].y / sum_wt;
73
+ p = select(0.0, weights[1].y / sum_wt, sum_wt > 0.0);
71
74
  if (*u < p) {
72
75
  selected_idx = 5;
73
76
  *u = *u / p;
@@ -77,7 +80,7 @@ fn sample_discrete_wrs_mat2x4(
77
80
 
78
81
  // Check index 6
79
82
  sum_wt += weights[1].z;
80
- p = weights[1].z / sum_wt;
83
+ p = select(0.0, weights[1].z / sum_wt, sum_wt > 0.0);
81
84
  if (*u < p) {
82
85
  selected_idx = 6;
83
86
  *u = *u / p;
@@ -87,7 +90,7 @@ fn sample_discrete_wrs_mat2x4(
87
90
 
88
91
  // Check index 7
89
92
  sum_wt += weights[1].w;
90
- p = weights[1].w / sum_wt;
93
+ p = select(0.0, weights[1].w / sum_wt, sum_wt > 0.0);
91
94
  if (*u < p) {
92
95
  selected_idx = 7;
93
96
  *u = *u / p;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_discrete_wrs_vec4.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/random/reservoir/chunk_sample_discrete_wrs_vec4.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,6CAFU,SAAS,CA8ClB;0BArDyB,gCAAgC"}
1
+ {"version":3,"file":"chunk_sample_discrete_wrs_vec4.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/random/reservoir/chunk_sample_discrete_wrs_vec4.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,6CAFU,SAAS,CAiDlB;0BAxDyB,gCAAgC"}
@@ -15,12 +15,15 @@ fn sample_discrete_wrs_vec4(weights: vec4<f32>, u: ptr<function,f32>) -> i32 {
15
15
  var selected_idx = 0;
16
16
  var sum_wt = weights.x; // Start with first weight
17
17
 
18
+ // while every weight so far is zero so is the sum, and its share would be NaN, which would turn the
19
+ // noise to NaN and leave the first item drawn whatever its weight: such a step takes nothing
20
+
18
21
  // Note: The loop effectively starts checking from the second item (index 1),
19
22
  // because the first item (index 0) initializes the reservoir.
20
23
 
21
24
  // Check index 1
22
25
  sum_wt += weights.y;
23
- var p = weights.y / sum_wt;
26
+ var p = select(0.0, weights.y / sum_wt, sum_wt > 0.0);
24
27
  if (*u < p) {
25
28
  selected_idx = 1;
26
29
  *u = *u / p;
@@ -30,7 +33,7 @@ fn sample_discrete_wrs_vec4(weights: vec4<f32>, u: ptr<function,f32>) -> i32 {
30
33
 
31
34
  // Check index 2
32
35
  sum_wt += weights.z;
33
- p = weights.z / sum_wt;
36
+ p = select(0.0, weights.z / sum_wt, sum_wt > 0.0);
34
37
  if (*u < p) {
35
38
  selected_idx = 2;
36
39
  *u = *u / p;
@@ -40,7 +43,7 @@ fn sample_discrete_wrs_vec4(weights: vec4<f32>, u: ptr<function,f32>) -> i32 {
40
43
 
41
44
  // Check index 3
42
45
  sum_wt += weights.w;
43
- p = weights.w / sum_wt;
46
+ p = select(0.0, weights.w / sum_wt, sum_wt > 0.0);
44
47
  if (*u < p) {
45
48
  selected_idx = 3;
46
49
  *u = *u / p;
@@ -1,3 +1,25 @@
1
+ /**
2
+ * The nearest hit of a ray through the meshes' fields, and the `meshes` row it is on:
3
+ *
4
+ * ```wgsl
5
+ * fn scene_sdf_raymarch_hit(ray: Ray) -> SceneSDFHit // t = F32_MAX for none
6
+ * ```
7
+ *
8
+ * The TLAS is walked nearest box first; in every instance it meets, the ray marches that geometry's
9
+ * sparse field at level 0 in its local space, whose t is the world one.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_scene_sdf_raymarch_hit: CodeChunk;
14
+ /**
15
+ * {@link chunk_scene_sdf_raymarch_hit}'s distance alone:
16
+ *
17
+ * ```wgsl
18
+ * fn scene_sdf_raymarch(ray: Ray) -> f32 // F32_MAX for no hit
19
+ * ```
20
+ *
21
+ * @type {CodeChunk}
22
+ */
1
23
  export const chunk_scene_sdf_raymarch: CodeChunk;
2
24
  import { CodeChunk } from "../../compiler/CodeChunk.js";
3
25
  //# sourceMappingURL=chunk_scene_sdf_raymarch.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_scene_sdf_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.js"],"names":[],"mappings":"AAkBA,iDAiGE;0BAjHwB,6BAA6B"}
1
+ {"version":3,"file":"chunk_scene_sdf_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;GAWG;AACH,2CAFU,SAAS,CAiGjB;AAEF;;;;;;;;GAQG;AACH,uCAFU,SAAS,CAYjB;0BA5IwB,6BAA6B"}