rayzee 8.6.1 → 8.7.0

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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1
  {
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  "name": "rayzee",
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- "version": "8.6.1",
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+ "version": "8.7.0",
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  "type": "module",
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  "description": "Real-time WebGPU path tracing engine built on Three.js",
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  "main": "dist/rayzee.umd.js",
@@ -1,7 +1,7 @@
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  import { WebGPURenderer, RectAreaLightNode, SRGBColorSpace, LinearSRGBColorSpace } from 'three/webgpu';
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  import { texture as _tslTexture, cubeTexture as _tslCubeTexture } from 'three/tsl';
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  import {
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- Scene, EventDispatcher, Box3
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+ Scene, EventDispatcher, Box3, Vector3
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  } from 'three';
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  import { RectAreaLightTexturesLib } from 'three/addons/lights/RectAreaLightTexturesLib.js';
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  import { SceneHelpers } from './SceneHelpers.js';
@@ -195,6 +195,7 @@ export class PathTracerApp extends EventDispatcher {
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  this.assetLoader = null;
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  this._sdf = null;
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  this._animRefitInFlight = false;
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+ this._emittersMoved = false;
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  // Max material-texture dimension (longest edge); applied on each scene build.
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  this._maxTextureSize = DEFAULT_STATE.maxTextureSize;
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@@ -1165,6 +1166,7 @@ export class PathTracerApp extends EventDispatcher {
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  // Stop any running animation before rebuilding scene data
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  this.animationManager.dispose();
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  this._animRefitInFlight = false;
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+ this._emittersMoved = false;
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  // Tag the primary (replace-loaded) model so it appears in the scene-object list.
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  this._tagPrimarySceneObject();
@@ -1654,6 +1656,95 @@ export class PathTracerApp extends EventDispatcher {
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  }
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+ /** Apply a pose from AnimationManager: placements, visibility, and a followed camera. @private */
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+ _applyAnimationPose( { meshIndices, visibilityChanged, cameras } ) {
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+
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+ if ( ! this._sdf?.instanceTable ) return;
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+ let changed = false;
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+
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+ if ( meshIndices.length > 0 ) {
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+
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+ this._sdf.updateMeshTransforms( meshIndices );
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+ this.stages.pathTracer?.updateBufferRanges( [], [ this._sdf.computeTLASDirtyRange() ] );
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+ if ( this._sdf.movesEmitters( meshIndices ) ) {
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+
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+ this._emittersMoved = true;
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+ // Deferred while playing: the rebuild uploads a scene-sized map, and sampling
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+ // already reads each emitter through its placement.
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+ if ( ! this.animationManager.isPlaying ) this._refreshMovedEmitters();
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+
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+ }
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+
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+ changed = true;
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+
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+ }
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+
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+ if ( visibilityChanged ) {
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+
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+ this.stages.pathTracer?.updateAllMeshVisibility();
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+ this._refreshEmissiveForVisibility();
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+ changed = true;
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+
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+ }
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+
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+ if ( cameras.length > 0 && this._followAnimatedCamera( cameras ) ) changed = true;
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+
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+ if ( changed ) this.reset();
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+
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+ }
