@woosh/meep-engine 3.41.0 → 3.42.0

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 (344) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/selection/editor_pick.d.ts.map +1 -1
  4. package/editor/selection/editor_pick.js +2 -1
  5. package/editor/tools/TransformToolV2.d.ts.map +1 -1
  6. package/editor/tools/TransformToolV2.js +7 -1
  7. package/editor/tools/engine/ToolEngine.d.ts.map +1 -1
  8. package/editor/tools/engine/ToolEngine.js +10 -0
  9. package/editor/tools/v2/TransformControls.d.ts.map +1 -1
  10. package/editor/tools/v2/TransformControls.js +7 -20
  11. package/editor/tools/v2/handle/gizmo_drag_plane.d.ts.map +1 -1
  12. package/editor/tools/v2/handle/gizmo_drag_plane.js +4 -0
  13. package/editor/view/ecs/EntityEditor.d.ts.map +1 -1
  14. package/editor/view/ecs/EntityEditor.js +3 -1
  15. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  16. package/editor/view/node-graph/NodeGraphView.js +28 -12
  17. package/package.json +1 -1
  18. package/samples/engine/first-scene/index.html +4 -1
  19. package/samples/engine/first-scene/main.js +14 -9
  20. package/src/core/binary/utf8/utf8_decode.js +3 -3
  21. package/src/core/bvh2/binary/2/bvh32_query_user_data_ray.d.ts.map +1 -1
  22. package/src/core/bvh2/binary/2/bvh32_query_user_data_ray.js +112 -113
  23. package/src/core/bvh2/bvh3/ebvh_nodes_sort_sah_local4.js +2 -2
  24. package/src/core/cache/wtinylfu/benchmark/CacheWTinylfu.bench.md +14 -14
  25. package/src/core/collection/RingBuffer.d.ts.map +1 -1
  26. package/src/core/collection/RingBuffer.js +4 -0
  27. package/src/core/collection/array/array_contains_duplicates.d.ts.map +1 -1
  28. package/src/core/collection/array/array_contains_duplicates.js +2 -1
  29. package/src/core/collection/array/array_copy.d.ts.map +1 -1
  30. package/src/core/collection/array/array_copy.js +23 -0
  31. package/src/core/collection/array/typed/sparse_typed_array_hash.d.ts +2 -2
  32. package/src/core/collection/array/typed/sparse_typed_array_hash.d.ts.map +1 -1
  33. package/src/core/collection/array/typed/sparse_typed_array_hash.js +9 -8
  34. package/src/core/collection/array/typed/uint16_array_hash.d.ts +2 -2
  35. package/src/core/collection/array/typed/uint16_array_hash.js +4 -4
  36. package/src/core/collection/array/typed/uint8_array_hash.d.ts +2 -2
  37. package/src/core/collection/array/typed/uint8_array_hash.js +4 -4
  38. package/src/core/collection/array/weightedRandomFromArray.d.ts +1 -0
  39. package/src/core/collection/array/weightedRandomFromArray.d.ts.map +1 -1
  40. package/src/core/collection/array/weightedRandomFromArray.js +9 -1
  41. package/src/core/collection/heap/BinaryHeap.d.ts.map +1 -1
  42. package/src/core/collection/heap/BinaryHeap.js +4 -0
  43. package/src/core/collection/list/List.d.ts.map +1 -1
  44. package/src/core/collection/list/List.js +4 -2
  45. package/src/core/collection/set/ArraySet.js +1 -1
  46. package/src/core/collection/set/HashSet.d.ts +1 -1
  47. package/src/core/collection/set/HashSet.d.ts.map +1 -1
  48. package/src/core/collection/set/HashSet.js +4 -2
  49. package/src/core/debug/matchers/IsEqual.js +1 -1
  50. package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
  51. package/src/core/debug/matchers/IsIterableContaining.js +61 -74
  52. package/src/core/events/signal/SignalBinding.js +101 -101
  53. package/src/core/function/extractFunctionBody.js +13 -13
  54. package/src/core/function/objectsEqual.d.ts.map +1 -1
  55. package/src/core/function/objectsEqual.js +15 -14
  56. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  57. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +207 -172
  58. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  59. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +5 -4
  60. package/src/core/geom/3d/line/line3_compute_segment_point_distance_eikonal.d.ts.map +1 -1
  61. package/src/core/geom/3d/line/line3_compute_segment_point_distance_eikonal.js +8 -2
  62. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts +20 -0
  63. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
  64. package/src/core/geom/3d/triangle/tri3_ray_intersection.js +182 -0
  65. package/src/core/math/noise/curl_noise_3dt.d.ts.map +1 -1
  66. package/src/core/math/noise/curl_noise_3dt.js +20 -10
  67. package/src/core/math/noise/sdnoise.d.ts +16 -5
  68. package/src/core/math/noise/sdnoise.d.ts.map +1 -1
  69. package/src/core/math/noise/sdnoise.js +43 -9
  70. package/src/core/math/spline/spline3_hermite_nearest_point.d.ts +16 -1
  71. package/src/core/math/spline/spline3_hermite_nearest_point.d.ts.map +1 -1
  72. package/src/core/math/spline/spline3_hermite_nearest_point.js +44 -3
  73. package/src/engine/Engine.d.ts.map +1 -1
  74. package/src/engine/Engine.js +6 -2
  75. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +9 -0
  76. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
  77. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +26 -0
  78. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
  79. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +2 -0
  80. package/src/engine/control/first-person/abilities/AbilitySet.d.ts.map +1 -1
  81. package/src/engine/control/first-person/abilities/AbilitySet.js +9 -0
  82. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  83. package/src/engine/control/first-person/abilities/LedgeGrab.js +6 -0
  84. package/src/engine/control/first-person/abilities/Slide.d.ts.map +1 -1
  85. package/src/engine/control/first-person/abilities/Slide.js +1 -0
  86. package/src/engine/control/first-person/abilities/WallRun.d.ts +4 -1
  87. package/src/engine/control/first-person/abilities/WallRun.d.ts.map +1 -1
  88. package/src/engine/control/first-person/abilities/WallRun.js +13 -1
  89. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.d.ts +1 -1
  90. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.d.ts.map +1 -1
  91. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.js +6 -5
  92. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.d.ts +3 -3
  93. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.d.ts.map +1 -1
  94. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.js +9 -8
  95. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  96. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +13 -4
  97. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  98. package/src/engine/ecs/EntityManager.js +18 -15
  99. package/src/engine/ecs/dynamic_actions/rules/DynamicRuleDescription.d.ts.map +1 -1
  100. package/src/engine/ecs/dynamic_actions/rules/DynamicRuleDescription.js +2 -1
  101. package/src/engine/ecs/dynamic_actions/rules/DynamicRuleDescriptionTable.d.ts.map +1 -1
  102. package/src/engine/ecs/dynamic_actions/rules/DynamicRuleDescriptionTable.js +1 -0
  103. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  104. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +3 -0
  105. package/src/engine/ecs/parent/EntityNode.js +3 -3
  106. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  107. package/src/engine/ecs/speaker/VoiceSystem.js +4 -0
  108. package/src/engine/ecs/storage/BinaryBufferDeSerializer.js +5 -5
  109. package/src/engine/ecs/storage/binary/BinarySerializationRegistry.d.ts.map +1 -1
  110. package/src/engine/ecs/storage/binary/BinarySerializationRegistry.js +3 -2
  111. package/src/engine/ecs/storage/binary/object/BinaryObjectSerializationAdapter2.js +1 -1
  112. package/src/engine/ecs/storage/binary/object-v2/BinaryObjectDeSerializer.d.ts.map +1 -1
  113. package/src/engine/ecs/storage/binary/object-v2/BinaryObjectDeSerializer.js +8 -1
  114. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  115. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  116. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  117. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +5 -2
  118. package/src/engine/ecs/terrain/ecs/layers/TerrainLayers.d.ts.map +1 -1
  119. package/src/engine/ecs/terrain/ecs/layers/TerrainLayers.js +3 -0
  120. package/src/engine/ecs/terrain/ecs/splat/SplatMapping.d.ts.map +1 -1
  121. package/src/engine/ecs/terrain/ecs/splat/SplatMapping.js +1 -0
  122. package/src/engine/ecs/terrain/overlay/TerrainOverlay.js +1 -1
  123. package/src/engine/ecs/terrain/tiles/TerrainTile.d.ts.map +1 -1
  124. package/src/engine/ecs/terrain/tiles/TerrainTile.js +13 -1
  125. package/src/engine/ecs/terrain/tiles/TerrainTileManager.d.ts.map +1 -1
  126. package/src/engine/ecs/terrain/tiles/TerrainTileManager.js +1 -0
  127. package/src/engine/graphics/ecs/light/LightSerializationAdapter.d.ts.map +1 -1
  128. package/src/engine/graphics/ecs/light/LightSerializationAdapter.js +13 -1
  129. package/src/engine/graphics/ecs/light/LightSerializationUpgrader_0_1.d.ts +5 -0
  130. package/src/engine/graphics/ecs/light/LightSerializationUpgrader_0_1.d.ts.map +1 -0
  131. package/src/engine/graphics/ecs/light/LightSerializationUpgrader_0_1.js +27 -0
  132. package/src/engine/graphics/ecs/water/Water.d.ts +11 -0
  133. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  134. package/src/engine/graphics/ecs/water/Water.js +17 -0
  135. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  136. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +3 -1
  137. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_4_5.d.ts +9 -0
  138. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_4_5.d.ts.map +1 -0
