@woosh/meep-engine 3.37.0 → 3.39.0

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 (1016) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  139. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  140. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  141. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  142. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  143. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  144. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  145. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  146. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  147. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  148. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  149. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  150. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  151. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  152. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  153. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  154. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  155. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  156. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  157. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  158. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +6 -0
  159. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts +11 -0
  160. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts.map +1 -0
  161. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js +10 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  166. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +16 -0
  167. package/src/engine/graphics/ecs/water/Water.d.ts +26 -34
  168. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/Water.js +42 -36
  170. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -62
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +6 -0
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  178. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  181. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  184. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  187. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  189. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  190. package/src/engine/graphics3/WaterSystem.d.ts +58 -6
  191. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  192. package/src/engine/graphics3/WaterSystem.js +423 -293
  193. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  194. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  195. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  196. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  197. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  198. package/src/engine/interpolation/InterpolationLog.js +12 -6
  199. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  200. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  201. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  204. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  205. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  206. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  207. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  209. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  213. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  214. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  215. package/src/engine/physics/body/SolverBodyState.js +4 -5
  216. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  217. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  218. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  219. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  220. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  221. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  222. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +26 -14
  223. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  224. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +221 -52
  225. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts +30 -0
  226. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +117 -24
  228. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  231. package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +2 -1
  232. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +10 -1
  233. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +36 -14
  235. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +15 -2
  236. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/ClothInstance.js +17 -2
  238. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/ClothWorld.js +78 -53
  240. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +18 -20
  241. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +185 -128
  243. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  244. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  245. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  246. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  247. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
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  899. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +15 -23
  900. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +1 -1
  901. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +6 -9
  902. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +1 -1
  903. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +19 -9
  904. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +1 -1
  905. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +18 -6
  906. package/src/shade/renderer/texture/util/BLACK_PIXEL_TEXTURE.d.ts +1 -1
  907. package/src/shade/renderer/texture/util/BLACK_PIXEL_TEXTURE.d.ts.map +1 -1
  908. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.d.ts +18 -1
  909. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.d.ts.map +1 -1
  910. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.js +24 -3
  911. package/src/shade/renderer/texture/util/WHITE_PIXEL_TEXTURE.d.ts +1 -1
  912. package/src/shade/renderer/texture/util/WHITE_PIXEL_TEXTURE.d.ts.map +1 -1
  913. package/src/shade/renderer/texture/util/get_single_pixel_texture.d.ts +0 -1
  914. package/src/shade/renderer/texture/util/get_single_pixel_texture.d.ts.map +1 -1
  915. package/src/shade/renderer/texture/util/get_single_pixel_texture.js +2 -23
  916. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.d.ts +11 -0
  917. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.d.ts.map +1 -0
  918. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.js +34 -0
  919. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.d.ts +17 -8
  920. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.d.ts.map +1 -1
  921. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.js +35 -64
  922. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts +21 -0
  923. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts.map +1 -0
  924. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.js +70 -0
  925. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.d.ts +31 -0
  926. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.d.ts.map +1 -0
  927. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.js +86 -0
  928. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  929. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -4
  930. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  931. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +6 -7
  932. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +7 -7
  933. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +72 -27
