three-vat 2.0.0 → 3.0.0
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/README.md +8 -4
- package/dist/{carrier-BFCPmcQK.d.ts → carrier-BxRuW47G.d.ts} +194 -100
- package/dist/{chunk-W2ZAFMPB.js → chunk-I4STYOD5.js} +1 -1
- package/dist/{chunk-2PGZ44TP.js → chunk-J5IEUGSB.js} +80 -56
- package/dist/index.d.ts +39 -4
- package/dist/index.js +499 -35
- package/dist/tsl.d.ts +107 -27
- package/dist/tsl.js +185 -69
- package/dist/webgl.d.ts +89 -7
- package/dist/webgl.js +370 -60
- package/package.json +1 -1
package/dist/tsl.d.ts
CHANGED
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@@ -1,5 +1,5 @@
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import { Node } from 'three/webgpu';
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import {
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import { e as VATClock, k as VATPlaybackTexture, b as VATCarrier, V as VAT, h as VATInstance, f as VATCrowd } from './carrier-BxRuW47G.js';
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import 'three';
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/**
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@@ -14,8 +14,12 @@ import 'three';
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declare function getMaxTextureSize(renderer: object): number;
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/** A fluent TSL float node (has `.add`, `.mul`, … via NodeExtensions). */
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type FloatNode = Node<'float'>;
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/** A fluent TSL int node. */
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type IntNode = Node<'int'>;
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/** A fluent TSL vec3 node. */
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type Vec3Node = Node<'vec3'>;
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/** A fluent TSL bool node — a branch condition, and what `.select()` reads. */
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type BoolNode = Node<'bool'>;
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/**
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* A TSL float uniform: a node the graph reads, and a `{ value }` clock the
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* caller sets per frame. Both halves matter — the node is what the decode
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@@ -48,14 +52,16 @@ interface VATNodeOptions {
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*
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* Required for a crowd, and for two reasons. First: three applies the
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* carrier's transform to `positionLocal` *before* it reads `positionNode`, so
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* the decode has to
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*
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* unrotated and unscaled — and every instance deforms
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* matrix
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*
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*
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*
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*
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* the decode has to pose in the geometry's own space and then re-apply that
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* transform itself. Without this the vertex encoding adds its delta in
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* instance space — unrotated and unscaled — and every instance deforms
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* according to its own matrix; the rig encoding, which skins the rest pose
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* outright, never applies the instance matrix at all and draws the whole
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* crowd at the origin. Second: the carrier decides how this instance's
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* *logical* index is spelled, which is the row of the playback texture the
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* pack is read from — `instanceIndex` on an `InstancedMesh`,
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* `batchIndirectIndex` on a `BatchedMesh`, whose drawn slot is a permutation
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* that changes every frame (ADR-0016).
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*
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* One option rather than one per carrier, because those two answers have to
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* come from the same object: a decode that re-applied one mesh's transform
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@@ -82,17 +88,19 @@ interface VATNodeOptions {
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interface VATNodes {
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/**
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* Assign to `material.positionNode`. It carries the whole decode — the normal
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* with it.
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* with it, and the tangent under the rig encoding.
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*
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* There is deliberately no `normalNode
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* the *fragment* stage (three reaches it from
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* `builder.context.setupNormal()`) and is expected in
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* VAT's
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*
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*
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*
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*
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*
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* There is deliberately no `normalNode`, under either encoding. A material's
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* `normalNode` is built in the *fragment* stage (three reaches it from
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* `normalView` through `builder.context.setupNormal()`) and is expected in
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* **view** space, whereas a VAT's normals are per-vertex and in the geometry's
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* own space — read from the normal texture, or skinned from the rig one.
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* Handing an object-space normal to a fragment-stage node skipped both the
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* instance matrix and the normal matrix, and took `vertexIndex` into the
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* fragment stage with it — where `IndexNode` does not give you the vertex
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* index at all, but quietly turns itself into a varying, so every fragment
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* read a linearly *interpolated* index that addresses neither of the vertices
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* it lies between.
