@driftengine/core 3.61.0

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.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
  737. package/src/render/backend/webgpu/plumePass.ts +292 -0
  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
  740. package/src/render/backend/webgpu/probePass.ts +218 -0
  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
  742. package/src/render/backend/webgpu/renderer.ts +13004 -0
  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
  745. package/src/render/backend/webgpu/shaderModules.ts +49 -0
  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
  747. package/src/render/backend/webgpu/skinPaletteRing.ts +105 -0
  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
  755. package/src/render/billboard.ts +108 -0
  756. package/src/render/bloomChain.ts +101 -0
  757. package/src/render/bloomPass.ts +256 -0
  758. package/src/render/boltBatch.ts +141 -0
  759. package/src/render/boltPool.ts +360 -0
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  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
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  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
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  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
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@@ -0,0 +1,248 @@
1
+ /** Where environment probes stand, and which of them light a point. */
2
+
3
+ import type { Vec3 } from '../math/color.ts';
4
+
5
+ /**
6
+ * A lattice, and the reason it is one.
7
+ *
8
+ * **A list of probes is what the shader cannot afford.** Free placement wants a position and an
9
+ * extent per probe, and `flatFrag` already declares 35 array uniforms totalling 385 uniform
10
+ * vectors against WebGL2's guaranteed `MAX_FRAGMENT_UNIFORM_VECTORS` of 224 — the widest
11
+ * permutation is 1.7x over the guarantee already and runs because real parts offer more. Sixteen
12
+ * probes of position and extent would add about 48 vectors to that, on a budget nobody can raise.
13
+ *
14
+ * A lattice needs four uniforms whatever the probe count: an origin, the reciprocal of the
15
+ * spacing, the counts, and whether the grid supplies ambient. The layer index is arithmetic and
16
+ * the blend is three lerps, so nothing here scales with how many probes a world has.
17
+ *
18
+ * **What it costs** is that probes cannot be placed where a room is. A world whose interesting
19
+ * volume is not a box spends layers on probes standing in walls, and the answer to that is a
20
+ * coarser grid rather than a list. **What would make it wrong** is the flat shader's uniform
21
+ * pressure falling far enough for per-probe data to fit, or probe data moving into a texture —
22
+ * which needs the last texture unit, and `lightBudget.ts` records why that one is being kept.
23
+ */
24
+ export interface ProbeGridOptions {
25
+ /** Where probe (0, 0, 0) stands. Every other probe is offset from it by whole steps. */
26
+ readonly origin: Vec3;
27
+ /** Metres between neighbouring probes on each axis. Every component must be positive. */
28
+ readonly spacing: Vec3;
29
+ /**
30
+ * How many probes on each axis.
31
+ *
32
+ * **`[1, 1, 1]` is a single probe, and that is not a special case anywhere below.** A world that
33
+ * bakes one environment is a grid of one, so there is one code path through the array, the
34
+ * convolution and the shader instead of a grid path and a legacy path that drift.
35
+ */
36
+ readonly counts: Vec3;
37
+ }
38
+
39
+ /**
40
+ * The eight probes surrounding a point, and how much of each it takes.
41
+ *
42
+ * Filled rather than returned, because the renderer asks this per draw when it decides what to
43
+ * bake next, and the rule against allocating in a per-frame path is cheaper to keep than to
44
+ * reason about. Eight always, duplicates included: a point at the edge of the grid, or in a grid
45
+ * one probe wide, resolves several corners to the same layer and their weights add. That keeps
46
+ * the sum exactly one with no branch, which is what the shader wants too.
47
+ */
48
+ export interface ProbeBlend {
49
+ readonly layers: Int32Array;
50
+ readonly weights: Float32Array;
51
+ }
52
+
53
+ /** A blend a caller owns and reuses. */
54
+ export function createProbeBlend(): ProbeBlend {
55
+ return { layers: new Int32Array(8), weights: new Float32Array(8) };
56
+ }
57
+
58
+ /**
59
+ * How many layers a grid may hold, and it is a memory limit rather than a binding one.
60
+ *
61
+ * Every probe is one layer of one array, so probes cost no texture units at all — the same thing
62
+ * the octahedral change bought the point lights, arrived at the same way. What they do cost is
63
+ * storage: a layer at the default size is 683 KB with its chain, so 64 layers is **43.7 MB**,
64
+ * comfortably under the 92.3 MB `pointShadowArray.ts` already spends.
