@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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@@ -14,7 +14,7 @@ import { EMITTER_ATTRIBUTE_ABSENT, make_emitter_flags } from "../data/PARTICLE_E
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14
  * @type {string[]}
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  */
16
16
  export const EMITTER_RENDER_CHANNELS = Object.freeze([
17
- "position", "size", "color", "rotation", "frame", "velocity",
17
+ "position", "size", "color", "orientation", "frame", "velocity",
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  ]);
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  /**
@@ -34,7 +34,7 @@ export const EMITTER_RENDER_CHANNEL_COMPONENTS = Object.freeze({
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34
  position: 3,
35
35
  size: 1,
36
36
  color: 4,
37
- rotation: 1,
37
+ orientation: 4,
38
38
  frame: 1,
39
39
  velocity: 3,
40
40
  });
@@ -207,8 +207,8 @@ export class ParticleEmitter {
207
207
  render_size = EMITTER_ATTRIBUTE_ABSENT;
208
208
  /** @type {number} record word offset of rgba colour */
209
209
  render_color = EMITTER_ATTRIBUTE_ABSENT;
210
- /** @type {number} record word offset of roll angle, radians */
211
- render_rotation = EMITTER_ATTRIBUTE_ABSENT;
210
+ /** @type {number} record word offset of the orientation, a quaternion (x, y, z, w) turning the sprite inside its projection mode's frame */
211
+ render_orientation = EMITTER_ATTRIBUTE_ABSENT;
212
212
  /** @type {number} record word offset of flipbook frame index */
213
213
  render_frame = EMITTER_ATTRIBUTE_ABSENT;
214
214
  /** @type {number} record word offset of velocity, read by the STRETCHED projection */
@@ -244,7 +244,7 @@ export class ParticleEmitter {
244
244
  case "position": this.render_position = offset; break;
245
245
  case "size": this.render_size = offset; break;
246
246
  case "color": this.render_color = offset; break;
247
- case "rotation": this.render_rotation = offset; break;
247
+ case "orientation": this.render_orientation = offset; break;
248
248
  case "frame": this.render_frame = offset; break;
249
249
  case "velocity": this.render_velocity = offset; break;
250
250
  default:
@@ -282,7 +282,7 @@ export class ParticleEmitter {
282
282
  && this.render_position === other.render_position
283
283
  && this.render_size === other.render_size
284
284
  && this.render_color === other.render_color
285
- && this.render_rotation === other.render_rotation
285
+ && this.render_orientation === other.render_orientation
286
286
  && this.render_frame === other.render_frame
287
287
  && this.render_velocity === other.render_velocity
288
288
  && is_typed_array_equals(this.flipbook, other.flipbook)
@@ -300,7 +300,7 @@ export class ParticleEmitter {
300
300
  hash() {
301
301
  const bindings = hash_mix3(
302
302
  hash_mix3(this.render_position, this.render_size, this.render_color),
303
- hash_mix3(this.render_rotation, this.render_frame, this.render_velocity),
303
+ hash_mix3(this.render_orientation, this.render_frame, this.render_velocity),
304
304
  this.flags
305
305
  );
306
306
 
@@ -348,7 +348,7 @@ export class ParticleEmitter {
348
348
  this.render_position = other.render_position;
349
349
  this.render_size = other.render_size;
350
350
  this.render_color = other.render_color;
351
- this.render_rotation = other.render_rotation;
351
+ this.render_orientation = other.render_orientation;
352
352
  this.render_frame = other.render_frame;
353
353
  this.render_velocity = other.render_velocity;
354
354
 
