@woosh/meep-engine 3.1.0 → 3.3.0

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 (1869) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -152
  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/avif/encoder_worker.js +5 -18
  134. package/src/core/binary/BitImage2.js +246 -246
  135. package/src/core/binary/align_32.js +21 -21
  136. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  137. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  138. package/src/core/binary/hash/XXH128Hash.js +55 -55
  139. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  140. package/src/core/binary/hash/xxh3_128.js +341 -341
  141. package/src/core/binary/hash/xxh3_64.js +241 -241
  142. package/src/core/binary/hash/xxh3_common.js +476 -476
  143. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  144. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  145. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  146. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  147. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  148. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  149. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  150. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  151. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  152. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  153. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  154. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  155. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  156. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  157. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  158. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  159. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  160. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  161. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  162. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  163. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  164. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  165. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  166. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  167. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  168. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  171. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  176. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  177. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  178. package/src/core/bvh8/BVH8.js +436 -436
  179. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  180. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  181. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  182. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  183. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  184. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  185. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  186. package/src/core/bvh8/build/byte.js +9 -9
  187. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  188. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  189. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  190. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  191. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  192. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  193. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  194. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  195. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  196. package/src/core/bvh8/bvh8_quality.js +72 -72
  197. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  198. package/src/core/clipboard/obtainClipBoard.js +29 -29
  199. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  200. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  201. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  202. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  203. package/src/core/collection/union-find/union_find.js +79 -79
  204. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  205. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  206. package/src/core/color/PQ/PQ_constants.js +50 -0
  207. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  208. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  209. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  210. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  211. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  212. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  213. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  214. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  215. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  216. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  217. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  218. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  219. package/src/core/color/lab/xyz_to_lab.js +62 -62
  220. package/src/core/color/operations/color_darken.js +24 -24
  221. package/src/core/color/operations/color_desaturate.js +24 -24
  222. package/src/core/color/operations/color_lighten.js +24 -24
  223. package/src/core/color/operations/color_saturate.js +24 -24
  224. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  225. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  226. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  227. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  228. package/src/core/dom/isImageBitmap.js +12 -12
  229. package/src/core/function/frameThrottle.js +23 -23
  230. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  231. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  232. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  233. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  234. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  235. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  236. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  237. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  238. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  239. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  240. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  241. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  242. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  245. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  246. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  249. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
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  256. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  257. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  258. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  259. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  260. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  261. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  262. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  263. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  264. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  265. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  266. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  267. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  268. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  269. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  270. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  271. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  272. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  273. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  274. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  275. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  276. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  277. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  278. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
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  1781. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +105 -105
  1782. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +63 -63
  1783. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +89 -89
  1784. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +232 -232
  1785. package/src/shade/renderer/texture/GPUTextureAllocator.js +85 -85
  1786. package/src/shade/renderer/texture/texture_pool_ops.js +171 -171
  1787. package/src/shade/renderer/texture/virtual/PageTableQuadAllocator.js +253 -253
  1788. package/src/shade/renderer/texture/virtual/README.md +276 -276
  1789. package/src/shade/renderer/texture/virtual/VTPageTable.js +330 -330
  1790. package/src/shade/renderer/texture/virtual/VTPhysicalCache.js +349 -349
  1791. package/src/shade/renderer/texture/virtual/VT_CONSTANTS.js +154 -154
  1792. package/src/shade/renderer/texture/virtual/VT_STACK_INFO_STRUCT.js +20 -20
  1793. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +1276 -1276
  1794. package/src/shade/renderer/texture/virtual/VirtualTextureStack.js +106 -106
  1795. package/src/shade/renderer/texture/virtual/build_chunk_vt_lookup.js +150 -150
  1796. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +232 -232
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  1799. package/src/shade/renderer/texture/virtual/source/VTSourceProcedural.js +135 -135
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  1801. package/src/shade/renderer/water/GPUWaterRenderer.js +167 -167
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  1852. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
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  1869. package/src/shade/renderer/scene/serialization/pq_to_linear.js +0 -30
@@ -1,867 +1,867 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { combine_hash } from "../../../core/collection/array/combine_hash.js";
3
- import { is_typed_array_equals } from "../../../core/collection/array/typed/is_typed_array_equals.js";
4
- import { sparse_typed_array_hash } from "../../../core/collection/array/typed/sparse_typed_array_hash.js";
5
- import { scs3d_sample_linear } from "../../graphics/texture/3d/scs3d_sample_linear.js";
6
- import { v3_grid_compute_solid_neighbour_mask } from "./solver/v3_grid_compute_solid_neighbour_mask.js";
7
- import { v3_grid_patch_edges_constant } from "./solver/v3_grid_patch_edges_constant.js";
8
- import { v3_grid_patch_edges_uniform } from "./solver/v3_grid_patch_edges_uniform.js";
9
- import { v3_grid_shift_in_place } from "./solver/v3_grid_shift_in_place.js";
10
- import { v3_mac_compute_face_solid } from "./solver/v3_mac_compute_face_solid.js";
11
-
12
- /**
13
- * 3D Eulerian grid for the fluid simulator — MAC (marker-and-cell) staggered
14
- * layout: pressure, solids and scalars live at cell centers; each velocity
15
- * component lives on the cell FACES normal to it (Harlow & Welch 1965).
16
- *
17
- * Staggering makes the discrete divergence and pressure gradient exact
18
- * adjoints, so projection drives divergence to actual zero (no collocated
19
- * operator-mismatch floor, no projection-invisible checkerboard modes) and
20
- * solid boundaries pin the exact normal face velocity (true no-penetration).
21
- *
22
- * Holds three face-centered velocity components, a per-cell `solid` mask, and any
23
- * number of user-defined cell-centered passive scalar attributes transported by
24
- * the flow.
25
- *
26
- * Holds only state whose value carries information across step boundaries. The
27
- * simulator's transient working memory (per-step velocity snapshots, divergence,
28
- * diffusion / scalar ping-pong scratch) lives on the simulator. `pressure` is the
29
- * one exception: it's warm-started each step from the previous solve, so its value
30
- * is genuine cross-step state and belongs here.
31
- *
32
- * All typed array references are STABLE for the lifetime of the field. External
33
- * consumers can safely cache references returned from {@link getScalarData},
34
- * {@link velocity_x}, etc.
35
- *
36
- * @see "Real-Time Fluid Dynamics for Games" (Stam, 2003)
37
- * @see GDC 2019 talk "Wind Simulation in God of War" (Rupert Renard) for the wider
38
- * effector-driven design pattern this package is moving toward.
39
- */
40
- export class FluidField {
41
-
42
- /**
43
- * Grid dimensions in cells, `[x, y, z]`.
44
- * @type {[number, number, number]}
45
- */
46
- #resolution = [0, 0, 0];
47
-
48
- /**
49
- * Velocity X component on x-faces. Length `(res_x+1) * res_y * res_z`,
50
- * indexed by `z * (res_x+1) * res_y + y * (res_x+1) + x` with
51
- * `x ∈ [0, res_x]`. Face `(x, y, z)` sits between cells `(x−1, y, z)` and
52
- * `(x, y, z)` — at grid-space position `(x − 0.5, y, z)` in the
53
- * cell-center coordinate frame.
54
- * @type {Float32Array|null}
55
- */
56
- velocity_x = null;
57
-
58
- /**
59
- * Velocity Y component on y-faces. Length `res_x * (res_y+1) * res_z`,
60
- * indexed by `z * res_x * (res_y+1) + y * res_x + x` with `y ∈ [0, res_y]`.
61
- * @type {Float32Array|null}
62
- */
63
- velocity_y = null;
64
-
65
- /**
66
- * Velocity Z component on z-faces. Length `res_x * res_y * (res_z+1)`,
67
- * indexed by `z * res_x * res_y + y * res_x + x` with `z ∈ [0, res_z]`
68
- * (the face slice size equals the cell slice size).
69
- * @type {Float32Array|null}
70
- */
71
- velocity_z = null;
72
-
73
- /**
74
- * Per-cell solid flag. `0` = fluid, non-zero = solid (wall). Always allocated by
75
- * {@link build} (zero-filled — every cell defaults to fluid). The solver and every
76
- * effector read this unconditionally, so the array is part of the field's
77
- * uniform shape, not an optional add-on.
78
- * @type {Uint8Array|null}
79
- */
80
- solid = null;
81
-
82
- /**
83
- * Per-cell pre-baked neighbourhood mask consumed by the pressure SOR loop.
84
- * One byte per cell encoding which of the 6 cardinal neighbours are fluid:
85
- *
86
- * bit 0 (= 1) : -x neighbour is fluid (in-bounds AND non-solid)
87
- * bit 1 (= 2) : +x neighbour is fluid
88
- * bit 2 (= 4) : -y neighbour is fluid
89
- * bit 3 (= 8) : +y neighbour is fluid
90
- * bit 4 (= 16) : -z neighbour is fluid
91
- * bit 5 (= 32) : +z neighbour is fluid
92
- * bit 7 (= 128) : this cell is itself solid
93
- *
94
- * A solid cell encodes as `128` (bit 7 set, neighbour bits clear) and an
95
- * isolated fluid cell as `0`, so the SOR / PCG loops' `if ((mask & 63) === 0)
96
- * continue` skip handles both "this cell is solid" and "this fluid cell is
97
- * isolated" with a single comparison instead of one solid-self-check plus six
98
- * solid-neighbour-checks plus six boundary checks. Bit 7 additionally lets
99
- * {@link v3_grid_subtract_pressure_gradient} zero solid-cell velocity without
100
- * consulting the {@link solid} array.
101
- *
102
- * Computed once by {@link recomputeSolidNeighbourMask} after every solid-mask
103
- * mutation. The simulator runs that recompute once per step (after effectors,
104
- * which may splat solids) and at the top of every direct project() call, so
105
- * callers never have to remember to invalidate it; the per-step cost is one
106
- * O(N) byte-pass against the bandwidth-bound SOR sweep that runs many
107
- * iterations per call. {@link shift} also refreshes it after migrating the
108
- * solid mask.
