@woosh/meep-engine 2.138.20 → 2.140.0

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 (584) hide show
  1. package/package.json +1 -1
  2. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts +3 -3
  3. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts.map +1 -1
  4. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.js +4 -4
  5. package/src/core/collection/PairUint32Map.d.ts +100 -0
  6. package/src/core/collection/PairUint32Map.d.ts.map +1 -0
  7. package/src/core/collection/PairUint32Map.js +321 -0
  8. package/src/core/collection/Uint32Map.d.ts +119 -0
  9. package/src/core/collection/Uint32Map.d.ts.map +1 -0
  10. package/src/core/collection/Uint32Map.js +345 -0
  11. package/src/core/collection/array/array_shuffle.d.ts +10 -3
  12. package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
  13. package/src/core/collection/array/array_shuffle.js +27 -22
  14. package/src/core/collection/heap/FibonacciHeap.d.ts +195 -0
  15. package/src/core/collection/heap/FibonacciHeap.d.ts.map +1 -0
  16. package/src/core/collection/heap/FibonacciHeap.js +586 -0
  17. package/src/core/collection/heap/Uint32Heap.js +1 -1
  18. package/src/core/collection/heap/Uint32Heap4.d.ts +169 -0
  19. package/src/core/collection/heap/Uint32Heap4.d.ts.map +1 -0
  20. package/src/core/collection/heap/Uint32Heap4.js +490 -0
  21. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +30 -0
  22. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -0
  23. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +93 -0
  24. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts +27 -0
  25. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts.map +1 -0
  26. package/src/core/geom/3d/line/line3_closest_points_segment_segment.js +88 -0
  27. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +54 -0
  28. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -0
  29. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +69 -0
  30. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +24 -2
  31. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  32. package/src/core/geom/3d/shape/AbstractShape3D.js +24 -1
  33. package/src/core/geom/3d/shape/BoxShape3D.d.ts +61 -0
  34. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -0
  35. package/src/core/geom/3d/shape/BoxShape3D.js +158 -0
  36. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +11 -0
  37. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  38. package/src/core/geom/3d/shape/CapsuleShape3D.js +12 -0
  39. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +148 -0
  40. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -0
  41. package/src/core/geom/3d/shape/HeightMapShape3D.js +451 -0
  42. package/src/core/geom/3d/shape/MeshShape3D.d.ts +210 -0
  43. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -0
  44. package/src/core/geom/3d/shape/MeshShape3D.js +593 -0
  45. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/TransformedShape3D.js +46 -2
  47. package/src/core/geom/3d/shape/Triangle3D.d.ts +95 -0
  48. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -0
  49. package/src/core/geom/3d/shape/Triangle3D.js +318 -0
  50. package/src/core/geom/3d/shape/UnionShape3D.js +13 -0
  51. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts +37 -9
  52. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts.map +1 -1
  53. package/src/core/geom/3d/shape/UnitCubeShape3D.js +45 -98
  54. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts +10 -0
  55. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/UnitSphereShape3D.js +11 -0
  57. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts +30 -0
  58. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts.map +1 -0
  59. package/src/core/geom/3d/shape/shape_mesh_from_geometry.js +64 -0
  60. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts +61 -0
  61. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -0
  62. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +148 -0
  63. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts +39 -0
  64. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts.map +1 -0
  65. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.js +147 -0
  66. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts +15 -0
  67. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts.map +1 -0
  68. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.js +22 -0
  69. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts +2 -0
  70. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts.map +1 -0
  71. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +671 -0
  72. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts +28 -0
  73. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts.map +1 -0
  74. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.js +48 -0
  75. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts +26 -0
  76. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -0
  77. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +222 -0
  78. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts +34 -0
  79. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts.map +1 -0
  80. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.js +146 -0
  81. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts +36 -0
  82. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -0
  83. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +232 -0
  84. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts +33 -0
  85. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -0
  86. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +255 -0
  87. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts +68 -0
  88. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -0
  89. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +387 -0
  90. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +35 -0
  91. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -0
  92. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +140 -0
