@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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@@ -0,0 +1,99 @@
1
+ import { chunk_build_orthonormal_matrix_n } from "../../../shader/chunk/geometry/normal/chunk_build_orthonormal_matrix_n.js";
2
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
+ import { chunk_manifold_triangle, MANIFOLD_TRIANGLE_STRUCT } from "./chunk_manifold_triangle.js";
4
+
5
+ /**
6
+ * How wide a beam of light arrives at the receiver after refracting once through a smooth interface:
7
+ * the generalized geometric term of manifold next-event estimation (Hanika, Droske & Fascione 2015),
8
+ * computed by carrying the beam's first-order shape — ray differentials (Igehy 1999) — from the light,
9
+ * across the interface with the curvature its interpolated normals have, to the receiver.
10
+ *
11
+ * `manifold_beam_area(source, distant, x1, tri, x0, eta)`, the beam leaving `source` toward `x1` on
12
+ * `tri` and refracting there toward `x0`, `eta` the index of the light's side over the receiver's:
13
+ *
14
+ * - from a point light (`distant` false, `source` the light's position), the area across the beam at
15
+ * `x0` per unit of solid angle leaving the light: irradiance across the beam is intensity over it.
16
+ * With no interface between them it is the squared distance.
17
+ * - from a distant light (`distant` true, `source` any point on the incoming ray before `x1`), the
18
+ * area across the beam at `x0` per unit area across it before the interface: irradiance across the
19
+ * beam is the light's over it. Through a flat interface it is cos(transmitted) / cos(incident).
20
+ *
21
+ * Zero where the light cannot refract toward the receiver (total internal reflection), and where the
22
+ * beam focuses to a point.
23
+ *
24
+ * @type {CodeChunk}
25
+ */
26
+ export const chunk_manifold_beam = CodeChunk.from(
27
+ //language=WGSL
28
+ `
29
+ fn manifold_beam_area(
30
+ source: vec3<f32>,
31
+ distant: bool,
32
+ x1: vec3<f32>,
33
+ tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref},
34
+ x0: vec3<f32>,
35
+ eta: f32,
36
+ ) -> f32 {
37
+ let to_interface = x1 - source;
38
+ let d = normalize(to_interface);
39
+ let t = length(to_interface);
40
+
41
+ let frame = build_orthonormal_matrix_n(d);
42
+
43
+ // a unit solid angle about a point light, or a unit area across a distant light's rays
44
+ var dp0 = select(vec3<f32>(0.0), frame[0], distant);
45
+ var dp1 = select(vec3<f32>(0.0), frame[1], distant);
46
+ let dd0 = select(frame[0], vec3<f32>(0.0), distant);
47
+ let dd1 = select(frame[1], vec3<f32>(0.0), distant);
48
+
49
+ // carried to the interface's plane
50
+ let ng = manifold_triangle_geometric_normal(tri);
51
+ let d_dot_ng = dot(d, ng);
52
+
53
+ dp0 += t * dd0;
54
+ dp1 += t * dd1;
55
+ dp0 -= d * (dot(dp0, ng) / d_dot_ng);
56
+ dp1 -= d * (dot(dp1, ng) / d_dot_ng);
57
+
58
+ // refracted, the interpolated normal facing the light
59
+ let flip = select(1.0, -1.0, dot(d, manifold_triangle_normal(tri, x1)) > 0.0);
60
+ let n = manifold_triangle_normal(tri, x1) * flip;
61
+ let dn0 = manifold_triangle_normal_derivative(tri, x1, dp0) * flip;
62
+ let dn1 = manifold_triangle_normal_derivative(tri, x1, dp1) * flip;
63
+
64
+ let c = -dot(d, n);
65
+ let k = 1.0 - eta * eta * (1.0 - c * c);
66
+
67
+ if (k <= 0.0) {
68
+ return 0.0;
69
+ }
70
+
71
+ let root_k = sqrt(k);
72
+
73
+ let transmitted = normalize(eta * d + (eta * c - root_k) * n);
74
+
75
+ // T = eta D + (eta c - sqrt(k)) N, c = -D.N, k = 1 - eta^2 (1 - c^2)
76
+ let dc0 = -(dot(dd0, n) + dot(d, dn0));
77
+ let dc1 = -(dot(dd1, n) + dot(d, dn1));
78
+ let dc_weight = eta - eta * eta * c / root_k;
79
+ let dt0 = eta * dd0 + dc_weight * dc0 * n + (eta * c - root_k) * dn0;
80
+ let dt1 = eta * dd1 + dc_weight * dc1 * n + (eta * c - root_k) * dn1;
81
+
82
+ // carried to the receiver, across the transmitted ray
83
+ let s = length(x0 - x1);
84
+
85
+ var q0 = dp0 + s * dt0;
86
+ var q1 = dp1 + s * dt1;
87
+
88
+ q0 -= transmitted * dot(q0, transmitted);
89
+ q1 -= transmitted * dot(q1, transmitted);
90
+
91
+ return length(cross(q0, q1));
92
+ }
93
+ `,
94
+ [
95
+ MANIFOLD_TRIANGLE_STRUCT.declaration_chunk,
96
+ chunk_manifold_triangle,
97
+ chunk_build_orthonormal_matrix_n,
98
+ ]
99
+ );
@@ -0,0 +1,68 @@
1
+ /**
2
+ * Light arriving at a receiver through one refracting interface: the direction it arrives from, and
3
+ * its irradiance across that direction, per channel. Zero irradiance when no connection was made.
