@woosh/meep-engine 3.38.0 → 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 (962) 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 +4 -0
  159. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  160. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  161. package/src/engine/ecs/transform/Transform64.js +10 -16
  162. package/src/engine/graphics/ecs/water/Water.d.ts +25 -63
  163. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  164. package/src/engine/graphics/ecs/water/Water.js +110 -125
  165. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  166. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -74
  167. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  168. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  173. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  174. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  176. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  177. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  179. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  180. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  181. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  182. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  183. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  184. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  185. package/src/engine/graphics3/WaterSystem.d.ts +39 -3
  186. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  187. package/src/engine/graphics3/WaterSystem.js +134 -25
  188. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  189. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  190. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  191. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  192. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  193. package/src/engine/interpolation/InterpolationLog.js +12 -6
  194. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  195. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  196. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  197. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  199. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  200. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  201. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  204. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  207. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  209. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  210. package/src/engine/physics/body/SolverBodyState.js +4 -5
  211. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  212. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  213. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  214. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  215. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  216. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  217. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  218. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  219. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  220. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  221. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  222. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  224. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  225. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  226. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  228. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  229. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  230. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  232. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  233. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  234. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  236. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  238. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
  240. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
  241. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
  243. package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
  244. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  245. package/src/engine/physics/constraint/solve_constraints.js +703 -429
  246. package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
  247. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
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  904. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  905. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  906. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  907. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  908. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  909. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  910. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  911. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  912. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  913. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  914. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
  915. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
  916. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  917. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  918. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  919. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
  920. package/src/shade/renderer/water/shader_water.d.ts +10 -4
  921. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  922. package/src/shade/renderer/water/shader_water.js +406 -384
  923. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -1
  924. package/src/shade/renderer/water/shader_water_avboit.js +19 -9
