@downdraft/engine 0.1.0 → 0.1.2-alpha.5
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 +33 -0
- package/app/README.md +11 -0
- package/app/src/renderer/bootstrap.ts +295 -19
- package/app/src/renderer/game-module.ts +60 -12
- package/app/src/renderer/hooks.ts +9 -1
- package/app/src/renderer/hot-reload.ts +9 -9
- package/app/src/renderer/mcp-harness.ts +2 -2
- package/app/src/renderer/standard-automation-tools.ts +104 -3
- package/app/src/shared/feature-log.ts +2 -1
- package/app/src/shared/mcp-discovery.ts +8 -3
- package/app/src/shared/mcp-proxy.ts +2 -2
- package/asset-bake/README.md +22 -0
- package/core/README.md +25 -0
- package/core/src/animation/skeleton-animator.ts +23 -5
- package/core/src/assets/manager.ts +4 -4
- package/core/src/ecs/events.ts +1 -1
- package/core/src/ecs/schedule.ts +1 -1
- package/core/src/ecs/world.ts +1 -1
- package/core/src/index.ts +3 -4
- package/core/src/library/host.ts +27 -13
- package/core/src/library/library.ts +13 -5
- package/core/src/module/cross-thread.ts +6 -0
- package/core/src/module/diagnostics.ts +10 -6
- package/core/src/module/host.ts +65 -18
- package/core/src/module/index.ts +1 -0
- package/core/src/module/module.ts +11 -5
- package/core/src/module/renderer-module.ts +15 -0
- package/core/src/physics/safety.ts +1 -1
- package/core/src/platform/bun-preload.ts +7 -2
- package/core/src/platform/glob-polyfill.ts +17 -8
- package/core/src/platform/pkg-root.ts +27 -0
- package/core/src/platform/runtime.ts +38 -0
- package/core/src/plugin/discovery.ts +1 -1
- package/core/src/plugin/extension-loaders.ts +6 -4
- package/core/src/plugin/host.ts +13 -13
- package/core/src/plugin/loader-asset.ts +5 -5
- package/core/src/plugin/loader-quickjs.ts +1 -1
- package/core/src/plugin/loader-wasm.ts +3 -3
- package/core/src/plugin/loader-worker.ts +1 -1
- package/core/src/plugin/manifest.ts +8 -3
- package/core/src/plugin/workshop.ts +3 -3
- package/core/src/profiling/index.ts +1 -1
- package/core/src/profiling/profiling-sab.ts +19 -0
- package/core/src/profiling/warnings.ts +1 -1
- package/core/src/profiling/worker-prelude.ts +1 -1
- package/core/src/render/bindless/frame-bindings.ts +1 -1
- package/core/src/render/bindless/material-manager.ts +2 -2
- package/core/src/render/bindless/texture-registry.ts +2 -2
- package/core/src/render/device.ts +5 -5
- package/core/src/render/frame-graph.ts +2 -2
- package/core/src/render/game-renderer.ts +42 -18
- package/core/src/render/hot-reload.ts +3 -3
- package/core/src/render/renderer-module-host.ts +32 -12
- package/core/src/render/shader-validator.ts +7 -7
- package/core/src/render/surface.ts +1 -1
- package/core/src/sab/errors.ts +1 -1
- package/core/src/sab/sab-polyfill.ts +1 -1
- package/core/src/save/migration-registry.ts +4 -4
- package/core/src/save/schema.ts +1 -1
- package/core/src/scene/prefab.ts +1 -1
- package/core/src/scene/scene-manager.ts +2 -2
- package/core/src/scene/scene.ts +4 -4
- package/core/src/scene/streaming.ts +2 -2
- package/core/src/scripting/hot-reload.ts +2 -2
- package/core/src/sim/hot-reload-pipeline.ts +30 -6
- package/core/src/sim/sim-state-helper.ts +1 -1
- package/core/src/sim/transient-state-registry.ts +1 -1
- package/core/src/sim/worker-loop.ts +2 -2
- package/core/src/telemetry/gpu-profiler.ts +3 -3
- package/core/src/util/index.ts +1 -1
- package/core/src/util/logger.ts +36 -5
- package/core/src/version.ts +13 -0
- package/core/src/worker/base-worker-host.ts +87 -25
- package/core/src/worker/buffer-sync.ts +1 -1
- package/core/src/worker/crash-recovery.ts +2 -2
- package/core/src/worker/instrumented-worker-host.ts +3 -3
- package/core/src/worker/rpc.ts +62 -11
- package/core/src/worker/sim-worker-base.ts +3 -8
- package/core/src/worker/task-pool.ts +2 -2
- package/dist/.dd-manifest.json +4119 -0
- package/dist/app/src/index.js +9 -0
- package/dist/app/src/renderer/bootstrap.js +446 -0
- package/dist/app/src/renderer/downdraft-base.css +93 -0
- package/dist/app/src/renderer/feature-log.js +180 -0
- package/dist/app/src/renderer/game-module.js +562 -0
- package/dist/app/src/renderer/hooks.js +82 -0
- package/dist/app/src/renderer/hot-reload.js +158 -0
- package/dist/app/src/renderer/import-cache.js +77 -0
- package/dist/app/src/renderer/index.js +149 -0
- package/dist/app/src/renderer/mcp-harness.js +112 -0
- package/dist/app/src/renderer/save-store-factory.js +180 -0
- package/dist/app/src/renderer/sim-bridge.js +138 -0
- package/dist/app/src/renderer/standard-automation-tools.js +720 -0
- package/dist/app/src/shared/feature-log.js +54 -0
- package/dist/app/src/shared/gpu-info.js +74 -0
- package/dist/app/src/shared/import-cache-store.js +123 -0
- package/dist/app/src/shared/index.js +4 -0
- package/dist/app/src/shared/mcp-discovery.js +55 -0
- package/dist/app/src/shared/mcp-proxy.js +71 -0
- package/dist/app/src/shared/types.js +13 -0
- package/dist/asset-bake/src/bake-audio.js +103 -0
- package/dist/asset-bake/src/bake-gltf.js +141 -0
- package/dist/asset-bake/src/bake.js +63 -0
- package/dist/asset-bake/src/cache.js +147 -0
- package/dist/asset-bake/src/config.js +93 -0
- package/dist/asset-bake/src/index.js +25 -0
- package/dist/core/src/animation/animation-event.js +24 -0
- package/dist/core/src/animation/bone-mask.js +103 -0
- package/dist/core/src/animation/clip.js +210 -0
- package/dist/core/src/animation/index.js +13 -0
- package/dist/core/src/animation/mixamo.js +78 -0
- package/dist/core/src/animation/morph-target.js +37 -0
- package/dist/core/src/animation/player.js +621 -0
- package/dist/core/src/animation/retarget.js +101 -0
- package/dist/core/src/animation/skeleton-animator.js +1361 -0
- package/dist/core/src/animation/skeleton.js +166 -0
- package/dist/core/src/animation/state-machine.js +252 -0
- package/dist/core/src/assets/blob-store.js +14 -0
- package/dist/core/src/assets/cache.js +168 -0
- package/dist/core/src/assets/cubemap-converter.js +129 -0
- package/dist/core/src/assets/environment-manager.js +84 -0
- package/dist/core/src/assets/import-cache.js +36 -0
- package/dist/core/src/assets/import-settings.js +34 -0
- package/dist/core/src/assets/importer.js +78 -0
- package/dist/core/src/assets/index.js +29 -0
- package/dist/core/src/assets/irradiance-generator.js +179 -0
- package/dist/core/src/assets/loader-audio.js +70 -0
- package/dist/core/src/assets/loader-cubemap.js +141 -0
- package/dist/core/src/assets/loader-dds.js +185 -0
- package/dist/core/src/assets/loader-hdr.js +430 -0
- package/dist/core/src/assets/loader-mesh.js +47 -0
- package/dist/core/src/assets/loader-shader.js +61 -0
- package/dist/core/src/assets/loader-texture.js +264 -0
