@zephyr3d/scene 0.9.18 → 0.9.20

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 (124) hide show
  1. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  2. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  3. package/dist/app/scriptregistry.js +124 -6
  4. package/dist/app/scriptregistry.js.map +1 -1
  5. package/dist/asset/assetmanager.js +1 -0
  6. package/dist/asset/assetmanager.js.map +1 -1
  7. package/dist/camera/camera.js +240 -201
  8. package/dist/camera/camera.js.map +1 -1
  9. package/dist/index.d.ts +458 -9
  10. package/dist/index.js +4 -2
  11. package/dist/index.js.map +1 -1
  12. package/dist/material/meshmaterial.js +2 -2
  13. package/dist/material/meshmaterial.js.map +1 -1
  14. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +11 -5
  15. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  16. package/dist/material/mixins/lit.js +10 -0
  17. package/dist/material/mixins/lit.js.map +1 -1
  18. package/dist/material/shader/helper.js +138 -10
  19. package/dist/material/shader/helper.js.map +1 -1
  20. package/dist/material/skin.js +4 -6
  21. package/dist/material/skin.js.map +1 -1
  22. package/dist/material/water.js +1 -1
  23. package/dist/material/water.js.map +1 -1
  24. package/dist/posteffect/bloom.js +177 -29
  25. package/dist/posteffect/bloom.js.map +1 -1
  26. package/dist/posteffect/compositor.js +111 -204
  27. package/dist/posteffect/compositor.js.map +1 -1
  28. package/dist/posteffect/motionblur.js +3 -0
  29. package/dist/posteffect/motionblur.js.map +1 -1
  30. package/dist/posteffect/posteffect.js +79 -0
  31. package/dist/posteffect/posteffect.js.map +1 -1
  32. package/dist/posteffect/skinsss.js.map +1 -1
  33. package/dist/posteffect/ssr.js +238 -7
  34. package/dist/posteffect/ssr.js.map +1 -1
  35. package/dist/posteffect/sss.js +16 -15
  36. package/dist/posteffect/sss.js.map +1 -1
  37. package/dist/posteffect/taa.js +121 -19
  38. package/dist/posteffect/taa.js.map +1 -1
  39. package/dist/posteffect/tonemap.js +1 -1
  40. package/dist/posteffect/tonemap.js.map +1 -1
  41. package/dist/render/abuffer_oit.js +7 -1
  42. package/dist/render/abuffer_oit.js.map +1 -1
  43. package/dist/render/cluster_light.js +52 -8
  44. package/dist/render/cluster_light.js.map +1 -1
  45. package/dist/render/dualdepthpeeling_oit.js +331 -0
  46. package/dist/render/dualdepthpeeling_oit.js.map +1 -0
  47. package/dist/render/envlight.js +6 -3
  48. package/dist/render/envlight.js.map +1 -1
  49. package/dist/render/hzb.js +11 -4
  50. package/dist/render/hzb.js.map +1 -1
  51. package/dist/render/lightpass.js +21 -12
  52. package/dist/render/lightpass.js.map +1 -1
  53. package/dist/render/renderer.js +7 -3
  54. package/dist/render/renderer.js.map +1 -1
  55. package/dist/render/rendergraph/blackboard.js +79 -0
  56. package/dist/render/rendergraph/blackboard.js.map +1 -0
  57. package/dist/render/rendergraph/device_pool_allocator.js +10 -1
  58. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  59. package/dist/render/rendergraph/executor.js +41 -11
  60. package/dist/render/rendergraph/executor.js.map +1 -1
  61. package/dist/render/rendergraph/forward_plus_builder.js +551 -201
  62. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  63. package/dist/render/rendergraph/rendergraph.js +29 -0
  64. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  65. package/dist/render/rendergraph/types.js.map +1 -1
  66. package/dist/render/renderpass.js +12 -2
  67. package/dist/render/renderpass.js.map +1 -1
  68. package/dist/render/shadow_mask_pass.js +297 -0
  69. package/dist/render/shadow_mask_pass.js.map +1 -0
  70. package/dist/render/weightedblended_oit.js +5 -0
  71. package/dist/render/weightedblended_oit.js.map +1 -1
  72. package/dist/scene/basesprite.js +1 -0
  73. package/dist/scene/basesprite.js.map +1 -1
  74. package/dist/scene/batchgroup.js +1 -0
  75. package/dist/scene/batchgroup.js.map +1 -1
  76. package/dist/scene/environment.js +1 -0
  77. package/dist/scene/environment.js.map +1 -1
  78. package/dist/scene/msdftext.js +1 -0
  79. package/dist/scene/msdftext.js.map +1 -1
  80. package/dist/scene/msdftextsprite.js +1 -0
  81. package/dist/scene/msdftextsprite.js.map +1 -1
  82. package/dist/scene/particlesys.js +1 -0
  83. package/dist/scene/particlesys.js.map +1 -1