  934. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  935. package/src/shade/renderer/water/GPUWaterRenderer.js +275 -138
  936. package/src/shade/renderer/water/chunk_water_gi.d.ts +14 -0
  937. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -0
  938. package/src/shade/renderer/water/chunk_water_gi.js +56 -0
  939. package/src/shade/renderer/water/chunk_water_transport.d.ts +7 -0
  940. package/src/shade/renderer/water/chunk_water_transport.d.ts.map +1 -0
  941. package/src/shade/renderer/water/chunk_water_transport.js +105 -0
  942. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +29 -0
  943. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +1 -0
  944. package/src/shade/renderer/water/medium/GPUWaterBodies.js +116 -0
  945. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts +23 -0
  946. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts.map +1 -0
  947. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.js +42 -0
  948. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts +9 -0
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  951. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts +8 -0
  952. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts.map +1 -0
  953. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.js +17 -0
  954. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  955. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  956. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  957. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  958. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
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  960. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  961. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  962. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  963. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  964. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
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  967. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  968. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  969. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
  970. package/src/shade/renderer/water/shader_water.d.ts +15 -26
  971. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
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  973. package/src/shade/renderer/water/shader_water_avboit.d.ts +12 -0
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  975. package/src/shade/renderer/water/shader_water_avboit.js +268 -0
  976. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  977. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  978. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  979. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  980. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  981. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  982. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
  983. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  984. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  985. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
  986. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  987. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  988. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  989. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  990. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  991. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  992. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  993. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  994. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  995. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  996. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  997. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  998. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  999. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  1000. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  1001. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1002. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1003. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1004. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1005. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1006. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1007. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +61 -6
  1008. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
  1009. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts.map +0 -1
  1010. package/src/shade/renderer/shader/chunk/geometry/plane/plane_ray_raycast.d.ts.map +0 -1
  1011. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1012. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1013. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1014. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1015. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1016. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -0,0 +1,408 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { SAMPLER_LINEAR_UPSCALE } from "../../texture/SAMPLER_LINEAR_UPSCALE.js";
3
+ import { shader_water_surface_write } from "./shader_water_surface_write.js";
4
+ import { shader_water_wave_step } from "./shader_water_wave_step.js";
5
+ import { WATER_WAVE_IMPULSE_LIMIT, WATER_WAVE_PARAMETERS_STRUCT } from "./WATER_WAVE_PARAMETERS_STRUCT.js";
6
+ import { water_surface_grid_indices } from "./water_surface_grid_indices.js";
7
+
8
+ /**
9
+ * Bytes of one {@link WATER_SURFACE_VERTEX_STRUCT}: three vec4f.
10
+ * @type {number}
11
+ */
12
+ const VERTEX_BYTES = 48;
13
+
14
+ /**
15
+ * Forcing amplitude per (m/s)² of wind, m/s² — wind stress grows as the square of its speed.
16
+ *
17
+ * Not calibrated to a wave spectrum: chosen so that the playground's 3 m/s breeze gives
18
+ * centimetre-scale waves. The production simulation, not this constant, is where calibration
19
+ * belongs.
20
+ * @type {number}
21
+ */
22
+ const FORCING_PER_WIND2 = 0.02;
23
+
24
+ /**
25
+ * What one body holds on the GPU.
26
+ *
27
+ * @typedef {Object} WaterWaveBody
28
+ * @property {number} resolution
29
+ * @property {GPUBuffer[]} state the two alternating height buffers
30
+ * @property {number} parity which of {@link state} holds the current heights
31
+ * @property {GPUBuffer} vertices
32
+ * @property {boolean} written
33
+ */
34
+
35
+ /**
36
+ * The primitive surface producer (WATER_OPTICS_PLAN_2026_10_02.md §7.2): a damped linear wave
37
+ * equation on a regular grid over each water body, written out as the surface interface — a
38
+ * vertex buffer and a shared index buffer.
39
+ *
40
+ * It owns its GPU resources, keyed by device so a restart rebuilds them, and records its work at
41
+ * the head of a frame's graph: everything that reads the surface is recorded after it, and the graph
42
+ * runs passes in insertion order. Time advances through {@link advance}, once per tick, and is
43
+ * consumed by the first view to record, so several views of one frame step the simulation once.
44
+ */
45
+ export class GPUWaterWaveSimulation {
46
+ /**
47
+ * Vertices along each side of a body's grid. Changing it rebuilds every body.
48
+ * @type {number}
49
+ */
50
+ resolution = 512;
51
+
52
+ /**
53
+ * Fixed step, s. Explicit and fixed, so a frame-rate change does not change the waves.
54
+ * @type {number}
55
+ */
56
+ step = 1 / 120;
57
+
58
+ /**
59
+ * Most steps one frame takes; time beyond it is dropped rather than queued, so a stall does not
60
+ * turn into a burst.
61
+ * @type {number}
62
+ */
63
+ max_steps_per_frame = 8;
64
+
65
+ /**
66
+ * Damping everywhere, 1/s.
