@woosh/meep-engine 3.23.0 → 3.25.0

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 (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
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  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
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  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
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  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
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  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
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@@ -1,80 +1,17 @@
1
1
  /**
2
- * # ClothState — the whole simulated cloth, SoA, over one buffer
3
- *
4
- * Every array the step touches is a view into a single `ArrayBuffer`: particle
5
- * state, the constraint tables, the per-particle incidence lists, and the
6
- * duals. One allocation per cloth, one object to hand across a worker boundary
7
- * (§12 puts a region per instance inside one shared buffer; this is that region
8
- * with its views already cut), and no object dereference anywhere in the step.
9
- * `SolverBodyState` is the same idea for rigid bodies and reads the same way.
10
- *
11
- * `Float32` throughout, per §12: the simulation runs in the cloth's local
12
- * frame, so coordinates are garment-sized rather than world-sized and f32 has
13
- * ample precision, and the payoff is half the bandwidth in the loop that
14
- * dominates. JavaScript arithmetic is f64 regardless — only the *storage* is
15
- * narrow, so a vertex update computes in double and rounds once on the way
16
- * out.
17
- *
18
- * ## Particles are stored in colour order
19
- *
20
- * The sweep is "for each colour, for each particle in it" (§5.4). Rather than
21
- * indirect through a colour membership list every iteration, {@link from}
22
- * **permutes the particles** so each colour is a contiguous span, rewrites
23
- * every row's particle indices into the new numbering, and stores one offset
24
- * per colour. The sweep is then a pair of counted loops over adjacent indices
25
- * and the runtime never sees a graph. {@link source_of_particle} carries the
26
- * inverse permutation for a caller that has to map back to the mesh vertex it
27
- * came from.
28
- *
29
- * ## Rows are stored per kind, and reached from the particle
30
- *
31
- * §6's row model is one table of `(C, f_min, f_max, stiffness)`, but the rows
32
- * are *visited from the particle side* — a vertex update needs every row that
33
- * touches particle `i`, not every row. So each kind carries a CSR incidence
34
- * list: `*_adjacency_offset[i] .. [i + 1]` indexes into `*_adjacency`, whose
35
- * entries pack the row index together with which slot of that row the particle
36
- * occupies. Keeping the kinds in separate lists rather than one polymorphic
37
- * table is what lets each accumulation loop stay monomorphic; a new row type
38
- * is a new module and a new pair of arrays, not a branch inside the old loop.
39
- *
40
- * M0 carried the two persistent kinds the solver core is proved on — stretch
41
- * and bend. M1 adds the third, the **leash**: §6's slack row and its tether
42
- * row, which have the same `C` and differ only in where their centre and
43
- * radius come from (`cloth_leash_row.js`). §6's strain-limit row needed no new
44
- * storage at all — it is a stretch row with a longer rest length and a
45
- * one-sided clamp, which the stretch table already carries. M2 adds the
46
- * **backstop**, which is a leash against a plane rather than a point.
47
- *
48
- * ## Contacts are transient, and they live here anyway
49
- *
50
- * §5.4 says contact rows "never enter this structure" and are kept in a
51
- * per-particle scratch applied Jacobi-style. Half of that is right and half of
52
- * it is a solution to a problem a *collider* contact does not have.
53
- *
54
- * A contact against a collider is **unary** — one particle against a surface
55
- * that is fixed for the substep — so it couples no two particles, so there is
56
- * no Gauss-Seidel/Jacobi distinction to make and nothing to keep out of the
57
- * colouring. It accumulates in the vertex update exactly like a leash row, in
58
- * colour order, deterministically. What M4's particle-particle rows need is a
59
- * different question and §9 is where it is answered.
60
- *
61
- * What *is* true is that a contact comes and goes, so it cannot be a CSR table
62
- * sized at build time. It is instead a fixed **{@link CLOTH_CONTACT_SLOTS}
63
- * slots per particle**, allocated once inside this buffer and rebuilt each
64
- * step: an occupied slot names a collider, an empty one holds `-1`. That keeps
65
- * §12's one-allocation property, bounds the worst case — a particle inside
66
- * thirty colliders gets rows against the four nearest, which is the four that
67
- * matter — and makes the accumulation a counted loop over adjacent slots
68
- * rather than an indirection.
69
- *
70
- * A leash row is **unary** — one particle against a point — which has two
71
- * pleasant consequences. It adds no edge to the particle graph, so the
72
- * colouring is untouched by however many leashes a cloth carries. And its
73
- * incidence list needs no slot bits: an entry is a row index and nothing else.