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*
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* Writing `normalLocal` inside the vertex-stage decode instead is what the
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* GLSL path does when it sets `objectNormal` in `beginnormal_vertex`: three
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@@ -103,6 +111,28 @@ interface VATNodes {
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/** The time uniform in use — set `.value` each frame. */
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time: VATTimeUniform;
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}
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/** The clip texel: which band an instance plays, how long it is, and how fast. */
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interface ClipTexel {
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/** First texture row of the clip's band. */
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startFrame: IntNode;
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/** Rows in the band. */
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frames: FloatNode;
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/** Seconds the band spans. */
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duration: FloatNode;
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/** Rate multiplier. */
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speed: FloatNode;
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}
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/** The playback texel: when this animation began, and how it repeats. */
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interface PlaybackTexel {
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/** Absolute clock time this animation began. In the past, for a desynced crowd. */
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startTime: FloatNode;
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/** {@link LoopMode}, as the number the pack carries. */
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loopMode: FloatNode;
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/** Repeat count, or {@link INFINITE_REPETITIONS}. */
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repetitions: FloatNode;
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/** {@link EndMode}, as the number the pack carries. */
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endMode: FloatNode;
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}
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/**
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* Build TSL decode nodes for a baked VAT, for the WebGPU/TSL renderer path.
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* Shadows work automatically because `positionNode` also feeds the depth pass.
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@@ -118,9 +148,62 @@ interface VATNodes {
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*/
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declare function vatNodes(vat: VAT, options?: VATNodeOptions): VATNodes;
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/**
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*
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*
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*
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* What a decode hands the vertex stage, discriminated on the encoding it read
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* (ADR-0018) — because the two encodings answer a different question. The
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* vertex encoding reads where this vertex *moved to*: `position` is the delta
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* to add to the rest position, `normal` the baked normal or `null` when the
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* bake skipped it. The rig encoding *skins* the rest pose: `position` is the
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* posed position itself, `normal` always exists because it comes out of the
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* skin matrix, and so does `tangent` when the geometry carries one.
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*
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* @internal The return type of {@link vatDecode}, exported for the same
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* structural tests and for nothing else.
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*/
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type VATDecoded = {
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encoding: 'delta';
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position: Vec3Node;
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normal: Vec3Node | null;
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} | {
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encoding: 'rig';
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position: Vec3Node;
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normal: Vec3Node;
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tangent: Vec3Node | null;
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};
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/**
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* One band resolved — the TSL spelling of the GLSL decode's `VatBand` struct:
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* the two rows and the blend between them, plus the two facts those rows cannot
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* be read back out of.
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*
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* @internal The return type of {@link resolveBand}, exported for the structural
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* tests and for nothing else.
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*/
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interface Band {
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row0: IntNode;
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row1: IntNode;
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blend: FloatNode;
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/** Whether the sampling crossed the band's last row back into its first. */
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wraps: BoolNode;
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/** Whether the repetitions have run out and the instance is holding an end pose. */
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finished: BoolNode;
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}
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/**
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* `resolveVATFrame` (src/instance-playback.ts) as a node graph, for one (clip
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* texel, playback texel) pair — branch for branch with the GLSL decode's
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* `vatBand`. The semantics live there; this transcribes them, and the mode
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* constants come from that module rather than being retyped as literals.
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*
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* A function of the pair rather than of the instance, because the pair is what
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* there are two of: a crossfading instance resolves its outgoing band by
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* calling this a second time, not by transcribing it a second time.
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*
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* @internal Exported for the structural tests, and for nothing else. Not
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* re-exported from `three-vat`.
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*/
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declare function resolveBand(clip: ClipTexel, playback: PlaybackTexel, time: FloatNode): Band;
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/**
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* The decode's arithmetic: what this instance reads at this moment, as nodes —
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* before the vertex-stage writes that place it. See {@link VATDecoded} for what
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* `position` means under each encoding.
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*
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* @internal Split out and exported for the structural tests. A `Fn` body is
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* opaque to graph traversal (its statements are not built until the shader is),
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@@ -128,10 +211,7 @@ declare function vatNodes(vat: VAT, options?: VATNodeOptions): VATNodes;
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* so the arithmetic that matters stays reachable as a graph. Not re-exported
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* from `three-vat`; nothing outside this package should build against it.
