@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
@@ -0,0 +1,921 @@
1
+ import { Color } from "../../../core/color/Color.js";
2
+ import Quaternion from "../../../core/geom/Quaternion.js";
3
+ import Vector3 from "../../../core/geom/Vector3.js";
4
+ import { make_box_geometry } from "../../renderer/geometry/primitives/make_box_geometry.js";
5
+ import { make_octahedron_geometry } from "../../renderer/geometry/primitives/make_octahedron_geometry.js";
6
+ import { make_plane_geometry } from "../../renderer/geometry/primitives/make_plane_geometry.js";
7
+ import { make_sunlight } from "../../renderer/light/make_sunlight.js";
8
+ import { PointLight } from "../../renderer/light/model/PointLight.js";
9
+ import { place_light } from "../../renderer/light/place_light.js";
10
+ import { ShadeDrawSide } from "../../renderer/material/ShadeDrawSide.js";
11
+ import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
12
+ import { ParticipatingMedium } from "../../renderer/medium/ParticipatingMedium.js";
13
+ import { PhaseHenyeyGreenstein } from "../../renderer/medium/phase/PhaseHenyeyGreenstein.js";
14
+ import { PhaseWaterMolecular } from "../../renderer/medium/phase/PhaseWaterMolecular.js";
15
+ import {
16
+ ParticipatingMediaVolume,
17
+ VolumetricsParticleSpec
18
+ } from "../../renderer/volumetrics/ParticipatingMediaVolume.js";
19
+
20
+ /**
21
+ * Scenes with a closed-form answer, for the accumulating path tracer to converge to.
22
+ *
23
+ * Each check renders one or two variants of a scene and compares rectangles of the image — mean
24
+ * radiance per channel — with what the scene must produce: an absolute value, or for a `ratio`
25
+ * region the test variant over the control, which cancels everything the two share (the BRDF, the
26
+ * light's units, the view). Rectangles are in normalized image coordinates, `[x0, y0, x1, y1]` from
27
+ * the top left. Where the answer depends on the angle a pixel's ray makes with the camera's axis —
28
+ * the path length through a slab facing the camera — `expected` is a function of its cosine, and of
29
+ * the ray's direction in the camera's frame (x right, y up, looking down -z) where the answer is not
30
+ * symmetric about the axis, evaluated per pixel and averaged over the rectangle like the measurement
31
+ * is.
32
+ *
33
+ * @typedef {Object} MediaCheckRegion
34
+ * @property {string} name
35
+ * @property {number[]} rect
36
+ * @property {number[]|function(number, number[]): number[]} expected RGB, or RGB of the cosine
37
+ * between a pixel's ray and the camera's axis and of that ray's unit direction
38
+ * @property {boolean} [ratio]
39
+ * @property {number} [allowance] relative error tolerated on top of the standard errors, where a
40
+ * measured residual is known and stated; 0.2% otherwise
41
+ *
42
+ * @typedef {Object} MediaCheck
43
+ * @property {string} name
44
+ * @property {string} about
45
+ * @property {number[]} environment flat RGB radiance of the sky
46
+ * @property {{position: number[], target: number[], fov_degrees: number}} camera
47
+ * @property {function(MediaScene): void} test
48
+ * @property {function(MediaScene): void} [control]
49
+ * @property {MediaCheckRegion[]} regions
50
+ *
51
+ * @typedef {Object} MediaScene
52
+ * @property {import("../../renderer/scene/Scene.js").Scene} scene
53
+ * @property {function(MeshletGeometry, StandardShadeMaterial, Vector3, Quaternion=): void} place
54
+ * @property {function(BufferedGeometry): MeshletGeometry} meshlets
55
+ */
56
+
57
+ /** absorption of the coloured media below, 1/m: red passes, blue does not */
58
+ const SIGMA = [0.2, 0.5, 1.0];
59
+
60
+ /**
61
+ * Unpolarized reflectance of a smooth dielectric interface, light arriving at `cos_i` on the side of
62
+ * index 1 into index `eta`.
63
+ *
64
+ * @param {number} cos_i
65
+ * @param {number} eta
66
+ * @returns {number}
67
+ */
68
+ function fresnel_dielectric(cos_i, eta) {
69
+ const sin2_t = (1 - cos_i * cos_i) / (eta * eta);
70
+
71
+ if (sin2_t >= 1) {
72
+ return 1;
73
+ }
74
+
75
+ const cos_t = Math.sqrt(1 - sin2_t);
76
+
77
+ const parallel = (eta * cos_i - cos_t) / (eta * cos_i + cos_t);
78
+ const perpendicular = (cos_i - eta * cos_t) / (cos_i + eta * cos_t);
79
+
80
+ return 0.5 * (parallel * parallel + perpendicular * perpendicular);
81
+ }
82
+
83
+ /**
84
+ * @param {object} options
85
+ * @param {number[]} [options.albedo]
86
+ * @param {number[]} [options.emissive]
87
+ * @param {number} [options.roughness]
88
+ * @param {number} [options.transmission]
89
+ * @param {number} [options.ior]
90
+ * @param {ParticipatingMedium|null} [options.medium]
91
+ * @returns {StandardShadeMaterial}
92
+ */
93
+ export function surface({
94
+ albedo = [0, 0, 0],
95
+ emissive = [0, 0, 0],
96
+ roughness = 0.5,
97
+ transmission = 0,
98
+ ior = 1.5,
99
+ medium = null,
100
+ }) {
101
+ const material = new StandardShadeMaterial();
102
+
103