- package/dist/core/src/assets/lod.js +150 -0
- package/dist/core/src/assets/manager.js +401 -0
- package/dist/core/src/assets/manifest.js +57 -0
- package/dist/core/src/assets/material-bridge.js +160 -0
- package/dist/core/src/assets/model-importer.js +32 -0
- package/dist/core/src/assets/model-normalizer.js +213 -0
- package/dist/core/src/assets/model-to-gpu.js +44 -0
- package/dist/core/src/assets/model-to-mesh.js +171 -0
- package/dist/core/src/assets/prefilter-generator.js +220 -0
- package/dist/core/src/audio/engine.js +153 -0
- package/dist/core/src/audio/interface.js +8 -0
- package/dist/core/src/audio/listener.js +19 -0
- package/dist/core/src/audio/mixer.js +124 -0
- package/dist/core/src/audio/registry.js +43 -0
- package/dist/core/src/audio/sab.js +74 -0
- package/dist/core/src/audio/source.js +60 -0
- package/dist/core/src/change-detection/atomics.js +1 -0
- package/dist/core/src/change-detection/tracker.js +26 -0
- package/dist/core/src/debug-draw/lines.js +27 -0
- package/dist/core/src/debug-draw/points.js +9 -0
- package/dist/core/src/debug-draw/queue.js +77 -0
- package/dist/core/src/debug-draw/text.js +12 -0
- package/dist/core/src/ecs/archetype.js +271 -0
- package/dist/core/src/ecs/component.js +109 -0
- package/dist/core/src/ecs/entity.js +11 -0
- package/dist/core/src/ecs/events.js +73 -0
- package/dist/core/src/ecs/hierarchy.js +104 -0
- package/dist/core/src/ecs/hmr-swap-registry.js +15 -0
- package/dist/core/src/ecs/index.js +14 -0
- package/dist/core/src/ecs/query.js +110 -0
- package/dist/core/src/ecs/resource.js +3 -0
- package/dist/core/src/ecs/schedule.js +157 -0
- package/dist/core/src/ecs/system-params.js +45 -0
- package/dist/core/src/ecs/system.js +18 -0
- package/dist/core/src/ecs/world.js +292 -0
- package/dist/core/src/index.js +191 -0
- package/dist/core/src/input/context.js +69 -0
- package/dist/core/src/input/dom-handler.js +288 -0
- package/dist/core/src/input/local-player-manager.js +145 -0
- package/dist/core/src/input/mapping.js +36 -0
- package/dist/core/src/input/multi-sab-bridge.js +224 -0
- package/dist/core/src/input/multi-state.js +48 -0
- package/dist/core/src/input/sab-bridge.js +66 -0
- package/dist/core/src/input/state.js +108 -0
- package/dist/core/src/input/ui-router.js +76 -0
- package/dist/core/src/library/host.js +291 -0
- package/dist/core/src/library/index.js +1 -0
- package/dist/core/src/library/library.js +20 -0
- package/dist/core/src/material/compiler.js +73 -0
- package/dist/core/src/material/graph-bridge.js +119 -0
- package/dist/core/src/material/index.js +6 -0
- package/dist/core/src/material/library.js +414 -0
- package/dist/core/src/material/material.js +120 -0
- package/dist/core/src/material/variants.js +37 -0
- package/dist/core/src/math/mat4.js +198 -0
- package/dist/core/src/math/perlin-noise-2d.js +66 -0
- package/dist/core/src/math/perlin-noise-3d.js +76 -0
- package/dist/core/src/math/quat.js +29 -0
- package/dist/core/src/math/rng.js +25 -0
- package/dist/core/src/math/trig.js +42 -0
- package/dist/core/src/math/value-noise.js +49 -0
- package/dist/core/src/mesh/builder.js +137 -0
- package/dist/core/src/mesh/csg.js +250 -0
- package/dist/core/src/mesh/greased-line.js +102 -0
- package/dist/core/src/mesh/mesh.js +6 -0
- package/dist/core/src/mesh/parametric.js +392 -0
- package/dist/core/src/mesh/skinning.js +30 -0
- package/dist/core/src/mesh/vertex-layout.js +65 -0
- package/dist/core/src/module/cross-thread.js +126 -0
- package/dist/core/src/module/diagnostics.js +99 -0
- package/dist/core/src/module/host.js +449 -0
- package/dist/core/src/module/index.js +6 -0
- package/dist/core/src/module/module.js +1 -0
- package/dist/core/src/module/registry.js +83 -0
- package/dist/core/src/module/renderer-module.js +13 -0
- package/dist/core/src/module/ts-loader.js +20 -0
- package/dist/core/src/particles/compute-pass.js +329 -0
- package/dist/core/src/particles/emitter.js +113 -0
- package/dist/core/src/particles/index.js +7 -0
- package/dist/core/src/particles/particle-data.js +33 -0
- package/dist/core/src/particles/render-pass.js +338 -0
- package/dist/core/src/particles/simulator.js +224 -0
- package/dist/core/src/particles/system.js +157 -0
- package/dist/core/src/physics/body.js +25 -0
- package/dist/core/src/physics/ccd-heuristic.js +46 -0
- package/dist/core/src/physics/character.js +184 -0
- package/dist/core/src/physics/collider.js +36 -0
- package/dist/core/src/physics/collision-system.js +62 -0
- package/dist/core/src/physics/events.js +74 -0
- package/dist/core/src/physics/index.js +24 -0
- package/dist/core/src/physics/interface.js +14 -0
- package/dist/core/src/physics/interpolation-buffer.js +182 -0
- package/dist/core/src/physics/lifecycle.js +66 -0
- package/dist/core/src/physics/load-shedder.js +155 -0
- package/dist/core/src/physics/physics-accumulator.js +94 -0
- package/dist/core/src/physics/physics-system.js +142 -0
- package/dist/core/src/physics/ragdoll-presets.js +248 -0
- package/dist/core/src/physics/ragdoll-system.js +193 -0
- package/dist/core/src/physics/ragdoll.js +117 -0
- package/dist/core/src/physics/raycast.js +97 -0
- package/dist/core/src/physics/realm-manager.js +431 -0
- package/dist/core/src/physics/realm-worker-pool.js +181 -0
- package/dist/core/src/physics/realm-worker.js +91 -0
- package/dist/core/src/physics/realm.js +137 -0
- package/dist/core/src/physics/registry.js +43 -0
- package/dist/core/src/physics/safety.js +211 -0
- package/dist/core/src/physics/snapshot-manager.js +118 -0
- package/dist/core/src/physics/worker-protocol.js +1 -0
- package/dist/core/src/platform/bun-preload.js +175 -0
- package/dist/core/src/platform/css-stub.js +4 -0
- package/dist/core/src/platform/glob-polyfill.js +137 -0
- package/dist/core/src/platform/hidpi.js +52 -0
- package/dist/core/src/platform/pkg-root.js +27 -0
- package/dist/core/src/platform/render-surface.js +15 -0
- package/dist/core/src/platform/rpc.js +82 -0
- package/dist/core/src/platform/runtime.js +93 -0
- package/dist/core/src/plugin/context.js +144 -0
- package/dist/core/src/plugin/diagnostics.js +20 -0
- package/dist/core/src/plugin/discovery.js +124 -0
- package/dist/core/src/plugin/extension-loaders.js +111 -0
- package/dist/core/src/plugin/host.js +542 -0
- package/dist/core/src/plugin/index.js +19 -0
- package/dist/core/src/plugin/loader-asset.js +105 -0
- package/dist/core/src/plugin/loader-quickjs.js +67 -0
- package/dist/core/src/plugin/loader-wasm.js +385 -0
- package/dist/core/src/plugin/loader-worker.js +228 -0
- package/dist/core/src/plugin/manifest.js +424 -0