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*/
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declare function vatDecode(vat: VAT, options?: VATNodeOptions):
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position: Vec3Node;
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normal: Vec3Node | null;
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};
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declare function vatDecode(vat: VAT, options?: VATNodeOptions): VATDecoded;
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/** Options for {@link createVATMesh}. */
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interface CreateVATMeshOptions {
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/**
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*/
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declare function createVATMesh(vat: VAT, instances: VATInstance[], options?: CreateVATMeshOptions): VATCrowd;
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export { type CreateVATMeshOptions, type VATNodeOptions, type VATNodes, type VATTimeUniform, createVATMesh, getMaxTextureSize, vatDecode, vatNodes };
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export { type Band, type CreateVATMeshOptions, type VATDecoded, type VATNodeOptions, type VATNodes, type VATTimeUniform, createVATMesh, getMaxTextureSize, resolveBand, vatDecode, vatNodes };
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package/dist/tsl.js
CHANGED
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import { isBatchedCarrier, assertVATCarrier, assertBakedNormal } from './chunk-
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import { INFINITE_REPETITIONS, LoopMode, EndMode, createVATPlaybackTexture, PACK_TEXELS } from './chunk-
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import { isBatchedCarrier, assertVATCarrier, assertBakedNormal } from './chunk-I4STYOD5.js';
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import { INFINITE_REPETITIONS, LoopMode, EndMode, createVATPlaybackTexture, PACK_TEXELS, RIG_TEXELS, RIG_TEXELS_PER_SLOT } from './chunk-J5IEUGSB.js';
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import { InstancedMesh } from 'three';
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import { uniform, Fn, positionLocal,
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import { uniform, Fn, positionLocal, normalLocal, tangentLocal, positionGeometry, batch, instancedMesh, float, bool, int, vertexIndex, attribute, mat3, tangentGeometry, normalGeometry, vec4, batchIndirectIndex, instanceIndex, hash, mix, textureLoad, ivec2, dot, mat4 } from 'three/tsl';
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function getMaxTextureSize(renderer) {
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const backend = renderer.backend;
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}
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var packTexel = (texture, field, instance) => textureLoad(texture, ivec2(int(field), instance));
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function texturePlayback(texture, instance) {
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const
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const playback = packTexel(texture, PACK_TEXELS.playback, instance);
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const fade = packTexel(texture, PACK_TEXELS.fade, instance);
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const frames = clip.y;
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const crossfade = packTexel(texture, PACK_TEXELS.crossfade, instance);
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return {
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live: liveBand(
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packTexel(texture, PACK_TEXELS.clip, instance),
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packTexel(texture, PACK_TEXELS.playback, instance)
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),
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crossfadeDuration: crossfade.x,
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outgoing: outgoingBand(
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packTexel(texture, PACK_TEXELS.outgoingClip, instance),
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packTexel(texture, PACK_TEXELS.outgoingPlayback, instance)
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)
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};
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}
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function bandTexels(clip, playback, frames, fps) {
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return {
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clip: {
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startFrame: int(clip.x),
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frames,
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duration: frames.div(fps),
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speed: clip.w
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},
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playback: {
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startTime: playback.x,
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loopMode: playback.y,
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repetitions: playback.z,
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endMode: playback.w
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}
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};
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}
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var liveBand = (clip, playback) => bandTexels(clip, playback, clip.y, clip.z);
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var outgoingBand = (clip, playback) => bandTexels(clip, playback, clip.y.max(1), clip.z.max(1));
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var instanceIdOf = (carrier) => isBatchedCarrier(carrier) ? int(batchIndirectIndex) : int(instanceIndex);
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function clipAt(vat, clipIndex) {
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const clip = vat.clips[clipIndex];
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return clip;
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}
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function hashedPlayback(clip, desync, instance) {
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const live = {
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clip: {
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startFrame: int(clip.startFrame),
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frames: float(clip.frames),
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duration: float(clip.frames / clip.fps),
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// Everything but the phase comes from the clip's own baked defaults, so a
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// clip baked "once, clamped, at 2x" plays that way here too. A second set
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// of defaults living in this path would be a crowd that animates
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// differently depending on whether anyone wrote the attributes.
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speed: float(clip.speed)
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},
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playback: {
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// Negated, because desync is now a start time in the *past*: an instance
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// that began `desync` seconds ago is that far into its clip already.
