@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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@@ -1,249 +1,255 @@
1
- import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
2
- import {
3
- BLAS_VISIBILITY_SETTINGS_STRUCT,
4
- shader_blas_audit_visibility
5
- } from "./shader_blas_audit_visibility.js";
6
-
7
- /**
8
- * Can the traversal reach every triangle in the tree?
9
- *
10
- * The last unexercised link. Everything about the tree itself checks out — leaf boxes contain the
11
- * triangles the intersector fetches, internal nodes are their children's union, the root matches an
12
- * independently computed box, the instance's world AABB contains the geometry, and the stack does
13
- * not overflow. None of that runs `ray_query_blas_nearest`, and that function is what the picture
14
- * is made of.
15
- *
16
- * So: one ray per triangle, from the camera to that triangle's own centroid. The centroid is inside
17
- * the triangle, so the ray intersects it, so a hit is guaranteed — this triangle, or whatever
18
- * occludes it. A miss cannot happen geometrically. Every miss is the traversal declining to enter a
19
- * box the ray is inside.
20
- *
21
- * Run it from a view that the picture disagrees at and from one it agrees at; the difference
22
- * between the two counts is the fault, expressed as triangles rather than pixels.
23
- */
24
-
25
- /**
26
- * @param {GPUDevice} device
27
- * @param {GPUBuffer} buffer
28
- * @param {number} size
29
- * @returns {Promise<ArrayBuffer>}
30
- */
31
- async function read_back(device, buffer, size) {
32
- const staging = device.createBuffer({
33
- label: 'reachability/readback',
34
- size,
35
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
36
- });
37
-
38
- const encoder = device.createCommandEncoder({ label: 'reachability/readback' });
39
-
40
- encoder.copyBufferToBuffer(buffer, 0, staging, 0, size);
41
-
42
- device.queue.submit([encoder.finish()]);
43
-
44
- await staging.mapAsync(GPUMapMode.READ);
45
-
46
- const copy = staging.getMappedRange().slice(0);
47
-
48
- staging.unmap();
49
- staging.destroy();
50
-
51
- return copy;
52
- }
53
-
54
- /**
55
- * Apply the inverse of a mesh's transform to a world point — the same trip `chunk_ray_query_nearest`
56
- * makes to put a ray into geometry space.
57
- *
58
- * Done on the host with a full inverse rather than by transposing a rotation, because the transform
59
- * carries the asset's centimetre scale and a shortcut that assumes orthonormality would silently be
60
- * a hundred times wrong here.
61
- *
62
- * @param {ArrayLike<number>} m column-major 4x4
63
- * @param {number[]} point
64
- * @returns {number[]}
65
- */
66
- function inverse_transform_point(m, point) {
67
- const a = [
68
- [m[0], m[4], m[8], m[12]],
69
- [m[1], m[5], m[9], m[13]],
70
- [m[2], m[6], m[10], m[14]],
71
- [m[3], m[7], m[11], m[15]],
72
- ];
73
-
74
- const b = [point[0], point[1], point[2], 1];
75
-
76
- // Gaussian elimination on the 4x4 — small, and clearer than an inlined cofactor expansion
77
- for (let column = 0; column < 4; column++) {
78
- let pivot = column;
79
-
80
- for (let row = column + 1; row < 4; row++) {
81
- if (Math.abs(a[row][column]) > Math.abs(a[pivot][column])) {
82
- pivot = row;
83
- }
84
- }
85
-
86
- [a[column], a[pivot]] = [a[pivot], a[column]];
87
- [b[column], b[pivot]] = [b[pivot], b[column]];
88
-
89
- const divisor = a[column][column];
90
-
91
- for (let k = column; k < 4; k++) {
92
- a[column][k] /= divisor;
93
- }
94
-
95
- b[column] /= divisor;