67
+ * @type {number}
68
+ */
69
+ damping = 0.08;
70
+
71
+ /**
72
+ * @type {GPUDevice|null}
73
+ */
74
+ #device = null;
75
+
76
+ /**
77
+ * @type {Map<Object, WaterWaveBody>}
78
+ */
79
+ #bodies = new Map();
80
+
81
+ /**
82
+ * @type {GPUBuffer|null}
83
+ */
84
+ #indices = null;
85
+
86
+ #index_resolution = 0;
87
+
88
+ #index_count = 0;
89
+
90
+ /**
91
+ * Simulated time not yet stepped, s.
92
+ * @type {number}
93
+ */
94
+ #pending = 0;
95
+
96
+ /**
97
+ * Simulated time stepped so far, s.
98
+ * @type {number}
99
+ */
100
+ #time = 0;
101
+
102
+ /**
103
+ * Whether the next record writes the surface: once per tick, even a tick of zero, so a paused
104
+ * frame's previous positions settle onto its current ones.
105
+ * @type {boolean}
106
+ */
107
+ #write_pending = true;
108
+
109
+ /**
110
+ * Simulated time, s.
111
+ * @returns {number}
112
+ */
113
+ get time() {
114
+ return this.#time;
115
+ }
116
+
117
+ /**
118
+ * @param {number} dt seconds of simulation to add
119
+ */
120
+ advance(dt) {
121
+ assert.isFinite(dt, 'dt');
122
+ assert.greaterThanOrEqual(dt, 0, 'dt');
123
+
124
+ this.#pending += dt;
125
+ this.#write_pending = true;
126
+ }
127
+
128
+ /**
129
+ * Release every GPU resource.
130
+ */
131
+ dispose() {
132
+ for (const body of this.#bodies.values()) {
133
+ body.state[0].destroy();
134
+ body.state[1].destroy();
135
+ body.vertices.destroy();
136
+ }
137
+
138
+ this.#bodies.clear();
139
+
140
+ this.#indices?.destroy();
141
+ this.#indices = null;
142
+ this.#index_resolution = 0;
143
+ this.#device = null;
144
+ }
145
+
146
+ /**
147
+ * Record this frame's steps and surface writes, and publish each surface's interface on it as
148
+ * `surface.gpu_surface`.
149
+ *
150
+ * @param {Object} options
151
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
152
+ * @param {GPUDevice} options.device
153
+ * @param {Object[]} options.surfaces bodies with a terrain height texture, as the water system keeps them
154
+ */
155
+ record({ graph, device, surfaces }) {
156
+ assert.defined(graph, 'graph');
157
+ assert.defined(device, 'device');
158
+ assert.isArray(surfaces, 'surfaces');
159
+
160
+ if (device !== this.#device) {
161
+ this.dispose();
162
+ this.#device = device;
163
+ }
164
+
165
+ this.#release_unused(surfaces);
166
+
167
+ if (surfaces.length === 0) {
168
+ return;
169
+ }
170
+
171
+ this.#ensure_indices(device);
172
+
173
+ // the epsilon keeps accumulated rounding — two half steps summing to just under one — from
174
+ // dropping a step
175
+ const steps = Math.min(Math.floor(this.#pending / this.step + 1e-6), this.max_steps_per_frame);
176
+ // time past the frame's limit is dropped, so a stall does not come back as a burst
177
+ this.#pending = Math.max(0, Math.min(this.#pending - steps * this.step, this.step));
178
+
179
+ const write = this.#write_pending;
180
+ this.#write_pending = false;
181
+
182
+ if (steps === 0 && !write) {
183
+ return;
184
+ }
185
+
186
+ const time_start = this.#time;
187
+ this.#time += steps * this.step;
188
+
189
+ for (let i = 0; i < surfaces.length; i++) {
190
+ const surface = surfaces[i];
191
+ const body = this.#ensure_body(device, surface);
192
+
193
+ surface.gpu_surface = {
194
+ vertices: body.vertices,
195
+ indices: this.#indices,
196
+ index_count: this.#index_count,
197
+ resolution: body.resolution,
198
