@woosh/meep-engine 3.0.2 → 3.2.0

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 (1823) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -145
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/core/binary/BitImage2.js +246 -246
  134. package/src/core/binary/align_32.js +21 -21
  135. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  136. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  137. package/src/core/binary/hash/XXH128Hash.js +55 -55
  138. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  139. package/src/core/binary/hash/xxh3_128.js +341 -341
  140. package/src/core/binary/hash/xxh3_64.js +241 -241
  141. package/src/core/binary/hash/xxh3_common.js +476 -476
  142. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  143. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  144. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  145. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  146. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  147. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  148. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  149. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  150. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  151. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  152. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  153. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  154. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  155. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  156. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  157. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  158. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  159. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  160. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  161. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  162. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  163. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  164. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  165. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  166. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  167. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  168. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  171. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  176. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  177. package/src/core/bvh8/BVH8.js +436 -436
  178. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  179. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  180. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  181. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  182. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  183. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  184. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  185. package/src/core/bvh8/build/byte.js +9 -9
  186. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  187. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  188. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  189. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  190. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  191. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  192. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  193. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  194. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  195. package/src/core/bvh8/bvh8_quality.js +72 -72
  196. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  197. package/src/core/clipboard/obtainClipBoard.js +29 -29
  198. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  199. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  200. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  201. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  202. package/src/core/collection/union-find/union_find.js +79 -79
  203. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  204. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  205. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  206. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  207. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  208. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  209. package/src/core/color/lab/xyz_to_lab.js +62 -62
  210. package/src/core/color/operations/color_darken.js +24 -24
  211. package/src/core/color/operations/color_desaturate.js +24 -24
  212. package/src/core/color/operations/color_lighten.js +24 -24
  213. package/src/core/color/operations/color_saturate.js +24 -24
  214. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  215. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  216. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  217. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  218. package/src/core/dom/isImageBitmap.js +12 -12
  219. package/src/core/function/frameThrottle.js +23 -23
  220. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  221. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  222. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  223. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  224. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  225. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  226. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  227. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  228. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  229. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  230. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  231. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  232. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  234. package/src/core/geom/2d/intersect_ray_2d.js +7 -7
  235. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  236. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  238. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
  239. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
  240. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
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  242. package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
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  246. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  247. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  248. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  249. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  250. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  251. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  252. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  253. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  254. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  255. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  256. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  257. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  258. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  259. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  260. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  261. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  262. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  263. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  264. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  265. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  266. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  267. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  268. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
  269. package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
  270. package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
  271. package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
  272. package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
  273. package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
  274. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
  275. package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
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- # Acoustic probe placement — coverage + sparseness, connectivity-aware
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-
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- ## The problem with the current placer
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-
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- `bakeProbeField` places probes on a **blind uniform lattice** (`x0 + (x1−x0)·ix/(nx−1)`, …). Three failures:
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-
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- 1. **Probes land inside walls / solid.** A probe inside geometry traces a sealed cavity → garbage RT60; the
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- grid has no air test. (`bakeReverbBands` of an open-air point bakes all-zero bands; of an interior point,
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- nonsense.)
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- 2. **Density is uniform — wrong everywhere.** A big open hall is over-sampled (hundreds of near-identical
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- reverb probes) while a thin twisted corridor is under-sampled or skipped (a probe only every `maxSpacing`,
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- regardless of whether sound can route through).
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- 3. **No coverage/connectivity guarantee.** Whether two rooms end up connected in `bakeVisibility` is an
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- accident of where the lattice happens to drop probes relative to a doorway.
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-
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- We want the opposite: **few probes in open volume, more where geometry is detailed, and *guaranteed* probe
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- chains through every real acoustic path** (doorways, bent corridors) so `bakeVisibility`'s straight-line LoS
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- can route. Good **coverage** (every listener-reachable point has a near probe) **and sparseness** (no wasted
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- probes in big empty space) — adaptive to the geometry.
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-
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- ## The reference technique (what to draw from)
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-
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- From the WebGPU GI engine (`H:/git/meep-renderer-deferred-algo/src/webgpu/v2/global_illumination/`):
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-
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- - **`lpv/placement/software/lpv_generate_probe_locations2.js` — the SDF maximal-empty-sphere greedy cover.**
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- This is the sparse placement we want. Build a signed distance field on a voxel grid; take the free voxels
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- (`SDF > halfVoxel`); sort by openness (SDF) **descending**; greedily, take the most-open remaining voxel,
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- gradient-ascend it to the local SDF maximum (`sdf_find_local_maxima.js` — the most-open sub-voxel point),
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- place a probe, set its radius = `SDF + moveDistance + ½voxel`, and **erase every voxel within that radius**
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- from the candidate set. Repeat. Result: probes at the centres of maximal empty spheres, **density adapting
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- to local feature size for free** — one big-radius probe fills a hall, many small-radius probes line a
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- corridor.
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- - **`brick4/cpu/brick4_optimize_probe_placement.js` + `lpv/placement/chunk_refine_probe_placement.js` — the
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- validity refine.** Single-probe repositioning: push a probe that's behind/at a surface out along the normal
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- to a safe standoff, box-clamped, with a raycast tunnel-check and an inside-geometry reject. This is how they
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- keep probes off/out of geometry.
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- - **`brick4/cpu/brick4_generate_tree_from_scene.js` — adaptive octree + probe reuse.** Subdivide a cell only
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- where it overlaps geometry (`query_aabb_intersection_exists`), down to a feature-size floor, under a memory
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- budget; dedup probes by quantised position (shared cell-boundary probes cost nothing). An *alternative*
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- adaptive scheme — but it's tuned for GPU trilinear-interpolation bricks (4×4×4, 27-way), not a navigation
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- graph, so we take the **ideas** (geometry-driven density, dedup, budget) not the structure.
