@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
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.d.ts.map +1 -0
- package/src/shade/renderer/gpu_primitive/bvh8/chunk_bvh8_encode_assign.js +175 -0
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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;
|
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+
}
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@@ -62,9 +62,9 @@ async function main() {
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62
62
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sun_pose.setRotation(rotation.x, rotation.y, rotation.z, rotation.w); sun_pose.updateMatrix();
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63
63
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new Entity().add(sun).add(sun_pose).build(dataset);
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64
64
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65
|
-
// the weather: a steady wind the air relaxes to over two seconds, and
|
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65
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+
// the weather: a steady wind the air relaxes to over two seconds, and turbulence on top of it
|
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66
66
|
const weather = new GlobalFluidEffector();
|
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67
|
-
weather.drag = 0.5;
|
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67
|
+
weather.drag = 0.5;
|
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68
68
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const effectors = new FluidEffectorsComponent(); effectors.addEffector(weather);
|
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69
69
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new Entity().add(effectors).build(dataset);
|
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70
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// the fluid's domain sits on the stop's body, so the wind 10 m above it is the fluid's, not the far field's alone
|
|
@@ -86,7 +86,10 @@ async function main() {
|
|
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86
86
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function configure() {
|
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87
87
|
const heading = number("direction") * Math.PI / 180;
|
|
88
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|
weather.wind = [number("wind") * Math.cos(heading), 0, number("wind") * Math.sin(heading)];
|
|
89
|
-
|
|
89
|
+
// the gust slider is the turbulence's rms; its strongest eddies go by every 4 s
|
|
90
|
+
const speed = number("wind");
|
|
91
|
+
weather.turbulence_intensity = speed > 0 ? number("gust") / speed : 0;
|
|
92
|
+
weather.turbulence_length = speed > 0 ? speed * 4 / 4.05 : weather.turbulence_length;
|
|
90
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|
describe_wind();
|
|
91
94
|
}
|
|
92
95
|
const far = new Float64Array(3);
|
|
@@ -1660,7 +1660,7 @@ export class GPUAnimationManager {
|
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1660
1660
|
|
|
1661
1661
|
driving.set(target, clips);
|
|
1662
1662
|
|
|
1663
|
-
if (!this.#foliage_rigs_driving.has(target)) {
|
|
1663
|
+
if (!this.#foliage_rigs_driving.has(target)) {
|
|
1664
1664
|
gpu_authority_declare(dataset, target);
|
|
1665
1665
|
/*
|
|
1666
1666
|
The first clip to drive a joint takes its offset, and with it the joint's world
|
|
@@ -2893,7 +2893,7 @@ export class GPUAnimationManager {
|
|
|
2893
2893
|
this.#scene_context.wind.bind(bindings);
|
|
2894
2894
|
const switches = ShaderSwitchSet.EMPTY.with(
|
|
2895
2895
|
WIND_FIELD_UNIFORM,
|
|
2896
|
-
this.#scene_context.wind.
|
|
2896
|
+
this.#scene_context.wind.is_uniform
|
|
2897
2897
|
);
|
|
2898
2898
|
shader_foliage_wind_apply.variant(switches).dispatch({
|
|
2899
2899
|