+ };
199
+
200
+ this.#record_body(graph, surface, body, steps, time_start);
201
+ }
202
+ }
203
+
204
+ /**
205
+ * @param {Object[]} surfaces
206
+ */
207
+ #release_unused(surfaces) {
208
+ for (const [surface, body] of this.#bodies) {
209
+ if (surfaces.indexOf(surface) !== -1 && body.resolution === this.resolution) {
210
+ continue;
211
+ }
212
+
213
+ body.state[0].destroy();
214
+ body.state[1].destroy();
215
+ body.vertices.destroy();
216
+
217
+ this.#bodies.delete(surface);
218
+
219
+ if (surface.gpu_surface !== undefined && surface.gpu_surface.vertices === body.vertices) {
220
+ surface.gpu_surface = undefined;
221
+ }
222
+ }
223
+ }
224
+
225
+ /**
226
+ * @param {GPUDevice} device
227
+ */
228
+ #ensure_indices(device) {
229
+ if (this.#indices !== null && this.#index_resolution === this.resolution) {
230
+ return;
231
+ }
232
+
233
+ this.#indices?.destroy();
234
+
235
+ const indices = water_surface_grid_indices({ resolution: this.resolution });
236
+
237
+ this.#indices = device.createBuffer({
238
+ label: "Water / surface indices",
239
+ size: indices.byteLength,
240
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
241
+ });
242
+
243
+ device.queue.writeBuffer(this.#indices, 0, indices);
244
+
245
+ this.#index_resolution = this.resolution;
246
+ this.#index_count = indices.length;
247
+ }
248
+
249
+ /**
250
+ * @param {GPUDevice} device
251
+ * @param {Object} surface
252
+ * @returns {WaterWaveBody}
253
+ */
254
+ #ensure_body(device, surface) {
255
+ const existing = this.#bodies.get(surface);
256
+
257
+ if (existing !== undefined) {
258
+ return existing;
259
+ }
260
+
261
+ const resolution = this.resolution;
262
+ const vertex_count = resolution * resolution;
263
+
264
+ const state_buffer = (label) => device.createBuffer({
265
+ label,
266
+ size: vertex_count * 4,
267
+ usage: GPUBufferUsage.STORAGE,
268
+ });
269
+
270
+ /** @type {WaterWaveBody} */
271
+ const body = {
272
+ resolution,
273
+ state: [state_buffer("Water / wave state A"), state_buffer("Water / wave state B")],
274
+ parity: 0,
275
+ vertices: device.createBuffer({
276
+ label: "Water / surface vertices",
277
+ size: vertex_count * VERTEX_BYTES,
278
+ usage: GPUBufferUsage.STORAGE,
279
+ }),
280
+ written: false,
281
+ };
282
+
283
+ this.#bodies.set(surface, body);
284
+
285
+ return body;
286
+ }
287
+
288
+ /**
289
+ * @param {Object} surface
290
+ * @param {WaterWaveBody} body
291
+ * @param {number} time
292
+ * @param {number} impulse_count
293
+ */
294
+ #parameters(surface, body, time, impulse_count) {
295
+ const extent = surface.extent;
296
+ const wind = surface.wind_speed;
297
+ const direction = surface.wind_direction;
298
+ const spacing = (extent[2] - extent[0]) / (body.resolution - 1);
299
+
300
+ return {
301
+ extent: Array.from(extent),
302
+ height_uv: Array.from(surface.height_uv),
303
+ forcing: [Math.cos(direction), Math.sin(direction), FORCING_PER_WIND2 * wind * wind, 0.5 * wind],
304
+ impulses: surface.impulses,
305
+ level: surface.level,
306
+ spacing,
307
+ dt: this.step,
308
+ time,
309
+ damping: this.damping,
310
+ sponge_width: Math.max(4, Math.round(body.resolution * 0.04)),
311
+ sponge_strength: 4,
312
+ // 2-D CFL: c·dt/dx ≤ 1/√2, with a margin
313
+ celerity_limit: 0.6 * spacing / this.step,
314
+ unresolved_variance: wind_unresolved_variance(wind),
315