  925. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  926. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  927. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  928. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  929. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  930. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  931. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
  932. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  933. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  934. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
  935. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  936. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  937. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  938. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  939. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  940. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  941. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  942. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  943. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  944. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  945. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  946. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  947. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  948. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  949. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  950. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  951. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  952. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  953. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  954. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  955. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  956. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  957. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  958. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  959. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  960. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  961. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  962. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -1 +1 @@
1
- {"version":3,"file":"RaycastVehicle.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/vehicle/RaycastVehicle.js"],"names":[],"mappings":"AA+EA;;;;GAIG;AACH;IAEI,8DAA8D;IAC9D,eAD8C,YAAY,CACtB;IAEpC,8EAA8E;IAC9E,oBAD8D,YAAY,CACvB;IAEnD,sEAAsE;IACtE,cADsD,YAAY,CACtB;IAE5C,4BAA0B;IAC1B,0BAAuB;IACvB,2BAA8B;IAC9B,eAAa;IACb,iBAAe;IACf,iBAAgB;IAChB,gBAAe;IAGf,mBAAkB;IAElB,oBAAgB;IAEhB,gDAAgD;IAChD,cADgC,YAAY,CACT;IAEnC,iDAAiD;IACjD,eADiC,YAAY,CACA;IAE7C,qDAAqD;IACrD,sBAAmB;IAEnB,gFAAgF;IAChF,iBAAa;IAEb,kDAAkD;IAClD,iBAAa;IAEb,iDAAiD;IACjD,qBAAiB;IAEjB,yDAAyD;IACzD,wBAAoB;IAGhB,6BAA+B;IAC/B,yBAAiD;CAExD;AAED;IAoBI;;;;OAIG;IACH,0FAOC;IA/BD,sBAAsB;IACtB,QADW,KAAK,EAAE,CACN;IAEZ,qBAAiB;IACjB,qBAAiB;IACjB,sBAAkB;IAClB,YAAmB;IACnB,2BAAkC;IAGlC,sBAA8B;IAE9B;;;;OAIG;IACH,SAFU,YAAY,CAEQ;IAQ1B,sBAAoB;IACpB,uBAA8B;IAC9B,8BAAwC;IAGxC,kDAAmF;IAGvF;;;;;;;;;;;;;;;;;OAiBG;IACH;QAb0B,aAAa,EAA5B,MAAM,EAAE;QACQ,kBAAkB,GAAlC,MAAM,EAAE;QACQ,YAAY,GAA5B,MAAM,EAAE;QACM,oBAAoB,GAAlC,MAAM;QACQ,mBAAmB,GAAjC,MAAM;QACQ,iBAAiB,GAA/B,MAAM;QACQ,kBAAkB,GAAhC,MAAM;QACQ,MAAM,GAApB,MAAM;QACQ,QAAQ,GAAtB,MAAM;QACS,OAAO,GAAtB,OAAO;QACQ,MAAM,GAArB,OAAO;QACL,KAAK,CA0BjB;IAED,2DAA2D;IAC3D,8BAIC;IAED,2EAA2E;IAC3E,gCAAmD;IAEnD,uEAAuE;IACvE,2BAA8C;IAE9C;;;;;OAKG;IACH,WAFW,MAAM,QAsIhB;CACJ;qBA7WoB,mCAAmC;oCACpB,mCAAmC"}
1
+ {"version":3,"file":"RaycastVehicle.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/vehicle/RaycastVehicle.js"],"names":[],"mappings":"AA8EA;;;;GAIG;AACH;IAEI,8DAA8D;IAC9D,eAD8C,YAAY,CACtB;IAEpC,8EAA8E;IAC9E,oBAD8D,YAAY,CACvB;IAEnD,sEAAsE;IACtE,cADsD,YAAY,CACtB;IAE5C,4BAA0B;IAC1B,0BAAuB;IACvB,2BAA8B;IAC9B,eAAa;IACb,iBAAe;IACf,iBAAgB;IAChB,gBAAe;IAGf,mBAAkB;IAElB,oBAAgB;IAEhB,gDAAgD;IAChD,cADgC,YAAY,CACT;IAEnC,iDAAiD;IACjD,eADiC,YAAY,CACA;IAE7C,qDAAqD;IACrD,sBAAmB;IAEnB,gFAAgF;IAChF,iBAAa;IAEb,kDAAkD;IAClD,iBAAa;IAEb,iDAAiD;IACjD,qBAAiB;IAEjB,yDAAyD;IACzD,wBAAoB;IAGhB,6BAA+B;IAC/B,yBAAiD;CAExD;AAED;IAoBI;;;;OAIG;IACH,0FAOC;IA/BD,sBAAsB;IACtB,QADW,KAAK,EAAE,CACN;IAEZ,qBAAiB;IACjB,qBAAiB;IACjB,sBAAkB;IAClB,YAAmB;IACnB,2BAAkC;IAGlC,sBAA8B;IAE9B;;;;OAIG;IACH,SAFU,YAAY,CAEQ;IAQ1B,sBAAoB;IACpB,uBAA8B;IAC9B,8BAAwC;IAGxC,kDAAmF;IAGvF;;;;;;;;;;;;;;;;;OAiBG;IACH;QAb0B,aAAa,EAA5B,MAAM,EAAE;QACQ,kBAAkB,GAAlC,MAAM,EAAE;QACQ,YAAY,GAA5B,MAAM,EAAE;QACM,oBAAoB,GAAlC,MAAM;QACQ,mBAAmB,GAAjC,MAAM;QACQ,iBAAiB,GAA/B,MAAM;QACQ,kBAAkB,GAAhC,MAAM;QACQ,MAAM,GAApB,MAAM;QACQ,QAAQ,GAAtB,MAAM;QACS,OAAO,GAAtB,OAAO;QACQ,MAAM,GAArB,OAAO;QACL,KAAK,CA0BjB;IAED,2DAA2D;IAC3D,8BAIC;IAED,2EAA2E;IAC3E,gCAAmD;IAEnD,uEAAuE;IACvE,2BAA8C;IAE9C;;;;;OAKG;IACH,WAFW,MAAM,QAsIhB;CACJ;qBA5WoB,mCAAmC;oCACpB,mCAAmC"}
@@ -51,10 +51,9 @@ function effective_mass(rb, transform, invM, rx, ry, rz, dx, dy, dz) {
51
51
  let k = invM;
52
52
  const ii = rb.inverseInertiaLocal;
53
53
  if (ii[0] !== 0 || ii[1] !== 0 || ii[2] !== 0) {
54
- const q = transform.rotation;
55
54
  k += angular_effective_mass_raw(
56
55
  ii[0], ii[1], ii[2],
57
- q[0], q[1], q[2], q[3],
56
+ transform.rotation_x, transform.rotation_y, transform.rotation_z, transform.rotation_w,
58
57
  rx, ry, rz,
59
58
  dx, dy, dz,
60
59
  scratch_i
@@ -235,7 +234,7 @@ export class RaycastVehicle {
235
234
  if (rb.kind !== BodyKind.Dynamic || dt <= 0) return;
236
235
  const tr = this.chassisTransform;
237
236
  const invMass = rb.mass > 0 ? 1 / rb.mass : 0;
238
- const q = tr.rotation;
237
+ const qx = tr.rotation_x, qy = tr.rotation_y, qz = tr.rotation_z, qw = tr.rotation_w;
239
238
  const px = tr.translation_x, py = tr.translation_y, pz = tr.translation_z;
240
239
  const lv = rb.linearVelocity, av = rb.angularVelocity;
241
240
  const drivePer = this.__drivenCount > 0 ? this.__driveForce / this.__drivenCount : 0;
@@ -244,9 +243,9 @@ export class RaycastVehicle {
244
243
  const w = this.wheels[wi];
245
244
 
246
245
  // World mount point and suspension axis.