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+
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+ /** @private */
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+ _refreshMovedEmitters() {
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+
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+ if ( ! this._emittersMoved ) return;
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+ this._emittersMoved = false;
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+ this._uploadEmissivePayload( this._sdf?.refreshEmissiveTransforms() ?? null );
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+
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+ }
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+
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+ /**
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+ * Move the view with the selected camera's animated original — the camera list holds copies.
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+ * @returns {boolean} whether the view moved
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+ * @private
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+ */
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+ _followAnimatedCamera( cameras ) {
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+
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+ const cm = this.cameraManager;
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+ const selected = cm.currentCameraIndex > 0 ? cm.cameras[ cm.currentCameraIndex ] : null;
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+ const uuid = selected?.userData?.__rayzeeSourceUuid;
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+ const source = uuid && cameras.find( c => c.uuid === uuid );
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+ if ( ! source ) return false;
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+
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+ source.updateWorldMatrix( true, false );
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+ const worldScale = new Vector3();
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+ source.matrixWorld.decompose( selected.position, selected.quaternion, worldScale );
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+ // Only the mirror survives.
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+ selected.scale.set( Math.sign( worldScale.x ) || 1, Math.sign( worldScale.y ) || 1, Math.sign( worldScale.z ) || 1 );
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+ if ( source.isPerspectiveCamera ) selected.fov = source.fov;
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+
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+ const camera = cm.camera;
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+ const controls = cm.controls;
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+ const distance = controls ? controls.target.distanceTo( camera.position ) : 0;
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+
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+ camera.position.copy( selected.position );
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+ camera.quaternion.copy( selected.quaternion );
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+ camera.scale.copy( selected.scale );
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+ if ( camera.isPerspectiveCamera && selected.isPerspectiveCamera ) camera.fov = selected.fov;
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+ camera.updateProjectionMatrix();
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+ camera.updateMatrixWorld( true );
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+
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+ // Pivot ahead at the same distance, so controls.update() keeps the pose.
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+ if ( controls ) {
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+
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+ const forward = new Vector3( 0, 0, - 1 ).applyQuaternion( camera.quaternion );
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+ controls.target.copy( camera.position ).addScaledVector( forward, distance || 1 );
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+
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+ }
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+
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+ return true;
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+
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+ }
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+
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  /**
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  * Apply new transforms for objects that moved, without touching their geometry.
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  *
@@ -2873,10 +2964,11 @@ export class PathTracerApp extends EventDispatcher {
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  const table = this._sdf?.instanceTable;
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  if ( ! table ) return;
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+ // The emitter list names meshes, the table placements.
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  const hidden = new Set();
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  for ( let i = 0; i < table.count; i ++ ) {
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- if ( table.isSet[ i ] && ! table.visible[ i ] ) hidden.add( i );
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+ if ( table.isSet[ i ] && ! table.visible[ i ] ) hidden.add( table.sourceMesh[ i ] );
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  }
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@@ -3410,6 +3502,7 @@ export class PathTracerApp extends EventDispatcher {
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3502
 