  93. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +31 -0
  94. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -0
  95. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +97 -0
  96. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +32 -0
  97. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts.map +1 -0
  98. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +66 -0
  99. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +41 -0
  100. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
  101. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +124 -13
  102. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts +134 -0
  103. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts.map +1 -1
  104. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.js +276 -3
  105. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +17 -0
  106. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -0
  107. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +135 -0
  108. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts +14 -0
  109. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts.map +1 -0
  110. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.js +177 -0
  111. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts.map +1 -1
  112. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +20 -4
  113. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  114. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +5 -3
  115. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
  116. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +9 -0
  117. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.d.ts.map +1 -1
  118. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.js +21 -45
  119. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.d.ts.map +1 -1
  120. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.js +7 -1
  121. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts +8 -6
  122. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  123. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +8 -6
  124. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +22 -0
  125. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts.map +1 -0
  126. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +73 -0
  127. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  128. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +51 -1
  129. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts +10 -0
  130. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -0
  131. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +42 -0
  132. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts +28 -0
  133. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -0
  134. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +227 -0
  135. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts +13 -0
  136. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts.map +1 -0
  137. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.js +108 -0
  138. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts +11 -0
  139. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts.map +1 -0
  140. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.js +20 -0
  141. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts +20 -0
  142. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts.map +1 -0
  143. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.js +38 -0
  144. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts +2 -2
  145. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts.map +1 -1
  146. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.js +1 -1
  147. package/src/core/geom/vec3/v3_dot_array_array.d.ts +3 -3
  148. package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +1 -1
  149. package/src/core/geom/vec3/v3_dot_array_array.js +2 -2
  150. package/src/core/geom/vec3/v3_negate_array.d.ts +3 -3
  151. package/src/core/geom/vec3/v3_negate_array.d.ts.map +1 -1
  152. package/src/core/geom/vec3/v3_negate_array.js +2 -2
  153. package/src/core/geom/vec3/v3_quat3_apply.d.ts +29 -0
  154. package/src/core/geom/vec3/v3_quat3_apply.d.ts.map +1 -0
  155. package/src/core/geom/vec3/v3_quat3_apply.js +39 -0
  156. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts +30 -0
  157. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts.map +1 -0
  158. package/src/core/geom/vec3/v3_quat3_apply_inverse.js +41 -0
  159. package/src/core/geom/vec3/v3_triple_cross_product.d.ts +32 -0
  160. package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +1 -0
  161. package/src/core/geom/vec3/v3_triple_cross_product.js +45 -0
  162. package/src/core/graph/csr/CSRGraph.d.ts +168 -0
  163. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -0
  164. package/src/core/graph/csr/CSRGraph.js +319 -0
  165. package/src/core/graph/metis/cluster_mesh_metis.d.ts +12 -0
  166. package/src/core/graph/metis/cluster_mesh_metis.d.ts.map +1 -1
  167. package/src/core/graph/metis/cluster_mesh_metis.js +12 -0
  168. package/src/core/graph/metis/metis.d.ts +19 -0
  169. package/src/core/graph/metis/metis.d.ts.map +1 -1
  170. package/src/core/graph/metis/metis.js +20 -0
  171. package/src/core/graph/metis/metis_cluster_bs.d.ts +11 -0
  172. package/src/core/graph/metis/metis_cluster_bs.d.ts.map +1 -1
  173. package/src/core/graph/metis/metis_cluster_bs.js +11 -0
  174. package/src/core/graph/metis/metis_options.d.ts +17 -2
  175. package/src/core/graph/metis/metis_options.d.ts.map +1 -1
  176. package/src/core/graph/metis/metis_options.js +17 -2
  177. package/src/core/graph/metis/native/MetisGraph.d.ts +144 -0
  178. package/src/core/graph/metis/native/MetisGraph.d.ts.map +1 -0
  179. package/src/core/graph/metis/native/MetisGraph.js +212 -0
  180. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts +72 -0
  181. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts.map +1 -0
  182. package/src/core/graph/metis/native/bisection/BisectionScratch.js +101 -0
  183. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts +37 -0