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startTime: hash(instance).mul(-desync),
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loopMode: float(clip.loopMode),
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repetitions: float(clip.repetitions),
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endMode: float(clip.endMode)
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}
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|
64
75
|
};
|
|
76
|
+
return { live, crossfadeDuration: float(0), outgoing: live };
|
|
65
77
|
}
|
|
66
78
|
function vatNodes(vat, options = {}) {
|
|
67
79
|
const { time = uniform(0), carrier } = options;
|
|
68
|
-
const
|
|
80
|
+
const decoded = vatDecode(vat, options);
|
|
69
81
|
const decode = Fn(() => {
|
|
70
|
-
|
|
71
|
-
|
|
82
|
+
if (decoded.encoding === "rig") {
|
|
83
|
+
positionLocal.assign(decoded.position);
|
|
84
|
+
normalLocal.assign(decoded.normal);
|
|
85
|
+
if (decoded.tangent) tangentLocal.assign(decoded.tangent);
|
|
86
|
+
} else {
|
|
87
|
+
positionLocal.assign((carrier ? positionGeometry : positionLocal).add(decoded.position));
|
|
88
|
+
if (decoded.normal) normalLocal.assign(decoded.normal);
|
|
89
|
+
}
|
|
72
90
|
if (carrier) {
|
|
73
91
|
if (isBatchedCarrier(carrier)) batch(carrier);
|
|
74
92
|
else instancedMesh(carrier);
|
|
@@ -77,17 +95,11 @@ function vatNodes(vat, options = {}) {
|
|
|
77
95
|
}, "vec3");
|
|
78
96
|
return { positionNode: decode(), time };
|
|
79
97
|
}
|
|
80
|
-
function
|
|
81
|
-
const
|
|
82
|
-
if (carrier) assertVATCarrier(carrier, vat);
|
|
83
|
-
const instance = instanceIdOf(carrier);
|
|
84
|
-
const playback = playbackTexture ? texturePlayback(playbackTexture.texture, instance) : hashedPlayback(clipAt(vat, clipIndex), desync, instance);
|
|
85
|
-
const vertexRow = int(vertexIndex);
|
|
86
|
-
const frames = playback.frames;
|
|
98
|
+
function resolveBand(clip, playback, time) {
|
|
99
|
+
const frames = clip.frames;
|
|
87
100
|
const last = frames.sub(1);
|
|
88
|
-
const
|
|
89
|
-
const
|
|
90
|
-
const loops = local.div(playback.duration);
|
|
101
|
+
const local = time.sub(playback.startTime).mul(clip.speed);
|
|
102
|
+
const loops = local.div(clip.duration);
|
|
91
103
|
const started = local.greaterThanEqual(0);
|
|
92
104
|
const finished = started.and(playback.repetitions.notEqual(INFINITE_REPETITIONS)).and(loops.greaterThanEqual(playback.repetitions));
|
|
93
105
|
const isPingPong = playback.loopMode.equal(LoopMode.PingPong);
|
|
@@ -105,30 +117,134 @@ function vatDecode(vat, options = {}) {
|
|
|
105
117
|
const f = phase.mul(wraps.select(frames, last));
|
|
106
118
|
const f0 = f.floor().min(last);
|
|
107
119
|
const f1 = wraps.select(f0.add(1).mod(frames), f0.add(1).min(last));
|
|
108
|
-
const
|
|
109
|
-
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
120
|
+
const bandRow = (offset) => int(offset).add(clip.startFrame);
|
|
121
|
+
return {
|
|
122
|
+
row0: bandRow(f0),
|
|
123
|
+
row1: bandRow(f1),
|
|
124
|
+
blend: f.sub(f0),
|
|
125
|
+
wraps,
|
|
126
|
+
finished
|
|
127
|
+
};
|
|
128
|
+
}
|
|
129
|
+
function vatDecode(vat, options = {}) {
|
|
130
|
+
const { time = uniform(0), playback: playbackTexture, carrier, clipIndex = 0, desync = 0 } = options;
|
|
131
|
+
if (carrier) assertVATCarrier(carrier, vat);
|
|
132
|
+
const instance = instanceIdOf(carrier);
|
|
133
|
+
const playback = playbackTexture ? texturePlayback(playbackTexture.texture, instance) : hashedPlayback(clipAt(vat, clipIndex), desync, instance);
|
|
134
|
+
const live = resolveBand(playback.live.clip, playback.live.playback, time);
|
|
135
|
+
const elapsed = time.sub(playback.live.playback.startTime);
|
|
136
|
+
const duration = playback.crossfadeDuration;
|
|
137
|
+
const weight = duration.greaterThan(0).select(
|
|
138
|
+
float(1).sub(elapsed.div(duration).clamp(0, 1)),
|
|
115
139
|
float(0)
|
|
116
140
|
);
|
|
117
|
-
const
|
|
118
|
-
|
|
119
|
-
|
|
120
|
-
|
|
121
|
-
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
141
|
+
const resolved = resolveBand(playback.outgoing.clip, playback.outgoing.playback, time);
|
|
142
|
+
const blending = weight.greaterThan(0);
|
|
143
|
+
const outgoing = {
|
|
144
|
+
row0: blending.select(resolved.row0, live.row0),
|
|
145
|
+
row1: blending.select(resolved.row1, live.row1),
|
|
146
|
+
blend: blending.select(resolved.blend, live.blend),
|
|
147
|
+
// Not selected, and deliberately: a sampler reads a band's rows and its
|
|
148
|
+
// blend and nothing else, so these two are carried because the band
|
|
149
|
+
// resolver answers them and not because anything downstream asks.