109
- *
110
- * @type {Uint8Array|null}
111
- */
112
- solid_neighbour_mask = null;
113
-
114
- /**
115
- * Per-face "pinned" mask for x-faces: `1` where either adjacent cell is
116
- * solid — the face's normal velocity is a boundary condition (0 for
117
- * static solids), not a degree of freedom. Same length and indexing as
118
- * {@link velocity_x}. Baked by {@link recomputeSolidNeighbourMask} via
119
- * {@link v3_mac_compute_face_solid}; domain-edge faces stay 0 (open).
120
- * @type {Uint8Array|null}
121
- */
122
- face_solid_x = null;
123
-
124
- /**
125
- * y-face pinned mask — see {@link face_solid_x}.
126
- * @type {Uint8Array|null}
127
- */
128
- face_solid_y = null;
129
-
130
- /**
131
- * z-face pinned mask — see {@link face_solid_x}.
132
- * @type {Uint8Array|null}
133
- */
134
- face_solid_z = null;
135
-
136
- /**
137
- * Per-cell pressure-Laplacian diagonal, baked alongside
138
- * {@link solid_neighbour_mask} by the same kernel pass:
139
- *
140
- * diag = (# fluid neighbours) + (# open faces)
141
- *
142
- * where an open face is one on the domain edge (out-of-bounds neighbour).
143
- * The domain edge is an OPEN boundary — ghost pressure 0 — so flow can
144
- * vent through it; solid faces are reflecting (Neumann) and drop out of
145
- * the diagonal. A solid cell, or a fluid cell sealed on all six faces,
146
- * has `diag = 0`, which is the solvers' single skip test. Sealed domains
147
- * are built explicitly by lining the boundary with solid cells.
148
- *
149
- * Same freshness contract as {@link solid_neighbour_mask}.
150
- *
151
- * @type {Uint8Array|null}
152
- */
153
- pressure_diag = null;
154
-
155
- /**
156
- * Pressure field from the most recent projection. Owned by the field rather than
157
- * the simulator because the simulator warm-starts each solve from the previous
158
- * result — step N+1 depends on the value step N wrote here. If this lived on the
159
- * simulator, replacing the simulator instance between steps would silently degrade
160
- * convergence at the same iteration count.
161
- *
162
- * Storage type is {@link Float32Array} by default, or {@link Float16Array} when
163
- * {@link half_precision_pressure} is enabled before build — see that field for
164
- * the bandwidth-vs-quality trade-off.
165
- *
166
- * Safe to read for debug visualisation. Don't mutate.
167
- * @type {Float32Array|Float16Array|null}
168
- */
169
- pressure = null;
170
-
171
- /**
172
- * Allocate {@link pressure} as {@link Float16Array} instead of {@link Float32Array}.
173
- *
174
- * **Currently slower in V8 — keep `false`.** The intent of this option is to
175
- * halve the memory bandwidth on the pressure SOR sweep (the simulator's
176
- * hottest, bandwidth-bound loop). On hardware with F16C the per-cell f16↔f32
177
- * conversion is ~1 cycle and the bandwidth saving wins. In V8 as of Node 24
178
- * the conversion path is not yet specialized — each read of `pressure[i]`
179
- * goes through a slow generic Float16 unboxing routine, and the result is
180
- * the opposite of what you'd expect: bench at 64³ shows **49% slower** with
181
- * f16, at 128³ **28% slower** (see `bench: half_precision_pressure on/off`
182
- * in bench.spec.js). The bandwidth-savings story still holds in principle;
183
- * it'll likely become a real win once V8 adds inline support for
184
- * Float16Array access (the typed array landed in Node 24 / TC39 Stage 4 only
185
- * recently).
186
- *
187
- * Cost when it does win: Float16 has ~3 decimal digits of precision. The SOR
188
- * iterate rounds to f16 on every write, so iteration error can't fall below
189
- * ~10⁻³ relative. Bench currently shows max|div| within 8% of the f32
190
- * baseline at 64³ and 128³ — acceptable for visual sim but not for
191
- * quantitative pressure use.
192
- *
193
- * Must be set before {@link build}.
194
- *
195
- * The simulator's internal divergence scratch follows this type automatically
196
- * (re-allocated to match `pressure.constructor` on each project call).
197
- *
198
- * @type {boolean}
199
- */
200
- half_precision_pressure = false;
201
-
202
- /**
203
- * Back every buffer with a single {@link SharedArrayBuffer} instead of
204
- * separate private allocations, so the field can be stepped by a worker
205
- * thread in place — see {@link WorkerFluidSystem}.
206
- *
207
- * Must be set before {@link build}. Requires a cross-origin isolated page
208
- * (`Cross-Origin-Opener-Policy: same-origin` +
209
- * `Cross-Origin-Embedder-Policy: require-corp`); {@link build} throws
210
- * otherwise rather than quietly falling back to private memory, which for a
211
- * worker bridge would mean each thread mutating a copy the other never sees.
212
- *
213
- * One buffer rather than one per lattice so the whole field travels to the
214
- * worker as a single object, and so the layout is described by
215
- * {@link getSharedDescriptor} rather than a dozen handles.
216
- *
217
- * Has no effect on the field's semantics: the same buffers, the same
218
- * contents, the same stable references.
219
- *
220
- * @type {boolean}
221
- */
222
- shared_memory = false;
223
-
224
- /**
225
- * The backing buffer when {@link shared_memory} is set, else null.
226
- * @type {SharedArrayBuffer|null}
227
- */
228
- #buffer = null;
229
-
230
- /**
231
- * @type {{ name: string, data: Float32Array }[]}
232
- */
233
- #scalar_attributes = [];
234
-
235
- #built = false;
236
-
237
- /**
238
- * Set the grid dimensions in cells. Must be called before {@link build}; throws if
239
- * the field is already built.
240
- * @param {number} res_x positive integer
241
- * @param {number} res_y positive integer
242
- * @param {number} res_z positive integer
243
- */
244
- setResolution(res_x, res_y, res_z) {
245
- assert.notOk(this.#built, "resolution cannot be changed after build()");
246
- assert.isPositiveInteger(res_x, "res_x");
247
- assert.isPositiveInteger(res_y, "res_y");
248
- assert.isPositiveInteger(res_z, "res_z");
249
-
250
- this.#resolution[0] = res_x;
251
- this.#resolution[1] = res_y;
252
- this.#resolution[2] = res_z;
253
- }
254
-
255
- /**
256
- * @return {[number, number, number]} A reference to the internal resolution array.
257
- * Do not mutate.
258
- */
259
- getResolution() {
260
- return this.#resolution;
261
- }
262
-
263
- /**
264
- * @return {number} `res_x * res_y * res_z`. Zero until {@link setResolution} is
265
- * called.
266
- */
267
- cellCount() {
268
- return this.#resolution[0] * this.#resolution[1] * this.#resolution[2];
269
- }
270
-
271
- /**
272
- * Register a passive scalar attribute (density, temperature, dye, etc.) that will be
273
- * advected by the velocity field each step. Idempotent — re-adding an existing name
274
- * returns the existing index.
275
- *
276
- * Must be called before {@link build}.
277
- *
278
- * @param {string} name
279
- * @return {number} index of the attribute (use with {@link setScalarAtIndex})
280
- */
281
- addScalar(name) {
282
- assert.notOk(this.#built, "addScalar cannot be called after build()");
283
- assert.isString(name, "name");
284
- assert.greaterThan(name.length, 0, "name must be non-empty");
285
-
286
- const existing = this.#scalar_attributes.findIndex(a => a.name === name);
287
- if (existing !== -1) {
288
- return existing;
289
- }
290
-
291
- const index = this.#scalar_attributes.length;
292
- this.#scalar_attributes.push({ name, data: null });
293
- return index;
294
- }
295
-
296
- /**
297
- * @param {string} name
298
- * @return {number} index the attribute was registered with, or -1 if not present.
299
- */
300
- scalarIndex(name) {
301
- return this.#scalar_attributes.findIndex(a => a.name === name);
302
- }
303
-
304
- /**
305
- * @param {string} name
306
- * @return {Float32Array|null} live buffer for the named scalar, or null if not
307
- * registered.
308
- */
309
- getScalarData(name) {
310
- const a = this.#scalar_attributes.find(a => a.name === name);
311
- return a === undefined ? null : a.data;
312
- }
313
-
314
- /**
315
- * @return {{ name: string, data: Float32Array }[]} Live reference; do not mutate.
316
- */
317
- getScalarAttributes() {
318
- return this.#scalar_attributes;
319
- }
320
-
321
- /**
322
- * Allocate all buffers. Must be called before any read/write. After this point,
323
- * resolution and attribute set are frozen.
324
- */
325
- build() {
326
- assert.notOk(this.#built, "build() called twice");
327
- assert.greaterThanOrEqual(this.#resolution[0], 1, "setResolution(...) must be called before build()");
328
-
329
- if (!this.shared_memory) {
330
- this.#allocate(null);
331
- this.#built = true;
332
-
333
- return;
334
- }
335
-
336
- if (typeof SharedArrayBuffer !== "function") {
337
- throw new Error(
338
- "FluidField.shared_memory requires SharedArrayBuffer, which needs a cross-origin isolated page:"
339
- + " serve with 'Cross-Origin-Opener-Policy: same-origin' and 'Cross-Origin-Embedder-Policy: require-corp'."
340
- );
341
- }
342
-
343
- this.#buffer = new SharedArrayBuffer(this.#computeSharedByteLength());
344
- this.#allocate(this.#buffer);
345
- this.#built = true;
346
- }
347
-
348
- /**
349
- * Describe every buffer this field owns, in allocation order.
350
- *
351
- * The order matters for the shared layout: the 4-byte lattices come first,
352
- * then pressure (which may be 2-byte under
353
- * {@link half_precision_pressure}), then the 1-byte masks — so each view's
354
- * offset lands on its own alignment with no padding in the common case.
355
- *
356
- * Both {@link build} and {@link fromSharedDescriptor} derive the layout from
357
- * this same table, which is why a descriptor only has to carry the
358
- * resolution, the scalar names and the pressure precision — never an offset
359
- * table that could drift from the allocation code.
