@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.
- package/LICENSE +188 -188
- package/README.md +152 -145
- package/editor/Editor.js +598 -598
- package/editor/EditorCameraNavigation.js +205 -205
- package/editor/EditorKeyMap.js +182 -182
- package/editor/SelectionVisualizer.js +127 -127
- package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
- package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
- package/editor/camera/camera_framing.js +104 -104
- package/editor/clipboard.js +184 -184
- package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
- package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
- package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
- package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
- package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
- package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
- package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
- package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
- package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
- package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
- package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
- package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
- package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
- package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
- package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
- package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
- package/editor/ecs/component/prototypeObjectEditor.js +265 -265
- package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
- package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
- package/editor/entity_world_bounds.js +27 -27
- package/editor/particles/lut_ops.js +148 -148
- package/editor/particles/particleEditEvents.js +12 -12
- package/editor/particles/rebuildParticleEmitter.js +31 -31
- package/editor/persistence/EditorLayoutStore.js +71 -71
- package/editor/persistence/SceneMetadata.js +52 -52
- package/editor/persistence/SceneSlotManager.js +144 -144
- package/editor/persistence/buildNewSceneDataset.js +67 -67
- package/editor/persistence/files.js +68 -68
- package/editor/persistence/scene_import.js +143 -143
- package/editor/persistence/scene_serialization.js +79 -79
- package/editor/persistence/string_buffer_codec.js +41 -41
- package/editor/process/GridDisplayProcess.js +125 -125
- package/editor/process/SymbolicDisplayProcess.js +106 -108
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
- package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
- package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
- package/editor/process/symbolic/SymbolicDisplay.js +62 -62
- package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
- package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
- package/editor/prototypeEditorShell.js +156 -156
- package/editor/selection/editor_pick.js +130 -130
- package/editor/selection/screen_rect_frustum.js +119 -119
- package/editor/style/controls.scss +168 -168
- package/editor/style/inspector.scss +223 -223
- package/editor/templates/entity_templates.js +167 -167
- package/editor/tools/GridPaintTool.js +273 -273
- package/editor/tools/SelectionTool.js +307 -307
- package/editor/tools/TransformToolV2.js +378 -378
- package/editor/tools/engine/ToolEngine.js +188 -188
- package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
- package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
- package/editor/tools/v2/TransformControls.js +971 -971
- package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
- package/editor/tools/v2/handle/gizmo_draw.js +399 -399
- package/editor/tools/v2/handle/gizmo_handles.js +364 -364
- package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
- package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
- package/editor/view/ecs/components/DatGuiController.js +2 -2
- package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
- package/editor/view/ecs/components/common/TextController.js +59 -59
- package/editor/view/library/MeshLibraryView.js +175 -175
- package/editor/view/library/mesh_library_drag.js +63 -63
- package/editor/view/library/model_thumbnail_source.js +86 -86
- package/editor/view/makeEntityDecorators.js +125 -125
- package/editor/view/node-graph/NodeGraphSelection.js +89 -89
- package/editor/view/node-graph/NodeView.js +211 -211
- package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
- package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
- package/editor/view/node-graph/connection_wire_geometry.js +107 -107
- package/editor/view/particles/ColorLutGradientView.js +291 -291
- package/editor/view/particles/ScalarLutCurveView.js +279 -279
- package/editor/view/prepareMeshLibrary.js +188 -188
- package/editor/view/shell/SceneTreePanelView.js +119 -119
- package/editor/view/v2/SplitView.js +2 -2
- package/package.json +94 -94
- package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
- package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
- package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
- package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
- package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
- package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
- package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
- package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
- package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
- package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
- package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
- package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
- package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
- package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
- package/src/REVIEW_2026_08_06/adv-core.md +511 -511
- package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
- package/src/REVIEW_2026_08_06/adv-view.md +446 -446
- package/src/REVIEW_2026_08_06/api-core.md +296 -296
- package/src/REVIEW_2026_08_06/api-engine.md +195 -195
- package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
- package/src/REVIEW_2026_08_06/core-binary.md +348 -348
- package/src/REVIEW_2026_08_06/core-collection.md +376 -376
- package/src/REVIEW_2026_08_06/core-math.md +221 -221
- package/src/REVIEW_2026_08_06/core-process.md +266 -266
- package/src/REVIEW_2026_08_06/core-science.md +223 -223
- package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
- package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
- package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
- package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
- package/src/REVIEW_2026_08_06/engine-input.md +197 -197
- package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
- package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
- package/src/REVIEW_2026_08_06/generation.md +176 -176
- package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
- package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
- package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
- package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
- package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
- package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
- package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
- package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
- package/src/REVIEW_2026_08_06/view.md +667 -667
- package/src/REVIEW_2026_08_06.md +610 -610
- package/src/avif/codec/dec/avif_dec.cpp +233 -233
- package/src/avif/codec/dec/avif_dec.js +16 -16
- package/src/core/binary/BitImage2.js +246 -246
- package/src/core/binary/align_32.js +21 -21
- package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
- package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
- package/src/core/binary/hash/XXH128Hash.js +55 -55
- package/src/core/binary/hash/XXH3_SECRET.js +25 -25
- package/src/core/binary/hash/xxh3_128.js +341 -341
- package/src/core/binary/hash/xxh3_64.js +241 -241
- package/src/core/binary/hash/xxh3_common.js +476 -476
- package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
- package/src/core/binary/lz4/lz4_compress_block.js +385 -385
- package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
- package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
- package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
- package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
- package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
- package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
- package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
- package/src/core/binary/meshopt/meshopt_decode.js +73 -73
- package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
- package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
- package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