|
|
150
|
+
wraps: resolved.wraps,
|
|
151
|
+
finished: resolved.finished
|
|
152
|
+
};
|
|
153
|
+
const rows = { live, outgoing, weight };
|
|
154
|
+
switch (vat.encoding) {
|
|
155
|
+
case "delta":
|
|
156
|
+
return vertexDecode(vat, rows);
|
|
157
|
+
case "rig":
|
|
158
|
+
return rigDecode(vat, rows);
|
|
159
|
+
default: {
|
|
160
|
+
const unhandled = vat;
|
|
161
|
+
throw new Error(
|
|
162
|
+
`three-vat: vatDecode has no decode for encoding "${String(unhandled.encoding)}"`
|
|
163
|
+
);
|
|
164
|
+
}
|
|
165
|
+
}
|
|
166
|
+
}
|
|
167
|
+
function vertexDecode({ positionTexture, normalTexture }, rows) {
|
|
168
|
+
const vertexRow = int(vertexIndex);
|
|
169
|
+
const band = (tex, of) => {
|
|
170
|
+
const s0 = textureLoad(tex, ivec2(vertexRow, of.row0)).xyz;
|
|
171
|
+
const s1 = textureLoad(tex, ivec2(vertexRow, of.row1)).xyz;
|
|
172
|
+
return mix(s0, s1, of.blend);
|
|
125
173
|
};
|
|
126
|
-
const
|
|
174
|
+
const sample = (tex) => mix(band(tex, rows.live), band(tex, rows.outgoing), rows.weight);
|
|
127
175
|
return {
|
|
128
|
-
|
|
176
|
+
encoding: "delta",
|
|
177
|
+
position: sample(positionTexture),
|
|
129
178
|
normal: normalTexture ? sample(normalTexture).normalize() : null
|
|
130
179
|
};
|
|
131
180
|
}
|
|
181
|
+
function compose(q, ts) {
|
|
182
|
+
const x = q.x;
|
|
183
|
+
const y = q.y;
|
|
184
|
+
const z = q.z;
|
|
185
|
+
const w = q.w;
|
|
186
|
+
const x2 = x.add(x);
|
|
187
|
+
const y2 = y.add(y);
|
|
188
|
+
const z2 = z.add(z);
|
|
189
|
+
const xx = x.mul(x2);
|
|
190
|
+
const xy = x.mul(y2);
|
|
191
|
+
const xz = x.mul(z2);
|
|
192
|
+
const yy = y.mul(y2);
|
|
193
|
+
const yz = y.mul(z2);
|
|
194
|
+
const zz = z.mul(z2);
|
|
195
|
+
const wx = w.mul(x2);
|
|
196
|
+
const wy = w.mul(y2);
|
|
197
|
+
const wz = w.mul(z2);
|
|
198
|
+
const s = ts.w;
|
|
199
|
+
const one = float(1);
|
|
200
|
+
return mat4(
|
|
201
|
+
vec4(one.sub(yy.add(zz)).mul(s), xy.add(wz).mul(s), xz.sub(wy).mul(s), 0),
|
|
202
|
+
vec4(xy.sub(wz).mul(s), one.sub(xx.add(zz)).mul(s), yz.add(wx).mul(s), 0),
|
|
203
|
+
vec4(xz.add(wy).mul(s), yz.sub(wx).mul(s), one.sub(xx.add(yy)).mul(s), 0),
|
|
204
|
+
vec4(ts.xyz, 1)
|
|
205
|
+
);
|
|
206
|
+
}
|
|
207
|
+
var hemisphereOf = (reference, q) => dot(reference, q).lessThan(0).select(q.negate(), q);
|
|
208
|
+
function rigDecode({ rigTexture, geometry }, rows) {
|
|
209
|
+
const skinIndex = attribute("skinIndex", "uvec4");
|
|
210
|
+
const skinWeight = attribute("skinWeight", "vec4");
|
|
211
|
+
const fetch = (column, row) => textureLoad(rigTexture, ivec2(column, row));
|
|
212
|
+
const pose = (rotation, placement, of) => {
|
|
213
|
+
const q0 = fetch(rotation, of.row0);
|
|
214
|
+
const ts0 = fetch(placement, of.row0);
|
|
215
|
+
const q1 = hemisphereOf(q0, fetch(rotation, of.row1));
|
|
216
|
+
const ts1 = fetch(placement, of.row1);
|
|
217
|
+
return {
|
|
218
|
+
// A normalised lerp, not a slerp: at a bake's frame step the angular error
|
|
219
|
+
// against a true slerp is far below anything visible. It is still a
|
|
220
|
+
// *rotation* at every blend, which is what a componentwise matrix lerp is
|
|
221
|
+
// not — that one shortens a limb as it turns (ADR-0018).