74
- *
75
- * @author Alex Goldring
76
- * @copyright Company Named Limited (c) 2026
2
+ * Slots in {@link ClothStateresult } — what one step answers with.
77
3
  */
4
+ export type ClothStepResult = number;
5
+ export namespace ClothStepResult {
6
+ let SPEED: number;
7
+ let CONTACT_COUNT: number;
8
+ let SELF_PAIRS: number;
9
+ }
10
+ /**
11
+ * `Float64` words in {@link ClothState#result}.
12
+ * @type {number}
13
+ */
14
+ export const CLOTH_STEP_RESULT_WORDS: number;
78
15
  export class ClothState {
79
16
  /**
80
17
  * Build a cloth from a rest configuration and its rows.
@@ -105,9 +42,14 @@ export class ClothState {
105
42
  * @param {Int32Array|number[]} [description.backstop_particle] the particle each backstop row holds
106
43
  * @param {Float32Array|number[]} [description.backstop_radius] backstop radius per row; the planes
107
44
  * themselves are written per step rather than here
45
+ * @param {boolean} [description.shared] back the buffer with a
46
+ * {@link SharedArrayBuffer} so a worker can step it in place. Throws where
47
+ * `SharedArrayBuffer` does not exist — a page that is not cross-origin
48
+ * isolated is one where the worker path cannot run, and silently handing
49
+ * back private memory would make both threads mutate copies of it.
108
50
  * @returns {ClothState}
109
51
  */
110
- static from({ position, mass_inverse, stretch_particle, stretch_rest, stretch_stiffness, stretch_force_min, stretch_force_max, bend_particle, bend_weight, bend_stiffness, leash_particle, leash_radius, backstop_particle, backstop_radius }: {
52
+ static from({ position, mass_inverse, stretch_particle, stretch_rest, stretch_stiffness, stretch_force_min, stretch_force_max, bend_particle, bend_weight, bend_stiffness, leash_particle, leash_radius, backstop_particle, backstop_radius, shared }: {
111
53
  position: Float32Array | number[];
112
54
  mass_inverse: Float32Array | number[];
113
55
  stretch_particle?: Int32Array | number[];
@@ -122,12 +64,43 @@ export class ClothState {
122
64
  leash_radius?: Float32Array | number[];
123
65
  backstop_particle?: Int32Array | number[];
124
66
  backstop_radius?: Float32Array | number[];
67
+ shared?: boolean;
68
+ }): ClothState;
69
+ /**
70
+ * Attach to a state built on another thread. The views are cut by the same
71
+ * {@link allocate} the original ran, so the two objects see identical
72
+ * regions at identical offsets — no serialized layout to drift, because
73
+ * there is only one function that knows the layout.
74
+ *
75
+ * Build-time content (rows, adjacency, the colour permutation) is already in
76
+ * the buffer and is not rewritten; only the views are new.
77
+ *
78
+ * @param {{buffer: SharedArrayBuffer, particle_count: number, stretch_count: number,
79
+ * bend_count: number, leash_count: number, backstop_count: number, colour_count: number}} descriptor
80
+ * @returns {ClothState}
81
+ */
82
+ static fromSharedDescriptor(descriptor: {
83
+ buffer: SharedArrayBuffer;
84
+ particle_count: number;
85
+ stretch_count: number;
86
+ bend_count: number;
87
+ leash_count: number;
88
+ backstop_count: number;
89
+ colour_count: number;
125
90
  }): ClothState;
126
91
  /**
127
- * The single allocation every view below is cut from.
128
- * @type {ArrayBuffer}
92
+ * The single allocation every view below is cut from. A
93
+ * {@link SharedArrayBuffer} when the cloth was built for a worker, and an
94
+ * ordinary one otherwise — nothing else about the layout changes, which is
95
+ * what makes the worker a deployment choice rather than a second format.
96
+ * @type {ArrayBuffer|SharedArrayBuffer}
129
97
  */
130
- buffer: ArrayBuffer;
98
+ buffer: ArrayBuffer | SharedArrayBuffer;
99
+ /**
100
+ * What the last step answered — see {@link ClothStepResult}.
101
+ * @type {Float64Array}
102
+ */
103
+ result: Float64Array;
131
104
  /**
132
105
  * @type {number}
133
106
  */
@@ -410,6 +383,33 @@ export class ClothState {
410
383
  * @type {number}
411
384
  */
412
385
  contact_radius: number;
386
+ /**
387
+ * This step's colliders, packed, in the **cloth's own frame** —
388
+ * {@link CLOTH_COLLIDER_SLOTS} records of `CCR_STRIDE` floats, rewritten
389
+ * every step by `cloth_gather_colliders`.
390
+ *
391
+ * §12's table always listed the colliders as a region of the cloth's own
392
+ * area; M2 kept them on {@link ClothInstance} and grew the array on demand,
393
+ * on the grounds that the size is a property of the world rather than of the
394
+ * cloth. Both are true, and the one that decides is the worker: a region
395
+ * inside this buffer needs no second registration when the broadphase
396
+ * happens to return more.
397
+ * @type {Float32Array}
398
+ */
399
+ collider_table: Float32Array;
400
+ /**
401
+ * The index handle behind each record in {@link collider_table}. A record
402
+ * index is this step's; a handle is the collider's, and it is what a
403
+ * transient contact's multiplier is warm-started on.
404
+ * @type {Int32Array}
405
+ */
406
+ collider_key: Int32Array;
407
+ /**
408
+ * Live records in {@link collider_table}, at most
409
+ * {@link CLOTH_COLLIDER_SLOTS}.
410
+ * @type {number}
411
+ */
412
+ collider_count: number;
413
413
  /**
414
414
