@woosh/meep-engine 3.68.0 → 3.70.0

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 (584) hide show
  1. package/CHANGELOG.md +74 -0
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
  4. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
  5. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
  6. package/package.json +1 -1
  7. package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
  8. package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
  9. package/src/core/bvh8/build/BVH8Converter.js +64 -37
  10. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
  11. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
  12. package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
  13. package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
  14. package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
  15. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
  16. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
  17. package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
  18. package/src/core/bvh8/bvh8_depth.d.ts +8 -0
  19. package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
  20. package/src/core/bvh8/bvh8_depth.js +39 -0
  21. package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
  22. package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
  23. package/src/core/math/complex/complex_fft_radix2.js +71 -0
  24. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
  25. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  26. package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
  27. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
  28. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
  29. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
  30. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
  32. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
  33. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
  34. package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
  35. package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
  36. package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
  37. package/src/engine/graphics/trail/TrailKnots.js +137 -0
  38. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
  39. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
  40. package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
  41. package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
  42. package/src/engine/graphics3/EntityRowHold.js +128 -0
  43. package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
  44. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  45. package/src/engine/graphics3/GPUFluidSystem.js +113 -16
  46. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
  47. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
  49. package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
  50. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  51. package/src/engine/graphics3/Trail3DSystem.js +380 -81
  52. package/src/engine/physics/cloth/playground/wind_main.js +7 -6
  53. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
  54. package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
  55. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
  56. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  57. package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
  58. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
  59. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
  61. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
  62. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
  63. package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
  64. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
  65. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
  66. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
  67. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
  68. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
  69. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
  70. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
  71. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
  72. package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
  73. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
  74. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  75. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
  76. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
  77. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
  78. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
  79. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  80. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
  81. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
  82. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
  83. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
  84. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
  85. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
  86. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
  87. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
  88. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
  89. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
  90. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
  91. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
  92. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
  93. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
  94. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
  95. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
  96. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
  97. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
  98. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
  99. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
  100. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
  101. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
  102. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
  103. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
  104. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
  105. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
  106. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
  107. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
  108. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
  109. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
  110. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
  111. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
  112. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
  113. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
  114. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
  115. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
  116. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
  117. package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
  118. package/src/shade/playground/bvh_repro/README.md +8 -6
  119. package/src/shade/playground/bvh_repro/index.html +125 -124
  120. package/src/shade/playground/bvh_repro/main.js +259 -254
  121. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
  122. package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
  123. package/src/shade/playground/grass_surfaces/main.js +3 -2
  124. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
  125. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
  126. package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
  127. package/src/shade/playground/skinned_blas_refit/README.md +26 -14
  128. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
  129. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  130. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
  131. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
  132. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
  135. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
  136. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
  137. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
  138. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
  139. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
  140. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
  141. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
  142. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
  143. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
  144. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
  145. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
  146. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
  147. package/src/shade/playground/trails/index.html +50 -0
  148. package/src/shade/playground/trails/main.d.ts +2 -0
  149. package/src/shade/playground/trails/main.d.ts.map +1 -0
  150. package/src/shade/playground/trails/main.js +258 -0
  151. package/src/shade/playground/water_surface/main.js +6 -3
  152. package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
  153. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
  154. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
  155. package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
  156. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  157. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
  158. package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
  159. package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
  160. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
  161. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
  162. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
  163. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
  164. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
  165. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
  166. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
  167. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
  168. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
  169. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
  170. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
  171. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
  172. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
  173. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
  174. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
  175. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
  176. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
  177. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
  178. package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
  179. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
  180. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
  181. package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
  182. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
  183. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
  184. package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
  185. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
  186. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
  187. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
  188. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
  189. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
  190. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
  191. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
  192. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
  193. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
  194. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
  195. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
  196. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
  197. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
  198. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
  199. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
  200. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
  201. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
  202. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
  203. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
  204. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
  205. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
  206. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
  207. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
  208. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
  209. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
  210. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +9 -0
  211. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
  212. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
  213. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
  214. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
  215. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
  216. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
  217. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
  218. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
  219. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
  220. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
  221. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
  222. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
  223. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
  224. package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
  225. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
  226. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
  227. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +340 -282
  228. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
  229. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
  230. package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
  231. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
  232. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
  233. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
  234. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
  235. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
  236. package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
  237. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
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  441. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  442. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +4 -4
  443. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.d.ts +69 -0
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  494. package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts +24 -0
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  515. package/src/shade/renderer/wind/GPUSceneWind.d.ts +36 -4
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@@ -1,202 +1,342 @@
1
- import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
2
- import {
3
- BVH_NODE_BOUNDS_WORD,
4
- BVH_NODE_STRIDE_WORDS
5
- } from "../../renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
6
- import { BVH2_NODE_STRUCT } from "../../renderer/shader/chunk/bvh/BVH2_NODE_STRUCT.js";
7
- import { shader_blas_audit_leaf_triangles } from "./shader_blas_audit_leaf_triangles.js";
8
-
9
- /**
10
- * Does every leaf's box actually contain the triangle a ray will test inside it?