  184. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts.map +1 -0
  185. package/src/core/graph/metis/native/bisection/bisect_graph.js +100 -0
  186. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts +15 -0
  187. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts.map +1 -0
  188. package/src/core/graph/metis/native/bisection/compute_2way_params.js +84 -0
  189. package/src/core/graph/metis/native/bisection/fm_2way.d.ts +30 -0
  190. package/src/core/graph/metis/native/bisection/fm_2way.d.ts.map +1 -0
  191. package/src/core/graph/metis/native/bisection/fm_2way.js +290 -0
  192. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts +23 -0
  193. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts.map +1 -0
  194. package/src/core/graph/metis/native/bisection/grow_bisection.js +137 -0
  195. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts +28 -0
  196. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts.map +1 -0
  197. package/src/core/graph/metis/native/bisection/split_graph_two_way.js +119 -0
  198. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts +20 -0
  199. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts.map +1 -0
  200. package/src/core/graph/metis/native/coarsen/coarsen_graph.js +94 -0
  201. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts +24 -0
  202. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts.map +1 -0
  203. package/src/core/graph/metis/native/coarsen/create_coarse_graph.js +158 -0
  204. package/src/core/graph/metis/native/coarsen/match_shem.d.ts +41 -0
  205. package/src/core/graph/metis/native/coarsen/match_shem.d.ts.map +1 -0
  206. package/src/core/graph/metis/native/coarsen/match_shem.js +175 -0
  207. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts +24 -0
  208. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts.map +1 -0
  209. package/src/core/graph/metis/native/initial/initial_kway_bfs.js +122 -0
  210. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts +29 -0
  211. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts.map +1 -0
  212. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.js +170 -0
  213. package/src/core/graph/metis/native/metis_partition_kway.d.ts +41 -0
  214. package/src/core/graph/metis/native/metis_partition_kway.d.ts.map +1 -0
  215. package/src/core/graph/metis/native/metis_partition_kway.js +126 -0
  216. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts +62 -0
  217. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts.map +1 -0
  218. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.js +261 -0
  219. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts +45 -0
  220. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts.map +1 -0
  221. package/src/core/graph/metis/native/refine/RefinementScratch.js +53 -0
  222. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts +18 -0
  223. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts.map +1 -0
  224. package/src/core/graph/metis/native/refine/compute_kway_params.js +138 -0
  225. package/src/core/graph/metis/native/refine/fm_kway.d.ts +63 -0
  226. package/src/core/graph/metis/native/refine/fm_kway.d.ts.map +1 -0
  227. package/src/core/graph/metis/native/refine/fm_kway.js +462 -0
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@@ -0,0 +1,210 @@
1
+ import { combine_hash } from "../../../../core/collection/array/combine_hash.js";
2
+ import { v3_matrix4_multiply } from "../../../../core/geom/vec3/v3_matrix4_multiply.js";
3
+ import { computeHashFloat } from "../../../../core/primitives/numbers/computeHashFloat.js";
4
+ import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
5
+
6
+ const scratch_grid_pos = new Float32Array(3);
7
+
8
+ /**
9
+ * Splats a velocity impulse into a spherical region around a world-space position
10
+ * each step. Useful for fans, jets, point explosions, and unit-testing the projection
11
+ * step.
12
+ *
13
+ * Falloff is quadratic in the normalized distance — `(1 - r/R)²` — giving a smooth
14
+ * brush profile with zero gradient at the boundary, which projects more cleanly than a
15
+ * hard sphere.
16
+ *
17
+ * Everything is in WORLD units: {@link position} (point), {@link force} (direction
18
+ * vector), {@link radius} (scalar length). The `world_to_grid` matrix supplied to
19
+ * {@link apply} converts them at splat time. Works at any user-supplied radius
20
+ * including sub-cell: the effective kernel radius is internally floored at 1 grid
21
+ * cell so a small world-space radius still produces a roughly one-cell-wide splat
22
+ * instead of silently missing every cell.
23
+ *
24
+ * For moving sources that should leave a trail, see {@link WakeFluidEffector}.
25
+ */
26
+ export class ImpulseFluidEffector extends AbstractFluidEffector {
27
+
28
+ /**
29
+ * Position in world coordinates.
30
+ * @type {[number, number, number]}
31
+ */
32
+ position = [0, 0, 0];
33
+
34
+ /**
35
+ * Acceleration vector in WORLD units per second squared. Per-step deposit is
36
+ * `world_to_grid · force × dt × falloff_weight`. Same world-units convention as
37
+ * {@link GlobalFluidEffector.force} — gravity stays gravity across fields with
38
+ * different `cell_size`.
39
+ * @type {[number, number, number]}
40
+ */
41
+ force = [0, 0, 0];
42
+
43
+ /**
44
+ * Influence radius in WORLD units. Cells past `radius` from the splat point are
45
+ * unaffected by the falloff. Internally floored to 1 grid cell so sub-cell
46
+ * world-radii still hit cells (the alternative is silently dropping the splat
47
+ * at fractional positions — see class docstring).
48
+ * @type {number}
49
+ */
50
+ radius = 1;
51
+
52
+ /**
53
+ * @param {FluidField} field
54
+ * @param {number} dt
55
+ * @param {Float32Array|number[]} world_to_grid Column-major 4×4 affine from world
56
+ * to the target field's grid space.
57
+ */
58
+ apply(field, dt, world_to_grid) {
59
+ if (this.radius <= 0) {
60
+ // Explicit no-op so callers can disable per-frame without zeroing force.