encoder: ctx.encoder,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GPUMeshSkinningContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js"],"names":[],"mappings":"AAmFA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IAgNI;;;;;;;OAOG;IACH,sEAPW;QACV,UAAgB,EAAE,kBAAkB,CAAC;QACrC,iBAAuB,EAAE,mBAAmB,CAAC;QAC7C,aAAmB,EAAE,eAAe,CAAC;QACrC,MAAY,YAAY;KACrB,EAcH;IAED;;;;;;OAMG;IACH,iCAEC;IAED;;;;;;;OAOG;IACH,yCAEC;IAED;;;;;;OAMG;IACH,2BAEC;IAED;;;;;OAKG;IACH,4BAEC;IAED;;;;;;;OAOG;IACH,wCAEC;IAED;;;;;;;;;;;;OAYG;IACH,qBAJW,MAAM,YACN,eAAe,GACb,mBAAmB,CAqB/B;IAED;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,mBAAmB,GAAC,SAAS,CAMzC;IAED;;;;;;;;;;OAUG;IACH,aAHW,MAAM,WACN,MAAM,QAwBhB;IAED;;;;;;;OAOG;IACH,oBAHW,MAAM,GACJ,MAAM,GAAC,SAAS,CAI5B;IAED;;;;;;;;;;OAUG;IACH,eAFW,MAAM,QAYhB;IAED;;;;;;;;;;;;;OAaG;IACH,4BAFW,MAAM,QAehB;IA4FD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,sBAFW,MAAM,QAqBhB;IAuBD;;;;;;;;;;;;;;;;;OAiBG;IACH,gBAJW,sBAAsB,GACpB,OAAO,
|
|
1
|
+
{"version":3,"file":"GPUMeshSkinningContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js"],"names":[],"mappings":"AAmFA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IAgNI;;;;;;;OAOG;IACH,sEAPW;QACV,UAAgB,EAAE,kBAAkB,CAAC;QACrC,iBAAuB,EAAE,mBAAmB,CAAC;QAC7C,aAAmB,EAAE,eAAe,CAAC;QACrC,MAAY,YAAY;KACrB,EAcH;IAED;;;;;;OAMG;IACH,iCAEC;IAED;;;;;;;OAOG;IACH,yCAEC;IAED;;;;;;OAMG;IACH,2BAEC;IAED;;;;;OAKG;IACH,4BAEC;IAED;;;;;;;OAOG;IACH,wCAEC;IAED;;;;;;;;;;;;OAYG;IACH,qBAJW,MAAM,YACN,eAAe,GACb,mBAAmB,CAqB/B;IAED;;;;;OAKG;IACH,iBAHW,MAAM,GACJ,mBAAmB,GAAC,SAAS,CAMzC;IAED;;;;;;;;;;OAUG;IACH,aAHW,MAAM,WACN,MAAM,QAwBhB;IAED;;;;;;;OAOG;IACH,oBAHW,MAAM,GACJ,MAAM,GAAC,SAAS,CAI5B;IAED;;;;;;;;;;OAUG;IACH,eAFW,MAAM,QAYhB;IAED;;;;;;;;;;;;;OAaG;IACH,4BAFW,MAAM,QAehB;IA4FD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,sBAFW,MAAM,QAqBhB;IAuBD;;;;;;;;;;;;;;;;;OAiBG;IACH,gBAJW,sBAAsB,GACpB,OAAO,CA8NnB;IAmXD;;;;;;;OAOG;IACH,gBA+BC;;CACJ;qCAxyCY,OAAO,2CAA2C,EAAE,sBAAsB;iCAC1E,OAAO,sCAAsC,EAAE,kBAAkB;8BACjE,OAAO,gCAAgC,EAAE,eAAe;8BACxD,OAAO,mCAAmC,EAAE,eAAe;kCAC3D,OAAO,uCAAuC,EAAE,mBAAmB;kCACnE,OAAO,2BAA2B,EAAE,mBAAmB"}
|
|
@@ -108,8 +108,8 @@ const MESHLET_STRIDE_BYTES = MESHLET_METADATA_STRUCT.aligned_size;
|
|
|
108
108
|
* manager. Resolution happens at upload time via
|
|
109
109
|
* `animation_manager.get_skin_matrix_offset(skin_id)`.
|
|
110
110
|
*/
|
|
111
|
-
export class GPUMeshSkinningContext {
|
|
112
|
-
|
|
111
|
+
export class GPUMeshSkinningContext {
|
|
112
|
+
|
|
113
113
|
/** @type {GPUDevice} */
|
|
114
114
|
#device;
|
|
115
115
|
|
|
@@ -931,10 +931,9 @@ export class GPUMeshSkinningContext {
|
|
|
931
931
|
// longer in: rays miss where the mesh now is and hit where it no longer is.
|
|
932
932
|
//
|
|
933
933
|
// Topology is untouched. Refitting a tree whose triangles moved but whose shape did not is
|
|
934
|
-
// a fraction of
|
|
935
|
-
//
|
|
936
|
-
//
|
|
937
|
-
// for three hundred, and each tree's climb overlaps the next's instead of waiting on it.
|
|
934
|
+
// a fraction of a build — which is why a clone gets a copy of the source's nodes rather
|
|
935
|
+
// than a build of its own. And it is one batch for every clone at once, not a dispatch per
|
|
936
|
+
// clone: the command count is the same for one skinned mesh as for three hundred.
|
|
938
937
|
this.#record_blas_refits(cmd_ctx);
|
|
939
938
|
|
|
940
939
|
// every bound mesh's clone was deformed this frame, so every bound row's bounds moved
|
|
@@ -948,8 +947,8 @@ export class GPUMeshSkinningContext {
|
|
|
948
947
|
* are resident, and where, the batch asks the BLAS manager — and only when the manager says the
|
|
949
948
|
* answer may have moved.
|
|
950
949
|
*
|
|
951
|
-
* Recorded here and nowhere else, on purpose: the batch binds the manager's arena
|
|
952
|
-
*
|
|
950
|
+
* Recorded here and nowhere else, on purpose: the batch binds the manager's arena buffer as
|
|
951
|
+
* it is at this moment, and that is replaced when the arena grows in the geometry update,
|
|
953
952
|
* which runs before this frame's command context exists. See {@link GPUBLASRefitBatch}.
|
|
954
953
|
*
|
|
955
954
|
* @param {ShadeGPUCommandContext} cmd_ctx
|