360
- *
361
- * @private
362
- * @returns {{key: string, ctor: Function, length: number, scalar_index: number}[]}
363
- */
364
- #bufferSpecs() {
365
- const rx = this.#resolution[0];
366
- const ry = this.#resolution[1];
367
- const rz = this.#resolution[2];
368
-
369
- const cell_count = rx * ry * rz;
370
- const face_count_x = (rx + 1) * ry * rz;
371
- const face_count_y = rx * (ry + 1) * rz;
372
- const face_count_z = rx * ry * (rz + 1);
373
-
374
- const specs = [
375
- { key: "velocity_x", ctor: Float32Array, length: face_count_x, scalar_index: -1 },
376
- { key: "velocity_y", ctor: Float32Array, length: face_count_y, scalar_index: -1 },
377
- { key: "velocity_z", ctor: Float32Array, length: face_count_z, scalar_index: -1 }
378
- ];
379
-
380
- for (let i = 0; i < this.#scalar_attributes.length; i++) {
381
- specs.push({ key: "", ctor: Float32Array, length: cell_count, scalar_index: i });
382
- }
383
-
384
- specs.push({
385
- key: "pressure",
386
- ctor: this.half_precision_pressure ? Float16Array : Float32Array,
387
- length: cell_count,
388
- scalar_index: -1
389
- });
390
-
391
- specs.push({ key: "solid", ctor: Uint8Array, length: cell_count, scalar_index: -1 });
392
- specs.push({ key: "solid_neighbour_mask", ctor: Uint8Array, length: cell_count, scalar_index: -1 });
393
- specs.push({ key: "pressure_diag", ctor: Uint8Array, length: cell_count, scalar_index: -1 });
394
- specs.push({ key: "face_solid_x", ctor: Uint8Array, length: face_count_x, scalar_index: -1 });
395
- specs.push({ key: "face_solid_y", ctor: Uint8Array, length: face_count_y, scalar_index: -1 });
396
- specs.push({ key: "face_solid_z", ctor: Uint8Array, length: face_count_z, scalar_index: -1 });
397
-
398
- return specs;
399
- }
400
-
401
- /**
402
- * @private
403
- * @returns {number} bytes needed to hold every buffer in one allocation
404
- */
405
- #computeSharedByteLength() {
406
- const specs = this.#bufferSpecs();
407
-
408
- let offset = 0;
409
-
410
- for (let i = 0; i < specs.length; i++) {
411
- const spec = specs[i];
412
- const alignment = spec.ctor.BYTES_PER_ELEMENT;
413
-
414
- offset = Math.ceil(offset / alignment) * alignment;
415
- offset += spec.length * alignment;
416
- }
417
-
418
- return offset;
419
- }
420
-
421
- /**
422
- * Point every buffer at fresh storage — private arrays when `buffer` is
423
- * null, sub-views of a single allocation otherwise.
424
- *
425
- * @private
426
- * @param {SharedArrayBuffer|null} buffer
427
- */
428
- #allocate(buffer) {
429
- const specs = this.#bufferSpecs();
430
-
431
- let offset = 0;
432
-
433
- for (let i = 0; i < specs.length; i++) {
434
- const spec = specs[i];
435
-
436
- let array;
437
-
438
- if (buffer === null) {
439
- array = new spec.ctor(spec.length);
440
- } else {
441
- const alignment = spec.ctor.BYTES_PER_ELEMENT;
442
-
443
- offset = Math.ceil(offset / alignment) * alignment;
444
- array = new spec.ctor(buffer, offset, spec.length);
445
- offset += spec.length * alignment;
446
- }
447
-
448
- if (spec.scalar_index === -1) {
449
- this[spec.key] = array;
450
- } else {
451
- this.#scalar_attributes[spec.scalar_index].data = array;
452
- }
453
- }
454
- }
455
-
456
- /**
457
- * @returns {boolean} whether this field's buffers live in shared memory.
458
- */
459
- isSharedMemory() {
460
- return this.#buffer !== null;
461
- }
462
-
463
- /**
464
- * Everything another thread needs to attach to this exact field. Structured-
465
- * cloneable, and cheap — the buffer is shared, not copied.
466
- *
467
- * @returns {{buffer: SharedArrayBuffer, resolution: number[], scalars: string[], half_precision_pressure: boolean}}
468
- * @throws {Error} if the field is not shared-memory backed
469
- */
470
- getSharedDescriptor() {
471
- if (this.#buffer === null) {
472
- throw new Error("field is not shared-memory backed; set shared_memory = true before build()");
473
- }
474
-
475
- return {
476
- buffer: this.#buffer,
477
- resolution: [this.#resolution[0], this.#resolution[1], this.#resolution[2]],
478
- scalars: this.#scalar_attributes.map(a => a.name),
479
- half_precision_pressure: this.half_precision_pressure
480
- };
481
- }
482
-
483
- /**
484
- * Build a field whose buffers view the memory described by `descriptor` —
485
- * the counterpart to {@link getSharedDescriptor}, used on the worker side.
486
- *
487
- * The result is not a copy: writing through it is writing through the
488
- * original.
489
- *
490
- * @param {{buffer: SharedArrayBuffer, resolution: number[], scalars: string[], half_precision_pressure: boolean}} descriptor
491
- * @returns {FluidField}
492
- */
493
- static fromSharedDescriptor(descriptor) {
494
- const field = new FluidField();
495
-
496
- field.setResolution(descriptor.resolution[0], descriptor.resolution[1], descriptor.resolution[2]);
497
-
498
- for (let i = 0; i < descriptor.scalars.length; i++) {
499
- field.addScalar(descriptor.scalars[i]);
500
- }
501
-
502
- field.half_precision_pressure = descriptor.half_precision_pressure;
503
- field.shared_memory = true;
504
- field.#buffer = descriptor.buffer;
505
- field.#allocate(descriptor.buffer);
506
- field.#built = true;
507
-
508
- return field;
509
- }
510
-
511
- /**
512
- * Linear cell index for integer grid coordinates.
513
- * @param {number} x integer in [0, res_x)
514
- * @param {number} y integer in [0, res_y)
515
- * @param {number} z integer in [0, res_z)
516
- * @return {number} flat index `z * res_x * res_y + y * res_x + x`
517
- */
518
- cellIndex(x, y, z) {
519
- const res_x = this.#resolution[0];
520
- const res_y = this.#resolution[1];
521
- const res_z = this.#resolution[2];
522
- assert.greaterThanOrEqual(x, 0, "x");
523
- assert.lessThan(x, res_x, "x");
524
- assert.greaterThanOrEqual(y, 0, "y");
525
- assert.lessThan(y, res_y, "y");
526
- assert.greaterThanOrEqual(z, 0, "z");
527
- assert.lessThan(z, res_z, "z");
528
- return z * res_x * res_y + y * res_x + x;
529
- }
530
-
531
- /**
532
- * Set the velocity of an integer grid cell: each component is written to
533
- * BOTH faces of the cell along its axis, so sampling at the cell centre
534
- * reads back exactly `(vx, vy, vz)`. Adjacent cells share faces — the
535
- * later write wins on a shared face, exactly like overlapping
536
- * cell-centered writes used to.
537
- * @param {number} x
538
- * @param {number} y
539
- * @param {number} z
540
- * @param {number} vx
541
- * @param {number} vy
542
- * @param {number} vz
543
- */
544
- setVelocityAt(x, y, z, vx, vy, vz) {
545
- this.cellIndex(x, y, z); // asserts bounds
546
- const rx = this.#resolution[0];
547
- const ry = this.#resolution[1];
548
- const sx = rx + 1;
549
- const u = z * sx * ry + y * sx + x;
550
- this.velocity_x[u] = vx;
551
- this.velocity_x[u + 1] = vx;
552
- const v = z * rx * (ry + 1) + y * rx + x;
553
- this.velocity_y[v] = vy;
554
- this.velocity_y[v + rx] = vy;
555
- const w = z * rx * ry + y * rx + x;
556
- this.velocity_z[w] = vz;
557
- this.velocity_z[w + rx * ry] = vz;
558
- }
559
-
560
- /**
561
- * Add to the velocity of an integer grid cell (impulse). Deposits each
562
- * component onto BOTH faces of the cell along its axis; the centre-sampled
563
- * velocity increases by exactly `(dvx, dvy, dvz)`.
564
- * @param {number} x
565
- * @param {number} y
566
- * @param {number} z
567
- * @param {number} dvx
568
- * @param {number} dvy
569
- * @param {number} dvz
570
- */
571
- addVelocityAt(x, y, z, dvx, dvy, dvz) {
572
- this.cellIndex(x, y, z); // asserts bounds
573
- const rx = this.#resolution[0];
574
- const ry = this.#resolution[1];
575
- const sx = rx + 1;
576
- const u = z * sx * ry + y * sx + x;
577
- this.velocity_x[u] += dvx;
578
- this.velocity_x[u + 1] += dvx;
579
- const v = z * rx * (ry + 1) + y * rx + x;
580
- this.velocity_y[v] += dvy;
581
- this.velocity_y[v + rx] += dvy;
582
- const w = z * rx * ry + y * rx + x;
583
- this.velocity_z[w] += dvz;
584
- this.velocity_z[w + rx * ry] += dvz;
585
- }
586
-
587
- /**
588
- * @param {number} attribute_index
589
- * @param {number} x
590
- * @param {number} y
591
- * @param {number} z
592
- * @param {number} value
593
- */
594
- setScalarAtIndex(attribute_index, x, y, z, value) {
595
- assert.greaterThanOrEqual(attribute_index, 0, "attribute_index");
596
- assert.lessThan(attribute_index, this.#scalar_attributes.length, "attribute_index");
597
- const c = this.cellIndex(x, y, z);
598
- this.#scalar_attributes[attribute_index].data[c] = value;
599
- }
600
-
601
- /**
602
- * Mark a cell as solid (wall) or fluid.
603
- * @param {number} x
604
- * @param {number} y
605
- * @param {number} z
606
- * @param {boolean} is_solid
607
- */
608
- setSolidAt(x, y, z, is_solid) {
609
- this.solid[this.cellIndex(x, y, z)] = is_solid ? 1 : 0;
610
- }
611
-
612
- /**
613
- * @param {number} x
614
- * @param {number} y
615
- * @param {number} z
616
- * @return {boolean} true if the cell is marked solid.
617
- */
618
- isSolidAt(x, y, z) {
619
- return this.solid[this.cellIndex(x, y, z)] !== 0;
620
- }
621
-
622
- /**
623
- * Sample velocity at a fractional grid position in CELL-CENTER coordinates
624
- * (positions outside the grid are clamped). Each component is trilinearly
625
- * interpolated on its own staggered face lattice — x-face `i` sits at
626
- * `x = i − 0.5`, so the component is sampled at `x + 0.5` in face-index
627
- * space, and likewise per axis. Writes into `out` and returns it.