  139. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_4_5.js +24 -0
  140. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +30 -9
  141. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  142. package/src/engine/graphics/ecs/water/WaterWaves.js +41 -9
  143. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  144. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +30 -26
  145. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_0_1.d.ts +6 -0
  146. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_0_1.d.ts.map +1 -0
  147. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_0_1.js +22 -0
  148. package/src/engine/graphics/geometry/buffered/query/bvh32_geometry_raycast.d.ts.map +1 -1
  149. package/src/engine/graphics/geometry/buffered/query/bvh32_geometry_raycast.js +3 -5
  150. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +20 -0
  151. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  152. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +36 -0
  153. package/src/engine/graphics3/WaterSystem.d.ts +12 -3
  154. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  155. package/src/engine/graphics3/WaterSystem.js +78 -46
  156. package/src/engine/input/devices/PointerDevice.d.ts.map +1 -1
  157. package/src/engine/input/devices/PointerDevice.js +29 -4
  158. package/src/engine/intelligence/behavior/selector/WeightedRandomBehavior.d.ts +1 -0
  159. package/src/engine/intelligence/behavior/selector/WeightedRandomBehavior.d.ts.map +1 -1
  160. package/src/engine/intelligence/behavior/selector/WeightedRandomBehavior.js +14 -3
  161. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  162. package/src/engine/physics/fluid/solver/v3_grid_advect_maccormack_velocity.d.ts.map +1 -1
  163. package/src/engine/physics/fluid/solver/v3_grid_advect_maccormack_velocity.js +12 -3
  164. package/src/engine/physics/fluid/solver/v3_grid_advect_sl_velocity.d.ts.map +1 -1
  165. package/src/engine/physics/fluid/solver/v3_grid_advect_sl_velocity.js +8 -2
  166. package/src/engine/physics/fluid/solver/v3_grid_sample_scalar_masked.d.ts +19 -0
  167. package/src/engine/physics/fluid/solver/v3_grid_sample_scalar_masked.d.ts.map +1 -1
  168. package/src/engine/physics/fluid/solver/v3_grid_sample_scalar_masked.js +41 -2
  169. package/src/engine/physics/fluid/solver/v3_mac_advect_scalar.d.ts.map +1 -1
  170. package/src/engine/physics/fluid/solver/v3_mac_advect_scalar.js +9 -3
  171. package/src/engine/physics/fluid/solver/v3_mac_advect_sl_velocity.d.ts.map +1 -1
  172. package/src/engine/physics/fluid/solver/v3_mac_advect_sl_velocity.js +26 -10
  173. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.d.ts +3 -6
  174. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.d.ts.map +1 -1
  175. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.js +22 -9
  176. package/src/engine/ui/DraggableAspect.d.ts +5 -1
  177. package/src/engine/ui/DraggableAspect.d.ts.map +1 -1
  178. package/src/engine/ui/DraggableAspect.js +61 -4
  179. package/src/format/image/avif/heif/ItemProperty.d.ts +1 -1
  180. package/src/format/image/avif/heif/ItemProperty.js +1 -1
  181. package/src/format/image/png/chunk/png_chunk_decode_iTXt.d.ts.map +1 -1
  182. package/src/format/image/png/chunk/png_chunk_decode_iTXt.js +17 -6
  183. package/src/shade/device/mock/SoftwareGPUDevice.d.ts +2 -4
  184. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  185. package/src/shade/device/mock/SoftwareGPUDevice.js +20 -13
  186. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -1
  187. package/src/shade/playground/skinned_blas_refit/sweep_views.js +2 -1
  188. package/src/shade/playground/water_refraction/README.md +10 -11
  189. package/src/shade/playground/water_refraction/main.js +9 -8
  190. package/src/shade/playground/water_refraction/world.js +1 -1
  191. package/src/shade/playground/water_surface/README.md +43 -0
  192. package/src/shade/playground/water_surface/index.html +30 -0
  193. package/src/shade/playground/water_surface/main.d.ts +2 -0
  194. package/src/shade/playground/water_surface/main.d.ts.map +1 -0
  195. package/src/shade/playground/water_surface/main.js +154 -0
  196. package/src/shade/playground/water_surface/world.d.ts +44 -0
  197. package/src/shade/playground/water_surface/world.d.ts.map +1 -0
  198. package/src/shade/playground/water_surface/world.js +160 -0
  199. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +5 -0
  201. package/src/shade/renderer/binding/BufferBinding.js +2 -2
  202. package/src/shade/renderer/buffer/table/GPUTypedTable.d.ts.map +1 -1
  203. package/src/shade/renderer/buffer/table/GPUTypedTable.js +5 -3
  204. package/src/shade/renderer/buffer/table/GPUTypedTableDescriptor.d.ts +10 -3
  205. package/src/shade/renderer/buffer/table/GPUTypedTableDescriptor.d.ts.map +1 -1
  206. package/src/shade/renderer/buffer/table/GPUTypedTableDescriptor.js +17 -9
  207. package/src/shade/renderer/camera/orbital/OrbitalCameraInput.d.ts +3 -0
  208. package/src/shade/renderer/camera/orbital/OrbitalCameraInput.d.ts.map +1 -1
  209. package/src/shade/renderer/camera/orbital/OrbitalCameraInput.js +16 -0
  210. package/src/shade/renderer/camera/orbital/OrbitalCameraRig.d.ts +2 -0
  211. package/src/shade/renderer/camera/orbital/OrbitalCameraRig.d.ts.map +1 -1
  212. package/src/shade/renderer/camera/orbital/OrbitalCameraRig.js +11 -0
  213. package/src/shade/renderer/geometry/meshlet/build/meshoptimizer/geometry_to_meshlets_meshoptimizer.d.ts +1 -1
  214. package/src/shade/renderer/geometry/meshlet/build/meshoptimizer/geometry_to_meshlets_meshoptimizer.d.ts.map +1 -1
  215. package/src/shade/renderer/geometry/meshlet/build/meshoptimizer/geometry_to_meshlets_meshoptimizer.js +9 -3
  216. package/src/shade/renderer/geometry/util/geometry_simplify_redundant_topology.d.ts.map +1 -1
  217. package/src/shade/renderer/geometry/util/geometry_simplify_redundant_topology.js +2 -2
  218. package/src/shade/renderer/geometry/virtual/format/vgeo_validate_container.d.ts.map +1 -1
  219. package/src/shade/renderer/geometry/virtual/format/vgeo_validate_container.js +85 -0
  220. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  221. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +12 -6
  222. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.d.ts.map +1 -1
  223. package/src/shade/renderer/geometry/virtual/runtime/VGeoPageFetcher.js +7 -0
  224. package/src/shade/renderer/geometry/virtual/runtime/VGeoRuntimeTables.d.ts.map +1 -1
  225. package/src/shade/renderer/geometry/virtual/runtime/VGeoRuntimeTables.js +3 -1
  226. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  227. package/src/shade/renderer/scene/SCENE_DATABASE_SPEC.js +2 -1
  228. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128_inverse.d.ts +13 -0
  229. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128_inverse.d.ts.map +1 -0
  230. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128_inverse.js +42 -0
  231. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128x4_inverse_workgroup.d.ts +15 -0
  232. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128x4_inverse_workgroup.d.ts.map +1 -0
  233. package/src/shade/renderer/shader/chunk/math/fft/chunk_fft128x4_inverse_workgroup.js +39 -0
  234. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  235. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +2 -0
  236. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +15 -0
  237. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  238. package/src/shade/renderer/water/GPUWaterRenderer.js +110 -30
  239. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +16 -8
  240. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +1 -1
  241. package/src/shade/renderer/water/medium/GPUWaterBodies.js +31 -26
  242. package/src/shade/renderer/water/medium/shader_water_meshlets.d.ts +0 -1
  243. package/src/shade/renderer/water/medium/shader_water_meshlets.d.ts.map +1 -1
  244. package/src/shade/renderer/water/medium/shader_water_meshlets.js +1 -39
  245. package/src/shade/renderer/water/shader_water.d.ts +0 -1
  246. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  247. package/src/shade/renderer/water/shader_water.js +201 -72
  248. package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts +70 -0
  249. package/src/shade/renderer/water/surface/GPUWaterSurface.d.ts.map +1 -0
  250. package/src/shade/renderer/water/surface/GPUWaterSurface.js +199 -0
  251. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts +5 -2
  252. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.d.ts.map +1 -1
  253. package/src/shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js +32 -12
  254. package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts +22 -0
  255. package/src/shade/renderer/water/surface/chunk_water_surface_sample.d.ts.map +1 -0
  256. package/src/shade/renderer/water/surface/chunk_water_surface_sample.js +217 -0
  257. package/src/shade/renderer/water/surface/graph_water_tessellation.d.ts +65 -11
  258. package/src/shade/renderer/water/surface/graph_water_tessellation.d.ts.map +1 -1
  259. package/src/shade/renderer/water/surface/graph_water_tessellation.js +163 -28
  260. package/src/shade/renderer/water/surface/lod/WATER_LOD.d.ts +51 -0
  261. package/src/shade/renderer/water/surface/lod/WATER_LOD.d.ts.map +1 -0
  262. package/src/shade/renderer/water/surface/lod/WATER_LOD.js +95 -0