- package/dist/core/src/plugin/material-registry.js +44 -0
- package/dist/core/src/plugin/mcp-tools.js +147 -0
- package/dist/core/src/plugin/permissions.js +152 -0
- package/dist/core/src/plugin/quickjs-bridge.js +219 -0
- package/dist/core/src/plugin/registry.js +92 -0
- package/dist/core/src/plugin/sandbox-shim.js +79 -0
- package/dist/core/src/plugin/sandbox-worker.js +194 -0
- package/dist/core/src/plugin/wasm-abi.js +62 -0
- package/dist/core/src/plugin/wasm-worker.js +234 -0
- package/dist/core/src/plugin/workshop.js +131 -0
- package/dist/core/src/profiling/event-loop.js +164 -0
- package/dist/core/src/profiling/index.js +23 -0
- package/dist/core/src/profiling/iops/idb-patch.js +211 -0
- package/dist/core/src/profiling/iops/opfs-patch.js +206 -0
- package/dist/core/src/profiling/profiling-sab.js +632 -0
- package/dist/core/src/profiling/task-latency.js +118 -0
- package/dist/core/src/profiling/thread-metrics.js +103 -0
- package/dist/core/src/profiling/trace-event-writer.js +165 -0
- package/dist/core/src/profiling/warnings.js +304 -0
- package/dist/core/src/profiling/worker-prelude.js +281 -0
- package/dist/core/src/render/bind-group.js +33 -0
- package/dist/core/src/render/bindless/bindless-struct.js +39 -0
- package/dist/core/src/render/bindless/bindless.wgsl.js +163 -0
- package/dist/core/src/render/bindless/frame-bindings.js +142 -0
- package/dist/core/src/render/bindless/index.js +6 -0
- package/dist/core/src/render/bindless/material-manager.js +182 -0
- package/dist/core/src/render/bindless/texture-registry.js +498 -0
- package/dist/core/src/render/buffer.js +74 -0
- package/dist/core/src/render/camera-2d.js +151 -0
- package/dist/core/src/render/camera-controller.js +370 -0
- package/dist/core/src/render/camera.js +332 -0
- package/dist/core/src/render/canvas-resize-watcher.js +36 -0
- package/dist/core/src/render/compute-kernel.js +130 -0
- package/dist/core/src/render/constants.js +2 -0
- package/dist/core/src/render/device.js +91 -0
- package/dist/core/src/render/frame-graph.js +594 -0
- package/dist/core/src/render/frustum.js +152 -0
- package/dist/core/src/render/fullscreen-vs.js +24 -0
- package/dist/core/src/render/g-buffer.js +156 -0
- package/dist/core/src/render/game-renderer.js +1165 -0
- package/dist/core/src/render/gpu-driven/cull-pass.js +352 -0
- package/dist/core/src/render/gpu-driven/hzb.js +183 -0
- package/dist/core/src/render/gpu-driven/index.js +6 -0
- package/dist/core/src/render/gpu-driven/indirect-draw-pass.js +300 -0
- package/dist/core/src/render/gpu-driven/instance-buffer.js +150 -0
- package/dist/core/src/render/gpu-driven/mesh-table.js +130 -0
- package/dist/core/src/render/gpu-driven/passes/hzb-build-pass.js +39 -0
- package/dist/core/src/render/gpu-utils.js +72 -0
- package/dist/core/src/render/hdr.js +69 -0
- package/dist/core/src/render/hot-reload.js +236 -0
- package/dist/core/src/render/ibl-bind-group.js +232 -0
- package/dist/core/src/render/ibl.js +148 -0
- package/dist/core/src/render/index.js +86 -0
- package/dist/core/src/render/input-manager.js +224 -0
- package/dist/core/src/render/lighting/area-light.js +142 -0
- package/dist/core/src/render/lighting/cluster-grid.js +255 -0
- package/dist/core/src/render/lighting/cluster-types.js +87 -0
- package/dist/core/src/render/lighting/ies-parser.js +111 -0
- package/dist/core/src/render/lighting.js +300 -0
- package/dist/core/src/render/material-types/depth.wgsl +44 -0
- package/dist/core/src/render/material-types/line.wgsl +50 -0
- package/dist/core/src/render/material-types/matcap.wgsl +51 -0
- package/dist/core/src/render/material-types/normal.wgsl +41 -0
- package/dist/core/src/render/material-types/physical.wgsl +152 -0
- package/dist/core/src/render/material-types/sprite.wgsl +46 -0
- package/dist/core/src/render/material-types/sss.wgsl +79 -0
- package/dist/core/src/render/material-types/toon.wgsl +79 -0
- package/dist/core/src/render/passes/README.md +121 -0
- package/dist/core/src/render/passes/atmosphere.js +107 -0
- package/dist/core/src/render/passes/cluster-lighting-pass.js +441 -0
- package/dist/core/src/render/passes/csm.js +338 -0
- package/dist/core/src/render/passes/cubemap-capture.js +93 -0
- package/dist/core/src/render/passes/debug-viz.js +248 -0
- package/dist/core/src/render/passes/debug.js +500 -0
- package/dist/core/src/render/passes/decal-mesh.js +86 -0
- package/dist/core/src/render/passes/decal-pass.js +344 -0
- package/dist/core/src/render/passes/deferred-lighting.js +406 -0
- package/dist/core/src/render/passes/depth-prepass.js +148 -0
- package/dist/core/src/render/passes/dome-360.js +68 -0
- package/dist/core/src/render/passes/fluid-render.js +116 -0
- package/dist/core/src/render/passes/gi-types.js +78 -0
- package/dist/core/src/render/passes/graph-compute.js +251 -0
- package/dist/core/src/render/passes/greased-line-pass.js +218 -0
- package/dist/core/src/render/passes/morph-target.js +35 -0
- package/dist/core/src/render/passes/opaque.js +966 -0
- package/dist/core/src/render/passes/point-light-shadow.js +221 -0
- package/dist/core/src/render/passes/procedural-texture.js +142 -0
- package/dist/core/src/render/passes/reflection-probe.js +100 -0
- package/dist/core/src/render/passes/rsm-pass.js +228 -0
- package/dist/core/src/render/passes/sdf-text.js +114 -0
- package/dist/core/src/render/passes/shadow-map.js +121 -0
- package/dist/core/src/render/passes/shadow.js +191 -0
- package/dist/core/src/render/passes/skinning-vs.js +102 -0
- package/dist/core/src/render/passes/skinning.js +282 -0
- package/dist/core/src/render/passes/sky-dome.js +380 -0
- package/dist/core/src/render/passes/skybox.js +146 -0
- package/dist/core/src/render/passes/spot-light-shadow.js +223 -0
- package/dist/core/src/render/passes/terrain.js +303 -0
- package/dist/core/src/render/passes/transparent.js +323 -0
- package/dist/core/src/render/passes/underwater-fog.js +173 -0
- package/dist/core/src/render/passes/video-texture.js +58 -0
- package/dist/core/src/render/passes/volumetric-pass.js +278 -0
- package/dist/core/src/render/passes/volumetric-types.js +96 -0
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// relaxation and sustained airflow. The reserved bytes are kept for SAB layout
|
|
10
|
+
// compatibility (avoiding save migration) but are unused.
|
|
11
|
+
//
|
|
12
|
+
// These constants are shared between the sand simulation (sand-world.ts) and
|
|
13
|
+
// any game-specific SharedArrayBuffer bridge (e.g. a game's sim-buffer.ts
|
|
14
|
+
// or a game's chunk SAB). Games keep their own SAB layout but reference
|
|
15
|
+
// these field offsets so the indexing stays consistent.