96
-
97
- for (let row = 0; row < 4; row++) {
98
- if (row === column) {
99
- continue;
100
- }
101
-
102
- const factor = a[row][column];
103
-
104
- for (let k = column; k < 4; k++) {
105
- a[row][k] -= factor * a[column][k];
106
- }
107
-
108
- b[row] -= factor * b[column];
109
- }
110
- }
111
-
112
- const w = b[3] === 0 ? 1 : b[3];
113
-
114
- return [b[0] / w, b[1] / w, b[2] / w];
115
- }
116
-
117
- /**
118
- * @param {object} options
119
- * @param {Renderer} options.renderer
120
- * @param {PerspectiveCamera} options.camera whose position the rays start from
121
- * @param {Transform64} options.world the instance's world transform, which puts the camera into geometry space
122
- * @param {object} options.target refit target of the tree to audit
123
- * @param {number} options.geometry_index
124
- * @returns {Promise<object>}
125
- */
126
- export async function verify_traversal_reachability({
127
- renderer,
128
- camera,
129
- world,
130
- target,
131
- geometry_index,
132
- }) {
133
- const graphics = renderer.graphics;
134
- const device = graphics.device;
135
-
136
- const geometries = graphics.geometries;
137
- const blas = geometries.blas;
138
- const meshlets = geometries.meshlets;
139
-
140
- const { leaf_count, node_word_offset, leaf_nodes_offset } = target;
141
-
142
- const origin = inverse_transform_point(
143
- world,
144
- [...camera.transform.translation]
145
- );
146
-
147
- const t_bytes = leaf_count * Float32Array.BYTES_PER_ELEMENT;
148
-
149
- const out_t = device.createBuffer({
150
- label: 'reachability/t',
151
- size: t_bytes,
152
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
153
- });
154
-
155
- const out_triangle = device.createBuffer({
156
- label: 'reachability/triangle',
157
- size: t_bytes,
158
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
159
- });
160
-
161
- const out_expected_t = device.createBuffer({
162
- label: 'reachability/expected t',
163
- size: t_bytes,
164
- usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
165
- });
166
-
167
- const cmd = ShadeGPUCommandContext.create(graphics, 'audit/reachability');
168
-
169
- shader_blas_audit_visibility.dispatchThreads({
170
- encoder: cmd,
171
- thread_count_x: leaf_count,
172
- bindings: {
173
- settings: {
174
- origin,
175
- leaf_count,
176
- node_word_offset,
177
- leaf_nodes_offset,
178
- geometry_index,
179
- tmax: 1e12,
180
- },
181
- leaf_nodes: blas.buffer_leaf_nodes,
182
- blas_lookup: blas.buffer_metadata,
183
- blas_data: blas.buffer_data,
184
- geometries: geometries.buffer_metadata,
185
- meshlet_metadata: meshlets.buffer_metadata,
186
- meshlet_data: meshlets.buffer_data,
187
- nodes: blas.buffer_data,
188
- out_t,
189
- out_triangle,
190
- out_expected_t,
191
- },
192
- });
193
-
194
- cmd.finish();
195
-
196
- await device.queue.onSubmittedWorkDone();
197
-
198
- const t = new Float32Array(await read_back(device, out_t, t_bytes));
199
- const expected = new Float32Array(await read_back(device, out_expected_t, t_bytes));
200
-
201
- out_t.destroy();
202
- out_triangle.destroy();
203
- out_expected_t.destroy();
204
-
205
- let missed = 0;
206
- let overshot = 0;
207
- let worst_overshoot = 0;
208
-
209
- for (let i = 0; i < leaf_count; i++) {
210
- if (!(t[i] >= 0)) {
211
- missed += 1;
212
-
213
- continue;
214
- }
215
-
216
- // 1e-3 of the aimed distance, which is far above float error on these magnitudes and far
217
- // below the gap between one surface and the next
218
- const overshoot = (t[i] - expected[i]) / Math.max(1e-9, expected[i]);