  263. package/src/shade/renderer/water/surface/lod/chunk_water_lod.d.ts +10 -0
  264. package/src/shade/renderer/water/surface/lod/chunk_water_lod.d.ts.map +1 -0
  265. package/src/shade/renderer/water/surface/lod/chunk_water_lod.js +127 -0
  266. package/src/shade/renderer/water/surface/lod/chunk_water_lod_cell.d.ts +17 -0
  267. package/src/shade/renderer/water/surface/lod/chunk_water_lod_cell.d.ts.map +1 -0
  268. package/src/shade/renderer/water/surface/lod/chunk_water_lod_cell.js +246 -0
  269. package/src/shade/renderer/water/surface/lod/shader_water_lod.d.ts +118 -0
  270. package/src/shade/renderer/water/surface/lod/shader_water_lod.d.ts.map +1 -0
  271. package/src/shade/renderer/water/surface/lod/shader_water_lod.js +727 -0
  272. package/src/shade/renderer/water/surface/particles/GPUWaterParticles.d.ts +60 -0
  273. package/src/shade/renderer/water/surface/particles/GPUWaterParticles.d.ts.map +1 -0
  274. package/src/shade/renderer/water/surface/particles/GPUWaterParticles.js +228 -0
  275. package/src/shade/renderer/water/surface/particles/WATER_PARTICLE_STRUCT.d.ts +17 -0
  276. package/src/shade/renderer/water/surface/particles/WATER_PARTICLE_STRUCT.d.ts.map +1 -0
  277. package/src/shade/renderer/water/surface/particles/WATER_PARTICLE_STRUCT.js +49 -0
  278. package/src/shade/renderer/water/surface/particles/chunk_water_particle.d.ts +22 -0
  279. package/src/shade/renderer/water/surface/particles/chunk_water_particle.d.ts.map +1 -0
  280. package/src/shade/renderer/water/surface/particles/chunk_water_particle.js +143 -0
  281. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts +15 -0
  282. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts.map +1 -0
  283. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.js +121 -0
  284. package/src/shade/renderer/water/surface/particles/shader_water_particles.d.ts +83 -0
  285. package/src/shade/renderer/water/surface/particles/shader_water_particles.d.ts.map +1 -0
  286. package/src/shade/renderer/water/surface/particles/shader_water_particles.js +502 -0
  287. package/src/shade/renderer/water/surface/shader_water_cull.d.ts +42 -0
  288. package/src/shade/renderer/water/surface/shader_water_cull.d.ts.map +1 -0
  289. package/src/shade/renderer/water/surface/shader_water_cull.js +269 -0
  290. package/src/shade/renderer/water/surface/shader_water_waves_combine.d.ts +15 -0
  291. package/src/shade/renderer/water/surface/shader_water_waves_combine.d.ts.map +1 -0
  292. package/src/shade/renderer/water/surface/shader_water_waves_combine.js +73 -0
  293. package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts +11 -0
  294. package/src/shade/renderer/water/surface/shader_water_waves_derive.d.ts.map +1 -0
  295. package/src/shade/renderer/water/surface/shader_water_waves_derive.js +78 -0
  296. package/src/shade/renderer/water/surface/spectrum/GPUWaterSpectrum.d.ts +35 -0
  297. package/src/shade/renderer/water/surface/spectrum/GPUWaterSpectrum.d.ts.map +1 -0
  298. package/src/shade/renderer/water/surface/spectrum/GPUWaterSpectrum.js +103 -0
  299. package/src/shade/renderer/water/surface/spectrum/WATER_BAND_STATE.d.ts +22 -0
  300. package/src/shade/renderer/water/surface/spectrum/WATER_BAND_STATE.d.ts.map +1 -0
  301. package/src/shade/renderer/water/surface/spectrum/WATER_BAND_STATE.js +57 -0
  302. package/src/shade/renderer/water/surface/spectrum/WATER_SPECTRUM.d.ts +22 -0
  303. package/src/shade/renderer/water/surface/spectrum/WATER_SPECTRUM.d.ts.map +1 -0
  304. package/src/shade/renderer/water/surface/spectrum/WATER_SPECTRUM.js +25 -0
  305. package/src/shade/renderer/water/surface/spectrum/chunk_water_jonswap.d.ts +14 -0
  306. package/src/shade/renderer/water/surface/spectrum/chunk_water_jonswap.d.ts.map +1 -0
  307. package/src/shade/renderer/water/surface/spectrum/chunk_water_jonswap.js +48 -0
  308. package/src/shade/renderer/water/surface/spectrum/chunk_water_spectrum.d.ts +23 -0
  309. package/src/shade/renderer/water/surface/spectrum/chunk_water_spectrum.d.ts.map +1 -0
  310. package/src/shade/renderer/water/surface/spectrum/chunk_water_spectrum.js +169 -0
  311. package/src/shade/renderer/water/surface/spectrum/shader_water_spectrum.d.ts +26 -0
  312. package/src/shade/renderer/water/surface/spectrum/shader_water_spectrum.d.ts.map +1 -0
  313. package/src/shade/renderer/water/surface/spectrum/shader_water_spectrum.js +161 -0
  314. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  315. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +18 -6
  316. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  317. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +11 -3
  318. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.d.ts +0 -28
  319. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.d.ts.map +0 -1
  320. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +0 -86
  321. package/src/engine/ecs/storage/binary/object-v2/serializerTestHarness.d.ts +0 -29
  322. package/src/engine/ecs/storage/binary/object-v2/serializerTestHarness.d.ts.map +0 -1
  323. package/src/engine/ecs/storage/binary/object-v2/serializerTestHarness.js +0 -44
  324. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +0 -4
  325. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +0 -1
  326. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +0 -32
  327. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +0 -25
  328. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +0 -1
  329. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +0 -128
  330. package/src/shade/renderer/water/surface/chunk_water_tessellation.d.ts +0 -9
  331. package/src/shade/renderer/water/surface/chunk_water_tessellation.d.ts.map +0 -1
  332. package/src/shade/renderer/water/surface/chunk_water_tessellation.js +0 -144
  333. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +0 -13
  334. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +0 -1
  335. package/src/shade/renderer/water/surface/chunk_water_wave.js +0 -40
  336. package/src/shade/renderer/water/surface/shader_water_tiles.d.ts +0 -4
  337. package/src/shade/renderer/water/surface/shader_water_tiles.d.ts.map +0 -1
  338. package/src/shade/renderer/water/surface/shader_water_tiles.js +0 -123
  339. package/src/shade/renderer/water/surface/shader_water_wave_batch.d.ts +0 -6
  340. package/src/shade/renderer/water/surface/shader_water_wave_batch.d.ts.map +0 -1
  341. package/src/shade/renderer/water/surface/shader_water_wave_batch.js +0 -85
  342. package/src/shade/renderer/water/surface/shader_water_wave_domain.d.ts +0 -6
  343. package/src/shade/renderer/water/surface/shader_water_wave_domain.d.ts.map +0 -1
  344. package/src/shade/renderer/water/surface/shader_water_wave_domain.js +0 -83
@@ -0,0 +1 @@
1
+ {"version":3,"file":"WaterWavesSerializationUpgrader_0_1.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_0_1.js"],"names":[],"mappings":"AAWA,+DAA+D;AAC/D;IAII,wCAIC;CACJ;oCArBmC,oDAAoD"}
@@ -0,0 +1,22 @@
1
+ import { BinaryClassUpgrader } from "../../../ecs/storage/binary/BinaryClassUpgrader.js";
2
+
3
+ /**
4
+ * The fields version 1 appended, with the defaults they had at that version: constants, not read off the
5
+ * current `WaterWaves`, since an upgrader writes the format of its target version.
6
+ */
7
+ const VERSION_1_DEFAULTS = [
8
+ 0, // upwind fetch, metres
9
+ 0.5, // shore reflection
10
+ ];
11
+
12
+ /** Keep version 0's wind and append the version-1 defaults. */
13
+ export class WaterWavesSerializationUpgrader_0_1 extends BinaryClassUpgrader {
14
+ __startVersion = 0;
15
+ __targetVersion = 1;
16
+
17
+ upgrade(source, target) {
18
+ target.writeFloat32(source.readFloat32());
19
+ target.writeFloat32(source.readFloat32());
20
+ for (const value of VERSION_1_DEFAULTS) { target.writeFloat32(value); }
21
+ }
22
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"bvh32_geometry_raycast.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/geometry/buffered/query/bvh32_geometry_raycast.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;GAiBG;AACH,+CAhBW,aAAa,kCAEb,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,iBAC1B,MAAM,iBACN,MAAM,0BACN,OAAO,WACP,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,GAAC,SAAS,YACpC,MAAM,YACN,MAAM,YACN,MAAM,eACN,MAAM,eACN,MAAM,eACN,MAAM,gBACN,MAAM,GACJ,OAAO,CA+DnB;8BA5F6B,8CAA8C"}
1
+ {"version":3,"file":"bvh32_geometry_raycast.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/geometry/buffered/query/bvh32_geometry_raycast.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;GAiBG;AACH,+CAhBW,aAAa,kCAEb,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,iBAC1B,MAAM,iBACN,MAAM,0BACN,OAAO,WACP,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,GAAC,SAAS,YACpC,MAAM,YACN,MAAM,YACN,MAAM,eACN,MAAM,eACN,MAAM,eACN,MAAM,gBACN,MAAM,GACJ,OAAO,CA6DnB;8BA1F6B,8CAA8C"}
@@ -1,7 +1,7 @@
1
1
  import { assert } from "../../../../../core/assert.js";
2
2
  import { bvh32_query_user_data_ray } from "../../../../../core/bvh2/binary/2/bvh32_query_user_data_ray.js";
3
3
  import { SurfacePoint3 } from "../../../../../core/geom/3d/SurfacePoint3.js";
4
- import { tri3_ray_intersection } from "../../../../../core/geom/3d/triangle/tri3_ray_intersection.js";
4
+ import { tri3_ray_intersection_triangle_array } from "../../../../../core/geom/3d/triangle/tri3_ray_intersection.js";
5
5
  import { read_triangle_vertices } from "../read_triangle_vertices.js";
6
6
 
