@woosh/meep-engine 3.47.0 → 3.50.0

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 (1770) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  78. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  80. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
  81. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  82. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  83. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  84. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  85. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  86. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  88. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  89. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  90. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  91. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  92. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  93. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  94. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  95. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  96. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  97. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  98. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  99. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  100. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  101. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  102. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  103. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  104. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  105. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  106. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  107. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  108. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  109. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  110. package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
  111. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  112. package/src/engine/graphics3/ParticipatingMedia.js +145 -5
  113. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  114. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  115. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  116. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  117. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  118. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  119. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  120. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  121. package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
  122. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  123. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  124. package/src/engine/graphics3/WaterSystem.js +53 -15
  125. package/src/engine/network/NetworkSession.d.ts +16 -5
  126. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  127. package/src/engine/network/NetworkSession.js +104 -7
  128. package/src/engine/network/README.md +27 -1
  129. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  130. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  131. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  132. package/src/engine/network/replication/Replicator.d.ts +15 -4
  133. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  134. package/src/engine/network/replication/Replicator.js +50 -16
  135. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  136. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  137. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  138. package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
  139. package/src/engine/physics/cloth/PLAN.md +106 -7
  140. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  142. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  143. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  144. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  145. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  146. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  148. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  149. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  150. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  151. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
  152. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  153. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
  154. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
  155. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  156. package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
  157. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  158. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  159. package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
  160. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  161. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  163. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  164. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  165. package/src/engine/physics/cloth/playground/README.md +8 -4
  166. package/src/engine/physics/cloth/playground/collide.html +5 -3
  167. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  168. package/src/engine/physics/cloth/playground/wind.html +4 -4
  169. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  170. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  172. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  173. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  174. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  175. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  176. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  177. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  178. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  179. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  180. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  181. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  182. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  183. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  184. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  185. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  186. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  187. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  188. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  189. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  190. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  191. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  192. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  193. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  194. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  195. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  196. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  197. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  198. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  199. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  200. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  201. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  202. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  203. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  204. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  205. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  206. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  207. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  208. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  209. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  210. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  211. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  213. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  214. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  215. package/src/engine/physics/fluid/FluidField.js +26 -6
  216. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  217. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  219. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  220. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  221. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  222. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  223. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  224. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  225. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  226. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  227. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  228. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  229. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  230. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  231. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  232. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  233. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  234. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  235. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  236. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  237. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  239. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  240. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  242. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  243. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  244. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  245. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  246. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  247. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  248. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  249. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  250. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  251. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  252. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  253. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  254. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  255. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  256. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  257. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
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@@ -0,0 +1,1613 @@
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+ import { assert } from "../../core/assert.js";
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+ import { isPowerOfTwo } from "../../core/math/isPowerOfTwo.js";
3
+ import { ResourceAccessKind } from "../../core/model/ResourceAccessKind.js";
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+ import { ResourceAccessSpecification } from "../../core/model/ResourceAccessSpecification.js";
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+ import { GPUReadbackStatus } from "../../shade/renderer/buffer/table/GPUReadbackStatus.js";
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+ import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
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+ import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
8
+ import { fluid_cascade_ruler } from "../../shade/renderer/fluid/fluid_cascade_ruler.js";
9
+ import { GPUFluidForcing } from "../../shade/renderer/fluid/forcing/GPUFluidForcing.js";
10
+ import { GPUFluidCascadeStack } from "../../shade/renderer/fluid/GPUFluidCascadeStack.js";
11
+ import { FLUID_QUERY_SAMPLE_FLOATS, GPUFluidQueries } from "../../shade/renderer/fluid/query/GPUFluidQueries.js";
12
+ import { NODE3D_SCENE_ID } from "../../shade/renderer/scene/NODE3D_STRUCT.js";
13
+ import { row_of_entity } from "../../shade/renderer/scene/rows/GPUSceneRows.js";
14
+ import { EntityObserver } from "../ecs/EntityObserver.js";
15
+ import { System } from "../ecs/System.js";
16
+ import { Transform64 } from "../ecs/transform/Transform64.js";
17
+ import { Collider } from "../physics/ecs/Collider.js";
18
+ import { RigidBody } from "../physics/ecs/RigidBody.js";
19
+ import { FluidEffectorsComponent } from "../physics/fluid/ecs/FluidEffectorsComponent.js";
20
+ import { FluidEffectorsSystem } from "../physics/fluid/ecs/FluidEffectorsSystem.js";
21
+ import { FluidObstacle } from "../physics/fluid/ecs/FluidObstacle.js";
22
+ import {
23
+ GPU_FLUID_COMPONENT_CASCADE_LIMIT,
24
+ GPU_FLUID_COMPONENT_RESOLUTION_MAX,
25
+ GPU_FLUID_COMPONENT_RESOLUTION_MIN,
26
+ GPUFluidComponent
27
+ } from "../physics/fluid/ecs/GPUFluidComponent.js";
28
+ import { fluid_effector_record_create } from "../physics/fluid/effector/record/fluid_effector_record_create.js";
29
+ import { FLUID_ATMOSPHERE_WORDS, FluidAtmosphere } from "../physics/fluid/FluidAtmosphere.js";
30
+ import { fluid_obstacle_record_create } from "../physics/fluid/obstacle/fluid_obstacle_record_create.js";
31
+ import {
32
+ FLUID_OBSTACLE_PLANES_CHANGED,
33
+ FLUID_OBSTACLE_RECORD_CHANGED,
34
+ fluid_obstacle_plane_count,
35
+ fluid_obstacle_record_count,
36
+ fluid_obstacle_record_plane_count,
37
+ fluid_obstacle_write_gpu_motion,
38
+ fluid_obstacle_write_gpu_shape
39
+ } from "../physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js";
40
+ import { RowChains } from "./RowChains.js";
41
+
42
+ /**
43
+ * @typedef {import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext} GPUSceneContext
44
+ * @typedef {import("../../shade/renderer/extension/FrameContext.js").FrameContext} FrameContext
45
+ * @typedef {import("../physics/fluid/effector/AbstractFluidEffector.js").AbstractFluidEffector} AbstractFluidEffector
46
+ * @typedef {import("../physics/fluid/effector/record/fluid_effector_record_create.js").FluidEffectorRecord} FluidEffectorRecord
47
+ * @typedef {import("../physics/fluid/obstacle/fluid_obstacle_record_create.js").FluidObstacleRecord} FluidObstacleRecord
48
+ * @typedef {import("../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} AbstractShape3D
49
+ */
50
+
51
+ /**
52
+ * The most fixed-step ticks one frame records (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §5). Ticks
53
+ * pending past it are dropped, and counted ({@link GPUFluidSystem#dropped_tick_count}); the atmosphere
54
+ * identity covers them.
55
+ *
56
+ * @type {number}
57
+ */
58
+ export const GPU_FLUID_SYSTEM_TICK_CAP = 2;
59
+
60
+ /** Handles the read API starts with, doubling. */
61
+ const REQUEST_INITIAL_CAPACITY = 16;
62
+
63
+ /**
64
+ * @param {Uint32Array|Float64Array|Uint8Array} array
65
+ * @param {number} length
66
+ * @returns {Uint32Array|Float64Array|Uint8Array} `array`, or a copy of it at least `length` long
67
+ */
68
+ function fit(array, length) {
69
+ if (array.length >= length) {
70
+ return array;
71
+ }
72
+
73
+ const grown = new array.constructor(Math.max(length, 2 * array.length));
74
+
75
+ grown.set(array);
76
+
77
+ return grown;
78
+ }
79
+
80
+ /**
81
+ * One entity's {@link FluidEffectorsComponent}, as the fluid database holds it: a row for each
82
+ * effector with a GPU record, in the component's order.
83
+ */
84
+ class EffectorEntry {
85
+ /** @type {number} */
86
+ entity = -1;
87
+
88
+ /** @type {FluidEffectorsComponent|null} */
89
+ component = null;
90
+
91
+ /**
92
+ * The component's effectors as the rows were made for them, by identity.
93
+ * @type {AbstractFluidEffector[]}
94
+ */
95
+ effectors = [];
96
+
97
+ /**
98
+ * The row of each of {@link effectors}, -1 for one with no GPU record or no row yet.
99
+ * @type {number[]}
100
+ */
101
+ rows = [];
102
+
103
+ /**
104
+ * The staging record of each of {@link effectors}, what its row was last written from.