  84. package/dist/scene/scene.js +1 -0
  85. package/dist/scene/scene.js.map +1 -1
  86. package/dist/scene/terrain-cm/grass.js +1 -0
  87. package/dist/scene/terrain-cm/grass.js.map +1 -1
  88. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  89. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  90. package/dist/scene/water.js +1 -0
  91. package/dist/scene/water.js.map +1 -1
  92. package/dist/shaders/ssr.js +52 -21
  93. package/dist/shaders/ssr.js.map +1 -1
  94. package/dist/utility/misc.js +10 -1
  95. package/dist/utility/misc.js.map +1 -1
  96. package/dist/utility/serialization/manager.js +1 -0
  97. package/dist/utility/serialization/manager.js.map +1 -1
  98. package/dist/utility/serialization/scene/animation.js +1 -0
  99. package/dist/utility/serialization/scene/animation.js.map +1 -1
  100. package/dist/utility/serialization/scene/batch.js +1 -0
  101. package/dist/utility/serialization/scene/batch.js.map +1 -1
  102. package/dist/utility/serialization/scene/camera.js +35 -2
  103. package/dist/utility/serialization/scene/camera.js.map +1 -1
  104. package/dist/utility/serialization/scene/light.js +1 -0
  105. package/dist/utility/serialization/scene/light.js.map +1 -1
  106. package/dist/utility/serialization/scene/mesh.js +1 -0
  107. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  108. package/dist/utility/serialization/scene/node.js +1 -0
  109. package/dist/utility/serialization/scene/node.js.map +1 -1
  110. package/dist/utility/serialization/scene/particle.js +1 -0
  111. package/dist/utility/serialization/scene/particle.js.map +1 -1
  112. package/dist/utility/serialization/scene/primitive.js +1 -0
  113. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  114. package/dist/utility/serialization/scene/sprite.js +1 -0
  115. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  116. package/dist/utility/serialization/scene/terrain.js +1 -0
  117. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  118. package/dist/utility/serialization/scene/text.js +1 -0
  119. package/dist/utility/serialization/scene/text.js.map +1 -1
  120. package/dist/utility/serialization/scene/water.js +1 -0
  121. package/dist/utility/serialization/scene/water.js.map +1 -1
  122. package/dist/values.js +11 -1
  123. package/dist/values.js.map +1 -1
  124. package/package.json +2 -2
@@ -0,0 +1,320 @@
1
+ import { Matrix4x4, Vector3 } from '@zephyr3d/base';
2
+ import { getVertexFormatComponentCount } from '@zephyr3d/device';
3
+ import '../../scene/scene.js';
4
+ import '../../values.js';
5
+ import '../../render/render_queue.js';
6
+ import '../../render/primitive.js';
7
+ import '../../material/shader/helper.js';
8
+ import '../../material/lambert.js';
9
+ import '../../material/blinn.js';
10
+ import '../../material/unlit.js';
11
+ import '../../material/particle.js';
12
+ import '../../material/subsurfaceprofile.js';
13
+ import '../../material/meshmaterial.js';
14
+ import '../../material/grassmaterial.js';
15
+ import '../../material/terrain-cm.js';
16
+ import '../../material/pbrmr.js';
17
+ import '../../material/pbrsg.js';
18
+ import '../../material/mtoon.js';
19
+ import '../../material/pbrblueprint.js';
20
+ import '../../material/sprite.js';
21
+ import '../../material/sprite_std.js';
22
+ import '../../utility/blueprint/material/texture.js';
23
+ import '../../render/rendergraph/forward_plus_builder.js';
24
+ import '../../render/lightpass.js';
25
+ import '../../render/sky.js';
26
+ import '../../render/clipmap.js';
27
+ import '../../shaders/atmosphere.js';
28
+ import { getSceneMeshAssetBinding } from '../../scene/scene_node.js';
29
+ import '../../shadow/shadowmapper.js';
30
+ import '../../scene/mesh.js';
31
+ import '../../scene/basesprite.js';
32
+ import '../../scene/meshdrawable.js';
33
+ import '../../material/msdf_text.js';
34
+ import '../../scene/water.js';
35
+ import '../../scene/particlesys.js';
36
+ import '../../scene/batchgroup.js';
37
+ import '../../scene/terrain-cm/terrain-cm.js';
38
+ import '../../scene/terrain-cm/grass.js';
39
+ import '../../scene/raycast_visitor.js';
40
+ import { ColliderForce } from './types.js';
41
+
42
+ const EPS = 1e-6;
43
+ /**
44
+ * Generate convex JointDynamics colliders from skinned mesh bone weights.