7
7
  const scratch_array = []
@@ -68,13 +68,11 @@ export function bvh32_geometry_raycast(
68
68
  triangle_index
69
69
  );
70
70
 
71
- const triangle_hit_found = tri3_ray_intersection(
71
+ const triangle_hit_found = tri3_ray_intersection_triangle_array(
72
72
  scratch_hit,
73
73
  origin_x, origin_y, origin_z,
74
74
  direction_x, direction_y, direction_z,
75
- triangle_scratch[0], triangle_scratch[1], triangle_scratch[2],
76
- triangle_scratch[3], triangle_scratch[4], triangle_scratch[5],
77
- triangle_scratch[6], triangle_scratch[7], triangle_scratch[8]
75
+ triangle_scratch, 0
78
76
  )
79
77
 
80
78
  if (!triangle_hit_found) {
@@ -24,4 +24,24 @@
24
24
  * @return {Float32Array|number[]} `out`, for chaining.
25
25
  */
26
26
  export function scs3d_sample_linear3(out: Float32Array | number[], data_0: Float32Array, data_1: Float32Array, data_2: Float32Array, res_x: number, res_y: number, res_z: number, x: number, y: number, z: number): Float32Array | number[];
27
+ /**
28
+ * {@link scs3d_sample_linear3} with the position read from `position[position_offset ..+2]`.
29
+ * For per-cell callers, passing fractional coordinates in a reusable array avoids numeric argument
30
+ * boxes when the sampler is not inlined. Float64 coordinates preserve the scalar form's precision.
31
+ *
32
+ * The three coordinates are read before any output store, so `position` may overlap `out` and a
33
+ * reentrant output setter cannot change the coordinates used by the scalar facade's sample.
34
+ *
35
+ * @param {Float32Array|Float64Array|number[]} out length >= 3
36
+ * @param {Float32Array} data_0
37
+ * @param {Float32Array} data_1
38
+ * @param {Float32Array} data_2
39
+ * @param {number} res_x
40
+ * @param {number} res_y
41
+ * @param {number} res_z
42
+ * @param {Float64Array} position `[x, y, z]`, in grid index space
43
+ * @param {number} position_offset
44
+ * @return {Float32Array|Float64Array|number[]} `out`, for chaining.
45
+ */
46
+ export function scs3d_sample_linear3_array(out: Float32Array | Float64Array | number[], data_0: Float32Array, data_1: Float32Array, data_2: Float32Array, res_x: number, res_y: number, res_z: number, position: Float64Array, position_offset: number): Float32Array | Float64Array | number[];
27
47
  //# sourceMappingURL=scs3d_sample_linear3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"scs3d_sample_linear3.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/texture/3d/scs3d_sample_linear3.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,0CAZW,YAAY,GAAC,MAAM,EAAE,UACrB,YAAY,UACZ,YAAY,UACZ,YAAY,SACZ,MAAM,SACN,MAAM,SACN,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,GACL,YAAY,GAAC,MAAM,EAAE,CAsDhC"}
1
+ {"version":3,"file":"scs3d_sample_linear3.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/texture/3d/scs3d_sample_linear3.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,0CAZW,YAAY,GAAC,MAAM,EAAE,UACrB,YAAY,UACZ,YAAY,UACZ,YAAY,SACZ,MAAM,SACN,MAAM,SACN,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,GACL,YAAY,GAAC,MAAM,EAAE,CAWhC;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,gDAXW,YAAY,GAAC,YAAY,GAAC,MAAM,EAAE,UAClC,YAAY,UACZ,YAAY,UACZ,YAAY,SACZ,MAAM,SACN,MAAM,SACN,MAAM,YACN,YAAY,mBACZ,MAAM,GACL,YAAY,GAAC,YAAY,GAAC,MAAM,EAAE,CA0D7C"}
@@ -1,6 +1,8 @@
1
1
  import { clamp } from "../../../../core/math/clamp.js";
2
2
  import { lerp } from "../../../../core/math/lerp.js";
3
3
 