105
+ * @type {(FluidEffectorRecord|null)[]}
106
+ */
107
+ records = [];
108
+
109
+ /**
110
+ * The transforms row the records are posed by: the entity's, or 0 for an entity without a
111
+ * `Transform64`. -1 before the first sync.
112
+ * @type {number}
113
+ */
114
+ node = -1;
115
+
116
+ /** Whether the entity's chain is held in the scene's rows. */
117
+ held = false;
118
+ }
119
+
120
+ /**
121
+ * One obstacle tuple's collider, as the fluid database holds it: a run of obstacle rows, one for each
122
+ * record its shape packs into, and a run of plane rows for its hulls.
123
+ */
124
+ class ObstacleEntry {
125
+ /** @type {number} */
126
+ entity = -1;
127
+
128
+ /** @type {FluidObstacle|null} */
129
+ obstacle = null;
130
+
131
+ /** @type {Collider|null} */
132
+ collider = null;
133
+
134
+ /** @type {RigidBody|null} */
135
+ body = null;
136
+
137
+ /**
138
+ * The shape the records were packed from, null before the first pack.
139
+ * @type {AbstractShape3D|null}
140
+ */
141
+ shape = null;
142
+
143
+ /** The run's first obstacle row, -1 for none. */
144
+ first = -1;
145
+
146
+ /** @type {FluidObstacleRecord[]} one per record of the shape, the run's length */
147
+ records = [];
148
+
149
+ /** The plane run's first row, -1 for none. */
150
+ plane_first = -1;
151
+ plane_count = 0;
152
+
153
+ /** Whether the entity's chain is held in the scene's rows. */
154
+ held = false;
155
+ }
156
+
157
+ /**
158
+ * # The GPU wind fluid of a scene
159
+ *
160
+ * GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §5: the ECS half of the GPU fluid. An entity with a
161
+ * {@link GPUFluidComponent} and a `Transform64` is the fluid's domain — nested, scrolling, two-way
162
+ * coupled cascades (`GPUFluidCascadeStack`) centred on the entity, stepped on the device at the
163
+ * simulation's fixed step and published as the scene's wind field (`GPUSceneContext#wind`), which
164
+ * every GPU consumer samples. `GlobalFluidEffector`s are its far field, folded by
165
+ * {@link FluidEffectorsSystem}; every other fluid effector and every {@link FluidObstacle} in the
166
+ * scene forces it.
167
+ *
168
+ * ```js
169
+ * await em.addSystem(new FluidEffectorsSystem());
170
+ * await em.addSystem(new GPUFluidSystem(graphics, scene));
171
+ *
172
+ * new Entity().add(new Transform64()).add(new GPUFluidComponent()).build(dataset);
173
+ * ```
174
+ *
175
+ * ## The CPU half: {@link far_field}
176
+ *
177
+ * The far field in m/s, synchronously, from {@link FluidEffectorsSystem}'s fold: deterministic, the
178
+ * same headless as on a device, and still air with no `FluidEffectorsSystem`. Gameplay reads this,
179
+ * never the fluid (§6).
180
+ *
181
+ * ## The CPU half: {@link request}, a lattice of the wind, asynchronously
182
+ *
183
+ * ```js
184
+ * const h = system.request(min_x, min_y, min_z, max_x, max_y, max_z, nx, ny, nz, target, target_offset);
185
+ * system.status[h] // a GPUReadbackStatus: Pending, then Delivered or Dropped for one frame, then None
186
+ * ```
187
+ *
188
+ * The wind at `nx × ny × nz` points over the box, as every GPU consumer reads it
189
+ * (`wind_field_sample`), lands in `target` from `target_offset`: four floats a point, `(x, y, z, 0)`
190
+ * m/s, x fastest, point `(i, j, k)` at `mix(min, max, (i, j, k) / (n − 1))` per axis (an axis of one
191
+ * point at `min`). Presentation only, like everything read back (I-4): cloth, audio, volumetrics.
192
+ *
193
+ * - **The apply point is {@link update}**, once a frame: a status set there reads that way until the
194
+ * next one, where the handle is recycled. A fixed step reads the statuses its frame's update set.
195
+ * - **With a device**, the frame's requests are recorded at `FrameStart`, after the publish of the
196
+ * wind field: rows of the read API's database (`GPUFluidQueries`), a gather of `wind_field_sample`
197
+ * into them, and the readback's copy right after it, in the same pass. Delivery is in order, at
198
+ * most 4 batches (a frame's requests each) in flight; a frame's requests past that are dropped,
199
+ * with the status. Measured latency: see the proposal (§12). Rows are freed after delivery or a
200
+ * drop. A device restart drops what was in flight; requests not yet recorded go to the new device.
201
+ * - **Headless** (no scene context at the update): answered from {@link far_field} at the next
202
+ * {@link update}, every point the far field.
203
+ *
204
+ * At steady state nothing is allocated per request.
205
+ *
206
+ * ## The GPU half, at `FramePhase.FrameStart`
207
+ *
208
+ * - **Ticks.** The ticks `EntityManager.fixedStepTick` has advanced since the frame that last
209
+ * recorded, at most {@link GPU_FLUID_SYSTEM_TICK_CAP} of them, the latest; the rest are dropped and
210
+ * counted ({@link dropped_tick_count}). Each steps the stack at `fixedUpdateStepSize` against the
211
+ * far field at the end of the frame's last tick. `fixedStepTick` is a local counter, which is all a
212
+ * presentation fluid needs; nothing simulated reads the fluid.
213
+ * - **The frame**, on a frame that records ticks: `GPUFluidForcing#record_frame` (the rows' upload,
214
+ * the leaves, the LBVH), clipped to the coarsest window, wakes swept over the frame's longest
215
+ * step, node motion taken over `1 / (frame_dt · fixedStepTimeScale)`; then each tick's
216
+ * `record_tick`; then `record_publish` into the scene's wind field, whose table is uploaded at
217
+ * once so the frame's readers see it.
218
+ * - **No domain:** nothing is recorded and nothing is held on the device; the wind field carries the
219
+ * far field alone.
220
+ *
221
+ * ## Rows
222
+ *
223
+ * Kept from the entities on the CPU (in {@link update}, so a row acquired this frame is written
224
+ * before the frame reads it, and again at `FrameStart` if no update ran), written only where a field
225
+ * changed (`write_gpu_record`, `fluid_obstacle_write_gpu_motion` compare while they assign):
226
+ *
227
+ * - **Effectors.** Each effector of a {@link FluidEffectorsComponent} with a GPU record (impulse,
228
+ * wake, vortex) is a row. Its `node` is its entity's row when the entity has a `Transform64`, held
229
+ * with its chain through {@link RowChains}, so the effector follows its entity on the GPU and a
230
+ * wake takes its node's motion (`fluid_effector_record_resolve` from the node's `global` and
231
+ * `prev_global`; a `TRANSFORM64_EVENT_PLACED` seeds them equal, so a teleport gives no motion).
232
+ * Without a `Transform64` it is 0, the world, and the effector writes itself there. Adding or
233
+ * removing an effector of the component rewrites the entity's rows.
234
+ * - **Obstacles.** An entity with {@link FluidObstacle}, `Collider`, `RigidBody` and `Transform64` —
235
+ * `FluidObstacleSystem`'s tuple — is a run of rows, one per record its collider's shape packs into
236
+ * (`fluid_obstacle_write_gpu_shape`), with its hulls' planes, posed by its row. The shape is packed
237
+ * again when the collider is handed another shape object, the run made anew when the count of
238
+ * records or planes moves; the inflation and the body's velocities are compared every frame.
239
+ *
240
+ * ## Several domains
241
+ *
242
+ * The scene has one wind (F2, R1): the domain is the enabled `GPUFluidComponent` on the lowest entity
243
+ * id. Any other enabled component is dormant — it holds nothing on the device — and takes over when
244
+ * that one is removed or disabled. Overlapping domains coupled to each other are not in the proposal
245
+ * (§20).
246
+ *
247
+ * ## Lifetime
248
+ *
249
+ * The stack is made when a domain first meets a device, from its component, seeded at the far field
250
+ * (nothing of the fluid is saved, §6), and made again when the component's resolution, cell size or
251
+ * cascade count changes or another entity becomes the domain. A device restart (a new scene context)
252
+ * drops the stack, the forcing and their rows with the old device and builds them again on the new
253
+ * one; the chains held in the scene's rows move to the new rows by themselves. Losing the domain
254
+ * releases everything, rows included. At a fixed scene, nothing is created after the first frame.