|
|
222
|
+
q: mix(q0, q1, of.blend).normalize(),
|
|
223
|
+
ts: mix(ts0, ts1, of.blend)
|
|
224
|
+
};
|
|
225
|
+
};
|
|
226
|
+
const slot = (index, weight) => {
|
|
227
|
+
const column = (texel) => int(index).mul(RIG_TEXELS_PER_SLOT).add(texel);
|
|
228
|
+
const rotation = column(RIG_TEXELS.rotation);
|
|
229
|
+
const placement = column(RIG_TEXELS.placement);
|
|
230
|
+
const live = pose(rotation, placement, rows.live);
|
|
231
|
+
const outgoing = pose(rotation, placement, rows.outgoing);
|
|
232
|
+
const q = mix(live.q, hemisphereOf(live.q, outgoing.q), rows.weight).normalize();
|
|
233
|
+
const ts = mix(live.ts, outgoing.ts, rows.weight);
|
|
234
|
+
return compose(q, ts).mul(weight);
|
|
235
|
+
};
|
|
236
|
+
const skin = slot(skinIndex.x, skinWeight.x).add(slot(skinIndex.y, skinWeight.y)).add(slot(skinIndex.z, skinWeight.z)).add(slot(skinIndex.w, skinWeight.w));
|
|
237
|
+
const skin3 = mat3(skin);
|
|
238
|
+
return {
|
|
239
|
+
encoding: "rig",
|
|
240
|
+
position: skin.mul(vec4(positionGeometry, 1)).xyz,
|
|
241
|
+
normal: skin3.mul(normalGeometry).normalize(),
|
|
242
|
+
// Gated on the geometry rather than read and ignored: `tangentGeometry`
|
|
243
|
+
// is an attribute read, and three computes tangents onto a geometry that
|
|
244
|
+
// has none the moment a graph asks for them.
|
|
245
|
+
tangent: geometry.hasAttribute("tangent") ? skin3.mul(tangentGeometry.xyz).normalize() : null
|
|
246
|
+
};
|
|
247
|
+
}
|
|
132
248
|
function createVATMesh(vat, instances, options = {}) {
|
|
133
249
|
const time = options.time ?? uniform(0);
|
|
134
250
|
const playback = createVATPlaybackTexture(instances);
|
|
@@ -140,4 +256,4 @@ function createVATMesh(vat, instances, options = {}) {
|
|
|
140
256
|
return { mesh, time, playback };
|
|
141
257
|
}
|
|
142
258
|
|
|
143
|
-
export { createVATMesh, getMaxTextureSize, vatDecode, vatNodes };
|
|
259
|
+
export { createVATMesh, getMaxTextureSize, resolveBand, vatDecode, vatNodes };
|
package/dist/webgl.d.ts
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { IUniform, MeshDepthMaterial, WebGLRenderer, Material } from 'three';
|
|
2
|
-
import {
|
|
2
|
+
import { b as VATCarrier, V as VAT, k as VATPlaybackTexture, h as VATInstance, f as VATCrowd } from './carrier-BxRuW47G.js';
|
|
3
3
|
|
|
4
4
|
/**
|
|
5
5
|
* The real maximum texture dimension this GPU accepts, for
|
|
@@ -16,6 +16,73 @@ interface VATUniforms {
|
|
|
16
16
|
}
|
|
17
17
|
/** Create the shared time uniform. Update `uVatTime.value` once per frame. */
|
|
18
18
|
declare function createVATUniforms(time?: number): VATUniforms;
|
|
19
|
+
/**
|
|
20
|
+
* The caller's own GLSL, run after the decode has posed the vertex (ADR-0021):
|
|
21
|
+
* a wind sway, a twist toward a target, a per-instance squash — deformation
|
|
22
|
+
* that is the scene's and never the library's. The WebGL path's answer to what
|
|
23
|
+
* `positionNode` already gives the TSL path, which needs none of this.