4
+ const scratch_position = new Float64Array(3);
5
+
4
6
  /**
5
7
  * Trilinearly sample THREE single-channel 3D grids at the same fractional
6
8
  * position, sharing one set of corner indices and interpolation weights.
@@ -27,6 +29,40 @@ import { lerp } from "../../../../core/math/lerp.js";
27
29
  * @return {Float32Array|number[]} `out`, for chaining.
28
30
  */
29
31
  export function scs3d_sample_linear3(out, data_0, data_1, data_2, res_x, res_y, res_z, x, y, z) {
32
+ const position = scratch_position;
33
+ position[0] = x;
34
+ position[1] = y;
35
+ position[2] = z;
36
+
37
+ scs3d_sample_linear3_array(out, data_0, data_1, data_2, res_x, res_y, res_z, position, 0);
38
+
39
+ return out;
40
+ }
41
+
42
+ /**
43
+ * {@link scs3d_sample_linear3} with the position read from `position[position_offset ..+2]`.
44
+ * For per-cell callers, passing fractional coordinates in a reusable array avoids numeric argument
45
+ * boxes when the sampler is not inlined. Float64 coordinates preserve the scalar form's precision.
46
+ *
47
+ * The three coordinates are read before any output store, so `position` may overlap `out` and a
48
+ * reentrant output setter cannot change the coordinates used by the scalar facade's sample.
49
+ *
50
+ * @param {Float32Array|Float64Array|number[]} out length >= 3
51
+ * @param {Float32Array} data_0
52
+ * @param {Float32Array} data_1
53
+ * @param {Float32Array} data_2
54
+ * @param {number} res_x
55
+ * @param {number} res_y
56
+ * @param {number} res_z
57
+ * @param {Float64Array} position `[x, y, z]`, in grid index space
58
+ * @param {number} position_offset
59
+ * @return {Float32Array|Float64Array|number[]} `out`, for chaining.
60
+ */
61
+ export function scs3d_sample_linear3_array(out, data_0, data_1, data_2, res_x, res_y, res_z, position, position_offset) {
62
+ const x = position[position_offset];
63
+ const y = position[position_offset + 1];
64
+ const z = position[position_offset + 2];
65
+
30
66
  const x_max = res_x - 1;
31
67
  const y_max = res_y - 1;
32
68
  const z_max = res_z - 1;
@@ -2,6 +2,11 @@
2
2
  * Registers [Water, MeshletGeometry, Transform64] in the scene's existing GPU database. Authored
3
3
  * edits queue writes; idle frames never walk bodies. Transform rows follow the same change events
4
4
  * and GPU hierarchy as shaded geometry. Water does not enter the opaque mesh table or its TLAS.
5
+ *
6
+ * Every body has a surface row (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §6.1): its wind from an
7
+ * optional {@link WaterWaves}, its queued splashes, and what the GPU derives from them each frame. The GPU culls
8
+ * every body against the frame's view before simulating; a hidden body is paused unless
9
+ * {@link Water#simulateWhenHidden} (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3).
5
10
  */
6
11
  export class WaterSystem extends System<any> {
7
12
  constructor(graphics: any, scene: any);
@@ -19,7 +24,7 @@ export class WaterSystem extends System<any> {
19
24
  inscatter_segments: number;
20
25
  tessellation_pixels: number;
21
26
  };
22
- get waves(): GPUWaterWaveSimulation;
27
+ get waves(): GPUWaterSurface;
23
28
  get transparency_channel(): GPUWaterRenderer;
24
29
  get scene(): any;
25
30
  request_probe(uv: any): Promise<any>;
@@ -30,7 +35,11 @@ export class WaterSystem extends System<any> {
30
35
  link(water: any, geometry: any, transform: any, entity: any): void;
31
36
  unlink(water: any, geometry: any, transform: any, entity: any): void;
32
37
  update(dt: any): void;
33
- /** World-space radius and velocity kick; position is interpreted in the CPU-owned pose. */
38
+ /**
39
+ * A splash at a world position: rings of wave particles of the given world radius (half their wavelength)
40
+ * whose height is the given vertical velocity kick, m/s, over the time a crest takes to cross them. The
41
+ * position is interpreted in the CPU-owned pose; queued on the CPU and spent on the GPU, sixteen a body a frame.
42
+ */
34
43
  splash(entity: any, position: any, radius: any, strength: any): void;
35
44
  record_surface(frame: any): void;
36
45
  record(frame: any): void;
@@ -52,7 +61,7 @@ import { MeshletGeometry } from "../../shade/renderer/geometry/MeshletGeometry.j
52
61
  import Water from "../graphics/ecs/water/Water.js";
53
62
  import WaterWaves from "../graphics/ecs/water/WaterWaves.js";
54
63
  import { ResourceAccessSpecification } from "../../core/model/ResourceAccessSpecification.js";
55
- import { GPUWaterWaveSimulation } from "../../shade/renderer/water/surface/GPUWaterWaveSimulation.js";
64
+ import { GPUWaterSurface } from "../../shade/renderer/water/surface/GPUWaterSurface.js";
56
65
  import { GPUWaterRenderer } from "../../shade/renderer/water/GPUWaterRenderer.js";
57
66
  import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
58
67
  //# sourceMappingURL=WaterSystem.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"WaterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/WaterSystem.js"],"names":[],"mappings":"AAyBA;;;;GAIG;AACH;IAyBI,uCAcC;IAtCD,6EAAqD;IACrD,kEAA0F;IAY1F;;;;;;;;;;;MAAkD;IAClD,oCAAmC;IACnC,6CAAqD;IACrD,iBAAmC;IACnC,qCAA8D;IAE9D,0BAGC;IAJD,mBAAiC;IAsBjC,2CAOC;IAED,0BAMC;IAED,mEAoBC;IAUD,qEAkBC;IAED,sBAgBC;IA0CD,2FAA2F;IAC3F,qEASC;IAED,iCAKC;IACD,yBAGC;;CACJ;AAED;IAEI,yBAAsD;IAAvB,YAAoB;IACnD,yBAA4C;CAC/C;AACD;IAEI,yBAAsD;IAAvB,YAAoB;IACnD,yBAAoD;CACvD;uBAlOsB,kBAAkB;4BAEb,iCAAiC;gCAI7B,kDAAkD;kBARhE,gCAAgC;uBAC3B,qCAAqC;4CAShB,iDAAiD;uCAGtD,8DAA8D;iCAFpE,gDAAgD;gCAIjD,mDAAmD"}
1
+ {"version":3,"file":"WaterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/WaterSystem.js"],"names":[],"mappings":"AA+BA;;;;;;;;;GASG;AACH;IA2BI,uCAaC;IAvCD,6EAAqD;IACrD,kEAA0F;IAc1F;;;;;;;;;;;MAAkD;IAClD,6BAAmC;IACnC,6CAAqD;IACrD,iBAAmC;IACnC,qCAA8D;IAE9D,0BAGC;IAJD,mBAAiC;IAqBjC,2CAOC;IAED,0BAMC;IAED,mEAsBC;IAQD,qEAkBC;IAED,sBAoBC;IAqDD;;;;OAIG;IACH,qEASC;IAED,iCAMC;IACD,yBAGC;;CACJ;AAED;IAEI,yBAAsD;IAAvB,YAAoB;IACnD,yBAA4C;CAC/C;AACD;IAEI,yBAAsD;IAAvB,YAAoB;IACnD,yBAAoD;CACvD;uBAlQsB,kBAAkB;4BAEb,iCAAiC;gCAI7B,kDAAkD;kBARhE,gCAAgC;uBACe,qCAAqC;4CAS1D,iDAAiD;gCAG7D,uDAAuD;iCAFtD,gDAAgD;gCAIjD,mDAAmD"}
@@ -1,6 +1,6 @@
1
1
  import { assert } from "../../core/assert.js";
2
2
  import Water from "../graphics/ecs/water/Water.js";
3
- import WaterWaves from "../graphics/ecs/water/WaterWaves.js";
3
+ import WaterWaves, { WATER_WAVES_SHORE_REFLECTION_DEFAULT } from "../graphics/ecs/water/WaterWaves.js";
4
4
  import { System } from "../ecs/System.js";
5
5
  import { EventType } from "../ecs/EventType.js";
6
6
  import { Transform64 } from "../ecs/transform/Transform64.js";
@@ -12,21 +12,32 @@ import { ResourceAccessKind } from "../../core/model/ResourceAccessKind.js";
12
12
  import { ResourceAccessSpecification } from "../../core/model/ResourceAccessSpecification.js";
13
13
  import { GPUWaterRenderer } from "../../shade/renderer/water/GPUWaterRenderer.js";
14
14
  import { GPUWaterBodies } from "../../shade/renderer/water/medium/GPUWaterBodies.js";
15
- import { GPUWaterWaveSimulation } from "../../shade/renderer/water/surface/GPUWaterWaveSimulation.js";
15
+ import { GPUWaterSurface } from "../../shade/renderer/water/surface/GPUWaterSurface.js";
16
16
  import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
17
17
  import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
18
18
  import { SceneColor } from "../../shade/renderer/extension/SceneColor.js";
19
19
  import { m4_invert } from "../../core/geom/3d/mat4/m4_invert.js";
20
20
  import { generate_record_writer } from "../../shade/renderer/buffer/table/serde/generate_record_writer.js";
21
21
  import { WATER_WAVE_IMPULSE_LIMIT, WATER_WAVE_RECORD_STRUCT } from "../../shade/renderer/water/surface/WATER_WAVE_RECORD_STRUCT.js";
22
+ import { WATER_SPECTRUM_BAND_COUNT } from "../../shade/renderer/water/surface/spectrum/WATER_SPECTRUM.js";
22
23
 
23
- const WIND_WRITER = generate_record_writer(WATER_WAVE_RECORD_STRUCT, ['forcing', 'unresolved_variance']);
24
+ // Only the authored fields: a whole-record write would undo what the GPU derives into the row.
25
+ const AUTHORED_WRITER = generate_record_writer(WATER_WAVE_RECORD_STRUCT, ['wind', 'upwind_fetch', 'node', 'geometry', 'simulate_hidden']);
24
26
  const IMPULSE_WRITER = generate_record_writer(WATER_WAVE_RECORD_STRUCT, ['impulses', 'impulse_count']);
27
+ /** The WaterWaves fields a body's row follows. */
28
+ const WAVE_FIELDS = ['windSpeed', 'windDirection', 'upwindFetch', 'shoreReflection'];
29
+ /** A splash's world-to-local matrix: rain can splash hundreds of times a second. */
30
+ const SPLASH_INVERSE = new Float64Array(16);
25
31
 
26
32
  /**
27
33
  * Registers [Water, MeshletGeometry, Transform64] in the scene's existing GPU database. Authored
28
34
  * edits queue writes; idle frames never walk bodies. Transform rows follow the same change events
29
35
  * and GPU hierarchy as shaded geometry. Water does not enter the opaque mesh table or its TLAS.
36
+ *
37
+ * Every body has a surface row (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §6.1): its wind from an
38
+ * optional {@link WaterWaves}, its queued splashes, and what the GPU derives from them each frame. The GPU culls
39
+ * every body against the frame's view before simulating; a hidden body is paused unless
40
+ * {@link Water#simulateWhenHidden} (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3).
30
41
  */
31
42
  export class WaterSystem extends System {
32
43
  dependencies = [Water, MeshletGeometry, Transform64];
@@ -35,11 +46,13 @@ export class WaterSystem extends System {
35
46
  #scene;
36
47
  #context = null;
37
48
  #renderer = new GPUWaterRenderer();
38
- #waves = new GPUWaterWaveSimulation();
49
+ #waves = new GPUWaterSurface();
39
50
  #bodies = new GPUWaterBodies();
40
51
  #entries = new Map();
41
52
  #dirty = new Set();
42
53
  #impulses = new Set();
54
+ // bodies with wind: while there is none, the shared band tiles are not animated
55
+ #windy = new Set();
43
56
  #extensions = [];
44
57
  #time = 0;
45
58
  get settings() { return this.#renderer.settings; }
@@ -60,9 +73,8 @@ export class WaterSystem extends System {
60
73
  this.#waves.onInputsConsumed.add(context => {
61
74
  if (context !== this.#context) { return; }
62
75
  for (const entry of this.#impulses) {
63
- entry.staged.length = 0;
64
- if (entry.impulses.length !== 0) { this.#dirty.add(entry); }
65
- else { this.#impulses.delete(entry); }
76
+ entry.staged.impulse_count = 0;
77
+ if (entry.queue.length === 0) { this.#impulses.delete(entry); }
66
78
  }
67
79
  });
68
80
  this.#renderer.bodies = this.#bodies;
@@ -87,8 +99,10 @@ export class WaterSystem extends System {
87
99
  }
88
100
 