- package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
- package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
- package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
- package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
- package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
- package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
- package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
- package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
- package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
- package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
- package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
- package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
- package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
- package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
- package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
- package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
- package/src/core/bvh2/visual/BVHGeometry.js +131 -131
- package/src/core/bvh8/BVH8.js +436 -436
- package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
- package/src/core/bvh8/build/BVH8Converter.js +588 -588
- package/src/core/bvh8/build/TriangleCluster.js +122 -122
- package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
- package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
- package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
- package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
- package/src/core/bvh8/build/byte.js +9 -9
- package/src/core/bvh8/build/encode_bounds_e.js +11 -11
- package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
- package/src/core/bvh8/bvh8_count_primitives.js +98 -98
- package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
- package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
- package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
- package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
- package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
- package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
- package/src/core/bvh8/bvh8_quality.js +72 -72
- package/src/core/bvh8/bvh8_validate_structure.js +87 -87
- package/src/core/clipboard/obtainClipBoard.js +29 -29
- package/src/core/clipboard/safeClipboardReadText.js +55 -55
- package/src/core/clipboard/safeClipboardWriteText.js +23 -23
- package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
- package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
- package/src/core/collection/union-find/union_find.js +79 -79
- package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
- package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
- package/src/core/color/colormap/MAGMA_LUT.js +26 -26
- package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
- package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
- package/src/core/color/lab/lab_distance_hyab.js +23 -23
- package/src/core/color/lab/xyz_to_lab.js +62 -62
- package/src/core/color/operations/color_darken.js +24 -24
- package/src/core/color/operations/color_desaturate.js +24 -24
- package/src/core/color/operations/color_lighten.js +24 -24
- package/src/core/color/operations/color_saturate.js +24 -24
- package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
- package/src/core/color/tonemap/tonemap_aces.js +41 -41
- package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
- package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
- package/src/core/dom/isImageBitmap.js +12 -12
- package/src/core/function/frameThrottle.js +23 -23
- package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
- package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
- package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
- package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
- package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
- package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
- package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
- package/src/core/geom/2d/convex-hull/orientation3_array.js +7 -7
- package/src/core/geom/2d/intersect_ray_2d.js +7 -7
- package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
- package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
- package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_intersection_fraction_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
- package/src/core/geom/2d/line/segment2_intersects_segment2_2d.js +25 -25
- package/src/core/geom/2d/line/segment2_segment_compute_intersection_array_2d.js +46 -46
- package/src/core/geom/2d/line/segment2_segment_intersection_fractions.js +52 -52
- package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
- package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
- package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
- package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
- package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
- package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
- package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
- package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
- package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
- package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
- package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
- package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
- package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
- package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
- package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
- package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
- package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
- package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
- package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
- package/src/core/geom/2d/v2_morton_encode.js +23 -23
- package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
- package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
- package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_from_threejs_geometry.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_from_triangle_group.js +46 -46
- package/src/core/geom/3d/aabb/aabb3_intersects_frustum_degree.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_intersects_line_segment.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_near_distance_to_intersection_ray_segment.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_nearest_point_on_surface.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_ray_segment_entry_distance.js +95 -95
- package/src/core/geom/3d/aabb/aabb3_raycast.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +93 -93
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +82 -82
- package/src/core/geom/3d/aabb/compute_aabb_from_points.js +7 -7
- package/src/core/geom/3d/aabb/compute_triangle_group_aabb3.js +7 -7
- package/src/core/geom/3d/atlas/ATLAS_PORT_PLAN.md +486 -486
- package/src/core/geom/3d/atlas/BFF_PLAN.md +174 -174
- package/src/core/geom/3d/atlas/Chart.js +77 -77
- package/src/core/geom/3d/atlas/REVIEW_02.md +392 -392
- package/src/core/geom/3d/atlas/atlas_bench_lib.js +315 -315
- package/src/core/geom/3d/atlas/atlas_chart_type.js +16 -16
- package/src/core/geom/3d/atlas/atlas_compute_charts.js +188 -188
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# Acoustic probe placement — coverage + sparseness, connectivity-aware
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## The problem with the current placer
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`bakeProbeField` places probes on a **blind uniform lattice** (`x0 + (x1−x0)·ix/(nx−1)`, …). Three failures:
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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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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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## The reference technique (what to draw from)
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From the WebGPU GI engine (`H:/git/meep-renderer-deferred-algo/src/webgpu/v2/global_illumination/`):
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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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**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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## What meep already has vs. what's missing
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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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**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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## Acoustic constraints that change the design
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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.