4
+ */
5
+ export const MANIFOLD_CONNECTION_STRUCT: WebGPUStruct;
6
+ /**
7
+ * Newton steps one connection takes, each one ray cast to put its target back on the surface; past
8
+ * the limit the connection is given up and contributes nothing. Through flat water from the straight
9
+ * seed, the sun takes 3 steps at 30 degrees from overhead, 5 at 60 and 80, 7 at 85; through glass,
10
+ * 5 at 75 and 8 at 85.
11
+ * @type {number}
12
+ */
13
+ export const MANIFOLD_ITERATION_LIMIT: number;
14
+ /**
15
+ * Halvings of one Newton step in the triangle's plane — the surface's local model, where trying a
16
+ * length costs no ray — before its target is cast for.
17
+ * @type {number}
18
+ */
19
+ export const MANIFOLD_LINE_SEARCH_LIMIT: number;
20
+ /**
21
+ * Ray casts one connection's probes take in all: one a step, and one more for each surface of
22
+ * another mesh a probe passes on its way to the interface it walks — an index-matched boundary
23
+ * inside the same water, a leaf. An index-matched box over the receiver puts two on every probe, so
24
+ * a connection through it has five steps. Past the limit the connection is given up.
25
+ * @type {number}
26
+ */
27
+ export const MANIFOLD_PROBE_LIMIT: number;
28
+ /**
29
+ * How far short of the interface, relative to its distance, the receiver's leg of a connection
30
+ * stops, so that it does not hit the vertex it connects through.
31
+ * @type {number}
32
+ */
33
+ export const MANIFOLD_LEG_SLACK: number;
34
+ /**
35
+ * Manifold next-event estimation through one smooth refracting interface (Hanika, Droske & Fascione
36
+ * 2015): `manifold_connect(x0, stack, volumes_present, seed, light_type, index, jitter)`, for a
37
+ * receiver at `x0` in the media `stack` whose shadow ray toward the light stopped at a refracting
38
+ * interface (`seed`, as `medium_shadow_transmittance` reports it).
39
+ *
40
+ * 1. The light is sampled as `sample_light_record` samples it, with the same `jitter`.
41
+ * 2. From where the shadow ray met the interface, Newton steps on the specular constraint
42
+ * (`manifold_newton_step`) find the point where light from the light refracts toward `x0`, each
43
+ * target put back on the surface by a ray from `x0` toward it, which passes other meshes and
44
+ * must hit the same one ({@link MANIFOLD_PROBE_LIMIT} casts in all). From a seed far from the
45
+ * solution — light far from the normal — a full step overshoots where the constraint flattens
46
+ * out, so a step is halved in the triangle's plane until the constraint falls there, and halved
47
+ * again if it does not fall on the surface; after a step that is taken, the next may grow back.
48
+ * At most {@link MANIFOLD_ITERATION_LIMIT} steps, to `manifold_tolerance`.
49
+ * 3. Its two legs are shadow rays: `x0` to the vertex in the receiver's media, the vertex to the
50
+ * light in the light's. Either meeting another refracting interface ends the connection: one
51
+ * interface is what this connects through.
52
+ * 4. The irradiance is the light's intensity (or a distant light's irradiance) times the interface's
53
+ * transmission — `1 - F` at the vertex, by the material's `transmission_factor` — and both legs'
54
+ * transmittance, over the beam's area (`manifold_beam_area`), which carries the refraction's
55
+ * spreading and the curvature's focusing.
56
+ *
57
+ * Where several vertices refract the same light to the same receiver (overlapping waves), the one
58
+ * the walk finds stands for all: biased there, as Hanika's estimator is. Normal maps are not part of
59
+ * the surface it walks: the vertex normals are.
60
+ *
61
+ * The importing shader binds what ray queries, `materials`, `media` and `light_data` need.