89
101
  link(water, geometry, transform, entity) {
90
- const entry = { water, geometry, transform, entity, context: null, row: -1, wave: -1, waves: null,
91
- impulses: [], staged: [], wave_record: null };
102
+ // queue: splashes not yet staged, four numbers each (local x, z, radius, kick); staged: the batch on the
103
+ // GPU row until a submitted frame spends it
104
+ const entry = { water, geometry, transform, entity, context: null, row: -1, wave: -1, waves: null, queue: [],
105
+ staged: { impulses: Array.from({ length: WATER_WAVE_IMPULSE_LIMIT }, () => new Float64Array(4)), impulse_count: 0 } };
92
106
  const dataset = this.entityManager.dataset;
93
107
  entry.changed = () => this.#dirty.add(entry);
94
108
  entry.world = () => entry.context?.rows.mark_world(entity);
@@ -109,11 +123,9 @@ export class WaterSystem extends System {
109
123
  }
110
124
 
111
125
  #watch_waves(entry) {
112
- entry.waves?.windSpeed.onChanged.remove(entry.changed);
113
- entry.waves?.windDirection.onChanged.remove(entry.changed);
126
+ if (entry.waves != null) { for (const field of WAVE_FIELDS) { entry.waves[field].onChanged.remove(entry.changed); } }
114
127
  entry.waves = this.entityManager.dataset.getComponent(entry.entity, WaterWaves);
115
- entry.waves?.windSpeed.onChanged.add(entry.changed);
116
- entry.waves?.windDirection.onChanged.add(entry.changed);
128
+ if (entry.waves != null) { for (const field of WAVE_FIELDS) { entry.waves[field].onChanged.add(entry.changed); } }
117
129
  }
118
130
 
119
131
  unlink(water, geometry, transform, entity) {
@@ -121,8 +133,7 @@ export class WaterSystem extends System {
121
133
  if (entry === undefined) { return; }
122
134
  const dataset = this.entityManager.dataset;
123
135
  water.onChanged.remove(entry.changed);
124
- entry.waves?.windSpeed.onChanged.remove(entry.changed);
125
- entry.waves?.windDirection.onChanged.remove(entry.changed);
136
+ if (entry.waves != null) { for (const field of WAVE_FIELDS) { entry.waves[field].onChanged.remove(entry.changed); } }
126
137
  dataset.removeEntityEventListener(entity, TRANSFORM64_EVENT_CHANGE, entry.world);
127
138
  dataset.removeEntityEventListener(entity, TRANSFORM_ATTACHMENT_EVENT_CHANGE, entry.local);
128
139
  dataset.removeEntityEventListener(entity, EventType.ComponentAdded, entry.components);
@@ -132,6 +143,7 @@ export class WaterSystem extends System {
132
143
  entry.context.rows.release(entity);
133
144
  }
134
145
  this.#entries.delete(entity); this.#dirty.delete(entry); this.#impulses.delete(entry);
146
+ this.#windy.delete(entry); this.#waves.windy = this.#windy.size > 0;
135
147
  this.#renderer.body_count--;
136
148
  if (entry.context !== null) { this.#renderer.meshlet_capacity -= entry.geometry.meshlets.count; }
137
149
  }
@@ -144,14 +156,34 @@ export class WaterSystem extends System {
144
156
  this.#context = context;
145
157
  // Device replacement is the only whole-scene rebuild; ordinary frames drain edits.
146
158
  for (const entry of this.#entries.values()) {
147
- entry.context = null; entry.row = -1; entry.wave = -1; entry.wave_record = null;
148
- entry.impulses.unshift(...entry.staged); entry.staged.length = 0;
159
+ entry.context = null; entry.row = -1; entry.wave = -1;
160
+ // a batch the old context never spent goes back to the front of the queue
161
+ const staged = [];
162
+ for (let i = 0; i < entry.staged.impulse_count; i++) { staged.push(...entry.staged.impulses[i]); }
163
+ entry.queue.unshift(...staged); entry.staged.impulse_count = 0;
149
164
  this.#dirty.add(entry);
150
165
  }
151
166
  this.#renderer.meshlet_capacity = 0;
152
167
  }
153
168
  for (const entry of this.#dirty) { this.#write(entry, context); }
154
169
  this.#dirty.clear();
170
+ for (const entry of this.#impulses) { this.#stage(entry, context); }
171
+ }
172
+
173
+ /** Top up a body's batch on its surface row from its queue, up to the row's limit. */
174
+ #stage(entry, context) {
175
+ const staged = entry.staged, queue = entry.queue;
176
+ if (entry.wave === -1 || queue.length === 0 || staged.impulse_count === WATER_WAVE_IMPULSE_LIMIT) { return; }
177
+ const taken = Math.min(queue.length / 4, WATER_WAVE_IMPULSE_LIMIT - staged.impulse_count);
178
+ for (let i = 0; i < taken; i++) {
179
+ const impulse = staged.impulses[staged.impulse_count++];
180
+ for (let c = 0; c < 4; c++) { impulse[c] = queue[4 * i + c]; }
181
+ }
182
+ queue.copyWithin(0, 4 * taken);
183
+ queue.length -= 4 * taken;
184
+ this.#waves.splashed = true;
185
+ for (let i = staged.impulse_count; i < WATER_WAVE_IMPULSE_LIMIT; i++) { staged.impulses[i].fill(0); }
186
+ context.scene_database.get('water_waves').set_fields(entry.wave, staged, IMPULSE_WRITER);
155
187
  }
156
188
 
157
189
  #write(entry, context) {
@@ -163,54 +195,54 @@ export class WaterSystem extends System {
163
195
  entry.context = context;
164
196
  this.#renderer.meshlet_capacity += entry.geometry.meshlets.count;
165
197
  }
166
- if (entry.wave !== -1 || entry.waves != null || entry.impulses.length !== 0) {
167
- const bounds = entry.geometry.bounding_box;
168
- if (entry.wave === -1) {
169
- entry.wave_record = { extent: [bounds[0], bounds[2], bounds[3], bounds[5]],
170
- forcing: [1, 0, 0, 0], impulses: Array.from({ length: WATER_WAVE_IMPULSE_LIMIT }, () => [0, 0, 0, 0]),
171
- node: entry.entity + 1, geometry: context.geometries.getAddress(entry.geometry),
172
- unresolved_variance: 0, impulse_count: 0, first_write: 1, displacement_bounds: [0, 0] };
173
- entry.wave = waves.add(entry.wave_record);
174
- }
175
- const wind = Math.max(0, entry.waves?.windSpeed.getValue() ?? 0);
176
- const direction = entry.waves?.windDirection.getValue() ?? 0;
177
- // Patch only authored fields: a full write would restore GPU-consumed impulses/reset flags.
178
- waves.set_fields(entry.wave, { forcing: [Math.cos(direction), Math.sin(direction), 0.02 * wind * wind, 0.5 * wind],
179
- unresolved_variance: wind > 0 ? 0.003 + 0.00512 * wind : 0 }, WIND_WRITER);
180
- if (entry.impulses.length !== 0) {
181
- entry.staged.push(...entry.impulses.splice(0, WATER_WAVE_IMPULSE_LIMIT - entry.staged.length));
182
- const impulses = entry.staged.slice();
183
- const count = impulses.length;
184
- while (impulses.length < WATER_WAVE_IMPULSE_LIMIT) { impulses.push([0, 0, 0, 0]); }
185
- waves.set_fields(entry.wave, { impulses, impulse_count: count }, IMPULSE_WRITER);
186
- }
198
+ const geometry = context.geometries.getAddress(entry.geometry);
199
+ if (entry.wave === -1) {
200
+ entry.wave = waves.add({ wind: [1, 0, 0, WATER_WAVES_SHORE_REFLECTION_DEFAULT], upwind_fetch: 0,
201
+ impulses: Array.from({ length: WATER_WAVE_IMPULSE_LIMIT }, () => [0, 0, 0, 0]), impulse_count: 0,
202
+ node: entry.entity + 1, geometry, simulate_hidden: 0, derived_for: [-1, -1],
203
+ weights: new Array(WATER_SPECTRUM_BAND_COUNT).fill(0), slope_variance: 0,
204
+ wind_from: [0, 0], wind_to: [0, 0], wind_blend: 1, displacement_bounds: [0, 0, 0, 0], particle_levels: 0 });
187
205
  }
206
+ const waves_component = entry.waves;
207
+ const speed = Math.max(0, waves_component?.windSpeed.getValue() ?? 0);
208
+ const direction = waves_component?.windDirection.getValue() ?? 0;
209
+ const reflection = Math.min(1, Math.max(0, waves_component?.shoreReflection.getValue() ?? WATER_WAVES_SHORE_REFLECTION_DEFAULT));
210
+ waves.set_fields(entry.wave, { wind: [Math.cos(direction), Math.sin(direction), speed, reflection],
211
+ upwind_fetch: Math.max(0, waves_component?.upwindFetch.getValue() ?? 0), node: entry.entity + 1, geometry,
212
+ simulate_hidden: entry.water.simulateWhenHidden.getValue() ? 1 : 0 }, AUTHORED_WRITER);
213
+ if (speed > 0) { this.#windy.add(entry); } else { this.#windy.delete(entry); }
214
+ this.#waves.windy = this.#windy.size > 0;
188
215
  const water = entry.water;
189
- const record = { geometry: context.geometries.getAddress(entry.geometry), node: entry.entity + 1,
216
+ const record = { geometry, node: entry.entity + 1,
190
217
  dirty: 1,
191
- wave: entry.wave === -1 ? 0xffffffff : entry.wave, ior: Math.max(1, water.ior.getValue()),
218
+ wave: entry.wave, ior: Math.max(1, water.ior.getValue()),
192
219
  roughness: Math.min(1, Math.max(0, water.roughness.getValue())), medium: water.medium.to_gpu_record(),
193
220
  backscattering: [0, 0, 0, 0], extinction: [0, 0, 0, 0], diffuse_transmittance: 0 };
194
221
  if (entry.row === -1) { entry.row = bodies.add(record); } else { bodies.set(entry.row, record); }
195
222
  }
196
223
 
