@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
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  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
  746. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +1541 -1352
  747. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +1 -1
  748. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +1 -1
  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
  750. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +29 -0
  751. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +1 -0
  752. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +43 -0
  753. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts +13 -0
  754. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.d.ts.map +1 -0
  755. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASTER_RANGE_MARGIN_FRACTION.js +12 -0
  756. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts +49 -0
  757. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.d.ts.map +1 -0
  758. package/src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js +194 -0
  759. package/src/shade/renderer/shadow/map/csm_debug_draw_preview.js +1 -1
  760. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +1 -1
  761. package/src/shade/renderer/shadow/ray/RTXShadows.js +1 -1
  762. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +1 -1
  763. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
  765. package/src/shade/renderer/texture/bindless/GPUBindlessTextureManager.js +8 -8
  766. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  767. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +4 -3
  768. package/src/engine/graphics3/instantiate_scene_bundle.d.ts +0 -54
  769. package/src/engine/graphics3/instantiate_scene_bundle.d.ts.map +0 -1
  770. package/src/engine/graphics3/instantiate_scene_bundle.js +0 -164
  771. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +0 -39
  772. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts.map +0 -1
  773. package/src/engine/graphics3/shade_node_to_entity_composition.js +0 -88
  774. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +0 -35
  775. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +0 -1
  776. package/src/shade/renderer/animation/compute_skin_world_bounds.js +0 -146
  777. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts +0 -96
  778. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.d.ts.map +0 -1
  779. package/src/shade/renderer/animation/compute_skinned_mesh_clip_bounding_sphere.js +0 -531
  780. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts +0 -20
  781. package/src/shade/renderer/animation/pose/pose_evaluate_world.d.ts.map +0 -1
  782. package/src/shade/renderer/animation/pose/pose_evaluate_world.js +0 -76
  783. package/src/shade/renderer/animation/skin_bind_transform.d.ts +0 -25
  784. package/src/shade/renderer/animation/skin_bind_transform.d.ts.map +0 -1
  785. package/src/shade/renderer/animation/skin_bind_transform.js +0 -33
  786. package/src/shade/renderer/animation/skin_frame_defect.d.ts +0 -34
  787. package/src/shade/renderer/animation/skin_frame_defect.d.ts.map +0 -1
  788. package/src/shade/renderer/animation/skin_frame_defect.js +0 -132
  789. package/src/shade/renderer/animation/skin_joint_matrix.d.ts +0 -24
  790. package/src/shade/renderer/animation/skin_joint_matrix.d.ts.map +0 -1
  791. package/src/shade/renderer/animation/skin_joint_matrix.js +0 -46
  792. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts +0 -70
  793. package/src/shade/renderer/animation/skin_normalize_mesh_frame.d.ts.map +0 -1
  794. package/src/shade/renderer/animation/skin_normalize_mesh_frame.js +0 -216
  795. package/src/shade/renderer/scene/InstanceBatch.d.ts +0 -92
  796. package/src/shade/renderer/scene/InstanceBatch.d.ts.map +0 -1
  797. package/src/shade/renderer/scene/InstanceBatch.js +0 -235
  798. package/src/shade/renderer/scene/Mesh.d.ts +0 -55
  799. package/src/shade/renderer/scene/Mesh.d.ts.map +0 -1
  800. package/src/shade/renderer/scene/Mesh.js +0 -168
  801. package/src/shade/renderer/scene/Node3D.d.ts +0 -140
  802. package/src/shade/renderer/scene/Node3D.d.ts.map +0 -1
  803. package/src/shade/renderer/scene/Node3D.js +0 -263
  804. package/src/shade/renderer/scene/SceneNodeBinding.d.ts +0 -52
  805. package/src/shade/renderer/scene/SceneNodeBinding.d.ts.map +0 -1
  806. package/src/shade/renderer/scene/SceneNodeBinding.js +0 -56
  807. package/src/shade/renderer/scene/SkinnedMesh.d.ts +0 -110
  808. package/src/shade/renderer/scene/SkinnedMesh.d.ts.map +0 -1
  809. package/src/shade/renderer/scene/SkinnedMesh.js +0 -170
  810. package/src/shade/renderer/scene/TransformAuthority.d.ts +0 -19
  811. package/src/shade/renderer/scene/TransformAuthority.d.ts.map +0 -1
  812. package/src/shade/renderer/scene/TransformAuthority.js +0 -33
@@ -189,6 +189,39 @@ export const CLOTH_SELF_RADIUS_MIN_RATIO: number;
189
189
  * @type {number}
190
190
  */
191
191
  export const CLOTH_SELF_RADIUS_MAX_RATIO: number;
192
+ /**
193
+ * How many collider records one cloth's per-step table holds.