219
-
220
- if (overshoot > 1e-3) {
221
- overshot += 1;
222
-
223
- worst_overshoot = Math.max(worst_overshoot, overshoot);
224
- }
225
- }
226
-
227
- const lost = missed + overshot;
228
-
229
- const result = {
230
- leaf_count,
231
- missed,
232
- overshot,
233
- worst_overshoot: +worst_overshoot.toFixed(4),
234
- lost,
235
- lost_pct: +(lost / leaf_count * 100).toFixed(3),
236
- origin: origin.map(v => +v.toFixed(3)),
237
- verdict: lost === 0
238
- ? `pass — the traversal returns a surface at or before every one of ${leaf_count} `
239
- + `triangles it was aimed at`
240
- : `FAIL — ${lost} of ${leaf_count} (${(lost / leaf_count * 100).toFixed(2)}%) rays aimed `
241
- + `at a triangle came back with nothing (${missed}) or with something behind it `
242
- + `(${overshot}). Neither is geometrically possible, so the traversal is walking past `
243
- + `surfaces it was pointed at — which is the hole in the traced image.`,
244
- };
245
-
246
- console.log(result.verdict, result);
247
-
248
- return result;
249
- }
1
+ import { ShadeGPUCommandContext } from "../../device/ShadeGPUCommandContext.js";
2
+ import {
3
+ BLAS_VISIBILITY_MESHLET_STRIDE,
4
+ BLAS_VISIBILITY_SETTINGS_STRUCT,
5
+ shader_blas_audit_visibility
6
+ } from "./shader_blas_audit_visibility.js";
7
+
8
+ /**
9
+ * Can the traversal reach every triangle in the tree?
10
+ *
11
+ * The last unexercised link. Everything about the tree itself checks out — leaf boxes contain the
12
+ * triangles the intersector fetches, internal nodes are their children's union, the root matches an
13
+ * independently computed box, the instance's world AABB contains the geometry, and the stack does
14
+ * not overflow. None of that runs `ray_query_blas_nearest`, and that function is what the picture
15
+ * is made of.
16
+ *
17
+ * So: one ray per triangle, from the camera to that triangle's own centroid. The centroid is inside
18
+ * the triangle, so the ray intersects it, so a hit is guaranteed — this triangle, or whatever
19
+ * occludes it. A miss cannot happen geometrically. Every miss is the traversal declining to enter a
20
+ * box the ray is inside.
21
+ *
22
+ * Run it from a view that the picture disagrees at and from one it agrees at; the difference
23
+ * between the two counts is the fault, expressed as triangles rather than pixels.
24
+ */
25
+
26
+ /**
27
+ * @param {GPUDevice} device
28
+ * @param {GPUBuffer} buffer
29
+ * @param {number} size
30
+ * @returns {Promise<ArrayBuffer>}
31
+ */
32
+ async function read_back(device, buffer, size) {
33
+ const staging = device.createBuffer({
34
+ label: 'reachability/readback',
35
+ size,
36
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
37
+ });
38
+
39
+ const encoder = device.createCommandEncoder({ label: 'reachability/readback' });
40
+
41
+ encoder.copyBufferToBuffer(buffer, 0, staging, 0, size);
42
+
43
+ device.queue.submit([encoder.finish()]);
44
+
45
+ await staging.mapAsync(GPUMapMode.READ);
46
+
47
+ const copy = staging.getMappedRange().slice(0);
48
+
49
+ staging.unmap();
50
+ staging.destroy();
51
+
52
+ return copy;
53
+ }
54
+
55
+ /**
56
+ * Apply the inverse of a mesh's transform to a world point — the same trip `chunk_ray_query_nearest`
57
+ * makes to put a ray into geometry space.
58
+ *
59
+ * Done on the host with a full inverse rather than by transposing a rotation, because the transform
60
+ * carries the asset's centimetre scale and a shortcut that assumes orthonormality would silently be
61
+ * a hundred times wrong here.
