@woosh/meep-engine 3.69.0 → 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.
- package/CHANGELOG.md +30 -1
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +1 -1
- package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
- package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
- package/src/core/bvh8/build/BVH8Converter.js +64 -37
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
- package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
- package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
- package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
- package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
- package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
- package/src/core/bvh8/bvh8_depth.d.ts +8 -0
- package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
- package/src/core/bvh8/bvh8_depth.js +39 -0
- package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
- package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
- package/src/core/math/complex/complex_fft_radix2.js +71 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUFluidSystem.js +113 -16
- package/src/engine/physics/cloth/playground/wind_main.js +7 -6
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
- package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
- package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
- package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
- package/src/shade/playground/bvh_repro/README.md +8 -6
- package/src/shade/playground/bvh_repro/index.html +125 -124
- package/src/shade/playground/bvh_repro/main.js +259 -254
- package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
- package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
- package/src/shade/playground/grass_surfaces/main.js +3 -2
- package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
- package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
- package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
- package/src/shade/playground/skinned_blas_refit/README.md +26 -14
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
- package/src/shade/playground/water_surface/main.js +6 -3
- package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
- package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
- package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
- package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +2 -1
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
- package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
- package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
- package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
- package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/GPUGeometryManager.js +5 -7
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts +4 -1
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometry.js +4 -1
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts +20 -0
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.js +35 -3
- package/src/shade/renderer/geometry/blas_from_meshlets.d.ts +9 -3
- package/src/shade/renderer/geometry/blas_from_meshlets.d.ts.map +1 -1
- package/src/shade/renderer/geometry/blas_from_meshlets.js +16 -30
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts +14 -0
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.js +33 -0
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts +18 -21
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.js +78 -158
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +18 -39
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +39 -398
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +6 -7
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +5 -7
- package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.d.ts +36 -0
- package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/bvh8_build_for_meshlets.js +179 -0
- package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.d.ts +30 -0
- package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/meshlet_batch_to_clustered_bvh.js +207 -0
- package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.d.ts +52 -0
- package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/shader_blas8_refit_batch.js +464 -0
- package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts +12 -0
- package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +37 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +4 -4
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +2 -2
- package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js +2 -2
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +4 -4
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +2 -2
- package/src/shade/renderer/geometry/sr_create_group_RTX.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sr_create_group_RTX.js +4 -4
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +1 -0
- package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +1 -0
- package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +372 -376
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts +9 -10
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.js +10 -11
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.d.ts +2 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.js +2 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.d.ts +12 -8
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_gather.js +109 -60
- package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_sdf.js +2 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_surfaces.js +2 -2
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +2 -2
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -70
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +6 -7
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +6 -7
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +3 -3
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +3 -3
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +3 -3
- package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.d.ts +69 -0
- package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/BVH8_TREE_BUFFER_LAYOUT.js +89 -0
- package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.d.ts +41 -0
- package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/bvh8_encode_from_bvh2.js +348 -0
- package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.d.ts +34 -0
- package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/check_bvh8_tree.js +291 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.d.ts +31 -0
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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]
|
|
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
|
|
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
|
|
29
|
-
*
|
|
30
|
-
*
|
|
31
|
-
*
|
|
32
|
-
*
|
|
33
|
-
*
|
|
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
|
|
36
|
-
* the
|
|
37
|
-
*
|
|
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":"
|
|
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"}
|