194
+ *
195
+ * The table is the broadphase's answer for this step, written by
196
+ * `cloth_gather_colliders` and read by the contact search and the vertex
197
+ * update. M4 kept it on the instance and grew it on demand; M5 moved it into
198
+ * {@link ClothState}'s single buffer, which is where §12's table always put it
199
+ * — and a region inside one allocation has to be sized rather than grown.
200
+ *
201
+ * **A capacity rather than a growth policy is the point.** The worker steps a
202
+ * cloth out of shared memory, and memory whose size can change mid-run is
203
+ * memory the worker has to be told about again before it can be named — a
204
+ * cold-plane round trip in the middle of a step. Fixing the size makes
205
+ * `ClothSystem` and `WorkerClothSystem` read the same bytes by construction
206
+ * instead of by agreement, which is what the §12 parity gate is.
207
+ *
208
+ * **The number is a scene bound rather than a garment bound**, which is what the
209
+ * measurement changed about it. A garment's query box is its own bounds fattened
210
+ * by a step's travel, so what lands in the table is *every collider on every
211
+ * character standing inside it* — one ten-part body fills ten slots, two fill
212
+ * twenty, three fill twenty-eight (`MEASUREMENTS.md` §41). Sizing this to a
213
+ * garment would have been sizing it to the wrong thing.
214
+ *
215
+ * Sixty-four, so a cloth can be inside six characters' collider sets before it
216
+ * drops anything, against M2's twenty-collider scene and §41's measured
217
+ * twenty-eight for three. A cloth past that keeps what the index returned first,
218
+ * which is **arbitrary among the overflow** — the index answers in its own
219
+ * order, not in order of how much a collider matters — so the capacity is set
220
+ * well clear of a plausible scene rather than tightly against it, and the drop
221
+ * warns once. Nine kilobytes a cloth, 1.4% of the §17 workload's state.
222
+ * @type {number}
223
+ */
224
+ export const CLOTH_COLLIDER_SLOTS: number;
192
225
  /**
193
226
  * The five constants as one frozen object, which is what {@link cloth_step}
194
227
  * takes. A sweep passes its own; nothing else should.
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_solver_constants.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_solver_constants.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0EG;AAEH;;;GAGG;AACH,0BAFU,MAAM,CAEgB;AAEhC;;;;GAIG;AACH,yBAFU,MAAM,CAEc;AAE9B;;;GAGG;AACH,0BAFU,MAAM,CAEa;AAE7B;;;GAGG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;;GAGG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wCAFU,MAAM,CAE8B;AAE9C;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,+BAFU,MAAM,CAEkB;AAElC;;;;;;;;;GASG;AACH,0CAFU,MAAM,CAE+B;AAE/C;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,0CAFU,MAAM,CAE+B;AAE/C;;;;GAIG;AACH,kCAFU,SAAS;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,MAAM,CAAA;CAAC,CAAC,CAQvG"}
1
+ {"version":3,"file":"cloth_solver_constants.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_solver_constants.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0EG;AAEH;;;GAGG;AACH,0BAFU,MAAM,CAEgB;AAEhC;;;;GAIG;AACH,yBAFU,MAAM,CAEc;AAE9B;;;GAGG;AACH,0BAFU,MAAM,CAEa;AAE7B;;;GAGG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;;GAGG;AACH,gCAFU,MAAM,CAEmB;AAEnC;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wCAFU,MAAM,CAE8B;AAE9C;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,+BAFU,MAAM,CAEkB;AAElC;;;;;;;;;GASG;AACH,0CAFU,MAAM,CAE+B;AAE/C;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,0CAFU,MAAM,CAE+B;AAE/C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,mCAFU,MAAM,CAEuB;AAEvC;;;;GAIG;AACH,kCAFU,SAAS;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,MAAM,CAAA;CAAC,CAAC,CAQvG"}
@@ -199,6 +199,40 @@ export const CLOTH_SELF_RADIUS_MIN_RATIO = 0.5;
199
199
  */
200
200
  export const CLOTH_SELF_RADIUS_MAX_RATIO = 0.4;
201
201
 
202
+ /**
203
+ * How many collider records one cloth's per-step table holds.
