fix(simulation): standardize streamed rendering and UGV proxies
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@@ -118,6 +118,9 @@ export class PlayCanvasRuntime implements SimulationRuntime {
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private renderIntervalMs = 1000 / 60;
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private renderAccumulatorMs = 0;
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private disposed = false;
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private requestGsplatFrame = (): void => {
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this.requestRender();
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};
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private updateFrame = (deltaSeconds: number): void => {
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if (!this.app || !this.camera || this.disposed) return;
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this.ugvController?.update(deltaSeconds);
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@@ -158,6 +161,7 @@ export class PlayCanvasRuntime implements SimulationRuntime {
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this.app = app;
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app.autoRender = false;
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app.on("update", this.updateFrame);
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app.systems.gsplat?.on("frame:request", this.requestGsplatFrame);
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app.setCanvasFillMode(FILLMODE_NONE, 1, 1);
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app.setCanvasResolution(RESOLUTION_AUTO);
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app.scene.ambientLight = new Color(0.35, 0.37, 0.42);
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@@ -379,6 +383,7 @@ export class PlayCanvasRuntime implements SimulationRuntime {
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if (this.app) {
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this.app.autoRender = false;
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this.app.renderNextFrame = false;
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this.app.systems.gsplat?.off("frame:request", this.requestGsplatFrame);
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this.app.off("update", this.updateFrame);
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this.app.destroy();
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}
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@@ -232,7 +232,6 @@ export class SimulationUgvController {
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private active = false;
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private vehicleEntity: Entity | null = null;
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private vehicle: NativeRaycastVehicle | null = null;
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private vehicleTuning: NativeObject | null = null;
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private vehicleRaycaster: NativeObject | null = null;
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private tyreImpulseNative: NativeVector3 | null = null;
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private tyreRelativePositionNative: NativeVector3 | null = null;
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@@ -599,7 +598,12 @@ export class SimulationUgvController {
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this.app,
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meshInstance.mesh,
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new Mat4().mul2(rootInverse, meshInstance.node.getWorldTransform()),
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targetRatio,
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Math.max(
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1,
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Math.floor(
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Math.floor((meshInstance.mesh.primitive[0]?.count ?? 0) / 3) * targetRatio,
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),
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),
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);
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if (!physicsMesh) continue;
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const entity = new Entity(`UGV physics proxy ${index + 1}`);
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@@ -745,7 +749,6 @@ export class SimulationUgvController {
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dynamicsWorld.addAction(nativeVehicle);
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this.vehicleEntity = vehicle;
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this.vehicleTuning = tuning;
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this.vehicleRaycaster = raycaster;
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this.vehicle = nativeVehicle;
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this.dynamicsWorld = dynamicsWorld;
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@@ -861,12 +864,10 @@ export class SimulationUgvController {
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}
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if (this.vehicle) runCleanup("destroy vehicle", () => this.ammo.destroy(this.vehicle as NativeObject));
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if (this.vehicleRaycaster) runCleanup("destroy vehicle raycaster", () => this.ammo.destroy(this.vehicleRaycaster as NativeObject));
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if (this.vehicleTuning) runCleanup("destroy vehicle tuning", () => this.ammo.destroy(this.vehicleTuning as NativeObject));
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if (this.tyreImpulseNative) runCleanup("destroy tyre impulse vector", () => this.ammo.destroy(this.tyreImpulseNative as NativeObject));
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if (this.tyreRelativePositionNative) runCleanup("destroy tyre relative-position vector", () => this.ammo.destroy(this.tyreRelativePositionNative as NativeObject));
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this.vehicle = null;
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this.vehicleRaycaster = null;
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this.vehicleTuning = null;
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this.tyreImpulseNative = null;
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this.tyreRelativePositionNative = null;
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this.dynamicsWorld = null;
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@@ -1005,7 +1006,7 @@ function createPhysicsProxyMesh(
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app: Application,
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source: Mesh,
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localTransform: Mat4,
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targetRatio: number,
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targetTriangleCount: number,
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): Mesh | null {
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const primitive = source.primitive[0];
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const sourceVertexCount = source.vertexBuffer?.numVertices ?? 0;
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@@ -1039,8 +1040,11 @@ function createPhysicsProxyMesh(
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if (triangleIndexCount < 3) return null;
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if (triangleIndexCount !== indices.length) indices = indices.slice(0, triangleIndexCount);
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if (targetRatio < 1) {
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const targetIndexCount = Math.max(3, Math.floor(indices.length * targetRatio / 3) * 3);
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const targetIndexCount = Math.max(
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3,
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Math.min(indices.length, Math.floor(targetTriangleCount) * 3),
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);
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if (indices.length > targetIndexCount) {
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const [simplifiedIndices] = MeshoptSimplifier.simplify(
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indices,
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transformed,
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@@ -1049,6 +1053,26 @@ function createPhysicsProxyMesh(
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PHYSICS_PROXY_ERROR,
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);
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indices = new Uint32Array(simplifiedIndices);
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if (indices.length > targetIndexCount) {
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// Topologically noisy scanner meshes can make the quality simplifier stop
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// above its requested target. Ammo must never receive that unbounded result:
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// the spatial fallback preserves the surface envelope while enforcing the
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// same deterministic physics budget for every imported location.
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const [boundedIndices] = MeshoptSimplifier.simplifySloppy(
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indices,
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transformed,
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3,
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null,
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targetIndexCount,
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1,
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);
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indices = new Uint32Array(boundedIndices);
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}
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if (indices.length > targetIndexCount) {
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throw new Error(
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`Physics proxy превысил лимит: ${Math.floor(indices.length / 3)} > ${Math.floor(targetIndexCount / 3)} треугольников.`,
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);
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}
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}
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const compactedIndices = new Uint32Array(indices);
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@@ -100,6 +100,8 @@ test("PlayCanvas owns the realtime scene graph without an iframe or React entity
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assert.match(runtime, /maximum: \{[^}]*lodRangeMin: 0, lodRangeMax: 5, pixelRatio: 2, splatBudget: 4_000_000, targetFps: 60/);
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assert.match(runtime, /app\.scene\.gsplat\.splatBudget = profile\.splatBudget/);
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assert.match(runtime, /app\.autoRender = false/);
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assert.match(runtime, /app\.systems\.gsplat\?\.on\("frame:request", this\.requestGsplatFrame\)/);
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assert.match(runtime, /app\.systems\.gsplat\?\.off\("frame:request", this\.requestGsplatFrame\)/);
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assert.match(runtime, /app\.on\("update", this\.updateFrame\)/);
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assert.match(runtime, /if \(!cameraChanged && this\.controlMode === "free"\) return/);
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assert.doesNotMatch(runtime, /app\.on\("frameupdate"/);
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@@ -162,6 +164,8 @@ test("PlayCanvas owns the realtime scene graph without an iframe or React entity
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assert.match(ugv, /new this\.ammo\.btRaycastVehicle/);
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assert.match(ugv, /type: "mesh"/);
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assert.match(ugv, /MeshoptSimplifier\.simplify/);
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assert.match(ugv, /MeshoptSimplifier\.simplifySloppy/);
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assert.match(ugv, /Physics proxy превысил лимит/);
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assert.match(ugv, /PHYSICS_PROXY_MAX_TRIANGLES = 240_000/);
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assert.match(ugv, /createPhysicsProxyMesh/);
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assert.match(ugv, /findSafeSpawnPosition/);
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