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-
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- **The decisive gap:** *none of the reference placement reasons about probe-to-probe visibility.* The "refine"
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- step is purely single-probe surface standoff. Connectivity through a twisted corridor is NOT a placement
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- concern there — it's handled (if at all) by a later visibility bake. **So the connectivity-refinement stage
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- the user asked for (ray bounces between probes) is novel work, not a port.**
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-
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- ## What meep already has vs. what's missing
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-
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- | Need | Status | meep path |
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- |---|---|---|
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- | Signed distance from a point to a shape | ✅ closed-form (sphere/box/capsule/cyl/hull), O(tris) mesh | `core/geom/3d/shape/AbstractShape3D.js::signed_distance_at_point` (+ `signed_distance_gradient_at_point`, `nearest_point_on_surface`) |
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- | SDF gradient by finite difference | ✅ | `core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js` |
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- | Voxelize a shape to a grid | ✅ | `core/geom/3d/shape/util/shape3_voxelize_to_grid.js` |
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- | Trilinear sample a 3-channel grid | ✅ | `engine/graphics/texture/3d/scs3d_sample_linear3.js` |
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- | lerp / clamp / seededRandom / randomFloatBetween | ✅ | `core/math/…` |
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- | **Point → nearest-surface distance / inside-test on the acoustic scene** | ❌ **ray-only** | `engine/sound/simulation/core/AcousticOccluderIndex.js` exposes only `closestHit`/`anyHit`/`addBody`. Bodies (`OccluderBody{shape,matrix,inverse,worldAABB,material}`) carry `signed_distance_at_point`, but no point query is wired up. |
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- | Poisson-disk / blue-noise point sampler | ❌ | substitute: Halton / jittered grid (`tetrahedral_mesh_build_from_grid` pattern) |
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- | Existing acoustic-aware placement | ❌ | meep LPV baker (`engine/graphics/sh3/lpv/build_probes_for_scene.js`) is a blind uniform grid too |
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-
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- **Keystone primitive to add (Stage 0):** `AcousticOccluderIndex.signedDistanceAt(x, y, z) → number` — negative
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- inside solid, positive in air, magnitude = distance to the nearest occluder surface. It already owns a BVH over
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- body world-AABBs (the TLAS from the reflection-IR work); descend it by AABB distance to find candidate bodies,
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- localize the point through each body's `inverse`, take `min` of `shape.signed_distance_at_point`. This single
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- query unlocks everything below: the SDF cover, the air test (`> 0`), surface clearance, and the local-maxima
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- nudge (gradient via central differences of the same query). It is the acoustic analogue of the GI engine's
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- `StaticSceneBVH.query_point_distance_to_nearest`.
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-
69
- ## Acoustic constraints that change the design
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-
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- 1. **Air only.** Probes must sit where a listener/source can be. The SDF cover gives this intrinsically (free
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- voxels are `SDF > 0`), but the floor and the inside-test must use the *signed* distance.
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- 2. **Coverage = listener-reachable volume, not surface density.** Unlike GI (which densifies *at* surfaces),
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- we want probes in the *open volume between* surfaces — exactly what the maximal-empty-sphere cover does.
75
- (Optional later refinement: restrict to a floor-relative band / navmesh volume so we don't probe
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- unreachable voids — deferred, a placement-policy question.)
77
- 3. **Connectivity is a hard requirement, not a nicety.** `bakeVisibility` connects only probes with **straight
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- LoS** (`probe_edge_visible` = one `anyHit` ray). A bent corridor must be populated densely enough that
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- consecutive probes see each other. The cover handles gentle bends; sharp bends / thin throats need the
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- dedicated connectivity stage (below).
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- 4. **Determinism** (seeded `random`), and the result is **serialized positions-only** — connectivity is always
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- re-baked, so placement just has to produce a good, final position set.
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-
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- ## Staged design
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-
86
- ```
87
- Stage 0 signedDistanceAt(x,y,z) NEW primitive on AcousticOccluderIndex (BVH + per-body SDF)
88
- Stage 1 sparse SDF cover port of lpv_generate_probe_locations2 → candidate probe positions
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- Stage 2 air-validity + clearance refine keep probes in air, off surfaces (port of the refine gauntlet)
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- Stage 3 CONNECTIVITY refinement <-- the user's "ray bounces": guarantee LoS chains through paths
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- Stage 4 integrate feed final positions → bakeReverbBands → bakeVisibility
92
- ```
93
-
94
- ### Stage 0 — `signedDistanceAt` (the keystone primitive)
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-
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- `AcousticOccluderIndex.signedDistanceAt(x,y,z)`: BVH-descend body AABBs nearest-first (reuse the
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- `bvh_query_user_data_*` machinery already there), for each candidate body localize the point (`body.inverse`)
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- and evaluate `body.shape.signed_distance_at_point`, keep the signed value of smallest magnitude. Sign convention
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- = negative inside. Add a sibling `clearance(x,y,z) = max(0, signedDistanceAt)` for the cover, and reuse
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- `compute_signed_distance_gradient_by_sampling`-style central differences over it for the local-maxima nudge.
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- (Mesh occluders are O(tris) per query — flag the same way meep's `MeshShape3D` does; for big meshes a
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- surface-triangle BVH is the eventual accelerator, but primitives/convex hulls are closed-form and cheap.)
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-
104
- ### Stage 1 — sparse SDF cover (`probe_place_sdf_cover.js`, new)
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-
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- Direct port of `lpv_generate_probe_locations2`, acoustic-flavoured:
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- 1. Voxel grid over `bounds` at resolution `≈ extent / frequency` (the new density knob, replacing
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- `maxSpacing`), capped (e.g. 256³) to bound memory.