61
+ return;
62
+ }
63
+
64
+ const wfx = this.force[0];
65
+ const wfy = this.force[1];
66
+ const wfz = this.force[2];
67
+
68
+ if (wfx === 0 && wfy === 0 && wfz === 0) {
69
+ return;
70
+ }
71
+
72
+ const m = world_to_grid;
73
+
74
+ // Direction-transform the world force into grid units, then scale by dt.
75
+ const fx = (m[0] * wfx + m[4] * wfy + m[8] * wfz) * dt;
76
+ const fy = (m[1] * wfx + m[5] * wfy + m[9] * wfz) * dt;
77
+ const fz = (m[2] * wfx + m[6] * wfy + m[10] * wfz) * dt;
78
+
79
+ // Point-transform position into grid coords.
80
+ v3_matrix4_multiply(scratch_grid_pos, 0, this.position, 0, world_to_grid);
81
+ const px = scratch_grid_pos[0];
82
+ const py = scratch_grid_pos[1];
83
+ const pz = scratch_grid_pos[2];
84
+
85
+ // World radius → grid radius via the uniform-scale factor (length of the
86
+ // matrix's first basis vector). For non-uniform scale this assumes the user
87
+ // is OK with the x-axis scale standing in for all three.
88
+ const scale = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
89
+ // Internal min-radius clamp: see class docstring.
90
+ const r = Math.max(1, this.radius * scale);
91
+
92
+ const res = field.getResolution();
93
+ const res_x = res[0];
94
+ const res_y = res[1];
95
+ const res_z = res[2];
96
+ const slice_size = res_x * res_y;
97
+
98
+ const x_min = Math.max(0, Math.floor(px - r));
99
+ const x_max = Math.min(res_x - 1, Math.ceil(px + r));
100
+ const y_min = Math.max(0, Math.floor(py - r));
101
+ const y_max = Math.min(res_y - 1, Math.ceil(py + r));
102
+ const z_min = Math.max(0, Math.floor(pz - r));
103
+ const z_max = Math.min(res_z - 1, Math.ceil(pz + r));
104
+
105
+ if (x_min > x_max || y_min > y_max || z_min > z_max) {
106
+ return;
107
+ }
108
+
109
+ const r_inv = 1 / r;
110
+
111
+ const vx = field.velocity_x;
112
+ const vy = field.velocity_y;
113
+ const vz = field.velocity_z;
114
+ const solid = field.solid;
115
+
116
+ for (let z = z_min; z <= z_max; z++) {
117
+ const dz = z - pz;
118
+ const z_off = z * slice_size;
119
+
120
+ for (let y = y_min; y <= y_max; y++) {
121
+ const dy = y - py;
122
+ const y_off = y * res_x;
123
+
124
+ for (let x = x_min; x <= x_max; x++) {
125
+ const dx = x - px;
126
+
127
+ const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
128
+ const t = dist * r_inv;
129
+ if (t >= 1) {
130
+ continue;
131
+ }
132
+ const w = (1 - t) * (1 - t);
133
+
134
+ const c = z_off + y_off + x;
135
+ if (solid[c] !== 0) {
136
+ continue;
137
+ }
138
+
139
+ vx[c] += fx * w;
140
+ vy[c] += fy * w;
141
+ vz[c] += fz * w;
142
+ }
143
+ }
144
+ }
145
+ }
146
+
147
+ /**
148
+ * Pull world-space position off the entity Transform.
149
+ * @param {Transform} transform
150
+ */
151
+ syncFromTransform(transform) {
152
+ const p = transform.position;
153
+ this.position[0] = p.x;
154
+ this.position[1] = p.y;
155
+ this.position[2] = p.z;
156
+ }
157
+
158
+ /**
159
+ * @param {AbstractFluidEffector} other
160
+ * @return {boolean}
161
+ */
162
+ equals(other) {
163
+ if (other === this) {
164
+ return true;
165
+ }
166
+ if (!(other instanceof ImpulseFluidEffector)) {
167
+ return false;
168
+ }
169
+ return this.radius === other.radius
170
+ && this.position[0] === other.position[0]
171
+ && this.position[1] === other.position[1]
172
+ && this.position[2] === other.position[2]
173
+ && this.force[0] === other.force[0]
174
+ && this.force[1] === other.force[1]
175
+ && this.force[2] === other.force[2];
176
+ }
177
+
178
+ /**
179
+ * @return {number}
180
+ */
181
+ hash() {
182
+ return combine_hash(
183
+ computeHashFloat(this.position[0]),
184
+ computeHashFloat(this.position[1]),
185
+ computeHashFloat(this.position[2]),
186
+ computeHashFloat(this.force[0]),
187
+ computeHashFloat(this.force[1]),
188
+ computeHashFloat(this.force[2]),
189
+ computeHashFloat(this.radius)
190
+ );
191
+ }
192
+
193
+ /**
194
+ * World-space box around `position` expanded by `radius`. Uses the user-supplied
195
+ * radius (in world units), not the internal min-radius clamp — broad-phase rejects
196
+ * with the same precision the user expressed.