+ resolution: body.resolution,
316
+ impulse_count,
317
+ first_write: body.written ? 0 : 1,
318
+ };
319
+ }
320
+
321
+ /**
322
+ * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} graph
323
+ * @param {Object} surface
324
+ * @param {WaterWaveBody} body
325
+ * @param {number} steps
326
+ * @param {number} time_start
327
+ */
328
+ #record_body(graph, surface, body, steps, time_start) {
329
+ const groups = Math.ceil(body.resolution / 8);
330
+ // impulses wait for a frame that steps: a paused frame must not drop them
331
+ const impulses = steps > 0 ? surface.impulses.splice(0, WATER_WAVE_IMPULSE_LIMIT) : [];
332
+ const parameters = [];
333
+
334
+ for (let s = 0; s < steps; s++) {
335
+ parameters.push(this.#parameters(surface, body, time_start + s * this.step,
336
+ s === 0 ? impulses.length : 0));
337
+ }
338
+
339
+ while (impulses.length < WATER_WAVE_IMPULSE_LIMIT) {
340
+ impulses.push([0, 0, 0, 0]);
341
+ }
342
+
343
+ for (const p of parameters) { p.impulses = impulses; }
344
+
345
+ const write_parameters = this.#parameters(surface, body, time_start + steps * this.step, 0);
346
+ write_parameters.impulses = impulses;
347
+
348
+ const start_parity = body.parity;
349
+ body.parity = (start_parity + steps) % 2;
350
+ body.written = true;
351
+
352
+ const end_parity = body.parity;
353
+
354
+ const pass = graph.add("Water / surface update", {}, (data, resources, { encoder, graphics }) => {
355
+ const terrain_height = graphics.textures.obtain(surface.height_texture).obtainView();
356
+ const height_sampler = graphics.samplers.obtain(SAMPLER_LINEAR_UPSCALE);
357
+
358
+ let parity = start_parity;
359
+
360
+ for (let s = 0; s < parameters.length; s++) {
361
+ shader_water_wave_step.dispatch({
362
+ encoder,
363
+ bindings: {
364
+ params: encoder.allocateTransientValueBuffer(WATER_WAVE_PARAMETERS_STRUCT, parameters[s]),
365
+ terrain_height,
366
+ height_sampler,
367
+ state_current: body.state[parity],
368
+ state_previous: body.state[1 - parity],
369
+ },
370
+ group_count_x: groups,
371
+ group_count_y: groups,
372
+ });
373
+
374
+ parity = 1 - parity;
375
+ }
376
+
377
+ shader_water_surface_write.dispatch({
378
+ encoder,
379
+ bindings: {
380
+ params: encoder.allocateTransientValueBuffer(WATER_WAVE_PARAMETERS_STRUCT, write_parameters),
381
+ terrain_height,
382
+ height_sampler,
383
+ state: body.state[end_parity],
384
+ vertices: body.vertices,
385
+ },
386
+ group_count_x: groups,
387
+ group_count_y: groups,
388
+ });
389
+ });
390
+
391
+ // writes persistent resources that later passes read directly
392
+ pass.make_side_effect();
393
+ }
394
+ }
395
+
396
+ /**
397
+ * Slope variance of the waves a grid does not resolve, from the wind: the Cox-Munk total,
398
+ * 0.003 + 5.12e-3·U for wind speed U in m/s (Ocean Optics Web Book, "Cox-Munk sea surface slope
399
+ * statistics"). The fit's intercept is ramped in below 1 m/s, where it has no data, so still water
400
+ * is a mirror rather than carrying the open sea's background slopes.
401
+ *
402
+ * @param {number} wind_speed m/s
403
+ * @returns {number}
404
+ */
405
+ export function wind_unresolved_variance(wind_speed) {
406
+ const u = Math.max(wind_speed, 0);
407
+ return 0.003 * Math.min(u, 1) + 5.12e-3 * u;
408
+ }
@@ -0,0 +1,12 @@
1
+ /**
2
+ * One vertex of a water surface: what every surface producer writes and the water draws read.