+ material.diffuse_color.copy(new Color(albedo[0], albedo[1], albedo[2], 1));
104
+ material.emissive_factor.copy(new Color(emissive[0], emissive[1], emissive[2]));
105
+ material.roughness_factor = roughness;
106
+ material.metallic_factor = 0;
107
+ material.transmission_factor = transmission;
108
+ material.ior_factor = ior;
109
+ material.medium = medium;
110
+ material.draw_side = ShadeDrawSide.Double;
111
+
112
+ return material;
113
+ }
114
+
115
+ /**
116
+ * @param {number[]} absorption
117
+ * @returns {ParticipatingMedium}
118
+ */
119
+ export function absorbing_medium(absorption) {
120
+ const medium = new ParticipatingMedium();
121
+
122
+ medium.absorption = absorption.slice();
123
+
124
+ return medium;
125
+ }
126
+
127
+ /** an emitter facing +z, black otherwise, filling the view behind whatever is tested */
128
+ function place_backdrop({ place, meshlets }, z, radiance = [1, 1, 1]) {
129
+ place(
130
+ meshlets(make_plane_geometry(60, 60, 1, 1)),
131
+ surface({ emissive: radiance, roughness: 1 }),
132
+ new Vector3(0, 0, z)
133
+ );
134
+ }
135
+
136
+ /** a grey floor at y = 0 under a sun straight overhead */
137
+ function place_floor_in_sun({ scene, place, meshlets }) {
138
+ place(
139
+ meshlets(make_plane_geometry(40, 40, 1, 1)),
140
+ surface({ albedo: [0.5, 0.5, 0.5], roughness: 0.5 }),
141
+ new Vector3(0, 0, 0),
142
+ Quaternion.fromAxisAngle(Vector3.right, -Math.PI / 2)
143
+ );
144
+
145
+ place_light(scene, make_sunlight({
146
+ intensity: 3,
147
+ direction: new Vector3(0, -1, 0),
148
+ temperature: 6500,
149
+ }));
150
+ }
151
+
152
+ /**
153
+ * A fog volume of uniform density: `extinction` and `scattering` are its coefficients, 1/m.
154
+ */
155
+ export function place_fog({ scene }, { position, scale, extinction, scattering, g }) {
156
+ const volume = new ParticipatingMediaVolume();
157
+
158
+ volume.transform.setTranslation(position[0], position[1], position[2]);
159
+ volume.transform.setScale(scale[0], scale[1], scale[2]);
160
+ volume.transform.updateMatrix();
161
+
162
+ volume.fade_distance = 0;
163
+ volume.particle_spec = VolumetricsParticleSpec.fromJSON({ extinction, scattering, radius: 1e-6, g });
164
+ volume.density = 1;
165
+
166
+ scene.volumetrics.add(volume);
167
+ }
168
+
169
+ /**
170
+ * Through a slab of thickness 1 of index `eta` and absorption `sigma`, seen at `cos_i` to its
171
+ * normal: an interface reflecting F on each side, transmittance T along the refracted ray inside,
172
+ * every internal round trip summed — (1 - F)² T / (1 - F² T²).
173
+ *
174
+ * @param {number} cos_i
175
+ * @param {number} eta
176
+ * @param {number} sigma
177
+ * @returns {number}
178
+ */
179
+ function slab_transmittance(cos_i, eta, sigma) {
180
+ const F = fresnel_dielectric(cos_i, eta);
181
+
182
+ const sin2_t = (1 - cos_i * cos_i) / (eta * eta);
183
+ const T = Math.exp(-sigma / Math.sqrt(1 - sin2_t));
184
+
185
+ return (1 - F) * (1 - F) * T / (1 - F * F * T * T);
186
+ }
187
+
188
+ /** a slab 4 x 4 x 1 at the origin, between the camera at +z and the backdrop at -3 */
189
+ const SLAB_CAMERA = { position: [0, 0, 6], target: [0, 0, 0], fov_degrees: 20 };
190
+
191
+ /** the middle of the frame, where every view ray is within a few degrees of the slab's normal */
192
+ const CENTRE = [0.35, 0.35, 0.65, 0.65];
193
+
194
+ /** water's index of refraction, and its absorption in 1/m: red goes first */
195
+ const N_WATER = 1.333;
196
+ const WATER_ABSORPTION = [0.1, 0.05, 0.02];
197
+
198
+ /** how deep the tile lies under the water's flat surface, m */
199
+ const TILE_DEPTH = 1;
200
+
201
+ /**
202
+ * A camera above the water, a little off vertical — straight down leaves the view's up undefined — and
203
+ * how steeply its central ray runs: 4.29 degrees from the vertical in air.
204
+ */
205
+ const WATER_CAMERA = { position: [0, 4, 0.3], target: [0, 0, 0], fov_degrees: 8 };
206
+ const WATER_VIEW_COS = 4 / Math.hypot(4, 0.3);
207
+
208
+ /**
209
+ * What the camera's side of the round trip leaves of the tile's radiance: the surface's transmission
210
+ * at the view's angle, radiance's 1 / n² going from water into air, and the water along the refracted
211
+ * view ray down to the tile.
212
+ *
213
+ * @returns {number[]}
214
+ */
215
+ function water_view_factor() {
216
+ const sin_w = Math.sqrt(1 - WATER_VIEW_COS * WATER_VIEW_COS) / N_WATER;
217
+ const cos_w = Math.sqrt(1 - sin_w * sin_w);
218
+
219
+ return WATER_ABSORPTION.map(a => (1 - fresnel_dielectric(WATER_VIEW_COS, N_WATER)) / (N_WATER * N_WATER) * Math.exp(-a * TILE_DEPTH / cos_w));
220
+ }
221
+
222
+ /**
223
+ * A grey tile at the bottom of the check, Lambertian — smooth, where the rough diffuse lobe has no
224
+ * dependence on angle — and its specular off: its index `ior` is that of what surrounds it, 1 dry
225
+ * and N_WATER under water, and a surface reflects by the ratio. What it shows is the irradiance on it
226
+ * times one constant, whichever way the light arrives.