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_particle_billboard_vertex.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;GAgBG;AACH,8CAFU,SAAS,CAyE6D;0BA/FtD,oCAAoC"}
1
+ {"version":3,"file":"chunk_particle_billboard_vertex.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_billboard_vertex.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;GAgBG;AACH,8CAFU,SAAS,CA2E6D;0BAjGtD,oCAAoC"}
@@ -66,8 +66,9 @@ fn particle_billboard_vertex(vi : u32, ii : u32) -> ParticleVertexOut {
66
66
  if (em.render_size != PARTICLE_ATTRIBUTE_ABSENT) { size = bitcast<f32>(pool[base + em.render_size]); }
67
67
  var color = vec4<f32>(1.0);
68
68
  if (em.render_color != PARTICLE_ATTRIBUTE_ABSENT) { color = particle_read_vec(base, em.render_color, 4u); }
69
- var rotation = 0.0;
70
- if (em.render_rotation != PARTICLE_ATTRIBUTE_ABSENT) { rotation = bitcast<f32>(pool[base + em.render_rotation]); }
69
+ // the identity when the effect binds none
70
+ var orientation = vec4<f32>(0.0, 0.0, 0.0, 1.0);
71
+ if (em.render_orientation != PARTICLE_ATTRIBUTE_ABSENT) { orientation = particle_read_vec(base, em.render_orientation, 4u); }
71
72
  var frame = 0.0;
72
73
  if (em.render_frame != PARTICLE_ATTRIBUTE_ABSENT) { frame = bitcast<f32>(pool[base + em.render_frame]); }
73
74
  var velocity = vec3<f32>(0.0);
@@ -79,7 +80,8 @@ fn particle_billboard_vertex(vi : u32, ii : u32) -> ParticleVertexOut {
79
80
  let cam_position = camera.transform[3].xyz;
80
81
 
81
82
  let projection = particle_emitter_projection(em.flags);
82
- let offset = particle_billboard_offset(corner, size, rotation, cam_right, cam_up, cam_forward, velocity, projection);
83
+ let basis = particle_basis(orientation, cam_right, cam_up, cam_forward, velocity, projection);
84
+ let offset = particle_billboard_offset(corner, size, basis);
83
85
  let world = world_center + offset;
84
86
 
85
87
  var out : ParticleVertexOut;
@@ -87,7 +89,7 @@ fn particle_billboard_vertex(vi : u32, ii : u32) -> ParticleVertexOut {
87
89
  out.uv = particle_atlas_uv(corner * 0.5 + vec2<f32>(0.5), em.atlas_region, em.flipbook, frame);
88
90
  out.color = color;
89
91
  out.world_position = world;
90
- out.normal = particle_billboard_normal(offset, cam_position - world, cam_forward, projection);
92
+ out.normal = particle_billboard_normal(offset, cam_position - world, basis);
91
93
  out.view_depth = -(camera.view_matrix * vec4<f32>(world, 1.0)).z;
92
94
  out.flags = em.flags;
93
95
  out.blend = particle_emitter_blend(em.flags);
@@ -2,15 +2,16 @@
2
2
  * Pure render-math helpers shared by every pass that draws a particle, kept separate so they can be
3
3
  * unit-tested in isolation (they take no bindings):
4
4
  *
5
- * - `particle_billboard_offset` — expand a quad corner into a world-space offset for each projection
6
- * / orientation mode (camera-facing, velocity-stretched, ground-aligned, axis-locked, world).
5
+ * - `particle_basis` — where a particle's quad lies in the world: the projection mode's frame
6
+ * (camera-facing, velocity-stretched, ground-aligned, axis-locked, world) composed with the
7
+ * particle's own orientation, plus the mode's stretch.
8
+ * - `particle_billboard_offset` — expand a quad corner into a world-space offset on that basis.
7
9
  * - `particle_billboard_radius` — the largest offset that function can return, over every corner,
8
- * every roll angle and every camera. What a bounds pass has to dilate a particle's centre by to
10
+ * every orientation and every camera. What a bounds pass has to dilate a particle's centre by to
9
11
  * hold its quad, and the reason it sits next to the function it bounds rather than with the bounds
10
12
  * pass: the two are one statement, and they drift the moment they are written apart.
11
- * - `particle_billboard_normal` — the normal a lit particle is shaded with at a corner: the plane
12
- * that function lays the quad in, turned to the side the camera sees and bent out toward the
13
- * corner.
13
+ * - `particle_billboard_normal` — the normal a lit particle is shaded with at a corner: the basis's
14
+ * face, turned to the side the camera sees and bent out toward the corner.
14
15
  * - `particle_atlas_uv` — map a local quad uv into an atlas sub-rect, honouring a flipbook grid +
15
16
  * frame index (mirrors meep's AtlasPatch offset/scale convention).
16
17
  * - `particle_soft_fade` — soft-particle alpha fade from scene-vs-particle view depth.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_particle_render_math.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_render_math.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,yCAFU,SAAS,CA8JhB;0BArLuB,oCAAoC"}
1
+ {"version":3,"file":"chunk_particle_render_math.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_render_math.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,yCAFU,SAAS,CA6LQ;0BAtND,oCAAoC"}
@@ -1,19 +1,21 @@
1
1
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_quat_rotate_v3 } from "../../shader/chunk/geometry/quaternion/chunk_v3_apply_quat.js";
2
3
  import { EMITTER_BLEND, EMITTER_PROJECTION } from "../data/PARTICLE_EMITTER_STRUCT.js";
3
4
 