11
- *
12
- * This is the seam nothing else covers. The refit fills a leaf's box using
13
- * `geometry_read_triangle_bounds`; `ray_query_blas_nearest` fetches the triangle it tests using
14
- * `geometry_read_triangle_vertices`. Two functions, one encoded payload, and every check so far has
15
- * only ever exercised the first — the structural tests confirm the tree is a consistent tree, and a
16
- * tree consistently bounding the *wrong* triangles is consistent.
17
- *
18
- * When they disagree the failure is silent and view-dependent: a ray descends into a box, tests a
19
- * triangle that is elsewhere, misses, and a whole meshlet is absent from the traced image while the
20
- * rasterizer — which never consults the tree — draws it.
21
- *
22
- * So this runs the intersector's reader over every leaf on the live asset and holds its answer
23
- * against the box the tree carries. Containment, not equality: a leaf's box is allowed to be
24
- * larger than its triangle, and under deformation it will be, because the refit and this audit can
25
- * run a frame apart. It is not allowed to be somewhere else.
26
- */
27
-
28
- /**
29
- * @param {GPUDevice} device
30
- * @param {GPUBuffer} buffer
31
- * @param {number} offset
32
- * @param {number} size
33
- * @returns {Promise<ArrayBuffer>}
34
- */
35
- async function read_back(device, buffer, offset, size) {
36
- const staging = device.createBuffer({
37
- label: 'audit/readback',
38
- size,
39
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
40
- });
41
-
42
- const encoder = device.createCommandEncoder({ label: 'audit/readback' });
43
-
44
- encoder.copyBufferToBuffer(buffer, offset, staging, 0, size);
45
-
46
- device.queue.submit([encoder.finish()]);
47
-
48
- await staging.mapAsync(GPUMapMode.READ);
49
-
50
- const copy = staging.getMappedRange().slice(0);
51
-
52
- staging.unmap();
53
- staging.destroy();
54
-
55
- return copy;
56
- }
57
-
58
- /**
59
- * @param {object} options
60
- * @param {Renderer} options.renderer
61
- * @param {object} [options.owner] the identity the tree is registered under
62
- * @param {object} [options.target] an explicit refit target, for a tree whose owner handle is not
63
- * reachable — a skinned clone's metadata row lives inside the skinning context. Every copy of a
64
- * geometry shares one topology, so a clone's target is the source's with its own `node_word_offset`
65
- * substituted, and that is composable from the published lookup alone.