|
|
24
|
+
*
|
|
25
|
+
* It has **two** injection points because three expands `beginnormal_vertex`
|
|
26
|
+
* *before* `begin_vertex` and derives `transformedNormal` between them: a chunk
|
|
27
|
+
* that only moves the position cannot repair a normal that was already taken,
|
|
28
|
+
* and the crowd would shade as though it had never moved. One point is a hook
|
|
29
|
+
* that looks right in the viewport and is wrong in the light.
|
|
30
|
+
*
|
|
31
|
+
* ```ts
|
|
32
|
+
* const hook = {
|
|
33
|
+
* key: 'twist',
|
|
34
|
+
* uniforms: { uTarget: { value: new Vector3() } },
|
|
35
|
+
* prelude: `
|
|
36
|
+
* uniform vec3 uTarget;
|
|
37
|
+
* vec3 twistY( vec3 p, float a ) {
|
|
38
|
+
* float s = sin( a ), c = cos( a );
|
|
39
|
+
* return vec3( c * p.x + s * p.z, p.y, -s * p.x + c * p.z );
|
|
40
|
+
* }`,
|
|
41
|
+
* position: 'transformed = twistY( transformed, vatTwistAngle( vatInstanceIndex ) );',
|
|
42
|
+
* normal: 'objectNormal = twistY( objectNormal, vatTwistAngle( vatInstanceIndex ) );',
|
|
43
|
+
* }
|
|
44
|
+
* const { mesh } = createVATMesh(vat, instances, { hook })
|
|
45
|
+
* ```
|
|
46
|
+
*/
|
|
47
|
+
interface VATPostDecodeHook {
|
|
48
|
+
/**
|
|
49
|
+
* What tells this hook's compiled program from another's. Required, and
|
|
50
|
+
* folded into the library's own key rather than replacing it: without it two
|
|
51
|
+
* crowds whose materials are identical in every parameter three looks at
|
|
52
|
+
* share one program, and one of them renders the other's GLSL (ADR-0006).
|
|
53
|
+
*/
|
|
54
|
+
key: string;
|
|
55
|
+
/**
|
|
56
|
+
* GLSL emitted ahead of three's shader — helper functions, the `uniform`
|
|
57
|
+
* declarations {@link uniforms} binds. Not an injection point, so ADR-0006
|
|
58
|
+
* does not govern it: this is where a helper the two chunks share is declared
|
|
59
|
+
* once.
|
|
60
|
+
*/
|
|
61
|
+
prelude?: string;
|
|
62
|
+
/**
|
|
63
|
+
* The chunk run where three takes the position, with `transformed` in object
|
|
64
|
+
* space and already posed by the decode. Assign to it.
|
|
65
|
+
*/
|
|
66
|
+
position?: string;
|
|
67
|
+
/**
|
|
68
|
+
* The chunk run where three takes the normal, with `objectNormal` already
|
|
69
|
+
* posed. Assign to it — otherwise a deformed crowd shades undeformed.
|
|
70
|
+
*/
|
|
71
|
+
normal?: string;
|
|
72
|
+
/** Uniforms bound beside the library's own, so the chunks can be driven by your game state. */
|
|
73
|
+
uniforms?: Record<string, IUniform>;
|
|
74
|
+
}
|
|
75
|
+
/**
|
|
76
|
+
* What {@link patchVATMaterial} and {@link createVATDepthMaterial} take in
|
|
77
|
+
* place of a bare carrier — so a batched crowd with a hook passes one object
|
|
78
|
+
* rather than a positional carrier plus something else.