204
+ *
205
+ * The table is the broadphase's answer for this step, written by
206
+ * `cloth_gather_colliders` and read by the contact search and the vertex
207
+ * update. M4 kept it on the instance and grew it on demand; M5 moved it into
208
+ * {@link ClothState}'s single buffer, which is where §12's table always put it
209
+ * — and a region inside one allocation has to be sized rather than grown.
210
+ *
211
+ * **A capacity rather than a growth policy is the point.** The worker steps a
212
+ * cloth out of shared memory, and memory whose size can change mid-run is
213
+ * memory the worker has to be told about again before it can be named — a
214
+ * cold-plane round trip in the middle of a step. Fixing the size makes
215
+ * `ClothSystem` and `WorkerClothSystem` read the same bytes by construction
216
+ * instead of by agreement, which is what the §12 parity gate is.
217
+ *
218
+ * **The number is a scene bound rather than a garment bound**, which is what the
219
+ * measurement changed about it. A garment's query box is its own bounds fattened
220
+ * by a step's travel, so what lands in the table is *every collider on every
221
+ * character standing inside it* — one ten-part body fills ten slots, two fill
222
+ * twenty, three fill twenty-eight (`MEASUREMENTS.md` §41). Sizing this to a
223
+ * garment would have been sizing it to the wrong thing.
224
+ *
225
+ * Sixty-four, so a cloth can be inside six characters' collider sets before it
226
+ * drops anything, against M2's twenty-collider scene and §41's measured
227
+ * twenty-eight for three. A cloth past that keeps what the index returned first,
228
+ * which is **arbitrary among the overflow** — the index answers in its own
229
+ * order, not in order of how much a collider matters — so the capacity is set
230
+ * well clear of a plausible scene rather than tightly against it, and the drop
231
+ * warns once. Nine kilobytes a cloth, 1.4% of the §17 workload's state.
232
+ * @type {number}
233
+ */
234
+ export const CLOTH_COLLIDER_SLOTS = 64;
235
+
202
236
  /**
203
237
  * The five constants as one frozen object, which is what {@link cloth_step}
204
238
  * takes. A sweep passes its own; nothing else should.
@@ -39,6 +39,21 @@
39
39
  * substep that is the collider's final pose, which is the one a particle must
40
40
  * not be inside when the step is over.
41
41
  *
42
+ * ## The external acceleration is per particle when there is wind
43
+ *
44
+ * Gravity is one vector for the whole cloth; §10's aerodynamic drag is not —
45
+ * it depends on the air each particle sits in and on which way that particle's
46
+ * own surface faces. So the predict and the integrate come in two forms, chosen
47
+ * once per substep rather than once per particle: the uniform pair, which is
48
+ * what a cloth with no air runs and what M0 through M5 measured, and a varying
49
+ * pair that reads `ClothState#external_acceleration` instead.
50
+ *
51
+ * Two loops rather than a branch inside one, because the branch would sit in the
52
+ * innermost per-particle loop of a step that has no wind in it. And the uniform
53
+ * pair is untouched rather than expressed as a special case of the varying one,
54
+ * which is what makes "no wind produces the bytes M5 measured" a fact about the
55
+ * code rather than a claim about floating point.