4
5
  /**
5
6
  * Pure render-math helpers shared by every pass that draws a particle, kept separate so they can be
6
7
  * unit-tested in isolation (they take no bindings):
7
8
  *
8
- * - `particle_billboard_offset` — expand a quad corner into a world-space offset for each projection
9
- * / orientation mode (camera-facing, velocity-stretched, ground-aligned, axis-locked, world).
9
+ * - `particle_basis` — where a particle's quad lies in the world: the projection mode's frame
10
+ * (camera-facing, velocity-stretched, ground-aligned, axis-locked, world) composed with the
11
+ * particle's own orientation, plus the mode's stretch.
12
+ * - `particle_billboard_offset` — expand a quad corner into a world-space offset on that basis.
10
13
  * - `particle_billboard_radius` — the largest offset that function can return, over every corner,
11
- * every roll angle and every camera. What a bounds pass has to dilate a particle's centre by to
14
+ * every orientation and every camera. What a bounds pass has to dilate a particle's centre by to
12
15
  * hold its quad, and the reason it sits next to the function it bounds rather than with the bounds
13
16
  * pass: the two are one statement, and they drift the moment they are written apart.
14
- * - `particle_billboard_normal` — the normal a lit particle is shaded with at a corner: the plane
15
- * that function lays the quad in, turned to the side the camera sees and bent out toward the
16
- * corner.
17
+ * - `particle_billboard_normal` — the normal a lit particle is shaded with at a corner: the basis's
18
+ * face, turned to the side the camera sees and bent out toward the corner.
17
19
  * - `particle_atlas_uv` — map a local quad uv into an atlas sub-rect, honouring a flipbook grid +
18
20
  * frame index (mirrors meep's AtlasPatch offset/scale convention).
19
21
  * - `particle_soft_fade` — soft-particle alpha fade from scene-vs-particle view depth.
@@ -36,65 +38,108 @@ const PARTICLE_BLEND_ALPHA : u32 = ${EMITTER_BLEND.ALPHA}u;
36
38
  const PARTICLE_BLEND_ADDITIVE : u32 = ${EMITTER_BLEND.ADDITIVE}u;
37
39
  const PARTICLE_BLEND_PREMULTIPLIED : u32 = ${EMITTER_BLEND.PREMULTIPLIED}u;
38
40
 