65
+ *
66
+ * WebGL2 guarantees `MAX_ARRAY_TEXTURE_LAYERS` of 256, which would be 175 MB and is the number
67
+ * this is *not* set to. Raising it is an arithmetic decision about memory and the arithmetic is
68
+ * written here so nobody has to re-derive it.
69
+ */
70
+ export const MAX_ENV_PROBES = 64;
71
+
72
+ /**
73
+ * The lattice a single baked probe is, and the origin a loaded environment sits at.
74
+ *
75
+ * **Here rather than in either backend**, per the rule `prefilterEnvMap.ts` states at length: a
76
+ * value one backend defines is a decision the other cannot reach, so it gets restated there and the
77
+ * two drift. Both renderers turn `bakeReflectionProbe` into a grid of one, and they have to turn it
78
+ * into the *same* grid or a scene renders differently on each.
79
+ *
80
+ * A step is required even here, because `ProbeGrid` refuses a zero one — the blend divides by it —
81
+ * and one metre is the honest arbitrary choice for a grid with no extent.
82
+ */
83
+ export const SINGLE_PROBE: Vec3 = [1, 1, 1];
84
+ export const UNIT_STEP: Vec3 = [1, 1, 1];
85
+ export const WORLD_ORIGIN: Vec3 = [0, 0, 0];
86
+
87
+ /**
88
+ * Whether a declared grid is the one already allocated.
89
+ *
90
+ * `texStorage3D` and `createTexture` are both immutable in the size they take, so a grid that has
91
+ * not changed must not reallocate: `bakeReflectionProbe` declares its grid of one on every call,
92
+ * and a scene rebaking each frame would otherwise throw away its layers every frame.
93
+ */
94
+ export function sameGrid(a: ProbeGrid, b: ProbeGrid): boolean {
95
+ for (let axis = 0; axis < 3; axis++) {
96
+ if (a.counts[axis] !== b.counts[axis]) return false;
97
+ if (a.origin[axis] !== b.origin[axis]) return false;
98
+ if (a.spacing[axis] !== b.spacing[axis]) return false;
99
+ }
100
+ return true;
101
+ }
102
+
103
+ export class ProbeGrid {
104
+ readonly origin: Vec3;
105
+ readonly spacing: Vec3;
106
+ readonly counts: Vec3;
107
+ /** Probes in total, which is also the array's layer count. */
108
+ readonly layers: number;
109
+ /** The reciprocal of the spacing, because the shader multiplies and so does everything here. */
110
+ readonly invSpacing: Vec3;
111
+
112
+ constructor(options: ProbeGridOptions) {
113
+ const counts: Vec3 = [
114
+ Math.max(1, Math.trunc(options.counts[0])),
115
+ Math.max(1, Math.trunc(options.counts[1])),
116
+ Math.max(1, Math.trunc(options.counts[2])),
117
+ ];
118
+ const layers = counts[0] * counts[1] * counts[2];
119
+ /*
120
+ * **Fail fast at init**, per `AGENTS.md`, and say the arithmetic rather than the rule. A grid
121
+ * too large to allocate is a consumer's typo far more often than an intention, and the cost of
122
+ * finding out at `texStorage3D` is a device-lost message with nothing in it about probes.
123
+ */
124
+ if (layers > MAX_ENV_PROBES) {
125
+ throw new Error(
126
+ `ProbeGrid: ${counts[0]}x${counts[1]}x${counts[2]} is ${layers} probes and the limit is ` +
127
+ `${MAX_ENV_PROBES}. Each is one layer of one array texture; see MAX_ENV_PROBES for what ` +
128
+ `raising it costs in memory.`,
129
+ );
130
+ }
131
+ for (let axis = 0; axis < 3; axis++) {
132
+ const step = options.spacing[axis] ?? 0;
133
+ /*
134
+ * A zero step is a division by zero one line into `nearestProbes`, and the NaN it produces
135
+ * reaches the shader as a probe weight — which reads as the environment being wrong
136
+ * everywhere rather than as a grid being declared wrong once.
137
+ */
138
+ if (!(step > 0)) {
139
+ throw new Error(
140
+ `ProbeGrid: spacing on axis ${axis} is ${String(step)}; every component must be ` +
141
+ `positive. A grid one probe wide on an axis still needs a step, since the step is ` +
142
+ `what the blend divides by.`,
143
+ );
144
+ }
145
+ }
146
+
147
+ this.origin = [options.origin[0], options.origin[1], options.origin[2]];
148
+ this.spacing = [options.spacing[0], options.spacing[1], options.spacing[2]];
149
+ this.invSpacing = [1 / this.spacing[0], 1 / this.spacing[1], 1 / this.spacing[2]];
150
+ this.counts = counts;
151
+ this.layers = layers;
152
+ }
153
+
154
+ /**
155
+ * The layer a probe at whole lattice coordinates occupies.