62
+ *
63
+ * @param {ArrayLike<number>} m column-major 4x4
64
+ * @param {number[]} point
65
+ * @returns {number[]}
66
+ */
67
+ function inverse_transform_point(m, point) {
68
+ const a = [
69
+ [m[0], m[4], m[8], m[12]],
70
+ [m[1], m[5], m[9], m[13]],
71
+ [m[2], m[6], m[10], m[14]],
72
+ [m[3], m[7], m[11], m[15]],
73
+ ];
74
+
75
+ const b = [point[0], point[1], point[2], 1];
76
+
77
+ // Gaussian elimination on the 4x4 — small, and clearer than an inlined cofactor expansion
78
+ for (let column = 0; column < 4; column++) {
79
+ let pivot = column;
80
+
81
+ for (let row = column + 1; row < 4; row++) {
82
+ if (Math.abs(a[row][column]) > Math.abs(a[pivot][column])) {
83
+ pivot = row;
84
+ }
85
+ }
86
+
87
+ [a[column], a[pivot]] = [a[pivot], a[column]];
88
+ [b[column], b[pivot]] = [b[pivot], b[column]];
89
+
90
+ const divisor = a[column][column];
91
+
92
+ for (let k = column; k < 4; k++) {
93
+ a[column][k] /= divisor;
94
+ }
95
+
96
+ b[column] /= divisor;
97
+
98
+ for (let row = 0; row < 4; row++) {
99
+ if (row === column) {
100
+ continue;
101
+ }
102
+
103
+ const factor = a[row][column];
104
+
105
+ for (let k = column; k < 4; k++) {
106
+ a[row][k] -= factor * a[column][k];
107
+ }
108
+
109
+ b[row] -= factor * b[column];
110
+ }
111
+ }
112
+
113
+ const w = b[3] === 0 ? 1 : b[3];
114
+
115
+ return [b[0] / w, b[1] / w, b[2] / w];
116
+ }
117
+
118
+ /**
119
+ * @param {object} options
120
+ * @param {Renderer} options.renderer
121
+ * @param {PerspectiveCamera} options.camera whose position the rays start from
122
+ * @param {Transform64} options.world the instance's world transform, which puts the camera into geometry space
123
+ * @param {number} options.geometry_index the row whose tree is walked and whose triangles are aimed at
124
+ * @param {number} options.meshlet_count meshlets of that geometry
125
+ * @returns {Promise<object>}
126
+ */
127
+ export async function verify_traversal_reachability({
128
+ renderer,
129
+ camera,
130
+ world,
131
+ geometry_index,
132
+ meshlet_count,
133
+ }) {
134
+ const graphics = renderer.graphics;
135
+ const device = graphics.device;
136
+
137
+ const geometries = graphics.geometries;
138
+ const blas = geometries.blas;
139
+ const meshlets = geometries.meshlets;
140
+
141
+ // every triangle id the geometry's meshlets could hold; the shader says which of them are triangles
142
+ const id_count = meshlet_count * BLAS_VISIBILITY_MESHLET_STRIDE;
143
+
144
+ const origin = inverse_transform_point(
145
+ world,
146
+ [...camera.transform.translation]
147
+ );
148
+
149
+ const t_bytes = id_count * Float32Array.BYTES_PER_ELEMENT;
150
+
151
+ const out_t = device.createBuffer({
152
+ label: 'reachability/t',
153
+ size: t_bytes,
154
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
155
+ });
156
+
157
+ const out_triangle = device.createBuffer({
158
+ label: 'reachability/triangle',
159
+ size: t_bytes,
160
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
161
+ });
162
+
163
+ const out_expected_t = device.createBuffer({
164
+ label: 'reachability/expected t',
165
+ size: t_bytes,
166
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
167
+ });
168
+
169
+ const cmd = ShadeGPUCommandContext.create(graphics, 'audit/reachability');
170
+
171
+ shader_blas_audit_visibility.dispatchThreads({
172
+ encoder: cmd,
173
+ thread_count_x: id_count,
174
+ bindings: {
175
+ settings: {
176
+ origin,
177
+ meshlet_count,
178
+ geometry_index,
179
+ tmax: 1e12,
180
+ },
181