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- 2. Fill the SDF via `signedDistanceAt` per voxel (or `shape3_voxelize_to_grid` + a distance pass — decide by
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- cost; the per-voxel SDF is simplest and exact).
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- 3. Candidate voxels = `SDF > clearanceFloor` (in open air, off the walls). Sort by SDF descending.
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- 4. Greedy cover: take the most-open voxel, gradient-ascend to the local SDF maximum, emit a probe, radius =
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- `SDF + moveDist + ½voxel`, erase covered voxels. Repeat until none remain.
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-
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- Output: a sparse, adaptive position set — sparse in halls, dense in detail, **all in air**.
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-
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- ### Stage 2 — air-validity + clearance refine
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-
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- The cover already yields `SDF > floor` probes, so most are valid. Belt-and-suspenders, per probe: if
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- `signedDistanceAt < clearanceMin`, push out along the SDF gradient to the clearance standoff (the reference's
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- `refine_probe_placement`), and drop any probe that can't reach air (a fully-enclosed void). This is cheap and
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- guarantees the air invariant `bakeReverbBands` relies on.
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-
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- ### Stage 3 — connectivity refinement (the keystone NEW stage)
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-
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- **Goal:** for every pair of regions a real acoustic path connects, guarantee a chain of mutually-visible probes
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- spans it — so `bakeVisibility` (straight-LoS Delaunay + bridge) actually links them. The cover can leave two
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- gaps: (a) a corridor thinner than `clearanceFloor` gets *no* candidate voxels → no probes; (b) a sharp bend
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- where two cover probes are close but **occluded** by the corner.
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-
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- **Detection.** Run a *provisional* `bakeVisibility` on the Stage-2 probes, then look for **near-but-unconnected**
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- probe pairs: pairs within a corridor-scale radius (a few × the local probe spacing) that are in **different
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- graph components** (or whose graph distance ≫ their Euclidean distance) yet are **not** straight-visible. Each
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- such pair brackets a bend/throat that needs an intermediate probe.
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-
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- **Repair — "ray bounces between probes."** For an unconnected near pair `(A, B)`:
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- 1. Cast `A → B`; it hits a wall at `H` (the bend/corner). The open path bends around `H`.
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- 2. Find an **open waypoint** `W` past the corner: search the air around `H` (slide along the SDF ridge — the
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- medial axis where clearance is locally maximal — toward `B`, or sample directions off `H.normal`) for a
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- point that is visible from `A`. Insert a probe at the local SDF maximum near `W`.
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- 3. Recurse on `(A, W)` and `(W, B)` until each segment is straight-visible or a depth/budget cap is hit.
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-
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- This populates exactly the bends and throats the cover missed, with the *minimum* probes needed for a visible
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- chain — it's a visibility-guided binary subdivision along the medial axis, seeded by the ray-hit corner. After
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- insertion, re-bake visibility (the final `bakeVisibility` pass). Bound it: only refine pairs within a max
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- corridor radius and cap inserted probes per pair, so a genuinely sealed wall (no open detour) is left
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- disconnected (correct — `bakeVisibility` Stage B already leaves sealed vaults split).
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-
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- > Note the synergy with `bakeVisibility` Stage B (island bridging): Stage B adds an **edge** when a visible
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- > cross-component probe pair already exists; Stage 3 here adds the **probes** when none exists in the connecting
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- > region. Together they guarantee connectivity wherever an acoustic path physically exists.
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-
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- ### Stage 4 — integration
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-
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- `bakeProbeField` becomes: `Stage 0–3 → final positions → existing per-probe bakeReverbBands loop → bakeVisibility`.
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- The `AcousticProbeField` write API is unchanged (`setProbePosition` append, `setProbeReverbDecay/Directions`); only the
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- *source* of positions changes from the lattice to the cover. `maxSpacing` → `frequency` (voxel/feature size);
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- keep a back-compat shim or migrate callers. Serialization (positions-only) is unaffected.
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-
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- ## Decisions to confirm before building
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-
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- 1. **SDF source:** add `AcousticOccluderIndex.signedDistanceAt` (per-body closed-form, BVH-pruned) — vs. a
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- voxelize-then-distance-transform pass. Recommendation: the per-body query (exact, reuses existing shape SDFs,
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- no second index).
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- 2. **Coverage scope:** probe the *whole* air volume in `bounds`, or restrict to a floor-relative / reachable
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- band (skip unreachable voids)? Recommendation: whole air volume for v1; reachability is a separate policy
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- layer (ties into navmesh — `project_navmesh_cleanup`).
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- 3. **Connectivity-refinement waypoint search:** SDF-ridge (medial-axis) march vs. ray-bounce-off-corner
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- sampling for finding `W`. Recommendation: ray-to-corner to *seed*, then SDF-gradient slide to the local
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- max — cheapest that's robust.
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- 4. **Density knob + caps:** `frequency` (voxel size), `clearanceFloor`, max probes, connectivity max-corridor
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- radius + per-pair insert budget. All bake-time constants with JSDoc rationale.
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-
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- ## Test plan
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-
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- - `signedDistanceAt`: sign + magnitude against a box/sphere occluder (inside negative, outside positive, exact
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- distance); gradient points outward.
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- - SDF cover: a hall + a corridor scene → few large-radius probes in the hall, a chain of small-radius probes
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- in the corridor; **every** probe has `signedDistanceAt > 0` (in air); no probe inside a wall.
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- - Connectivity: an **L-bend / S-bend corridor** where the cover leaves the two ends unconnected → after Stage 3
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- the ends are one component and `findAcousticPath` returns a route that stays in air; a **sealed** variant
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- stays disconnected (no false bridge).
