avbd-babylon 0.1.0 → 0.3.0

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@@ -1,6 +1,10 @@
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  export function createWebGPUDevice(options?: {
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+ /** Run the cached 3D floor-contact qualification and select a working GPU path. */
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+ validate3D?: boolean;
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  powerPreference?: GPUPowerPreference;
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  requiredLimits?: Record<string, number>;
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  /** Desired maximum capacities, clamped to the adapter. Required limits take precedence. */
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  preferredLimits?: Record<string, number>;
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  }): Promise<{ adapter: GPUAdapter; device: GPUDevice }>;
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+ /** Prepare an existing renderer-owned device for 3D. Does not take device ownership. */
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+ export function prepareWebGPUDevice3D(device: GPUDevice): Promise<GPUDevice>;
package/dist/native.d.ts CHANGED
@@ -1,2 +1,3 @@
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  export * from "./nativeScenes.js";
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  export * from "./gpuDevice.js";
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+ export * from "./solverPipeline.js";
package/dist/native.js CHANGED
@@ -1 +1 @@
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- export { AvbdScene2D, AvbdScene3D, createWebGPUDevice } from "./avbd.js";
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+ export { AvbdScene2D, AvbdScene3D, createWebGPUDevice, prepareWebGPUDevice3D, createSolverPipeline } from "./avbd.js";
@@ -1,3 +1,4 @@
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+ import type { AvbdSolverPipeline, AvbdSolver2D, AvbdSolver3D } from "./solverPipeline.js";
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  export type AvbdTuple3 = readonly [number, number, number];
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  export type AvbdTuple2 = readonly [number, number];
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  export interface AvbdQueryOptions {
@@ -620,6 +621,7 @@ export class AvbdScene3D {
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  },
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  ): AvbdNativeConstraint;
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  createSolver(device: GPUDevice, options?: AvbdGpuOptions): AvbdGpuSolver3D;
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+ createSolver(pipeline: AvbdSolverPipeline, options?: AvbdGpuOptions): AvbdSolver3D;
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  }
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  export interface AvbdNativeAngularOptions {
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  axisA?: AvbdTuple3;
@@ -732,4 +734,5 @@ export class AvbdScene2D {
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  sleeping?: boolean | { speedThreshold?: number; timeThreshold?: number };
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  },
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  ): AvbdGpuSolver2D;
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+ createSolver(pipeline: AvbdSolverPipeline, options?: AvbdGpuOptions): AvbdSolver2D;
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  }
@@ -0,0 +1,62 @@
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+ import type {
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+ AvbdScene2D,
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+ AvbdScene3D,
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+ AvbdGpuOptions,
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+ AvbdGpuSolver,
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+ AvbdGpuSolver2D,
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+ AvbdGpuSolver3D,
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+ AvbdAdvanceOptions,
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+ } from "./nativeScenes.js";
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+ import type { createWebGPUDevice } from "./gpuDevice.js";
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+
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+ export type AvbdSolverBackend = "webgpu" | "cpu";
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+ /** Shared world settings. GPU scheduling fields apply only to GPU execution. */
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+ export type AvbdSolverOptions = AvbdGpuOptions;
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+ /** Drawing buffers belong to the selected backend; simulation operations are shared. */
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+ type SharedMethods<T, Self> = {
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+ [K in keyof T]: T[K] extends (...args: infer A) => infer R
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+ ? (...args: A) => R extends AvbdGpuSolver ? Self : R
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+ : T[K];
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+ };
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+ export interface AvbdSolver2D extends SharedMethods<
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+ Omit<AvbdGpuSolver2D, "bodyBuffer" | "shapeBuffer" | "attachToScene">,
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+ AvbdSolver2D
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+ > {
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+ readonly backend: AvbdSolverBackend;
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+ readonly bodyBuffer?: GPUBuffer;
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+ readonly shapeBuffer?: GPUBuffer;
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+ attachToScene(
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+ scene: Parameters<AvbdGpuSolver2D["attachToScene"]>[0],
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+ options?: AvbdAdvanceOptions & {
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+ afterStep?: (solver: AvbdSolver2D) => void;
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+ },
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+ ): this;
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+ }
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+ export interface AvbdSolver3D extends SharedMethods<
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+ Omit<AvbdGpuSolver3D, "bodyBuffer" | "attachToScene">,
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+ AvbdSolver3D
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+ > {
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+ readonly backend: AvbdSolverBackend;
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+ readonly bodyBuffer?: GPUBuffer;
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+ attachToScene(
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+ scene: Parameters<AvbdGpuSolver3D["attachToScene"]>[0],
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+ options?: AvbdAdvanceOptions & {
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+ afterStep?: (solver: AvbdSolver3D) => void;
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+ },
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+ ): this;
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+ }
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+ export interface AvbdSolverPipeline {
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+ readonly backend: AvbdSolverBackend;
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+ readonly device?: GPUDevice;
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+ readonly adapter?: GPUAdapter;
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+ createSolver(scene: AvbdScene2D, options?: AvbdSolverOptions): AvbdSolver2D;
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+ createSolver(scene: AvbdScene3D, options?: AvbdSolverOptions): AvbdSolver3D;
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+ /** Destroys its worlds and its own device. A supplied device remains caller-owned. */
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+ destroy(): void;
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+ }
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+ export function createSolverPipeline(
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+ options?: NonNullable<Parameters<typeof createWebGPUDevice>[0]> & {
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+ backend?: AvbdSolverBackend;
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+ device?: GPUDevice;
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+ },
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+ ): Promise<AvbdSolverPipeline>;
@@ -16,6 +16,14 @@ last argument when their mesh belongs to the world’s scene. Both `AvbdShapeTyp
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  and the supported Babylon `PhysicsShapeType` enum values work. Pass
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  `autoAttach: false` when you manage stepping yourself.
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+ `AvbdPhysics.create()` checks 3D floor contacts once per device and automatically
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+ selects a working GPU path. This covers Android drivers that need compatible
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+ contact calculations or smaller hull workgroups. Desktop devices that pass
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+ retain their normal shaders and dispatches. The check adds no per-step readbacks.
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+ For native 3D solvers, use `createWebGPUDevice({validate3D:true})`, or await
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+ `prepareWebGPUDevice3D(device)` before using a renderer-owned device. Preparation
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+ is cached and preserves device ownership. 2D does not require the 3D check.
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+
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  ```js
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  import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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  import { AvbdPhysics, AvbdPhysicsAggregate, AvbdShapeType } from "avbd-babylon";