255
+ */
256
+ export class GPUFluidSystem extends System {
257
+
258
+ dependencies = [GPUFluidComponent, Transform64];
259
+
260
+ components_used = [
261
+ // the effectors and obstacles are read into rows; FluidEffectorsSystem advances the effectors
262
+ ResourceAccessSpecification.from(FluidEffectorsComponent, ResourceAccessKind.Read),
263
+ ResourceAccessSpecification.from(FluidObstacle, ResourceAccessKind.Read),
264
+ ResourceAccessSpecification.from(Collider, ResourceAccessKind.Read),
265
+ ResourceAccessSpecification.from(RigidBody, ResourceAccessKind.Read),
266
+ ];
267
+
268
+ /** @type {import("./GraphicsEngine.js").GraphicsEngine} */
269
+ #graphics;
270
+
271
+ /** @type {import("../../shade/renderer/scene/Scene.js").Scene} */
272
+ #scene;
273
+
274
+ /** @type {GPUFluidExtension|null} */
275
+ #extension = null;
276
+
277
+ /**
278
+ * Every entity with the system's tuple, by entity: candidates for the domain.
279
+ * @type {Map<number, {component: GPUFluidComponent, transform: Transform64}>}
280
+ */
281
+ #domains = new Map();
282
+
283
+ /** The same candidates as two arrays, for {@link #pick_domain}'s walk. @type {number[]} */
284
+ #domain_entities = [];
285
+
286
+ /** @type {GPUFluidComponent[]} */
287
+ #domain_components = [];
288
+
289
+ /** @type {Map<number, EffectorEntry>} */
290
+ #effectors = new Map();
291
+
292
+ /** @type {Map<number, ObstacleEntry>} */
293
+ #obstacles = new Map();
294
+
295
+ /** @type {EntityObserver} */
296
+ #effector_observer = new EntityObserver([FluidEffectorsComponent], this.#effectors_linked, this.#effectors_unlinked, this);
297
+
298
+ /** @type {EntityObserver} */
299
+ #obstacle_observer = new EntityObserver([FluidObstacle, Collider, RigidBody, Transform64], this.#obstacle_linked, this.#obstacle_unlinked, this);
300
+
301
+ /** @type {import("../ecs/EntityComponentDataset.js").EntityComponentDataset|null} */
302
+ #dataset = null;
303
+
304
+ /** `Transform64`'s index in {@link #dataset}. */
305
+ #transform_index = -1;
306
+
307
+ /** @type {RowChains|null} */
308
+ #chains = null;
309
+
310
+ /** @type {FluidEffectorsSystem|null} */
311
+ #effectors_system = null;
312
+
313
+ /** The far field, as {@link FluidEffectorsSystem#read_atmosphere} hands it out. */
314
+ #atmosphere = new Float64Array(FLUID_ATMOSPHERE_WORDS);
315
+
316
+ /**
317
+ * The scene context the device state below belongs to.
318
+ * @type {GPUSceneContext|null}
319
+ */
320
+ #context = null;
321
+
322
+ /** @type {GPUFluidForcing|null} */
323
+ #forcing = null;
324
+
325
+ /** @type {GPUFluidCascadeStack|null} */
326
+ #stack = null;
327
+
328
+ /** The entity whose component {@link #stack} was made from, -1 for none. */
329
+ #stack_entity = -1;
330
+
331
+ /** What {@link #stack} was made with. */
332
+ #stack_resolution = new Int32Array(3);
333
+ #stack_cell_size = 0;
334
+ #stack_cascade_count = 0;
335
+
336
+ /** Whether {@link #stack} has not been published yet. */
337
+ #stack_fresh = false;
338
+
339
+ /** The last tick a frame recorded, or the tick the stack was made at. */
340
+ #last_tick = 0;
341
+
342
+ #dropped_ticks = 0;
343
+
344
+ /** Game-clock seconds {@link update} has seen since the last frame's `FrameStart`, wall time. */
345
+ #frame_seconds = 0;
346
+
347
+ /** Whether {@link update} has kept the rows since the last `FrameStart`. */
348
+ #refreshed = false;
349
+
350
+ /** Whether an entry may hold a chain in the scene's rows. */
351
+ #holding = false;
352
+
353
+ /** How many cascades the wind field was last given, and the far field it was last given. */
354
+ #wind_cascades = 0;
355
+ #wind_far = Float64Array.of(NaN, NaN, NaN);
356
+
357
+ #anchor = new Float64Array(3);
358
+ #bounds = new Float64Array(6);
359
+ #far = new Float64Array(3);
360
+
361
+ /*
362
+ The read API: per handle, the request's box and counts, its target, and its status.
363
+ */
364
+ #request_box = new Float64Array(6 * REQUEST_INITIAL_CAPACITY);
365
+ #request_counts = new Uint32Array(3 * REQUEST_INITIAL_CAPACITY);
366
+ #request_offsets = new Uint32Array(REQUEST_INITIAL_CAPACITY);
367
+ /** @type {(Float32Array|null)[]} */
368
+ #request_targets = new Array(REQUEST_INITIAL_CAPACITY).fill(null);
369
+ #status = new Uint8Array(REQUEST_INITIAL_CAPACITY);
370
+
371
+ /** Recycled handles. */
372
+ #free_handles = new Uint32Array(REQUEST_INITIAL_CAPACITY);
373
+ #free_count = 0;
374
+
375
+ /** Handles below this have been handed out at least once. */
376
+ #fresh = 0;
377
+
378
+ /** Handles asked for and not yet answered headless or handed to the device. */
379
+ #asked = new Uint32Array(REQUEST_INITIAL_CAPACITY);
380
+ #asked_count = 0;
381
+
382
+ /** Handles that settled at the last apply point, recycled at the next. */
383
+ #settled = new Uint32Array(REQUEST_INITIAL_CAPACITY);
384
+ #settled_count = 0;
385
+
386
+ /**
387
+ * The read API on the device: its database, gather and readback. Made by the first frame with a
388
+ * request, dropped with the device.
389
+ * @type {GPUFluidQueries|null}
390
+ */
391
+ #queries = null;
392
+
393
+ /**
394
+ * @param {import("./GraphicsEngine.js").GraphicsEngine} graphics
395
+ * @param {import("../../shade/renderer/scene/Scene.js").Scene} scene the scene whose wind this is
396
+ */
397
+ constructor(graphics, scene) {
398
+ super();
399
+
400
+ assert.defined(graphics, 'graphics');
401
+ assert.equal(scene.isScene, true, 'scene.isScene !== true');
402
+
403
+ this.#graphics = graphics;
404
+ this.#scene = scene;
405
+ }
406
+
407
+ /**
408
+ * @returns {import("../../shade/renderer/scene/Scene.js").Scene}
409
+ */
410
+ get scene() {
411
+ return this.#scene;
412
+ }
413
+
414
+ /**
415
+ * The entity whose {@link GPUFluidComponent} is the scene's domain: the lowest one with an enabled
416
+ * component, or -1 for none. Read once a tick by cloth's default wind; allocates nothing.
417
+ *
418
+ * @returns {number}
419
+ */
420
+ get domain() {
421
+ return this.#pick_domain();
422
+ }
423
+
424
+ /**
425
+ * The domain's cascades on the device, or null while there is no domain or no device. For
426
+ * inspection: the system owns it, and makes it anew when the domain changes.
427
+ *
428
+ * @returns {GPUFluidCascadeStack|null}
429
+ */
430
+ get stack() {
431
+ return this.#stack;
432
+ }
433
+
434
+ /**
435
+ * The fluid database of the scene's effectors and obstacles, with its LBVH and forcing, or null
436
+ * while there is no domain or no device. For inspection: the system keeps its rows.
437
+ *
438
+ * @returns {GPUFluidForcing|null}
439
+ */
440
+ get forcing() {
441
+ return this.#forcing;
442
+ }
443
+
444
+ /**
445
+ * Fixed-step ticks no frame recorded since the system started: those pending past
446
+ * {@link GPU_FLUID_SYSTEM_TICK_CAP} at a frame.
447
+ *
448
+ * @returns {number}
449
+ */
450
+ get dropped_tick_count() {
451
+ return this.#dropped_ticks;
452
+ }
453
+
454
+ /**
455
+ * The far field now, m/s: `v_far` at the end of the last fixed step, as {@link FluidEffectorsSystem}
456
+ * folds the `GlobalFluidEffector`s (§6). Synchronous and deterministic, with or without a device;
457
+ * still air when there is no `FluidEffectorsSystem`. Allocates nothing.