45
+ *
46
+ * @public
47
+ */ function generateJointDynamicsConvexCollidersFromSkinWeights(meshes, skinBinding, bones, options = {}) {
48
+ const sources = collectSourcePrimitives(meshes);
49
+ const results = [];
50
+ for (const bone of bones){
51
+ const jointIndex = skinBinding.joints.indexOf(bone);
52
+ if (jointIndex < 0) {
53
+ continue;
54
+ }
55
+ const points = collectBonePoints(sources, skinBinding, jointIndex, options);
56
+ if (points.length < (options.minVertexCount ?? 8)) {
57
+ continue;
58
+ }
59
+ const hull = buildConvexHull(points, options.maxHullVertices ?? 48, options.margin ?? 0);
60
+ if (!hull || hull.vertices.length < 4 || hull.planes.length < 4) {
61
+ continue;
62
+ }
63
+ results.push({
64
+ bone,
65
+ vertexCount: points.length,
66
+ hullVertexCount: hull.vertices.length,
67
+ collider: {
68
+ radius: 0,
69
+ radiusTailScale: 1,
70
+ height: 0,
71
+ friction: options.friction ?? 0,
72
+ isInverseCollider: options.inversed ?? false,
73
+ forceType: ColliderForce.Off,
74
+ convex: hull
75
+ }
76
+ });
77
+ }
78
+ return results;
79
+ }
80
+ function collectSourcePrimitives(meshes) {
81
+ const result = [];
82
+ const seen = new Set();
83
+ for (const mesh of meshes){
84
+ const binding = getSceneMeshAssetBinding(mesh);
85
+ const subMesh = binding?.subMesh;
86
+ const primitive = subMesh?.primitive ?? null;
87
+ if (primitive && !seen.has(primitive)) {
88
+ seen.add(primitive);
89
+ result.push({
90
+ primitive,
91
+ subMesh
92
+ });
93
+ }
94
+ }
95
+ return result;
96
+ }
97
+ function collectBonePoints(sources, skinBinding, jointIndex, options) {
98
+ const points = [];
99
+ const weightThreshold = options.weightThreshold ?? 0.45;
100
+ const dominantBoneOnly = options.dominantBoneOnly ?? true;
101
+ const inverseBind = skinBinding.inverseBindMatrices[jointIndex] ?? Matrix4x4.identity();
102
+ for (const source of sources){
103
+ const primitive = source.primitive;
104
+ const positionInfo = primitive.vertices.position;
105
+ const blendIndexInfo = primitive.vertices.blendIndices;
106
+ const blendWeightInfo = primitive.vertices.blendWeights;
107
+ if (!positionInfo || !blendIndexInfo || !blendWeightInfo) {
108
+ continue;
109
+ }
110
+ const positions = positionInfo.data;
111
+ const blendIndices = blendIndexInfo.data;
112
+ const blendWeights = blendWeightInfo.data;
113
+ const posStride = getVertexFormatComponentCount(positionInfo.format);
114
+ const idxStride = getVertexFormatComponentCount(blendIndexInfo.format);
115
+ const weightStride = getVertexFormatComponentCount(blendWeightInfo.format);
116
+ const vertexCount = Math.floor(positions.length / posStride);
117
+ for(let i = 0; i < vertexCount; i++){
118
+ let weight = 0;
119
+ let maxWeight = -1;
120
+ let maxJoint = -1;
121
+ const influenceCount = Math.min(4, idxStride, weightStride);
122
+ for(let k = 0; k < influenceCount; k++){
123
+ const idx = Number(blendIndices[i * idxStride + k]) | 0;
124
+ const w = Number(blendWeights[i * weightStride + k]) || 0;
125
+ if (idx === jointIndex) {
126
+ weight = Math.max(weight, w);
127
+ }
128
+ if (w > maxWeight) {
129
+ maxWeight = w;
130
+ maxJoint = idx;
131
+ }
132
+ }
133
+ if (weight < weightThreshold || dominantBoneOnly && maxJoint !== jointIndex) {
134
+ continue;
135
+ }
136
+ const p = new Vector3(Number(positions[i * posStride]) || 0, Number(positions[i * posStride + 1]) || 0, Number(positions[i * posStride + 2]) || 0);
137
+ points.push(inverseBind.transformPointAffine(p, p));
138
+ }
139
+ }
140
+ return uniquePoints(points);
141
+ }
142
+ function uniquePoints(points) {
143
+ const result = [];
144
+ const keys = new Set();
145
+ for (const point of points){
146
+ const key = `${Math.round(point.x * 100000)}:${Math.round(point.y * 100000)}:${Math.round(point.z * 100000)}`;
147
+ if (!keys.has(key)) {
148
+ keys.add(key);
149
+ result.push(point);
150
+ }
151
+ }
152
+ return result;
153
+ }
154
+ function buildConvexHull(points, maxHullVertices, margin) {
155
+ const sampled = sampleSupportPoints(points, Math.max(8, maxHullVertices));
156
+ if (sampled.length < 4) {
157
+ return null;
158
+ }
159
+ const faces = bruteForceHullFaces(sampled);
160
+ if (faces.length < 4) {
161
+ return null;
162
+ }
163
+ const planes = mergePlanes(faces);
164
+ if (margin > 0) {
165
+ for (const plane of planes){
166
+ plane.distance -= margin;
167
+ }
168
+ }
169
+ return {
170
+ vertices: sampled.map((point)=>point.clone()),
171
+ planes,
172
+ edges: extractHullEdges(sampled, planes)