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- - Sparseness: a big empty room yields far fewer probes than the old uniform grid at the same `frequency`
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- (assert ratio); coverage: `nearestIndex` for sampled listener points is always within ~probe radius.
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- - Determinism: same seed → identical positions.
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-
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- ## As-built (landed)
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-
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- All four stages shipped; `bakeProbeField(index, minSpacing, rayCount, random, options)` now runs
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- **SDF grid → portal discovery → cover (portals pre-seeded) → connectivity refinement → reverb** instead of the
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- blind grid. The bake REGION is derived from the scene — the occluder hull
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- (`AcousticOccluderIndex.computeWorldBounds`) inflated by `2 × minSpacing` on every side — not a caller
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- parameter; a caller wanting a hand-picked region drops to `build_sdf_grid` + `probe_place_sdf_cover` directly.
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-
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- - **Stage 0** `AcousticOccluderIndex.signedDistanceAt(x,y,z,maxDistance)` — union SDF via the body-AABB BVH +
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- per-body `shape.signed_distance_at_point` (negative inside, clamped to `+maxDistance`).
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- - **Grid** `build_sdf_grid(index, bounds, minSpacing, sparsenessRatio)` (`probe_sdf_grid.js`) — the SDF voxel
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- grid (oversampled 2× below `minSpacing`, capped 256³) is built ONCE and shared by the cover and (implicitly,
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- via the same `signedDistanceAt`) portal detection, so the expensive up-to-256³ SDF sweep is paid once. The
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- trilinear sampler, gradient-ascent local-max, and claim-sphere helpers live here too.
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- - **Stage 1** `probe_place_sdf_cover(grid, {predefined})` — SDF maximal-empty-sphere greedy cover. Erase radius
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- `clamp(clearance, minSpacing, minSpacing·sparsenessRatio)`: the initial cover never packs closer than the
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- hint, halls sparser up to the ceiling (`sparsenessRatio`, default 4). `predefined` probes (the portal
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- throats) are emitted FIRST and carve their empty spheres, so the cover never drops a redundant probe on one,
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- and they lead the probe list (indices `[0, K)`).
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- - **Stage 2** (air-validity) is folded into Stage 1: candidates are `SDF > ½voxel`, so the cover never emits a
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- probe inside (or hugging) a solid — no separate pushout pass needed.
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- - **Stage 3** `probe_refine_connectivity(index, field, minSpacing, {maxRefineFactor, corridorReachFactor})` —
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- for each pair of nearby components, a **bounded greedy best-first walk through open air** inserts waypoints
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- until a chain of mutually-visible probes spans the gap; floored at `minSpacing/maxRefineFactor` (default 4).
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- **Decision changed from the plan:** the midpoint-SDF-ascend sketched in §Stage 3 was rejected — it fails on
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- baffle/divider geometry where the gap is *perpendicular* to the SDF gradient. The directed open-air search
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- (sample around the segment, keep points visible from the current side, step to the nearest-to-target) handles
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- it. The provisional/final `bakeVisibility` re-bakes between rounds (default ≤3).
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- - **Portals** (`probe_detect_portals.js` + `probe_densify_portals.js`, `detectPortals` default on) — fixes
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- *symmetry*, not connectivity. A provisional cover discovers the openings (door frames / windows / arches),
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- then the bake re-covers with their throats pre-seeded:
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- - **Detect** — over every nearby MUTUALLY-VISIBLE probe pair (BVH gather within `maxSpacing`, NOT just baked
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- edges, so an opening is found regardless of where the sparse cover dropped edges), keep the ones whose line
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- threads a CONSTRICTION (narrowest point, by the *exact* `signedDistanceAt` — the cover grid is far too
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- coarse to resolve a doorway) **that is a genuine APERTURE** — bounded by solid on opposing sides
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- perpendicular to the passage (a doorway's jambs). The aperture gate is the real selectivity (it rejected a
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- one-sided pillar graze and the open region boundary; on the demo house: 77 raw constrictions → the 2 real
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- openings); dedup to one throat per opening (widest crossing).
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- - **Carve** — the throats feed `probe_place_sdf_cover` `predefined` (Stage 1), so a probe sits IN each opening.
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- - **Densify** — `bakeVisibility` stage D fans extra cross-opening CHORDS around each portal: the mutually-
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- visible pairs among its nearest neighbours whose line passes PAST the throat (point-to-segment bias). A fan
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- of chords gives Dijkstra direct, mirror-symmetric routes through the opening instead of funnelling every
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- cross-door path through the one off-centre probe the cover happened to place (which gave a listener on the
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- left and one on the right very different routed lengths). Purely a bake-time concept — adds only edges; no
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- runtime object, nothing serialized.
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- - **`minSpacing` semantics (per owner):** the hint sizes the initial cover/fit; only connectivity refinement
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- may go finer (down to `minSpacing/maxRefineFactor`). Open regions are *sparser* than the hint (up to the
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- ceiling) — the cover's adaptive sparseness.
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- - **The grid jitter** added to the old `bakeProbeField` is now moot (no grid) and was removed in the rewrite;
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- the cover's gradient-ascended points are already general-position for the Delaunay base.
237
-
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- Knobs (all in `options`, JSDoc'd): `sparsenessRatio`, `maxRefineFactor`, `corridorReachFactor`,
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- `maxRefineRounds`, `detectPortals` (default true), `constrictionFactor`, `portalFloorRatio`. Tests:
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- `core/signedDistanceAt.spec.js`, `probe/probe_place_sdf_cover.spec.js`, `probe/probe_refine_connectivity.spec.js`,
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- `probe/probe_detect_portals.spec.js`, `probe/probe_densify_portals.spec.js`, the end-to-end
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- `probe/bakeProbeField_pipeline.spec.js` (divider-with-gap → air-only, connected over the top, reverb tails), and
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- `probe/bakeProbeField_portals.spec.js` (a doorway → a centred portal + mirror-symmetric routing).