247
- v3_quaternion_apply(scratch_v, 0, w.localPosition[0], w.localPosition[1], w.localPosition[2], q[0], q[1], q[2], q[3]);
246
+ v3_quaternion_apply(scratch_v, 0, w.localPosition[0], w.localPosition[1], w.localPosition[2], qx, qy, qz, qw);
248
247
  const mx = px + scratch_v[0], my = py + scratch_v[1], mz = pz + scratch_v[2];
249
- v3_quaternion_apply(scratch_v, 0, w.localSuspensionDir[0], w.localSuspensionDir[1], w.localSuspensionDir[2], q[0], q[1], q[2], q[3]);
248
+ v3_quaternion_apply(scratch_v, 0, w.localSuspensionDir[0], w.localSuspensionDir[1], w.localSuspensionDir[2], qx, qy, qz, qw);
250
249
  const sdx = scratch_v[0], sdy = scratch_v[1], sdz = scratch_v[2]; // suspension down (unit)
251
250
 
252
251
  const maxLen = w.suspensionRestLength + w.radius;
@@ -305,7 +304,7 @@ export class RaycastVehicle {
305
304
  }
306
305
 
307
306
  // --- Tyre friction: forward / side basis in the contact plane ---
308
- v3_quaternion_apply(scratch_v, 0, w.localForward[0], w.localForward[1], w.localForward[2], q[0], q[1], q[2], q[3]);
307
+ v3_quaternion_apply(scratch_v, 0, w.localForward[0], w.localForward[1], w.localForward[2], qx, qy, qz, qw);
309
308
  let fwx = scratch_v[0], fwy = scratch_v[1], fwz = scratch_v[2];
310
309
  if (w.steering !== 0) {
311
310
  // Steer about the suspension-up axis (−suspension dir).
@@ -1 +1 @@
1
- {"version":3,"file":"SoftwareGPUQueue.d.ts","sourceRoot":"","sources":["../../../../../src/shade/device/mock/SoftwareGPUQueue.js"],"names":[],"mappings":"AA4DA;;;GAGG;AACH,yCAFgB,QAAQ;IAYpB;;OAEG;IACH,uCAEC;IAoDD;;;;;;;;;OASG;IACH,6CALW,MAAM,QACN,YAAY,eACZ,MAAM,SACN,MAAM,QA6ChB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,yDAJW,YAAY,iEAmCtB;IAED;;;;;;;;;;;;;OAaG;IACH,2IAmEC;IAED;;;OAGG;IACH,uBAFW,0BAA0B,QAmEpC;IAED;;;;;;OAMG;IACH,uBAFa,QAAQ,SAAS,CAAC,CAI9B;;CACJ"}
1
+ {"version":3,"file":"SoftwareGPUQueue.d.ts","sourceRoot":"","sources":["../../../../../src/shade/device/mock/SoftwareGPUQueue.js"],"names":[],"mappings":"AA6DA;;;GAGG;AACH,yCAFgB,QAAQ;IAYpB;;OAEG;IACH,uCAEC;IAoDD;;;;;;;;;OASG;IACH,6CALW,MAAM,QACN,YAAY,eACZ,MAAM,SACN,MAAM,QA6ChB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,yDAJW,YAAY,iEAmCtB;IAED;;;;;;;;;;;;;OAaG;IACH,2IAmEC;IAED;;;OAGG;IACH,uBAFW,0BAA0B,QAmEpC;IAED;;;;;;OAMG;IACH,uBAFa,QAAQ,SAAS,CAAC,CAI9B;;CACJ"}
@@ -19,7 +19,8 @@ const COPY_ALIGNMENT = 4;
19
19
  * @returns {{buffer: ArrayBuffer, byteOffset: number, byteLength: number, bytesPerElement: number}}
20
20
  */
21
21
  function normalize_buffer_source(data) {
22
- if (data instanceof ArrayBuffer) {
22
+ // by tag, not `instanceof`: an ArrayBuffer from another realm is still one, and WebGPU takes it
23
+ if (Object.prototype.toString.call(data) === "[object ArrayBuffer]") {
23
24
  return { buffer: data, byteOffset: 0, byteLength: data.byteLength, bytesPerElement: 1 };
24
25
  }
25
26
 
@@ -0,0 +1,78 @@
1
+ # path_traced_media
2
+
3
+ The path tracer's participating media: one scene to look at, and checks against closed-form answers. `npm run dev`, then
4
+ `/src/shade/playground/path_traced_media/`. The design is in `PATH_TRACED_MEDIA_PLAN_2026_10_02.md`
5
+ (`src/shade/renderer/path_tracer/`); this page is its device tier.