62
+ *
63
+ * @type {CodeChunk}
64
+ */
65
+ export const chunk_manifold_connect: CodeChunk;
66
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
67
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
68
+ //# sourceMappingURL=chunk_manifold_connect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_manifold_connect.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/manifold/chunk_manifold_connect.js"],"names":[],"mappings":"AAiBA;;;GAGG;AACH,sDAGyB;AAEzB;;;;;;GAMG;AACH,uCAFU,MAAM,CAE0B;AAE1C;;;;GAIG;AACH,yCAFU,MAAM,CAE4B;AAE5C;;;;;;GAMG;AACH,mCAFU,MAAM,CAEuB;AAEvC;;;;GAIG;AACH,iCAFU,MAAM,CAEuB;AAEvC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,qCAFU,SAAS,CA+KjB;6BA/P2B,sCAAsC;0BAFzC,uCAAuC"}
@@ -0,0 +1,263 @@
1
+ import { chunk_F_dielectric } from "../../../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
2
+ import { chunk_offset_ray } from "../../../shader/chunk/geometry/ray/chunk_offset_ray.js";
3
+ import { chunk_ray_query_nearest } from "../../../shader/chunk/geometry/ray/chunk_ray_query_nearest.js";
4
+ import { RAY_STRUCT } from "../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
5
+ import { F32_MAX_DEFINITION } from "../../../shader/chunk/math/F32_MAX_DEFINITION.js";
6
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
7
+ import { vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
8
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
9
+ import { chunk_medium_path, MEDIUM_SHADOW_STRUCT } from "../media/chunk_medium_path.js";
10
+ import { chunk_medium_stack, MEDIUM_STACK_STRUCT } from "../media/chunk_medium_stack.js";
11
+ import { chunk_manifold_beam } from "./chunk_manifold_beam.js";
12
+ import { chunk_manifold_constraint } from "./chunk_manifold_constraint.js";
13
+ import { chunk_manifold_light } from "./chunk_manifold_light.js";
14
+ import { chunk_manifold_light_sample } from "./chunk_manifold_light_sample.js";
15
+ import { chunk_manifold_triangle } from "./chunk_manifold_triangle.js";
16
+ import { chunk_manifold_triangle_of_hit } from "./chunk_manifold_triangle_of_hit.js";
17
+
18
+ /**
19
+ * Light arriving at a receiver through one refracting interface: the direction it arrives from, and
20
+ * its irradiance across that direction, per channel. Zero irradiance when no connection was made.
21
+ */
22
+ export const MANIFOLD_CONNECTION_STRUCT = WebGPUStruct.from({
23
+ direction: vec3f,
24
+ irradiance: vec3f,
25
+ }, "ManifoldConnection");
26
+
27
+ /**
28
+ * Newton steps one connection takes, each one ray cast to put its target back on the surface; past
29
+ * the limit the connection is given up and contributes nothing. Through flat water from the straight
30
+ * seed, the sun takes 3 steps at 30 degrees from overhead, 5 at 60 and 80, 7 at 85; through glass,
31
+ * 5 at 75 and 8 at 85.
32
+ * @type {number}
33
+ */
34
+ export const MANIFOLD_ITERATION_LIMIT = 8;
35
+
36
+ /**
37
+ * Halvings of one Newton step in the triangle's plane — the surface's local model, where trying a
38
+ * length costs no ray — before its target is cast for.
39
+ * @type {number}
40
+ */
41
+ export const MANIFOLD_LINE_SEARCH_LIMIT = 6;
42
+
43
+ /**
44
+ * Ray casts one connection's probes take in all: one a step, and one more for each surface of
45
+ * another mesh a probe passes on its way to the interface it walks — an index-matched boundary
46
+ * inside the same water, a leaf. An index-matched box over the receiver puts two on every probe, so
47
+ * a connection through it has five steps. Past the limit the connection is given up.
48
+ * @type {number}
49
+ */
50
+ export const MANIFOLD_PROBE_LIMIT = 16;
51
+
52
+ /**
53
+ * How far short of the interface, relative to its distance, the receiver's leg of a connection
54
+ * stops, so that it does not hit the vertex it connects through.
55
+ * @type {number}
56
+ */
57
+ export const MANIFOLD_LEG_SLACK = 1e-4;
58
+
59
+ /**
60
+ * Manifold next-event estimation through one smooth refracting interface (Hanika, Droske & Fascione
61
+ * 2015): `manifold_connect(x0, stack, volumes_present, seed, light_type, index, jitter)`, for a
62
+ * receiver at `x0` in the media `stack` whose shadow ray toward the light stopped at a refracting
63
+ * interface (`seed`, as `medium_shadow_transmittance` reports it).
64
+ *
65
+ * 1. The light is sampled as `sample_light_record` samples it, with the same `jitter`.