227
+ */
228
+ function place_tile({ place, meshlets }, ior = 1) {
229
+ place(
230
+ meshlets(make_plane_geometry(0.4, 0.4, 1, 1)),
231
+ surface({ albedo: [0.5, 0.5, 0.5], roughness: 0, ior }),
232
+ new Vector3(0, 0, 0),
233
+ Quaternion.fromAxisAngle(Vector3.right, -Math.PI / 2)
234
+ );
235
+ }
236
+
237
+ /** the water of the checks below: absorbing, its index N_WATER */
238
+ function water() {
239
+ return surface({ transmission: 1, ior: N_WATER, medium: absorbing_medium(WATER_ABSORPTION) });
240
+ }
241
+
242
+ /** water from TILE_DEPTH above the tile to well below it, flat on top, wide enough for any of the lights */
243
+ function place_water({ place, meshlets }, material = water()) {
244
+ place(
245
+ meshlets(make_box_geometry(40, 4, 40)),
246
+ material,
247
+ new Vector3(0, TILE_DEPTH - 2, 0)
248
+ );
249
+ }
250
+
251
+ /**
252
+ * The sun at `zenith` degrees from overhead, low toward -x: its light travels toward +x.
253
+ */
254
+ function place_sun_at({ scene }, zenith) {
255
+ const theta = zenith * Math.PI / 180;
256
+
257
+ place_light(scene, make_sunlight({
258
+ intensity: 3,
259
+ direction: new Vector3(Math.sin(theta), -Math.cos(theta), 0),
260
+ temperature: 6500,
261
+ }));
262
+ }
263
+
264
+ /** a water check under the sun at `zenith` degrees */
265
+ function sun_through_water_check(zenith) {
266
+ const theta = zenith * Math.PI / 180;
267
+ const sin_w = Math.sin(theta) / N_WATER;
268
+ const cos_w = Math.sqrt(1 - sin_w * sin_w);
269
+
270
+ const sun_factor = WATER_ABSORPTION.map(a => (1 - fresnel_dielectric(Math.cos(theta), N_WATER)) * Math.exp(-a * TILE_DEPTH / cos_w));
271
+ const view_factor = water_view_factor();
272
+
273
+ return {
274
+ name: `sun through flat water, ${zenith} degrees`,
275
+ about: `a tile ${TILE_DEPTH} m under flat water (n = ${N_WATER}), the sun ${zenith} degrees from overhead, seen from above, against the same tile dry: the sun reaches it only through the surface, by manifold next-event estimation — Fresnel, the beam's widening by cos(water) / cos(air), the water along the refracted ray — and the camera sees it through the surface: t(view) / n² and the water down to the tile`,
276
+ environment: [0, 0, 0],
277
+ camera: WATER_CAMERA,
278
+ control(s) {
279
+ place_tile(s);
280
+ place_sun_at(s, zenith);
281
+ },
282
+ test(s) {
283
+ place_tile(s, N_WATER);
284
+ place_sun_at(s, zenith);
285
+ place_water(s);
286
+ },
287
+ regions: [
288
+ {
289
+ name: 'the tile',
290
+ rect: [0.4, 0.4, 0.6, 0.6],
291
+ expected: sun_factor.map((f, c) => f * view_factor[c]),
292
+ ratio: true,
293
+ },
294
+ ],
295
+ };
296
+ }
297
+
298
+ /** how high over the water the lamp hangs, m */
299
+ const LAMP_HEIGHT = 2;
300
+
301
+ /** a bare point lamp — no range window, no radius — LAMP_HEIGHT over the water, straight over the tile */
302
+ function place_lamp({ scene }) {
303
+ const lamp = new PointLight();
304
+
305
+ lamp.distance = 0;
306
+ lamp.radius = 0;
307
+ lamp.intensity = 10;
308
+ lamp.transform.setTranslation(0, TILE_DEPTH + LAMP_HEIGHT, 0);
309
+ lamp.transform.updateMatrix();
310
+
311
+ place_light(scene, lamp);
312
+ }
313
+
314
+ /**
315
+ * What a scattering glass sphere holds past `PATH_INTERFACE_EVENT_LIMIT`, relative: light that
316
+ * scatters inside and is turned back by total internal reflection at every wall it reaches. Measured,
317
+ * with the noise taken from the two halves of the run, 0.5% low in the middle and 0.25–0.73% at the
318
+ * outline at a limit of 16 events, the left and right rims the most; none at 64. The scattering limit
319
+ * is not it (the same to five digits at 32 and 64 events).
320
+ * @type {number}
321
+ */
322
+ const TRAPPED_SCATTERING_ALLOWANCE = 0.006;
323
+
324
+ /**
325
+ * The outline of the unit sphere at the origin seen from (0, 0, 6) through 30°, on all four sides. It
326
+ * sits 0.315 of the image from the centre; each rectangle straddles it, so it holds the most grazing
327
+ * incidence there is — where an interface goes wrong first — and some sky, which in a furnace reads
328
+ * the same. The tessellated clear sphere holds 0.1% there, on every side, by total internal
329
+ * reflection a smooth one would not have: inside the default allowance.
330
+ */
331
+ const SPHERE_RIMS = [
332
+ { name: 'the sphere, its left rim', rect: [0.17, 0.42, 0.23, 0.58] },
333
+ { name: 'the sphere, its right rim', rect: [0.77, 0.42, 0.83, 0.58] },
334
+ { name: 'the sphere, its top rim', rect: [0.42, 0.17, 0.58, 0.23] },
335
+ { name: 'the sphere, its bottom rim', rect: [0.42, 0.77, 0.58, 0.83] },
336
+ ];
337
+
338
+ /** how far the slope check's tile leans toward the sun's travel, degrees */
339
+ const SLOPE_DEGREES = 35;
340
+
341
+ /**
342
+ * Chandrasekhar's H-function for isotropic scattering of single-scattering albedo `albedo`, at `mu`:
343
+ * H(mu) = 1 / (1 - (albedo / 2) mu ∫ H(mu') / (mu + mu') dmu' over [0, 1]), iterated to convergence
344
+ * on 64 Gauss-Legendre nodes.