156
+ *
157
+ * **x fastest, then y, then z**, and the order is written down because the shader computes the
158
+ * same expression and the two disagreeing would put every fragment's reflection in a different
159
+ * room. Out-of-range coordinates clamp; see `nearestProbes` for why clamping rather than
160
+ * wrapping is the behaviour at a grid's edge.
161
+ */
162
+ layerAt(ix: number, iy: number, iz: number): number {
163
+ const x = clampIndex(ix, this.counts[0]);
164
+ const y = clampIndex(iy, this.counts[1]);
165
+ const z = clampIndex(iz, this.counts[2]);
166
+ return x + this.counts[0] * (y + this.counts[1] * z);
167
+ }
168
+
169
+ /** Where a layer's probe stands, filling a vector the caller owns. */
170
+ positionOf(layer: number, out: Vec3): Vec3 {
171
+ const index = clampIndex(layer, this.layers);
172
+ const x = index % this.counts[0];
173
+ const y = Math.floor(index / this.counts[0]) % this.counts[1];
174
+ const z = Math.floor(index / (this.counts[0] * this.counts[1]));
175
+ out[0] = this.origin[0] + x * this.spacing[0];
176
+ out[1] = this.origin[1] + y * this.spacing[1];
177
+ out[2] = this.origin[2] + z * this.spacing[2];
178
+ return out;
179
+ }
180
+ }
181
+
182
+ /**
183
+ * The eight probes around a world position, with trilinear weights that sum to one.
184
+ *
185
+ * **Clamped at the grid's edge rather than wrapped or faded.** A point outside the grid takes the
186
+ * nearest probes at full weight, which is the same environment it would have had one step inside —
187
+ * the honest degradation, and the one a consumer can see coming. Fading to the hemispheric
188
+ * gradient at the boundary was the alternative and it reads worse: an object walking out of a
189
+ * grid would change what lights it while nothing about it changed.
190
+ *
191
+ * **Weights sum to one everywhere, including outside**, which is what lets the shader multiply
192
+ * rather than normalise. In a grid one probe wide on an axis, that axis contributes a factor of
193
+ * one and the eight corners collapse onto fewer layers whose weights add — no branch, and a
194
+ * `[1, 1, 1]` grid returns the single probe at weight one with the other seven entries pointing
195
+ * at it too.
196
+ */
197
+ export function nearestProbes(
198
+ grid: ProbeGrid,
199
+ x: number,
200
+ y: number,
201
+ z: number,
202
+ out: ProbeBlend,
203
+ ): ProbeBlend {
204
+ const lx = cellCoordinate(x, grid.origin[0], grid.invSpacing[0], grid.counts[0]);
205
+ const ly = cellCoordinate(y, grid.origin[1], grid.invSpacing[1], grid.counts[1]);
206
+ const lz = cellCoordinate(z, grid.origin[2], grid.invSpacing[2], grid.counts[2]);
207
+
208
+ let slot = 0;
209
+ for (let cz = 0; cz < 2; cz++) {
210
+ const wz = cz === 0 ? 1 - lz.fraction : lz.fraction;
211
+ for (let cy = 0; cy < 2; cy++) {
212
+ const wy = cy === 0 ? 1 - ly.fraction : ly.fraction;
213
+ for (let cx = 0; cx < 2; cx++) {
214
+ const wx = cx === 0 ? 1 - lx.fraction : lx.fraction;
215
+ out.layers[slot] = grid.layerAt(lx.index + cx, ly.index + cy, lz.index + cz);
216
+ out.weights[slot] = wx * wy * wz;
217
+ slot++;
218
+ }
219
+ }
220
+ }
221
+ return out;
222
+ }
223
+
224
+ /**
225
+ * One axis of the lookup: which probe is below the point, and how far past it the point is.
226
+ *
227
+ * The lower index stops one short of the last probe so the pair `index` and `index + 1` is always
228
+ * inside the grid, and a single-probe axis has no pair at all — both corners are probe zero and
229
+ * the fraction is zero, so that axis multiplies every weight by one.