66
+ * 2. From where the shadow ray met the interface, Newton steps on the specular constraint
67
+ * (`manifold_newton_step`) find the point where light from the light refracts toward `x0`, each
68
+ * target put back on the surface by a ray from `x0` toward it, which passes other meshes and
69
+ * must hit the same one ({@link MANIFOLD_PROBE_LIMIT} casts in all). From a seed far from the
70
+ * solution — light far from the normal — a full step overshoots where the constraint flattens
71
+ * out, so a step is halved in the triangle's plane until the constraint falls there, and halved
72
+ * again if it does not fall on the surface; after a step that is taken, the next may grow back.
73
+ * At most {@link MANIFOLD_ITERATION_LIMIT} steps, to `manifold_tolerance`.
74
+ * 3. Its two legs are shadow rays: `x0` to the vertex in the receiver's media, the vertex to the
75
+ * light in the light's. Either meeting another refracting interface ends the connection: one
76
+ * interface is what this connects through.
77
+ * 4. The irradiance is the light's intensity (or a distant light's irradiance) times the interface's
78
+ * transmission — `1 - F` at the vertex, by the material's `transmission_factor` — and both legs'
79
+ * transmittance, over the beam's area (`manifold_beam_area`), which carries the refraction's
80
+ * spreading and the curvature's focusing.
81
+ *
82
+ * Where several vertices refract the same light to the same receiver (overlapping waves), the one
83
+ * the walk finds stands for all: biased there, as Hanika's estimator is. Normal maps are not part of
84
+ * the surface it walks: the vertex normals are.
85
+ *
86
+ * The importing shader binds what ray queries, `materials`, `media` and `light_data` need.
87
+ *
88
+ * @type {CodeChunk}
89
+ */
90
+ export const chunk_manifold_connect = CodeChunk.from(
91
+ //language=WGSL
92
+ `
93
+ const MANIFOLD_ITERATION_LIMIT: u32 = ${MANIFOLD_ITERATION_LIMIT}u;
94
+ const MANIFOLD_LINE_SEARCH_LIMIT: u32 = ${MANIFOLD_LINE_SEARCH_LIMIT}u;
95
+ const MANIFOLD_PROBE_LIMIT: u32 = ${MANIFOLD_PROBE_LIMIT}u;
96
+ const MANIFOLD_LEG_SLACK: f32 = ${MANIFOLD_LEG_SLACK};
97
+
98
+ fn manifold_connect(
99
+ x0: vec3<f32>,
100
+ stack: ${MEDIUM_STACK_STRUCT.wgsl_ref},
101
+ volumes_present: bool,
102
+ seed: ${MEDIUM_SHADOW_STRUCT.wgsl_ref},
103
+ light_type: u32,
104
+ index: u32,
105
+ jitter: vec2<f32>,
106
+ ) -> ${MANIFOLD_CONNECTION_STRUCT.wgsl_ref} {
107
+ let none = ${MANIFOLD_CONNECTION_STRUCT.wgsl_ref}(vec3<f32>(0.0), vec3<f32>(0.0));
108
+
109
+ let light = manifold_light_sample(light_type, index, jitter);
110
+ let distant = light.distant != 0u;
111
+
112
+ // the two sides, as the shadow ray met the interface: the receiver's is the one it came from
113
+ let crossing = medium_crossing(seed.stack, seed.material, seed.entering);
114
+ let n_outside = medium_ior_of_material(crossing.outside);
115
+ let n_inside = medium_ior_of_material(crossing.inside);
116
+ let n_receiver = select(n_inside, n_outside, seed.entering);
117
+ let n_light = select(n_outside, n_inside, seed.entering);
118
+
119
+ var tri = manifold_triangle_of_hit(seed.instance, seed.triangle);
120
+ var x1 = manifold_triangle_point(tri, seed.barycentrics);
121
+ var step = manifold_newton_step(tri, x0, x1, light, n_receiver, n_light);
122
+
123
+ // how much of the Newton step is taken
124
+ var reach = 1.0;
125
+ var casts = 0u;
126
+
127
+ for (var i = 0u; i < MANIFOLD_ITERATION_LIMIT; i++) {
128
+ if (!step.ok || step.residual < manifold_tolerance(x0, x1) || casts >= MANIFOLD_PROBE_LIMIT) {
129
+ break;
130
+ }
131
+
132
+ // halved in the triangle's plane, the surface's local model, until the constraint falls there
133
+ var aim = mix(x1, step.aim, reach);
134
+
135
+ for (var k = 0u; k < MANIFOLD_LINE_SEARCH_LIMIT; k++) {
136
+ let c = manifold_constraint(tri, x0, aim, light, n_receiver, n_light);
137
+
138
+ if (max(abs(c.x), abs(c.y)) < step.residual) {
139
+ break;
140
+ }
141
+
142
+ reach *= 0.5;
143
+ aim = mix(x1, step.aim, reach);
144
+ }
145
+
146
+ // put back on the surface by a ray from the receiver toward it, past other meshes
147
+ var probe: ${RAY_STRUCT.wgsl_ref};
148
+ probe.origin = x0;
149
+ probe.direction = normalize(aim - x0);
150
+ probe.tmax = F32_MAX;
151
+
152
+ var hit = ray_query_nearest(probe);
153
+ casts++;
154
+
155
+ while (hit.t > 0.0 && hit.instance != seed.instance && casts < MANIFOLD_PROBE_LIMIT) {