458
+ *
459
+ * @param {Float64Array|Float32Array|number[]} out receives `[x, y, z]`
460
+ */
461
+ far_field(out) {
462
+ const atmosphere = this.#read_atmosphere();
463
+
464
+ out[0] = atmosphere[FluidAtmosphere.VELOCITY_X];
465
+ out[1] = atmosphere[FluidAtmosphere.VELOCITY_Y];
466
+ out[2] = atmosphere[FluidAtmosphere.VELOCITY_Z];
467
+ }
468
+
469
+ /**
470
+ * What became of each request, by handle: a `GPUReadbackStatus`. `Pending` from {@link request}
471
+ * until the apply point ({@link update}) that answers it, `Delivered` (the lattice is in its
472
+ * target) or `Dropped` (the target is as it was) from there until the next apply point, then
473
+ * `None`, the handle recycled.
474
+ *
475
+ * Read it fresh each time rather than keeping a reference: the array is replaced when the handle
476
+ * space grows.
477
+ *
478
+ * @returns {Uint8Array}
479
+ */
480
+ get status() {
481
+ return this.#status;
482
+ }
483
+
484
+ /**
485
+ * The read API's device half, or null before the first frame with a request on a device. For
486
+ * inspection: its rows and its readback's counters.
487
+ *
488
+ * @returns {GPUFluidQueries|null}
489
+ */
490
+ get queries() {
491
+ return this.#queries;
492
+ }
493
+
494
+ /**
495
+ * Ask for the wind on a lattice over a box: `count_x × count_y × count_z` points, landing in
496
+ * `target` from `target_offset` as four floats a point, `(x, y, z, 0)` m/s, x fastest; point
497
+ * `(i, j, k)` at `mix(min, max, (i, j, k) / (count − 1))` per axis, an axis of one point at its
498
+ * `min`. Answered at a later apply point ({@link update}); see {@link status}.
499
+ *
500
+ * Positional, and a few stores into retained arrays: nothing is allocated per request.
501
+ *
502
+ * @param {number} min_x world metres
503
+ * @param {number} min_y
504
+ * @param {number} min_z
505
+ * @param {number} max_x at least `min_x`
506
+ * @param {number} max_y
507
+ * @param {number} max_z
508
+ * @param {number} count_x points along x, at least 1
509
+ * @param {number} count_y
510
+ * @param {number} count_z
511
+ * @param {Float32Array} target memory the caller owns and keeps until the request settles
512
+ * @param {number} target_offset in floats
513
+ * @returns {number} a handle into {@link status}
514
+ */
515
+ request(min_x, min_y, min_z, max_x, max_y, max_z, count_x, count_y, count_z, target, target_offset) {
516
+ assert.isFinite(min_x, 'min_x');
517
+ assert.isFinite(min_y, 'min_y');
518
+ assert.isFinite(min_z, 'min_z');
519
+ assert.isFinite(max_x, 'max_x');
520
+ assert.isFinite(max_y, 'max_y');
521
+ assert.isFinite(max_z, 'max_z');
522
+ assert.lessThanOrEqual(min_x, max_x, 'min_x');
523
+ assert.lessThanOrEqual(min_y, max_y, 'min_y');
524
+ assert.lessThanOrEqual(min_z, max_z, 'min_z');
525
+ assert.isPositiveInteger(count_x, 'count_x');
526
+ assert.isPositiveInteger(count_y, 'count_y');
527
+ assert.isPositiveInteger(count_z, 'count_z');
528
+ assert.ok(target instanceof Float32Array, 'target must be a Float32Array');
529
+ assert.isNonNegativeInteger(target_offset, 'target_offset');
530
+ assert.lessThanOrEqual(target_offset + FLUID_QUERY_SAMPLE_FLOATS * count_x * count_y * count_z, target.length, 'the lattice reaches past the target');
531
+
532
+ const h = this.#allocate_handle();
533
+
534
+ const box = this.#request_box;
535
+
536
+ box[6 * h] = min_x;
537
+ box[6 * h + 1] = min_y;
538
+ box[6 * h + 2] = min_z;
539
+ box[6 * h + 3] = max_x;
540
+ box[6 * h + 4] = max_y;
541
+ box[6 * h + 5] = max_z;
542
+
543
+ const counts = this.#request_counts;
544
+
545
+ counts[3 * h] = count_x;
546
+ counts[3 * h + 1] = count_y;
547
+ counts[3 * h + 2] = count_z;
548
+
549
+ this.#request_offsets[h] = target_offset;
550
+ this.#request_targets[h] = target;
551
+ this.#status[h] = GPUReadbackStatus.Pending;
552
+
553
+ if (this.#asked_count === this.#asked.length) {
554
+ this.#asked = fit(this.#asked, this.#asked_count + 1);
555
+ }
556
+
557
+ this.#asked[this.#asked_count++] = h;
558
+
559
+ return h;
560
+ }
561
+
562
+ /**
563
+ * @returns {number}
564
+ */
565
+ #allocate_handle() {
566
+ if (this.#free_count > 0) {
567
+ return this.#free_handles[--this.#free_count];
568
+ }
569
+
570
+ const h = this.#fresh++;
571
+
572
+ if (h === this.#status.length) {
573
+ const capacity = 2 * h;
574
+
575
+ this.#request_box = fit(this.#request_box, 6 * capacity);
576
+ this.#request_counts = fit(this.#request_counts, 3 * capacity);
577
+ this.#request_offsets = fit(this.#request_offsets, capacity);
578
+ this.#status = fit(this.#status, capacity);
579
+ this.#free_handles = fit(this.#free_handles, capacity);
580
+ this.#settled = fit(this.#settled, capacity);
581
+
582
+ for (let i = this.#request_targets.length; i < capacity; i++) {
583
+ this.#request_targets.push(null);
584
+ }
585
+ }
586
+
587
+ return h;
588
+ }
589
+
590
+ /**
591
+ * A request answered: its status set, readable until the next apply point.
592
+ *
593
+ * @param {number} h
594
+ * @param {number} status
595
+ */
596
+ #settle(h, status) {
597
+ this.#status[h] = status;
598
+ this.#request_targets[h] = null;
599
+ this.#settled[this.#settled_count++] = h;
600
+ }
601
+
602
+ /**
603
+ * The apply point's first half: the handles answered at the last one go back to the free list.
604
+ */
605
+ #recycle_requests() {
606
+ const settled = this.#settled;
607
+ const status = this.#status;
608
+ const free = this.#free_handles;
609
+
610
+ for (let i = 0; i < this.#settled_count; i++) {
611
+ const h = settled[i];
612
+
613
+ status[h] = GPUReadbackStatus.None;
614
+ free[this.#free_count++] = h;
615
+ }
616
+
617
+ this.#settled_count = 0;
618
+ }
619
+
620
+ /**
621
+ * The apply point's second half: what the device delivered or dropped, and, headless, every
622
+ * request asked since from the far field.
623
+ */
624
+ #answer_requests() {
625
+ const queries = this.#queries;
626
+
627
+ if (queries !== null) {
628
+ queries.apply();
629
+
630
+ this.#take_settled(queries);
631
+ }
632
+
633
+ if (this.#context !== null || this.#asked_count === 0) {
634
+ return;
635
+ }
636
+
637
+ // headless: every point the far field
638
+ const far = this.#far;
639
+
640
+ this.far_field(far);
641
+
642
+ const asked = this.#asked;
643
+ const counts = this.#request_counts;
644
+
645
+ for (let i = 0; i < this.#asked_count; i++) {
646
+ const h = asked[i];
647
+ const target = this.#request_targets[h];
648
+ const points = counts[3 * h] * counts[3 * h + 1] * counts[3 * h + 2];
649
+
650
+ let at = this.#request_offsets[h];
651
+
652
+ for (let p = 0; p < points; p++, at += FLUID_QUERY_SAMPLE_FLOATS) {
653
+ target[at] = far[0];
654
+ target[at + 1] = far[1];
655
+ target[at + 2] = far[2];
656
+ target[at + 3] = 0;
657
+ }
658
+
659
+ this.#settle(h, GPUReadbackStatus.Delivered);
660
+ }
661
+
662
+ this.#asked_count = 0;
663
+ }
664
+
665
+ /**
666
+ * @param {GPUFluidQueries} queries after an apply or a destroy
667
+ */
668
+ #take_settled(queries) {
669
+ for (let i = 0; i < queries.settled_count; i++) {
670
+ this.#settle(queries.settled_tag(i), queries.settled_status(i));
671
+ }
672
+ }
673
+
674
+ /**
675
+ * Hand the frame's requests to the device, after the frame's publish of the wind field.