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-
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- ## Out of scope (follow-ups)
246
-
247
- - Floor-relative / navmesh-restricted coverage policy.
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- - Surface-triangle BVH to make mesh `signedDistanceAt` sub-linear (only matters for high-poly occluders).
249
- - Probe-reuse/dedup across separately-baked regions (brick4-style), if we ever stream/tile the bake.
250
- - Perf at scale: the SDF voxel build is O(res³ · nearby-bodies); a bench + the grid fast-path are unmeasured.
1
+ # Acoustic probe placement — coverage + sparseness, connectivity-aware
2
+
3
+ ## The problem with the current placer
4
+
5
+ `bakeProbeField` places probes on a **blind uniform lattice** (`x0 + (x1−x0)·ix/(nx−1)`, …). Three failures:
6
+
7
+ 1. **Probes land inside walls / solid.** A probe inside geometry traces a sealed cavity → garbage RT60; the
8
+ grid has no air test. (`bakeReverbBands` of an open-air point bakes all-zero bands; of an interior point,
9
+ nonsense.)
10
+ 2. **Density is uniform — wrong everywhere.** A big open hall is over-sampled (hundreds of near-identical
11
+ reverb probes) while a thin twisted corridor is under-sampled or skipped (a probe only every `maxSpacing`,
12
+ regardless of whether sound can route through).
13
+ 3. **No coverage/connectivity guarantee.** Whether two rooms end up connected in `bakeVisibility` is an
14
+ accident of where the lattice happens to drop probes relative to a doorway.
15
+
16
+ We want the opposite: **few probes in open volume, more where geometry is detailed, and *guaranteed* probe
17
+ chains through every real acoustic path** (doorways, bent corridors) so `bakeVisibility`'s straight-line LoS
18
+ can route. Good **coverage** (every listener-reachable point has a near probe) **and sparseness** (no wasted
19
+ probes in big empty space) — adaptive to the geometry.
20
+
21
+ ## The reference technique (what to draw from)
22
+
23
+ From the WebGPU GI engine (`H:/git/meep-renderer-deferred-algo/src/webgpu/v2/global_illumination/`):
24
+
25
+ - **`lpv/placement/software/lpv_generate_probe_locations2.js` — the SDF maximal-empty-sphere greedy cover.**
26
+ This is the sparse placement we want. Build a signed distance field on a voxel grid; take the free voxels
27
+ (`SDF > halfVoxel`); sort by openness (SDF) **descending**; greedily, take the most-open remaining voxel,
28
+ gradient-ascend it to the local SDF maximum (`sdf_find_local_maxima.js` — the most-open sub-voxel point),
29
+ place a probe, set its radius = `SDF + moveDistance + ½voxel`, and **erase every voxel within that radius**
30
+ from the candidate set. Repeat. Result: probes at the centres of maximal empty spheres, **density adapting
31
+ to local feature size for free** — one big-radius probe fills a hall, many small-radius probes line a
32
+ corridor.
33
+ - **`brick4/cpu/brick4_optimize_probe_placement.js` + `lpv/placement/chunk_refine_probe_placement.js` — the
34
+ validity refine.** Single-probe repositioning: push a probe that's behind/at a surface out along the normal
35
+ to a safe standoff, box-clamped, with a raycast tunnel-check and an inside-geometry reject. This is how they
36
+ keep probes off/out of geometry.
37
+ - **`brick4/cpu/brick4_generate_tree_from_scene.js` — adaptive octree + probe reuse.** Subdivide a cell only
38
+ where it overlaps geometry (`query_aabb_intersection_exists`), down to a feature-size floor, under a memory
39
+ budget; dedup probes by quantised position (shared cell-boundary probes cost nothing). An *alternative*
40
+ adaptive scheme — but it's tuned for GPU trilinear-interpolation bricks (4×4×4, 27-way), not a navigation
41
+ graph, so we take the **ideas** (geometry-driven density, dedup, budget) not the structure.
42
+
43
+ **The decisive gap:** *none of the reference placement reasons about probe-to-probe visibility.* The "refine"
44
+ step is purely single-probe surface standoff. Connectivity through a twisted corridor is NOT a placement
45
+ concern there — it's handled (if at all) by a later visibility bake. **So the connectivity-refinement stage
46
+ the user asked for (ray bounces between probes) is novel work, not a port.**
47
+
48
+ ## What meep already has vs. what's missing
49
+
50
+ | Need | Status | meep path |
51
+ |---|---|---|
52
+ | Signed distance from a point to a shape | ✅ closed-form (sphere/box/capsule/cyl/hull), O(tris) mesh | `core/geom/3d/shape/AbstractShape3D.js::signed_distance_at_point` (+ `signed_distance_gradient_at_point`, `nearest_point_on_surface`) |
53
+ | SDF gradient by finite difference | ✅ | `core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js` |
54
+ | Voxelize a shape to a grid | ✅ | `core/geom/3d/shape/util/shape3_voxelize_to_grid.js` |
55
+ | Trilinear sample a 3-channel grid | ✅ | `engine/graphics/texture/3d/scs3d_sample_linear3.js` |
56
+ | lerp / clamp / seededRandom / randomFloatBetween | ✅ | `core/math/…` |
57
+ | **Point → nearest-surface distance / inside-test on the acoustic scene** | ❌ **ray-only** | `engine/sound/simulation/core/AcousticOccluderIndex.js` exposes only `closestHit`/`anyHit`/`addBody`. Bodies (`OccluderBody{shape,matrix,inverse,worldAABB,material}`) carry `signed_distance_at_point`, but no point query is wired up. |
58
+ | Poisson-disk / blue-noise point sampler | ❌ | substitute: Halton / jittered grid (`tetrahedral_mesh_build_from_grid` pattern) |
59
+ | Existing acoustic-aware placement | ❌ | meep LPV baker (`engine/graphics/sh3/lpv/build_probes_for_scene.js`) is a blind uniform grid too |
60
+
61
+ **Keystone primitive to add (Stage 0):** `AcousticOccluderIndex.signedDistanceAt(x, y, z) → number` — negative
62
+ inside solid, positive in air, magnitude = distance to the nearest occluder surface. It already owns a BVH over
63
+ body world-AABBs (the TLAS from the reflection-IR work); descend it by AABB distance to find candidate bodies,
64
+ localize the point through each body's `inverse`, take `min` of `shape.signed_distance_at_point`. This single
65
+ query unlocks everything below: the SDF cover, the air test (`> 0`), surface clearance, and the local-maxima
66
+ nudge (gradient via central differences of the same query). It is the acoustic analogue of the GI engine's
67
+ `StaticSceneBVH.query_point_distance_to_nearest`.