66
- * @param {number} options.geometry_index the row whose vertices the leaves index into
67
- * @param {number} [options.tolerance] fraction of a leaf's own size a vertex may sit outside by
68
- * @returns {Promise<object>}
69
- */
70
- export async function verify_leaf_triangles({
71
- renderer,
72
- owner,
73
- target: explicit_target,
74
- geometry_index,
75
- tolerance = 1e-3,
76
- }) {
77
- const graphics = renderer.graphics;
78
- const device = graphics.device;
79
-
80
- const geometries = graphics.geometries;
81
- const blas = geometries.blas;
82
- const meshlets = geometries.meshlets;
83
-
84
- const target = explicit_target ?? blas.get_refit_target(owner);
85
-
86
- if (target === undefined) {
87
- throw new Error('that owner has no resident tree');
88
- }
89
-
90
- const { leaf_count, node_word_offset, leaf_nodes_offset } = target;
91
-
92
- const out_bytes = leaf_count * 6 * Float32Array.BYTES_PER_ELEMENT;
93
-
94
- const out_bounds = device.createBuffer({
95
- label: 'audit/leaf triangles',
96
- size: out_bytes,
97
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
98
- });
99
-
100
- const cmd = ShadeGPUCommandContext.create(graphics, 'audit/leaf triangles');
101
-
102
- shader_blas_audit_leaf_triangles.dispatchThreads({
103
- encoder: cmd,
104
- thread_count_x: leaf_count,
105
- bindings: {
106
- settings: {
107
- leaf_count,
108
- node_word_offset,
109
- leaf_nodes_offset,
110
- geometry_index,
111
- },
112
- leaf_nodes: blas.buffer_leaf_nodes,
113
- geometries: geometries.buffer_metadata,
114
- meshlet_metadata: meshlets.buffer_metadata,
115
- meshlet_data: meshlets.buffer_data,
116
- nodes: blas.buffer_data,
117
- out_bounds,
118
- },
119
- });
120
-
121
- cmd.finish();
122
-
123
- await device.queue.onSubmittedWorkDone();
124
-
125
- const intersector = new Float32Array(await read_back(device, out_bounds, 0, out_bytes));
126
-
127
- const leaves = new Uint32Array(await read_back(
128
- device,
129
- blas.buffer_leaf_nodes,
130
- leaf_nodes_offset * Uint32Array.BYTES_PER_ELEMENT,
131
- leaf_count * Uint32Array.BYTES_PER_ELEMENT
132
- ));
133
-
134
- const node_bytes = Math.max(...leaves) * BVH2_NODE_STRUCT.size + BVH2_NODE_STRUCT.size;
135
-
136
- const nodes = new Float32Array(await read_back(
137
- device,
138
- blas.buffer_data,
139
- node_word_offset * Uint32Array.BYTES_PER_ELEMENT,
140
- node_bytes
141
- ));
142
-
143
- out_bounds.destroy();
144
-
145
- let escaped = 0;
146
- let worst = 0;
147
-
148
- const examples = [];
149
- const escaped_leaves = [];
150
-
151
- for (let i = 0; i < leaf_count; i++) {
152
- const base = leaves[i] * BVH_NODE_STRIDE_WORDS + BVH_NODE_BOUNDS_WORD;
153
-
154
- const source = i * 6;
155
-
156
- let error = 0;
157
-
158
- for (let axis = 0; axis < 3; axis++) {
159
- const span = Math.max(1e-9, nodes[base + axis + 3] - nodes[base + axis]);
160
-
161
- error = Math.max(
162
- error,
163
- (nodes[base + axis] - intersector[source + axis]) / span,
164
- (intersector[source + axis + 3] - nodes[base + axis + 3]) / span
165
- );
166
- }
167
-
168
- if (error > tolerance) {
169
- escaped += 1;
170
- escaped_leaves.push(i);
171
-
172
- if (examples.length < 5) {
173
- examples.push({
174
- leaf: i,
175
- node: leaves[i],
176
- tree_box: [0, 1, 2, 3, 4, 5].map(k => +nodes[base + k].toFixed(3)),
177
- intersector_box: [0, 1, 2, 3, 4, 5].map(k => +intersector[source + k].toFixed(3)),
178
- escapes_by: +error.toFixed(4),
179
- });
180
- }
181
- }
182
-
183
- worst = Math.max(worst, error);
184
- }
185
-
186
- const result = {
187
- leaf_count,
188
- escaped,
189
- escaped_leaves,
190
- worst: +worst.toFixed(5),
191
- examples,
192
- verdict: escaped === 0
193
- ? `pass — all ${leaf_count} leaves bound the triangle the intersector fetches for them`
194
- : `FAIL — ${escaped} of ${leaf_count} leaves bound a different triangle than the `
195
- + `intersector tests, worst by ${(worst * 100).toFixed(1)}% of the leaf's own size. `
196
- + `Rays descend into those boxes, test a triangle that is elsewhere, and miss.`,
197
- };
198
-
199
- console.log(result.verdict, result);
200
-
201
- return result;
202
- }
1
+ import { bitCount } from "../../../core/binary/operations/bitCount.js";
2
+ import { BVH8 } from "../../../core/bvh8/BVH8.js";
3
+ import { bvh8_get_node_child_bounds } from "../../../core/bvh8/bvh8_get_node_child_bounds.js";
4
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
5
+ import { BVH8_INODE_STRUCT } from "../../renderer/shader/chunk/bvh/bvh8/webgpu/BVH8_INODE_STRUCT.js";
6
+ import {
7
+ BLAS_AUDIT_MESHLET_STRIDE,
8
+ shader_blas_audit_leaf_triangles
9
+ } from "./shader_blas_audit_leaf_triangles.js";
10
+
11
+ /**
12
+ * Does every leaf slot's box actually contain the triangles a ray will test inside it?