676
+ *
677
+ * @param {import("../graphics/render/frame_graph/FrameGraph.js").FrameGraph} graph
678
+ * @param {GPUSceneContext} context
679
+ */
680
+ #record_requests(graph, context) {
681
+ const count = this.#asked_count;
682
+
683
+ if (count === 0) {
684
+ return;
685
+ }
686
+
687
+ let queries = this.#queries;
688
+
689
+ if (queries === null) {
690
+ queries = this.#queries = new GPUFluidQueries({ device: this.#graphics.renderer.graphics.device });
691
+ }
692
+
693
+ const asked = this.#asked;
694
+ const box = this.#request_box;
695
+ const counts = this.#request_counts;
696
+
697
+ for (let i = 0; i < count; i++) {
698
+ const h = asked[i];
699
+
700
+ queries.request(
701
+ box[6 * h], box[6 * h + 1], box[6 * h + 2],
702
+ box[6 * h + 3], box[6 * h + 4], box[6 * h + 5],
703
+ counts[3 * h], counts[3 * h + 1], counts[3 * h + 2],
704
+ this.#request_targets[h], this.#request_offsets[h],
705
+ h
706
+ );
707
+ }
708
+
709
+ this.#asked_count = 0;
710
+
711
+ queries.record({ graph, wind: context.wind });
712
+ }
713
+
714
+ /**
715
+ * Let go of the read API's device half: whatever it had in flight is dropped, its status set now.
716
+ */
717
+ #drop_queries() {
718
+ const queries = this.#queries;
719
+
720
+ if (queries === null) {
721
+ return;
722
+ }
723
+
724
+ queries.destroy();
725
+
726
+ this.#take_settled(queries);
727
+
728
+ this.#queries = null;
729
+ }
730
+
731
+ /**
732
+ * The far field and its terms, into {@link #atmosphere}; still air at time 0 with no effectors
733
+ * system.
734
+ *
735
+ * @returns {Float64Array}
736
+ */
737
+ #read_atmosphere() {
738
+ const atmosphere = this.#atmosphere;
739
+ let effectors = this.#effectors_system;
740
+
741
+ if (effectors === null && this.entityManager !== null) {
742
+ // registered later than this system, or never
743
+ effectors = this.#effectors_system = this.entityManager.getSystem(FluidEffectorsSystem);
744
+ }
745
+
746
+ if (effectors === null) {
747
+ atmosphere.fill(0);
748
+ } else {
749
+ effectors.read_atmosphere(atmosphere, 0);
750
+ }
751
+
752
+ return atmosphere;
753
+ }
754
+
755
+ async startup(entityManager) {
756
+ this.entityManager = entityManager;
757
+
758
+ const dataset = entityManager.dataset;
759
+ const scene = this.#scene;
760
+
761
+ assert.ok(
762
+ scene.dataset === null || scene.dataset === undefined || dataset === null || scene.dataset === dataset,
763
+ 'the scene is bound to another dataset'
764
+ );
765
+
766
+ if (dataset !== null) {
767
+ // the scene's rows are this dataset's entities; the first system to place one says so
768
+ scene.dataset = dataset;
769
+ }
770
+
771
+ this.#effectors_system = entityManager.getSystem(FluidEffectorsSystem);
772
+
773
+ this.#extension = new GPUFluidExtension(this);
774
+ this.#graphics.add_extension(this.#extension);
775
+ }
776
+
777
+ async shutdown(entityManager) {
778
+ if (this.#extension !== null) {
779
+ this.#graphics.remove_extension(this.#extension);
780
+ this.#extension = null;
781
+ }
782
+
783
+ this.#detach();
784
+
785
+ this.#drop_device(true);
786
+ this.#drop_queries();
787
+
788
+ this.#context = null;
789
+ this.#effectors_system = null;
790
+ }
791
+
792
+ /**
793
+ * @param {import("../ecs/EntityComponentDataset.js").EntityComponentDataset} dataset
794
+ */
795
+ handleDatasetAttached(dataset) {
796
+ this.#detach();
797
+
798
+ this.#dataset = dataset;
799
+ this.#transform_index = dataset.computeComponentTypeIndex(Transform64);
800
+ this.#chains = new RowChains(dataset);
801
+
802
+ dataset.addObserver(this.#effector_observer, true);
803
+ dataset.addObserver(this.#obstacle_observer, true);
804
+ }
805
+
806
+ /**
807
+ * @param {import("../ecs/EntityComponentDataset.js").EntityComponentDataset} dataset
808
+ */
809
+ handleDatasetDetached(dataset) {
810
+ this.#detach();
811
+ }
812
+
813
+ /**
814
+ * Stop watching the dataset: every entry let go, the device state and the chains with them.
815
+ */
816
+ #detach() {
817
+ const dataset = this.#dataset;
818
+
819
+ if (dataset === null) {
820
+ return;
821
+ }
822
+
823
+ dataset.removeObserver(this.#effector_observer, true);
824
+ dataset.removeObserver(this.#obstacle_observer, true);
825
+
826
+ this.#drop_device(true);
827
+
828
+ this.#chains.destroy();
829
+ this.#chains = null;
830
+
831
+ this.#dataset = null;
832
+ this.#transform_index = -1;
833
+ }
834
+
835
+ /**
836
+ * @param {GPUFluidComponent} component
837
+ * @param {Transform64} transform
838
+ * @param {number} entity
839
+ */
840
+ link(component, transform, entity) {
841
+ this.#domains.set(entity, { component, transform });
842
+
843
+ this.#domain_entities.push(entity);
844
+ this.#domain_components.push(component);
845
+ }
846
+
847
+ /**
848
+ * @param {GPUFluidComponent} component
849
+ * @param {Transform64} transform
850
+ * @param {number} entity
851
+ */
852
+ unlink(component, transform, entity) {
853
+ this.#domains.delete(entity);
854
+
855
+ const entities = this.#domain_entities;
856
+ const index = entities.indexOf(entity);
857
+
858
+ if (index !== -1) {
859
+ const last = entities.length - 1;
860
+
861
+ entities[index] = entities[last];
862
+ this.#domain_components[index] = this.#domain_components[last];
863
+
864
+ entities.length = last;
865
+ this.#domain_components.length = last;
866
+ }
867
+ }
868
+
869
+ /**
870
+ * @param {FluidEffectorsComponent} component
871
+ * @param {number} entity
872
+ */
873
+ #effectors_linked(component, entity) {
874
+ const entry = new EffectorEntry();
875
+
876
+ entry.entity = entity;
877
+ entry.component = component;
878
+
879
+ this.#effectors.set(entity, entry);
880
+ }
881
+
882
+ /**
883
+ * @param {FluidEffectorsComponent} component
884
+ * @param {number} entity
885
+ */
886
+ #effectors_unlinked(component, entity) {
887
+ const entry = this.#effectors.get(entity);
888
+
889
+ if (entry === undefined) {
890
+ return;
891
+ }
892
+
893
+ this.#remove_effector_rows(entry);
894
+ this.#let_go(entry);
895
+
896
+ this.#effectors.delete(entity);
897
+ }
898
+
899
+ /**
900
+ * @param {FluidObstacle} obstacle
901
+ * @param {Collider} collider
902
+ * @param {RigidBody} body
903
+ * @param {Transform64} transform
904
+ * @param {number} entity
905
+ */
906
+ #obstacle_linked(obstacle, collider, body, transform, entity) {
907
+ const entry = new ObstacleEntry();
908
+
909
+ entry.entity = entity;
910
+ entry.obstacle = obstacle;
911
+ entry.collider = collider;
912
+ entry.body = body;
913
+
914
+ this.#obstacles.set(entity, entry);
915
+ }
916
+
917
+ /**
918
+ * @param {FluidObstacle} obstacle
919
+ * @param {Collider} collider
920
+ * @param {RigidBody} body
921
+ * @param {Transform64} transform
922
+ * @param {number} entity
923
+ */
924
+ #obstacle_unlinked(obstacle, collider, body, transform, entity) {
925
+ const entry = this.#obstacles.get(entity);
926
+
927
+ if (entry === undefined) {
928
+ return;
929
+ }
930
+
931
+ this.#remove_obstacle_rows(entry);
932
+ this.#let_go(entry);
933
+
934
+ this.#obstacles.delete(entity);
935
+ }
936
+
937
+ /**
938
+ * Release an entry's hold on its chain.