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(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.)
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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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## Staged design
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```
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Stage 0 signedDistanceAt(x,y,z) NEW primitive on AcousticOccluderIndex (BVH + per-body SDF)
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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
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```
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### Stage 0 — `signedDistanceAt` (the keystone primitive)
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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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### Stage 1 — sparse SDF cover (`probe_place_sdf_cover.js`, new)
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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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Output: a sparse, adaptive position set — sparse in halls, dense in detail, **all in air**.
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### Stage 2 — air-validity + clearance refine
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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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### Stage 3 — connectivity refinement (the keystone NEW stage)
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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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**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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**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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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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> 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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### Stage 4 — integration
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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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## Decisions to confirm before building
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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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## Test plan
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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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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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195
|
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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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|
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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
|
|
200
|
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trilinear sampler, gradient-ascent local-max, and claim-sphere helpers live here too.
|
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|
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- **Stage 1** `probe_place_sdf_cover(grid, {predefined})` — SDF maximal-empty-sphere greedy cover. Erase radius
|
|
202
|
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`clamp(clearance, minSpacing, minSpacing·sparsenessRatio)`: the initial cover never packs closer than the
|
|
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|
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hint, halls sparser up to the ceiling (`sparsenessRatio`, default 4). `predefined` probes (the portal
|
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|
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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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|
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and they lead the probe list (indices `[0, K)`).
|
|
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|
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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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|
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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
|
|
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|
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until a chain of mutually-visible probes spans the gap; floored at `minSpacing/maxRefineFactor` (default 4).
|
|
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|
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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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|
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baffle/divider geometry where the gap is *perpendicular* to the SDF gradient. The directed open-air search
|
|
213
|
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(sample around the segment, keep points visible from the current side, step to the nearest-to-target) handles
|
|
214
|
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it. The provisional/final `bakeVisibility` re-bakes between rounds (default ≤3).
|
|
215
|
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- **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),
|
|
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|
-
then the bake re-covers with their throats pre-seeded:
|
|
218
|
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- **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.
|
|
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 |
|
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60
|
+
|
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61
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+
**Keystone primitive to add (Stage 0):** `AcousticOccluderIndex.signedDistanceAt(x, y, z) → number` — negative
|
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62
|
+
inside solid, positive in air, magnitude = distance to the nearest occluder surface. It already owns a BVH over
|
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63
|
+
body world-AABBs (the TLAS from the reflection-IR work); descend it by AABB distance to find candidate bodies,
|
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64
|
+
localize the point through each body's `inverse`, take `min` of `shape.signed_distance_at_point`. This single
|
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65
|
+
query unlocks everything below: the SDF cover, the air test (`> 0`), surface clearance, and the local-maxima
|
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66
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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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67
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+
`StaticSceneBVH.query_point_distance_to_nearest`.
|
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68
|
+
|
|
69
|
+
## Acoustic constraints that change the design
|
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70
|
+
|
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71
|
+
1. **Air only.** Probes must sit where a listener/source can be. The SDF cover gives this intrinsically (free
|
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72
|
+
voxels are `SDF > 0`), but the floor and the inside-test must use the *signed* distance.
|
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73
|
+
2. **Coverage = listener-reachable volume, not surface density.** Unlike GI (which densifies *at* surfaces),
|
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74
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+
we want probes in the *open volume between* surfaces — exactly what the maximal-empty-sphere cover does.
|
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75
|
+
(Optional later refinement: restrict to a floor-relative band / navmesh volume so we don't probe
|
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76
|
+
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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78
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+
LoS** (`probe_edge_visible` = one `anyHit` ray). A bent corridor must be populated densely enough that
|
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79
|
+
consecutive probes see each other. The cover handles gentle bends; sharp bends / thin throats need the
|
|
80
|
+
dedicated connectivity stage (below).
|
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81
|
+
4. **Determinism** (seeded `random`), and the result is **serialized positions-only** — connectivity is always
|
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82
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+
re-baked, so placement just has to produce a good, final position set.
|
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83
|
+
|
|
84
|
+
## Staged design
|
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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.
|