13
+ *
14
+ * This is the seam nothing else covers. The refit fills a slot's box using
15
+ * `geometry_read_triangle_bounds`; the ray queries fetch the triangles they test using
16
+ * `geometry_read_triangle_positions`. Two functions, one encoded payload — and the structural checks
17
+ * confirm only that the tree is a consistent tree, which a tree consistently bounding the *wrong*
18
+ * triangles is.
19
+ *
20
+ * When they disagree the failure is silent and view-dependent: a ray descends into a box, tests a
21
+ * triangle that is elsewhere, misses, and a whole meshlet is absent from the traced image while the
22
+ * rasterizer — which never consults the tree — draws it.
23
+ *
24
+ * So this runs the intersector's reader over every triangle of the live asset and holds its answer
25
+ * against the slot of the tree that names it. Containment, not equality: a slot's box is quantized
26
+ * outward, and under deformation the refit and this audit can run a frame apart. It is not allowed
27
+ * to be somewhere else. Every triangle has to be named by one slot, and by one only.
28
+ *
29
+ * The slots that name child nodes are held to the same triangles: a ray reaches a node only through
30
+ * the box its parent keeps for it, so that box has to hold every triangle under the node. Not the
31
+ * boxes of the node's own slots — those are rounded outward on the node's own grid, and may reach
32
+ * past what the parent keeps, without a ray being lost for it.
33
+ */
34
+
35
+ /**
36
+ * @param {GPUDevice} device
37
+ * @param {GPUBuffer} buffer
38
+ * @param {number} offset
39
+ * @param {number} size
40
+ * @returns {Promise<ArrayBuffer>}
41
+ */
42
+ async function read_back(device, buffer, offset, size) {
43
+ const staging = device.createBuffer({
44
+ label: 'audit/readback',
45
+ size,
46
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
47
+ });
48
+
49
+ const encoder = device.createCommandEncoder({ label: 'audit/readback' });
50
+
51
+ encoder.copyBufferToBuffer(buffer, offset, staging, 0, size);
52
+
53
+ device.queue.submit([encoder.finish()]);
54
+
55
+ await staging.mapAsync(GPUMapMode.READ);
56
+
57
+ const copy = staging.getMappedRange().slice(0);
58
+
59
+ staging.unmap();
60
+ staging.destroy();
61
+
62
+ return copy;
63
+ }
64
+
65
+ /**
66
+ * @param {object} options
67
+ * @param {Renderer} options.renderer
68
+ * @param {object} [options.owner] the identity the tree is registered under
69
+ * @param {{node_offset: number, node_count: number}} [options.target] an explicit refit target, for a
70
+ * tree whose owner handle is not at hand
71
+ * @param {number} options.geometry_index the row whose triangles the tree names
72
+ * @param {number} options.meshlet_count meshlets of that geometry
73
+ * @param {number} [options.tolerance] fraction of a slot's own size a triangle may sit outside by
74
+ * @returns {Promise<object>}
75
+ */
76
+ export async function verify_leaf_triangles({
77
+ renderer,
78
+ owner,
79
+ target: explicit_target,
80
+ geometry_index,
81
+ meshlet_count,
82
+ tolerance = 1e-3,
83
+ }) {
84
+ const graphics = renderer.graphics;
85
+ const device = graphics.device;
86
+
87
+ const geometries = graphics.geometries;
88
+ const blas = geometries.blas;
89
+ const meshlets = geometries.meshlets;
90
+
91
+ const target = explicit_target ?? blas.get_refit_target(owner);
92
+
93
+ if (target === undefined) {
94
+ throw new Error('that owner has no resident tree');
95
+ }
96
+
97
+ const { node_offset, node_count } = target;
98
+
99
+ const id_count = meshlet_count * BLAS_AUDIT_MESHLET_STRIDE;
100
+
101
+ const out_bytes = id_count * 6 * Float32Array.BYTES_PER_ELEMENT;
102
+
103
+ const out_bounds = device.createBuffer({
104
+ label: 'audit/leaf triangles',