628
- * @param {Float32Array|number[]} out Length-3 destination.
629
- * @param {number} x
630
- * @param {number} y
631
- * @param {number} z
632
- * @return {Float32Array|number[]} `out`, for chaining.
633
- */
634
- sampleVelocity(out, x, y, z) {
635
- const res_x = this.#resolution[0];
636
- const res_y = this.#resolution[1];
637
- const res_z = this.#resolution[2];
638
- out[0] = scs3d_sample_linear(this.velocity_x, res_x + 1, res_y, res_z, x + 0.5, y, z);
639
- out[1] = scs3d_sample_linear(this.velocity_y, res_x, res_y + 1, res_z, x, y + 0.5, z);
640
- out[2] = scs3d_sample_linear(this.velocity_z, res_x, res_y, res_z + 1, x, y, z + 0.5);
641
- return out;
642
- }
643
-
644
- /**
645
- * Sample a scalar attribute at a fractional grid position.
646
- * @param {string} name
647
- * @param {number} x
648
- * @param {number} y
649
- * @param {number} z
650
- * @return {number} trilinearly-interpolated value at `(x, y, z)`.
651
- */
652
- sampleScalar(name, x, y, z) {
653
- const data = this.getScalarData(name);
654
- assert.notNull(data, `scalar attribute '${name}'`);
655
- return scs3d_sample_linear(data, this.#resolution[0], this.#resolution[1], this.#resolution[2], x, y, z);
656
- }
657
-
658
- /**
659
- * Strict value equality. Two fields are equal iff they have the same resolution,
660
- * the same set of scalar attributes (matched by name AND index), and the same
661
- * buffer contents in `velocity_*`, `solid`, `pressure`, and each scalar. Pre-build
662
- * fields compare by resolution + attribute names only (their buffers are null).
663
- *
664
- * O(N) — walks every cell. Use {@link hash} for change-detection on hot paths.
665
- *
666
- * @param {FluidField} other
667
- * @return {boolean}
668
- */
669
- equals(other) {
670
- if (other === this) {
671
- return true;
672
- }
673
- if (!(other instanceof FluidField)) {
674
- return false;
675
- }
676
-
677
- if (this.#resolution[0] !== other.#resolution[0]
678
- || this.#resolution[1] !== other.#resolution[1]
679
- || this.#resolution[2] !== other.#resolution[2]) {
680
- return false;
681
- }
682
-
683
- if (this.#built !== other.#built) {
684
- return false;
685
- }
686
-
687
- const my_attrs = this.#scalar_attributes;
688
- const other_attrs = other.#scalar_attributes;
689
- if (my_attrs.length !== other_attrs.length) {
690
- return false;
691
- }
692
- for (let i = 0; i < my_attrs.length; i++) {
693
- if (my_attrs[i].name !== other_attrs[i].name) {
694
- return false;
695
- }
696
- }
697
-
698
- if (!this.#built) {
699
- // Buffers are null on both sides; resolution + names already matched.
700
- return true;
701
- }
702
-
703
- if (!is_typed_array_equals(this.velocity_x, other.velocity_x)
704
- || !is_typed_array_equals(this.velocity_y, other.velocity_y)
705
- || !is_typed_array_equals(this.velocity_z, other.velocity_z)) {
706
- return false;
707
- }
708
- if (!is_typed_array_equals(this.solid, other.solid)) {
709
- return false;
710
- }
711
- if (!is_typed_array_equals(this.pressure, other.pressure)) {
712
- return false;
713
- }
714
- for (let i = 0; i < my_attrs.length; i++) {
715
- if (!is_typed_array_equals(my_attrs[i].data, other_attrs[i].data)) {
716
- return false;
717
- }
718
- }
719
- return true;
720
- }
721
-
722
- /**
723
- * Fast hash suitable for change-detection. Combines the resolution and a *sparse*
724
- * sample of the velocity_x buffer — {@link sparse_typed_array_hash} only inspects
725
- * the first ~1024 cells with stride enough to take ~31 samples, regardless of how
726
- * large the field is. The hash will catch most local edits to the velocity field
727
- * but is not a content-perfect fingerprint; for that, fall through to
728
- * {@link equals}.
729
- *
730
- * Constant-time relative to grid size in the common case.
731
- *
732
- * @return {number}
733
- */
734
- hash() {
735
- const velocity_sample = this.#built
736
- ? sparse_typed_array_hash(this.velocity_x, 0, this.velocity_x.length)
737
- : 0;
738
- return combine_hash(
739
- this.#resolution[0],
740
- this.#resolution[1],
741
- this.#resolution[2],
742
- this.#scalar_attributes.length,
743
- velocity_sample
744
- );
745
- }
746
-
747
- /**
748
- * Rebuild {@link solid_neighbour_mask} and {@link pressure_diag} from the
749
- * current {@link solid} buffer.
750
- *
751
- * O(N) — two byte-writes per cell, six byte-reads per cell. Called by the
752
- * simulator once per step and at the top of each direct project() call, so
753
- * callers never have to remember to invalidate the mask after mutating
754
- * solids; the cost is amortized across the SOR sweep's many iterations.
755
- *
756
- * Encoding: see {@link solid_neighbour_mask} and {@link pressure_diag}.
757
- */
758
- recomputeSolidNeighbourMask() {
759
- if (!this.#built) {
760
- return;
761
- }
762
- v3_grid_compute_solid_neighbour_mask(
763
- this.solid_neighbour_mask,
764
- this.pressure_diag,
765
- this.solid,
766
- this.#resolution[0], this.#resolution[1], this.#resolution[2]
767
- );
768
- v3_mac_compute_face_solid(
769
- this.face_solid_x, this.face_solid_y, this.face_solid_z,
770
- this.velocity_x, this.velocity_y, this.velocity_z,
771
- this.solid,
772
- this.#resolution[0], this.#resolution[1], this.#resolution[2]
773
- );
774
- }
775
-
776
- /**
777
- * Translate the field's contents by `(shift_x, shift_y, shift_z)` grid cells —
778
- * called when the field's world-space origin moves, so the fluid data (anchored
779
- * to world space) follows. Every owned buffer (velocity_x/y/z, solid, pressure,
780
- * each scalar attribute) is shifted, then the newly-exposed edges are patched
781
- * via {@link v3_grid_patch_edges_uniform} (zero-gradient Neumann extrapolation —
782
- * "the field is locally uniform").
783
- *
784
- * Direction convention matches the primitive: positive shift means the grid's
785
- * world origin moved in that direction, so each cell takes the value previously
786
- * at its `+shift` neighbour.
787
- *
788
- * `(0, 0, 0)` is a no-op; |shift| ≥ res on any axis zero-fills (no valid source
789
- * left to replicate from). Pre-build fields (buffers null) are no-op'd.
790
- *
791
- * The solid mask is migrated like every other buffer — solids are anchored to
792
- * world space exactly like the fluid they bound, so a wall must stay where the
793
- * world says it is when the grid hops a cell. Newly scrolled-in cells become
794
- * fluid (`0`): the field knows nothing about un-simulated space, and "empty
795
- * until a voxelizer says otherwise" is the only honest default. Callers that
796
- * voxelize scene geometry can keep overwriting the mask each tick — the
797
- * migrated values are then simply replaced. (Earlier behaviour cleared the
798
- * whole mask on shift, which made every grid hop simulate one tick with no
799
- * walls anywhere — fluid leaked through geometry until the caller re-splatted.)
800
- *
801
- * The derived {@link solid_neighbour_mask} is refreshed here too, so the field
802
- * stays self-consistent for direct kernel users; the simulator's per-step
803
- * refresh makes this redundant in the ECS path but shifts are rare (once per
804
- * cell crossing) and the pass is one byte-write per cell.
805
- *
806
- * @param {number} shift_x integer
807
- * @param {number} shift_y integer
808
- * @param {number} shift_z integer
809
- */
810
- shift(shift_x, shift_y, shift_z) {
811
- if (!this.#built) {
812
- return;
813
- }
814
- if (shift_x === 0 && shift_y === 0 && shift_z === 0) {
815
- return;
816
- }
817
-
818
- const rx = this.#resolution[0];
819
- const ry = this.#resolution[1];
820
- const rz = this.#resolution[2];
821
-
822
- // Velocity components — each face grid shifts with its own dimensions.
823
- // Faces ride along with the cells (face i sits between cells i−1 and
824
- // i), so the integer cell shift applies unchanged on the face lattice.
825
- v3_grid_shift_in_place(this.velocity_x, rx + 1, ry, rz, shift_x, shift_y, shift_z);
826
- v3_grid_patch_edges_uniform(this.velocity_x, rx + 1, ry, rz, shift_x, shift_y, shift_z);
827
-
828
- v3_grid_shift_in_place(this.velocity_y, rx, ry + 1, rz, shift_x, shift_y, shift_z);
829
- v3_grid_patch_edges_uniform(this.velocity_y, rx, ry + 1, rz, shift_x, shift_y, shift_z);
830
-
831
- v3_grid_shift_in_place(this.velocity_z, rx, ry, rz + 1, shift_x, shift_y, shift_z);
832
- v3_grid_patch_edges_uniform(this.velocity_z, rx, ry, rz + 1, shift_x, shift_y, shift_z);
833
-
834
- // Solid mask — world-anchored like the fluid; scrolled-in cells are fluid.
835
- // recomputeSolidNeighbourMask refreshes every derived mask (cell + face).
836
- v3_grid_shift_in_place(this.solid, rx, ry, rz, shift_x, shift_y, shift_z);
837
- v3_grid_patch_edges_constant(this.solid, rx, ry, rz, shift_x, shift_y, shift_z, 0);
838
- this.recomputeSolidNeighbourMask();
839
-
840
- // Pressure (warm-start state, carried across steps).
841
- v3_grid_shift_in_place(this.pressure, rx, ry, rz, shift_x, shift_y, shift_z);
842
- v3_grid_patch_edges_uniform(this.pressure, rx, ry, rz, shift_x, shift_y, shift_z);
843
-
844
- // Scalar attributes.