|
|
16
|
+
// ============================================================================
|
|
17
|
+
export const FIELD = {
|
|
18
|
+
GRAVITY: 0,
|
|
19
|
+
TEMP: 1,
|
|
20
|
+
// Bytes 2-3 are reserved (formerly WIND_X/WIND_Y, now handled by FluidGrid).
|
|
21
|
+
// Kept for SAB layout compatibility — do not repurpose without updating
|
|
22
|
+
// grid-sim-buffer.ts fieldCellBytes and all save files.
|
|
23
|
+
RESERVED_2: 2,
|
|
24
|
+
RESERVED_3: 3,
|
|
25
|
+
};
|
|
26
|
+
export const DEFAULT_GRAVITY = 128; // u8, 128 = 1.0x
|
|
27
|
+
export const DEFAULT_TEMP = 128; // u8, 128 = 1.0
|
|
@@ -0,0 +1,267 @@
|
|
|
1
|
+
// ============================================================================
|
|
2
|
+
// FluidGrid — coarse-grid pressure/velocity fluid simulation.
|
|
3
|
+
//
|
|
4
|
+
// Replaces the per-cell wind field system with a proper fluid dynamics
|
|
5
|
+
// simulation at 1/4 resolution. Each coarse cell covers 4×4 fine cells.
|
|
6
|
+
//
|
|
7
|
+
// The simulation runs a simplified Navier-Stokes step each frame:
|
|
8
|
+
// 1. Pressure relaxation — pressure diffuses to neighbors
|
|
9
|
+
// 2. Velocity from pressure gradient — velX/velY derived from pressure diffs
|
|
10
|
+
// 3. Velocity damping — velocities decay slightly each frame
|
|
11
|
+
//
|
|
12
|
+
// This enables sustained airflow (fans), pressure equalization (gas flows
|
|
13
|
+
// from high to low pressure), and realistic explosion shockwaves.
|
|
14
|
+
//
|
|
15
|
+
// Per-cell wind is sampled from the coarse grid via bilinear interpolation
|
|
16
|
+
// in tryMove(), replacing the old per-cell WIND_X/WIND_Y fields.
|
|
17
|
+
//
|
|
18
|
+
// Inspired by the Dan-Ball dust2.js fluid simulation, which uses a similar
|
|
19
|
+
// coarse-grid pressure/velocity approach at 1/4 particle resolution.
|
|
20
|
+
// ============================================================================
|
|
21
|
+
const COARSE_SCALE = 4; // each coarse cell = 4×4 fine cells
|
|
22
|
+
export class FluidGrid {
|
|
23
|
+
// Coarse grid dimensions
|
|
24
|
+
cw;
|
|
25
|
+
ch;
|
|
26
|
+
// Pressure + velocity fields (Float32Array for performance)
|
|
27
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+
pressure;
|
|
28
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+
velX;
|
|
29
|
+
velY;
|
|
30
|
+
// Double-buffered temp arrays for relaxation steps
|
|
31
|
+
pressureNext;
|
|
32
|
+
velXNext;
|
|
33
|
+
velYNext;
|
|
34
|
+
// Solid mask — coarse cells blocked by walls/stone don't participate.
|
|
35
|
+
// 1 = solid (blocked), 0 = fluid (participates).
|
|
36
|
+
solid;
|
|
37
|
+
// Dirty flag — skip the step() entirely when no impulses or pressure exists.
|
|
38
|
+
dirty = false;
|
|
39
|
+
constructor(fineW, fineH) {
|
|
40
|
+
this.cw = Math.ceil(fineW / COARSE_SCALE);
|
|
41
|
+
this.ch = Math.ceil(fineH / COARSE_SCALE);
|
|
42
|
+
const n = this.cw * this.ch;
|
|
43
|
+
this.pressure = new Float32Array(n);
|
|
44
|
+
this.velX = new Float32Array(n);
|
|
45
|
+
this.velY = new Float32Array(n);
|
|
46
|
+
this.pressureNext = new Float32Array(n);
|
|
47
|
+
this.velXNext = new Float32Array(n);
|
|
48
|
+
this.velYNext = new Float32Array(n);
|
|
49
|
+
this.solid = new Uint8Array(n);
|
|
50
|
+
}
|
|
51
|
+
/** Mark a fine-grid cell as solid (wall/stone). Blocks fluid flow. */
|
|
52
|
+
setSolid(fineX, fineY) {
|
|
53
|
+
const cx = (fineX / COARSE_SCALE) | 0;
|
|
54
|
+
const cy = (fineY / COARSE_SCALE) | 0;
|
|
55
|
+
if (cx >= 0 && cx < this.cw && cy >= 0 && cy < this.ch) {
|
|
56
|
+
this.solid[cy * this.cw + cx] = 1;
|
|
57
|
+
}
|
|
58
|
+
}
|
|
59
|
+
/** Clear the solid flag for a fine-grid cell. */
|
|
60
|
+
clearSolid(fineX, fineY) {
|
|
61
|
+
const cx = (fineX / COARSE_SCALE) | 0;
|
|
62
|
+
const cy = (fineY / COARSE_SCALE) | 0;
|
|
63
|
+
if (cx >= 0 && cx < this.cw && cy >= 0 && cy < this.ch) {
|
|
64
|
+
this.solid[cy * this.cw + cx] = 0;
|
|
65
|
+
}
|
|
66
|
+
}
|
|
67
|
+
/**
|
|
68
|
+
* Apply an impulse at a fine-grid position. Adds to the velocity field
|
|
69
|
+
* with linear falloff from the center. Used for explosions, fans, etc.
|
|
70
|
+
*/
|
|
71
|
+
applyImpulse(fineX, fineY, radius, strengthX, strengthY) {
|
|
72
|
+
const ccx = (fineX / COARSE_SCALE) | 0;
|
|
73
|
+
const ccy = (fineY / COARSE_SCALE) | 0;
|
|
74
|
+
const cr = Math.ceil(radius / COARSE_SCALE);
|
|
75
|
+
const cr2 = cr * cr;
|
|
76
|
+
for (let dy = -cr; dy <= cr; dy++) {
|
|
77
|
+
const ny = ccy + dy;
|
|
78
|
+
if (ny < 0 || ny >= this.ch)
|
|
79
|
+
continue;
|
|
80
|
+
for (let dx = -cr; dx <= cr; dx++) {
|
|
81
|
+
const nx = ccx + dx;
|
|
82
|
+
if (nx < 0 || nx >= this.cw)
|
|
83
|
+
continue;
|
|
84
|
+
const dist2 = dx * dx + dy * dy;
|
|
85
|
+
if (dist2 > cr2)
|
|
86
|
+
continue;
|
|
87
|
+
const falloff = 1 - Math.sqrt(dist2) / (cr + 1);
|
|
88
|
+
const idx = ny * this.cw + nx;
|
|
89
|
+
if (this.solid[idx])
|
|
90
|
+
continue;
|
|
91
|
+
this.velX[idx] += strengthX * falloff;
|
|
92
|
+
this.velY[idx] += strengthY * falloff;
|
|
93
|
+
// Pressure impulse for shockwave effect
|
|
94
|
+
this.pressure[idx] += Math.abs(strengthX + strengthY) * falloff * 0.3;
|
|
95
|
+
}
|
|
96
|
+
}
|
|
97
|
+
this.dirty = true;
|
|
98
|
+
}
|
|
99
|
+
/**
|
|
100
|
+
* Sample horizontal velocity at a fine-grid position using bilinear
|
|
101
|
+
* interpolation. Returns a velocity in cells/frame units.
|
|
102
|
+
*
|
|
103
|
+
* Fast-path: when the fluid grid is not dirty (no active impulses/pressure),
|
|
104
|
+
* all velocities are zero — skip the bilinear math entirely. This eliminates
|
|
105
|
+
* ~90% of calls in normal play (no explosions = no fluid activity), which
|
|
106
|
+
* was the #1 CPU hot spot in profiling (13.3% of total sampled time).