173
+ };
174
+ }
175
+ function sampleSupportPoints(points, maxCount) {
176
+ if (points.length <= maxCount) {
177
+ return [
178
+ ...points
179
+ ];
180
+ }
181
+ const dirs = buildSampleDirections(maxCount);
182
+ const selected = [];
183
+ const indices = new Set();
184
+ for (const dir of dirs){
185
+ let bestIndex = -1;
186
+ let bestDot = -Infinity;
187
+ for(let i = 0; i < points.length; i++){
188
+ const d = Vector3.dot(points[i], dir);
189
+ if (d > bestDot) {
190
+ bestDot = d;
191
+ bestIndex = i;
192
+ }
193
+ }
194
+ if (bestIndex >= 0 && !indices.has(bestIndex)) {
195
+ indices.add(bestIndex);
196
+ selected.push(points[bestIndex]);
197
+ if (selected.length >= maxCount) {
198
+ break;
199
+ }
200
+ }
201
+ }
202
+ return selected.length >= 4 ? selected : [
203
+ ...points.slice(0, maxCount)
204
+ ];
205
+ }
206
+ function buildSampleDirections(maxCount) {
207
+ const dirs = [
208
+ new Vector3(1, 0, 0),
209
+ new Vector3(-1, 0, 0),
210
+ new Vector3(0, 1, 0),
211
+ new Vector3(0, -1, 0),
212
+ new Vector3(0, 0, 1),
213
+ new Vector3(0, 0, -1)
214
+ ];
215
+ const rings = Math.max(4, Math.ceil(Math.sqrt(maxCount)));
216
+ for(let y = 0; y < rings && dirs.length < maxCount; y++){
217
+ const v = rings === 1 ? 0 : -1 + 2 * y / (rings - 1);
218
+ const r = Math.sqrt(Math.max(0, 1 - v * v));
219
+ for(let x = 0; x < rings * 2 && dirs.length < maxCount; x++){
220
+ const a = x / (rings * 2) * Math.PI * 2;
221
+ dirs.push(new Vector3(Math.cos(a) * r, v, Math.sin(a) * r));
222
+ }
223
+ }
224
+ return dirs;
225
+ }
226
+ function bruteForceHullFaces(points) {
227
+ const center = new Vector3();
228
+ for (const point of points){
229
+ Vector3.add(center, point, center);
230
+ }
231
+ Vector3.scale(center, 1 / points.length, center);
232
+ const faces = [];
233
+ const faceKeys = new Set();
234
+ for(let i = 0; i < points.length - 2; i++){
235
+ for(let j = i + 1; j < points.length - 1; j++){
236
+ for(let k = j + 1; k < points.length; k++){
237
+ const ab = Vector3.sub(points[j], points[i]);
238
+ const ac = Vector3.sub(points[k], points[i]);
239
+ const normal = Vector3.cross(ab, ac);
240
+ const len = normal.magnitude;
241
+ if (len <= EPS) {
242
+ continue;
243
+ }
244
+ Vector3.scale(normal, 1 / len, normal);
245
+ let distance = -Vector3.dot(normal, points[i]);
246
+ if (Vector3.dot(normal, center) + distance > 0) {
247
+ Vector3.scale(normal, -1, normal);
248
+ distance = -Vector3.dot(normal, points[i]);
249
+ }
250
+ let valid = true;
251
+ for(let p = 0; p < points.length; p++){
252
+ if (p === i || p === j || p === k) {
253
+ continue;
254
+ }
255
+ if (Vector3.dot(normal, points[p]) + distance > 1e-5) {
256
+ valid = false;
257
+ break;
258
+ }
259
+ }
260
+ if (!valid) {
261
+ continue;
262
+ }
263
+ const key = planeKey(normal, distance);
264
+ if (faceKeys.has(key)) {
265
+ continue;
266
+ }
267
+ faceKeys.add(key);
268
+ faces.push({
269
+ a: i,
270
+ b: j,
271
+ c: k,
272
+ normal: normal.clone(),
273
+ distance
274
+ });
275
+ }
276
+ }
277
+ }
278
+ return faces;
279
+ }
280
+ function mergePlanes(faces) {
281
+ const planes = [];
282
+ for (const face of faces){
283
+ if (planes.some((plane)=>Math.abs(Vector3.dot(plane.normal, face.normal) - 1) < 1e-4 && Math.abs(plane.distance - face.distance) < 1e-4)) {
284
+ continue;
285
+ }
286
+ planes.push({
287
+ normal: face.normal.clone(),
288
+ distance: face.distance
289
+ });
290
+ }
291
+ return planes;
292
+ }
293
+ function extractHullEdges(vertices, planes) {
294
+ const result = [];
295
+ const keys = new Set();
296
+ for(let i = 0; i < vertices.length - 1; i++){
297
+ for(let j = i + 1; j < vertices.length; j++){
298
+ const sharedPlaneCount = planes.reduce((count, plane)=>{
299
+ const di = Math.abs(Vector3.dot(plane.normal, vertices[i]) + plane.distance);
300
+ const dj = Math.abs(Vector3.dot(plane.normal, vertices[j]) + plane.distance);
301
+ return count + (di < 1e-4 && dj < 1e-4 ? 1 : 0);
302
+ }, 0);
303
+ if (sharedPlaneCount < 2) {
304
+ continue;
305
+ }
306
+ const key = `${i}:${j}`;
307
+ if (!keys.has(key)) {
308
+ keys.add(key);
309
+ result.push(i, j);
310
+ }
311
+ }
312
+ }
313
+ return result;
314
+ }
315
+ function planeKey(normal, distance) {
316
+ return `${Math.round(normal.x * 10000)}:${Math.round(normal.y * 10000)}:${Math.round(normal.z * 10000)}:${Math.round(distance * 10000)}`;
317
+ }
318
+
319
+ export { generateJointDynamicsConvexCollidersFromSkinWeights };
320