6
+
7
+ **glass, water and fog** and **caustics under waves**, first in the list, are the ones to look at.
8
+ The first: clear, amber and milky spheres and a tank of water with a block in it, on a checkerboard
9
+ under the sun and the default sky (from `test_assets/` when it is there). The sun reaches the block
10
+ through the water's surface; light through a sphere crosses two surfaces, which manifold NEE does not
11
+ connect through, so the spheres still cast full shadows. The second: a pool whose surface is two
12
+ crossing sine waves, its floor lit through them — the bright web is caustics, the waves' curvature
13
+ focusing the sun.
14
+
15
+ The checks below it are built for a number, not a picture, and look it: a slab filling the view is a
16
+ flat colour, a white furnace is a grey square in which the object should vanish, a shadow check is
17
+ floor in bands. Pick one to look at it converge, or press **run the checks**. Each check renders its scene with the
18
+ accumulating path tracer for a fixed number of frames — one sample per pixel each — reads the radiance
19
+ before the tone map at full precision, and compares rectangles of the image with what the scene must
20
+ produce. A rectangle passes within four standard errors plus 0.2%. The standard error is the run's
21
+ own noise: the accumulation is read halfway and at the end, and per pixel the two halves differ by
22
+ noise alone — so structure across a rectangle, a dark arc where the answer is flat, cannot widen its
23
+ own tolerance, as it did when each pixel was taken as an independent estimate of the mean. A check
24
+ also fails if its run accumulated fewer samples than frames.
25
+ From the console: `run_checks({ frames, only })` returns the report as data; `only` runs the checks whose
26
+ name contains it.
27
+
28
+ ## The checks
29
+
30
+ | check | what it pins | the answer |
31
+ |---|---|---|
32
+ | slab, index-matched, absorbing | free flight through a host medium; the boundary at n = 1 | `exp(-σ d / cos θ)` per pixel |
33
+ | slab, glass n = 1.5, absorbing | exact Fresnel, refraction, the n² radiance law, every internal reflection | `(1 - F)² T / (1 - F² T²)` per pixel |
34
+ | underwater camera | a path starting inside a medium finds it (the origin probe) | `exp(-σ 8 / cos θ)` per pixel |
35
+ | underwater camera inside two overlapping meshes of the same water | the origin probe counts meshes, not media | the same |
36
+ | slab, glass n = 1.5, absorbing, at 45 degrees | Fresnel, the refracted path and the internal reflections off the axis | `(1 - F)² T / (1 - F² T²)` at each pixel's angle to the slab |
37
+ | smooth black tile in air | the specular bounce of a smooth surface | `F`, 0.04 head-on |
38
+ | smooth black tile under water | a surface inside a medium reflects by the relative index | `F` at 1.5 / 1.333, 0.0035 head-on |
39
+ | sunlit scattering half-space | light reaching scattering points, every order of scattering | `ω H(μ₀) H(μ) / (4 ρ (μ₀ + μ))`, Chandrasekhar, against the tile dry |
40
+ | white furnace, clear glass sphere | interface and stack conserve energy, over the whole outline | the sky |
41
+ | white furnace, scattering index-matched sphere | scattering and phase mixtures in a mesh-bounded medium | the sky |
42
+ | white furnace, scattering glass sphere | both together, with light trapped by total internal reflection | the sky, less what the interface limit drops |
43
+ | white furnace, fog volume | the scene's participating-media volumes | the sky |
44
+ | shadow through an index-matched absorbing box | shadow rays crossing a medium boundary | `exp(-σ d)`, against a render without the box |
45
+ | shadow through an absorbing fog volume | shadow rays through volumes | `exp(-σ d)`, against a render without the volume |
46
+ | sun through flat water, 30 / 60 / 75 / 85 degrees | manifold NEE through a flat interface: the solve (from a seed far off, at 85), Fresnel at the vertex, the beam's widening, both legs' water | `t(view) / n² · t(sun) · exp(-a z (1 + 1 / cos θw))`, against the tile dry |
47
+ | sun on an underwater slope facing away from it | the light chosen, and the connection sought, by the refracted direction | the same, times `cos(slope) / cos θw` |
48
+ | sun through flat water past an index-matched box | the connection's probes pass other meshes | as at 30 degrees |
49
+ | lamp over flat water | the same from a point light: its beam narrows to `(h + z / n)²` | `t(0)² / n² · exp(-2 a z) · ((h + z) / (h + z / n))²`, against the tile dry |
50
+
51
+ The scenes use a flat sky (`make_flat_environment`), an emitter as the backdrop, or a sun overhead, so
52
+ every answer is a formula rather than a reference image.