  * Which collider each contact slot holds, `CLOTH_CONTACT_SLOTS` per
415
415
  * particle. A **record index into the caller's packed collider table**, not
@@ -522,5 +522,60 @@ export class ClothState {
522
522
  * @type {Float32Array}
523
523
  */
524
524
  contact_anchor: Float32Array;
525
+ /**
526
+ * The air each particle sits in, 3 per particle, **in the cloth's own
527
+ * frame**, metres per second (§10).
528
+ *
529
+ * Written by the main thread — `cloth_sample_air` — and read by the step,
530
+ * which is the whole of M6's answer to "which side of the worker bridge does
531
+ * wind sampling run on". A fluid field is a hundred thousand floats rewritten
532
+ * every step by a solver that may itself be on another worker; the *answer*
533
+ * is three floats a particle. So the field stays where it is and the answer
534
+ * crosses — and it crosses for free, because this is a region of the cloth's
535
+ * own `SharedArrayBuffer` and the main thread writes exactly where the worker
536
+ * reads. `MEASUREMENTS.md` §45.
537
+ *
538
+ * Stale rather than absent when a cloth has no wind: the step skips the
539
+ * aerodynamic term entirely when its drag response is zero, so what this
540
+ * holds is whatever the last windy step left.
541
+ * @type {Float32Array}
542
+ */
543
+ air_velocity: Float32Array;
544
+ /**
545
+ * Gravity plus §10's aerodynamic drag, 3 per particle, cloth-local, m/s².
546
+ *
547
+ * Built once per step by `cloth_wind_accelerate` and read by `cloth_step`
548
+ * in place of its uniform gravity vector. It is in the buffer rather than in
549
+ * a module scratch for two reasons: §12's one-allocation-per-cloth property,
550
+ * which M5 spent a milestone making true; and the bit-parity gate, which
551
+ * compares this buffer byte for byte and therefore covers the derived
552
+ * acceleration rather than only its inputs.
553
+ * @type {Float32Array}
554
+ */
555
+ external_acceleration: Float32Array;
556
+ /**
557
+ * @returns {boolean} whether the buffer is shared with a worker.
558
+ */
559
+ isSharedMemory(): boolean;
560
+ /**
561
+ * Everything a second thread needs to cut the same views over the same
562
+ * bytes: the buffer, and the six counts the layout is a function of.
563
+ *
564
+ * Structured-cloneable, and the buffer inside it is *shared* rather than
565
+ * copied — which is the whole point, and is why {@link isSharedMemory} is
566
+ * asserted here rather than discovered on the far side.
567
+ *
568
+ * @returns {{buffer: SharedArrayBuffer, particle_count: number, stretch_count: number,
569
+ * bend_count: number, leash_count: number, backstop_count: number, colour_count: number}}
570
+ */
571
+ getSharedDescriptor(): {
572
+ buffer: SharedArrayBuffer;
573
+ particle_count: number;
574
+ stretch_count: number;
575
+ bend_count: number;
576
+ leash_count: number;
577
+ backstop_count: number;
578
+ colour_count: number;
579
+ };
525
580
  }
526
581
  //# sourceMappingURL=ClothState.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ClothState.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/ClothState.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4EG;AACH;IA2cI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IACH;QAlB8C,QAAQ,EAA3C,YAAY,GAAC,MAAM,EAAE;QACc,YAAY,EAA/C,YAAY,GAAC,MAAM,EAAE;QACa,gBAAgB,GAAlD,UAAU,GAAC,MAAM,EAAE;QACiB,YAAY,GAAhD,YAAY,GAAC,MAAM,EAAE;QACe,iBAAiB,GAArD,YAAY,GAAC,MAAM,EAAE;QACe,iBAAiB,GAArD,YAAY,GAAC,MAAM,EAAE;QACe,iBAAiB,GAArD,YAAY,GAAC,MAAM,EAAE;QACa,aAAa,GAA/C,UAAU,GAAC,MAAM,EAAE;QACiB,WAAW,GAA/C,YAAY,GAAC,MAAM,EAAE;QACe,cAAc,GAAlD,YAAY,GAAC,MAAM,EAAE;QACa,cAAc,GAAhD,UAAU,GAAC,MAAM,EAAE;QACiB,YAAY,GAAhD,YAAY,GAAC,MAAM,EAAE;QAEa,iBAAiB,GAAnD,UAAU,GAAC,MAAM,EAAE;QACiB,eAAe,GAAnD,YAAY,GAAC,MAAM,EAAE;QAEnB,UAAU,CAgKtB;IAtoBD;;;OAGG;IACH,QAFU,WAAW,CAEP;IAEd;;OAEG;IACH,gBAFU,MAAM,CAEG;IAEnB;;OAEG;IACH,eAFU,MAAM,CAEE;IAElB;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;OAEG;IACH,aAFU,MAAM,CAEA;IAEhB;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;;OAIG;IACH,UAFU,YAAY,CAEN;IAEhB;;;;;OAKG;IACH,mBAFU,YAAY,CAEG;IAEzB;;OAEG;IACH,UAFU,YAAY,CAEN;IAEhB;;;;;OAKG;IACH,UAFU,YAAY,CAEN;IAEhB;;;;;OAKG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;;;;OAQG;IACH,eAFU,YAAY,CAED;IAErB;;;;OAIG;IACH,eAFU,UAAU,CAEC;IAErB;;;;OAIG;IACH,oBAFU,UAAU,CAEM;IAE1B;;;OAGG;IACH,kBAFU,UAAU,CAEI;IAExB;;;OAGG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;OAIG;IACH,mBAFU,YAAY,CAEG;IAEzB;;;;OAIG;IACH,mBAFU,YAAY,CAEG;IAEzB;;;;;OAKG;IACH,mBAFU,YAAY,CAEG;IAEzB;;;;OAIG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;;OAIG;IACH,iBAFU,YAAY,CAEC;IAEvB;;;OAGG;IACH,0BAFU,UAAU,CAEY;IAEhC;;;;OAIG;IACH,mBAFU,UAAU,CAEK;IAEzB;;;;OAIG;IACH,eAFU,UAAU,CAEC;IAErB;;;;;OAKG;IACH,aAFU,YAAY,CAEH;IAEnB;;;OAGG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;;;;OAMG;IACH,aAFU,YAAY,CAEH;IAEnB;;;;OAIG;IACH,cAFU,YAAY,CAEF;IAEpB;;;OAGG;IACH,uBAFU,UAAU,CAES;IAE7B;;;;OAIG;IACH,gBAFU,UAAU,CAEE;IAEtB;;;OAGG;IACH,gBAFU,UAAU,CAEE;IAEtB;;;;;;;;;;;OAWG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;OAKG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;;OAMG;IACH,cAFU,YAAY,CAEF;IAEpB;;;OAGG;IACH,eAFU,YAAY,CAED;IAErB;;;OAGG;IACH,wBAFU,UAAU,CAEU;IAE9B;;;OAGG;IACH,iBAFU,UAAU,CAEG;IAEvB;;OAEG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;OAGG;IACH,mBAFU,UAAU,CAEK;IAEzB;;