197
- /** World-space radius and velocity kick; position is interpreted in the CPU-owned pose. */
224
+ /**
225
+ * A splash at a world position: rings of wave particles of the given world radius (half their wavelength)
226
+ * whose height is the given vertical velocity kick, m/s, over the time a crest takes to cross them. The
227
+ * position is interpreted in the CPU-owned pose; queued on the CPU and spent on the GPU, sixteen a body a frame.
228
+ */
198
229
  splash(entity, position, radius, strength) {
199
230
  const entry = this.#entries.get(entity); assert.defined(entry, 'water entity');
200
231
  assert.greaterThan(radius, 0, 'radius'); assert.isFinite(radius, 'radius'); assert.isFinite(strength, 'strength');
201
232
  for (let i = 0; i < 3; i++) { assert.isFinite(position[i], `position[${i}]`); }
202
- const inverse = new Float64Array(16);
233
+ const inverse = SPLASH_INVERSE;
203
234
  assert.ok(m4_invert(inverse, entry.transform), 'water transform is singular');
204
235
  const x = inverse[0] * position[0] + inverse[4] * position[1] + inverse[8] * position[2] + inverse[12];
205
236
  const z = inverse[2] * position[0] + inverse[6] * position[1] + inverse[10] * position[2] + inverse[14];
206
- entry.impulses.push([x, z, radius, strength]); this.#impulses.add(entry); this.#dirty.add(entry);
237
+ entry.queue.push(x, z, radius, strength); this.#impulses.add(entry);
207
238
  }
208
239
 
209
240
  record_surface(frame) {
210
- const scene = frame.view.scene;
241
+ const view = frame.view, scene = view.scene;
211
242
  if (scene.scene !== this.#scene) { return; }
212
- this.#waves.record({ graph: frame.graph, device: this.#graphics.renderer.graphics.device, scene });
213
- this.#bodies.record({ graph: frame.graph, scene });
243
+ this.#waves.record({ graph: frame.graph, device: this.#graphics.renderer.graphics.device, scene, time: this.#time,
244
+ view: { camera: view.camera.gpu_buffer, projection: view.camera.camera.projection_matrix, height: view.resolution[1] },
245
+ pixels: this.#renderer.settings.tessellation_pixels });
214
246
  }
215
247
  record(frame) {
216
248
  const inspection = this.#renderer.inspect(frame.graph, frame.view, frame.resolution);
@@ -1 +1 @@
1
- {"version":3,"file":"PointerDevice.d.ts","sourceRoot":"","sources":["../../../../../src/engine/input/devices/PointerDevice.js"],"names":[],"mappings":"AA2NA;;;;;GAKG;AACH,mDAJW,OAAO,SACP,UAAU,GAAC,KAAK,WAChB,OAAO,QAejB;AAED;;;;;GAKG;AACH;IAuFI;;;;OAIG;IACH,wBAHW,WAAW,EA+BrB;IAtHD;;;;OAIG;IACH,mBAFU,OAAO,CAEQ;IAEzB;;OAEG;IACH;;;QAGI;;;;;;WAMG;;;QAGH;;WAEG;;;;;;;;;MASL;IAeF;;;OAGG;IACH,kBAAkB;IAElB;;;;OAIG;IACH,kBAFU,iBAAiB,EAAE,CAEL;IAExB;;;OAGG;IACH,yCAEC;IAED;;;OAGG;IACH,0CAEC;IAED;;;OAGG;IACH,2CAEC;IAyID;;;OAGG;IACH,oBAFY,OAAO,CAIlB;IAED;;;OAGG;IACH,4BAsBC;IAED,0BAEC;IAED;;;;OAIG;IACH,qCAHW,OAAO,SACP,UAAU,GAAC,KAAK,QAI1B;IAED,cAiCC;IAED,aA4BC;;CACJ;oBAnkBmB,+BAA+B;mBADhC,uCAAuC;kCAOxB,wBAAwB"}
1
+ {"version":3,"file":"PointerDevice.d.ts","sourceRoot":"","sources":["../../../../../src/engine/input/devices/PointerDevice.js"],"names":[],"mappings":"AAgPA;;;;;GAKG;AACH,mDAJW,OAAO,SACP,UAAU,GAAC,KAAK,WAChB,OAAO,QAejB;AAED;;;;;GAKG;AACH;IAyFI;;;;OAIG;IACH,wBAHW,WAAW,EA+BrB;IAtHD;;;;OAIG;IACH,mBAFU,OAAO,CAEQ;IAEzB;;OAEG;IACH;;;QAGI;;;;;;WAMG;;;QAGH;;WAEG;;;;;;;;;MASL;IAeF;;;OAGG;IACH,kBAAkB;IAElB;;;;OAIG;IACH,kBAFU,iBAAiB,EAAE,CAEL;IAExB;;;OAGG;IACH,yCAEC;IAED;;;OAGG;IACH,0CAEC;IAED;;;OAGG;IACH,2CAEC;IA2ID;;;OAGG;IACH,oBAFY,OAAO,CAIlB;IAED;;;OAGG;IACH,4BAsBC;IAED,0BAEC;IAED;;;;OAIG;IACH,qCAHW,OAAO,SACP,UAAU,GAAC,KAAK,QAI1B;IAED,cAiCC;IAED,aA4BC;;CACJ;oBA5lBmB,+BAA+B;mBADhC,uCAAuC;kCAOxB,wBAAwB"}
@@ -20,6 +20,7 @@ import { suppressContextMenu } from "./mouse/suppressContextMenu.js";
20
20
  * @param {number} [options.maxDistance] in pixels
21
21
  * @param {number} [options.maxDelay] Maximum delay between down and up events in seconds
22
22
  * @param {Signal} options.signal
23
+ * @returns {(id?:number)=>void} clears pending candidates without emitting a tap
23
24
  */
24
25
  function observeTap({
25
26
  up,
@@ -139,6 +140,16 @@ function observeTap({
139
140
  }
140
141
 
141
142
  down.add(handleDown);
143
+
144
+ return id => {
145
+ if (id !== undefined) {
146
+ reset(id);
147
+ return;
148
+ }
149
+ active.clear();
150
+ up.remove(handleUp);
151
+ move.remove(handleMove);
152
+ };
142
153
  }
143
154
 
144
155
  /**
@@ -149,6 +160,7 @@ function observeTap({
149
160
  * @param {Signal} dragStart
150
161
  * @param {Signal} dragEnd
151
162
  * @param {Signal} drag
163
+ * @returns {()=>void} removes pending gesture observations without emitting a drag end
152
164
  */
153
165
  function observeDrag(up, down, move, dragStart, dragEnd, drag) {
154
166
  const origin = new Vector2();
@@ -188,7 +200,8 @@ function observeDrag(up, down, move, dragStart, dragEnd, drag) {
188
200
 
189
201
  lastDragPosition.copy(origin);
190
202
  dragStart.send2(origin, event);
191
- handleDrag(position, event);
203
+ // A start consumer can stop the device and remove this gesture before motion is delivered.
204
+ if (up.contains(handleDragEnd)) handleDrag(position, event);
192
205
  }
193
206
 
194
207
  const lastDragPosition = new Vector2();
@@ -214,6 +227,14 @@ function observeDrag(up, down, move, dragStart, dragEnd, drag) {
214
227
  }
215
228
 