68
+
69
+ ## Acoustic constraints that change the design
70
+
71
+ 1. **Air only.** Probes must sit where a listener/source can be. The SDF cover gives this intrinsically (free
72
+ voxels are `SDF > 0`), but the floor and the inside-test must use the *signed* distance.
73
+ 2. **Coverage = listener-reachable volume, not surface density.** Unlike GI (which densifies *at* surfaces),
74
+ we want probes in the *open volume between* surfaces — exactly what the maximal-empty-sphere cover does.
75
+ (Optional later refinement: restrict to a floor-relative band / navmesh volume so we don't probe
76
+ unreachable voids — deferred, a placement-policy question.)
77
+ 3. **Connectivity is a hard requirement, not a nicety.** `bakeVisibility` connects only probes with **straight
78
+ LoS** (`probe_edge_visible` = one `anyHit` ray). A bent corridor must be populated densely enough that
79
+ consecutive probes see each other. The cover handles gentle bends; sharp bends / thin throats need the
80
+ dedicated connectivity stage (below).
81
+ 4. **Determinism** (seeded `random`), and the result is **serialized positions-only** — connectivity is always
82
+ re-baked, so placement just has to produce a good, final position set.
83
+
84
+ ## Staged design
85
+
86
+ ```
87
+ Stage 0 signedDistanceAt(x,y,z) NEW primitive on AcousticOccluderIndex (BVH + per-body SDF)
88
+ Stage 1 sparse SDF cover port of lpv_generate_probe_locations2 → candidate probe positions
89
+ Stage 2 air-validity + clearance refine keep probes in air, off surfaces (port of the refine gauntlet)
90
+ Stage 3 CONNECTIVITY refinement <-- the user's "ray bounces": guarantee LoS chains through paths
91
+ Stage 4 integrate feed final positions → bakeReverbBands → bakeVisibility
92
+ ```
93
+
94
+ ### Stage 0 — `signedDistanceAt` (the keystone primitive)
95
+
96
+ `AcousticOccluderIndex.signedDistanceAt(x,y,z)`: BVH-descend body AABBs nearest-first (reuse the
97
+ `bvh_query_user_data_*` machinery already there), for each candidate body localize the point (`body.inverse`)
98
+ and evaluate `body.shape.signed_distance_at_point`, keep the signed value of smallest magnitude. Sign convention
99
+ = negative inside. Add a sibling `clearance(x,y,z) = max(0, signedDistanceAt)` for the cover, and reuse
100
+ `compute_signed_distance_gradient_by_sampling`-style central differences over it for the local-maxima nudge.
101
+ (Mesh occluders are O(tris) per query — flag the same way meep's `MeshShape3D` does; for big meshes a
102
+ surface-triangle BVH is the eventual accelerator, but primitives/convex hulls are closed-form and cheap.)
103
+
104
+ ### Stage 1 — sparse SDF cover (`probe_place_sdf_cover.js`, new)
105
+
106
+ Direct port of `lpv_generate_probe_locations2`, acoustic-flavoured:
107
+ 1. Voxel grid over `bounds` at resolution `≈ extent / frequency` (the new density knob, replacing
108
+ `maxSpacing`), capped (e.g. 256³) to bound memory.
109
+ 2. Fill the SDF via `signedDistanceAt` per voxel (or `shape3_voxelize_to_grid` + a distance pass — decide by
110
+ cost; the per-voxel SDF is simplest and exact).
111
+ 3. Candidate voxels = `SDF > clearanceFloor` (in open air, off the walls). Sort by SDF descending.
112
+ 4. Greedy cover: take the most-open voxel, gradient-ascend to the local SDF maximum, emit a probe, radius =
113
+ `SDF + moveDist + ½voxel`, erase covered voxels. Repeat until none remain.
114
+
115
+ Output: a sparse, adaptive position set — sparse in halls, dense in detail, **all in air**.
116
+
117
+ ### Stage 2 — air-validity + clearance refine
118
+
119
+ The cover already yields `SDF > floor` probes, so most are valid. Belt-and-suspenders, per probe: if
120
+ `signedDistanceAt < clearanceMin`, push out along the SDF gradient to the clearance standoff (the reference's
121
+ `refine_probe_placement`), and drop any probe that can't reach air (a fully-enclosed void). This is cheap and
122
+ guarantees the air invariant `bakeReverbBands` relies on.