56
+ *
42
57
  * ## What each piece is for
43
58
  *
44
59
  * **Warm start** carries the multipliers into the next substep so a hard row
@@ -101,7 +116,8 @@
101
116
  *
102
117
  * @param {ClothState} state
103
118
  * @param {number} dt fixed step length, seconds — divided into `substeps`
104
- * @param {number} acceleration_x external acceleration, cloth-local, m/s²
119
+ * @param {number} acceleration_x external acceleration, cloth-local, m/s²; ignored
120
+ * when `external` is given
105
121
  * @param {number} acceleration_y
106
122
  * @param {number} acceleration_z
107
123
  * @param {number} substeps
@@ -110,6 +126,9 @@
110
126
  * cloth's own frame, with their contact rows already found
111
127
  * @param {number} [collider_count]
112
128
  * @param {{alpha: number, beta: number, gamma: number, k_min_ratio: number, k_max_ratio: number, self_ratio?: number}} [tuning]
129
+ * @param {Float32Array|null} [external] per-particle external acceleration,
130
+ * cloth-local, 3 each — §10's wind, already carrying gravity. `null` takes the
131
+ * uniform path above, which is what a scene with no air in it runs.
113
132
  */
114
133
  export function cloth_step(state: ClothState, dt: number, acceleration_x: number, acceleration_y: number, acceleration_z: number, substeps: number, iterations: number, collider_table?: Float32Array | Float64Array | null, collider_count?: number, tuning?: {
115
134
  alpha: number;
@@ -118,5 +137,5 @@ export function cloth_step(state: ClothState, dt: number, acceleration_x: number
118
137
  k_min_ratio: number;
119
138
  k_max_ratio: number;
120
139
  self_ratio?: number;
121
- }): void;
140
+ }, external?: Float32Array | null): void;
122
141
  //# sourceMappingURL=cloth_step.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_step.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_step.js"],"names":[],"mappings":"AA+BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiGG;AAEH;;;;;;;;;;;;;;GAcG;AACH,kDAXW,MAAM,kBACN,MAAM,kBACN,MAAM,kBACN,MAAM,YACN,MAAM,cACN,MAAM,mBACN,YAAY,GAAC,YAAY,GAAC,IAAI,mBAE9B,MAAM,WACN;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,MAAM,CAAC;IAAC,UAAU,CAAC,EAAE,MAAM,CAAA;CAAC,QA2FrH"}
1
+ {"version":3,"file":"cloth_step.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_step.js"],"names":[],"mappings":"AA+BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgHG;AAEH;;;;;;;;;;;;;;;;;;GAkBG;AACH,kDAfW,MAAM,kBACN,MAAM,kBAEN,MAAM,kBACN,MAAM,YACN,MAAM,cACN,MAAM,mBACN,YAAY,GAAC,YAAY,GAAC,IAAI,mBAE9B,MAAM,WACN;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,MAAM,CAAC;IAAC,WAAW,EAAE,MAAM,CAAC;IAAC,UAAU,CAAC,EAAE,MAAM,CAAA;CAAC,aAC3G,YAAY,GAAC,IAAI,QAsG3B"}
@@ -70,6 +70,21 @@ import { find_non_finite_cloth_state } from "./find_non_finite_cloth_state.js";
70
70
  * substep that is the collider's final pose, which is the one a particle must
71
71
  * not be inside when the step is over.
72
72
  *
73
+ * ## The external acceleration is per particle when there is wind
74
+ *
75
+ * Gravity is one vector for the whole cloth; §10's aerodynamic drag is not —
76
+ * it depends on the air each particle sits in and on which way that particle's
77
+ * own surface faces. So the predict and the integrate come in two forms, chosen
78
+ * once per substep rather than once per particle: the uniform pair, which is
79
+ * what a cloth with no air runs and what M0 through M5 measured, and a varying
80
+ * pair that reads `ClothState#external_acceleration` instead.