53
+
54
+ ## What it measured
55
+
56
+ On an RTX 4090 (Chrome, D3D12) at 256×256 all twenty-one pass, at 0.7–3 ms a frame each. Four things are
57
+ worth knowing when reading the numbers:
58
+
59
+ - **A tessellated sphere traps light a smooth one would not.** Entering near the outline, light refracts
60
+ to just under the critical angle; the normals interpolated across flat triangles tip it over at the far
61
+ side, and then keep its angle from triangle to triangle, so it circles forever. That was the dark arc
62
+ inside the clear sphere's outline, on the side the tessellation tilts: 4.4% low there, unchanged by a
63
+ higher event limit. Past its first 4 interface events a path now takes them about the triangle's own
64
+ normal, and an event a shading normal would turn back across the triangle takes the triangle's,
65
+ which lets the light out: the outline holds 0.1% on every side, its middle closes exactly.
66
+ - **Every loop has a fixed limit**, because every thread of a group waits for its slowest path and
67
+ WebGPU has nothing to run beside it. The scattering glass sphere loses 0.5% to the interface limit
68
+ in its middle and up to 0.7% at its outline (16 events; none at 64), and its checks allow 0.6% on top
69
+ of the noise.
70
+ - **The index-matched scattering sphere closes to about 1e-4**, so the medium is not what loses light.
71
+
72
+ - **Through flat water the connection meets the closed form to 0.1%**, once two things outside it
73
+ were taken out of the check: the tile is smooth (a rough diffuse lobe depends on the light's angle,
74
+ and the sun arrives at different angles dry and wet), and its index is that of what surrounds it, 1
75
+ dry and 1.333 wet, so it reflects nothing either way — under water a surface reflects by the ratio.
76
+
77
+ The default of 256 frames is enough for every tolerance; more buys nothing but a busy GPU. The scenes
78
+ to look at take about 18 ms (glass, water and fog) and 15 ms (caustics) a frame at 512×512.
@@ -0,0 +1,33 @@
1
+ /**
2
+ * The frame's colour just before the tone map, in full precision: with temporal filtering, depth of
3
+ * field, motion blur, sharpening and bloom off, that is the accumulating path tracer's running mean
4
+ * of radiance, as it left the tracer.
5
+ */
6
+ export class CaptureRadiance extends RenderExtension {
7
+ /**
8
+ * @param {GPUDevice} device
9
+ */
10
+ constructor(device: GPUDevice);
11
+ /**
12
+ * Off by default: a capture copies the whole frame.
13
+ * @type {boolean}
14
+ */
15
+ enabled: boolean;
16
+ /**
17
+ * @param {FrameContext} frame
18
+ */
19
+ record(frame: FrameContext): void;
20
+ /**
21
+ * The last captured frame, linear RGB radiance, row by row from the top.