156
+ let past = manifold_triangle_of_hit(hit.instance, hit.triangle);
157
+ let ng_past = manifold_triangle_geometric_normal(past);
158
+
159
+ probe.origin = offset_ray(manifold_triangle_point(past, hit.barycentrics), ng_past * select(-1.0, 1.0, dot(ng_past, probe.direction) > 0.0));
160
+
161
+ hit = ray_query_nearest(probe);
162
+ casts++;
163
+ }
164
+
165
+ if (hit.t > 0.0 && hit.instance == seed.instance) {
166
+ let tri_next = manifold_triangle_of_hit(seed.instance, hit.triangle);
167
+ let x_next = manifold_triangle_point(tri_next, hit.barycentrics);
168
+ let step_next = manifold_newton_step(tri_next, x0, x_next, light, n_receiver, n_light);
169
+
170
+ if (step_next.residual < step.residual) {
171
+ tri = tri_next;
172
+ x1 = x_next;
173
+ step = step_next;
174
+ reach = min(1.0, 2.0 * reach);
175
+
176
+ continue;
177
+ }
178
+ }
179
+
180
+ // the surface is not its plane here, or the probe missed it: a shorter step
181
+ reach *= 0.5;
182
+ }
183
+
184
+ if (!(step.residual < manifold_tolerance(x0, x1))) {
185
+ return none;
186
+ }
187
+
188
+ let to_vertex = x1 - x0;
189
+ let d0 = length(to_vertex);
190
+ let toward_vertex = to_vertex / d0;
191
+ let toward_light = manifold_light_direction(light, x1);
192
+
193
+ // the receiver's leg, stopping short of the vertex
194
+ var leg: ${RAY_STRUCT.wgsl_ref};
195
+ leg.origin = x0;
196
+ leg.direction = toward_vertex;
197
+ leg.tmax = d0 * (1.0 - MANIFOLD_LEG_SLACK);
198
+
199
+ let first = medium_shadow_transmittance(leg, stack, volumes_present, MEDIUM_SCATTER_SHADOW_HIT_LIMIT);
200
+
201
+ if (first.refracting || all(first.transmittance <= vec3<f32>(0.0))) {
202
+ return none;
203
+ }
204
+
205
+ // across the interface the way the shadow ray met it, from the media the leg ends in
206
+ let across = medium_crossing(first.stack, seed.material, seed.entering);
207
+
208
+ // the light's leg, from the vertex on the light's side
209
+ let ng = manifold_triangle_geometric_normal(tri);
210
+
211
+ var leg_light: ${RAY_STRUCT.wgsl_ref};
212
+ leg_light.origin = offset_ray(x1, ng * select(-1.0, 1.0, dot(ng, toward_light) > 0.0));
213
+ leg_light.direction = toward_light;
214
+ leg_light.tmax = manifold_light_shadow_length(light, x1);
215
+
216
+ let second = medium_shadow_transmittance(leg_light, across.stack, volumes_present, MEDIUM_SCATTER_SHADOW_HIT_LIMIT);
217
+
218
+ if (second.refracting || all(second.transmittance <= vec3<f32>(0.0))) {
219
+ return none;
220
+ }
221
+
222
+ // what the interface lets through, from the light's side about the interpolated normal
223
+ let n = manifold_triangle_normal(tri, x1);
224
+ let cos_light = abs(dot(toward_light, n));
225
+ let transmitted = (1.0 - F_dielectric(cos_light, n_receiver / n_light)) * materials[seed.material].transmission_factor;
226
+
227
+ // a local light's intensity falls off from its centre, as sample_light_record has it: its
228
+ // sampled point aims the connection, and only spreads the light's shadows and caustics
229
+ let source = select(light.centre, x1 + toward_light, distant);
230
+ let area = manifold_beam_area(source, distant, x1, tri, x0, n_light / n_receiver);
231
+
232
+ if (area <= 0.0) {
233
+ return none;
234
+ }
235
+
236
+ let path_length = d0 + select(length(light.centre - x1), 0.0, distant);
237
+ let intensity = manifold_light_intensity(light, x1, path_length);
238
+
239
+ return ${MANIFOLD_CONNECTION_STRUCT.wgsl_ref}(
240
+ toward_vertex,
241
+ intensity * transmitted * first.transmittance * second.transmittance / area
242
+ );
243
+ }
244
+ `,
245
+ [
246
+ RAY_STRUCT.declaration_chunk,
247
+ MEDIUM_STACK_STRUCT.declaration_chunk,
248
+ MEDIUM_SHADOW_STRUCT.declaration_chunk,
249
+ MANIFOLD_CONNECTION_STRUCT.declaration_chunk,
250
+ F32_MAX_DEFINITION,
251
+ chunk_offset_ray,
252
+ chunk_ray_query_nearest,
253
+ chunk_F_dielectric,
254
+ chunk_medium_stack,
255
+ chunk_medium_path,
256
+ chunk_manifold_triangle,
257
+ chunk_manifold_triangle_of_hit,
258
+ chunk_manifold_light,
259
+ chunk_manifold_light_sample,
260
+ chunk_manifold_constraint,
261
+ chunk_manifold_beam,
262
+ ]
263
+ );
@@ -0,0 +1,55 @@
1
+ /**
2
+ * One Newton step toward the point where light refracts from the light to the receiver: the point
3
+ * of the triangle's plane it aims for, the constraint's size where it started, and whether a step
4
+ * could be taken at all.