;;;;;;;;;;;OAaG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;OAGG;IACH,iBAFU,YAAY,CAEC;IAEvB;;;OAGG;IACH,iBAFU,YAAY,CAEC;IAEvB;;;OAGG;IACH,kBAFU,YAAY,CAEE;IAExB;;;OAGG;IACH,2BAFU,UAAU,CAEa;IAEjC;;;OAGG;IACH,oBAFU,UAAU,CAEM;IAE1B;;;;;;;;;;;;;;;OAeG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;;OAKG;IACH,kBAFU,UAAU,CAEI;IAExB;;;;;;;OAOG;IACH,aAFU,UAAU,CAED;IAEnB;;;OAGG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;OAGG;IACH,iBAFU,YAAY,CAEC;IAEvB;;;;;OAKG;IACH,yBAFU,YAAY,CAES;IAE/B;;;OAGG;IACH,0BAFU,YAAY,CAEU;IAEhC;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;;;;;;;;;;OAcG;IACH,WAFU,UAAU,CAEH;IAEjB;;;OAGG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;;OAUG;IACH,YAFU,YAAY,CAEJ;IAElB;;;;OAIG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;;;;;;OAUG;IACH,gBAFU,YAAY,CAEA;CAgMzB"}
1
+ {"version":3,"file":"ClothState.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/ClothState.js"],"names":[],"mappings":";;;8BAkHU,MAAM;;;;;;AAkBhB;;;GAGG;AACH,sCAFU,MAAM,CAEyB;AAEzC;IAmhBI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAmCG;IACH;QAvB8C,QAAQ,EAA3C,YAAY,GAAC,MAAM,EAAE;QACc,YAAY,EAA/C,YAAY,GAAC,MAAM,EAAE;QACa,gBAAgB,GAAlD,UAAU,GAAC,MAAM,EAAE;QACiB,YAAY,GAAhD,YAAY,GAAC,MAAM,EAAE;QACe,iBAAiB,GAArD,YAAY,GAAC,MAAM,EAAE;QACe,iBAAiB,GAArD,YAAY,GAAC,MAAM,EAAE;QACe,iBAAiB,GAArD,YAAY,GAAC,MAAM,EAAE;QACa,aAAa,GAA/C,UAAU,GAAC,MAAM,EAAE;QACiB,WAAW,GAA/C,YAAY,GAAC,MAAM,EAAE;QACe,cAAc,GAAlD,YAAY,GAAC,MAAM,EAAE;QACa,cAAc,GAAhD,UAAU,GAAC,MAAM,EAAE;QACiB,YAAY,GAAhD,YAAY,GAAC,MAAM,EAAE;QAEa,iBAAiB,GAAnD,UAAU,GAAC,MAAM,EAAE;QACiB,eAAe,GAAnD,YAAY,GAAC,MAAM,EAAE;QAEC,MAAM,GAA5B,OAAO;QAKL,UAAU,CAqKtB;IAkCD;;;;;;;;;;;;OAYG;IACH,wCAJW;QAAC,MAAM,EAAE,iBAAiB,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QACpF,UAAc,EAAE,MAAM,CAAC;QAAC,WAAW,EAAE,MAAM,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAAC,YAAY,EAAE,MAAM,CAAA;KAAC,GAC9E,UAAU,CAiBtB;IAtxBD;;;;;;OAMG;IACH,QAFU,WAAW,GAAC,iBAAiB,CAEzB;IAEd;;;OAGG;IACH,QAFU,YAAY,CAER;IAEd;;OAEG;IACH,gBAFU,MAAM,CAEG;IAEnB;;OAEG;IACH,eAFU,MAAM,CAEE;IAElB;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;OAEG;IACH,aAFU,MAAM,CAEA;IAEhB;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;;OAIG;IACH,UAFU,YAAY,CAEN;IAEhB;;;;;OAKG;IACH,mBAFU,YAAY,CAEG;IAEzB;;OAEG;IACH,UAFU,YAAY,CAEN;IAEhB;;;;;OAKG;IACH,UAFU,YAAY,CAEN;IAEhB;;;;;OAKG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;;;;OAQG;IACH,eAFU,YAAY,CAED;IAErB;;;;OAIG;IACH,eAFU,UAAU,CAEC;IAErB;;;;OAIG;IACH,oBAFU,UAAU,CAEM;IAE1B;;;OAGG;IACH,kBAFU,UAAU,CAEI;IAExB;;;OAGG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;OAIG;IACH,mBAFU,YAAY,CAEG;IAEzB;;;;OAIG;IACH,mBAFU,YAAY,CAEG;IAEzB;;;;;OAKG;IACH,mBAFU,YAAY,CAEG;IAEzB;;;;OAIG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;;OAIG;IACH,iBAFU,YAAY,CAEC;IAEvB;;;OAGG;IACH,0BAFU,UAAU,CAEY;IAEhC;;;;OAIG;IACH,mBAFU,UAAU,CAEK;IAEzB;;;;OAIG;IACH,eAFU,UAAU,CAEC;IAErB;;;;;OAKG;IACH,aAFU,YAAY,CAEH;IAEnB;;;OAGG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;;;;OAMG;IACH,aAFU,YAAY,CAEH;IAEnB;;;;OAIG;IACH,cAFU,YAAY,CAEF;IAEpB;;;OAGG;IACH,uBAFU,UAAU,CAES;IAE7B;;;;OAIG;IACH,gBAFU,UAAU,CAEE;IAEtB;;;OAGG;IACH,gBAFU,UAAU,CAEE;IAEtB;;;;;;;;;;;OAWG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;OAKG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;;OAMG;IACH,cAFU,YAAY,CAEF;IAEpB;;;OAGG;IACH,eAFU,YAAY,CAED;IAErB;;;OAGG;IACH,wBAFU,UAAU,CAEU;IAE9B;;;OAGG;IACH,iBAFU,UAAU,CAEG;IAEvB;;OAEG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;OAGG;IACH,mBAFU,UAAU,CAEK;IAEzB;;;;;;;;;;;;;OAaG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;OAGG;IACH,iBAFU,YAAY,CAEC;IAEvB;;;OAGG;IACH,iBAFU,YAAY,CAEC;IAEvB;;;OAGG;IACH,kBAFU,YAAY,CAEE;IAExB;;;OAGG;IACH,2BAFU,UAAU,CAEa;IAEjC;;;OAGG;IACH,oBAFU,UAAU,CAEM;IAE1B;;;;;;;;;;;;;;;OAeG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;;;;;;;;;OAYG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;;;OAKG;IACH,cAFU,UAAU,CAEA;IAEpB;;;;OAIG;IACH,gBAFU,MAAM,CAEG;IAEnB;;;;;OAKG;IACH,kBAFU,UAAU,CAEI;IAExB;;;;;;;OAOG;IACH,aAFU,UAAU,CAED;IAEnB;;;OAGG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;OAGG;IACH,iBAFU,YAAY,CAEC;IAEvB;;;;;OAKG;IACH,yBAFU,YAAY,CAES;IAE/B;;;OAGG;IACH,0BAFU,YAAY,CAEU;IAEhC;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;;;;;;;;;;OAcG;IACH,WAFU,UAAU,CAEH;IAEjB;;;OAGG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;;OAUG;IACH,YAFU,YAAY,CAEJ;IAElB;;;;OAIG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;;;;;;OAUG;IACH,gBAFU,YAAY,CAEA;IAEtB;;;;;;;;;;;;;;;;;OAiBG;IACH,cAFU,YAAY,CAEF;IAEpB;;;;;;;;;;OAUG;IACH,uBAFU,YAAY,CAEO;IA2M7B;;OAEG;IACH,kBAFa,OAAO,CAInB;IAED;;;;;;;;;;OAUG;IACH,uBAHa;QAAC,MAAM,EAAE,iBAAiB,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QACtF,UAAc,EAAE,MAAM,CAAC;QAAC,WAAW,EAAE,MAAM,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAAC,YAAY,EAAE,MAAM,CAAA;KAAC,CAc1F;CA+BJ"}
@@ -1,5 +1,7 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
+ import { CCR_STRIDE } from "../collider/ClothColliderRecord.js";
2
3
  import { cloth_color_order, cloth_color_particles } from "./cloth_color_particles.js";
4
+ import { CLOTH_COLLIDER_SLOTS } from "./cloth_solver_constants.js";
3
5
  import { CLOTH_SELF_PAIRS_PER_PARTICLE } from "./cloth_self_find.js";
4
6
  import { CLOTH_CONTACT_SLOTS } from "./constraint/cloth_contact_row.js";
5
7
 