345
+ *
346
+ * @param {number} albedo
347
+ * @returns {function(number): number}
348
+ */
349
+ function chandrasekhar_h(albedo) {
350
+ // Gauss-Legendre on [-1, 1] by Newton on P_n, then mapped to [0, 1]
351
+ const n = 64;
352
+ const nodes = [];
353
+ const weights = [];
354
+
355
+ for (let i = 0; i < n; i++) {
356
+ let x = Math.cos(Math.PI * (i + 0.75) / (n + 0.5));
357
+ let dp = 0;
358
+
359
+ for (let k = 0; k < 100; k++) {
360
+ let p0 = 1, p1 = x;
361
+
362
+ for (let j = 2; j <= n; j++) {
363
+ const p2 = ((2 * j - 1) * x * p1 - (j - 1) * p0) / j;
364
+ p0 = p1;
365
+ p1 = p2;
366
+ }
367
+
368
+ dp = n * (x * p1 - p0) / (x * x - 1);
369
+ const dx = p1 / dp;
370
+ x -= dx;
371
+
372
+ if (Math.abs(dx) < 1e-15) {
373
+ break;
374
+ }
375
+ }
376
+
377
+ nodes.push(0.5 * (x + 1));
378
+ weights.push(1 / ((1 - x * x) * dp * dp));
379
+ }
380
+
381
+ let h = nodes.map(() => 1);
382
+
383
+ const at = (mu, table) => {
384
+ let integral = 0;
385
+
386
+ for (let j = 0; j < n; j++) {
387
+ integral += weights[j] * table[j] / (mu + nodes[j]);
388
+ }
389
+
390
+ return 1 / (1 - 0.5 * albedo * mu * integral);
391
+ };
392
+
393
+ for (let iteration = 0; iteration < 1000; iteration++) {
394
+ const next = nodes.map(mu => at(mu, h));
395
+ const change = Math.max(...next.map((v, j) => Math.abs(v - h[j])));
396
+
397
+ h = next;
398
+
399
+ if (change < 1e-13) {
400
+ break;
401
+ }
402
+ }
403
+
404
+ return mu => at(mu, h);
405
+ }
406
+
407
+ /** the scattering half-space's single-scattering albedo per channel; its extinction is 1/m */
408
+ const HALF_SPACE_ALBEDO = [0.3, 0.5, 0.7];
409
+
410
+ /**
411
+ * @type {MediaCheck[]}
412
+ */
413
+ export const MEDIA_CHECKS = [
414
+ {
415
+ name: 'slab, index-matched, absorbing',
416
+ about: 'Beer-Lambert through 1 m of a coloured medium entered through an n = 1 surface: no reflection, no bending, exp(-sigma d) per channel',
417
+ environment: [0, 0, 0],
418
+ camera: SLAB_CAMERA,
419
+ test(s) {
420
+ place_backdrop(s, -3);
421
+
422
+ s.place(
423
+ s.meshlets(make_box_geometry(4, 4, 1)),
424
+ surface({ transmission: 1, ior: 1, medium: absorbing_medium(SIGMA) }),
425
+ new Vector3(0, 0, 0)
426
+ );
427
+ },
428
+ regions: [
429
+ { name: 'through the slab', rect: CENTRE, expected: cos => SIGMA.map(s => slab_transmittance(cos, 1, s)) },
430
+ ],
431
+ },
432
+ {
433
+ name: 'slab, glass n = 1.5, absorbing',
434
+ about: 'the same medium behind exact Fresnel at n = 1.5, every internal reflection summed; the radiance carried inside is scaled by 1/n² going in and n² coming out',
435
+ environment: [0, 0, 0],
436
+ camera: SLAB_CAMERA,
437
+ test(s) {
438
+ place_backdrop(s, -3);
439
+
440
+ s.place(
441
+ s.meshlets(make_box_geometry(4, 4, 1)),
442
+ surface({ transmission: 1, ior: 1.5, medium: absorbing_medium(SIGMA) }),
443
+ new Vector3(0, 0, 0)
444
+ );
445
+ },
446
+ regions: [
447
+ {
448
+ name: 'through the slab',
449
+ rect: CENTRE,
450
+ expected: cos => SIGMA.map(s => slab_transmittance(cos, 1.5, s)),
451
+ },
452
+ ],
453
+ },
454
+ {
455
+ name: 'underwater camera',
456
+ about: 'a camera inside a closed box of absorbing water (n = 1.333) sees an emitter 8 m away through 8 m of it: the path starts inside the medium, which only the probe from its origin can tell it',
457
+ environment: [0, 0, 0],
458
+ camera: { position: [0, 0, 5], target: [0, 0, 0], fov_degrees: 20 },
459
+ test(s) {
460
+ place_backdrop(s, -3);
461
+
462
+ s.place(
463
+ s.meshlets(make_box_geometry(20, 20, 20)),
464
+ surface({ transmission: 1, ior: 1.333, medium: absorbing_medium([0.02, 0.05, 0.1]) }),
465
+ new Vector3(0, 0, 0)
466
+ );
467
+ },
468
+ regions: [
469
+ { name: 'the emitter', rect: CENTRE, expected: cos => [0.02, 0.05, 0.1].map(s => Math.exp(-8 * s / cos)) },
470
+ ],
471
+ },
472
+ {
473
+ name: 'underwater camera inside two overlapping meshes of the same water',
474
+ about: 'the underwater camera, also inside a second, smaller box of the same water overlapping the first: leaving the small box it is still in the large one, which the path knows only if its starting stack counts the two meshes apart',
475
+ environment: [0, 0, 0],
476
+ camera: { position: [0, 0, 5], target: [0, 0, 0], fov_degrees: 20 },
477
+ test(s) {
478
+ const material = surface({ transmission: 1, ior: 1.333, medium: absorbing_medium([0.02, 0.05, 0.1]) });
479
+
480
+ place_backdrop(s, -3);
481
+
482
+ s.place(s.meshlets(make_box_geometry(20, 20, 20)), material, new Vector3(0, 0, 0));
483