230
+ */
231
+ function cellCoordinate(
232
+ value: number,
233
+ origin: number,
234
+ invSpacing: number,
235
+ count: number,
236
+ ): { index: number; fraction: number } {
237
+ if (count <= 1) return { index: 0, fraction: 0 };
238
+ const local = (value - origin) * invSpacing;
239
+ const clamped = local <= 0 ? 0 : local >= count - 1 ? count - 1 : local;
240
+ const index = Math.min(Math.floor(clamped), count - 2);
241
+ return { index, fraction: clamped - index };
242
+ }
243
+
244
+ /** A whole index forced into a range, for the two lookups that accept anything. */
245
+ function clampIndex(value: number, count: number): number {
246
+ const index = Math.trunc(value);
247
+ return index <= 0 ? 0 : index >= count - 1 ? count - 1 : index;
248
+ }
@@ -0,0 +1,240 @@
1
+ import { createLineSegments } from './linePoints.ts';
2
+ import type { LineSegments } from './linePoints.ts';
3
+ import { coveredAbove } from '../physics/heightSurface.ts';
4
+ import { createSurfaceHit } from '../physics/ribbonSurface.ts';
5
+ import type { GroundSurface, SurfaceHit } from '../physics/ribbonSurface.ts';
6
+
7
+ /**
8
+ * Falling rain, as streaks the line batch already draws.
9
+ *
10
+ * **A drop is a segment, not a billboard, and that is the whole design.** The particle pool draws
11
+ * round sprites with a spin, which is right for smoke and grit and wrong for water: rain in a
12
+ * photograph is a *streak*, because the drop moved while the shutter was open, and a round sprite
13
+ * stretched by a shader would need a new attribute and a new branch in both backends' particle
14
+ * programs. A segment from where a drop was to where it is says the same thing with geometry that
15
+ * has shipped for a year — and it gets the angle for free, since the streak runs along the
16
+ * velocity and the velocity is where the wind already is.
17
+ *
18
+ * **What was missing was never the mechanism.** `ParticlePool` and the line batch both ship; what
19
+ * did not exist was anything that made falling water out of either, so a consumer whose weather
20
+ * already wetted surfaces and raised their reflectivity had three of their four acceptance
21
+ * criteria and no water anybody could see fall.
22
+ *
23
+ * **Drops do not fall through roofs**, which is the requirement that usually turns a rain effect
24
+ * into a real one, and the query for it was already here: `GroundSurface.sampleBand` answers "is
25
+ * there a face in this column between these two heights", which is exactly "is something over my
26
+ * head". A drop under cover is not drawn. The same surface's `sample` is the floor it lands on, so
27
+ * rain stops at the ground rather than continuing to the bottom of the slab.
28
+ *
29
+ * **Nothing here reads a clock or a random number.** A drop's place in the slab is a hash of its
30
+ * index and how many times it has fallen, so the same viewer at the same instant sees the same
31
+ * rain — the rule the dust field in `lightVolume.ts` is under, for the same reason.
32
+ */
33
+ export interface RainFieldOptions {
34
+ /** How many drops are in the air at once. */
35
+ count: number;
36
+ /** Half-width of the box of rain kept around the viewer, metres. */
37
+ radiusM: number;
38
+ /** How far above the viewer a drop starts, metres. Also the ceiling a roof is looked for under. */
39
+ heightM: number;
40
+ /**
41
+ * Fall speed. Rain reaches about 9 m/s, drizzle is nearer 2, and hail comes down at about 14.
42
+ *
43
+ * The starting value only: `RainField.speedMps` moves it while the field is running, which is
44
+ * what a weather state changing under a player needs.
45
+ */
46
+ speedMps?: number;
47
+ /**
48
+ * How much of a drop's own motion the streak shows, in seconds.
49
+ *
50
+ * It is a shutter time and behaves like one: 0.02 is a crisp dash, 0.1 is the smeared rain of a
51
+ * long exposure. It does not affect where a drop is, only how long it looks.
52
+ */
53
+ streakSec?: number;
54
+ /** The ground drops land on, and the roofs they do not fall through. */
55
+ ground?: GroundSurface;
56
+ }
57
+
58
+ export class RainField {
59
+ readonly segments: LineSegments;
60
+
61
+ private readonly x: Float32Array;
62
+ private readonly y: Float32Array;
63
+ private readonly z: Float32Array;
64
+ /** How many times each drop has been respawned, which is the other half of its hash. */
65
+ private readonly cycle: Uint32Array;
66
+ private readonly hit: SurfaceHit = createSurfaceHit();
67
+
68
+ private readonly count: number;
69
+ private readonly radiusM: number;
70
+ private readonly heightM: number;
71
+ /*
72
+ * The two numbers a weather state moves, and they are public for a measured reason.