|
|
107
|
+
*/
|
|
108
|
+
sampleVelX(fineX, fineY) {
|
|
109
|
+
if (!this.dirty)
|
|
110
|
+
return 0;
|
|
111
|
+
const fx = fineX / COARSE_SCALE - 0.5;
|
|
112
|
+
const fy = fineY / COARSE_SCALE - 0.5;
|
|
113
|
+
const x0 = Math.floor(fx);
|
|
114
|
+
const y0 = Math.floor(fy);
|
|
115
|
+
const tx = fx - x0;
|
|
116
|
+
const ty = fy - y0;
|
|
117
|
+
const x1 = x0 + 1;
|
|
118
|
+
const y1 = y0 + 1;
|
|
119
|
+
const v00 = this.safeVelX(x0, y0);
|
|
120
|
+
const v10 = this.safeVelX(x1, y0);
|
|
121
|
+
const v01 = this.safeVelX(x0, y1);
|
|
122
|
+
const v11 = this.safeVelX(x1, y1);
|
|
123
|
+
return (1 - tx) * (1 - ty) * v00 + tx * (1 - ty) * v10 +
|
|
124
|
+
(1 - tx) * ty * v01 + tx * ty * v11;
|
|
125
|
+
}
|
|
126
|
+
/** Sample vertical velocity at a fine-grid position. */
|
|
127
|
+
sampleVelY(fineX, fineY) {
|
|
128
|
+
if (!this.dirty)
|
|
129
|
+
return 0;
|
|
130
|
+
const fx = fineX / COARSE_SCALE - 0.5;
|
|
131
|
+
const fy = fineY / COARSE_SCALE - 0.5;
|
|
132
|
+
const x0 = Math.floor(fx);
|
|
133
|
+
const y0 = Math.floor(fy);
|
|
134
|
+
const tx = fx - x0;
|
|
135
|
+
const ty = fy - y0;
|
|
136
|
+
const x1 = x0 + 1;
|
|
137
|
+
const y1 = y0 + 1;
|
|
138
|
+
const v00 = this.safeVelY(x0, y0);
|
|
139
|
+
const v10 = this.safeVelY(x1, y0);
|
|
140
|
+
const v01 = this.safeVelY(x0, y1);
|
|
141
|
+
const v11 = this.safeVelY(x1, y1);
|
|
142
|
+
return (1 - tx) * (1 - ty) * v00 + tx * (1 - ty) * v10 +
|
|
143
|
+
(1 - tx) * ty * v01 + tx * ty * v11;
|
|
144
|
+
}
|
|
145
|
+
/** Get the raw velocity magnitude at a coarse cell (for debugging/visualization). */
|
|
146
|
+
getPressure(cx, cy) {
|
|
147
|
+
if (cx < 0 || cx >= this.cw || cy < 0 || cy >= this.ch)
|
|
148
|
+
return 0;
|
|
149
|
+
return this.pressure[cy * this.cw + cx];
|
|
150
|
+
}
|
|
151
|
+
/** Whether any fluid activity exists (for skipping the step when idle). */
|
|
152
|
+
isActive() {
|
|
153
|
+
return this.dirty;
|
|
154
|
+
}
|
|
155
|
+
/** Clear all fields (e.g. on world clear/resize). */
|
|
156
|
+
clear() {
|
|
157
|
+
this.pressure.fill(0);
|
|
158
|
+
this.velX.fill(0);
|
|
159
|
+
this.velY.fill(0);
|
|
160
|
+
this.pressureNext.fill(0);
|
|
161
|
+
this.velXNext.fill(0);
|
|
162
|
+
this.velYNext.fill(0);
|
|
163
|
+
this.solid.fill(0);
|
|
164
|
+
this.dirty = false;
|
|
165
|
+
}
|
|
166
|
+
/**
|
|
167
|
+
* Run one simulation step:
|
|
168
|
+
* 1. Pressure relaxation (diffuse to neighbors)
|
|
169
|
+
* 2. Velocity from pressure gradient
|
|
170
|
+
* 3. Velocity damping
|
|
171
|
+
*
|
|
172
|
+
* Skipped entirely when no impulses have been applied and all fields are
|
|
173
|
+
* near-zero (the dirty flag tracks this).
|
|
174
|
+
*/
|
|
175
|
+
step() {
|
|
176
|
+
if (!this.dirty)
|
|
177
|
+
return;
|
|
178
|
+
const cw = this.cw, ch = this.ch;
|
|
179
|
+
const pressure = this.pressure;
|
|
180
|
+
const velX = this.velX, velY = this.velY;
|
|
181
|
+
const pressureNext = this.pressureNext;
|
|
182
|
+
const velXNext = this.velXNext, velYNext = this.velYNext;
|
|
183
|
+
const solid = this.solid;
|
|
184
|
+
// --- 1. Pressure relaxation (diffuse) ---
|
|
185
|
+
// Each cell's pressure moves toward the average of its neighbors.
|
|
186
|
+
// This is a single Jacobi iteration — enough for visual fluid flow.
|
|
187
|
+
for (let y = 0; y < ch; y++) {
|
|
188
|
+
for (let x = 0; x < cw; x++) {
|
|
189
|
+
const idx = y * cw + x;
|
|
190
|
+
if (solid[idx]) {
|
|
191
|
+
pressureNext[idx] = 0;
|
|
192
|
+
continue;
|
|
193
|
+
}
|
|
194
|
+
let sum = pressure[idx] * 2; // self-weight
|
|
195
|
+
let count = 2;
|
|
196
|
+
if (x > 0 && !solid[idx - 1]) {
|
|
197
|
+
sum += pressure[idx - 1];
|
|
198
|
+
count++;
|
|
199
|
+
}
|
|
200
|
+
if (x < cw - 1 && !solid[idx + 1]) {
|
|
201
|
+
sum += pressure[idx + 1];
|
|
202
|
+
count++;
|
|
203
|
+
}
|
|
204
|
+
if (y > 0 && !solid[idx - cw]) {
|
|
205
|
+
sum += pressure[idx - cw];
|
|
206
|
+
count++;
|
|
207
|
+
}
|
|
208
|
+
if (y < ch - 1 && !solid[idx + cw]) {
|
|
209
|
+
sum += pressure[idx + cw];
|
|
210
|
+
count++;
|
|
211
|
+
}
|
|
212
|
+
pressureNext[idx] = sum / count;
|
|
213
|
+
}
|
|
214
|
+
}
|
|
215
|
+
// --- 2. Velocity from pressure gradient ---
|
|
216
|
+
// velX -= (P[x+1] - P[x-1]) * dt
|
|
217
|
+
// velY -= (P[y+1] - P[y-1]) * dt
|
|
218
|
+
// Pressure naturally pushes flow from high to low.
|
|
219
|
+
const pressureGrad = 0.15;
|
|
220
|
+
for (let y = 0; y < ch; y++) {
|
|
221
|
+
for (let x = 0; x < cw; x++) {
|
|
222
|
+
const idx = y * cw + x;
|
|
223
|
+
if (solid[idx]) {
|
|
224
|
+
velXNext[idx] = 0;
|
|
225
|
+
velYNext[idx] = 0;
|
|
226
|
+
continue;
|
|
227
|
+
}
|
|
228
|
+
const pL = x > 0 && !solid[idx - 1] ? pressureNext[idx - 1] : pressureNext[idx];
|
|
229
|
+
const pR = x < cw - 1 && !solid[idx + 1] ? pressureNext[idx + 1] : pressureNext[idx];
|
|
230
|
+
const pU = y > 0 && !solid[idx - cw] ? pressureNext[idx - cw] : pressureNext[idx];
|
|
231
|
+
const pD = y < ch - 1 && !solid[idx + cw] ? pressureNext[idx + cw] : pressureNext[idx];
|
|
232
|
+
velXNext[idx] = velX[idx] - (pR - pL) * pressureGrad;
|
|
233
|
+
velYNext[idx] = velY[idx] - (pD - pU) * pressureGrad;
|
|
234
|
+
}
|
|
235
|
+
}
|
|
236
|
+
// --- 3. Damping + pressure decay ---
|
|
237
|
+
// Velocities decay ~10% per frame. Pressure decays faster (it's a
|
|
238
|
+
// transient impulse, not a sustained field). This prevents impulses
|
|
239
|
+
// from persisting forever and keeps the sim stable.