+ s.place(s.meshlets(make_box_geometry(6, 6, 6)), material, new Vector3(0, 0, 4));
484
+ },
485
+ regions: [
486
+ { name: 'the emitter', rect: CENTRE, expected: cos => [0.02, 0.05, 0.1].map(s => Math.exp(-8 * s / cos)) },
487
+ ],
488
+ },
489
+ {
490
+ name: 'slab, glass n = 1.5, absorbing, at 45 degrees',
491
+ about: 'the glass slab turned 45 degrees about the vertical: Fresnel at 45 degrees, the path inside lengthened by the refracted angle, every internal reflection summed',
492
+ environment: [0, 0, 0],
493
+ camera: SLAB_CAMERA,
494
+ test(s) {
495
+ place_backdrop(s, -3);
496
+
497
+ s.place(
498
+ s.meshlets(make_box_geometry(4, 4, 1)),
499
+ surface({ transmission: 1, ior: 1.5, medium: absorbing_medium(SIGMA) }),
500
+ new Vector3(0, 0, 0),
501
+ Quaternion.fromAxisAngle(Vector3.up, Math.PI / 4)
502
+ );
503
+ },
504
+ regions: [
505
+ {
506
+ name: 'through the slab',
507
+ rect: CENTRE,
508
+ // the slab's normal is (sin 45, 0, cos 45); the camera's frame is the world's
509
+ expected: (cos, direction) => {
510
+ const cos_i = Math.abs(direction[0] + direction[2]) * Math.SQRT1_2;
511
+
512
+ return SIGMA.map(s => slab_transmittance(cos_i, 1.5, s));
513
+ },
514
+ },
515
+ ],
516
+ },
517
+ {
518
+ name: 'smooth black tile in air',
519
+ about: 'a black dielectric tile (n = 1.5) reflecting an emitter behind the camera: a smooth surface reflects the Fresnel fraction of what it faces, 4% head-on — the specular bounce alone, its weight F G2 / G1 one for a smooth lobe',
520
+ environment: [0, 0, 0],
521
+ camera: { position: [0, 0, 5], target: [0, 0, 0], fov_degrees: 8 },
522
+ test(s) {
523
+ s.place(s.meshlets(make_plane_geometry(2, 2, 1, 1)), surface({ albedo: [0, 0, 0], roughness: 0, ior: 1.5 }), new Vector3(0, 0, 0));
524
+ s.place(s.meshlets(make_plane_geometry(20, 20, 1, 1)), surface({ emissive: [1, 1, 1], roughness: 1 }), new Vector3(0, 0, 9));
525
+ },
526
+ regions: [
527
+ { name: 'the tile', rect: [0.4, 0.4, 0.6, 0.6], expected: cos => [0, 1, 2].map(() => fresnel_dielectric(cos, 1.5)) },
528
+ ],
529
+ },
530
+ {
531
+ name: 'smooth black tile under water',
532
+ about: 'a black dielectric tile (n = 1.5) inside water reflecting an emitter behind the camera: it reflects by the ratio of its index to the water\'s, 1.125 — 0.35% head-on, not the 4% of glass in air',
533
+ environment: [0, 0, 0],
534
+ camera: { position: [0, 0, 5], target: [0, 0, 0], fov_degrees: 8 },
535
+ test(s) {
536
+ s.place(
537
+ s.meshlets(make_box_geometry(30, 30, 30)),
538
+ surface({ transmission: 1, ior: N_WATER, medium: new ParticipatingMedium() }),
539
+ new Vector3(0, 0, 0)
540
+ );
541
+
542
+ s.place(s.meshlets(make_plane_geometry(2, 2, 1, 1)), surface({ albedo: [0, 0, 0], roughness: 0, ior: 1.5 }), new Vector3(0, 0, 0));
543
+ s.place(s.meshlets(make_plane_geometry(20, 20, 1, 1)), surface({ emissive: [1, 1, 1], roughness: 1 }), new Vector3(0, 0, 9));
544
+ },
545
+ regions: [
546
+ { name: 'the tile', rect: [0.4, 0.4, 0.6, 0.6], expected: cos => [0, 1, 2].map(() => fresnel_dielectric(cos, 1.5 / N_WATER)) },
547
+ ],
548
+ },
549
+ {
550
+ name: 'sunlit scattering half-space',
551
+ about: `a deep, index-matched box of an isotropically scattering medium (extinction 1/m, albedo ${HALF_SPACE_ALBEDO.join(', ')}) under the sun 30 degrees from overhead, against a dry tile: every order of scattering summed, by Chandrasekhar's H-function — omega H(mu_sun) H(mu_view) / (4 rho (mu_sun + mu_view)) — so the sun must reach every scattering point`,
552
+ environment: [0, 0, 0],
553
+ camera: WATER_CAMERA,
554
+ control(s) {
555
+ place_tile(s);
556
+ place_sun_at(s, 30);
557
+ },
558
+ test(s) {
559
+ const medium = new ParticipatingMedium();
560
+
561
+ medium.absorption = HALF_SPACE_ALBEDO.map(a => 1 - a);
562
+ medium.add_lobe(HALF_SPACE_ALBEDO.slice(), new PhaseHenyeyGreenstein({ g: 0 }));
563
+
564
+ s.place(s.meshlets(make_box_geometry(40, 20, 40)), surface({ transmission: 1, ior: 1, medium }), new Vector3(0, -10, 0));
565
+ place_sun_at(s, 30);
566
+ },
567
+ regions: [
568
+ {
569
+ name: 'the medium',
570
+ rect: [0.4, 0.4, 0.6, 0.6],
571
+ expected: (() => {
572
+ const mu_sun = Math.cos(Math.PI / 6);
573
+ const mu_view = WATER_VIEW_COS;
574
+
575
+ // the tile's albedo, 0.5
576
+ return HALF_SPACE_ALBEDO.map(a => {
577
+ const h = chandrasekhar_h(a);
578
+ return a * h(mu_sun) * h(mu_view) / (4 * 0.5 * (mu_sun + mu_view));
579
+ });
580
+ })(),
581
+ ratio: true,
582
+ },
583
+ ],
584
+ },
585
+ {
586
+ name: 'white furnace, clear glass sphere',