@@ -77,17 +79,80 @@ import { CLOTH_CONTACT_SLOTS } from "./constraint/cloth_contact_row.js";
77
79
  * colouring is untouched by however many leashes a cloth carries. And its
78
80
  * incidence list needs no slot bits: an entry is a row index and nothing else.
79
81
  *
82
+ * ## The air is in here too, and it is the one region the main thread writes
83
+ *
84
+ * M6's wind (§10) samples a fluid field per particle per step, and a fluid field
85
+ * is not a thing that can cross to a cloth worker. So what crosses is the
86
+ * **sampled answer**: {@link ClothState#air_velocity}, written by the main
87
+ * thread into this buffer and read by the step on the far side of it. Every
88
+ * other region here is written by whichever thread runs the step; this one is
89
+ * the direction the buffer was already able to carry and nobody had used.
90
+ *
91
+ * ## The step's scalar results come back in the buffer too
92
+ *
93
+ * Everything above is state the step reads and writes. {@link ClothState#result}
94
+ * is the other direction and the reason it exists is the worker: a step that
95
+ * runs on another thread can only answer through memory both threads hold, and
96
+ * the three things a caller needs back from one — the largest speed left, which
97
+ * the sleep test reads, and the two diagnostic counts — are scalars rather than
98
+ * arrays. They sit in the buffer instead of on the object because a
99
+ * `ClothState` attached over shared memory in a worker is a *different object*
100
+ * over the *same bytes*, so a plain field on it is invisible to the main thread.
101
+ *
102
+ * `Float64` rather than `Float32`, at the head of the buffer where the
103
+ * alignment is free: the speed is compared against a sleep threshold, and an f32
104
+ * round on one side of that comparison and not the other is exactly the kind of
105
+ * divergence §12's bit-parity gate exists to forbid.
106
+ *
80
107
  * @author Alex Goldring
81
108
  * @copyright Company Named Limited (c) 2026
82
109
  */
110
+
111
+ /**
112
+ * Slots in {@link ClothState#result} — what one step answers with.
113
+ *
114
+ * @readonly
115
+ * @enum {number}
116
+ */
117
+ export const ClothStepResult = {
118
+ /**
119
+ * Largest particle speed after the velocity clamp, m/s. §7 P1's clamp
120
+ * reports it and §7 P5's sleep test reads it.
121
+ */
122
+ SPEED: 0,
123
+ /**
124
+ * Contact rows the step created. Diagnostic.
125
+ */
126
+ CONTACT_COUNT: 1,
127
+ /**
128
+ * Self-collision pairs the step found. Diagnostic.
129
+ */
130
+ SELF_PAIRS: 2
131
+ };
132
+
133
+ /**
134
+ * `Float64` words in {@link ClothState#result}.
135
+ * @type {number}
136
+ */
137
+ export const CLOTH_STEP_RESULT_WORDS = 3;
138
+
83
139
  export class ClothState {
84
140
 