197
+ *
198
+ * @param {AABB3} out
199
+ */
200
+ getBoundingBox(out) {
201
+ const r = this.radius;
202
+ const px = this.position[0];
203
+ const py = this.position[1];
204
+ const pz = this.position[2];
205
+ out.setBounds(
206
+ px - r, py - r, pz - r,
207
+ px + r, py + r, pz + r
208
+ );
209
+ }
210
+ }
@@ -1,7 +1,68 @@
1
1
  /**
2
- * Creates force in its "wake" (behind it) as it travels
2
+ * Imparts momentum into the fluid along the swept path of a moving source — the wake
3
+ * left by an agent passing through air or water.
4
+ *
5
+ * Each call to {@link apply} treats the segment from {@link previous_position} to
6
+ * {@link position} (both in WORLD coordinates) as a swept tube. The matrix
7
+ * `world_to_grid` converts both endpoints into the target field's grid space, and the
8
+ * effector splats `(position - previous_position) / dt * strength` into every fluid
9
+ * cell within the kernel of that grid-space segment, weighted by a smooth
10
+ * `(1 - d/R)²` falloff. After the splat the effector copies `position` into
11
+ * `previous_position` so the next call automatically tracks the next segment.
12
+ *
13
+ * Works at any user-supplied {@link radius}, including sub-cell. The kernel is
14
+ * internally floored at `1` grid cell — small user radii (bullets, arrows) still
15
+ * produce a roughly 1-cell-wide tube instead of silently missing every cell. The
16
+ * intent: users supply radii in world units without thinking about cell size; the
17
+ * effector picks the smallest physically meaningful footprint when the converted
18
+ * radius is below one cell.
19
+ *
20
+ * When the entity carrying a {@link FluidEffectorsComponent} also has a Transform,
21
+ * {@link FluidSystem} calls {@link syncFromTransform} on this effector each step —
22
+ * which pulls the latest world-space position off the transform. On the very first
23
+ * sync `previous_position` is seeded equal to `position` to suppress the spurious
24
+ * wake from `[0, 0, 0]`.
25
+ *
26
+ * For sources you position manually (no Transform on the entity, or no entity at
27
+ * all), call {@link reset_trail} once after the initial placement and after any
28
+ * teleport so the next apply doesn't splat a wake across the jump.
3
29
  */
4
30
  export class WakeFluidEffector extends AbstractFluidEffector {
31
+ /**
32
+ * Current world-space position of the source. Updated each step from the entity
33
+ * Transform (via {@link syncFromTransform}) when one is available, otherwise set
34
+ * by user code before each step.
35
+ * @type {[number, number, number]}
36
+ */
37
+ position: [number, number, number];
38
+ /**
39
+ * Position at the start of the swept segment, world space. {@link apply} copies
40
+ * `position` into this at the end of every successful splat. Caller normally
41
+ * doesn't touch it directly.
42
+ * @type {[number, number, number]}
43
+ */
44
+ previous_position: [number, number, number];
45
+ /**
46
+ * Influence radius of the swept tube, in WORLD units. Converted to grid units via
47
+ * the `world_to_grid` matrix's uniform scale, then internally floored to 1 grid
48
+ * cell so sub-cell world-radii still hit cells (see class docstring).
49
+ * @type {number}
50
+ */
51
+ radius: number;
52
+ /**
53
+ * Multiplier on the imparted velocity. `1` means an on-segment cell takes the
54
+ * source's full grid-space velocity (before falloff weighting). `< 1` softens the
55
+ * wake; `> 1` exaggerates it.
56
+ * @type {number}
57
+ */
58
+ strength: number;
59
+ /**
60
+ * Snap {@link previous_position} to {@link position}. Call once after manual
61
+ * initial placement, and after any teleport, so the next {@link apply} doesn't
62
+ * splat a wake across the jump.