845
- for (let i = 0; i < this.#scalar_attributes.length; i++) {
846
- const data = this.#scalar_attributes[i].data;
847
- v3_grid_shift_in_place(data, rx, ry, rz, shift_x, shift_y, shift_z);
848
- v3_grid_patch_edges_uniform(data, rx, ry, rz, shift_x, shift_y, shift_z);
849
- }
850
- }
851
-
852
- /**
853
- * Zero velocity, pressure, and all scalar attributes. Solid mask is preserved.
854
- * Pressure is cleared to drop the warm-start (otherwise the next step's solve
855
- * begins from a stale solution that no longer matches the zero velocity).
856
- */
857
- clear() {
858
- assert.ok(this.#built, "build() must be called before clear()");
859
- this.velocity_x.fill(0);
860
- this.velocity_y.fill(0);
861
- this.velocity_z.fill(0);
862
- this.pressure.fill(0);
863
- for (const attr of this.#scalar_attributes) {
864
- attr.data.fill(0);
865
- }
866
- }
867
- }
1
+ import { assert } from "../../../core/assert.js";
2
+ import { combine_hash } from "../../../core/collection/array/combine_hash.js";
3
+ import { is_typed_array_equals } from "../../../core/collection/array/typed/is_typed_array_equals.js";
4
+ import { sparse_typed_array_hash } from "../../../core/collection/array/typed/sparse_typed_array_hash.js";
5
+ import { scs3d_sample_linear } from "../../graphics/texture/3d/scs3d_sample_linear.js";
6
+ import { v3_grid_compute_solid_neighbour_mask } from "./solver/v3_grid_compute_solid_neighbour_mask.js";
7
+ import { v3_grid_patch_edges_constant } from "./solver/v3_grid_patch_edges_constant.js";
8
+ import { v3_grid_patch_edges_uniform } from "./solver/v3_grid_patch_edges_uniform.js";
9
+ import { v3_grid_shift_in_place } from "./solver/v3_grid_shift_in_place.js";
10
+ import { v3_mac_compute_face_solid } from "./solver/v3_mac_compute_face_solid.js";
11
+
12
+ /**
13
+ * 3D Eulerian grid for the fluid simulator — MAC (marker-and-cell) staggered
14
+ * layout: pressure, solids and scalars live at cell centers; each velocity
15
+ * component lives on the cell FACES normal to it (Harlow & Welch 1965).
16
+ *
17
+ * Staggering makes the discrete divergence and pressure gradient exact
18
+ * adjoints, so projection drives divergence to actual zero (no collocated
19
+ * operator-mismatch floor, no projection-invisible checkerboard modes) and
20
+ * solid boundaries pin the exact normal face velocity (true no-penetration).
21
+ *
22
+ * Holds three face-centered velocity components, a per-cell `solid` mask, and any
23
+ * number of user-defined cell-centered passive scalar attributes transported by
24
+ * the flow.
25
+ *
26
+ * Holds only state whose value carries information across step boundaries. The
27
+ * simulator's transient working memory (per-step velocity snapshots, divergence,
28
+ * diffusion / scalar ping-pong scratch) lives on the simulator. `pressure` is the
29
+ * one exception: it's warm-started each step from the previous solve, so its value
30
+ * is genuine cross-step state and belongs here.
31
+ *
32
+ * All typed array references are STABLE for the lifetime of the field. External
33
+ * consumers can safely cache references returned from {@link getScalarData},
34
+ * {@link velocity_x}, etc.
35
+ *
36
+ * @see "Real-Time Fluid Dynamics for Games" (Stam, 2003)
37
+ * @see GDC 2019 talk "Wind Simulation in God of War" (Rupert Renard) for the wider
38
+ * effector-driven design pattern this package is moving toward.
39
+ */
40
+ export class FluidField {
41
+
42
+ /**
43
+ * Grid dimensions in cells, `[x, y, z]`.
44
+ * @type {[number, number, number]}
45
+ */
46
+ #resolution = [0, 0, 0];
47
+
48
+ /**
49
+ * Velocity X component on x-faces. Length `(res_x+1) * res_y * res_z`,
50
+ * indexed by `z * (res_x+1) * res_y + y * (res_x+1) + x` with
51
+ * `x ∈ [0, res_x]`. Face `(x, y, z)` sits between cells `(x−1, y, z)` and
52
+ * `(x, y, z)` — at grid-space position `(x − 0.5, y, z)` in the
53
+ * cell-center coordinate frame.
54
+ * @type {Float32Array|null}
55
+ */
56
+ velocity_x = null;
57
+
58
+ /**
59
+ * Velocity Y component on y-faces. Length `res_x * (res_y+1) * res_z`,
60
+ * indexed by `z * res_x * (res_y+1) + y * res_x + x` with `y ∈ [0, res_y]`.
61
+ * @type {Float32Array|null}
62
+ */
63
+ velocity_y = null;
64
+
65
+ /**
66
+ * Velocity Z component on z-faces. Length `res_x * res_y * (res_z+1)`,
67
+ * indexed by `z * res_x * res_y + y * res_x + x` with `z ∈ [0, res_z]`
68
+ * (the face slice size equals the cell slice size).
69
+ * @type {Float32Array|null}
70
+ */
71
+ velocity_z = null;
72
+
73
+ /**
74
+ * Per-cell solid flag. `0` = fluid, non-zero = solid (wall). Always allocated by
75
+ * {@link build} (zero-filled — every cell defaults to fluid). The solver and every
76
+ * effector read this unconditionally, so the array is part of the field's
77
+ * uniform shape, not an optional add-on.
78
+ * @type {Uint8Array|null}
79
+ */
80
+ solid = null;
81
+
82
+ /**
83
+ * Per-cell pre-baked neighbourhood mask consumed by the pressure SOR loop.
84
+ * One byte per cell encoding which of the 6 cardinal neighbours are fluid:
85
+ *
86
+ * bit 0 (= 1) : -x neighbour is fluid (in-bounds AND non-solid)
87
+ * bit 1 (= 2) : +x neighbour is fluid
88
+ * bit 2 (= 4) : -y neighbour is fluid
89
+ * bit 3 (= 8) : +y neighbour is fluid
90
+ * bit 4 (= 16) : -z neighbour is fluid
91
+ * bit 5 (= 32) : +z neighbour is fluid
92
+ * bit 7 (= 128) : this cell is itself solid
93
+ *
94
+ * A solid cell encodes as `128` (bit 7 set, neighbour bits clear) and an
95
+ * isolated fluid cell as `0`, so the SOR / PCG loops' `if ((mask & 63) === 0)
96
+ * continue` skip handles both "this cell is solid" and "this fluid cell is
97
+ * isolated" with a single comparison instead of one solid-self-check plus six
98
+ * solid-neighbour-checks plus six boundary checks. Bit 7 additionally lets
99
+ * {@link v3_grid_subtract_pressure_gradient} zero solid-cell velocity without
100
+ * consulting the {@link solid} array.
101
+ *
102
+ * Computed once by {@link recomputeSolidNeighbourMask} after every solid-mask
103
+ * mutation. The simulator runs that recompute once per step (after effectors,
104
+ * which may splat solids) and at the top of every direct project() call, so
105
+ * callers never have to remember to invalidate it; the per-step cost is one
106
+ * O(N) byte-pass against the bandwidth-bound SOR sweep that runs many
107
+ * iterations per call. {@link shift} also refreshes it after migrating the
108
+ * solid mask.
109
+ *
110
+ * @type {Uint8Array|null}
111
+ */
112
+ solid_neighbour_mask = null;
113
+
114
+ /**
115
+ * Per-face "pinned" mask for x-faces: `1` where either adjacent cell is
116
+ * solid — the face's normal velocity is a boundary condition (0 for
117
+ * static solids), not a degree of freedom. Same length and indexing as
118
+ * {@link velocity_x}. Baked by {@link recomputeSolidNeighbourMask} via
119
+ * {@link v3_mac_compute_face_solid}; domain-edge faces stay 0 (open).
120
+ * @type {Uint8Array|null}
121
+ */
122
+ face_solid_x = null;
123
+
124
+ /**
125
+ * y-face pinned mask — see {@link face_solid_x}.
126
+ * @type {Uint8Array|null}
127
+ */
128
+ face_solid_y = null;
129
+
130
+ /**
131
+ * z-face pinned mask — see {@link face_solid_x}.
132
+ * @type {Uint8Array|null}
133
+ */
134
+ face_solid_z = null;
135
+
136
+ /**
137
+ * Per-cell pressure-Laplacian diagonal, baked alongside
138
+ * {@link solid_neighbour_mask} by the same kernel pass:
139
+ *
140
+ * diag = (# fluid neighbours) + (# open faces)
141
+ *
142
+ * where an open face is one on the domain edge (out-of-bounds neighbour).
143
+ * The domain edge is an OPEN boundary — ghost pressure 0 — so flow can
144
+ * vent through it; solid faces are reflecting (Neumann) and drop out of
145
+ * the diagonal. A solid cell, or a fluid cell sealed on all six faces,
146
+ * has `diag = 0`, which is the solvers' single skip test. Sealed domains
147
+ * are built explicitly by lining the boundary with solid cells.
148
+ *
149
+ * Same freshness contract as {@link solid_neighbour_mask}.
150
+ *
151
+ * @type {Uint8Array|null}
152
+ */
153
+ pressure_diag = null;
154
+
155
+ /**
156
+ * Pressure field from the most recent projection. Owned by the field rather than
157
+ * the simulator because the simulator warm-starts each solve from the previous
158
+ * result — step N+1 depends on the value step N wrote here. If this lived on the
159
+ * simulator, replacing the simulator instance between steps would silently degrade
160
+ * convergence at the same iteration count.
161
+ *
162
+ * Storage type is {@link Float32Array} by default, or {@link Float16Array} when
163
+ * {@link half_precision_pressure} is enabled before build — see that field for
164
+ * the bandwidth-vs-quality trade-off.
165
+ *
166
+ * Safe to read for debug visualisation. Don't mutate.
167
+ * @type {Float32Array|Float16Array|null}
168
+ */
169
+ pressure = null;
170
+
171
+ /**
172
+ * Allocate {@link pressure} as {@link Float16Array} instead of {@link Float32Array}.