85
141
  /**
86
- * The single allocation every view below is cut from.
87
- * @type {ArrayBuffer}
142
+ * The single allocation every view below is cut from. A
143
+ * {@link SharedArrayBuffer} when the cloth was built for a worker, and an
144
+ * ordinary one otherwise — nothing else about the layout changes, which is
145
+ * what makes the worker a deployment choice rather than a second format.
146
+ * @type {ArrayBuffer|SharedArrayBuffer}
88
147
  */
89
148
  buffer = null;
90
149
 
150
+ /**
151
+ * What the last step answered — see {@link ClothStepResult}.
152
+ * @type {Float64Array}
153
+ */
154
+ result = null;
155
+
91
156
  /**
92
157
  * @type {number}
93
158
  */
@@ -415,6 +480,36 @@ export class ClothState {
415
480
  */
416
481
  contact_radius = 0;
417
482
 
483
+ /**
484
+ * This step's colliders, packed, in the **cloth's own frame** —
485
+ * {@link CLOTH_COLLIDER_SLOTS} records of `CCR_STRIDE` floats, rewritten
486
+ * every step by `cloth_gather_colliders`.
487
+ *
488
+ * §12's table always listed the colliders as a region of the cloth's own
489
+ * area; M2 kept them on {@link ClothInstance} and grew the array on demand,
490
+ * on the grounds that the size is a property of the world rather than of the
491
+ * cloth. Both are true, and the one that decides is the worker: a region
492
+ * inside this buffer needs no second registration when the broadphase
493
+ * happens to return more.
494
+ * @type {Float32Array}
495
+ */
496
+ collider_table = null;
497
+
498
+ /**
499
+ * The index handle behind each record in {@link collider_table}. A record
500
+ * index is this step's; a handle is the collider's, and it is what a
501
+ * transient contact's multiplier is warm-started on.
502
+ * @type {Int32Array}
503
+ */
504
+ collider_key = null;
505
+
506
+ /**
507
+ * Live records in {@link collider_table}, at most
508
+ * {@link CLOTH_COLLIDER_SLOTS}.
509
+ * @type {number}
510
+ */
511
+ collider_count = 0;
512
+
418
513
  /**
419
514
  * Which collider each contact slot holds, `CLOTH_CONTACT_SLOTS` per
420
515
  * particle. A **record index into the caller's packed collider table**, not
@@ -539,6 +634,39 @@ export class ClothState {
539
634
  */
540
635
  contact_anchor = null;
541
636
 
637
+ /**
638
+ * The air each particle sits in, 3 per particle, **in the cloth's own
639
+ * frame**, metres per second (§10).
640
+ *
641
+ * Written by the main thread — `cloth_sample_air` — and read by the step,
642
+ * which is the whole of M6's answer to "which side of the worker bridge does
643
+ * wind sampling run on". A fluid field is a hundred thousand floats rewritten
644
+ * every step by a solver that may itself be on another worker; the *answer*
645
+ * is three floats a particle. So the field stays where it is and the answer
646
+ * crosses — and it crosses for free, because this is a region of the cloth's
647
+ * own `SharedArrayBuffer` and the main thread writes exactly where the worker
648
+ * reads. `MEASUREMENTS.md` §45.
649
+ *
650
+ * Stale rather than absent when a cloth has no wind: the step skips the
651
+ * aerodynamic term entirely when its drag response is zero, so what this
652
+ * holds is whatever the last windy step left.
653
+ * @type {Float32Array}
654
+ */
655
+ air_velocity = null;
656
+
657
+ /**
658
+ * Gravity plus §10's aerodynamic drag, 3 per particle, cloth-local, m/s².
659
+ *
660
+ * Built once per step by `cloth_wind_accelerate` and read by `cloth_step`
661
+ * in place of its uniform gravity vector. It is in the buffer rather than in
662
+ * a module scratch for two reasons: §12's one-allocation-per-cloth property,
663
+ * which M5 spent a milestone making true; and the bit-parity gate, which
664
+ * compares this buffer byte for byte and therefore covers the derived
665
+ * acceleration rather than only its inputs.
666
+ * @type {Float32Array}
667
+ */
668
+ external_acceleration = null;
669
+
542
670
  /**
543
671
  * Build a cloth from a rest configuration and its rows.
544
672
  *
@@ -568,6 +696,11 @@ export class ClothState {
568
696
  * @param {Int32Array|number[]} [description.backstop_particle] the particle each backstop row holds
569
697
  * @param {Float32Array|number[]} [description.backstop_radius] backstop radius per row; the planes
570
698
  * themselves are written per step rather than here
699
+ * @param {boolean} [description.shared] back the buffer with a
700
+ * {@link SharedArrayBuffer} so a worker can step it in place. Throws where
701
+ * `SharedArrayBuffer` does not exist — a page that is not cross-origin
702
+ * isolated is one where the worker path cannot run, and silently handing
703
+ * back private memory would make both threads mutate copies of it.
571
704
  * @returns {ClothState}
572
705
  */
573
706
  static from({
@@ -584,7 +717,8 @@ export class ClothState {
584
717
  leash_particle = EMPTY_INT32,
585
718
  leash_radius = EMPTY_FLOAT32,
586
719
  backstop_particle = EMPTY_INT32,
587
- backstop_radius = EMPTY_FLOAT32
720
+ backstop_radius = EMPTY_FLOAT32,
721
+ shared = false
588
722
  }) {
589
723
  const particle_count = mass_inverse.length;
590
724
  const stretch_count = stretch_rest.length;
@@ -617,7 +751,11 @@ export class ClothState {
617
751
 