939
+ *
940
+ * @param {EffectorEntry|ObstacleEntry} entry
941
+ */
942
+ #let_go(entry) {
943
+ if (entry.held) {
944
+ this.#chains.release(entry.entity);
945
+ entry.held = false;
946
+ }
947
+ }
948
+
949
+ /**
950
+ * @returns {number} the domain's entity, or -1
951
+ */
952
+ #pick_domain() {
953
+ // by index over the candidates, not over the map: `domain` is read once a tick by cloth's
954
+ // default wind, and a map walk makes an entry a candidate
955
+ const entities = this.#domain_entities;
956
+ const components = this.#domain_components;
957
+
958
+ let best = -1;
959
+
960
+ for (let i = 0; i < entities.length; i++) {
961
+ const entity = entities[i];
962
+
963
+ if (components[i].enabled && (best === -1 || entity < best)) {
964
+ best = entity;
965
+ }
966
+ }
967
+
968
+ return best;
969
+ }
970
+
971
+ /**
972
+ * Keep the rows on the CPU, before the frame's scene context is built: a chain held here is
973
+ * written into the scene's rows this frame.
974
+ *
975
+ * @param {number} time_delta_seconds
976
+ */
977
+ update(time_delta_seconds) {
978
+ this.#frame_seconds += time_delta_seconds;
979
+
980
+ // the read API's apply point: last frame's answers recycled, then this frame's taken
981
+ this.#recycle_requests();
982
+
983
+ this.#refresh();
984
+
985
+ this.#answer_requests();
986
+
987
+ this.#refreshed = true;
988
+ }
989
+
990
+ /**
991
+ * Follow the device and the domain, and keep the rows.
992
+ */
993
+ #refresh() {
994
+ if (this.#dataset === null) {
995
+ return;
996
+ }
997
+
998
+ const context = this.#graphics.scene_context(this.#scene);
999
+
1000
+ if (context === null) {
1001
+ // No device: the old one took its buffers with it. The chains hold nothing meanwhile.
1002
+ this.#drop_device(false);
1003
+ this.#drop_queries();
1004
+ this.#chains.bind(null);
1005
+ this.#context = null;
1006
+
1007
+ return;
1008
+ }
1009
+
1010
+ if (context !== this.#context) {
1011
+ this.#drop_device(false);
1012
+ this.#drop_queries();
1013
+
1014
+ this.#context = context;
1015
+
1016
+ // every held chain is acquired in the new rows
1017
+ this.#chains.bind(context.rows);
1018
+
1019
+ this.#wind_cascades = 0;
1020
+ this.#wind_far.fill(NaN);
1021
+ }
1022
+
1023
+ const entity = this.#pick_domain();
1024
+
1025
+ if (entity === -1) {
1026
+ if (this.#stack !== null || this.#forcing !== null || this.#holding) {
1027
+ this.#drop_device(true);
1028
+ }
1029
+
1030
+ return;
1031
+ }
1032
+
1033
+ const domain = this.#domains.get(entity);
1034
+
1035
+ this.#ensure_device(entity, domain.component, domain.transform);
1036
+
1037
+ this.#sync_effectors();
1038
+ this.#sync_obstacles();
1039
+ }
1040
+
1041
+ /**
1042
+ * Make the forcing and the stack for the domain, or the stack again when the domain or its shape
1043
+ * changed.
1044
+ *
1045
+ * @param {number} entity
1046
+ * @param {GPUFluidComponent} component
1047
+ * @param {Transform64} transform
1048
+ */
1049
+ #ensure_device(entity, component, transform) {
1050
+ const resolution = component.resolution;
1051
+ const cell_size = component.cell_size;
1052
+ const cascade_count = component.cascade_count;
1053
+
1054
+ const stack = this.#stack;
1055
+
1056
+ if (stack !== null
1057
+ && this.#stack_entity === entity
1058
+ && this.#stack_resolution[0] === resolution[0]
1059
+ && this.#stack_resolution[1] === resolution[1]
1060
+ && this.#stack_resolution[2] === resolution[2]
1061
+ && this.#stack_cell_size === cell_size
1062
+ && this.#stack_cascade_count === cascade_count) {
1063
+ return;
1064
+ }
1065
+
1066
+ for (let axis = 0; axis < 3; axis++) {
1067
+ const n = resolution[axis];
1068
+
1069
+ assert.isPositiveInteger(n, 'GPUFluidComponent.resolution');
1070
+ assert.ok(isPowerOfTwo(n), 'GPUFluidComponent.resolution is a power of two on each axis');
1071
+ assert.greaterThanOrEqual(n, GPU_FLUID_COMPONENT_RESOLUTION_MIN, 'GPUFluidComponent.resolution');
1072
+ assert.lessThanOrEqual(n, GPU_FLUID_COMPONENT_RESOLUTION_MAX, 'GPUFluidComponent.resolution');
1073
+ }
1074
+
1075
+ assert.isFinite(cell_size, 'GPUFluidComponent.cell_size');
1076
+ assert.greaterThan(cell_size, 0, 'GPUFluidComponent.cell_size');
1077
+ assert.isPositiveInteger(cascade_count, 'GPUFluidComponent.cascade_count');
1078
+ assert.lessThanOrEqual(cascade_count, GPU_FLUID_COMPONENT_CASCADE_LIMIT, 'GPUFluidComponent.cascade_count');
1079
+
1080
+ const device = this.#graphics.renderer.graphics.device;
1081
+
1082
+ if (this.#forcing === null) {
1083
+ this.#forcing = new GPUFluidForcing({ device });
1084
+ }
1085
+
1086
+ if (stack !== null) {
1087
+ stack.destroy();
1088
+ }
1089
+
1090
+ const anchor = this.#anchor;
1091
+
1092
+ anchor[0] = transform.translation_x;
1093
+ anchor[1] = transform.translation_y;
1094
+ anchor[2] = transform.translation_z;
1095
+
1096
+ // seeded at the far field: nothing of the fluid is saved, it warms up (§6)
1097
+ this.#stack = new GPUFluidCascadeStack({
1098
+ device,
1099
+ resolution,
1100
+ cell_size,
1101
+ cascade_count,
1102
+ anchor,
1103
+ atmosphere: this.#atmosphere_without_force(),
1104
+ atmosphere_offset: 0,
1105
+ });
1106
+
1107
+ this.#stack_entity = entity;
1108
+ this.#stack_resolution[0] = resolution[0];
1109
+ this.#stack_resolution[1] = resolution[1];
1110
+ this.#stack_resolution[2] = resolution[2];
1111
+ this.#stack_cell_size = cell_size;
1112
+ this.#stack_cascade_count = cascade_count;
1113
+ this.#stack_fresh = true;
1114
+
1115
+ // nothing is pending for a stack made now
1116
+ this.#last_tick = this.entityManager.fixedStepTick;
1117
+ }
1118
+
1119
+ /**
1120
+ * The far field for the GPU fluid, which has no body force (§6): a `GlobalFluidEffector#force` is a
1121
+ * CPU-field term, and the GPU path drops it.
1122
+ *
1123
+ * @returns {Float64Array}
1124
+ */
1125
+ #atmosphere_without_force() {
1126
+ const atmosphere = this.#read_atmosphere();
1127
+
1128
+ assert.equal(atmosphere[FluidAtmosphere.FORCE_X], 0, 'a GlobalFluidEffector has a force, which the GPU fluid drops: force is a CPU-field term, not part of the far field');
1129
+ assert.equal(atmosphere[FluidAtmosphere.FORCE_Y], 0, 'a GlobalFluidEffector has a force, which the GPU fluid drops: force is a CPU-field term, not part of the far field');
1130
+ assert.equal(atmosphere[FluidAtmosphere.FORCE_Z], 0, 'a GlobalFluidEffector has a force, which the GPU fluid drops: force is a CPU-field term, not part of the far field');
1131
+
1132
+ return atmosphere;
1133
+ }
1134
+
1135
+ /**
1136
+ * Let go of the device state: the stack, the forcing and every row in it. `release_chains` lets go
1137
+ * of the scene rows the entries hold too, which a restart keeps (the chains move to the new rows).