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  // Animation lifecycle → wake + refit flag
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  this.animationManager.wakeCallback = () => this.wake();
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+ this.animationManager.applyPoseCallback = ( pose ) => this._applyAnimationPose( pose );
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  this._forwardEvents( this.animationManager, [
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  EngineEvents.ANIMATION_STARTED,
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  EngineEvents.ANIMATION_PAUSED,
@@ -3418,6 +3511,7 @@ export class PathTracerApp extends EventDispatcher {
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  this._addTrackedListener( this.animationManager, EngineEvents.ANIMATION_PAUSED, () => {
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3512
 
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  this._animRefitInFlight = false;
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+ this._refreshMovedEmitters();
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3515
 
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  } );
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  this._addTrackedListener( this.animationManager, EngineEvents.ANIMATION_STOPPED, () => {
@@ -3538,6 +3632,7 @@ export class PathTracerApp extends EventDispatcher {
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  this.animationManager.onFinished = () => {
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3633
 
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  this._animRefitInFlight = false;
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+ this._refreshMovedEmitters();
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  this.dispatchEvent( { type: EngineEvents.ANIMATION_FINISHED } );
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  };
@@ -787,10 +787,11 @@ export class AssetLoader extends EventDispatcher {
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  };
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  const pbrtStart = performance.now();
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- const { group, environment, report, warnings, meshCount, entryPath: loadedEntry, candidates,
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- parseMs, buildMs, triangleCount, placementCount, mergedShapes, skippedForBudget,
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+ const { group, environment, animations, report, warnings, meshCount, entryPath: loadedEntry, candidates,
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+ frames, parseMs, buildMs, triangleCount, placementCount, mergedShapes, skippedForBudget,
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  droppedNoTemplate } = await loadPBRTScene( {
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  vfs: zip, source, entryPath, plyParser, imageFromBytes, envFromBytes,
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+ animation: options.animation,
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  maxTriangles: options.maxTriangles,
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  maxPlacements: options.maxPlacements,
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  mergeShapesAbove: options.mergeShapesAbove,
@@ -802,15 +803,17 @@ export class AssetLoader extends EventDispatcher {
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  // SceneProcessor.performanceMetrics.
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  this.lastPBRTStats = {
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  parseMs, buildMs, loaderMs: performance.now() - pbrtStart,
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- triangleCount, placementCount, mergedShapes, skippedForBudget, droppedNoTemplate, meshCount
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+ triangleCount, placementCount, mergedShapes, skippedForBudget, droppedNoTemplate, meshCount,
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+ frames: frames?.length ?? 1
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  };
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- // An archive can hold several independent scenes (transparent-machines ships five
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- // animation frames). Only one is loaded, so name it and the alternatives rather
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- // than leave the user comparing against a reference of a different scene.
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- if ( candidates.length > 1 ) {
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+ // An archive can hold several independent scenes (bistro ships three views). Only one is
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+ // loaded, so name it and the alternatives rather than leave the user comparing against a
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+ // reference of a different scene. A frame sequence loads whole, as its animation.
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+ const loaded = new Set( frames ?? [ loadedEntry ] );
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+ const others = candidates.filter( p => ! loaded.has( p ) );
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+ if ( others.length > 0 ) {
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816
 
813
- const others = candidates.filter( p => p !== loadedEntry );
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  console.warn( `PBRT archive holds ${candidates.length} scenes; loaded "${loadedEntry}". Others: ${others.join( ', ' )}` );
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  this._issues?.record(
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  ISSUE_CODES.ASSET_AMBIGUOUS_ENTRY,
@@ -849,6 +852,7 @@ export class AssetLoader extends EventDispatcher {
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  group.name = loadedEntry || filename;
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  this.releaseTargetModel();
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  this.targetModel = group;
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+ this.animations = animations ?? [];
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  // The light's own orientation and `scale` are already baked into the texture, so the
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  // scene is only correct at rotation 0 / intensity 1 — pinned, whatever the host's defaults.
@@ -2032,6 +2036,8 @@ export class AssetLoader extends EventDispatcher {
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  // Clone the camera to avoid modifying the original
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  const camera = object.clone();
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+ // The clip animates the original; this lets the copy follow it.
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+ camera.userData.__rayzeeSourceUuid = object.uuid;
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2041
 
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  // Apply world transforms — cameras may be children of
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  // transformed nodes, so local position/quaternion != world.
@@ -72,6 +72,7 @@ export class EmissiveTriangleBuilder {
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  extractEmissiveTriangles( triangleData, materials, triangleCount, table = null ) {
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  this.emissiveTriangles = [];
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+ this._emissiveMeshes = null;
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  this.totalEmissivePower = 0;
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  this._totalTriangleCount = triangleCount;
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@@ -172,6 +173,7 @@ export class EmissiveTriangleBuilder {
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  triangleIndex: i,
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  materialIndex: materialIndex,
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  meshIndex: meshIndex,
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+ sideSign,
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  instanceLeaf: hasInstance ? table.tlasLeafIndex[ placement ] : - 1,
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  power: power,
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  area: area,
@@ -203,6 +205,74 @@ export class EmissiveTriangleBuilder {
203
205
 