39
- // Expand a quad corner (components in {-1,+1}) into a world-space offset from the particle centre.
40
- fn particle_billboard_offset(
41
- corner : vec2<f32>,
42
- size : f32,
43
- rotation : f32,
41
+ // Where a particle's quad lies in the world: the directions its own +X, +Y and +Z point once the
42
+ // projection mode's frame and the particle's orientation are composed, and how far the mode
43
+ // elongates the sprite along its own +Y.
44
+ struct ParticleBasis {
45
+ right : vec3<f32>,
46
+ up : vec3<f32>,
47
+ face : vec3<f32>,
48
+ stretch : f32,
49
+ }
50
+
51
+ // A unit quaternion out of whatever a program wrote. A program integrating a spin drifts off unit
52
+ // length, and an unnormalised quaternion turns a vector by its rotation AND scales it by its squared
53
+ // length — the drift would show as size. The zero quaternion stays zero, which quat_rotate_v3 reads
54
+ // as no rotation at all, so an attribute nobody wrote yet is the identity rather than a NaN.
55
+ fn particle_orientation_unit(q : vec4<f32>) -> vec4<f32> {
56
+ return q * inverseSqrt(max(dot(q, q), 1e-30));
57
+ }
58
+
59
+ // The basis a projection mode lays a particle's quad on.
60
+ //
61
+ // A mode contributes a frame and nothing else: a proper rotation whose x and y are the screen's
62
+ // right and up for BILLBOARD, and whose z is the side the mode shows — toward the eye for the
63
+ // camera-facing modes, world +Y for HORIZONTAL, world +Z for FACING_WORLD — so the sprite reads the
64
+ // way round BILLBOARD draws it from that side rather than as its mirror image. STRETCHED adds its
65
+ // elongation, which belongs to the sprite and stretches it along its own +Y.
66
+ //
67
+ // The particle's orientation is a rotation inside that frame. FACING_WORLD's frame is the world's,
68
+ // so there it is the particle's rotation in the world; BILLBOARD's is the view's, so there it turns
69
+ // the quad relative to the eye — a rotation about +Z is a roll on the screen. The frame is the one
70
+ // part that depends on a view, which is why it is the renderer's and the rotation is the record's:
71
+ // one record is drawn by every view, and no rotation written into it could face them all.
72
+ fn particle_basis(
73
+ orientation : vec4<f32>,
44
74
  cam_right : vec3<f32>,
45
75
  cam_up : vec3<f32>,
46
76
  cam_forward : vec3<f32>,
47
77
  velocity_ws : vec3<f32>,
48
78
  projection : u32,
49
- ) -> vec3<f32> {
50
- // In-plane roll about the view direction.
51
- let cr = cos(rotation);
52
- let sr = sin(rotation);
53
- let rc = vec2<f32>(corner.x * cr - corner.y * sr, corner.x * sr + corner.y * cr);
54
-
79
+ ) -> ParticleBasis {
55
80
  var right = cam_right;
56
81
  var up = cam_up;
82
+ var stretch = 1.0;
57
83
 
58
84
  if (projection == PARTICLE_PROJ_HORIZONTAL) {
85
+ // faces world +Y: seen from above with -Z at the top of the screen, it reads as on the page
59
86
  right = vec3<f32>(1.0, 0.0, 0.0);
60
- up = vec3<f32>(0.0, 0.0, 1.0);
87
+ up = vec3<f32>(0.0, 0.0, -1.0);
61
88
  } else if (projection == PARTICLE_PROJ_VERTICAL) {
62
89
  up = vec3<f32>(0.0, 1.0, 0.0);
63
- let r = cross(up, cam_forward);
90
+ let r = cross(cam_forward, up);
64
91
  let rl = length(r);
65
92
  right = select(vec3<f32>(1.0, 0.0, 0.0), r / rl, rl > 1e-5);
66
93
  } else if (projection == PARTICLE_PROJ_STRETCHED) {
67
- // Align the quad's local Y with the screen-projected velocity and elongate it by the
68
- // projected speed (a particle moving 2 units/s draws 3x as long as it is wide).
94
+ // Align the sprite's +Y with the screen-projected velocity and elongate it by the projected
95
+ // speed (a particle moving 2 units/s draws 3x as long as it is wide).
69
96
  let v_screen = vec2<f32>(dot(velocity_ws, cam_right), dot(velocity_ws, cam_up));
70
97
  let vl = length(v_screen);
71
98
  let dir = select(vec2<f32>(0.0, 1.0), v_screen / vl, vl > 1e-5);
72
- let perp = vec2<f32>(-dir.y, dir.x);
73
- let local = perp * rc.x + dir * rc.y * (1.0 + vl);
74
- return (cam_right * local.x + cam_up * local.y) * size;
99
+ // the direction turned clockwise on the screen, so (right, up) is the camera's at rest
100
+ right = cam_right * dir.y - cam_up * dir.x;
101
+ up = cam_right * dir.x + cam_up * dir.y;
102
+ stretch = 1.0 + vl;
75
103
  } else if (projection == PARTICLE_PROJ_FACING_WORLD) {
76
- // Fixed world-space orientation: the quad lies in the world XY plane (faces +/-Z) and the
77
- // rotation attribute rolls it in that plane — independent of the camera.
78
104
  right = vec3<f32>(1.0, 0.0, 0.0);
79
105
  up = vec3<f32>(0.0, 1.0, 0.0);
80
106
  }
81
107
 