1138
+ *
1139
+ * @param {boolean} release_chains
1140
+ */
1141
+ #drop_device(release_chains) {
1142
+ if (this.#stack !== null) {
1143
+ this.#stack.destroy();
1144
+ this.#stack = null;
1145
+ this.#stack_entity = -1;
1146
+ }
1147
+
1148
+ if (this.#forcing !== null) {
1149
+ this.#forcing.destroy();
1150
+ this.#forcing = null;
1151
+ }
1152
+
1153
+ if (release_chains) {
1154
+ this.#holding = false;
1155
+ }
1156
+
1157
+ // the rows went with the forcing
1158
+ for (const entry of this.#effectors.values()) {
1159
+ entry.rows.fill(-1);
1160
+
1161
+ if (release_chains) {
1162
+ this.#let_go(entry);
1163
+ entry.node = -1;
1164
+ }
1165
+ }
1166
+
1167
+ for (const entry of this.#obstacles.values()) {
1168
+ entry.first = -1;
1169
+ entry.plane_first = -1;
1170
+ entry.shape = null;
1171
+
1172
+ if (release_chains) {
1173
+ this.#let_go(entry);
1174
+ }
1175
+ }
1176
+
1177
+ if (release_chains && this.#wind_cascades !== 0 && this.#context !== null) {
1178
+ // the field goes back to the far field alone
1179
+ this.#context.wind.set_cascades(0, this.#stack_resolution);
1180
+ this.#wind_cascades = 0;
1181
+ this.#wind_far.fill(NaN);
1182
+ }
1183
+ }
1184
+
1185
+ /**
1186
+ * The effectors' rows: membership by identity, each row written when its record changed.
1187
+ */
1188
+ #sync_effectors() {
1189
+ const forcing = this.#forcing;
1190
+ const dataset = this.#dataset;
1191
+ const transform_index = this.#transform_index;
1192
+
1193
+ for (const entry of this.#effectors.values()) {
1194
+ const entity = entry.entity;
1195
+
1196
+ const node = transform_index !== -1 && dataset.getComponentByIndex(entity, transform_index) !== undefined
1197
+ ? row_of_entity(entity)
1198
+ : NODE3D_SCENE_ID;
1199
+
1200
+ const moved = node !== entry.node;
1201
+
1202
+ if (moved) {
1203
+ if (node !== NODE3D_SCENE_ID && !entry.held) {
1204
+ this.#chains.hold(entity);
1205
+ entry.held = true;
1206
+ this.#holding = true;
1207
+ } else if (node === NODE3D_SCENE_ID) {
1208
+ this.#let_go(entry);
1209
+ }
1210
+
1211
+ entry.node = node;
1212
+ }
1213
+
1214
+ const effectors = entry.component.effectors;
1215
+ const count = effectors.length;
1216
+
1217
+ let same = entry.effectors.length === count;
1218
+
1219
+ for (let i = 0; same && i < count; i++) {
1220
+ same = entry.effectors[i] === effectors[i];
1221
+ }
1222
+
1223
+ if (!same) {
1224
+ this.#remove_effector_rows(entry);
1225
+
1226
+ entry.effectors.length = count;
1227
+ entry.rows.length = count;
1228
+
1229
+ for (let i = 0; i < count; i++) {
1230
+ entry.effectors[i] = effectors[i];
1231
+ entry.rows[i] = -1;
1232
+
1233
+ if (effectors[i].has_gpu_record && (entry.records[i] === undefined || entry.records[i] === null)) {
1234
+ entry.records[i] = fluid_effector_record_create();
1235
+ }
1236
+ }
1237
+ }
1238
+
1239
+ for (let i = 0; i < count; i++) {
1240
+ const effector = effectors[i];
1241
+
1242
+ if (!effector.has_gpu_record) {
1243
+ continue;
1244
+ }
1245
+
1246
+ const record = entry.records[i];
1247
+
1248
+ record.node = node;
1249
+
1250
+ const changed = effector.write_gpu_record(record);
1251
+
1252
+ if (entry.rows[i] === -1) {
1253
+ entry.rows[i] = forcing.add_effector(record);
1254
+ } else if (changed || moved) {
1255
+ forcing.set_effector(entry.rows[i], record);
1256
+ }
1257
+ }
1258
+ }
1259
+ }
1260
+
1261
+ /**
1262
+ * @param {EffectorEntry} entry
1263
+ */
1264
+ #remove_effector_rows(entry) {
1265
+ const forcing = this.#forcing;
1266
+ const rows = entry.rows;
1267
+
1268
+ for (let i = 0; i < rows.length; i++) {
1269
+ if (rows[i] !== -1) {
1270
+ if (forcing !== null) {
1271
+ forcing.remove_effector(rows[i]);
1272
+ }
1273
+
1274
+ rows[i] = -1;
1275
+ }
1276
+ }
1277
+ }
1278
+
1279
+ /**
1280
+ * The obstacles' rows: a collider packed when its shape object changes, its motion compared every
1281
+ * frame.
1282
+ */
1283
+ #sync_obstacles() {
1284
+ const forcing = this.#forcing;
1285
+
1286
+ for (const entry of this.#obstacles.values()) {
1287
+ if (!entry.held) {
1288
+ this.#chains.hold(entry.entity);
1289
+ entry.held = true;
1290
+ this.#holding = true;
1291
+ }
1292
+
1293
+ const shape = entry.collider.shape;
1294
+
1295
+ if (shape !== entry.shape) {
1296
+ this.#pack(entry, shape);
1297
+ }
1298
+
1299
+ const records = entry.records;
1300
+ const first = entry.first;
1301
+
1302
+ if (first === -1) {
1303
+ continue;
1304
+ }
1305
+
1306
+ for (let i = 0; i < records.length; i++) {
1307
+ if (fluid_obstacle_write_gpu_motion(records[i], entry.obstacle, entry.body)) {
1308
+ forcing.set_obstacle(first + i, records[i]);
1309
+ }
1310
+ }
1311
+ }
1312
+ }
1313
+
1314
+ /**
1315
+ * Pack a collider's shape into its records, its run made anew when its record or plane count moved.
1316
+ *
1317
+ * @param {ObstacleEntry} entry
1318
+ * @param {AbstractShape3D} shape
1319
+ */
1320
+ #pack(entry, shape) {
1321
+ const forcing = this.#forcing;
1322
+
1323
+ const count = fluid_obstacle_record_count(shape);
1324
+ const plane_count = count === 0 ? 0 : fluid_obstacle_plane_count(shape);
1325
+
1326
+ const records = entry.records;
1327
+ const node = row_of_entity(entry.entity);
1328
+
1329
+ const remake = entry.first === -1 || records.length !== count || entry.plane_count !== plane_count;
1330
+
1331
+ if (remake) {
1332
+ this.#remove_obstacle_rows(entry);
1333
+
1334
+ while (records.length < count) {
1335
+ records.push(fluid_obstacle_record_create());
1336
+ }
1337
+
1338
+ records.length = count;
1339
+
1340
+ entry.plane_count = plane_count;
1341
+ entry.plane_first = plane_count > 0 ? forcing.add_planes(plane_count) : -1;
1342
+ }
1343
+
1344
+ // the mirror is replaced, not grown, by add_planes: read it after
1345
+ const planes = forcing.planes;
1346
+
1347
+ let cursor = entry.plane_first;
1348
+ let planes_changed = false;
1349
+
1350
+ for (let i = 0; i < count; i++) {
1351
+ const record = records[i];
1352
+
1353
+ record.node = node;
1354
+
1355
+ const changed = fluid_obstacle_write_gpu_shape(record, planes, cursor, shape, i);
1356
+ const moved = fluid_obstacle_write_gpu_motion(record, entry.obstacle, entry.body);
1357
+
1358
+ cursor += fluid_obstacle_record_plane_count(record);
1359
+
1360
+ planes_changed = planes_changed || (changed & FLUID_OBSTACLE_PLANES_CHANGED) !== 0;
1361
+
1362
+ if (!remake && ((changed & FLUID_OBSTACLE_RECORD_CHANGED) !== 0 || moved)) {
1363
+ forcing.set_obstacle(entry.first + i, record);
1364
+ }
1365
+ }
1366
+
1367
+ if (plane_count > 0 && (remake || planes_changed)) {
1368
+ forcing.set_planes(entry.plane_first, plane_count);
1369
+ }
1370
+
1371
+ if (remake && count > 0) {
1372
+ entry.first = forcing.add_obstacles(records);
1373
+ }
1374
+
1375
+ entry.shape = shape;
1376
+ }
1377
+
1378
+ /**
1379
+ * @param {ObstacleEntry} entry
1380
+ */
1381
+ #remove_obstacle_rows(entry) {
1382
+ const forcing = this.#forcing;
1383
+
1384
+ if (forcing !== null) {
1385
+ if (entry.first !== -1) {
1386
+ forcing.remove_obstacles(entry.first, entry.records.length);
1387
+ }
1388
+
1389
+ if (entry.plane_first !== -1) {
1390
+ forcing.remove_planes(entry.plane_first, entry.plane_count);
1391
+ }
1392
+ }
1393
+
1394
+ entry.first = -1;
1395
+ entry.plane_first = -1;
1396
+ entry.shape = null;
1397
+ }
1398
+
1399
+ /**
1400
+ * The frame's GPU work, at `FramePhase.FrameStart`: the pending ticks and the publish, then the
1401
+ * read API's requests.