5
+ */
6
+ export const MANIFOLD_STEP_STRUCT: WebGPUStruct;
7
+ /**
8
+ * The finite-difference step of the constraint's Jacobian, relative to the distance over which the
9
+ * constraint turns: the receiver's from the interface, or a local light's where nearer.
10
+ * @type {number}
11
+ */
12
+ export const MANIFOLD_DIFFERENCE_SCALE: number;
13
+ /**
14
+ * The least finite-difference step, relative to the interface point's largest coordinate: about 170
15
+ * f32 ulps, so that the step resolves far from the origin.
16
+ * @type {number}
17
+ */
18
+ export const MANIFOLD_DIFFERENCE_FLOOR: number;
19
+ /**
20
+ * The constraint's size, about the sine of the angle off Snell's law, under which a connection has
21
+ * converged — near the origin; far from it, see {@link MANIFOLD_POSITION_NOISE}.
22
+ * @type {number}
23
+ */
24
+ export const MANIFOLD_TOLERANCE: number;
25
+ /**
26
+ * How finely f32 places a point, relative to its largest coordinate, as the constraint feels it: 8 to
27
+ * 16 ulps. Over the receiver's distance it is an angle the constraint cannot resolve, which the
28
+ * tolerance does not go below. Newton's residual settles at 0.5 to 1.4 ulps over that distance,
29
+ * 100 m to 10 km from the origin, 5 cm to 5 m from the interface.
30
+ * @type {number}
31
+ */
32
+ export const MANIFOLD_POSITION_NOISE: number;
33
+ /**
34
+ * Where on a smooth interface light from a light refracts toward a receiver: the specular constraint
35
+ * of manifold next-event estimation (Hanika, Droske & Fascione 2015) for one refracting vertex, and
36
+ * a Newton step on it within one triangle.
37
+ *
38
+ * - `manifold_constraint(tri, x0, x1, light, n_receiver, n_light)`: at `x1` on the triangle's plane,
39
+ * with `wo` toward the receiver `x0` and `wi` toward the light, the generalized half vector
40
+ * `n_light wi + n_receiver wo` is parallel to the normal exactly where Snell's law holds. The
41
+ * constraint is its cross product with the interpolated normal, expressed in the plane's frame:
42
+ * zero at a solution, and about the sine of the angle off it elsewhere.
43
+ * - `manifold_newton_step(tri, x0, x1, light, n_receiver, n_light)`: a Newton step from `x1` within
44
+ * the plane, the Jacobian by forward differences (the constraint is cheap, the interpolated normal
45
+ * affine across the plane). The target can leave the triangle; the caller projects it onto the
46
+ * surface.
47
+ * - `manifold_tolerance(x0, x1)`: the residual under which a solution at `x1` has converged,
48
+ * {@link MANIFOLD_TOLERANCE}, or what f32 resolves there if coarser.
49
+ *
50
+ * @type {CodeChunk}
51
+ */
52
+ export const chunk_manifold_constraint: CodeChunk;
53
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
54
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
55
+ //# sourceMappingURL=chunk_manifold_constraint.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_manifold_constraint.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/manifold/chunk_manifold_constraint.js"],"names":[],"mappings":"AAMA;;;;GAIG;AACH,gDAImB;AAEnB;;;;GAIG;AACH,wCAFU,MAAM,CAE8B;AAE9C;;;;GAIG;AACH,wCAFU,MAAM,CAE8B;AAE9C;;;;GAIG;AACH,iCAFU,MAAM,CAEuB;AAEvC;;;;;;GAMG;AACH,sCAFU,MAAM,CAE4B;AAE5C;;;;;;;;;;;;;;;;;;GAkBG;AACH,wCAFU,SAAS,CAmFjB;6BAjJ2B,sCAAsC;0BAFzC,uCAAuC"}
@@ -0,0 +1,148 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { bool, f32, vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
4
+ import { chunk_manifold_light, MANIFOLD_LIGHT_STRUCT } from "./chunk_manifold_light.js";
5
+ import { chunk_manifold_triangle, MANIFOLD_TRIANGLE_STRUCT } from "./chunk_manifold_triangle.js";
6
+
7
+ /**
8
+ * One Newton step toward the point where light refracts from the light to the receiver: the point
9
+ * of the triangle's plane it aims for, the constraint's size where it started, and whether a step
10
+ * could be taken at all.