+ //# sourceMappingURL=convex_collider.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"convex_collider.js","sources":["../../../src/animation/joint_dynamics/convex_collider.ts"],"sourcesContent":["import { Matrix4x4, Vector3 } from '@zephyr3d/base';\nimport { getVertexFormatComponentCount } from '@zephyr3d/device';\nimport type { Mesh, SceneNode } from '../../scene';\nimport { getSceneMeshAssetBinding } from '../../scene';\nimport type { AssetPrimitiveInfo, AssetSubMeshData } from '../../asset';\nimport type { SkinBinding } from '../skeleton';\nimport { ColliderForce, type ColliderR, type ConvexColliderPlane } from './types';\n\n/** @public */\nexport type JointDynamicsConvexColliderGenerationOptions = {\n weightThreshold?: number;\n dominantBoneOnly?: boolean;\n maxHullVertices?: number;\n margin?: number;\n minVertexCount?: number;\n friction?: number;\n inversed?: boolean;\n};\n\n/** @public */\nexport type JointDynamicsConvexColliderGenerationResult = {\n bone: SceneNode;\n collider: ColliderR;\n vertexCount: number;\n hullVertexCount: number;\n};\n\ntype SourcePrimitive = {\n primitive: AssetPrimitiveInfo;\n subMesh?: AssetSubMeshData;\n};\n\ntype Face = {\n a: number;\n b: number;\n c: number;\n normal: Vector3;\n distance: number;\n};\n\nconst EPS = 1e-6;\n\n/**\n * Generate convex JointDynamics colliders from skinned mesh bone weights.\n *\n * @public\n */\nexport function generateJointDynamicsConvexCollidersFromSkinWeights(\n meshes: readonly Mesh[],\n skinBinding: SkinBinding,\n bones: readonly SceneNode[],\n options: JointDynamicsConvexColliderGenerationOptions = {}\n): JointDynamicsConvexColliderGenerationResult[] {\n const sources = collectSourcePrimitives(meshes);\n const results: JointDynamicsConvexColliderGenerationResult[] = [];\n for (const bone of bones) {\n const jointIndex = skinBinding.joints.indexOf(bone);\n if (jointIndex < 0) {\n continue;\n }\n const points = collectBonePoints(sources, skinBinding, jointIndex, options);\n if (points.length < (options.minVertexCount ?? 8)) {\n continue;\n }\n const hull = buildConvexHull(points, options.maxHullVertices ?? 48, options.margin ?? 0);\n if (!hull || hull.vertices.length < 4 || hull.planes.length < 4) {\n continue;\n }\n results.push({\n bone,\n vertexCount: points.length,\n hullVertexCount: hull.vertices.length,\n collider: {\n radius: 0,\n radiusTailScale: 1,\n height: 0,\n friction: options.friction ?? 0,\n isInverseCollider: options.inversed ?? false,\n forceType: ColliderForce.Off,\n convex: hull\n }\n });\n }\n return results;\n}\n\nfunction collectSourcePrimitives(meshes: readonly Mesh[]): SourcePrimitive[] {\n const result: SourcePrimitive[] = [];\n const seen = new Set<AssetPrimitiveInfo>();\n for (const mesh of meshes) {\n const binding = getSceneMeshAssetBinding(mesh);\n const subMesh = binding?.subMesh as AssetSubMeshData | undefined;\n const primitive = subMesh?.primitive ?? null;\n if (primitive && !seen.has(primitive)) {\n seen.add(primitive);\n result.push({ primitive, subMesh });\n }\n }\n return result;\n}\n\nfunction collectBonePoints(\n sources: readonly SourcePrimitive[],\n skinBinding: SkinBinding,\n jointIndex: number,\n options: JointDynamicsConvexColliderGenerationOptions\n): Vector3[] {\n const points: Vector3[] = [];\n const weightThreshold = options.weightThreshold ?? 0.45;\n const dominantBoneOnly = options.dominantBoneOnly ?? true;\n const inverseBind = skinBinding.inverseBindMatrices[jointIndex] ?? Matrix4x4.identity();\n for (const source of sources) {\n const primitive = source.primitive;\n const positionInfo = primitive.vertices.position;\n const blendIndexInfo = primitive.vertices.blendIndices;\n const blendWeightInfo = primitive.vertices.blendWeights;\n if (!positionInfo || !blendIndexInfo || !blendWeightInfo) {\n continue;\n }\n const positions = positionInfo.data;\n const blendIndices = blendIndexInfo.data;\n const blendWeights = blendWeightInfo.data;\n const posStride = getVertexFormatComponentCount(positionInfo.format);\n const idxStride = getVertexFormatComponentCount(blendIndexInfo.format);\n const weightStride = getVertexFormatComponentCount(blendWeightInfo.format);\n const vertexCount = Math.floor(positions.length / posStride);\n for (let i = 0; i < vertexCount; i++) {\n let weight = 0;\n let maxWeight = -1;\n let maxJoint = -1;\n const influenceCount = Math.min(4, idxStride, weightStride);\n for (let k = 0; k < influenceCount; k++) {\n const idx = Number(blendIndices[i * idxStride + k]) | 0;\n const w = Number(blendWeights[i * weightStride + k]) || 0;\n if (idx === jointIndex) {\n weight = Math.max(weight, w);\n }\n if (w > maxWeight) {\n maxWeight = w;\n maxJoint = idx;\n }\n }\n if (weight < weightThreshold || (dominantBoneOnly && maxJoint !