22
+ *
23
+ * @returns {Promise<{rgb: Float32Array, width: number, height: number}>}
24
+ */
25
+ read(): Promise<{
26
+ rgb: Float32Array;
27
+ width: number;
28
+ height: number;
29
+ }>;
30
+ #private;
31
+ }
32
+ import { RenderExtension } from "../../renderer/extension/RenderExtension.js";
33
+ //# sourceMappingURL=capture_radiance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"capture_radiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/path_traced_media/capture_radiance.js"],"names":[],"mappings":"AAuCA;;;;GAIG;AACH;IAwBI;;OAEG;IACH,+BAIC;IA1BD;;;OAGG;IACH,SAFU,OAAO,CAED;IAwDhB;;OAEG;IACH,kCAeC;IAED;;;;OAIG;IACH,QAFa,QAAQ;QAAC,GAAG,EAAE,YAAY,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,CAAC,CAwCvE;;CACJ;gCA5K+B,6CAA6C"}
@@ -0,0 +1,174 @@
1
+ import { FramePhase } from "../../renderer/extension/FramePhase.js";
2
+ import { RenderExtension } from "../../renderer/extension/RenderExtension.js";
3
+ import { SceneColor } from "../../renderer/extension/SceneColor.js";
4
+ import { ImageShader } from "../../renderer/shader/ImageShader.js";
5
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
6
+ import { graph_image_pass } from "../../renderer/shader/graph/graph_image_pass.js";
7
+ import { graph_import_texture } from "../../renderer/shader/graph/graph_import_texture.js";
8
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { ShaderDescriptor } from "../../renderer/shader/ShaderDescriptor.js";
10
+ import { GPUTextureContext } from "../../renderer/texture/GPUTextureContext.js";
11
+
12
+ const resources = new ShaderResourceSetDescriptor();
13
+
14
+ resources.createGroup().addTexture("tSource", "unfilterable-float");
15
+
16
+ const shader_copy_radiance = new ImageShader({
17
+ descriptor: ShaderDescriptor.from({
18
+ label: "path_traced_media/copy radiance",
19
+ resources,
20
+ body: CodeChunk.from(
21
+ //language=WGSL
22
+ `
23
+ @fragment
24
+ fn main(
25
+ @builtin(position) coord: vec4<f32>,
26
+ ) -> @location(0) vec4<f32> {
27
+ return textureLoad(tSource, vec2<u32>(coord.xy), 0);
28
+ }
29
+ `
30
+ ),
31
+ }),
32
+ targets: [
33
+ {
34
+ label: "path_traced_media capture",
35
+ format: "rgba32float",
36
+ }
37
+ ],
38
+ });
39
+
40
+ /**
41
+ * The frame's colour just before the tone map, in full precision: with temporal filtering, depth of
42
+ * field, motion blur, sharpening and bloom off, that is the accumulating path tracer's running mean
43
+ * of radiance, as it left the tracer.
44
+ */
45
+ export class CaptureRadiance extends RenderExtension {
46
+ name = 'path_traced_media/capture radiance';
47
+
48
+ phase = FramePhase.BeforePresent;
49
+
50
+ /**
51
+ * Off by default: a capture copies the whole frame.
52
+ * @type {boolean}
53
+ */
54
+ enabled = false;
55
+
56
+ /** @type {GPUDevice} */
57
+ #device;
58
+
59
+ /** @type {GPUTextureContext|undefined} */
60
+ #texture;
61
+
62
+ /** @type {GPUBuffer|undefined} */
63
+ #buffer;
64
+
65
+ #width = 0;
66
+ #height = 0;
67
+ #bytes_per_row = 0;
68
+
69
+ /**
70
+ * @param {GPUDevice} device
71
+ */
72
+ constructor(device) {
73
+ super();
74
+
75
+ this.#device = device;
76
+ }
77
+
78
+ #ensure(width, height) {
79
+ if (this.#width === width && this.#height === height) {
80
+ return;
81
+ }
82
+
83
+ this.#texture?.destroy();
84
+ this.#buffer?.destroy();
85
+
86
+ const device = this.#device;
87
+
88
+ this.#texture = GPUTextureContext.fromTexture(
89
+ device.createTexture({
90
+ label: 'path_traced_media/radiance capture',
91
+ size: [width, height, 1],
92
+ format: 'rgba32float',
93
+ usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
94
+ }),
95
+ device
96
+ );
97
+
98
+ this.#bytes_per_row = Math.ceil(width * 16 / 256) * 256;
99
+
100
+ this.#buffer = device.createBuffer({
101
+ label: 'path_traced_media/radiance readback',
102
+ size: this.#bytes_per_row * height,
103
+ usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
104
+ });
105
+
106
+ this.#width = width;
107
+ this.#height = height;
108
+ }
109
+
110
+ /**
111
+ * @param {FrameContext} frame
112
+ */
113
+ record(frame) {
114
+ if (!this.enabled) {
115
+ return;
116
+ }
117
+
118
+ const resolution = frame.resolution;
119
+
120
+ this.#ensure(resolution[0], resolution[1]);
121
+
122
+ graph_image_pass({
123
+ graph: frame.graph,
124
+ shader: shader_copy_radiance,
125
+ inputs: { tSource: frame.get(SceneColor).color },
126
+ output: [graph_import_texture(frame.graph, this.#texture, 'path_traced_media capture')],
127
+ });
128
+ }
129
+
130
+ /**
131
+ * The last captured frame, linear RGB radiance, row by row from the top.