618
752
  const state = new ClothState();
619
753
 
620
- allocate(state, particle_count, stretch_count, bend_count, leash_count, backstop_count, colour_count);
754
+ allocate(
755
+ state,
756
+ particle_count, stretch_count, bend_count, leash_count, backstop_count, colour_count,
757
+ shared ? allocate_shared : allocate_private
758
+ );
621
759
 
622
760
  state.colour_offset.set(colour_offset);
623
761
  state.source_of_particle.set(order);
@@ -729,6 +867,95 @@ export class ClothState {
729
867
 
730
868
  return state;
731
869
  }
870
+
871
+ /**
872
+ * @returns {boolean} whether the buffer is shared with a worker.
873
+ */
874
+ isSharedMemory() {
875
+ return typeof SharedArrayBuffer === "function" && this.buffer instanceof SharedArrayBuffer;
876
+ }
877
+
878
+ /**
879
+ * Everything a second thread needs to cut the same views over the same
880
+ * bytes: the buffer, and the six counts the layout is a function of.
881
+ *
882
+ * Structured-cloneable, and the buffer inside it is *shared* rather than
883
+ * copied — which is the whole point, and is why {@link isSharedMemory} is
884
+ * asserted here rather than discovered on the far side.
885
+ *
886
+ * @returns {{buffer: SharedArrayBuffer, particle_count: number, stretch_count: number,
887
+ * bend_count: number, leash_count: number, backstop_count: number, colour_count: number}}
888
+ */
889
+ getSharedDescriptor() {
890
+ assert.ok(this.isSharedMemory(), 'ClothState.getSharedDescriptor: the state is not shared-memory backed');
891
+
892
+ return {
893
+ buffer: this.buffer,
894
+ particle_count: this.particle_count,
895
+ stretch_count: this.stretch_count,
896
+ bend_count: this.bend_count,
897
+ leash_count: this.leash_count,
898
+ backstop_count: this.backstop_count,
899
+ colour_count: this.colour_count
900
+ };
901
+ }
902
+
903
+ /**
904
+ * Attach to a state built on another thread. The views are cut by the same
905
+ * {@link allocate} the original ran, so the two objects see identical
906
+ * regions at identical offsets — no serialized layout to drift, because
907
+ * there is only one function that knows the layout.
908
+ *
909
+ * Build-time content (rows, adjacency, the colour permutation) is already in
910
+ * the buffer and is not rewritten; only the views are new.
911
+ *
912
+ * @param {{buffer: SharedArrayBuffer, particle_count: number, stretch_count: number,
913
+ * bend_count: number, leash_count: number, backstop_count: number, colour_count: number}} descriptor
914
+ * @returns {ClothState}
915
+ */
916
+ static fromSharedDescriptor(descriptor) {
917
+ const state = new ClothState();
918
+
919
+ allocate(
920
+ state,
921
+ descriptor.particle_count,
922
+ descriptor.stretch_count,
923
+ descriptor.bend_count,
924
+ descriptor.leash_count,
925
+ descriptor.backstop_count,
926
+ descriptor.colour_count,
927
+ () => descriptor.buffer
928
+ );
929
+
930
+ return state;
931
+ }
932
+ }
933
+
934
+ /**
935
+ * @param {number} byte_length
936
+ * @returns {ArrayBuffer}
937
+ * @private
938
+ */
939
+ function allocate_private(byte_length) {
940
+ return new ArrayBuffer(byte_length);
941
+ }
942
+
943
+ /**
944
+ * @param {number} byte_length
945
+ * @returns {SharedArrayBuffer}
946
+ * @private
947
+ */
948
+ function allocate_shared(byte_length) {
949
+ if (typeof SharedArrayBuffer !== "function") {
950
+ throw new Error(
951
+ "ClothState: SharedArrayBuffer is unavailable, so a worker-backed cloth cannot be built."
952
+ + " A WorkerClothSystem requires a cross-origin isolated page: serve with"
953
+ + " 'Cross-Origin-Opener-Policy: same-origin' and 'Cross-Origin-Embedder-Policy: require-corp',"
954
+ + " or use ClothSystem, which is the same solver on this thread."
955
+ );
956
+ }
957
+
958
+ return new SharedArrayBuffer(byte_length);
732
959
  }
733
960
 
734
961
  /**
@@ -744,23 +971,37 @@ const EMPTY_INT32 = new Int32Array(0);
744
971
  const EMPTY_FLOAT32 = new Float32Array(0);
745
972
 
746
973
  /**
747
- * Cut every view out of one buffer, in declaration order. Each region is a
748
- * whole number of 4-byte elements and both element types are 4 bytes wide, so
749
- * a running element cursor is all the alignment bookkeeping this needs.
974
+ * Cut every view out of one buffer, in declaration order. Sizes are counted in
975
+ * **4-byte elements**; the one `Float64` region sits first, where the buffer's
976
+ * own alignment already satisfies it, and costs two elements a word.
977
+ *
978
+ * The one function that knows the layout, deliberately: {@link
979
+ * ClothState.fromSharedDescriptor} attaches a second thread to the same bytes by
980
+ * running this again over the buffer it was handed, so there is no serialized
981
+ * description of the layout anywhere that could drift from the layout.
750
982
  *
751
983
  * @param {ClothState} state
752
984
  * @param {number} particle_count
753
985
  * @param {number} stretch_count
754
986
  * @param {number} bend_count
755
987
  * @param {number} leash_count
988
+ * @param {number} backstop_count
756
989
  * @param {number} colour_count
990
+ * @param {function(number): (ArrayBuffer|SharedArrayBuffer)} acquire given the
991
+ * byte length, answers the buffer to cut — a fresh private one, a fresh shared
992
+ * one, or an existing one being re-attached
757
993
  * @private
758
994
  */
759
- function allocate(state, particle_count, stretch_count, bend_count, leash_count, backstop_count, colour_count) {
995
+ function allocate(
996
+ state,
997
+ particle_count, stretch_count, bend_count, leash_count, backstop_count, colour_count,
998
+ acquire
999
+ ) {
760
1000
  const contact_count = particle_count * CLOTH_CONTACT_SLOTS;
761
1001
  const self_capacity = particle_count * CLOTH_SELF_PAIRS_PER_PARTICLE;
762
1002
 