82
- return (right * rc.x + up * rc.y) * size;
108
+ let face = cross(right, up);
109
+
110
+ // the orientation, as where it sends the sprite's own three axes
111
+ let q = particle_orientation_unit(orientation);
112
+ let ox = quat_rotate_v3(q, vec3<f32>(1.0, 0.0, 0.0));
113
+ let oy = quat_rotate_v3(q, vec3<f32>(0.0, 1.0, 0.0));
114
+ let oz = quat_rotate_v3(q, vec3<f32>(0.0, 0.0, 1.0));
115
+
116
+ var basis : ParticleBasis;
117
+ basis.right = right * ox.x + up * ox.y + face * ox.z;
118
+ basis.up = right * oy.x + up * oy.y + face * oy.z;
119
+ basis.face = right * oz.x + up * oz.y + face * oz.z;
120
+ basis.stretch = stretch;
121
+ return basis;
122
+ }
123
+
124
+ // Expand a quad corner (components in {-1,+1}) into a world-space offset from the particle centre.
125
+ fn particle_billboard_offset(corner : vec2<f32>, size : f32, basis : ParticleBasis) -> vec3<f32> {
126
+ return (basis.right * corner.x + basis.up * (corner.y * basis.stretch)) * size;
83
127
  }
84
128
 
85
129
  // The radius of the sphere holding every offset particle_billboard_offset can return for a particle
86
- // of this size, velocity and projection — over all four corners, every roll angle, and any camera.
130
+ // of this size, velocity and projection — over all four corners, every orientation, and any camera.
87
131
  //
88
- // A corner is (±1, ±1), so a rolled corner \`rc\` has |rc| = sqrt(2) whatever the angle: rotation
89
- // moves a corner around the quad's circumcircle, it does not shrink it. Every mode then lays \`rc\`
90
- // down on two orthonormal axes and scales by \`size\`, which makes |offset| = sqrt(2) * size exactly
91
- // — camera-facing, ground-aligned, axis-locked and world-facing alike, because "which two unit
92
- // axes" is the only thing that separates them.
132
+ // A corner is (±1, ±1), so |corner| = sqrt(2). Every mode lays it on its basis, which is a rotation —
133
+ // the mode's frame composed with the particle's orientation, both rotations — and scales it by
134
+ // \`size\`, which makes |offset| = sqrt(2) * size exactly: camera-facing, ground-aligned, axis-locked
135
+ // and world-facing alike, whatever way the particle is turned, because a rotation moves a corner
136
+ // around a sphere and never off it. The orientation is therefore not an argument here, and the
137
+ // bounds pass never reads it.
93
138
  //
94
- // STRETCHED is the one that reaches further: it elongates the corner along the screen-space
95
- // velocity by (1 + |v_screen|) before the same two axes. |v_screen| is a projection of the world
96
- // velocity onto two orthonormal axes and so is at most |v|, which is what makes the world-space
97
- // speed the camera-independent bound this needs to be.
139
+ // STRETCHED is the one that reaches further: it elongates the sprite along its own +Y by
140
+ // (1 + |v_screen|) before the rotation, which moves no corner further than that factor.
141
+ // |v_screen| is a projection of the world velocity onto two orthonormal axes and so is at most |v|,
142
+ // which is what makes the world-space speed the camera-independent bound this needs to be.
98
143
  //
99
144
  // Camera-independent is the requirement, not a nicety: the box this feeds is measured over one
100
145
  // frame and read on the next, by which time the camera has moved.
@@ -115,26 +160,14 @@ const PARTICLE_NORMAL_CURVATURE : f32 = 1.0;
115
160
 