11
+ */
12
+ export const MANIFOLD_STEP_STRUCT = WebGPUStruct.from({
13
+ aim: vec3f,
14
+ residual: f32,
15
+ ok: bool,
16
+ }, "ManifoldStep");
17
+
18
+ /**
19
+ * The finite-difference step of the constraint's Jacobian, relative to the distance over which the
20
+ * constraint turns: the receiver's from the interface, or a local light's where nearer.
21
+ * @type {number}
22
+ */
23
+ export const MANIFOLD_DIFFERENCE_SCALE = 1e-3;
24
+
25
+ /**
26
+ * The least finite-difference step, relative to the interface point's largest coordinate: about 170
27
+ * f32 ulps, so that the step resolves far from the origin.
28
+ * @type {number}
29
+ */
30
+ export const MANIFOLD_DIFFERENCE_FLOOR = 1e-5;
31
+
32
+ /**
33
+ * The constraint's size, about the sine of the angle off Snell's law, under which a connection has
34
+ * converged — near the origin; far from it, see {@link MANIFOLD_POSITION_NOISE}.
35
+ * @type {number}
36
+ */
37
+ export const MANIFOLD_TOLERANCE = 1e-4;
38
+
39
+ /**
40
+ * How finely f32 places a point, relative to its largest coordinate, as the constraint feels it: 8 to
41
+ * 16 ulps. Over the receiver's distance it is an angle the constraint cannot resolve, which the
42
+ * tolerance does not go below. Newton's residual settles at 0.5 to 1.4 ulps over that distance,
43
+ * 100 m to 10 km from the origin, 5 cm to 5 m from the interface.
44
+ * @type {number}
45
+ */
46
+ export const MANIFOLD_POSITION_NOISE = 1e-6;
47
+
48
+ /**
49
+ * Where on a smooth interface light from a light refracts toward a receiver: the specular constraint
50
+ * of manifold next-event estimation (Hanika, Droske & Fascione 2015) for one refracting vertex, and
51
+ * a Newton step on it within one triangle.
52
+ *
53
+ * - `manifold_constraint(tri, x0, x1, light, n_receiver, n_light)`: at `x1` on the triangle's plane,
54
+ * with `wo` toward the receiver `x0` and `wi` toward the light, the generalized half vector
55
+ * `n_light wi + n_receiver wo` is parallel to the normal exactly where Snell's law holds. The
56
+ * constraint is its cross product with the interpolated normal, expressed in the plane's frame:
57
+ * zero at a solution, and about the sine of the angle off it elsewhere.
58
+ * - `manifold_newton_step(tri, x0, x1, light, n_receiver, n_light)`: a Newton step from `x1` within
59
+ * the plane, the Jacobian by forward differences (the constraint is cheap, the interpolated normal
60
+ * affine across the plane). The target can leave the triangle; the caller projects it onto the
61
+ * surface.
62
+ * - `manifold_tolerance(x0, x1)`: the residual under which a solution at `x1` has converged,
63
+ * {@link MANIFOLD_TOLERANCE}, or what f32 resolves there if coarser.