== jointIndex)) {\n continue;\n }\n const p = new Vector3(\n Number(positions[i * posStride]) || 0,\n Number(positions[i * posStride + 1]) || 0,\n Number(positions[i * posStride + 2]) || 0\n );\n points.push(inverseBind.transformPointAffine(p, p));\n }\n }\n return uniquePoints(points);\n}\n\nfunction uniquePoints(points: readonly Vector3[]): Vector3[] {\n const result: Vector3[] = [];\n const keys = new Set<string>();\n for (const point of points) {\n const key = `${Math.round(point.x * 100000)}:${Math.round(point.y * 100000)}:${Math.round(point.z * 100000)}`;\n if (!keys.has(key)) {\n keys.add(key);\n result.push(point);\n }\n }\n return result;\n}\n\nfunction buildConvexHull(points: readonly Vector3[], maxHullVertices: number, margin: number) {\n const sampled = sampleSupportPoints(points, Math.max(8, maxHullVertices));\n if (sampled.length < 4) {\n return null;\n }\n const faces = bruteForceHullFaces(sampled);\n if (faces.length < 4) {\n return null;\n }\n const planes = mergePlanes(faces);\n if (margin > 0) {\n for (const plane of planes) {\n plane.distance -= margin;\n }\n }\n return {\n vertices: sampled.map((point) => point.clone()),\n planes,\n edges: extractHullEdges(sampled, planes)\n };\n}\n\nfunction sampleSupportPoints(points: readonly Vector3[], maxCount: number): Vector3[] {\n if (points.length <= maxCount) {\n return [...points];\n }\n const dirs = buildSampleDirections(maxCount);\n const selected: Vector3[] = [];\n const indices = new Set<number>();\n for (const dir of dirs) {\n let bestIndex = -1;\n let bestDot = -Infinity;\n for (let i = 0; i < points.length; i++) {\n const d = Vector3.dot(points[i], dir);\n if (d > bestDot) {\n bestDot = d;\n bestIndex = i;\n }\n }\n if (bestIndex >= 0 && !indices.has(bestIndex)) {\n indices.add(bestIndex);\n selected.push(points[bestIndex]);\n if (selected.length >= maxCount) {\n break;\n }\n }\n }\n return selected.length >= 4 ? selected : [...points.slice(0, maxCount)];\n}\n\nfunction buildSampleDirections(maxCount: number): Vector3[] {\n const dirs = [\n new Vector3(1, 0, 0),\n new Vector3(-1, 0, 0),\n new Vector3(0, 1, 0),\n new Vector3(0, -1, 0),\n new Vector3(0, 0, 1),\n new Vector3(0, 0, -1)\n ];\n const rings = Math.max(4, Math.ceil(Math.sqrt(maxCount)));\n for (let y = 0; y < rings && dirs.length < maxCount; y++) {\n const v = rings === 1 ? 0 : -1 + (2 * y) / (rings - 1);\n const r = Math.sqrt(Math.max(0, 1 - v * v));\n for (let x = 0; x < rings * 2 && dirs.length < maxCount; x++) {\n const a = (x / (rings * 2)) * Math.PI * 2;\n dirs.push(new Vector3(Math.cos(a) * r, v, Math.sin(a) * r));\n }\n }\n return dirs;\n}\n\nfunction bruteForceHullFaces(points: readonly Vector3[]): Face[] 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false;\n break;\n }\n }\n if (!valid) {\n continue;\n }\n const key = planeKey(normal, distance);\n if (faceKeys.has(key)) {\n continue;\n }\n faceKeys.add(key);\n faces.push({ a: i, b: j, c: k, normal: normal.clone(), distance });\n }\n }\n }\n return faces;\n}\n\nfunction mergePlanes(faces: readonly Face[]): ConvexColliderPlane[] {\n const planes: ConvexColliderPlane[] = [];\n for (const face of faces) {\n if (\n planes.some(\n (plane) =>\n Math.abs(Vector3.dot(plane.normal, face.normal) - 1) < 1e-4 &&\n Math.abs(plane.distance - face.distance) < 1e-4\n )\n ) {\n continue;\n }\n planes.push({ normal: face.normal.clone(), distance: face.distance });\n }\n return planes;\n}\n\nfunction extractHullEdges(\n vertices: readonly Vector3[],\n planes: readonly ConvexColliderPlane[]\n): number[] {\n const result: number[] = [];\n const keys = new Set<string>();\n for (let i = 0; i < vertices.length - 1; i++) {\n for (let j = i + 1; j < vertices.length; j++) {\n const sharedPlaneCount = 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@@ -58,6 +58,37 @@ function hasRawQuery(spec) {
58
58
  }
59
59
  return query.split('&').some((part)=>part.trim() === 'raw');
60
60
  }
61
+ /**
62
+ * Realm-global storage for shared script module registries, keyed by
63
+ * registry namespace. Bundles built by the same `ScriptRegistry` share one
64
+ * module registry so a module evaluates once and its exports (including
65
+ * module-level singletons) are identical across entry bundles.