763
1003
  const sizes = [
1004
+ CLOTH_STEP_RESULT_WORDS * 2, // result — Float64, first for its alignment
764
1005
  particle_count * 3, // position
765
1006
  particle_count * 3, // position_previous
766
1007
  particle_count * 3, // velocity
@@ -799,6 +1040,8 @@ function allocate(state, particle_count, stretch_count, bend_count, leash_count,
799
1040
  backstop_count, // backstop_penalty
800
1041
  particle_count + 1, // backstop_adjacency_offset
801
1042
  backstop_count, // backstop_adjacency
1043
+ CLOTH_COLLIDER_SLOTS * CCR_STRIDE, // collider_table
1044
+ CLOTH_COLLIDER_SLOTS, // collider_key
802
1045
  contact_count, // contact_collider
803
1046
  contact_count, // contact_key
804
1047
  contact_count, // contact_lambda
@@ -808,7 +1051,9 @@ function allocate(state, particle_count, stretch_count, bend_count, leash_count,
808
1051
  contact_count * 3, // contact_anchor
809
1052
  self_capacity * 2, // self_pair
810
1053
  particle_count * 3, // self_force
811
- particle_count * 6 // self_hessian
1054
+ particle_count * 6, // self_hessian
1055
+ particle_count * 3, // air_velocity
1056
+ particle_count * 3 // external_acceleration
812
1057
  ];
813
1058
 
814
1059
  let total = 0;
@@ -817,18 +1062,20 @@ function allocate(state, particle_count, stretch_count, bend_count, leash_count,
817
1062
  total += sizes[i];
818
1063
  }
819
1064
 
820
- const buffer = new ArrayBuffer(total * 4);
1065
+ const buffer = acquire(total * 4);
1066
+
1067
+ assert.equal(buffer.byteLength, total * 4, 'ClothState buffer byte length');
821
1068
 
822
1069
  let cursor = 0;
823
1070
 
824
1071
  /**
825
- * @param {Float32ArrayConstructor|Int32ArrayConstructor} type
1072
+ * @param {Float32ArrayConstructor|Int32ArrayConstructor|Float64ArrayConstructor} type
826
1073
  * @param {number} length
827
1074
  */
828
1075
  const cut = (type, length) => {
829
1076
  const view = new type(buffer, cursor * 4, length);
830
1077
 
831
- cursor += length;
1078
+ cursor += length * (type.BYTES_PER_ELEMENT / 4);
832
1079
 
833
1080
  return view;
834
1081
  };
@@ -841,6 +1088,8 @@ function allocate(state, particle_count, stretch_count, bend_count, leash_count,
841
1088
  state.backstop_count = backstop_count;
842
1089
  state.colour_count = colour_count;
843
1090
 
1091
+ state.result = cut(Float64Array, CLOTH_STEP_RESULT_WORDS);
1092
+
844
1093
  state.position = cut(Float32Array, particle_count * 3);
845
1094
  state.position_previous = cut(Float32Array, particle_count * 3);
846
1095
  state.velocity = cut(Float32Array, particle_count * 3);
@@ -884,6 +1133,9 @@ function allocate(state, particle_count, stretch_count, bend_count, leash_count,
884
1133
  state.backstop_adjacency_offset = cut(Int32Array, particle_count + 1);
885
1134
  state.backstop_adjacency = cut(Int32Array, backstop_count);
886
1135
 
1136
+ state.collider_table = cut(Float32Array, CLOTH_COLLIDER_SLOTS * CCR_STRIDE);
1137
+ state.collider_key = cut(Int32Array, CLOTH_COLLIDER_SLOTS);
1138
+
887
1139
  state.contact_collider = cut(Int32Array, contact_count);
888
1140
  state.contact_key = cut(Int32Array, contact_count);
889
1141
  state.contact_lambda = cut(Float32Array, contact_count);
@@ -896,6 +1148,15 @@ function allocate(state, particle_count, stretch_count, bend_count, leash_count,
896
1148
  state.self_force = cut(Float32Array, particle_count * 3);
897
1149
  state.self_hessian = cut(Float32Array, particle_count * 6);
898
1150
 
1151
+ // M6's two, last rather than beside the other per-particle regions, and the
1152
+ // placement is the point. A cloth with no wind never touches them, so
1153
+ // putting them between `inertia_blend` and the row tables would push
1154
+ // twenty-four bytes a particle — twenty-four kilobytes on the §17 workload —
1155
+ // between the sweep and the rows it reads, for a feature that step is not
1156
+ // running. Cold regions go at the cold end.
1157
+ state.air_velocity = cut(Float32Array, particle_count * 3);
1158
+ state.external_acceleration = cut(Float32Array, particle_count * 3);
1159
+
899
1160
  assert.equal(cursor, total, 'buffer cursor at end of allocation');
900
1161
  }
901
1162