3
+ *
4
+ * This and a producer-owned index buffer are the whole surface interface
5
+ * (WATER_OPTICS_PLAN_2026_10_02.md §7.2). A producer that is not a height field writes the same
6
+ * record, so the draws never learn which producer ran.
7
+ *
8
+ * @type {WebGPUStruct}
9
+ */
10
+ export const WATER_SURFACE_VERTEX_STRUCT: WebGPUStruct;
11
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
12
+ //# sourceMappingURL=WATER_SURFACE_VERTEX_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WATER_SURFACE_VERTEX_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,0CAFU,YAAY,CAgBG;6BAzBI,mCAAmC"}
@@ -0,0 +1,27 @@
1
+ import { vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
+
4
+ /**
5
+ * One vertex of a water surface: what every surface producer writes and the water draws read.
6
+ *
7
+ * This and a producer-owned index buffer are the whole surface interface
8
+ * (WATER_OPTICS_PLAN_2026_10_02.md §7.2). A producer that is not a height field writes the same
9
+ * record, so the draws never learn which producer ran.
10
+ *
11
+ * @type {WebGPUStruct}
12
+ */
13
+ export const WATER_SURFACE_VERTEX_STRUCT = WebGPUStruct.from({
14
+ /**
15
+ * World position in `xyz`. `w` is the slope variance of the waves this mesh does not resolve,
16
+ * which the shading adds to its roughness.
17
+ */
18
+ position: vec4f,
19
+ /**
20
+ * Last frame's world position in `xyz`, for motion vectors. `w` is unused.
21
+ */
22
+ previous: vec4f,
23
+ /**
24
+ * Unit world normal in `xyz`. `w` is unused.
25
+ */
26
+ normal: vec4f,
27
+ }, "WaterSurfaceVertex");
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Most impulses one body applies in one step.
3
+ * @type {number}
4
+ */
5
+ export const WATER_WAVE_IMPULSE_LIMIT: number;
6
+ /**
7
+ * Per-body, per-step inputs of the primitive wave producer: its grid, the terrain it floods, the
8
+ * step and the forcing.
9
+ *
10
+ * @type {WebGPUStruct}
11
+ */
12
+ export const WATER_WAVE_PARAMETERS_STRUCT: WebGPUStruct;
13
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
14
+ //# sourceMappingURL=WATER_WAVE_PARAMETERS_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WATER_WAVE_PARAMETERS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js"],"names":[],"mappings":"AAIA;;;GAGG;AACH,uCAFU,MAAM,CAE2B;AAE3C;;;;;GAKG;AACH,2CAFU,YAAY,CAkCI;6BA9CG,mCAAmC"}
@@ -0,0 +1,49 @@
1
+ import { f32, u32, vec4f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+
5
+ /**
6
+ * Most impulses one body applies in one step.
7
+ * @type {number}
8
+ */
9
+ export const WATER_WAVE_IMPULSE_LIMIT = 16;
10
+
11
+ /**
12
+ * Per-body, per-step inputs of the primitive wave producer: its grid, the terrain it floods, the
13
+ * step and the forcing.
14
+ *
15
+ * @type {WebGPUStruct}
16
+ */
17
+ export const WATER_WAVE_PARAMETERS_STRUCT = WebGPUStruct.from({
18
+ /** world-space grid rectangle: min x, min z, max x, max z */
19
+ extent: vec4f,
20
+ /** terrain height texture coordinates of the grid: `uv * zw + xy` */
21
+ height_uv: vec4f,
22
+ /** wind direction x, z (unit); forcing amplitude, m/s²; forcing drift speed, m/s */
23
+ forcing: vec4f,
24
+ /** queued impulses: world x, world z, radius m, velocity kick m/s */
25
+ impulses: WebGPUArray.from(vec4f, WATER_WAVE_IMPULSE_LIMIT),
26
+ /** rest height of the surface */
27
+ level: f32,
28
+ /** distance between neighbouring vertices, m */
29
+ spacing: f32,
30
+ /** step, s */
31
+ dt: f32,
32
+ /** simulated time, s */
33
+ time: f32,
34
+ /** damping rate everywhere, 1/s */
35
+ damping: f32,
36
+ /** border band of extra damping, vertices */
37
+ sponge_width: f32,
38
+ /** damping at the border, 1/s */
39
+ sponge_strength: f32,
40
+ /** largest celerity the step stays stable at, m/s */
41
+ celerity_limit: f32,
42
+ /** slope variance of the waves the grid does not resolve */
43
+ unresolved_variance: f32,
44
+ /** vertices along each side */
45
+ resolution: u32,
46
+ impulse_count: u32,
47
+ /** 1 on the first write after the body's buffers were created, so `previous` starts at `position` */
48
+ first_write: u32,
49
+ }, "WaterWaveParameters");
@@ -0,0 +1,15 @@
1
+ /**
2
+ * The primitive surface producer's physics, as pure functions so each is testable alone.