|
|
240
|
+
const velDamping = 0.9;
|
|
241
|
+
const pressureDamping = 0.85;
|
|
242
|
+
let anyActive = false;
|
|
243
|
+
for (let i = 0; i < cw * ch; i++) {
|
|
244
|
+
velX[i] = velXNext[i] * velDamping;
|
|
245
|
+
velY[i] = velYNext[i] * velDamping;
|
|
246
|
+
pressure[i] = pressureNext[i] * pressureDamping;
|
|
247
|
+
if (Math.abs(velX[i]) > 0.01 || Math.abs(velY[i]) > 0.01 || Math.abs(pressure[i]) > 0.01) {
|
|
248
|
+
anyActive = true;
|
|
249
|
+
}
|
|
250
|
+
}
|
|
251
|
+
// Clear dirty flag if everything has decayed to near-zero.
|
|
252
|
+
this.dirty = anyActive;
|
|
253
|
+
}
|
|
254
|
+
// --- Internal helpers ---
|
|
255
|
+
safeVelX(cx, cy) {
|
|
256
|
+
if (cx < 0 || cx >= this.cw || cy < 0 || cy >= this.ch)
|
|
257
|
+
return 0;
|
|
258
|
+
const idx = cy * this.cw + cx;
|
|
259
|
+
return this.solid[idx] ? 0 : this.velX[idx];
|
|
260
|
+
}
|
|
261
|
+
safeVelY(cx, cy) {
|
|
262
|
+
if (cx < 0 || cx >= this.cw || cy < 0 || cy >= this.ch)
|
|
263
|
+
return 0;
|
|
264
|
+
const idx = cy * this.cw + cx;
|
|
265
|
+
return this.solid[idx] ? 0 : this.velY[idx];
|
|
266
|
+
}
|
|
267
|
+
}
|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
// ============================================================================
|
|
2
|
+
// computeGridDims — shared grid dimension calculator for sand/grid games
|
|
3
|
+
// ============================================================================
|
|
4
|
+
//
|
|
5
|
+
// Both falling-sand and sandjongg (and any future grid-based sand game) need
|
|
6
|
+
// to compute sand grid dimensions from canvas buffer pixels. The math is
|
|
7
|
+
// identical except for the base cell size, max grid bounds, and optional
|
|
8
|
+
// alignment. This shared utility eliminates the duplication.
|
|
9
|
+
//
|
|
10
|
+
/**
|
|
11
|
+
* Compute sand grid dimensions from canvas buffer dimensions (CSS × DPR).
|
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12
|
+
*
|
|
13
|
+
* The grid is sized so that each cell covers `baseCellPx * dpr` canvas pixels,
|
|
14
|
+
* keeping cell density consistent across HiDPI displays. If the computed size
|
|
15
|
+
* exceeds `maxGridW`/`maxGridH`, both dimensions are scaled down proportionally
|
|
16
|
+
* to preserve the aspect ratio (guarantees square cells).
|
|
17
|
+
*
|
|
18
|
+
* @param canvasW Canvas backing-store width (CSS width × DPR).
|
|
19
|
+
* @param canvasH Canvas backing-store height (CSS height × DPR).
|
|
20
|
+
* @param options Configuration (base cell size, max grid, alignment).
|
|
21
|
+
* @returns `{ w, h }` grid dimensions in cells.
|
|
22
|
+
*/
|
|
23
|
+
export function computeGridDims(canvasW, canvasH, options) {
|
|
24
|
+
const { baseCellPx, maxGridW, maxGridH } = options;
|
|
25
|
+
const minDim = options.minDim ?? 32;
|
|
26
|
+
const align = options.align ?? 1;
|
|
27
|
+
const dpr = typeof window !== "undefined" ? (window.devicePixelRatio || 1) : 1;
|
|
28
|
+
const cellPx = baseCellPx * dpr;
|
|
29
|
+
let w = Math.floor(canvasW / cellPx);
|
|
30
|
+
let h = Math.floor(canvasH / cellPx);
|
|
31
|
+
// Clamp to minimums.
|
|
32
|
+
w = Math.max(minDim, w);
|
|
33
|
+
h = Math.max(minDim, h);
|
|
34
|
+
// If either dimension exceeds the max, scale BOTH proportionally
|
|
35
|
+
// to preserve aspect ratio (guarantees 1:1 cells).
|
|
36
|
+
if (w > maxGridW || h > maxGridH) {
|
|
37
|
+
const scale = Math.min(maxGridW / w, maxGridH / h);
|
|
38
|
+
w = Math.max(minDim, Math.floor(w * scale));
|
|
39
|
+
h = Math.max(minDim, Math.floor(h * scale));
|
|
40
|
+
}
|
|
41
|
+
// Align to a multiple of `align` (e.g. 4 for Uint32Array row alignment).
|
|
42
|
+
if (align > 1) {
|
|
43
|
+
w = Math.floor(w / align) * align;
|
|
44
|
+
h = Math.floor(h / align) * align;
|
|
45
|
+
}
|
|
46
|
+
return { w, h };
|
|
47
|
+
}
|
|
@@ -0,0 +1,184 @@
|
|
|
1
|
+
// ============================================================================
|
|
2
|
+
// GridSimBuffer — generic SharedArrayBuffer layout for grid-based games
|
|
3
|
+
// ============================================================================
|
|
4
|
+
//
|
|
5
|
+
// Provides a configurable SAB layout for cellular automata / sand games that
|
|
6
|
+
// need to transfer grid + field data between a sim worker and the renderer.
|
|
7
|
+
//
|
|
8
|
+
// Layout:
|
|
9
|
+
// [grid layer 0] [field layer 0] [grid layer 1] [field layer 1] ...
|
|
10
|
+
// [extra grid layers (e.g. background)]
|
|
11
|
+
// [input region] [stats region] [player region] [extra regions...]
|
|
12
|
+
//
|
|
13
|
+
// Games configure the layout via GridSimBufferLayout, then use GridSimBufferReader
|
|
14
|
+
// and GridSimBufferWriter to access the SAB. Game-specific field offset constants
|
|
15
|
+
// (INPUT, STATS, PLAYER) stay in the game — only the storage boilerplate is shared.