63
+ */
64
+ reset_trail(): void;
65
+ #private;
5
66
  }
6
67
  import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
7
68
  //# sourceMappingURL=WakeFluidEffector.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"WakeFluidEffector.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/effector/WakeFluidEffector.js"],"names":[],"mappings":"AAEA;;GAEG;AACH;CAEC;sCAPqC,4BAA4B"}
1
+ {"version":3,"file":"WakeFluidEffector.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/effector/WakeFluidEffector.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAEI;;;;;OAKG;IACH,UAFU,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAEb;IAErB;;;;;OAKG;IACH,mBAFU,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAEJ;IAE9B;;;;;OAKG;IACH,QAFU,MAAM,CAEL;IAEX;;;;;OAKG;IACH,UAFU,MAAM,CAEH;IASb;;;;OAIG;IACH,oBAKC;;CAqNJ;sCA1SqC,4BAA4B"}
@@ -1,8 +1,302 @@
1
- import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
2
-
3
- /**
4
- * Creates force in its "wake" (behind it) as it travels
5
- */
6
- export class WakeFluidEffector extends AbstractFluidEffector {
7
-
8
- }
1
+ import { combine_hash } from "../../../../core/collection/array/combine_hash.js";
2
+ import { v3_matrix4_multiply } from "../../../../core/geom/vec3/v3_matrix4_multiply.js";
3
+ import { computeHashFloat } from "../../../../core/primitives/numbers/computeHashFloat.js";
4
+ import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
5
+
6
+ const scratch_a = new Float32Array(3);
7
+ const scratch_b = new Float32Array(3);
8
+
9
+ /**
10
+ * Imparts momentum into the fluid along the swept path of a moving source — the wake
11
+ * left by an agent passing through air or water.
12
+ *
13
+ * Each call to {@link apply} treats the segment from {@link previous_position} to
14
+ * {@link position} (both in WORLD coordinates) as a swept tube. The matrix
15
+ * `world_to_grid` converts both endpoints into the target field's grid space, and the
16
+ * effector splats `(position - previous_position) / dt * strength` into every fluid
17
+ * cell within the kernel of that grid-space segment, weighted by a smooth
18
+ * `(1 - d/R)²` falloff. After the splat the effector copies `position` into
19
+ * `previous_position` so the next call automatically tracks the next segment.
20
+ *
21
+ * Works at any user-supplied {@link radius}, including sub-cell. The kernel is
22
+ * internally floored at `1` grid cell — small user radii (bullets, arrows) still
23
+ * produce a roughly 1-cell-wide tube instead of silently missing every cell. The
24
+ * intent: users supply radii in world units without thinking about cell size; the
25
+ * effector picks the smallest physically meaningful footprint when the converted
26
+ * radius is below one cell.
27
+ *
28
+ * When the entity carrying a {@link FluidEffectorsComponent} also has a Transform,
29
+ * {@link FluidSystem} calls {@link syncFromTransform} on this effector each step —
30
+ * which pulls the latest world-space position off the transform. On the very first
31
+ * sync `previous_position` is seeded equal to `position` to suppress the spurious
32
+ * wake from `[0, 0, 0]`.
33
+ *
34
+ * For sources you position manually (no Transform on the entity, or no entity at
35
+ * all), call {@link reset_trail} once after the initial placement and after any
36
+ * teleport so the next apply doesn't splat a wake across the jump.
37
+ */
38
+ export class WakeFluidEffector extends AbstractFluidEffector {
39
+
40
+ /**
41
+ * Current world-space position of the source. Updated each step from the entity
42
+ * Transform (via {@link syncFromTransform}) when one is available, otherwise set
43
+ * by user code before each step.
44
+ * @type {[number, number, number]}
45
+ */
46
+ position = [0, 0, 0];
47
+
48
+ /**
49
+ * Position at the start of the swept segment, world space. {@link apply} copies
50
+ * `position` into this at the end of every successful splat. Caller normally
51
+ * doesn't touch it directly.
52
+ * @type {[number, number, number]}
53
+ */
54
+ previous_position = [0, 0, 0];
55
+
56
+ /**
57
+ * Influence radius of the swept tube, in WORLD units. Converted to grid units via
58
+ * the `world_to_grid` matrix's uniform scale, then internally floored to 1 grid
59
+ * cell so sub-cell world-radii still hit cells (see class docstring).
60
+ * @type {number}
61
+ */
62
+ radius = 1;
63
+
64
+ /**
65
+ * Multiplier on the imparted velocity. `1` means an on-segment cell takes the
66
+ * source's full grid-space velocity (before falloff weighting). `< 1` softens the
67
+ * wake; `> 1` exaggerates it.
68
+ * @type {number}
69
+ */
70
+ strength = 1;
71
+
72
+ /**
73
+ * True once syncFromTransform has been called at least once. Used to seed
74
+ * previous_position on the first sync, avoiding a spurious wake from the origin.