3
+ *
4
+ * A damped linear wave equation on a height field, `h_tt = c² ∇²h − γ h_t + f`, stepped by
5
+ * leapfrog. The celerity is the shallow-water one, `c = √(g·d)`, so waves slow down and turn in
6
+ * shallows and reflect from the shore. That is right for long waves and wrong for deep-water wind
7
+ * waves, whose speed depends on their wavelength rather than on depth: a stated limit of a
8
+ * primitive simulation, which the production simulation replaces behind the surface interface
9
+ * (WATER_OPTICS_PLAN_2026_10_02.md §7.2).
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_water_wave: CodeChunk;
14
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
15
+ //# sourceMappingURL=chunk_water_wave.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_wave.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_wave.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH,+BAFU,SAAS,CAmChB;0BA/CuB,oCAAoC"}
@@ -0,0 +1,48 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The primitive surface producer's physics, as pure functions so each is testable alone.
5
+ *
6
+ * A damped linear wave equation on a height field, `h_tt = c² ∇²h − γ h_t + f`, stepped by
7
+ * leapfrog. The celerity is the shallow-water one, `c = √(g·d)`, so waves slow down and turn in
8
+ * shallows and reflect from the shore. That is right for long waves and wrong for deep-water wind
9
+ * waves, whose speed depends on their wavelength rather than on depth: a stated limit of a
10
+ * primitive simulation, which the production simulation replaces behind the surface interface
11
+ * (WATER_OPTICS_PLAN_2026_10_02.md §7.2).
12
+ *
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_water_wave = CodeChunk.from(/* language=WGSL */ `
16
+ const WATER_WAVE_GRAVITY: f32 = 9.81;
17
+
18
+ // Squared celerity of a long wave over water depth metres deep, capped so an explicit step of the
19
+ // size the producer takes stays stable (2-D CFL: c·dt/dx ≤ 1/√2).
20
+ fn water_wave_celerity2(depth: f32, celerity_limit: f32) -> f32 {
21
+ return min(WATER_WAVE_GRAVITY * max(depth, 0.0), celerity_limit * celerity_limit);
22
+ }
23
+
24
+ // One leapfrog step of h_tt = c² ∇²h − γ h_t + f: the next height from the current one, the
25
+ // previous one, the current height's Laplacian, c², the damping rate γ (1/s), the forcing f (m/s²)
26
+ // and the step dt (s).
27
+ fn water_wave_step(h: f32, h_previous: f32, laplacian: f32, celerity2: f32, damping: f32,
28
+ force: f32, dt: f32) -> f32 {
29
+ return h + (h - h_previous) * max(1.0 - damping * dt, 0.0) + dt * dt * (celerity2 * laplacian + force);
30
+ }
31
+
32
+ // Extra damping in a band along the grid's border, rising quadratically to strength at the edge,
33
+ // so waves leave the domain instead of reflecting off the end of the grid.
34
+ fn water_wave_sponge(cell: vec2<u32>, resolution: u32, width: f32, strength: f32) -> f32 {
35
+ let last = f32(resolution - 1u);
36
+ let p = vec2<f32>(cell);
37
+ let edge = min(min(p.x, p.y), min(last - p.x, last - p.y));
38
+ let s = clamp(1.0 - edge / max(width, 1.0), 0.0, 1.0);
39
+ return strength * s * s;
40
+ }
41
+
42
+ // Unit normal of a height field from central differences of its heights at the four neighbours,
43
+ // spacing metres apart.