1402
+ *
1403
+ * @param {FrameContext} frame
1404
+ */
1405
+ prepare(frame) {
1406
+ const scene_context = frame.view.scene;
1407
+
1408
+ if (scene_context.scene !== this.#scene || this.entityManager === null) {
1409
+ return;
1410
+ }
1411
+
1412
+ this.#prepare_fluid(frame, scene_context);
1413
+
1414
+ // after the publish: the gather reads the field the frame publishes
1415
+ if (this.#context === scene_context) {
1416
+ this.#record_requests(frame.graph, scene_context);
1417
+ }
1418
+ }
1419
+
1420
+ /**
1421
+ * The fluid's part of {@link prepare}: the pending ticks and the publish.
1422
+ *
1423
+ * @param {FrameContext} frame
1424
+ * @param {GPUSceneContext} scene_context
1425
+ */
1426
+ #prepare_fluid(frame, scene_context) {
1427
+ if (!this.#refreshed) {
1428
+ // a frame no update preceded
1429
+ this.#refresh();
1430
+ }
1431
+
1432
+ this.#refreshed = false;
1433
+
1434
+ const frame_seconds = this.#frame_seconds;
1435
+ this.#frame_seconds = 0;
1436
+
1437
+ if (this.#context !== scene_context) {
1438
+ return;
1439
+ }
1440
+
1441
+ const stack = this.#stack;
1442
+
1443
+ if (stack === null) {
1444
+ this.#publish_far_field(scene_context);
1445
+
1446
+ return;
1447
+ }
1448
+
1449
+ const em = this.entityManager;
1450
+ const tick_now = em.fixedStepTick;
1451
+
1452
+ if (tick_now < this.#last_tick) {
1453
+ // the counter went back (a new EntityManager clock): the fluid starts over from it
1454
+ const domain = this.#domains.get(this.#stack_entity);
1455
+
1456
+ this.#stack.destroy();
1457
+ this.#stack = null;
1458
+
1459
+ this.#ensure_device(this.#stack_entity, domain.component, domain.transform);
1460
+ }
1461
+
1462
+ const pending = tick_now - this.#last_tick;
1463
+ const count = pending < GPU_FLUID_SYSTEM_TICK_CAP ? pending : GPU_FLUID_SYSTEM_TICK_CAP;
1464
+
1465
+ this.#dropped_ticks += pending - count;
1466
+
1467
+ if (count === 0 && !this.#stack_fresh) {
1468
+ return;
1469
+ }
1470
+
1471
+ this.#record(frame.graph, tick_now, count, frame_seconds);
1472
+ }
1473
+
1474
+ /**
1475
+ * Record `count` ticks, the latest up to `tick_now`, and the publish.
1476
+ *
1477
+ * @param {import("../graphics/render/frame_graph/FrameGraph.js").FrameGraph} graph
1478
+ * @param {number} tick_now
1479
+ * @param {number} count
1480
+ * @param {number} frame_seconds wall seconds since the last frame
1481
+ */
1482
+ #record(graph, tick_now, count, frame_seconds) {
1483
+ const stack = this.#stack;
1484
+ const context = this.#context;
1485
+ const em = this.entityManager;
1486
+ const atmosphere = this.#atmosphere_without_force();
1487
+
1488
+ if (count > 0) {
1489
+ const dt = em.fixedUpdateStepSize;
1490
+ const cascade_count = stack.cascade_count;
1491
+ const first_tick = tick_now - count + 1;
1492
+
1493
+ // the longest step of the frame's stepping cascades, which a wake's box is swept over
1494
+ let sweep_time = dt;
1495
+
1496
+ for (let tick = first_tick; tick <= tick_now; tick++) {
1497
+ const coarse = fluid_cascade_ruler(tick, cascade_count);
1498
+
1499
+ if (coarse > 0) {
1500
+ sweep_time = Math.max(sweep_time, dt * 2 ** coarse);
1501
+ }
1502
+ }
1503
+
1504
+ // the game seconds between a node's prev_global and global, one render frame apart
1505
+ const time_scale = em.fixedStepTimeScale;
1506
+ const inverse_frame_dt = frame_seconds > 0 && time_scale > 0 ? 1 / (frame_seconds * time_scale) : 0;
1507
+
1508
+ const bounds = this.#bounds;
1509
+ stack.coarsest_bounds(bounds);
1510
+
1511
+ this.#forcing.record_frame({
1512
+ graph,
1513
+ scene_database: context.scene_database,
1514
+ bounds,
1515
+ sweep_time,
1516
+ inverse_frame_dt,
1517
+ cell_size: this.#stack_cell_size,
1518
+ });
1519
+
1520
+ const domain = this.#domains.get(this.#stack_entity);
1521
+ const transform = domain.transform;
1522
+ const anchor = this.#anchor;
1523
+
1524
+ anchor[0] = transform.translation_x;
1525
+ anchor[1] = transform.translation_y;
1526
+ anchor[2] = transform.translation_z;
1527
+
1528
+ for (let tick = first_tick; tick <= tick_now; tick++) {
1529
+ stack.record_tick({
1530
+ graph,
1531
+ tick,
1532
+ dt,
1533
+ anchor,
1534
+ atmosphere,
1535
+ atmosphere_offset: 0,
1536
+ forcing: this.#forcing,
1537
+ vorticity_confinement: domain.component.vorticity_confinement,
1538
+ });
1539
+ }
1540
+ }
1541
+
1542
+ const wind = context.wind;
1543
+
1544
+ stack.record_publish({ graph, wind, atmosphere, atmosphere_offset: 0 });
1545
+
1546
+ // the scene context uploaded the field's table before this phase: the frame's readers need it now
1547
+ wind.update();
1548
+
1549
+ this.#wind_cascades = stack.cascade_count;
1550
+ this.#last_tick = tick_now;
1551
+ this.#stack_fresh = false;
1552
+ }
1553
+
1554
+ /**
1555
+ * With no domain, the wind field is the far field alone: written when it changes.
1556
+ *
1557
+ * @param {GPUSceneContext} context
1558
+ */
1559
+ #publish_far_field(context) {
1560
+ const far = this.#far;
1561
+ const written = this.#wind_far;
1562
+
1563
+ this.far_field(far);
1564
+
1565
+ if (far[0] === written[0] && far[1] === written[1] && far[2] === written[2]) {
1566
+ return;
1567
+ }
1568
+
1569
+ const wind = context.wind;
1570
+
1571
+ wind.set_far_velocity(far);
1572
+ wind.update();
1573
+
1574
+ written[0] = far[0];
1575
+ written[1] = far[1];
1576
+ written[2] = far[2];
1577
+ }
1578
+ }
1579
+
1580
+ /**
1581
+ * Says what this system is to code that cannot import it: cloth's world finds the scene's GPU fluid
1582
+ * among the entity manager's systems by it, because importing this module needs WebGPU's globals and
1583
+ * a cloth scene on a server has none. The `Scene#isScene` pattern.
1584
+ *
1585
+ * @readonly
1586
+ * @type {boolean}
1587
+ */
1588
+ GPUFluidSystem.prototype.isGPUFluidSystem = true;
1589
+
1590
+ /**
1591
+ * Records {@link GPUFluidSystem}'s ticks and publish at the start of a frame, before anything reads
1592
+ * the scene's wind.
1593
+ */
1594
+ export class GPUFluidExtension extends RenderExtension {
1595
+ name = 'gpu fluid';
1596
+ phase = FramePhase.FrameStart;
1597
+
1598
+ /**
1599
+ * @param {GPUFluidSystem} system
1600
+ */
1601
+ constructor(system) {
1602
+ super();
1603
+
1604
+ this.system = system;
1605
+ }
1606
+
1607
+ /**
1608
+ * @param {FrameContext} frame
1609
+ */
1610
+ record(frame) {
1611
+ this.system.prepare(frame);
1612
+ }
1613
+ }