75
+ * @type {boolean}
76
+ */
77
+ #initialized = false;
78
+
79
+ /**
80
+ * Snap {@link previous_position} to {@link position}. Call once after manual
81
+ * initial placement, and after any teleport, so the next {@link apply} doesn't
82
+ * splat a wake across the jump.
83
+ */
84
+ reset_trail() {
85
+ this.previous_position[0] = this.position[0];
86
+ this.previous_position[1] = this.position[1];
87
+ this.previous_position[2] = this.position[2];
88
+ this.#initialized = true;
89
+ }
90
+
91
+ /**
92
+ * Pull world-space position off the entity Transform. On the first call, also
93
+ * seeds `previous_position` to suppress a wake-from-origin.
94
+ * @param {Transform} transform
95
+ */
96
+ syncFromTransform(transform) {
97
+ const p = transform.position;
98
+ this.position[0] = p.x;
99
+ this.position[1] = p.y;
100
+ this.position[2] = p.z;
101
+ if (!this.#initialized) {
102
+ this.previous_position[0] = p.x;
103
+ this.previous_position[1] = p.y;
104
+ this.previous_position[2] = p.z;
105
+ this.#initialized = true;
106
+ }
107
+ }
108
+
109
+ /**
110
+ * @param {FluidField} field
111
+ * @param {number} dt
112
+ * @param {Float32Array|number[]} world_to_grid Column-major 4×4 affine from world
113
+ * to the target field's grid space.
114
+ */
115
+ apply(field, dt, world_to_grid) {
116
+ if (dt <= 0 || this.strength === 0 || this.radius <= 0) {
117
+ return;
118
+ }
119
+
120
+ const m = world_to_grid;
121
+
122
+ // World radius → grid radius via uniform scale (length of the matrix's
123
+ // first basis vector). For axis-aligned uniform-scale matrices this is
124
+ // exactly 1/cell_size. Effective kernel is then floored to 1 grid cell so
125
+ // sub-cell radii still hit cells regardless of where the segment falls.
126
+ // `radius <= 0` is handled separately as a no-op so users can explicitly
127
+ // disable.
128
+ const scale = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
129
+ const r = Math.max(1, this.radius * scale);
130
+
131
+ // Convert both segment endpoints into grid space.
132
+ v3_matrix4_multiply(scratch_a, 0, this.previous_position, 0, world_to_grid);
133
+ v3_matrix4_multiply(scratch_b, 0, this.position, 0, world_to_grid);
134
+
135
+ const ax = scratch_a[0];
136
+ const ay = scratch_a[1];
137
+ const az = scratch_a[2];
138
+ const bx = scratch_b[0];
139
+ const by = scratch_b[1];
140
+ const bz = scratch_b[2];
141
+
142
+ const seg_dx = bx - ax;
143
+ const seg_dy = by - ay;
144
+ const seg_dz = bz - az;
145
+
146
+ const seg_len_sq = seg_dx * seg_dx + seg_dy * seg_dy + seg_dz * seg_dz;
147
+ if (seg_len_sq === 0) {
148
+ // Source didn't move in grid space — no wake. previous_position is already
149
+ // equal to position (or maps to the same grid cell), leave it alone.
150
+ return;
151
+ }
152
+
153
+ // Source velocity * strength = impulse per step (added directly to velocity).
154
+ const inv_dt = 1 / dt;
155
+ const impulse_x = seg_dx * inv_dt * this.strength;
156
+ const impulse_y = seg_dy * inv_dt * this.strength;
157
+ const impulse_z = seg_dz * inv_dt * this.strength;
158
+
159
+ const res = field.getResolution();
160
+ const res_x = res[0];
161
+ const res_y = res[1];
162
+ const res_z = res[2];
163
+ const slice_size = res_x * res_y;
164
+
165
+ // AABB of the swept tube, clipped to grid.
166
+ const x_min = Math.max(0, Math.floor(Math.min(ax, bx) - r));
167
+ const x_max = Math.min(res_x - 1, Math.ceil(Math.max(ax, bx) + r));
168
+ const y_min = Math.max(0, Math.floor(Math.min(ay, by) - r));
169
+ const y_max = Math.min(res_y - 1, Math.ceil(Math.max(ay, by) + r));
170
+ const z_min = Math.max(0, Math.floor(Math.min(az, bz) - r));
171
+ const z_max = Math.min(res_z - 1, Math.ceil(Math.max(az, bz) + r));
172
+
173
+ if (x_min > x_max || y_min > y_max || z_min > z_max) {
174
+ // Swept tube doesn't intersect the field at all.