|
|
16
|
+
/** Compute byte offsets for a grid SAB layout. */
|
|
17
|
+
export function computeGridSimOffsets(layout) {
|
|
18
|
+
const gridCellBytes = layout.gridCellBytes ?? 4;
|
|
19
|
+
const fieldCellBytes = layout.fieldCellBytes ?? 4;
|
|
20
|
+
const inputBytes = layout.inputBytes ?? 128;
|
|
21
|
+
const statsBytes = layout.statsBytes ?? 16;
|
|
22
|
+
const playerBytes = layout.playerBytes ?? 0;
|
|
23
|
+
const gridBytes = layout.maxGridW * layout.maxGridH * gridCellBytes;
|
|
24
|
+
const fieldBytes = layout.maxGridW * layout.maxGridH * fieldCellBytes;
|
|
25
|
+
const layerBytes = gridBytes + fieldBytes;
|
|
26
|
+
const allLayersBytes = layerBytes * layout.numLayers;
|
|
27
|
+
const gridOffset = [];
|
|
28
|
+
const fieldOffset = [];
|
|
29
|
+
for (let i = 0; i < layout.numLayers; i++) {
|
|
30
|
+
gridOffset.push(i * layerBytes);
|
|
31
|
+
fieldOffset.push(i * layerBytes + gridBytes);
|
|
32
|
+
}
|
|
33
|
+
let cursor = allLayersBytes;
|
|
34
|
+
const extraGridOffset = {};
|
|
35
|
+
(layout.extraGrids ?? []).forEach((eg) => {
|
|
36
|
+
extraGridOffset[eg.name] = cursor;
|
|
37
|
+
cursor += layout.maxGridW * layout.maxGridH * eg.cellBytes;
|
|
38
|
+
});
|
|
39
|
+
const inputOffset = cursor;
|
|
40
|
+
cursor += inputBytes;
|
|
41
|
+
const statsOffset = cursor;
|
|
42
|
+
cursor += statsBytes;
|
|
43
|
+
const playerOffset = playerBytes > 0 ? cursor : 0;
|
|
44
|
+
if (playerBytes > 0)
|
|
45
|
+
cursor += playerBytes;
|
|
46
|
+
const extraRegionOffset = {};
|
|
47
|
+
(layout.extraRegions ?? []).forEach((er) => {
|
|
48
|
+
extraRegionOffset[er.name] = cursor;
|
|
49
|
+
cursor += er.bytes;
|
|
50
|
+
});
|
|
51
|
+
return {
|
|
52
|
+
gridOffset, fieldOffset, extraGridOffset,
|
|
53
|
+
inputOffset, statsOffset, playerOffset, extraRegionOffset,
|
|
54
|
+
totalBytes: cursor, layerBytes, gridBytes, fieldBytes,
|
|
55
|
+
};
|
|
56
|
+
}
|
|
57
|
+
/** Allocate a SharedArrayBuffer for the given layout. */
|
|
58
|
+
export function allocateGridSimBuffer(layout) {
|
|
59
|
+
const offsets = computeGridSimOffsets(layout);
|
|
60
|
+
return new SharedArrayBuffer(offsets.totalBytes);
|
|
61
|
+
}
|
|
62
|
+
// --- Reader ---
|
|
63
|
+
export class GridSimBufferReader {
|
|
64
|
+
u32;
|
|
65
|
+
buf;
|
|
66
|
+
u8;
|
|
67
|
+
f32;
|
|
68
|
+
offsets;
|
|
69
|
+
gridW;
|
|
70
|
+
gridH;
|
|
71
|
+
constructor(sab, offsets, gridW, gridH) {
|
|
72
|
+
this.u32 = new Uint32Array(sab);
|
|
73
|
+
this.buf = new Int32Array(sab);
|
|
74
|
+
this.u8 = new Uint8Array(sab);
|
|
75
|
+
this.f32 = new Float32Array(sab);
|
|
76
|
+
this.offsets = offsets;
|
|
77
|
+
this.gridW = gridW;
|
|
78
|
+
this.gridH = gridH;
|
|
79
|
+
}
|
|
80
|
+
setDims(w, h) {
|
|
81
|
+
this.gridW = w;
|
|
82
|
+
this.gridH = h;
|
|
83
|
+
}
|
|
84
|
+
getOffsets() {
|
|
85
|
+
return this.offsets;
|
|
86
|
+
}
|
|
87
|
+
/** Get a view of grid layer N (Uint32Array). */
|
|
88
|
+
getGrid(layer = 0) {
|
|
89
|
+
const off = this.offsets.gridOffset[layer] / 4;
|
|
90
|
+
return this.u32.subarray(off, off + this.gridW * this.gridH);
|
|
91
|
+
}
|
|
92
|
+
/** Get a view of field layer N (Uint8Array). */
|
|
93
|
+
getFieldGrid(layer = 0) {
|
|
94
|
+
const off = this.offsets.fieldOffset[layer];
|
|
95
|
+
return this.u8.subarray(off, off + this.gridW * this.gridH * 4);
|
|
96
|
+
}
|
|
97
|
+
/** Get a view of an extra grid (Uint32Array). */
|
|
98
|
+
getExtraGrid(name) {
|
|
99
|
+
const off = this.offsets.extraGridOffset[name] / 4;
|
|
100
|
+
return this.u32.subarray(off, off + this.gridW * this.gridH);
|
|
101
|
+
}
|
|
102
|
+
getInput(field) {
|
|
103
|
+
return this.buf[this.offsets.inputOffset / 4 + field / 4];
|
|
104
|
+
}
|
|
105
|
+
getInputF32(field) {
|
|
106
|
+
return this.f32[(this.offsets.inputOffset + field) / 4];
|
|
107
|
+
}
|
|
108
|
+
getStat(field) {
|
|
109
|
+
return this.buf[this.offsets.statsOffset / 4 + field / 4];
|
|
110
|
+
}
|
|
111
|
+
getPlayerF32(field) {
|
|
112
|
+
return this.f32[(this.offsets.playerOffset + field) / 4];
|
|
113
|
+
}
|
|
114
|
+
getPlayerI32(field) {
|
|
115
|
+
return this.buf[this.offsets.playerOffset / 4 + field / 4];
|
|
116
|
+
}
|
|
117
|
+
/** Get a Uint32Array view of an extra region. */
|
|
118
|
+
getExtraRegionU32(name, count) {
|
|
119
|
+
const off = this.offsets.extraRegionOffset[name] / 4;
|
|
120
|
+
return this.u32.subarray(off, off + count);
|
|
121
|
+
}
|
|
122
|
+
}
|
|
123
|
+
// --- Writer ---
|
|
124
|
+
export class GridSimBufferWriter {
|
|
125
|
+
u32;
|
|
126
|
+
buf;
|
|
127
|
+
u8;
|
|
128
|
+
f32;
|
|
129
|
+
offsets;
|
|
130
|
+
gridW;
|
|
131
|
+
gridH;
|
|
132
|
+
constructor(sab, offsets, gridW, gridH) {
|
|
133
|
+
this.u32 = new Uint32Array(sab);
|
|
134
|
+
this.buf = new Int32Array(sab);
|
|
135
|
+
this.u8 = new Uint8Array(sab);
|
|
136
|
+
this.f32 = new Float32Array(sab);
|
|
137
|
+
this.offsets = offsets;
|
|
138
|
+
this.gridW = gridW;
|
|
139
|
+
this.gridH = gridH;
|
|
140
|
+
}
|
|
141
|
+
setDims(w, h) {
|
|
142
|
+
this.gridW = w;
|
|
143
|
+
this.gridH = h;
|
|
144
|
+
}
|
|
145
|
+
getOffsets() {
|
|
146
|
+
return this.offsets;
|
|
147
|
+
}
|
|
148
|
+
writeGrid(grid, layer = 0) {
|
|
149
|
+
const off = this.offsets.gridOffset[layer] / 4;
|
|
150
|
+
this.u32.set(grid.subarray(0, this.gridW * this.gridH), off);
|
|
151
|
+
}
|
|
152
|
+
writeFieldGrid(fields, layer = 0) {
|
|
153
|
+
const off = this.offsets.fieldOffset[layer];
|
|
154
|
+
this.u8.set(fields.subarray(0, this.gridW * this.gridH * 4), off);
|
|
155
|
+
}
|
|
156
|
+
writeExtraGrid(name, grid) {
|
|
157
|
+
const off = this.offsets.extraGridOffset[name] / 4;
|
|
158
|
+
this.u32.set(grid.subarray(0, this.gridW * this.gridH), off);
|
|
159
|
+
}
|
|
160
|
+
writeInput(field, value) {
|
|
161
|
+
this.buf[this.offsets.inputOffset / 4 + field / 4] = value;
|
|
162
|
+
}
|
|
163
|
+
writeInputF32(field, value) {
|
|
164
|
+
this.f32[(this.offsets.inputOffset + field) / 4] = value;
|
|
165
|
+
}
|
|
166
|
+
writeStat(field, value) {
|
|
167
|
+
this.buf[this.offsets.statsOffset / 4 + field / 4] = value;
|
|
168
|
+
}
|
|
169
|
+
writePlayerF32(field, value) {
|
|
170
|
+
this.f32[(this.offsets.playerOffset + field) / 4] = value;
|
|
171
|
+
}
|
|
172
|
+
writePlayerI32(field, value) {
|
|
173
|
+
this.buf[this.offsets.playerOffset / 4 + field / 4] = value;
|
|
174
|
+
}
|
|
175
|
+
writeExtraRegionU32(name, data) {
|
|
176
|
+
const off = this.offsets.extraRegionOffset[name] / 4;
|
|
177
|
+
this.u32.set(data, off);
|
|
178
|
+
}
|
|
179
|
+
/** Clear the input region to zeros. */
|
|
180
|
+
clearInput() {
|
|
181
|
+
const inputBytes = this.offsets.extraRegionOffset["__input_end__"] ?? 128;
|
|
182
|
+
this.buf.fill(0, this.offsets.inputOffset / 4, (this.offsets.inputOffset + inputBytes) / 4);
|
|
183
|
+
}
|
|
184
|
+
}
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
// @downdraft/engine/libraries/sand — reusable falling-sand simulation primitives.