81
+ *
82
+ * Two loops rather than a branch inside one, because the branch would sit in the
83
+ * innermost per-particle loop of a step that has no wind in it. And the uniform
84
+ * pair is untouched rather than expressed as a special case of the varying one,
85
+ * which is what makes "no wind produces the bytes M5 measured" a fact about the
86
+ * code rather than a claim about floating point.
87
+ *
73
88
  * ## What each piece is for
74
89
  *
75
90
  * **Warm start** carries the multipliers into the next substep so a hard row
@@ -133,7 +148,8 @@ import { find_non_finite_cloth_state } from "./find_non_finite_cloth_state.js";
133
148
  *
134
149
  * @param {ClothState} state
135
150
  * @param {number} dt fixed step length, seconds — divided into `substeps`
136
- * @param {number} acceleration_x external acceleration, cloth-local, m/s²
151
+ * @param {number} acceleration_x external acceleration, cloth-local, m/s²; ignored
152
+ * when `external` is given
137
153
  * @param {number} acceleration_y
138
154
  * @param {number} acceleration_z
139
155
  * @param {number} substeps
@@ -142,6 +158,9 @@ import { find_non_finite_cloth_state } from "./find_non_finite_cloth_state.js";
142
158
  * cloth's own frame, with their contact rows already found
143
159
  * @param {number} [collider_count]
144
160
  * @param {{alpha: number, beta: number, gamma: number, k_min_ratio: number, k_max_ratio: number, self_ratio?: number}} [tuning]
161
+ * @param {Float32Array|null} [external] per-particle external acceleration,
162
+ * cloth-local, 3 each — §10's wind, already carrying gravity. `null` takes the
163
+ * uniform path above, which is what a scene with no air in it runs.
145
164
  */
146
165
  export function cloth_step(
147
166
  state,
@@ -151,7 +170,8 @@ export function cloth_step(
151
170
  iterations,
152
171
  collider_table = null,
153
172
  collider_count = 0,
154
- tuning = CLOTH_SOLVER_TUNING
173
+ tuning = CLOTH_SOLVER_TUNING,
174
+ external = null
155
175
  ) {
156
176
  assert.isPositiveInteger(substeps, 'substeps');
157
177
  assert.isPositiveInteger(iterations, 'iterations');
@@ -184,7 +204,11 @@ export function cloth_step(
184
204
  const contacts = collider_table !== null && collider_count > 0 ? collider_table : null;
185
205
 
186
206
  for (let substep = 0; substep < substeps; substep++) {
187
- cloth_predict(state, h, acceleration_x, acceleration_y, acceleration_z);
207
+ if (external === null) {
208
+ cloth_predict(state, h, acceleration_x, acceleration_y, acceleration_z);
209
+ } else {
210
+ cloth_predict_varying(state, h, external);
211
+ }
188
212
 
189
213
  if (contacts !== null) {
190
214
  cloth_collider_pose_at(contacts, collider_count, (substep + 1) / substeps);
@@ -225,7 +249,11 @@ export function cloth_step(
225
249
  }
226
250
  }
227
251
 
228
- cloth_integrate(state, inverse_h, acceleration_x, acceleration_y, acceleration_z);
252
+ if (external === null) {
253
+ cloth_integrate(state, inverse_h, acceleration_x, acceleration_y, acceleration_z);
254
+ } else {
255
+ cloth_integrate_varying(state, inverse_h, external);
256
+ }
229
257
  }
230
258
 
231
259
  assert.equal(
@@ -331,6 +359,70 @@ function cloth_predict(state, h, acceleration_x, acceleration_y, acceleration_z)
331
359
  }
332
360
  }
333
361
 
362
+ /**
363
+ * {@link cloth_predict} with a per-particle external acceleration — §10's wind,
364
+ * with gravity already folded in by `cloth_wind_accelerate`.
365
+ *
366
+ * Identical in every other respect, including the pinned-particle rule: a pin is
367
+ * held exactly, so the air does not move it and its inertial target is its own
368
+ * position.