73
+ *
74
+ * **Both were `private readonly` until 2026-08-28**, and the report that ended it named the case
75
+ * a constructor argument cannot serve: weather changes while a game runs. A consumer with a
76
+ * hailstorm on one of its days had a field built at rain's nine metres a second and no way to
77
+ * move it, so hail — which falls at about fourteen — was expressed as a wider, denser rain and
78
+ * read as heavy rain.
79
+ *
80
+ * Plain fields rather than accessors because there is nothing to validate against and nothing to
81
+ * invalidate: no array is sized by either, nothing caches a value derived from one, and both are
82
+ * read fresh inside `update`. A write between updates costs an assignment.
83
+ *
84
+ * **What they give up** is that neither is checked, so a speed of zero hangs the rain in the air
85
+ * and a negative one is *no* rain rather than rain rising — a drop that never reaches the floor
86
+ * is never respawned. Both are visible in one frame, which is why a throw would be the worse
87
+ * trade: this is a per-frame setter, and the engine does not throw in a frame loop. **What would
88
+ * make it wrong** is either number gaining a consequence outside `update`.
89
+ */
90
+ /** Fall speed, metres a second. Rain is about 9, drizzle 2, hail 14. */
91
+ speedMps: number;
92
+ /**
93
+ * The shutter time the streak shows, seconds: 0.02 is a crisp dash, 0.1 a long exposure.
94
+ *
95
+ * It changes how long a drop *looks* and never where it is, so a downpour can smear without
96
+ * falling any faster.
97
+ */
98
+ streakSec: number;
99
+ private readonly ground: GroundSurface | null;
100
+ /** Drops not drawn this update because something was over them. */
101
+ private sheltered = 0;
102
+ /**
103
+ * Whether the first update has spread the drops through the slab.
104
+ *
105
+ * **Without it the first second of rain is a curtain.** A drop respawns near the ceiling, which
106
+ * is right for one that has just landed and wrong for all of them at once: a field built and
107
+ * updated would hold every drop in the top few metres, and what arrives is a single sheet
108
+ * descending rather than rain. So the first update spreads them through the whole height, and
109
+ * every one after that respawns them at the top, where a drop that has just fallen belongs. It
110
+ * cannot be done in the constructor because the slab is placed around a viewer this does not
111
+ * know about until it is asked to draw.
112
+ */
113
+ private primed = false;
114
+
115
+ constructor(options: RainFieldOptions) {
116
+ if (!(options.count > 0))
117
+ throw new Error(`RainField: count must be positive, got ${options.count}`);
118
+ if (!(options.radiusM > 0))
119
+ throw new Error(`RainField: radiusM must be positive, got ${options.radiusM}`);
120
+ if (!(options.heightM > 0))
121
+ throw new Error(`RainField: heightM must be positive, got ${options.heightM}`);
122
+ this.count = options.count;
123
+ this.radiusM = options.radiusM;
124
+ this.heightM = options.heightM;
125
+ this.speedMps = options.speedMps ?? 9;
126
+ this.streakSec = options.streakSec ?? 0.04;
127
+ this.ground = options.ground ?? null;
128
+ this.segments = createLineSegments(options.count);
129
+ this.x = new Float32Array(options.count);
130
+ this.y = new Float32Array(options.count);
131
+ this.z = new Float32Array(options.count);
132
+ this.cycle = new Uint32Array(options.count);
133
+ for (let i = 0; i < options.count; i++) this.cycle[i] = i;
134
+ }
135
+
136
+ /** Drops that were over the viewer's head and under something else, last update. */
137
+ get shelteredCount(): number {
138
+ return this.sheltered;
139
+ }
140
+
141
+ /**
142
+ * Fall for `dt`, then rebuild the streaks around a viewer.
143
+ *
144
+ * `windX` and `windZ` are metres per second sideways, and the same numbers the rest of the scene
145
+ * is answering to: rain leaning one way while the smoke beside it leans another is the failure
146
+ * this parameter exists to prevent, and it is why the wind is passed in rather than owned here.