|
|
2
|
+
//
|
|
3
|
+
// Extracted from a game so multiple games share the same material definitions,
|
|
4
|
+
// cell packing, and SandWorld simulation.
|
|
5
|
+
// Games keep their own SharedArrayBuffer/worker wiring but import the core
|
|
6
|
+
// sim types and the SandWorld class from here.
|
|
7
|
+
export { FLAG_ANCHORED, FLAG_POPPED, FLAG_SPARK, FLAG_UPDATED, FLAG_UPDATED_BIT, pack, packCell, SHADE_MASK, unpack } from "./cell.js";
|
|
8
|
+
export { SandRNG } from "./rng.js";
|
|
9
|
+
export { DEFAULT_GRAVITY, DEFAULT_TEMP, FIELD } from "./fields.js";
|
|
10
|
+
export { FluidGrid } from "./fluid-grid.js";
|
|
11
|
+
export { PARTICLE_BYTES, PARTICLE_FLOATS, PARTICLE_TYPES, ParticleSystem } from "./particles.js";
|
|
12
|
+
export { buildMaterialProps, buildPalette, PALETTE_SIZE, SHADES_PER_MATERIAL } from "./palette.js";
|
|
13
|
+
export { getMaterialColor, IS_COLD, IS_FIRE, IS_HOT, MAT_CLIMBABLE, MAT_DENSITY, MAT_FLAGS, MAT_FLAMMABLE, MAT_GAS, MAT_GRAVITY, MAT_GRAVITY_DIR, MAT_LIFETIME, MAT_LIQUID, MAT_MAGNETIC, MAT_SOLID, Material, MATERIALS, MAX_MATERIAL } from "./materials.js";
|
|
14
|
+
export { SandStepPool } from "./sand-step-pool.js";
|
|
15
|
+
export { GRAVEL_DISTURB_SETTLE_TICKS, GRAVEL_SETTLE_TICKS, SandWorld } from "./sand-world.js";
|
|
16
|
+
// Generic grid-based SharedArrayBuffer framework for sand/grid games
|
|
17
|
+
export { allocateGridSimBuffer, computeGridSimOffsets, GridSimBufferReader, GridSimBufferWriter } from "./grid-sim-buffer.js";
|
|
18
|
+
export { computeGridDims } from "./grid-dims.js";
|
|
19
|
+
export { SandLib, SandWorldTok } from "./library.js";
|
|
20
|
+
export { MAX_SCATTER_CELLS, SandGridPass } from "./render/sand-grid-pass.js";
|
|
@@ -0,0 +1,67 @@
|
|
|
1
|
+
// ============================================================================
|
|
2
|
+
// SandLib — declarative engine library descriptor for @downdraft/engine/libraries/sand
|
|
3
|
+
//
|
|
4
|
+
// Games declare `libraries: [SandLib]` (or with config override) in their
|
|
5
|
+
// GameModule. The host allocates the sand grid SAB, creates the SandWorld
|
|
6
|
+
// (sim-side), and exposes it via a typed token.
|
|
7
|
+
//
|
|
8
|
+
// Games that need full control can still import SandWorld directly
|
|
9
|
+
// (escape hatch).
|
|
10
|
+
// ============================================================================
|
|
11
|
+
import { resourceToken } from "@downdraft/engine";
|
|
12
|
+
import { SandWorld } from "./sand-world.js";
|
|
13
|
+
// ── Typed tokens (DI) ──
|
|
14
|
+
/** Token for the sim-side sand world. Inject in sim systems that need sand. */
|
|
15
|
+
export const SandWorldTok = resourceToken("sand:world");
|
|
16
|
+
// ── SAB channel sizing ──
|
|
17
|
+
// Grid: W*H cells * 4 bytes (Uint32Array)
|
|
18
|
+
// Fields: W*H cells * 4 bytes (Uint8Array: gravity, temp, windX, windY)
|
|
19
|
+
// Skip mask: W*H cells * 1 byte
|
|
20
|
+
// Deferred mask: W*H cells * 1 byte
|
|
21
|
+
function sandSABSize(w, h) {
|
|
22
|
+
const cells = w * h;
|
|
23
|
+
return cells * 4 + cells * 4 + cells + cells;
|
|
24
|
+
}
|
|
25
|
+
// ── Descriptor ──
|
|
26
|
+
export const SandLib = {
|
|
27
|
+
name: "sand",
|
|
28
|
+
version: "1.0.0",
|
|
29
|
+
sabChannels: [
|
|
30
|
+
{ name: "sand", size: sandSABSize(256, 256) },
|
|
31
|
+
],
|
|
32
|
+
provides: [SandWorldTok],
|
|
33
|
+
sim: {
|
|
34
|
+
create(config, ctx) {
|
|
35
|
+
const w = config.width ?? 256;
|
|
36
|
+
const h = config.height ?? 256;
|
|
37
|
+
const cells = w * h;
|
|
38
|
+
const gridBytes = cells * 4;
|
|
39
|
+
const fieldsBytes = cells * 4;
|
|
40
|
+
const skipMaskOffset = gridBytes + fieldsBytes;
|
|
41
|
+
const deferredMaskOffset = skipMaskOffset + cells;
|
|
42
|
+
const world = new SandWorld(w, h, {
|
|
43
|
+
sab: ctx.buffers.sand,
|
|
44
|
+
gridOffset: 0,
|
|
45
|
+
fieldsOffset: gridBytes,
|
|
46
|
+
skipMaskOffset,
|
|
47
|
+
deferredMaskOffset,
|
|
48
|
+
});
|
|
49
|
+
ctx.provide(SandWorldTok, world);
|
|
50
|
+
return world;
|
|
51
|
+
},
|
|
52
|
+
dispose(world) {
|
|
53
|
+
// SandWorld holds SAB views — no GPU resources to free.
|
|
54
|
+
// The SAB itself is managed by the host.
|
|
55
|
+
},
|
|
56
|
+
// tick is game-specific (calls world.step() with material rules, etc.)
|
|
57
|
+
// — games wire this via onReady or a sim system.
|
|
58
|
+
},
|
|
59
|
+
tickPhase: "post-physics",
|
|
60
|
+
// No renderer setup — sand rendering is game-specific (the game creates
|
|
61
|
+
// a sand render pass that reads the grid SAB).
|
|
62
|
+
defaultConfig: {
|
|
63
|
+
width: 256,
|
|
64
|
+
height: 256,
|
|
65
|
+
useSAB: true,
|
|
66
|
+
},
|
|
67
|
+
};
|