105
+ size: out_bytes,
106
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
107
+ });
108
+
109
+ const cmd = ShadeGPUCommandContext.create(graphics, 'audit/leaf triangles');
110
+
111
+ shader_blas_audit_leaf_triangles.dispatchThreads({
112
+ encoder: cmd,
113
+ thread_count_x: id_count,
114
+ bindings: {
115
+ settings: {
116
+ meshlet_count,
117
+ geometry_index,
118
+ },
119
+ geometries: geometries.buffer_metadata,
120
+ meshlet_metadata: meshlets.buffer_metadata,
121
+ meshlet_data: meshlets.buffer_data,
122
+ out_bounds,
123
+ },
124
+ });
125
+
126
+ cmd.finish();
127
+
128
+ await device.queue.onSubmittedWorkDone();
129
+
130
+ const intersector = new Float32Array(await read_back(device, out_bounds, 0, out_bytes));
131
+
132
+ const tree = new BVH8();
133
+
134
+ tree.nodes.fromArrayBuffer(await read_back(
135
+ device,
136
+ blas.buffer_data,
137
+ node_offset * BVH8_INODE_STRUCT.size,
138
+ node_count * BVH8_INODE_STRUCT.size
139
+ ), node_count);
140
+
141
+ out_bounds.destroy();
142
+
143
+ // how many slots name each triangle id
144
+ const named = new Uint8Array(id_count);
145
+
146
+ const slot_box = new Float32Array(6);
147
+
148
+ let triangle_count = 0;
149
+ let escaped = 0;
150
+ let worst = 0;
151
+
152
+ let child_slots = 0;
153
+ let child_escaped = 0;
154
+
155
+ const examples = [];
156
+ const escaped_nodes = new Set();
157
+
158
+ // the box of every triangle under a node, as the intersector reads them: six floats a node
159
+ const under = new Float32Array(node_count * 6);
160
+
161
+ for (let node = 0; node < node_count; node++) {
162
+ under.fill(Infinity, node * 6, node * 6 + 3);
163
+ under.fill(-Infinity, node * 6 + 3, node * 6 + 6);
164
+ }
165
+
166
+ // how far `inner`, six floats at `offset`, lies outside `slot_box`, as a fraction of the slot's own size
167
+ const escape_of = (inner, offset) => {
168
+ let error = 0;
169
+
170
+ for (let axis = 0; axis < 3; axis++) {
171
+ const span = Math.max(1e-9, slot_box[axis + 3] - slot_box[axis]);
172
+
173
+ error = Math.max(
174
+ error,
175
+ (slot_box[axis] - inner[offset + axis]) / span,
176
+ (inner[offset + axis + 3] - slot_box[axis + 3]) / span
177
+ );
178
+ }
179
+
180
+ return error;
181
+ };
182
+
183
+ // Last node first: a child's index is above its parent's, so by the time a slot names a child
184
+ // node, what is under that child is known.
185
+ for (let node = node_count - 1; node >= 0; node--) {
186
+ const imask = tree.node_get_imask(node);
187
+ const triangle_base = tree.node_get_base_index_triangle(node);
188
+ const child_base = tree.node_get_base_index_child(node);
189
+
190
+ for (let slot = 0; slot < 8; slot++) {
191
+ const slot_meta = tree.node_get_meta(node, slot);
192
+
193
+ if (slot_meta === 0) {
194
+ // empty
195
+ continue;
196
+ }
197
+
198
+ bvh8_get_node_child_bounds(slot_box, 0, tree, node, slot);
199
+
200
+ if ((imask & (1 << slot)) !== 0) {
201
+ // a child node: the slots below this one that hold child nodes say which
202
+ const child = child_base + bitCount(imask & ((1 << slot) - 1));
203
+
204
+ child_slots++;
205
+
206
+ if (child <= node || child >= node_count) {
207
+ child_escaped += 1;
208
+ escaped_nodes.add(node);
209
+
210
+ if (examples.length < 5) {
211
+ examples.push({ node, slot, child, problem: 'not a node below this one' });
212
+ }
213
+
214
+ continue;
215
+ }
216
+
217
+ // a child with no triangle under it holds nothing to escape
218
+ const error = under[child * 6] > under[child * 6 + 3] ? 0 : escape_of(under, child * 6);
219
+
220
+ if (error > tolerance) {
221
+ child_escaped += 1;
222
+ escaped_nodes.add(node);
223
+
224
+ if (examples.length < 5) {
225
+ examples.push({
226
+ node,
227
+ slot,
228
+ child,
229
+ tree_box: Array.from(slot_box, v => +v.toFixed(3)),