44
+ fn water_wave_normal(left: f32, right: f32, down: f32, up: f32, spacing: f32) -> vec3<f32> {
45
+ let slope = vec2<f32>(right - left, up - down) / (2.0 * spacing);
46
+ return normalize(vec3<f32>(-slope.x, 1.0, -slope.y));
47
+ }
48
+ `);
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Grid addressing, terrain lookup and forcing of the primitive wave producer. Expects `params`
3
+ * ({@link WATER_WAVE_PARAMETERS_STRUCT}), `terrain_height` and `height_sampler` bound.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_water_wave_grid: CodeChunk;
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_water_wave_grid.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_wave_grid.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/chunk_water_wave_grid.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,oCAFU,SAAS,CAuCG;0BA9CI,oCAAoC"}
@@ -0,0 +1,47 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_srdnoise2 } from "../../shader/chunk/noise/psrdnoise/chunk_srdnoise2.js";
3
+
4
+ /**
5
+ * Grid addressing, terrain lookup and forcing of the primitive wave producer. Expects `params`
6
+ * ({@link WATER_WAVE_PARAMETERS_STRUCT}), `terrain_height` and `height_sampler` bound.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_water_wave_grid = CodeChunk.from(/* language=WGSL */ `
11
+ // Spatial scale of the wind's pressure pattern, m.
12
+ const WATER_WAVE_FORCING_SCALE: f32 = 6.0;
13
+
14
+ fn water_wave_grid_uv(cell: vec2<u32>) -> vec2<f32> {
15
+ return vec2<f32>(cell) / f32(params.resolution - 1u);
16
+ }
17
+
18
+ fn water_wave_world(cell: vec2<u32>) -> vec2<f32> {
19
+ return mix(params.extent.xy, params.extent.zw, water_wave_grid_uv(cell));
20
+ }
21
+
22
+ fn water_wave_terrain(cell: vec2<u32>) -> f32 {
23
+ let uv = water_wave_grid_uv(cell) * params.height_uv.zw + params.height_uv.xy;
24
+ return textureSampleLevel(terrain_height, height_sampler, uv, 0.0).r;
25
+ }
26
+
27
+ // Clamped at the grid's edge, which reflects; the sponge band absorbs before waves get there.
28
+ fn water_wave_index(cell: vec2<i32>) -> u32 {
29
+ let n = i32(params.resolution);
30
+ let c = clamp(cell, vec2<i32>(0), vec2<i32>(n - 1));
31
+ return u32(c.y * n + c.x);
32
+ }
33
+
34
+ // Wind: a pressure pattern drifting downwind, plus this step's impulses as velocity kicks spread
35
+ // over one step.
36
+ fn water_wave_force(world: vec2<f32>) -> f32 {
37
+ let drift = params.forcing.xy * params.forcing.w * params.time;
38
+ var force = params.forcing.z * srdnoise2((world - drift) / WATER_WAVE_FORCING_SCALE, 0.0).x;
39
+ for (var i = 0u; i < params.impulse_count; i++) {
40
+ let impulse = params.impulses[i];
41
+ let r = max(impulse.z, 1e-3);
42
+ let d = world - impulse.xy;
43
+ force += impulse.w / params.dt * exp(-dot(d, d) / (r * r));
44
+ }
45
+ return force;
46
+ }
47
+ `, [chunk_srdnoise2]);
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Writes the surface interface from the primitive producer's heights: the vertex record every
3
+ * water draw reads. A dry vertex sits at the rest level, under the terrain, where the opaque depth
4
+ * hides it.
5
+ *
6
+ * @type {ComputeShader}
7
+ */
8
+ export const shader_water_surface_write: ComputeShader;
9
+ import { ComputeShader } from "../../shader/ComputeShader.js";
10
+ //# sourceMappingURL=shader_water_surface_write.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_water_surface_write.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_surface_write.js"],"names":[],"mappings":"AAkBA;;;;;;GAMG;AACH,yCAFU,aAAa,CA2BpB;8BAlD2B,+BAA+B"}