147
+ */
148
+ update(
149
+ dt: number,
150
+ viewerX: number,
151
+ viewerY: number,
152
+ viewerZ: number,
153
+ windX = 0,
154
+ windZ = 0,
155
+ ): void {
156
+ const span = this.radiusM * 2;
157
+ const top = viewerY + this.heightM;
158
+ this.segments.count = 0;
159
+ this.sheltered = 0;
160
+
161
+ for (let i = 0; i < this.count; i++) {
162
+ let dropY = (this.y[i] ?? 0) - this.speedMps * dt;
163
+ let dropX = (this.x[i] ?? 0) + windX * dt;
164
+ let dropZ = (this.z[i] ?? 0) + windZ * dt;
165
+
166
+ /*
167
+ * A drop that has left the slab comes back at the top in a new column, and a drop that never
168
+ * had a position starts the same way — which is what makes construction free of a spawn loop.
169
+ * The floor is the surface where there is one, so rain stops at the ground rather than
170
+ * falling to the bottom of a box nobody can see.
171
+ */
172
+ let floor = viewerY - this.heightM;
173
+ if (this.ground !== null && this.ground.sample(dropX, dropZ, this.hit, dropY)) {
174
+ floor = this.hit.y;
175
+ }
176
+ const outside =
177
+ dropY <= floor ||
178
+ Math.abs(dropX - viewerX) > this.radiusM ||
179
+ Math.abs(dropZ - viewerZ) > this.radiusM;
180
+ if (outside || !this.primed) {
181
+ this.cycle[i] = ((this.cycle[i] ?? 0) + this.count) >>> 0;
182
+ const c = this.cycle[i] ?? 0;
183
+ dropX = viewerX - this.radiusM + hash(i, c) * span;
184
+ dropZ = viewerZ - this.radiusM + hash(i, c + 1) * span;
185
+ /*
186
+ * On the first update, anywhere between the floor and the ceiling: rain that is already
187
+ * falling when you look up. Afterwards, near the ceiling but not exactly at it, so drops
188
+ * that wrapped on the same frame do not descend in step.
189
+ */
190
+ dropY = this.primed
191
+ ? top - hash(i, c + 2) * this.speedMps * 0.5
192
+ : floor + hash(i, c + 2) * (top - floor);
193
+ }
194
+
195
+ this.x[i] = dropX;
196
+ this.y[i] = dropY;
197
+ this.z[i] = dropZ;
198
+
199
+ /*
200
+ * Under cover: anything solid in this column between the drop and the ceiling is a roof, and
201
+ * a drop below a roof was never rained on. It keeps falling — it is simply not drawn, which
202
+ * costs one query and means a viewer stepping into a doorway sees the rain stop over them
203
+ * rather than through them.
204
+ *
205
+ * **A hole in the roof rains, and nothing here arranges that.** `coveredAbove` asks whether
206
+ * the surface has a face in the column, so a gap between two pads, a stretch of `holes` in a
207
+ * ribbon, or the edge of a bounded field are all open sky already — cut once, in the
208
+ * geometry, rather than described a second time here where the two could disagree.
209
+ */
210
+ if (this.ground !== null && coveredAbove(this.ground, dropX, dropZ, dropY, top, this.hit)) {
211
+ this.sheltered++;
212
+ continue;
213
+ }
214
+
215
+ const at = this.segments.count;
216
+ this.segments.from[at * 3] = dropX;
217
+ this.segments.from[at * 3 + 1] = dropY;
218
+ this.segments.from[at * 3 + 2] = dropZ;
219
+ /* Where it was a shutter-time ago, which is the streak: down by its fall and back along the
220
+ wind, so a gust leans every drop at the same angle without anything trigonometric. */
221
+ this.segments.to[at * 3] = dropX - windX * this.streakSec;
222
+ this.segments.to[at * 3 + 1] = dropY + this.speedMps * this.streakSec;
223
+ this.segments.to[at * 3 + 2] = dropZ - windZ * this.streakSec;
224
+ this.segments.count = at + 1;
225
+ }
226
+ this.primed = true;
227
+ }
228
+ }
229
+
230
+ /**
231
+ * A number in [0, 1) from two integers, with no state and no clock.
232
+ *
233
+ * The same construction the particle pool hashes a spin with. It is not a good generator and does
234
+ * not need to be: what it has to avoid is neighbouring drops sharing a column, and a sine hash
235
+ * decorrelates adjacent integers well enough that a thousand of them look like rain.
236
+ */
237
+ function hash(a: number, b: number): number {
238
+ const value = Math.sin(a * 12.9898 + b * 78.233) * 43758.5453;
239
+ return value - Math.floor(value);
240
+ }