230
+ triangles_under_child: Array.from(under.subarray(child * 6, child * 6 + 6), v => +v.toFixed(3)),
231
+ escapes_by: +error.toFixed(4),
232
+ });
233
+ }
234
+ }
235
+
236
+ worst = Math.max(worst, error);
237
+
238
+ for (let axis = 0; axis < 3; axis++) {
239
+ under[node * 6 + axis] = Math.min(under[node * 6 + axis], under[child * 6 + axis]);
240
+ under[node * 6 + axis + 3] = Math.max(under[node * 6 + axis + 3], under[child * 6 + axis + 3]);
241
+ }
242
+
243
+ continue;
244
+ }
245
+
246
+ const first = triangle_base + (slot_meta & 0b11111);
247
+ const count = bitCount((slot_meta >> 5) & 0b111);
248
+
249
+ for (let j = 0; j < count; j++) {
250
+ const id = first + j;
251
+
252
+ // a triangle's id is `(meshlet << 8) | triangle`; the audit laid them out a fixed stride a meshlet
253
+ const index = (id >>> 8) * BLAS_AUDIT_MESHLET_STRIDE + (id & 0xFF);
254
+
255
+ const source = index * 6;
256
+
257
+ triangle_count++;
258
+
259
+ if (index >= id_count || (id & 0xFF) >= BLAS_AUDIT_MESHLET_STRIDE || intersector[source] > intersector[source + 3]) {
260
+ escaped += 1;
261
+ escaped_nodes.add(node);
262
+
263
+ if (examples.length < 5) {
264
+ examples.push({ node, slot, triangle: id, problem: 'the geometry has no such triangle' });
265
+ }
266
+
267
+ continue;
268
+ }
269
+
270
+ named[index] += 1;
271
+
272
+ const error = escape_of(intersector, source);
273
+
274
+ for (let axis = 0; axis < 3; axis++) {
275
+ under[node * 6 + axis] = Math.min(under[node * 6 + axis], intersector[source + axis]);
276
+ under[node * 6 + axis + 3] = Math.max(under[node * 6 + axis + 3], intersector[source + axis + 3]);
277
+ }
278
+
279
+ if (error > tolerance) {
280
+ escaped += 1;
281
+ escaped_nodes.add(node);
282
+
283
+ if (examples.length < 5) {
284
+ examples.push({
285
+ node,
286
+ slot,
287
+ triangle: id,
288
+ tree_box: Array.from(slot_box, v => +v.toFixed(3)),
289
+ intersector_box: [0, 1, 2, 3, 4, 5].map(k => +intersector[source + k].toFixed(3)),
290
+ escapes_by: +error.toFixed(4),
291
+ });
292
+ }
293
+ }
294
+
295
+ worst = Math.max(worst, error);
296
+ }
297
+ }
298
+ }
299
+
300
+ // every triangle the geometry holds, named by exactly one slot
301
+ let unnamed = 0;
302
+ let repeated = 0;
303
+
304
+ for (let index = 0; index < id_count; index++) {
305
+ if (intersector[index * 6] > intersector[index * 6 + 3]) {
306
+ // not a triangle
307
+ continue;
308
+ }
309
+
310
+ if (named[index] === 0) {
311
+ unnamed += 1;
312
+ } else if (named[index] > 1) {
313
+ repeated += 1;
314
+ }
315
+ }
316
+
317
+ const sound = escaped === 0 && child_escaped === 0 && unnamed === 0 && repeated === 0;
318
+
319
+ const result = {
320
+ triangle_count,
321
+ child_slots,
322
+ escaped,
323
+ child_escaped,
324
+ escaped_nodes: [...escaped_nodes].sort((a, b) => a - b),
325
+ unnamed,
326
+ repeated,
327
+ worst: +worst.toFixed(5),
328
+ examples,
329
+ verdict: sound
330
+ ? `pass — all ${triangle_count} triangles sit inside the slot that names them, each named once, `
331
+ + `and ${child_slots} slots hold every triangle under the child node they name`
332
+ : `FAIL — of ${triangle_count} triangles named, ${escaped} lie outside the slot that names `
333
+ + `them (worst by ${(worst * 100).toFixed(1)}% of the slot's own size), ${unnamed} of the `
334
+ + `geometry's are named by no slot and ${repeated} by more than one; ${child_escaped} of `
335
+ + `${child_slots} slots do not hold the triangles under the child node they name. Rays `
336
+ + `descend into those boxes, test a triangle that is elsewhere, and miss.`,
337
+ };
338
+
339
+ console.log(result.verdict, result);
340
+
341
+ return result;
342
+ }
@@ -11,7 +11,8 @@
11
11
  * @param {PerspectiveCamera} options.camera
12