173
+ *
174
+ * **Currently slower in V8 — keep `false`.** The intent of this option is to
175
+ * halve the memory bandwidth on the pressure SOR sweep (the simulator's
176
+ * hottest, bandwidth-bound loop). On hardware with F16C the per-cell f16↔f32
177
+ * conversion is ~1 cycle and the bandwidth saving wins. In V8 as of Node 24
178
+ * the conversion path is not yet specialized — each read of `pressure[i]`
179
+ * goes through a slow generic Float16 unboxing routine, and the result is
180
+ * the opposite of what you'd expect: bench at 64³ shows **49% slower** with
181
+ * f16, at 128³ **28% slower** (see `bench: half_precision_pressure on/off`
182
+ * in bench.spec.js). The bandwidth-savings story still holds in principle;
183
+ * it'll likely become a real win once V8 adds inline support for
184
+ * Float16Array access (the typed array landed in Node 24 / TC39 Stage 4 only
185
+ * recently).
186
+ *
187
+ * Cost when it does win: Float16 has ~3 decimal digits of precision. The SOR
188
+ * iterate rounds to f16 on every write, so iteration error can't fall below
189
+ * ~10⁻³ relative. Bench currently shows max|div| within 8% of the f32
190
+ * baseline at 64³ and 128³ — acceptable for visual sim but not for
191
+ * quantitative pressure use.
192
+ *
193
+ * Must be set before {@link build}.
194
+ *
195
+ * The simulator's internal divergence scratch follows this type automatically
196
+ * (re-allocated to match `pressure.constructor` on each project call).
197
+ *
198
+ * @type {boolean}
199
+ */
200
+ half_precision_pressure = false;
201
+
202
+ /**
203
+ * Back every buffer with a single {@link SharedArrayBuffer} instead of
204
+ * separate private allocations, so the field can be stepped by a worker
205
+ * thread in place — see {@link WorkerFluidSystem}.
206
+ *
207
+ * Must be set before {@link build}. Requires a cross-origin isolated page
208
+ * (`Cross-Origin-Opener-Policy: same-origin` +
209
+ * `Cross-Origin-Embedder-Policy: require-corp`); {@link build} throws
210
+ * otherwise rather than quietly falling back to private memory, which for a
211
+ * worker bridge would mean each thread mutating a copy the other never sees.
212
+ *
213
+ * One buffer rather than one per lattice so the whole field travels to the
214
+ * worker as a single object, and so the layout is described by
215
+ * {@link getSharedDescriptor} rather than a dozen handles.
216
+ *
217
+ * Has no effect on the field's semantics: the same buffers, the same
218
+ * contents, the same stable references.
219
+ *
220
+ * @type {boolean}
221
+ */
222
+ shared_memory = false;
223
+
224
+ /**
225
+ * The backing buffer when {@link shared_memory} is set, else null.
226
+ * @type {SharedArrayBuffer|null}
227
+ */
228
+ #buffer = null;
229
+
230
+ /**
231
+ * @type {{ name: string, data: Float32Array }[]}
232
+ */
233
+ #scalar_attributes = [];
234
+
235
+ #built = false;
236
+
237
+ /**
238
+ * Set the grid dimensions in cells. Must be called before {@link build}; throws if
239
+ * the field is already built.
240
+ * @param {number} res_x positive integer
241
+ * @param {number} res_y positive integer
242
+ * @param {number} res_z positive integer
243
+ */
244
+ setResolution(res_x, res_y, res_z) {
245
+ assert.notOk(this.#built, "resolution cannot be changed after build()");
246
+ assert.isPositiveInteger(res_x, "res_x");
247
+ assert.isPositiveInteger(res_y, "res_y");
248
+ assert.isPositiveInteger(res_z, "res_z");
249
+
250
+ this.#resolution[0] = res_x;
251
+ this.#resolution[1] = res_y;
252
+ this.#resolution[2] = res_z;
253
+ }
254
+
255
+ /**
256
+ * @return {[number, number, number]} A reference to the internal resolution array.
257
+ * Do not mutate.
258
+ */
259
+ getResolution() {
260
+ return this.#resolution;
261
+ }
262
+
263
+ /**
264
+ * @return {number} `res_x * res_y * res_z`. Zero until {@link setResolution} is
265
+ * called.
266
+ */
267
+ cellCount() {
268
+ return this.#resolution[0] * this.#resolution[1] * this.#resolution[2];
269
+ }
270
+
271
+ /**
272
+ * Register a passive scalar attribute (density, temperature, dye, etc.) that will be
273
+ * advected by the velocity field each step. Idempotent — re-adding an existing name
274
+ * returns the existing index.
275
+ *
276
+ * Must be called before {@link build}.
277
+ *
278
+ * @param {string} name
279
+ * @return {number} index of the attribute (use with {@link setScalarAtIndex})
280
+ */
281
+ addScalar(name) {
282
+ assert.notOk(this.#built, "addScalar cannot be called after build()");
283
+ assert.isString(name, "name");
284
+ assert.greaterThan(name.length, 0, "name must be non-empty");
285
+
286
+ const existing = this.#scalar_attributes.findIndex(a => a.name === name);
287
+ if (existing !== -1) {
288
+ return existing;
289
+ }
290
+
291
+ const index = this.#scalar_attributes.length;
292
+ this.#scalar_attributes.push({ name, data: null });
293
+ return index;
294
+ }
295
+
296
+ /**
297
+ * @param {string} name
298
+ * @return {number} index the attribute was registered with, or -1 if not present.
299
+ */
300
+ scalarIndex(name) {
301
+ return this.#scalar_attributes.findIndex(a => a.name === name);
302
+ }
303
+
304
+ /**
305
+ * @param {string} name
306
+ * @return {Float32Array|null} live buffer for the named scalar, or null if not
307
+ * registered.
308
+ */
309
+ getScalarData(name) {
310
+ const a = this.#scalar_attributes.find(a => a.name === name);
311
+ return a === undefined ? null : a.data;
312
+ }
313
+
314
+ /**
315
+ * @return {{ name: string, data: Float32Array }[]} Live reference; do not mutate.
316
+ */
317
+ getScalarAttributes() {
318
+ return this.#scalar_attributes;
319
+ }
320
+
321
+ /**
322
+ * Allocate all buffers. Must be called before any read/write. After this point,
323
+ * resolution and attribute set are frozen.
324
+ */
325
+ build() {
326
+ assert.notOk(this.#built, "build() called twice");
327
+ assert.greaterThanOrEqual(this.#resolution[0], 1, "setResolution(...) must be called before build()");
328
+
329
+ if (!this.shared_memory) {
330
+ this.#allocate(null);
331
+ this.#built = true;
332
+
333
+ return;
334
+ }
335
+
336
+ if (typeof SharedArrayBuffer !== "function") {
337
+ throw new Error(
338
+ "FluidField.shared_memory requires SharedArrayBuffer, which needs a cross-origin isolated page:"
339
+ + " serve with 'Cross-Origin-Opener-Policy: same-origin' and 'Cross-Origin-Embedder-Policy: require-corp'."
340
+ );
341
+ }
342
+
343
+ this.#buffer = new SharedArrayBuffer(this.#computeSharedByteLength());
344
+ this.#allocate(this.#buffer);
345
+ this.#built = true;
346
+ }
347
+
348
+ /**
349
+ * Describe every buffer this field owns, in allocation order.
350
+ *
351
+ * The order matters for the shared layout: the 4-byte lattices come first,
352
+ * then pressure (which may be 2-byte under
353
+ * {@link half_precision_pressure}), then the 1-byte masks — so each view's
354
+ * offset lands on its own alignment with no padding in the common case.
355
+ *
356
+ * Both {@link build} and {@link fromSharedDescriptor} derive the layout from
357
+ * this same table, which is why a descriptor only has to carry the
358
+ * resolution, the scalar names and the pressure precision — never an offset
359
+ * table that could drift from the allocation code.
360
+ *
361
+ * @private
362
+ * @returns {{key: string, ctor: Function, length: number, scalar_index: number}[]}
363
+ */
364
+ #bufferSpecs() {
365
+ const rx = this.#resolution[0];
366
+ const ry = this.#resolution[1];
367
+ const rz = this.#resolution[2];
368
+
369
+ const cell_count = rx * ry * rz;
370
+ const face_count_x = (rx + 1) * ry * rz;
371
+ const face_count_y = rx * (ry + 1) * rz;
372
+ const face_count_z = rx * ry * (rz + 1);
373
+
374
+ const specs = [
375
+ { key: "velocity_x", ctor: Float32Array, length: face_count_x, scalar_index: -1 },
376
+ { key: "velocity_y", ctor: Float32Array, length: face_count_y, scalar_index: -1 },
377
+ { key: "velocity_z", ctor: Float32Array, length: face_count_z, scalar_index: -1 }
378
+ ];
379
+
380
+ for (let i = 0; i < this.#scalar_attributes.length; i++) {
381
+ specs.push({ key: "", ctor: Float32Array, length: cell_count, scalar_index: i });
382
+ }
383
+
384
+ specs.push({
385
+ key: "pressure",
386
+ ctor: this.half_precision_pressure ? Float16Array : Float32Array,
387
+ length: cell_count,
388
+ scalar_index: -1
389
+ });
390
+
391
+ specs.push({ key: "solid", ctor: Uint8Array, length: cell_count, scalar_index: -1 });
392
+ specs.push({ key: "solid_neighbour_mask", ctor: Uint8Array, length: cell_count, scalar_index: -1 });
393
+ specs.push({ key: "pressure_diag", ctor: Uint8Array, length: cell_count, scalar_index: -1 });
394
+ specs.push({ key: "face_solid_x", ctor: Uint8Array, length: face_count_x, scalar_index: -1 });
395
+ specs.push({ key: "face_solid_y", ctor: Uint8Array, length: face_count_y, scalar_index: -1 });
396
+ specs.push({ key: "face_solid_z", ctor: Uint8Array, length: face_count_z, scalar_index: -1 });
397
+
398
+ return specs;
399
+ }
400
+
401
+ /**
402
+ * @private
403
+ * @returns {number} bytes needed to hold every buffer in one allocation
404
+ */
405
+ #computeSharedByteLength() {
406
+ const specs = this.#bufferSpecs();
407
+
408
+ let offset = 0;
409
+
410
+ for (let i = 0; i < specs.length; i++) {
411
+ const spec = specs[i];
412
+ const alignment = spec.ctor.BYTES_PER_ELEMENT;
413
+
414
+ offset = Math.ceil(offset / alignment) * alignment;
415
+ offset += spec.length * alignment;
416
+ }
417
+
418
+ return offset;
419
+ }
420
+
421
+ /**
422
+ * Point every buffer at fresh storage — private arrays when `buffer` is
423
+ * null, sub-views of a single allocation otherwise.