216
229
  down.add(handleDown);
230
+
231
+ return () => {
232
+ // Overlapping presses can register these owned observations more than once.
233
+ while (up.remove(noDrag)) {}
234
+ while (up.remove(handleDragEnd)) {}
235
+ while (move.remove(handleDragStart)) {}
236
+ while (move.remove(handleDrag)) {}
237
+ };
217
238
  }
218
239
 
219
240
 
@@ -245,6 +266,8 @@ export function readPositionFromMouseEvent(result, event, source = event.target)
245
266
  * @copyright Company Named Limited (c) 2026
246
267
  */
247
268
  export class PointerDevice {
269
+ #resetTap;
270
+ #resetDrag;
248
271
 
249
272
  /**
250
273
  * Current live position of the pointer
@@ -355,14 +378,14 @@ export class PointerDevice {
355
378
  // `globalUp`, not `up`, for the same reason observeDrag below uses it: `up` only fires for
356
379
  // a release over the element, so a press that lifted one pixel outside the canvas was
357
380
  // never resolved and never reset - the candidate simply sat in the map.
358
- observeTap({
381
+ this.#resetTap = observeTap({
359
382
  up: this.on.globalUp,
360
383
  down: this.on.down,
361
384
  move: this.on.move,
362
385
  maxDistance: 10,
363
386
  signal: this.on.tap
364
387
  });
365
- observeDrag(this.on.globalUp, this.on.down, this.on.move, this.on.dragStart, this.on.dragEnd, this.on.drag);
388
+ this.#resetDrag = observeDrag(this.on.globalUp, this.on.down, this.on.move, this.on.dragStart, this.on.dragEnd, this.on.drag);
366
389
 
367
390
  }
368
391
 
@@ -424,7 +447,9 @@ export class PointerDevice {
424
447
  * every button for the same reason. The pointer was the one device of the three that did not,
425
448
  * with `PointerEvents.Cancel` sitting unused in the event table as the tell.
426
449
  */
427
- #releaseAllButtons = () => {
450
+ #releaseAllButtons = event => {
451
+ this.#resetTap(event?.type === PointerEvents.Cancel ? event.pointerId : undefined);
452
+ this.#resetDrag();
428
453
  const buttons = this.buttons;
429
454
 
430
455
  for (let i = 0; i < buttons.length; i++) {
@@ -2,6 +2,7 @@
2
2
  * Picks a random behavior to execute.
3
3
  * The selection is done during initialization, and that selected behavior will then run to completion.
4
4
  * NOTE: Weights are relative, so they don't need to add up to any specific value.
5
+ * If every weight is zero, no child runs and the selector fails.
5
6
  *
6
7
  * @example
7
8
  * const behavior = WeightedRandomBehavior.from([
@@ -1 +1 @@
1
- {"version":3,"file":"WeightedRandomBehavior.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/intelligence/behavior/selector/WeightedRandomBehavior.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;GAaG;AACH;IAkEI;;;;OAIG;IACH,sBAHW,8BAAyB,EAAE,GACzB,sBAAsB,CAUlC;;IA7ED;;;;OAIG;IACH,mBAAgB;IAEhB;;;;OAIG;IACH,iBAA+B;IAE/B;;;;OAIG;IACH,mBAAuB;IAEvB;;;OAGG;IACH,iBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,sBAFW,8BAAyB,EAAE,QAcrC;IAED;;;OAGG;IACH,cAFW,8BAAyB,QAanC;IAiBD,iBAYC;IAkBD,6BAEC;CACJ;yBAnIwB,gBAAgB;gCACT,sBAAsB"}
1
+ {"version":3,"file":"WeightedRandomBehavior.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/intelligence/behavior/selector/WeightedRandomBehavior.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;GAcG;AACH;IAkEI;;;;OAIG;IACH,sBAHW,8BAAyB,EAAE,GACzB,sBAAsB,CAUlC;;IA7ED;;;;OAIG;IACH,mBAAgB;IAEhB;;;;OAIG;IACH,iBAA+B;IAE/B;;;;OAIG;IACH,mBAAuB;IAEvB;;;OAGG;IACH,iBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,sBAFW,8BAAyB,EAAE,QAcrC;IAED;;;OAGG;IACH,cAFW,8BAAyB,QAanC;IAiBD,iBAiBC;IAsBD,6BAEC;CACJ;yBA9IwB,gBAAgB;gCAET,sBAAsB"}
@@ -2,12 +2,14 @@ import { assert } from "../../../../core/assert.js";
2
2
  import { weightedRandomFromArray } from "../../../../core/collection/array/weightedRandomFromArray.js";
3
3
  import { seededRandom } from "../../../../core/math/random/seededRandom.js";
4
4
  import { Behavior } from "../Behavior.js";
5
+ import { BehaviorStatus } from "../BehaviorStatus.js";
5
6
  import { WeightedElement } from "./WeightedElement.js";
6
7
 
7
8
  /**
8
9
  * Picks a random behavior to execute.
9
10
  * The selection is done during initialization, and that selected behavior will then run to completion.
10
11
  * NOTE: Weights are relative, so they don't need to add up to any specific value.
12
+ * If every weight is zero, no child runs and the selector fails.
11
13
  *
12
14
  * @example
13
15
  * const behavior = WeightedRandomBehavior.from([
@@ -106,6 +108,11 @@ export class WeightedRandomBehavior extends Behavior {
106
108
  */
107
109
  const weightedElement = weightedRandomFromArray(this.__elements, this.__random, WeightedElement.getWeight);
108
110
 
111
+ if (weightedElement === undefined) {
112
+ this.__selected = undefined;
113
+ return;
114
+ }
115
+
109
116
  const selected = weightedElement.data;
110
117
 
111
118
  assert.equal(selected.isBehavior, true, 'selected.isBehavior !== true');
@@ -118,18 +125,22 @@ export class WeightedRandomBehavior extends Behavior {
118
125
 
119
126
  this.__select();
120
127
 
121
- this.__selected.initialize(context);
128
+ if (this.__selected !== undefined) {
129
+ this.__selected.initialize(context);
130
+ }
122
131
  }
123
132
 
124
133
  finalize() {
125
134
  super.finalize();
126
135
 
127
- this.__selected.finalize();
136
+ if (this.__selected !== undefined) {
137
+ this.__selected.finalize();
138
+ }
128
139
 
129
140
  this.__selected = undefined;
130
141
  }
131
142
 
132
143
  tick(timeDelta) {
133
- return this.__selected.tick(timeDelta);
144
+ return this.__selected === undefined ? BehaviorStatus.Failed : this.__selected.tick(timeDelta);
134
145
  }
135
146
  }
@@ -66,11 +66,11 @@ export class FluidObstacleSystem extends System<any> {
66
66
  /**
67
67
  * @param {FluidComponent} fluid
68
68
  */
69
- static "__#426@#refresh_masks"(fluid: FluidComponent): void;
69
+ static "__#429@#refresh_masks"(fluid: FluidComponent): void;
70
70
  /**
71
71
  * @param {FluidComponent} fluid
72
72
  */
73
- static "__#426@#clear_field"(fluid: FluidComponent): void;
73
+ static "__#429@#clear_field"(fluid: FluidComponent): void;
74
74
  /**
75
75
  * Mark every cell of `fluid` whose centre lies within `inflation` of the
76
76
  * posed shape as solid. Iteration is clipped to the shape's world AABB
@@ -82,7 +82,7 @@ export class FluidObstacleSystem extends System<any> {
82
82
  * @param {number} inflation world-units SDF threshold
83
83
  * @param {Float64Array} point length-3 scratch
84
84
  */
85
- static "__#426@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
85
+ static "__#429@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
86
86
  /**
87
87
  * Write the obstacle's translation velocity onto every face of every cell
88
88
  * it voxelized — the moving-wall boundary condition. Runs AFTER the mask
@@ -102,7 +102,7 @@ export class FluidObstacleSystem extends System<any> {
102
102
  * @param {number} wvy
103
103
  * @param {number} wvz
104
104
  */
105
- static "__#426@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
105
+ static "__#429@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
106
106
  constructor();
107
107
  dependencies: (typeof FluidObstacle)[];
108
108
  components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidObstacle>)[];
@@ -1 +1 @@
1
- {"version":3,"file":"v3_grid_advect_maccormack_velocity.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/solver/v3_grid_advect_maccormack_velocity.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,4DAbW,YAAY,EAAE,WACd,YAAY,EAAE,aACd,YAAY,aACZ,YAAY,aACZ,YAAY,mBACZ,YAAY,EAAE,SAEd,MAAM,SACN,MAAM,SACN,MAAM,cACN,MAAM,SACN,UAAU,QAgHpB"}
1
+ {"version":3,"file":"v3_grid_advect_maccormack_velocity.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/solver/v3_grid_advect_maccormack_velocity.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,4DAbW,YAAY,EAAE,WACd,YAAY,EAAE,aACd,YAAY,aACZ,YAAY,aACZ,YAAY,mBACZ,YAAY,EAAE,SAEd,MAAM,SACN,MAAM,SACN,MAAM,cACN,MAAM,SACN,UAAU,QAuHpB"}