+ blas_lookup: blas.buffer_metadata,
182
+ blas_data: blas.buffer_data,
183
+ geometries: geometries.buffer_metadata,
184
+ meshlet_metadata: meshlets.buffer_metadata,
185
+ meshlet_data: meshlets.buffer_data,
186
+ out_t,
187
+ out_triangle,
188
+ out_expected_t,
189
+ },
190
+ });
191
+
192
+ cmd.finish();
193
+
194
+ await device.queue.onSubmittedWorkDone();
195
+
196
+ const t = new Float32Array(await read_back(device, out_t, t_bytes));
197
+ const expected = new Float32Array(await read_back(device, out_expected_t, t_bytes));
198
+
199
+ out_t.destroy();
200
+ out_triangle.destroy();
201
+ out_expected_t.destroy();
202
+
203
+ let triangle_count = 0;
204
+ let missed = 0;
205
+ let overshot = 0;
206
+ let worst_overshoot = 0;
207
+
208
+ for (let i = 0; i < id_count; i++) {
209
+ if (expected[i] < 0) {
210
+ // not a triangle
211
+ continue;
212
+ }
213
+
214
+ triangle_count += 1;
215
+
216
+ if (!(t[i] >= 0)) {
217
+ missed += 1;
218
+
219
+ continue;
220
+ }
221
+
222
+ // 1e-3 of the aimed distance, which is far above float error on these magnitudes and far
223
+ // below the gap between one surface and the next
224
+ const overshoot = (t[i] - expected[i]) / Math.max(1e-9, expected[i]);
225
+
226
+ if (overshoot > 1e-3) {
227
+ overshot += 1;
228
+
229
+ worst_overshoot = Math.max(worst_overshoot, overshoot);
230
+ }
231
+ }
232
+
233
+ const lost = missed + overshot;
234
+
235
+ const result = {
236
+ triangle_count,
237
+ missed,
238
+ overshot,
239
+ worst_overshoot: +worst_overshoot.toFixed(4),
240
+ lost,
241
+ lost_pct: +(lost / Math.max(1, triangle_count) * 100).toFixed(3),
242
+ origin: origin.map(v => +v.toFixed(3)),
243
+ verdict: lost === 0
244
+ ? `pass — the traversal returns a surface at or before every one of ${triangle_count} `
245
+ + `triangles it was aimed at`
246
+ : `FAIL — ${lost} of ${triangle_count} (${(lost / Math.max(1, triangle_count) * 100).toFixed(2)}%) rays aimed `
247
+ + `at a triangle came back with nothing (${missed}) or with something behind it `
248
+ + `(${overshot}). Neither is geometrically possible, so the traversal is walking past `
249
+ + `surfaces it was pointed at — which is the hole in the traced image.`,
250
+ };
251
+
252
+ console.log(result.verdict, result);
253
+
254
+ return result;
255
+ }
@@ -0,0 +1,50 @@
1
+ <!doctype html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="utf-8">
5
+ <meta name="viewport" content="width=device-width, initial-scale=1">
6
+ <title>Trails</title>
7
+ <style>
8
+ :root {
9
+ color-scheme: dark;
10
+ }
11
+
12
+ html, body {
13
+ margin: 0;
14
+ height: 100%;
15
+ overflow: hidden;
16
+ background: #0b0d10;
17
+ color: #e4e6ea;
18
+ font: 13px system-ui, sans-serif;
19
+ }
20
+
21
+ #viewport {
22
+ position: fixed;
23
+ inset: 0;
24
+ }
25
+
26
+ #hud {
27
+ position: fixed;
28
+ left: 12px;
29
+ top: 10px;
30
+ padding: 6px 10px;
31
+ border-radius: 6px;
32
+ background: rgba(10, 12, 16, 0.7);
33
+ font-variant-numeric: tabular-nums;
34
+ }
35
+
36
+ #message {
37
+ position: fixed;
38
+ inset: 40% 10% auto 10%;
39
+ white-space: pre-wrap;
40
+ text-align: center;
41
+ }
42
+ </style>
43
+ </head>
44
+ <body tabindex="-1">
45
+ <div id="viewport"></div>
46
+ <div id="hud">starting…</div>
47
+ <div id="message"></div>
48
+ <script type="module" src="./main.js"></script>
49
+ </body>
50
+ </html>
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=main.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/trails/main.js"],"names":[],"mappings":""}