132
+ *
133
+ * @returns {Promise<{rgb: Float32Array, width: number, height: number}>}
134
+ */
135
+ async read() {
136
+ if (this.#texture === undefined) {
137
+ throw new Error('nothing has been captured yet — enable the capture and render a frame');
138
+ }
139
+
140
+ const device = this.#device;
141
+
142
+ const encoder = device.createCommandEncoder({ label: 'path_traced_media/radiance readback' });
143
+
144
+ encoder.copyTextureToBuffer(
145
+ { texture: this.#texture.gpu_texture },
146
+ { buffer: this.#buffer, bytesPerRow: this.#bytes_per_row },
147
+ [this.#width, this.#height, 1]
148
+ );
149
+
150
+ device.queue.submit([encoder.finish()]);
151
+
152
+ await this.#buffer.mapAsync(GPUMapMode.READ);
153
+
154
+ const source = new Float32Array(this.#buffer.getMappedRange());
155
+ const stride = this.#bytes_per_row / 4;
156
+
157
+ const rgb = new Float32Array(this.#width * this.#height * 3);
158
+
159
+ for (let y = 0; y < this.#height; y++) {
160
+ for (let x = 0; x < this.#width; x++) {
161
+ const from = y * stride + x * 4;
162
+ const to = (y * this.#width + x) * 3;
163
+
164
+ rgb[to] = source[from];
165
+ rgb[to + 1] = source[from + 1];
166
+ rgb[to + 2] = source[from + 2];
167
+ }
168
+ }
169
+
170
+ this.#buffer.unmap();
171
+
172
+ return { rgb, width: this.#width, height: this.#height };
173
+ }
174
+ }
@@ -0,0 +1,160 @@
1
+ /**
2
+ * @param {object} options
3
+ * @param {number[]} [options.albedo]
4
+ * @param {number[]} [options.emissive]
5
+ * @param {number} [options.roughness]
6
+ * @param {number} [options.transmission]
7
+ * @param {number} [options.ior]
8
+ * @param {ParticipatingMedium|null} [options.medium]
9
+ * @returns {StandardShadeMaterial}
10
+ */
11
+ export function surface({ albedo, emissive, roughness, transmission, ior, medium, }: {
12
+ albedo?: number[];
13
+ emissive?: number[];
14
+ roughness?: number;
15
+ transmission?: number;
16
+ ior?: number;
17
+ medium?: ParticipatingMedium | null;
18
+ }): StandardShadeMaterial;
19
+ /**
20
+ * @param {number[]} absorption
21
+ * @returns {ParticipatingMedium}
22
+ */
23
+ export function absorbing_medium(absorption: number[]): ParticipatingMedium;
24
+ /**
25
+ * A fog volume of uniform density: `extinction` and `scattering` are its coefficients, 1/m.
26
+ */
27
+ export function place_fog({ scene }: {
28
+ scene: any;
29
+ }, { position, scale, extinction, scattering, g }: {
30
+ position: any;
31
+ scale: any;
32
+ extinction: any;
33
+ scattering: any;
34
+ g: any;
35
+ }): void;
36
+ /**
37
+ * Mean and standard error per channel over a rectangle of the image, and the mean over the same
38
+ * pixels of what each should be.
39
+ *
40
+ * Given the accumulation read halfway (`half_image`), the standard error is the estimate's own
41
+ * noise: per pixel, the second half (2 image - half) less the first is noise alone, and the mean of
42
+ * the whole has a quarter of its variance. Without it, each pixel is taken as one independent
43
+ * estimate of the rectangle's mean — which counts any structure across the rectangle, a dark arc
44
+ * where the answer is flat, as noise, and widens the tolerance for exactly the error it should find.
45
+ *
46
+ * @param {{rgb: Float32Array, width: number, height: number}} image
47
+ * @param {number[]} rect
48
+ * @param {number[]|function(number, number[]): number[]} expected
49
+ * @param {number} fov_degrees the camera's vertical field of view; the image is square
50
+ * @param {{rgb: Float32Array}|null} [half_image] the same accumulation after half the frames
51
+ * @returns {{mean: number[], standard_error: number[], expected: number[], pixels: number, non_finite: number}}
52
+ */
53
+ export function region_statistics(image: {
54
+ rgb: Float32Array;
55
+ width: number;
56
+ height: number;
57
+ }, rect: number[], expected: number[] | ((arg0: number, arg1: number[]) => number[]), fov_degrees: number, half_image?: {
58
+ rgb: Float32Array;
59
+ } | null): {
60
+ mean: number[];
61
+ standard_error: number[];
62
+ expected: number[];
63
+ pixels: number;
64
+ non_finite: number;
65
+ };
66
+ /**
67
+ * Whether a measured value agrees with the expected one: within four standard errors, plus a
68
+ * relative allowance — by default 0.2%, for what the image's formats and the dithered material
69
+ * inputs add.