587
+ about: 'a sphere of n = 1.5 enclosing a medium that neither scatters nor absorbs, under a uniform sky: exact Fresnel and the n² law conserve energy, and a sphere traps no light, so it vanishes',
588
+ environment: [0.5, 0.5, 0.5],
589
+ camera: { position: [0, 0, 6], target: [0, 0, 0], fov_degrees: 30 },
590
+ test(s) {
591
+ s.place(
592
+ s.meshlets(make_octahedron_geometry(1, 24)),
593
+ surface({ transmission: 1, ior: 1.5, medium: new ParticipatingMedium() }),
594
+ new Vector3(0, 0, 0)
595
+ );
596
+ },
597
+ regions: [
598
+ { name: 'the sphere', rect: [0.4, 0.4, 0.6, 0.6], expected: [0.5, 0.5, 0.5] },
599
+ ...SPHERE_RIMS.map(rim => ({ ...rim, expected: [0.5, 0.5, 0.5] })),
600
+ ],
601
+ },
602
+ {
603
+ name: 'white furnace, scattering index-matched sphere',
604
+ about: 'the scattering medium below behind an n = 1 surface, so nothing reflects or is trapped: the medium alone, bounded by a mesh',
605
+ environment: [0.5, 0.5, 0.5],
606
+ camera: { position: [0, 0, 6], target: [0, 0, 0], fov_degrees: 30 },
607
+ test(s) {
608
+ const medium = new ParticipatingMedium();
609
+
610
+ medium.add_lobe([1.2, 0.8, 0.4], new PhaseHenyeyGreenstein({ g: 0.7 }));
611
+ medium.add_lobe([0.2, 0.4, 0.8], new PhaseWaterMolecular({ depolarization: 0.039 }));
612
+
613
+ s.place(
614
+ s.meshlets(make_octahedron_geometry(1, 24)),
615
+ surface({ transmission: 1, ior: 1, medium }),
616
+ new Vector3(0, 0, 0)
617
+ );
618
+ },
619
+ regions: [
620
+ { name: 'the sphere', rect: [0.4, 0.4, 0.6, 0.6], expected: [0.5, 0.5, 0.5] },
621
+ ...SPHERE_RIMS.map(rim => ({ ...rim, expected: [0.5, 0.5, 0.5] })),
622
+ ],
623
+ },
624
+ {
625
+ name: 'white furnace, scattering glass sphere',
626
+ about: 'a sphere of n = 1.333 filled with a medium that scatters and does not absorb — chromatic, through two phase lobes — under a uniform sky: nothing is lost, so the sphere vanishes',
627
+ environment: [0.5, 0.5, 0.5],
628
+ camera: { position: [0, 0, 6], target: [0, 0, 0], fov_degrees: 30 },
629
+ test(s) {
630
+ const medium = new ParticipatingMedium();
631
+
632
+ medium.add_lobe([1.2, 0.8, 0.4], new PhaseHenyeyGreenstein({ g: 0.7 }));
633
+ medium.add_lobe([0.2, 0.4, 0.8], new PhaseWaterMolecular({ depolarization: 0.039 }));
634
+
635
+ s.place(
636
+ s.meshlets(make_octahedron_geometry(1, 24)),
637
+ surface({ transmission: 1, ior: 1.333, medium }),
638
+ new Vector3(0, 0, 0)
639
+ );
640
+ },
641
+ regions: [
642
+ { name: 'the sphere', rect: [0.4, 0.4, 0.6, 0.6], expected: [0.5, 0.5, 0.5], allowance: TRAPPED_SCATTERING_ALLOWANCE },
643
+ ...SPHERE_RIMS.map(rim => ({ ...rim, expected: [0.5, 0.5, 0.5], allowance: TRAPPED_SCATTERING_ALLOWANCE })),
644
+ { name: 'the sky', rect: [0, 0, 0.1, 0.1], expected: [0.5, 0.5, 0.5] },
645
+ ],
646
+ },
647
+ {
648
+ name: 'white furnace, fog volume',
649
+ about: 'a scene participating-media volume that scatters and does not absorb, under a uniform sky: it vanishes',
650
+ environment: [0.5, 0.5, 0.5],
651
+ camera: { position: [0, 0, 6], target: [0, 0, 0], fov_degrees: 30 },
652
+ test(s) {
653
+ place_fog(s, {
654
+ position: [0, 0, 0],
655
+ scale: [2, 2, 2],
656
+ extinction: [0.6, 1.2, 2.4],
657
+ scattering: [0.6, 1.2, 2.4],
658
+ g: 0.6,
659
+ });
660
+ },
661
+ regions: [
662
+ { name: 'through the fog', rect: [0.4, 0.4, 0.6, 0.6], expected: [0.5, 0.5, 0.5] },
663
+ { name: 'the sky', rect: [0, 0, 0.1, 0.1], expected: [0.5, 0.5, 0.5] },
664
+ ],
665
+ },
666
+ {
667
+ name: 'shadow through an index-matched absorbing box',
668
+ about: 'sunlight reaching a floor through 1 m of an absorbing medium bounded by an n = 1 mesh: the shadow ray crosses the boundary and is attenuated by exp(-sigma d)',
669
+ environment: [0, 0, 0],
670
+ camera: { position: [0, 0.8, 7], target: [0, 0, 0], fov_degrees: 30 },
671
+ control(s) {
672
+ place_floor_in_sun(s);
673
+ },
674
+ test(s) {
675
+ place_floor_in_sun(s);
676
+
677
+ s.place(
678
+ s.meshlets(make_box_geometry(8, 1, 8)),
679
+ surface({ transmission: 1, ior: 1, medium: absorbing_medium(SIGMA) }),
680
+ new Vector3(0, 2.5, 0)
681
+ );
682
+ },
683
+ regions: [
684
+ { name: 'the floor under it', rect: [0.4, 0.55, 0.6, 0.62], expected: SIGMA.map(s => Math.exp(-s)), ratio: true },
685
+ ],
686
+ },
687
+ {
688
+ name: 'shadow through an absorbing fog volume',
689
+ about: 'the same through a scene participating-media volume that only absorbs',
690
+ environment: [0, 0, 0],
691
+ camera: { position: [0, 0.8, 7], target: [0, 0, 0], fov_degrees: 30 },
692