369
+ *
370
+ * @param {ClothState} state
371
+ * @param {number} h
372
+ * @param {Float32Array} external 3 per particle, cloth-local, m/s²
373
+ * @private
374
+ */
375
+ function cloth_predict_varying(state, h, external) {
376
+ const particle_count = state.particle_count;
377
+
378
+ const position = state.position;
379
+ const position_previous = state.position_previous;
380
+ const velocity = state.velocity;
381
+ const inertial = state.inertial;
382
+ const mass_inverse = state.mass_inverse;
383
+ const inertia_blend = state.inertia_blend;
384
+
385
+ const h_squared = h * h;
386
+
387
+ for (let i = 0; i < particle_count; i++) {
388
+ const p = i * 3;
389
+
390
+ const x = position[p];
391
+ const y = position[p + 1];
392
+ const z = position[p + 2];
393
+
394
+ position_previous[p] = x;
395
+ position_previous[p + 1] = y;
396
+ position_previous[p + 2] = z;
397
+
398
+ if (mass_inverse[i] === 0) {
399
+ inertial[p] = x;
400
+ inertial[p + 1] = y;
401
+ inertial[p + 2] = z;
402
+
403
+ continue;
404
+ }
405
+
406
+ const drift_x = h * velocity[p];
407
+ const drift_y = h * velocity[p + 1];
408
+ const drift_z = h * velocity[p + 2];
409
+
410
+ const push_x = h_squared * external[p];
411
+ const push_y = h_squared * external[p + 1];
412
+ const push_z = h_squared * external[p + 2];
413
+
414
+ inertial[p] = x + drift_x + push_x;
415
+ inertial[p + 1] = y + drift_y + push_y;
416
+ inertial[p + 2] = z + drift_z + push_z;
417
+
418
+ const blend = inertia_blend[i];
419
+
420
+ position[p] = x + drift_x + blend * push_x;
421
+ position[p + 1] = y + drift_y + blend * push_y;
422
+ position[p + 2] = z + drift_z + blend * push_z;
423
+ }
424
+ }
425
+
334
426
  /**
335
427
  * Integrate: read velocity back out of the positions the descent produced, and
336
428
  * record how much of the resulting acceleration was the external one so the
@@ -399,3 +491,80 @@ function cloth_integrate(state, inverse_h, acceleration_x, acceleration_y, accel
399
491
  velocity[p + 2] = next_z;
400
492
  }
401
493
  }
494
+
495
+ /**
496
+ * {@link cloth_integrate} with a per-particle external acceleration.
497
+ *
498
+ * The adaptive-initialisation blend is a projection of the realised acceleration
499
+ * onto the external one, so with wind it is projected onto **that particle's**
500
+ * external acceleration rather than onto gravity — which is the answer that
501
+ * keeps its meaning: a particle being carried sideways by a gust is in free fall
502
+ * along the direction it is actually being accelerated in, and seeding it along
503
+ * gravity instead would be seeding it against most of what is happening to it.
504
+ *
505
+ * @param {ClothState} state
506
+ * @param {number} inverse_h
507
+ * @param {Float32Array} external 3 per particle, cloth-local, m/s²
508
+ * @private
509
+ */
510
+ function cloth_integrate_varying(state, inverse_h, external) {
511
+ const particle_count = state.particle_count;
512
+
513
+ const position = state.position;
514
+ const position_previous = state.position_previous;
515
+ const velocity = state.velocity;
516
+ const mass_inverse = state.mass_inverse;
517
+ const inertia_blend = state.inertia_blend;
518
+
519
+ for (let i = 0; i < particle_count; i++) {
520
+ if (mass_inverse[i] === 0) {
521
+ continue;
522
+ }
523
+
524
+ const p = i * 3;
525
+
526
+ const acceleration_x = external[p];
527
+ const acceleration_y = external[p + 1];
528
+ const acceleration_z = external[p + 2];
529
+
530
+ const acceleration_squared =
531
+ acceleration_x * acceleration_x +
532
+ acceleration_y * acceleration_y +
533
+ acceleration_z * acceleration_z;
534
+
535
+ const next_x = (position[p] - position_previous[p]) * inverse_h;
536
+ const next_y = (position[p + 1] - position_previous[p + 1]) * inverse_h;
537
+ const next_z = (position[p + 2] - position_previous[p + 2]) * inverse_h;
538
+
539
+ if (acceleration_squared > 0) {
540
+ const realised =
541
+ (next_x - velocity[p]) * acceleration_x +
542
+ (next_y - velocity[p + 1]) * acceleration_y +
543
+ (next_z - velocity[p + 2]) * acceleration_z;
544
+
545
+ // The reciprocal rather than the division, which is the form
546
+ // {@link cloth_integrate} uses — the two differ in the last bit, and
547
+ // a cloth whose external acceleration happens to be exactly gravity
548
+ // should follow the same trajectory whichever loop stepped it.