424
+ *
425
+ * @private
426
+ * @param {SharedArrayBuffer|null} buffer
427
+ */
428
+ #allocate(buffer) {
429
+ const specs = this.#bufferSpecs();
430
+
431
+ let offset = 0;
432
+
433
+ for (let i = 0; i < specs.length; i++) {
434
+ const spec = specs[i];
435
+
436
+ let array;
437
+
438
+ if (buffer === null) {
439
+ array = new spec.ctor(spec.length);
440
+ } else {
441
+ const alignment = spec.ctor.BYTES_PER_ELEMENT;
442
+
443
+ offset = Math.ceil(offset / alignment) * alignment;
444
+ array = new spec.ctor(buffer, offset, spec.length);
445
+ offset += spec.length * alignment;
446
+ }
447
+
448
+ if (spec.scalar_index === -1) {
449
+ this[spec.key] = array;
450
+ } else {
451
+ this.#scalar_attributes[spec.scalar_index].data = array;
452
+ }
453
+ }
454
+ }
455
+
456
+ /**
457
+ * @returns {boolean} whether this field's buffers live in shared memory.
458
+ */
459
+ isSharedMemory() {
460
+ return this.#buffer !== null;
461
+ }
462
+
463
+ /**
464
+ * Everything another thread needs to attach to this exact field. Structured-
465
+ * cloneable, and cheap — the buffer is shared, not copied.
466
+ *
467
+ * @returns {{buffer: SharedArrayBuffer, resolution: number[], scalars: string[], half_precision_pressure: boolean}}
468
+ * @throws {Error} if the field is not shared-memory backed
469
+ */
470
+ getSharedDescriptor() {
471
+ if (this.#buffer === null) {
472
+ throw new Error("field is not shared-memory backed; set shared_memory = true before build()");
473
+ }
474
+
475
+ return {
476
+ buffer: this.#buffer,
477
+ resolution: [this.#resolution[0], this.#resolution[1], this.#resolution[2]],
478
+ scalars: this.#scalar_attributes.map(a => a.name),
479
+ half_precision_pressure: this.half_precision_pressure
480
+ };
481
+ }
482
+
483
+ /**
484
+ * Build a field whose buffers view the memory described by `descriptor` —
485
+ * the counterpart to {@link getSharedDescriptor}, used on the worker side.
486
+ *
487
+ * The result is not a copy: writing through it is writing through the
488
+ * original.
489
+ *
490
+ * @param {{buffer: SharedArrayBuffer, resolution: number[], scalars: string[], half_precision_pressure: boolean}} descriptor
491
+ * @returns {FluidField}
492
+ */
493
+ static fromSharedDescriptor(descriptor) {
494
+ const field = new FluidField();
495
+
496
+ field.setResolution(descriptor.resolution[0], descriptor.resolution[1], descriptor.resolution[2]);
497
+
498
+ for (let i = 0; i < descriptor.scalars.length; i++) {
499
+ field.addScalar(descriptor.scalars[i]);
500
+ }
501
+
502
+ field.half_precision_pressure = descriptor.half_precision_pressure;
503
+ field.shared_memory = true;
504
+ field.#buffer = descriptor.buffer;
505
+ field.#allocate(descriptor.buffer);
506
+ field.#built = true;
507
+
508
+ return field;
509
+ }
510
+
511
+ /**
512
+ * Linear cell index for integer grid coordinates.
513
+ * @param {number} x integer in [0, res_x)
514
+ * @param {number} y integer in [0, res_y)
515
+ * @param {number} z integer in [0, res_z)
516
+ * @return {number} flat index `z * res_x * res_y + y * res_x + x`
517
+ */
518
+ cellIndex(x, y, z) {
519
+ const res_x = this.#resolution[0];
520
+ const res_y = this.#resolution[1];
521
+ const res_z = this.#resolution[2];
522
+ assert.greaterThanOrEqual(x, 0, "x");
523
+ assert.lessThan(x, res_x, "x");
524
+ assert.greaterThanOrEqual(y, 0, "y");
525
+ assert.lessThan(y, res_y, "y");
526
+ assert.greaterThanOrEqual(z, 0, "z");
527
+ assert.lessThan(z, res_z, "z");
528
+ return z * res_x * res_y + y * res_x + x;
529
+ }
530
+
531
+ /**
532
+ * Set the velocity of an integer grid cell: each component is written to
533
+ * BOTH faces of the cell along its axis, so sampling at the cell centre
534
+ * reads back exactly `(vx, vy, vz)`. Adjacent cells share faces — the
535
+ * later write wins on a shared face, exactly like overlapping
536
+ * cell-centered writes used to.
537
+ * @param {number} x
538
+ * @param {number} y
539
+ * @param {number} z
540
+ * @param {number} vx
541
+ * @param {number} vy
542
+ * @param {number} vz
543
+ */
544
+ setVelocityAt(x, y, z, vx, vy, vz) {
545
+ this.cellIndex(x, y, z); // asserts bounds
546
+ const rx = this.#resolution[0];
547
+ const ry = this.#resolution[1];
548
+ const sx = rx + 1;
549
+ const u = z * sx * ry + y * sx + x;
550
+ this.velocity_x[u] = vx;
551
+ this.velocity_x[u + 1] = vx;
552
+ const v = z * rx * (ry + 1) + y * rx + x;
553
+ this.velocity_y[v] = vy;
554
+ this.velocity_y[v + rx] = vy;
555
+ const w = z * rx * ry + y * rx + x;
556
+ this.velocity_z[w] = vz;
557
+ this.velocity_z[w + rx * ry] = vz;
558
+ }
559
+
560
+ /**
561
+ * Add to the velocity of an integer grid cell (impulse). Deposits each
562
+ * component onto BOTH faces of the cell along its axis; the centre-sampled
563
+ * velocity increases by exactly `(dvx, dvy, dvz)`.
564
+ * @param {number} x
565
+ * @param {number} y
566
+ * @param {number} z
567
+ * @param {number} dvx
568
+ * @param {number} dvy
569
+ * @param {number} dvz
570
+ */
571
+ addVelocityAt(x, y, z, dvx, dvy, dvz) {
572
+ this.cellIndex(x, y, z); // asserts bounds
573
+ const rx = this.#resolution[0];
574
+ const ry = this.#resolution[1];
575
+ const sx = rx + 1;
576
+ const u = z * sx * ry + y * sx + x;
577
+ this.velocity_x[u] += dvx;
578
+ this.velocity_x[u + 1] += dvx;
579
+ const v = z * rx * (ry + 1) + y * rx + x;
580
+ this.velocity_y[v] += dvy;
581
+ this.velocity_y[v + rx] += dvy;
582
+ const w = z * rx * ry + y * rx + x;
583
+ this.velocity_z[w] += dvz;
584
+ this.velocity_z[w + rx * ry] += dvz;
585
+ }
586
+
587
+ /**
588
+ * @param {number} attribute_index
589
+ * @param {number} x
590
+ * @param {number} y
591
+ * @param {number} z
592
+ * @param {number} value
593
+ */
594
+ setScalarAtIndex(attribute_index, x, y, z, value) {
595
+ assert.greaterThanOrEqual(attribute_index, 0, "attribute_index");
596
+ assert.lessThan(attribute_index, this.#scalar_attributes.length, "attribute_index");
597
+ const c = this.cellIndex(x, y, z);
598
+ this.#scalar_attributes[attribute_index].data[c] = value;
599
+ }
600
+
601
+ /**
602
+ * Mark a cell as solid (wall) or fluid.
603
+ * @param {number} x
604
+ * @param {number} y
605
+ * @param {number} z
606
+ * @param {boolean} is_solid
607
+ */
608
+ setSolidAt(x, y, z, is_solid) {
609
+ this.solid[this.cellIndex(x, y, z)] = is_solid ? 1 : 0;
610
+ }
611
+
612
+ /**
613
+ * @param {number} x
614
+ * @param {number} y
615
+ * @param {number} z
616
+ * @return {boolean} true if the cell is marked solid.
617
+ */
618
+ isSolidAt(x, y, z) {
619
+ return this.solid[this.cellIndex(x, y, z)] !== 0;
620
+ }
621
+
622
+ /**
623
+ * Sample velocity at a fractional grid position in CELL-CENTER coordinates
624
+ * (positions outside the grid are clamped). Each component is trilinearly
625
+ * interpolated on its own staggered face lattice — x-face `i` sits at
626
+ * `x = i − 0.5`, so the component is sampled at `x + 0.5` in face-index
627
+ * space, and likewise per axis. Writes into `out` and returns it.
628
+ * @param {Float32Array|number[]} out Length-3 destination.
629
+ * @param {number} x
630
+ * @param {number} y
631
+ * @param {number} z
632
+ * @return {Float32Array|number[]} `out`, for chaining.
633
+ */
634
+ sampleVelocity(out, x, y, z) {
635
+ const res_x = this.#resolution[0];
636
+ const res_y = this.#resolution[1];
637
+ const res_z = this.#resolution[2];
638
+ out[0] = scs3d_sample_linear(this.velocity_x, res_x + 1, res_y, res_z, x + 0.5, y, z);
639
+ out[1] = scs3d_sample_linear(this.velocity_y, res_x, res_y + 1, res_z, x, y + 0.5, z);
640
+ out[2] = scs3d_sample_linear(this.velocity_z, res_x, res_y, res_z + 1, x, y, z + 0.5);
641
+ return out;
642
+ }
643
+
644
+ /**
645
+ * Sample a scalar attribute at a fractional grid position.
646
+ * @param {string} name
647
+ * @param {number} x
648
+ * @param {number} y
649
+ * @param {number} z
650
+ * @return {number} trilinearly-interpolated value at `(x, y, z)`.