|
|
79
|
+
*/
|
|
80
|
+
interface VATPatchOptions {
|
|
81
|
+
/** The mesh this material will draw on. Means exactly what the bare argument means. */
|
|
82
|
+
carrier?: VATCarrier;
|
|
83
|
+
/** The caller's own GLSL, after the decode. */
|
|
84
|
+
hook?: VATPostDecodeHook;
|
|
85
|
+
}
|
|
19
86
|
/**
|
|
20
87
|
* Patch any built-in material so its vertex stage samples the VAT instead of
|
|
21
88
|
* skinning. Works on the render material and on `MeshDepthMaterial` (needed for
|
|
@@ -33,19 +100,26 @@ declare function createVATUniforms(time?: number): VATUniforms;
|
|
|
33
100
|
* instead, because that carrier culls and sorts per instance and its drawn slot
|
|
34
101
|
* is a permutation that changes every frame (ADR-0016). A batch a VAT cannot be
|
|
35
102
|
* decoded on is refused here rather than rendered wrong.
|
|
103
|
+
*
|
|
104
|
+
* That fifth argument also takes a {@link VATPatchOptions} object, which is how
|
|
105
|
+
* a {@link VATPostDecodeHook} is passed — the caller's own GLSL after the
|
|
106
|
+
* decode, and the carrier beside it in one object.
|
|
36
107
|
*/
|
|
37
|
-
declare function patchVATMaterial<T extends Material>(material: T, vat: VAT, uniforms: VATUniforms, playback: VATPlaybackTexture,
|
|
108
|
+
declare function patchVATMaterial<T extends Material>(material: T, vat: VAT, uniforms: VATUniforms, playback: VATPlaybackTexture, options?: VATCarrier | VATPatchOptions): T;
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/**
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* Build the `customDepthMaterial` a VAT crowd needs so it casts
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* correctly-deformed shadows instead of bind-pose shadows. Assign the result to
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* `mesh.customDepthMaterial` (and, for point lights, mirror with a patched
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* `MeshDistanceMaterial`).
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*
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-
*
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-
* `InstancedMesh`, pass the `BatchedMesh` for a batched crowd, so the
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46
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-
* pass resolves the same instance index the render pass does
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+
* The fourth argument means what it means in {@link patchVATMaterial}: omit it
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* for an `InstancedMesh`, pass the `BatchedMesh` for a batched crowd, so the
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* shadow pass resolves the same instance index the render pass does — or pass
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* the options object, so a hand-wired crowd's shadow deforms with the hook its
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* render material carries. A deformed crowd casting an undeformed shadow is
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+
* exactly the class of mistake this library exists to take off the caller.
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*/
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-
declare function createVATDepthMaterial(vat: VAT, uniforms: VATUniforms, playback: VATPlaybackTexture,
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+
declare function createVATDepthMaterial(vat: VAT, uniforms: VATUniforms, playback: VATPlaybackTexture, options?: VATCarrier | VATPatchOptions): MeshDepthMaterial;
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/** Options for {@link createVATMesh}. */
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interface CreateVATMeshOptions {
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/**
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@@ -55,6 +129,14 @@ interface CreateVATMeshOptions {
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55
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* `time`. The TSL path's `vatNodes` takes its clock the same way.
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*/
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time?: IUniform<number>;
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+
/**
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* Your own GLSL after the decode (ADR-0021), threaded to every material this
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* crowd draws with — the render materials, the depth material and the
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* distance material. Threaded here rather than applied by hand afterwards
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* because omitting one of the three is the bug: a twisted crowd casting an
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* untwisted shadow.
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+
*/
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+
hook?: VATPostDecodeHook;
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}
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/**
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* Turn a baked VAT and a list of instances into a crowd ready to render: an
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@@ -90,4 +172,4 @@ interface CreateVATMeshOptions {
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90
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*/
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declare function createVATMesh(vat: VAT, instances: VATInstance[], options?: CreateVATMeshOptions): VATCrowd;
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93
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-
export { type CreateVATMeshOptions, type VATUniforms, createVATDepthMaterial, createVATMesh, createVATUniforms, getMaxTextureSize, patchVATMaterial };
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+
export { type CreateVATMeshOptions, type VATPatchOptions, type VATPostDecodeHook, type VATUniforms, createVATDepthMaterial, createVATMesh, createVATUniforms, getMaxTextureSize, patchVATMaterial };
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