66
+ * @internal
67
+ */ const SCRIPT_MODULES_GLOBAL_KEY = '__z3dScriptModules';
68
+ let scriptRegistryNamespaceCounter = 0;
69
+ function nextScriptRegistryNamespace() {
70
+ return `z3d-scripts:${++scriptRegistryNamespaceCounter}`;
71
+ }
72
+ /**
73
+ * Monotonic serial stamped into each built bundle. The shared runtime uses it
74
+ * to ignore registrations coming from bundles older than the one that already
75
+ * registered a module, so late imports of stale bundles cannot downgrade a
76
+ * module record.
77
+ * @internal
78
+ */ let scriptBuildSerialCounter = 0;
79
+ /**
80
+ * FNV-1a hash of module code, used to version shared module records.
81
+ * Rebuilding an unchanged module keeps its already-evaluated instance;
82
+ * changed content replaces the record so the next load re-evaluates.
83
+ * @internal
84
+ */ function hashModuleCode(text) {
85
+ let h = 0x811c9dc5;
86
+ for(let i = 0; i < text.length; i++){
87
+ h ^= text.charCodeAt(i);
88
+ h = Math.imul(h, 0x01000193);
89
+ }
90
+ return (h >>> 0).toString(36);
91
+ }
61
92
  /**
62
93
  * Resolves, builds, and serves runtime modules using a VFS.
63
94
  *
@@ -73,6 +104,13 @@ function hasRawQuery(spec) {
73
104
  *
74
105
  * Caching:
75
106
  * - Built bundles are memoized in `_built` map keyed by canonical source path.
107
+ * - At runtime, all bundles built by the same registry share one realm-global
108
+ * module registry (keyed by a per-registry namespace): a local module is
109
+ * evaluated once no matter how many entry bundles inline it, so module-level
110
+ * singletons are identical across entries. Module records are versioned by a
111
+ * content hash — rebuilding an unchanged module reuses its evaluated
112
+ * instance, while changed content replaces the record so the next load
113
+ * re-evaluates the new code.
76
114
  *
77
115
  * @public
78
116
  */ class ScriptRegistry {
@@ -81,6 +119,7 @@ function hasRawQuery(spec) {
81
119
  _built;
82
120
  _building;
83
121
  _builtDeps;
122
+ _namespace;
84
123
  /**
85
124
  * @param vfs - The virtual file system for existence checks, reads, and path ops.
86
125
  * @param scriptsRoot - Root directory for script resolution (used with `#/` specifiers).
@@ -90,6 +129,7 @@ function hasRawQuery(spec) {
90
129
  this._built = new Map();
91
130
  this._building = new Map();
92
131
  this._builtDeps = new Map();
132
+ this._namespace = nextScriptRegistryNamespace();
93
133
  }
94
134
  /**
95
135
  * The active virtual file system.
@@ -104,6 +144,11 @@ function hasRawQuery(spec) {
104
144
  this._built.clear();
105
145
  this._building.clear();
106
146
  this._builtDeps.clear();
147
+ // Rotate the shared module registry namespace: modules from the old VFS
148
+ // must not be reused as instances for same-named modules of the new VFS.
149
+ const root = globalThis[SCRIPT_MODULES_GLOBAL_KEY];
150
+ root?.delete(this._namespace);
151
+ this._namespace = nextScriptRegistryNamespace();
107
152
  }
108
153
  }
109
154
  /**
@@ -318,11 +363,16 @@ function hasRawQuery(spec) {
318
363
  if (!entry) {
319
364
  return '';
320
365
  }
366
+ // Replace content hashes with Merkle-style effective versions so that a
367
+ // module whose (transitive) dependencies changed is re-registered and
368
+ // re-evaluated even when its own source is unchanged.