549
+ let blend = realised * inverse_h * (1 / acceleration_squared);
550
+
551
+ if (blend < 0) {
552
+ blend = 0;
553
+ } else if (blend > 1) {
554
+ blend = 1;
555
+ }
556
+
557
+ inertia_blend[i] = blend;
558
+ } else {
559
+ // No direction to project onto, so nothing to seed. The uniform
560
+ // path reaches this for the whole cloth at once; here it is a
561
+ // particle whose air exactly cancels its gravity, which is a real
562
+ // configuration rather than a degenerate one.
563
+ inertia_blend[i] = 0;
564
+ }
565
+
566
+ velocity[p] = next_x;
567
+ velocity[p + 1] = next_y;
568
+ velocity[p + 2] = next_z;
569
+ }
570
+ }
@@ -0,0 +1,40 @@
1
+ /**
2
+ * Step one cloth.
3
+ *
4
+ * @param {ClothState} state the cloth, with its collider table already gathered
5
+ * @param {{offset: Int32Array, partner: Int32Array}|null} self_exclusions pairs
6
+ * a persistent row already governs; `null` when the cloth never self-collides
7
+ * @param {Float64Array} params
8
+ * @param {number} offset first word of this cloth's block in `params`
9
+ * @returns {void}
10
+ */
11
+ export function cloth_step_instance(state: ClothState, self_exclusions: {
12
+ offset: Int32Array;
13
+ partner: Int32Array;
14
+ } | null, params: Float64Array, offset: number): void;
15
+ /**
16
+ * Words of one cloth's parameter block.
17
+ */
18
+ export type ClothStepParam = number;
19
+ export namespace ClothStepParam {
20
+ let ID: number;
21
+ let DT: number;
22
+ let GRAVITY_X: number;
23
+ let GRAVITY_Y: number;
24
+ let GRAVITY_Z: number;
25
+ let SUBSTEPS: number;
26
+ let ITERATIONS: number;
27
+ let RETENTION: number;
28
+ let VELOCITY_LIMIT: number;
29
+ let CONTACT_RADIUS: number;
30
+ let SELF_RADIUS: number;
31
+ let COLLIDER_COUNT: number;
32
+ let SELF_COLLISION: number;
33
+ let DRAG_RESPONSE: number;
34
+ }
35
+ /**
36
+ * `Float64` words one cloth's parameter block occupies.
37
+ * @type {number}
38
+ */
39
+ export const CLOTH_STEP_PARAM_STRIDE: number;
40
+ //# sourceMappingURL=cloth_step_instance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"cloth_step_instance.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_step_instance.js"],"names":[],"mappings":"AAsIA;;;;;;;;;GASG;AACH,wEANW;IAAC,MAAM,EAAE,UAAU,CAAC;IAAC,OAAO,EAAE,UAAU,CAAA;CAAC,GAAC,IAAI,UAE9C,YAAY,UACZ,MAAM,GACJ,IAAI,CA4DhB;;;;6BA/IS,MAAM;;;;;;;;;;;;;;;;;AAqEhB;;;GAGG;AACH,sCAFU,MAAM,CAE0B"}