64
+ *
65
+ * @type {CodeChunk}
66
+ */
67
+ export const chunk_manifold_constraint = CodeChunk.from(
68
+ //language=WGSL
69
+ `
70
+ const MANIFOLD_DIFFERENCE_SCALE: f32 = ${MANIFOLD_DIFFERENCE_SCALE};
71
+ const MANIFOLD_DIFFERENCE_FLOOR: f32 = ${MANIFOLD_DIFFERENCE_FLOOR};
72
+ const MANIFOLD_TOLERANCE: f32 = ${MANIFOLD_TOLERANCE};
73
+ const MANIFOLD_POSITION_NOISE: f32 = ${MANIFOLD_POSITION_NOISE};
74
+
75
+ fn manifold_tolerance(x0: vec3<f32>, x1: vec3<f32>) -> f32 {
76
+ let a = abs(x1);
77
+ let reach = max(max(a.x, a.y), a.z);
78
+
79
+ return max(MANIFOLD_TOLERANCE, MANIFOLD_POSITION_NOISE * reach / distance(x0, x1));
80
+ }
81
+
82
+ fn manifold_constraint(
83
+ tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref},
84
+ x0: vec3<f32>,
85
+ x1: vec3<f32>,
86
+ light: ${MANIFOLD_LIGHT_STRUCT.wgsl_ref},
87
+ n_receiver: f32,
88
+ n_light: f32,
89
+ ) -> vec2<f32> {
90
+ let wo = normalize(x0 - x1);
91
+ let wi = manifold_light_direction(light, x1);
92
+
93
+ let h = normalize(n_light * wi + n_receiver * wo);
94
+ let c = cross(h, manifold_triangle_normal(tri, x1));
95
+
96
+ let frame = manifold_triangle_frame(tri);
97
+
98
+ return vec2<f32>(dot(c, frame[0]), dot(c, frame[1]));
99
+ }
100
+
101
+ fn manifold_newton_step(
102
+ tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref},
103
+ x0: vec3<f32>,
104
+ x1: vec3<f32>,
105
+ light: ${MANIFOLD_LIGHT_STRUCT.wgsl_ref},
106
+ n_receiver: f32,
107
+ n_light: f32,
108
+ ) -> ${MANIFOLD_STEP_STRUCT.wgsl_ref} {
109
+ let frame = manifold_triangle_frame(tri);
110
+
111
+ // the constraint turns over the receiver's distance, or a local light's where nearer — not the
112
+ // triangle's size — and the step must stay many ulps of x1 wide to be resolved at all
113
+ let a = abs(x1);
114
+ let reach = select(min(distance(x0, x1), distance(light.position, x1)), distance(x0, x1), light.distant != 0u);
115
+ let h = max(MANIFOLD_DIFFERENCE_SCALE * reach, MANIFOLD_DIFFERENCE_FLOOR * max(max(a.x, a.y), a.z));
116
+
117
+ let c = manifold_constraint(tri, x0, x1, light, n_receiver, n_light);
118
+ let cs = manifold_constraint(tri, x0, x1 + frame[0] * h, light, n_receiver, n_light);
119
+ let ct = manifold_constraint(tri, x0, x1 + frame[1] * h, light, n_receiver, n_light);
120
+
121
+ let residual = max(abs(c.x), abs(c.y));
122
+
123
+ // columns: the constraint's change along the frame's two directions
124
+ let j0 = (cs - c) / h;
125
+ let j1 = (ct - c) / h;
126
+ let determinant = j0.x * j1.y - j1.x * j0.y;
127
+
128
+ if (abs(determinant) <= 1e-12) {
129
+ return ${MANIFOLD_STEP_STRUCT.wgsl_ref}(x1, residual, false);
130
+ }
131
+
132
+ // solve J delta = -c
133
+ let delta = vec2<f32>(
134
+ -(j1.y * c.x - j1.x * c.y),
135
+ -(-j0.y * c.x + j0.x * c.y)
136
+ ) / determinant;
137
+
138
+ return ${MANIFOLD_STEP_STRUCT.wgsl_ref}(x1 + frame[0] * delta.x + frame[1] * delta.y, residual, true);
139
+ }
140
+ `,
141
+ [
142
+ MANIFOLD_STEP_STRUCT.declaration_chunk,
143
+ MANIFOLD_TRIANGLE_STRUCT.declaration_chunk,
144
+ MANIFOLD_LIGHT_STRUCT.declaration_chunk,
145
+ chunk_manifold_triangle,
146
+ chunk_manifold_light,
147
+ ]
148
+ );
@@ -0,0 +1,17 @@
1
+ /**
2
+ * The light end of a manifold connection: a point on a local light (`position`), or the direction
3
+ * toward a distant one (`distant` 1, `direction`). `centre` is a local light's own position, which
4
+ * its intensity falls off from, as `sample_light_record` has it; the sampled point only spreads its
5
+ * shadows. `near_clip` is how far short of a local light a shadow ray stops; `light_type` and
6
+ * `index` name the light's row, for its intensity.
7
+ */
8
+ export const MANIFOLD_LIGHT_STRUCT: WebGPUStruct;
9
+ /**
10
+ * `manifold_light_direction(light, x)`: the unit direction from `x` toward the light.
11
+ *
12
+ * @type {CodeChunk}
13
+ */
14
+ export const chunk_manifold_light: CodeChunk;
15
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
16
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
17
+ //# sourceMappingURL=chunk_manifold_light.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_manifold_light.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/manifold/chunk_manifold_light.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,iDAQoB;AAEpB;;;;GAIG;AACH,mCAFU,SAAS,CAgBjB;6BAtC2B,sCAAsC;0BAFzC,uCAAuC"}