+ control(s) {
693
+ place_floor_in_sun(s);
694
+ },
695
+ test(s) {
696
+ place_floor_in_sun(s);
697
+
698
+ place_fog(s, {
699
+ position: [0, 2.5, 0],
700
+ scale: [8, 1, 8],
701
+ extinction: SIGMA,
702
+ scattering: [0, 0, 0],
703
+ g: 0,
704
+ });
705
+ },
706
+ regions: [
707
+ { name: 'the floor under it', rect: [0.4, 0.55, 0.6, 0.62], expected: SIGMA.map(s => Math.exp(-s)), ratio: true },
708
+ ],
709
+ },
710
+ sun_through_water_check(30),
711
+ sun_through_water_check(60),
712
+ sun_through_water_check(75),
713
+ sun_through_water_check(85),
714
+ {
715
+ name: 'sun on an underwater slope facing away from it',
716
+ about: `the tile ${TILE_DEPTH} m under flat water leaning ${SLOPE_DEGREES} degrees away from a sun 60 degrees from overhead, against the same tile flat and dry: in air the sun is 5 degrees behind the slope, but refracted to 40.5 degrees it lights it at 75.5 — only if the light is chosen and its connection tried by the refracted direction, not the straight one`,
717
+ environment: [0, 0, 0],
718
+ camera: WATER_CAMERA,
719
+ control(s) {
720
+ place_tile(s);
721
+ place_sun_at(s, 60);
722
+ },
723
+ test(s) {
724
+ const phi = SLOPE_DEGREES * Math.PI / 180;
725
+
726
+ // its normal (sin phi, cos phi, 0): +z turned a quarter about the axis between them
727
+ s.place(
728
+ s.meshlets(make_plane_geometry(0.4, 0.4, 1, 1)),
729
+ surface({ albedo: [0.5, 0.5, 0.5], roughness: 0, ior: N_WATER }),
730
+ new Vector3(0, 0, 0),
731
+ Quaternion.fromAxisAngle(new Vector3(-Math.cos(phi), Math.sin(phi), 0), Math.PI / 2)
732
+ );
733
+ place_sun_at(s, 60);
734
+ place_water(s);
735
+ },
736
+ regions: [
737
+ {
738
+ name: 'the tile',
739
+ rect: [0.45, 0.45, 0.55, 0.55],
740
+ expected: (() => {
741
+ const theta = Math.PI / 3, phi = SLOPE_DEGREES * Math.PI / 180;
742
+ const sin_w = Math.sin(theta) / N_WATER;
743
+ const cos_w = Math.sqrt(1 - sin_w * sin_w);
744
+ // toward the sun in water, (-sin_w, cos_w, 0), on the leaning normal
745
+ const cos_slope = -Math.sin(phi) * sin_w + Math.cos(phi) * cos_w;
746
+ const view_factor = water_view_factor();
747
+
748
+ // the beam's irradiance across itself under water is the flat tile's over cos_w
749
+ return WATER_ABSORPTION.map((a, c) => (1 - fresnel_dielectric(Math.cos(theta), N_WATER))
750
+ * Math.exp(-a * TILE_DEPTH / cos_w) * cos_slope / cos_w * view_factor[c]);
751
+ })(),
752
+ ratio: true,
753
+ },
754
+ ],
755
+ },
756
+ {
757
+ name: 'sun through flat water past an index-matched box',
758
+ about: `the 30-degree water check with a box of the same water between the tile and the surface: its walls are no interface, so it changes nothing — but every probe of the connection's walk meets its walls first, on its way to the surface`,
759
+ environment: [0, 0, 0],
760
+ camera: WATER_CAMERA,
761
+ control(s) {
762
+ place_tile(s);
763
+ place_sun_at(s, 30);
764
+ },
765
+ test(s) {
766
+ const material = water();
767
+
768
+ place_tile(s, N_WATER);
769
+ place_sun_at(s, 30);
770
+ place_water(s, material);
771
+
772
+ s.place(s.meshlets(make_box_geometry(2, 0.6, 2)), material, new Vector3(0, 0.5, 0));
773
+ },
774
+ regions: [
775
+ {
776
+ name: 'the tile',
777
+ rect: [0.4, 0.4, 0.6, 0.6],
778
+ expected: sun_through_water_check(30).regions[0].expected,
779
+ ratio: true,
780
+ },
781
+ ],
782
+ },
783
+ {
784
+ name: 'lamp over flat water',
785
+ about: `the same tile under a point lamp ${LAMP_HEIGHT} m above the water's surface, straight over it: through flat water a point light's beam narrows to (h + z / n)² from (h + z)², so the tile is brighter by ((h + z) / (h + z / n))² than the water's transmission alone would leave it`,
786
+ environment: [0, 0, 0],
787
+ camera: WATER_CAMERA,
788
+ control(s) {
789
+ place_tile(s);
790
+ place_lamp(s);
791
+ },
792
+ test(s) {
793
+ place_tile(s, N_WATER);
794
+ place_lamp(s);
795
+ place_water(s);
796
+ },
797
+ regions: [
798
+ {
799
+ name: 'the tile',
800
+ rect: [0.45, 0.45, 0.55, 0.55],
801
+ expected: (() => {
802
+ const h = LAMP_HEIGHT, z = TILE_DEPTH;
803
+ const narrowing = ((h + z) / (h + z / N_WATER)) ** 2;
804
+ const view_factor = water_view_factor();
805
+
806
+ return WATER_ABSORPTION.map((a, c) => (1 - fresnel_dielectric(1, N_WATER)) * Math.exp(-a * z) * narrowing * view_factor[c]);
807
+ })(),
808
+ ratio: true,
809
+ },
810
+ ],
811
+ },
812
+ ];
813
+
814
+ /**
815
+ * Mean and standard error per channel over a rectangle of the image, and the mean over the same
816
+ * pixels of what each should be.