204
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  }
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+ /** Mesh indices owning at least one emissive triangle. */
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+ get emissiveMeshes() {
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+
211
+ return this._emissiveMeshes ??= new Set( this.emissiveTriangles.map( t => t.meshIndex ) );
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+
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+ }
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+
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+ /**
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+ * Re-measure every emitter at its placement's current matrix. Call buildLightBVH() after.
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+ * @param {Uint32Array|object} triangleData - packed triangle records, flat or chunked
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+ * @param {import('./InstanceTable.js').InstanceTable} table
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+ */
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+ refreshTransforms( triangleData, table ) {
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+
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+ const chunked = triangleData && triangleData.chunks ? triangleData : null;
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+ const chunkedF = chunked ? chunked.viewAs( Float32Array ) : null;
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+ const flatF = chunked ? null : new Float32Array( triangleData.buffer, triangleData.byteOffset, triangleData.length );
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+ const FLOATS_PER_TRIANGLE = TRIANGLE_DATA_LAYOUT.FLOATS_PER_TRIANGLE;
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+ const m = table.world;
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+
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+ this.totalEmissivePower = 0;
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+
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+ for ( const tri of this.emissiveTriangles ) {
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+
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+ const f = chunked ? chunkedF.chunkFor( tri.triangleIndex ) : flatF;
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+ const b = chunked ? chunked.baseOf( tri.triangleIndex ) : tri.triangleIndex * FLOATS_PER_TRIANGLE;
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+ const v = [ f[ b ], f[ b + 1 ], f[ b + 2 ], f[ b + 4 ], f[ b + 5 ], f[ b + 6 ], f[ b + 8 ], f[ b + 9 ], f[ b + 10 ] ];
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+
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+ // As extraction resolves it.
237
+ const placement = table.placementRunOf?.( tri.meshIndex )?.start ?? - 1;
238
+ if ( placement >= 0 && table.isSet[ placement ] ) {
239
+
240
+ const o = placement * 16;
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+ for ( let k = 0; k < 9; k += 3 ) {
242
+
243
+ const x = v[ k ], y = v[ k + 1 ], z = v[ k + 2 ];
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+ v[ k ] = m[ o ] * x + m[ o + 4 ] * y + m[ o + 8 ] * z + m[ o + 12 ];
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+ v[ k + 1 ] = m[ o + 1 ] * x + m[ o + 5 ] * y + m[ o + 9 ] * z + m[ o + 13 ];
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+ v[ k + 2 ] = m[ o + 2 ] * x + m[ o + 6 ] * y + m[ o + 10 ] * z + m[ o + 14 ];
247
+
248
+ }
249
+
250
+ }
251
+
252
+ const [ v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z ] = v;
253
+ const area = this._calculateTriangleArea( v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z );
254
+ const e = tri.emissive;
255
+ tri.power = ( 0.2126 * e.r + 0.7152 * e.g + 0.0722 * e.b ) * tri.emissiveIntensity * area;
256
+ tri.area = area;
257
+
258
+ const nx = ( v1y - v0y ) * ( v2z - v0z ) - ( v1z - v0z ) * ( v2y - v0y );
259
+ const ny = ( v1z - v0z ) * ( v2x - v0x ) - ( v1x - v0x ) * ( v2z - v0z );
260
+ const nz = ( v1x - v0x ) * ( v2y - v0y ) - ( v1y - v0y ) * ( v2x - v0x );
261
+ const nl = ( Math.sqrt( nx * nx + ny * ny + nz * nz ) || 1 ) / tri.sideSign;
262
+ tri.nx = nx / nl; tri.ny = ny / nl; tri.nz = nz / nl;
263
+
264
+ tri.cx = ( v0x + v1x + v2x ) / 3; tri.cy = ( v0y + v1y + v2y ) / 3; tri.cz = ( v0z + v1z + v2z ) / 3;
265
+ tri.bMinX = Math.min( v0x, v1x, v2x ); tri.bMinY = Math.min( v0y, v1y, v2y ); tri.bMinZ = Math.min( v0z, v1z, v2z );
266
+ tri.bMaxX = Math.max( v0x, v1x, v2x ); tri.bMaxY = Math.max( v0y, v1y, v2y ); tri.bMaxZ = Math.max( v0z, v1z, v2z );
267
+
268
+ this.totalEmissivePower += tri.power;
269
+
270
+ }
271
+
272
+ this._buildDataArrays();
273
+
274
+ }
275
+
206
276
  /**
207
277
  * Calculate triangle area using cross product
208
278
  */