123
+
124
+ ### Stage 3 — connectivity refinement (the keystone NEW stage)
125
+
126
+ **Goal:** for every pair of regions a real acoustic path connects, guarantee a chain of mutually-visible probes
127
+ spans it — so `bakeVisibility` (straight-LoS Delaunay + bridge) actually links them. The cover can leave two
128
+ gaps: (a) a corridor thinner than `clearanceFloor` gets *no* candidate voxels → no probes; (b) a sharp bend
129
+ where two cover probes are close but **occluded** by the corner.
130
+
131
+ **Detection.** Run a *provisional* `bakeVisibility` on the Stage-2 probes, then look for **near-but-unconnected**
132
+ probe pairs: pairs within a corridor-scale radius (a few × the local probe spacing) that are in **different
133
+ graph components** (or whose graph distance ≫ their Euclidean distance) yet are **not** straight-visible. Each
134
+ such pair brackets a bend/throat that needs an intermediate probe.
135
+
136
+ **Repair — "ray bounces between probes."** For an unconnected near pair `(A, B)`:
137
+ 1. Cast `A → B`; it hits a wall at `H` (the bend/corner). The open path bends around `H`.
138
+ 2. Find an **open waypoint** `W` past the corner: search the air around `H` (slide along the SDF ridge — the
139
+ medial axis where clearance is locally maximal — toward `B`, or sample directions off `H.normal`) for a
140
+ point that is visible from `A`. Insert a probe at the local SDF maximum near `W`.
141
+ 3. Recurse on `(A, W)` and `(W, B)` until each segment is straight-visible or a depth/budget cap is hit.
142
+
143
+ This populates exactly the bends and throats the cover missed, with the *minimum* probes needed for a visible
144
+ chain — it's a visibility-guided binary subdivision along the medial axis, seeded by the ray-hit corner. After
145
+ insertion, re-bake visibility (the final `bakeVisibility` pass). Bound it: only refine pairs within a max
146
+ corridor radius and cap inserted probes per pair, so a genuinely sealed wall (no open detour) is left
147
+ disconnected (correct — `bakeVisibility` Stage B already leaves sealed vaults split).
148
+
149
+ > Note the synergy with `bakeVisibility` Stage B (island bridging): Stage B adds an **edge** when a visible
150
+ > cross-component probe pair already exists; Stage 3 here adds the **probes** when none exists in the connecting
151
+ > region. Together they guarantee connectivity wherever an acoustic path physically exists.
152
+
153
+ ### Stage 4 — integration
154
+
155
+ `bakeProbeField` becomes: `Stage 0–3 → final positions → existing per-probe bakeReverbBands loop → bakeVisibility`.
156
+ The `AcousticProbeField` write API is unchanged (`setProbePosition` append, `setProbeReverbDecay/Directions`); only the
157
+ *source* of positions changes from the lattice to the cover. `maxSpacing` → `frequency` (voxel/feature size);
158
+ keep a back-compat shim or migrate callers. Serialization (positions-only) is unaffected.
159
+
160
+ ## Decisions to confirm before building
161
+
162
+ 1. **SDF source:** add `AcousticOccluderIndex.signedDistanceAt` (per-body closed-form, BVH-pruned) — vs. a
163
+ voxelize-then-distance-transform pass. Recommendation: the per-body query (exact, reuses existing shape SDFs,
164
+ no second index).
165
+ 2. **Coverage scope:** probe the *whole* air volume in `bounds`, or restrict to a floor-relative / reachable
166
+ band (skip unreachable voids)? Recommendation: whole air volume for v1; reachability is a separate policy
167
+ layer (ties into navmesh — `project_navmesh_cleanup`).
168
+ 3. **Connectivity-refinement waypoint search:** SDF-ridge (medial-axis) march vs. ray-bounce-off-corner
169
+ sampling for finding `W`. Recommendation: ray-to-corner to *seed*, then SDF-gradient slide to the local
170
+ max — cheapest that's robust.
171
+ 4. **Density knob + caps:** `frequency` (voxel size), `clearanceFloor`, max probes, connectivity max-corridor
172
+ radius + per-pair insert budget. All bake-time constants with JSDoc rationale.
173
+
174
+ ## Test plan
175
+
176
+ - `signedDistanceAt`: sign + magnitude against a box/sphere occluder (inside negative, outside positive, exact
177
+ distance); gradient points outward.
178
+ - SDF cover: a hall + a corridor scene → few large-radius probes in the hall, a chain of small-radius probes
179
+ in the corridor; **every** probe has `signedDistanceAt > 0` (in air); no probe inside a wall.
180
+ - Connectivity: an **L-bend / S-bend corridor** where the cover leaves the two ends unconnected → after Stage 3
181
+ the ends are one component and `findAcousticPath` returns a route that stays in air; a **sealed** variant
182
+ stays disconnected (no false bridge).
183
+ - Sparseness: a big empty room yields far fewer probes than the old uniform grid at the same `frequency`
184
+ (assert ratio); coverage: `nearestIndex` for sampled listener points is always within ~probe radius.
185
+ - Determinism: same seed → identical positions.
186
+
187
+ ## As-built (landed)
188
+
189
+ All four stages shipped; `bakeProbeField(index, minSpacing, rayCount, random, options)` now runs
190
+ **SDF grid → portal discovery → cover (portals pre-seeded) → connectivity refinement → reverb** instead of the
191
+ blind grid. The bake REGION is derived from the scene — the occluder hull
192
+ (`AcousticOccluderIndex.computeWorldBounds`) inflated by `2 × minSpacing` on every side — not a caller
193
+ parameter; a caller wanting a hand-picked region drops to `build_sdf_grid` + `probe_place_sdf_cover` directly.
194
+
195
+ - **Stage 0** `AcousticOccluderIndex.signedDistanceAt(x,y,z,maxDistance)` — union SDF via the body-AABB BVH +
196
+ per-body `shape.signed_distance_at_point` (negative inside, clamped to `+maxDistance`).