369
+ this.applyEffectiveVersions(modules);
370
+ const serial = ++scriptBuildSerialCounter;
321
371
  const chunks = [
322
372
  this.getSystemBundleRuntime()
323
373
  ];
324
374
  for (const module of modules.values()){
325
- chunks.push(`__z3dRegister(${JSON.stringify(module.id)}, () => {\n${module.systemCode}\n});`);
375
+ chunks.push(`__z3dRegister(${JSON.stringify(module.id)}, ${JSON.stringify(module.version)}, ${serial}, () => {\n${module.systemCode}\n});`);
326
376
  }
327
377
  chunks.push(`const __z3dEntry = await __z3dLoad(${JSON.stringify(entry.id)});\n` + `const plugin = __z3dEntry.plugin;\n` + `const __z3dDefault = __z3dEntry.default ?? __z3dEntry.plugin ?? __z3dEntry;\n` + `export { plugin };\n` + `export default __z3dDefault;\n` + `//# sourceURL=${entry.id}`);
328
378
  const url = toDataUrl(chunks.join('\n'), entry.id);
@@ -345,11 +395,47 @@ function hasRawQuery(spec) {
345
395
  const rewritten = await this.rewriteImportsToLogicalIds(esmCode, module.id);
346
396
  module.deps = rewritten.deps;
347
397
  module.systemCode = await this.transpileToSystemModule(rewritten.code, module.id);
398
+ module.version = hashModuleCode(module.systemCode);
348
399
  for (const dep of module.deps){
349
400
  await this.collectModule(dep, modules);
350
401
  }
351
402
  return module;
352
403
  }
404
+ /**
405
+ * Rewrites each collected module's version to a Merkle-style hash combining
406
+ * its own content hash with the effective versions of its local
407
+ * dependencies. Cycles fall back to the plain content hash, which is
408
+ * deterministic on both sides of the cycle.
409
+ */ applyEffectiveVersions(modules) {
410
+ const effective = new Map();
411
+ const visiting = new Set();
412
+ const visit = (id)=>{
413
+ const cached = effective.get(id);
414
+ if (cached !== undefined) {
415
+ return cached;
416
+ }
417
+ const module = modules.get(id);
418
+ if (!module) {
419
+ return '';
420
+ }
421
+ if (visiting.has(id)) {
422
+ return module.version;
423
+ }
424
+ visiting.add(id);
425
+ let acc = module.version;
426
+ for (const dep of module.deps){
427
+ if (modules.has(dep)) {
428
+ acc = hashModuleCode(`${acc}:${dep}:${visit(dep)}`);
429
+ }
430
+ }
431
+ visiting.delete(id);
432
+ effective.set(id, acc);
433
+ return acc;
434
+ };
435
+ for (const module of modules.values()){
436
+ module.version = visit(module.id);
437
+ }
438
+ }
353
439
  async resolveModuleInfo(id) {
354
440
  const srcPath = await this.resolveSourcePath(id);
355
441
  if (!srcPath) {
@@ -362,7 +448,8 @@ function hasRawQuery(spec) {
362
448
  path,
363
449
  type: srcPath.type,
364
450
  deps: [],
365
- systemCode: ''
451
+ systemCode: '',
452
+ version: ''
366
453
  };
367
454
  }
368
455
  getTypeScriptRuntime() {
@@ -467,8 +554,19 @@ function hasRawQuery(spec) {
467
554
  }
468
555
  getSystemBundleRuntime() {
469
556
  return `
470
- const __z3dRegistry = new Map();
557
+ const __z3dRegistry = (() => {
558
+ const root = (globalThis.${SCRIPT_MODULES_GLOBAL_KEY} ??= new Map());
559
+ const ns = ${JSON.stringify(this._namespace)};
560
+ let registry = root.get(ns);
561
+ if (!registry) {
562
+ registry = new Map();
563
+ root.set(ns, registry);
564
+ }
565
+ return registry;
566
+ })();
471
567
  let __z3dCurrentId = '';
568
+ let __z3dCurrentVersion = '';
569
+ let __z3dCurrentSerial = 0;
472
570
  const System = {
473
571
  register(deps, declare) {
474
572
  if (!__z3dCurrentId) {
@@ -476,6 +574,8 @@ const System = {
476
574
  }
477
575
  __z3dRegistry.set(__z3dCurrentId, {
478
576
  id: __z3dCurrentId,
577
+ version: __z3dCurrentVersion,
578
+ serial: __z3dCurrentSerial,
479
579
  deps,
480
580
  declare,
481
581
  exports: Object.create(null),
@@ -486,13 +586,31 @@ const System = {
486
586
  });
487
587
  }
488
588
  };
489
- function __z3dRegister(id, factory) {
490
- const prev = __z3dCurrentId;
589
+ function __z3dRegister(id, version, serial, factory) {
590
+ // The module registry is shared across bundles: a module already registered
591
+ // by another bundle with the same effective version is reused (so
592
+ // module-level singletons stay unique), while changed content replaces the
593
+ // record so the next load re-evaluates the new code. A record from a newer
594
+ // build or one that is currently executing is never replaced.
595
+ const existing = __z3dRegistry.get(id);
596
+ if (existing && (existing.version === version || existing.state === 1 || existing.serial > serial)) {
597
+ if (serial > existing.serial) {
598
+ existing.serial = serial;
599
+ }
600
+ return;
601
+ }
602
+ const prevId = __z3dCurrentId;
603
+ const prevVersion = __z3dCurrentVersion;
604
+ const prevSerial = __z3dCurrentSerial;
491
605
  __z3dCurrentId = id;
606
+ __z3dCurrentVersion = version;
607
+ __z3dCurrentSerial = serial;
492
608
  try {
493
609
  factory();
494
610
  } finally {
495
- __z3dCurrentId = prev;
611
+ __z3dCurrentId = prevId;
612
+ __z3dCurrentVersion = prevVersion;
613
+ __z3dCurrentSerial = prevSerial;
496
614
  }
497
615
  }
498
616
  function __z3dResolve(spec, parentId) {