70
+ *
71
+ * @param {number} measured
72
+ * @param {number} standard_error
73
+ * @param {number} expected
74
+ * @returns {boolean}
75
+ */
76
+ export function agrees(measured: number, standard_error: number, expected: number, allowance?: number): boolean;
77
+ /**
78
+ * @type {MediaCheck[]}
79
+ */
80
+ export const MEDIA_CHECKS: MediaCheck[];
81
+ /**
82
+ * Scenes with a closed-form answer, for the accumulating path tracer to converge to.
83
+ *
84
+ * Each check renders one or two variants of a scene and compares rectangles of the image — mean
85
+ * radiance per channel — with what the scene must produce: an absolute value, or for a `ratio`
86
+ * region the test variant over the control, which cancels everything the two share (the BRDF, the
87
+ * light's units, the view). Rectangles are in normalized image coordinates, `[x0, y0, x1, y1]` from
88
+ * the top left. Where the answer depends on the angle a pixel's ray makes with the camera's axis —
89
+ * the path length through a slab facing the camera — `expected` is a function of its cosine, and of
90
+ * the ray's direction in the camera's frame (x right, y up, looking down -z) where the answer is not
91
+ * symmetric about the axis, evaluated per pixel and averaged over the rectangle like the measurement
92
+ * is.
93
+ */
94
+ export type MediaCheckRegion = {
95
+ name: string;
96
+ rect: number[];
97
+ /**
98
+ * RGB, or RGB of the cosine
99
+ * between a pixel's ray and the camera's axis and of that ray's unit direction
100
+ */
101
+ expected: number[] | ((arg0: number, arg1: number[]) => number[]);
102
+ ratio?: boolean;
103
+ /**
104
+ * relative error tolerated on top of the standard errors, where a
105
+ * measured residual is known and stated; 0.2% otherwise
106
+ */
107
+ allowance?: number;
108
+ };
109
+ /**
110
+ * Scenes with a closed-form answer, for the accumulating path tracer to converge to.
111
+ *
112
+ * Each check renders one or two variants of a scene and compares rectangles of the image — mean
113
+ * radiance per channel — with what the scene must produce: an absolute value, or for a `ratio`
114
+ * region the test variant over the control, which cancels everything the two share (the BRDF, the
115
+ * light's units, the view). Rectangles are in normalized image coordinates, `[x0, y0, x1, y1]` from
116
+ * the top left. Where the answer depends on the angle a pixel's ray makes with the camera's axis —
117
+ * the path length through a slab facing the camera — `expected` is a function of its cosine, and of
118
+ * the ray's direction in the camera's frame (x right, y up, looking down -z) where the answer is not
119
+ * symmetric about the axis, evaluated per pixel and averaged over the rectangle like the measurement
120
+ * is.
121
+ */
122
+ export type MediaCheck = {
123
+ name: string;
124
+ about: string;
125
+ /**
126
+ * flat RGB radiance of the sky
127
+ */
128
+ environment: number[];
129
+ camera: {
130
+ position: number[];
131
+ target: number[];
132
+ fov_degrees: number;
133
+ };
134
+ test: (arg0: MediaScene) => void;
135
+ control?: (arg0: MediaScene) => void;
136
+ regions: MediaCheckRegion[];
137
+ };
138
+ /**
139
+ * Scenes with a closed-form answer, for the accumulating path tracer to converge to.
140
+ *
141
+ * Each check renders one or two variants of a scene and compares rectangles of the image — mean
142
+ * radiance per channel — with what the scene must produce: an absolute value, or for a `ratio`
143
+ * region the test variant over the control, which cancels everything the two share (the BRDF, the
144
+ * light's units, the view). Rectangles are in normalized image coordinates, `[x0, y0, x1, y1]` from
145
+ * the top left. Where the answer depends on the angle a pixel's ray makes with the camera's axis —
146
+ * the path length through a slab facing the camera — `expected` is a function of its cosine, and of
147
+ * the ray's direction in the camera's frame (x right, y up, looking down -z) where the answer is not
148
+ * symmetric about the axis, evaluated per pixel and averaged over the rectangle like the measurement
149
+ * is.
150
+ */
151
+ export type MediaScene = {
152
+ scene: import("../../renderer/scene/Scene.js").Scene;
153
+ place: (arg0: MeshletGeometry, arg1: StandardShadeMaterial, arg2: Vector3, arg3: Quaternion | undefined) => void;
154
+ meshlets: (arg0: BufferedGeometry) => MeshletGeometry;
155
+ };
156
+ import { ParticipatingMedium } from "../../renderer/medium/ParticipatingMedium.js";
157
+ import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
158
+ import Vector3 from "../../../core/geom/Vector3.js";
159
+ import Quaternion from "../../../core/geom/Quaternion.js";
160
+ //# sourceMappingURL=checks.d.ts.map
@@ -0,0 +1 @@
1
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