817
+ *
818
+ * Given the accumulation read halfway (`half_image`), the standard error is the estimate's own
819
+ * noise: per pixel, the second half (2 image - half) less the first is noise alone, and the mean of
820
+ * the whole has a quarter of its variance. Without it, each pixel is taken as one independent
821
+ * estimate of the rectangle's mean — which counts any structure across the rectangle, a dark arc
822
+ * where the answer is flat, as noise, and widens the tolerance for exactly the error it should find.
823
+ *
824
+ * @param {{rgb: Float32Array, width: number, height: number}} image
825
+ * @param {number[]} rect
826
+ * @param {number[]|function(number, number[]): number[]} expected
827
+ * @param {number} fov_degrees the camera's vertical field of view; the image is square
828
+ * @param {{rgb: Float32Array}|null} [half_image] the same accumulation after half the frames
829
+ * @returns {{mean: number[], standard_error: number[], expected: number[], pixels: number, non_finite: number}}
830
+ */
831
+ export function region_statistics(image, rect, expected, fov_degrees, half_image = null) {
832
+ const x0 = Math.floor(rect[0] * image.width);
833
+ const y0 = Math.floor(rect[1] * image.height);
834
+ const x1 = Math.ceil(rect[2] * image.width);
835
+ const y1 = Math.ceil(rect[3] * image.height);
836
+
837
+ const sum = [0, 0, 0];
838
+ const sum2 = [0, 0, 0];
839
+ const sum_expected = [0, 0, 0];
840
+
841
+ // second half less first half, per pixel
842
+ const sum_d = [0, 0, 0];
843
+ const sum_d2 = [0, 0, 0];
844
+
845
+ const tan_half = Math.tan(fov_degrees * Math.PI / 360);
846
+
847
+ let pixels = 0;
848
+ let non_finite = 0;
849
+
850
+ for (let y = y0; y < y1; y++) {
851
+ for (let x = x0; x < x1; x++) {
852
+ const i = (y * image.width + x) * 3;
853
+
854
+ let finite = true;
855
+
856
+ for (let c = 0; c < 3; c++) {
857
+ if (!Number.isFinite(image.rgb[i + c])) {
858
+ finite = false;
859
+ }
860
+ }
861
+
862
+ if (!finite) {
863
+ non_finite++;
864
+ continue;
865
+ }
866
+
867
+ // the pixel centre's ray, against the camera's axis; image rows run down, the frame's y up
868
+ const tx = ((x + 0.5) / image.width * 2 - 1) * tan_half;
869
+ const ty = ((y + 0.5) / image.height * 2 - 1) * tan_half;
870
+ const length = Math.sqrt(1 + tx * tx + ty * ty);
871
+
872
+ const answer = typeof expected === 'function'
873
+ ? expected(1 / length, [tx / length, -ty / length, -1 / length])
874
+ : expected;
875
+
876
+ for (let c = 0; c < 3; c++) {
877
+ const v = image.rgb[i + c];
878
+
879
+ sum[c] += v;
880
+ sum2[c] += v * v;
881
+ sum_expected[c] += answer[c];
882
+
883
+ if (half_image !== null) {
884
+ const d = 2 * (v - half_image.rgb[i + c]);
885
+
886
+ sum_d[c] += d;
887
+ sum_d2[c] += d * d;
888
+ }
889
+ }
890
+
891
+ pixels++;
892
+ }
893
+ }
894
+
895
+ const mean = sum.map(s => s / pixels);
896
+
897
+ const standard_error = half_image !== null
898
+ ? sum_d2.map((s, c) => {
899
+ const d = sum_d[c] / pixels;
900
+ const variance = Math.max(0, s - pixels * d * d) / (pixels - 1);
901
+
902
+ return Math.sqrt(variance / 4 / pixels);
903
+ })
904
+ : sum2.map((s, c) => Math.sqrt(Math.max(0, s / pixels - mean[c] * mean[c]) / pixels));
905
+
906
+ return { mean, standard_error, expected: sum_expected.map(s => s / pixels), pixels, non_finite };
907
+ }
908
+
909
+ /**
910
+ * Whether a measured value agrees with the expected one: within four standard errors, plus a
911
+ * relative allowance — by default 0.2%, for what the image's formats and the dithered material
912
+ * inputs add.
913
+ *
914
+ * @param {number} measured
915
+ * @param {number} standard_error
916
+ * @param {number} expected
917
+ * @returns {boolean}
918
+ */
919
+ export function agrees(measured, standard_error, expected, allowance = 2e-3) {
920
+ return Math.abs(measured - expected) <= 4 * standard_error + allowance * Math.abs(expected) + 1e-5;
921
+ }