12
  * @param {Scene} options.scene
13
13
  * @param {number} options.entity a skinned mesh entity, whose clone is being deformed
14
- * @param {number} [options.tolerance] relative box disagreement to accept
14
+ * @param {number} [options.tolerance] slack on the fit, in steps of the root's grid, and the relative
15
+ * movement between the samples below which the pose is taken not to have moved
15
16
  * @returns {Promise<object>} the samples and the verdict
16
17
  */
17
18
  export function verify_skinned_blas_refit({ renderer, camera, scene, entity, tolerance, }: {
@@ -22,21 +23,19 @@ export function verify_skinned_blas_refit({ renderer, camera, scene, entity, tol
22
23
  tolerance?: number;
23
24
  }): Promise<object>;
24
25
  /**
25
- * Does each leaf's box belong to the triangle that leaf names?
26
+ * Does each leaf slot's box belong to the triangles that slot names?
26
27
  *
27
28
  * The check above cannot see this, and it is worth being explicit about why. Its two properties —
28
- * root box equals the metadata box, every internal node equals its children's union — are both
29
- * invariant under *any* permutation of triangles among leaves. Deal the same set of triangle boxes
30
- * out to the wrong leaves and the union of all of them is unchanged, so the root still matches, and
31
- * the climb still computes each node from whatever its children hold. A tree that fits every
32
- * triangle to the wrong leaf passes both and traces garbage: a ray descends into a box, tests the
33
- * triangle the leaf names, and that triangle is somewhere else entirely.
29
+ * the root holds the metadata box, every slot holds the child node it names — are both invariant
30
+ * under *any* permutation of triangles among leaf slots. Deal the same triangles out to the wrong
31
+ * slots and the union of all of them is unchanged, so the root still matches, and each node is still
32
+ * fitted to whatever its children hold. A tree that fits every triangle to the wrong slot passes both
33
+ * and traces garbage: a ray descends into a box, tests the triangles the slot names, and those
34
+ * triangles are somewhere else entirely.
34
35
  *
35
- * The way to see it is to refit a geometry that is **not** deforming, and hold the result against
36
- * the tree it was copied from. The CPU builder put each leaf's box there with the correspondence
37
- * that is correct by construction; the refit recomputes those boxes from the vertex buffer. Nothing
38
- * moved in between, so the two have to be the same bytes — and a permutation is exactly what stops
39
- * them being.
36
+ * The way to see it is to refit a geometry that is **not** deforming, and hold every slot against the
37
+ * triangles the intersector fetches for it. Nothing moved, so there is no frame of slack to hide
38
+ * behind: every triangle sits inside the slot that names it or the refit read another one.
40
39
  *
41
40
  * @param {object} options
42
41
  * @param {Renderer} options.renderer
@@ -1 +1 @@
1
- {"version":3,"file":"verify_skinned_blas_refit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js"],"names":[],"mappings":"AA0JA;;;;;;;;;;;;;;;GAeG;AACH;IAP6B,QAAQ;IACC,MAAM;IAClB,KAAK;IACJ,MAAM,EAAtB,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,QAAQ,MAAM,CAAC,CAoF3B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAJ6B,QAAQ;IACD,QAAQ;IAC/B,QAAQ,MAAM,CAAC,CA8F3B"}
1
+ {"version":3,"file":"verify_skinned_blas_refit.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js"],"names":[],"mappings":"AAmNA;;;;;;;;;;;;;;;;GAgBG;AACH;IAR6B,QAAQ;IACC,MAAM;IAClB,KAAK;IACJ,MAAM,EAAtB,MAAM;IACW,SAAS,GAA1B,MAAM;IAEJ,QAAQ,MAAM,CAAC,CAuG3B;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAJ6B,QAAQ;IACD,QAAQ;IAC/B,QAAQ,MAAM,CAAC,CAuC3B"}