651
+ */
652
+ sampleScalar(name, x, y, z) {
653
+ const data = this.getScalarData(name);
654
+ assert.notNull(data, `scalar attribute '${name}'`);
655
+ return scs3d_sample_linear(data, this.#resolution[0], this.#resolution[1], this.#resolution[2], x, y, z);
656
+ }
657
+
658
+ /**
659
+ * Strict value equality. Two fields are equal iff they have the same resolution,
660
+ * the same set of scalar attributes (matched by name AND index), and the same
661
+ * buffer contents in `velocity_*`, `solid`, `pressure`, and each scalar. Pre-build
662
+ * fields compare by resolution + attribute names only (their buffers are null).
663
+ *
664
+ * O(N) — walks every cell. Use {@link hash} for change-detection on hot paths.
665
+ *
666
+ * @param {FluidField} other
667
+ * @return {boolean}
668
+ */
669
+ equals(other) {
670
+ if (other === this) {
671
+ return true;
672
+ }
673
+ if (!(other instanceof FluidField)) {
674
+ return false;
675
+ }
676
+
677
+ if (this.#resolution[0] !== other.#resolution[0]
678
+ || this.#resolution[1] !== other.#resolution[1]
679
+ || this.#resolution[2] !== other.#resolution[2]) {
680
+ return false;
681
+ }
682
+
683
+ if (this.#built !== other.#built) {
684
+ return false;
685
+ }
686
+
687
+ const my_attrs = this.#scalar_attributes;
688
+ const other_attrs = other.#scalar_attributes;
689
+ if (my_attrs.length !== other_attrs.length) {
690
+ return false;
691
+ }
692
+ for (let i = 0; i < my_attrs.length; i++) {
693
+ if (my_attrs[i].name !== other_attrs[i].name) {
694
+ return false;
695
+ }
696
+ }
697
+
698
+ if (!this.#built) {
699
+ // Buffers are null on both sides; resolution + names already matched.
700
+ return true;
701
+ }
702
+
703
+ if (!is_typed_array_equals(this.velocity_x, other.velocity_x)
704
+ || !is_typed_array_equals(this.velocity_y, other.velocity_y)
705
+ || !is_typed_array_equals(this.velocity_z, other.velocity_z)) {
706
+ return false;
707
+ }
708
+ if (!is_typed_array_equals(this.solid, other.solid)) {
709
+ return false;
710
+ }
711
+ if (!is_typed_array_equals(this.pressure, other.pressure)) {
712
+ return false;
713
+ }
714
+ for (let i = 0; i < my_attrs.length; i++) {
715
+ if (!is_typed_array_equals(my_attrs[i].data, other_attrs[i].data)) {
716
+ return false;
717
+ }
718
+ }
719
+ return true;
720
+ }
721
+
722
+ /**
723
+ * Fast hash suitable for change-detection. Combines the resolution and a *sparse*
724
+ * sample of the velocity_x buffer — {@link sparse_typed_array_hash} only inspects
725
+ * the first ~1024 cells with stride enough to take ~31 samples, regardless of how
726
+ * large the field is. The hash will catch most local edits to the velocity field
727
+ * but is not a content-perfect fingerprint; for that, fall through to
728
+ * {@link equals}.
729
+ *
730
+ * Constant-time relative to grid size in the common case.
731
+ *
732
+ * @return {number}
733
+ */
734
+ hash() {
735
+ const velocity_sample = this.#built
736
+ ? sparse_typed_array_hash(this.velocity_x, 0, this.velocity_x.length)
737
+ : 0;
738
+ return combine_hash(
739
+ this.#resolution[0],
740
+ this.#resolution[1],
741
+ this.#resolution[2],
742
+ this.#scalar_attributes.length,
743
+ velocity_sample
744
+ );
745
+ }
746
+
747
+ /**
748
+ * Rebuild {@link solid_neighbour_mask} and {@link pressure_diag} from the
749
+ * current {@link solid} buffer.
750
+ *
751
+ * O(N) — two byte-writes per cell, six byte-reads per cell. Called by the
752
+ * simulator once per step and at the top of each direct project() call, so
753
+ * callers never have to remember to invalidate the mask after mutating
754
+ * solids; the cost is amortized across the SOR sweep's many iterations.
755
+ *
756
+ * Encoding: see {@link solid_neighbour_mask} and {@link pressure_diag}.
757
+ */
758
+ recomputeSolidNeighbourMask() {
759
+ if (!this.#built) {
760
+ return;
761
+ }
762
+ v3_grid_compute_solid_neighbour_mask(
763
+ this.solid_neighbour_mask,
764
+ this.pressure_diag,
765
+ this.solid,
766
+ this.#resolution[0], this.#resolution[1], this.#resolution[2]
767
+ );
768
+ v3_mac_compute_face_solid(
769
+ this.face_solid_x, this.face_solid_y, this.face_solid_z,
770
+ this.velocity_x, this.velocity_y, this.velocity_z,
771
+ this.solid,
772
+ this.#resolution[0], this.#resolution[1], this.#resolution[2]
773
+ );
774
+ }
775
+
776
+ /**
777
+ * Translate the field's contents by `(shift_x, shift_y, shift_z)` grid cells —
778
+ * called when the field's world-space origin moves, so the fluid data (anchored
779
+ * to world space) follows. Every owned buffer (velocity_x/y/z, solid, pressure,
780
+ * each scalar attribute) is shifted, then the newly-exposed edges are patched
781
+ * via {@link v3_grid_patch_edges_uniform} (zero-gradient Neumann extrapolation —
782
+ * "the field is locally uniform").
783
+ *
784
+ * Direction convention matches the primitive: positive shift means the grid's
785
+ * world origin moved in that direction, so each cell takes the value previously
786
+ * at its `+shift` neighbour.
787
+ *
788
+ * `(0, 0, 0)` is a no-op; |shift| ≥ res on any axis zero-fills (no valid source
789
+ * left to replicate from). Pre-build fields (buffers null) are no-op'd.
790
+ *
791
+ * The solid mask is migrated like every other buffer — solids are anchored to
792
+ * world space exactly like the fluid they bound, so a wall must stay where the
793
+ * world says it is when the grid hops a cell. Newly scrolled-in cells become
794
+ * fluid (`0`): the field knows nothing about un-simulated space, and "empty
795
+ * until a voxelizer says otherwise" is the only honest default. Callers that
796
+ * voxelize scene geometry can keep overwriting the mask each tick — the
797
+ * migrated values are then simply replaced. (Earlier behaviour cleared the
798
+ * whole mask on shift, which made every grid hop simulate one tick with no
799
+ * walls anywhere — fluid leaked through geometry until the caller re-splatted.)
800
+ *
801
+ * The derived {@link solid_neighbour_mask} is refreshed here too, so the field
802
+ * stays self-consistent for direct kernel users; the simulator's per-step
803
+ * refresh makes this redundant in the ECS path but shifts are rare (once per
804
+ * cell crossing) and the pass is one byte-write per cell.
805
+ *
806
+ * @param {number} shift_x integer
807
+ * @param {number} shift_y integer
808
+ * @param {number} shift_z integer
809
+ */
810
+ shift(shift_x, shift_y, shift_z) {
811
+ if (!this.#built) {
812
+ return;
813
+ }
814
+ if (shift_x === 0 && shift_y === 0 && shift_z === 0) {
815
+ return;
816
+ }
817
+
818
+ const rx = this.#resolution[0];
819
+ const ry = this.#resolution[1];
820
+ const rz = this.#resolution[2];
821
+
822
+ // Velocity components — each face grid shifts with its own dimensions.
823
+ // Faces ride along with the cells (face i sits between cells i−1 and
824
+ // i), so the integer cell shift applies unchanged on the face lattice.
825
+ v3_grid_shift_in_place(this.velocity_x, rx + 1, ry, rz, shift_x, shift_y, shift_z);
826
+ v3_grid_patch_edges_uniform(this.velocity_x, rx + 1, ry, rz, shift_x, shift_y, shift_z);
827
+
828
+ v3_grid_shift_in_place(this.velocity_y, rx, ry + 1, rz, shift_x, shift_y, shift_z);
829
+ v3_grid_patch_edges_uniform(this.velocity_y, rx, ry + 1, rz, shift_x, shift_y, shift_z);
830
+
831
+ v3_grid_shift_in_place(this.velocity_z, rx, ry, rz + 1, shift_x, shift_y, shift_z);
832
+ v3_grid_patch_edges_uniform(this.velocity_z, rx, ry, rz + 1, shift_x, shift_y, shift_z);
833
+
834
+ // Solid mask — world-anchored like the fluid; scrolled-in cells are fluid.
835
+ // recomputeSolidNeighbourMask refreshes every derived mask (cell + face).
836
+ v3_grid_shift_in_place(this.solid, rx, ry, rz, shift_x, shift_y, shift_z);
837
+ v3_grid_patch_edges_constant(this.solid, rx, ry, rz, shift_x, shift_y, shift_z, 0);
838
+ this.recomputeSolidNeighbourMask();
839
+
840
+ // Pressure (warm-start state, carried across steps).
841
+ v3_grid_shift_in_place(this.pressure, rx, ry, rz, shift_x, shift_y, shift_z);
842
+ v3_grid_patch_edges_uniform(this.pressure, rx, ry, rz, shift_x, shift_y, shift_z);
843
+
844
+ // Scalar attributes.
845
+ for (let i = 0; i < this.#scalar_attributes.length; i++) {
846
+ const data = this.#scalar_attributes[i].data;
847
+ v3_grid_shift_in_place(data, rx, ry, rz, shift_x, shift_y, shift_z);
848
+ v3_grid_patch_edges_uniform(data, rx, ry, rz, shift_x, shift_y, shift_z);
849
+ }
850
+ }
851
+
852
+ /**
853
+ * Zero velocity, pressure, and all scalar attributes. Solid mask is preserved.
854
+ * Pressure is cleared to drop the warm-start (otherwise the next step's solve
855
+ * begins from a stale solution that no longer matches the zero velocity).
856
+ */
857
+ clear() {
858
+ assert.ok(this.#built, "build() must be called before clear()");
859
+ this.velocity_x.fill(0);
860
+ this.velocity_y.fill(0);
861
+ this.velocity_z.fill(0);
862
+ this.pressure.fill(0);
863
+ for (const attr of this.#scalar_attributes) {
864
+ attr.data.fill(0);
865
+ }
866
+ }
867
+ }