175
+ this.#advance_trail();
176
+ return;
177
+ }
178
+
179
+ const vx = field.velocity_x;
180
+ const vy = field.velocity_y;
181
+ const vz = field.velocity_z;
182
+ const solid = field.solid;
183
+
184
+ const r_inv = 1 / r;
185
+ const inv_seg_len_sq = 1 / seg_len_sq;
186
+
187
+ for (let z = z_min; z <= z_max; z++) {
188
+ const z_off = z * slice_size;
189
+ const cell_dz = z - az;
190
+
191
+ for (let y = y_min; y <= y_max; y++) {
192
+ const y_off = y * res_x;
193
+ const cell_dy = y - ay;
194
+
195
+ for (let x = x_min; x <= x_max; x++) {
196
+ const cell_dx = x - ax;
197
+
198
+ // Project (cell - a) onto segment direction; clamp to [0, 1].
199
+ let t = (cell_dx * seg_dx + cell_dy * seg_dy + cell_dz * seg_dz) * inv_seg_len_sq;
200
+ if (t < 0) t = 0;
201
+ else if (t > 1) t = 1;
202
+
203
+ // Perpendicular offset from the closest point on the segment.
204
+ const ndx = cell_dx - t * seg_dx;
205
+ const ndy = cell_dy - t * seg_dy;
206
+ const ndz = cell_dz - t * seg_dz;
207
+
208
+ const dist = Math.sqrt(ndx * ndx + ndy * ndy + ndz * ndz);
209
+ const tt = dist * r_inv;
210
+ if (tt >= 1) {
211
+ continue;
212
+ }
213
+
214
+ const w = (1 - tt) * (1 - tt);
215
+
216
+ const c = z_off + y_off + x;
217
+ if (solid[c] !== 0) {
218
+ continue;
219
+ }
220
+
221
+ vx[c] += impulse_x * w;
222
+ vy[c] += impulse_y * w;
223
+ vz[c] += impulse_z * w;
224
+ }
225
+ }
226
+ }
227
+
228
+ this.#advance_trail();
229
+ }
230
+
231
+ /**
232
+ * Shift `previous_position` to `position` so the next apply() picks up where this
233
+ * one left off.
234
+ */
235
+ #advance_trail() {
236
+ this.previous_position[0] = this.position[0];
237
+ this.previous_position[1] = this.position[1];
238
+ this.previous_position[2] = this.position[2];
239
+ }
240
+
241
+ /**
242
+ * @param {AbstractFluidEffector} other
243
+ * @return {boolean}
244
+ */
245
+ equals(other) {
246
+ if (other === this) {
247
+ return true;
248
+ }
249
+ if (!(other instanceof WakeFluidEffector)) {
250
+ return false;
251
+ }
252
+ return this.radius === other.radius
253
+ && this.strength === other.strength
254
+ && this.position[0] === other.position[0]
255
+ && this.position[1] === other.position[1]
256
+ && this.position[2] === other.position[2]
257
+ && this.previous_position[0] === other.previous_position[0]
258
+ && this.previous_position[1] === other.previous_position[1]
259
+ && this.previous_position[2] === other.previous_position[2];
260
+ }
261
+
262
+ /**
263
+ * @return {number}
264
+ */
265
+ hash() {
266
+ return combine_hash(
267
+ computeHashFloat(this.position[0]),
268
+ computeHashFloat(this.position[1]),
269
+ computeHashFloat(this.position[2]),
270
+ computeHashFloat(this.previous_position[0]),
271
+ computeHashFloat(this.previous_position[1]),
272
+ computeHashFloat(this.previous_position[2]),
273
+ computeHashFloat(this.radius),
274
+ computeHashFloat(this.strength)
275
+ );
276
+ }
277
+
278
+ /**
279
+ * World-space AABB of the swept segment, grown by `radius` in each direction.
280
+ * Uses the user-supplied radius (in world units), not the internal min-radius
281
+ * clamp.
282
+ *
283
+ * @param {AABB3} out
284
+ */
285
+ getBoundingBox(out) {
286
+ const r = this.radius;
287
+ const px = this.position[0];
288
+ const py = this.position[1];
289
+ const pz = this.position[2];
290
+ const ppx = this.previous_position[0];
291
+ const ppy = this.previous_position[1];
292
+ const ppz = this.previous_position[2];
293
+ out.setBounds(
294
+ Math.min(px, ppx) - r,
295
+ Math.min(py, ppy) - r,
296
+ Math.min(pz, ppz) - r,
297
+ Math.max(px, ppx) + r,
298
+ Math.max(py, ppy) + r,
299
+ Math.max(pz, ppz) + r
300
+ );
301
+ }
302
+ }