197
+ - **Grid** `build_sdf_grid(index, bounds, minSpacing, sparsenessRatio)` (`probe_sdf_grid.js`) — the SDF voxel
198
+ grid (oversampled 2× below `minSpacing`, capped 256³) is built ONCE and shared by the cover and (implicitly,
199
+ via the same `signedDistanceAt`) portal detection, so the expensive up-to-256³ SDF sweep is paid once. The
200
+ trilinear sampler, gradient-ascent local-max, and claim-sphere helpers live here too.
201
+ - **Stage 1** `probe_place_sdf_cover(grid, {predefined})` — SDF maximal-empty-sphere greedy cover. Erase radius
202
+ `clamp(clearance, minSpacing, minSpacing·sparsenessRatio)`: the initial cover never packs closer than the
203
+ hint, halls sparser up to the ceiling (`sparsenessRatio`, default 4). `predefined` probes (the portal
204
+ throats) are emitted FIRST and carve their empty spheres, so the cover never drops a redundant probe on one,
205
+ and they lead the probe list (indices `[0, K)`).
206
+ - **Stage 2** (air-validity) is folded into Stage 1: candidates are `SDF > ½voxel`, so the cover never emits a
207
+ probe inside (or hugging) a solid — no separate pushout pass needed.
208
+ - **Stage 3** `probe_refine_connectivity(index, field, minSpacing, {maxRefineFactor, corridorReachFactor})` —
209
+ for each pair of nearby components, a **bounded greedy best-first walk through open air** inserts waypoints
210
+ until a chain of mutually-visible probes spans the gap; floored at `minSpacing/maxRefineFactor` (default 4).
211
+ **Decision changed from the plan:** the midpoint-SDF-ascend sketched in §Stage 3 was rejected — it fails on
212
+ baffle/divider geometry where the gap is *perpendicular* to the SDF gradient. The directed open-air search
213
+ (sample around the segment, keep points visible from the current side, step to the nearest-to-target) handles
214
+ it. The provisional/final `bakeVisibility` re-bakes between rounds (default ≤3).
215
+ - **Portals** (`probe_detect_portals.js` + `probe_densify_portals.js`, `detectPortals` default on) — fixes
216
+ *symmetry*, not connectivity. A provisional cover discovers the openings (door frames / windows / arches),
217
+ then the bake re-covers with their throats pre-seeded:
218
+ - **Detect** — over every nearby MUTUALLY-VISIBLE probe pair (BVH gather within `maxSpacing`, NOT just baked
219
+ edges, so an opening is found regardless of where the sparse cover dropped edges), keep the ones whose line
220
+ threads a CONSTRICTION (narrowest point, by the *exact* `signedDistanceAt` — the cover grid is far too
221
+ coarse to resolve a doorway) **that is a genuine APERTURE** — bounded by solid on opposing sides
222
+ perpendicular to the passage (a doorway's jambs). The aperture gate is the real selectivity (it rejected a
223
+ one-sided pillar graze and the open region boundary; on the demo house: 77 raw constrictions → the 2 real
224
+ openings); dedup to one throat per opening (widest crossing).
225
+ - **Carve** — the throats feed `probe_place_sdf_cover` `predefined` (Stage 1), so a probe sits IN each opening.
226
+ - **Densify** — `bakeVisibility` stage D fans extra cross-opening CHORDS around each portal: the mutually-
227
+ visible pairs among its nearest neighbours whose line passes PAST the throat (point-to-segment bias). A fan
228
+ of chords gives Dijkstra direct, mirror-symmetric routes through the opening instead of funnelling every
229
+ cross-door path through the one off-centre probe the cover happened to place (which gave a listener on the
230
+ left and one on the right very different routed lengths). Purely a bake-time concept — adds only edges; no
231
+ runtime object, nothing serialized.
232
+ - **`minSpacing` semantics (per owner):** the hint sizes the initial cover/fit; only connectivity refinement
233
+ may go finer (down to `minSpacing/maxRefineFactor`). Open regions are *sparser* than the hint (up to the
234
+ ceiling) — the cover's adaptive sparseness.
235
+ - **The grid jitter** added to the old `bakeProbeField` is now moot (no grid) and was removed in the rewrite;
236
+ the cover's gradient-ascended points are already general-position for the Delaunay base.
237
+
238
+ Knobs (all in `options`, JSDoc'd): `sparsenessRatio`, `maxRefineFactor`, `corridorReachFactor`,
239
+ `maxRefineRounds`, `detectPortals` (default true), `constrictionFactor`, `portalFloorRatio`. Tests:
240
+ `core/signedDistanceAt.spec.js`, `probe/probe_place_sdf_cover.spec.js`, `probe/probe_refine_connectivity.spec.js`,
241
+ `probe/probe_detect_portals.spec.js`, `probe/probe_densify_portals.spec.js`, the end-to-end
242
+ `probe/bakeProbeField_pipeline.spec.js` (divider-with-gap → air-only, connected over the top, reverb tails), and
243
+ `probe/bakeProbeField_portals.spec.js` (a doorway → a centred portal + mirror-symmetric routing).
244
+
245
+ ## Out of scope (follow-ups)
246
+
247
+ - Floor-relative / navmesh-restricted coverage policy.
248
+ - Surface-triangle BVH to make mesh `signedDistanceAt` sub-linear (only matters for high-poly occluders).
249
+ - Probe-reuse/dedup across separately-baked regions (brick4-style), if we ever stream/tile the bake.
250
+ - Perf at scale: the SDF voxel build is O(res³ · nearby-bodies); a bench + the grid fast-path are unmeasured.