116
161
  // The shading normal at a corner that particle_billboard_offset put at offset from the centre.
117
162
  //
118
- // Each projection mode lays the quad on two fixed axes, and the face normal is theirs: the camera
119
- // plane for BILLBOARD and STRETCHED, world up for HORIZONTAL, the camera direction flattened onto
120
- // the ground for VERTICAL (world Z when the camera looks straight down, as the offset falls back to
121
- // world X there), world Z for FACING_WORLD. A quad has two sides and is drawn from both, so the face
122
- // is turned toward to_camera, the vector from the corner to the eye, not the camera's axis: a
123
- // camera tilted up at a quad lying on the ground below it still sees its top.
124
- fn particle_billboard_normal(offset : vec3<f32>, to_camera : vec3<f32>, cam_forward : vec3<f32>, projection : u32) -> vec3<f32> {
125
- var face = -cam_forward;
126
-
127
- if (projection == PARTICLE_PROJ_HORIZONTAL) {
128
- face = vec3<f32>(0.0, 1.0, 0.0);
129
- } else if (projection == PARTICLE_PROJ_VERTICAL) {
130
- let horizontal = vec3<f32>(cam_forward.x, 0.0, cam_forward.z);
131
- let hl = length(horizontal);
132
- face = select(vec3<f32>(0.0, 0.0, 1.0), horizontal / hl, hl > 1e-5);
133
- } else if (projection == PARTICLE_PROJ_FACING_WORLD) {
134
- face = vec3<f32>(0.0, 0.0, 1.0);
135
- }
136
-
137
- face = select(face, -face, dot(face, to_camera) < 0.0);
163
+ // The face is the basis's own: the same frame and orientation that laid the quad down, so the two
164
+ // cannot disagree about which way a mode faces. A stretch scales the sprite along a direction in
165
+ // its own plane, which leaves the plane — and so the face — where it was. A quad has two sides and
166
+ // is drawn from both, so the face is turned toward to_camera, the vector from the corner to the eye,
167
+ // not the camera's axis: a camera tilted up at a quad lying on the ground below it still sees its
168
+ // top.
169
+ fn particle_billboard_normal(offset : vec3<f32>, to_camera : vec3<f32>, basis : ParticleBasis) -> vec3<f32> {
170
+ let face = select(basis.face, -basis.face, dot(basis.face, to_camera) < 0.0);
138
171
 
139
172
  // a zero-size particle has no corner to lean toward
140
173
  let ol = length(offset);
@@ -179,4 +212,4 @@ fn particle_premultiply(color : vec4<f32>, blend : u32) -> vec4<f32> {
179
212
  }
180
213
  return vec4<f32>(color.rgb * color.a, color.a);
181
214
  }
182
- `);
215
+ `, [chunk_quat_rotate_v3]);
@@ -25,7 +25,7 @@ import { chunk_particle_lighting } from "./chunk_particle_lighting.js";
25
25
  /**
26
26
  * The particles' AVBOIT draw: the billboard quads at internal resolution, depth-tested against the
27
27
  * opaque scene, into the four accumulators the transparent meshes draw into
28
- * (`avboit_draw_fragment_body`). The particle counterpart of `shader_avboit_draw_ibl`.
28
+ * (`avboit_draw_fragment_body`). The particle counterpart of `shader_avboit_draw`.
29
29
  *
30
30
  * Per fragment: the atlas sample times the particle colour, the soft-depth fade against the scene
31
31
  * depth, lighting for an emitter flagged `EMITTER_FLAG.LIGHTING` (`chunk_particle_lighting`: the
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;GAgBG;AAEH;;;GAGG;AACH,kDAA8E;AAE9E;;;;;;;;GAQG;AACH,4BAFU,YAAY,CAOK;AA2D3B,iDAIG;6BAhH0B,mCAAmC;8BAIlC,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;GAgBG;AAEH;;;GAGG;AACH,kDAA8E;AAE9E;;;;;;;;GAQG;AACH,4BAFU,YAAY,CAOK;AA4D3B,iDAIG;6BAnH0B,mCAAmC;8BAIlC,+BAA+B"}
@@ -9,6 +9,8 @@ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
9
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
10
10
  import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
11
11
  import { chunk_particle_vm_registers_fast } from "../vm/chunk_particle_vm_registers_fast.js";
12
+ import { chunk_particle_vm_wind_field } from "../vm/chunk_particle_vm_wind_field.js";
13
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
12
14
  import { chunk_particle_emit_step } from "./chunk_particle_emit_step.js";
13
15
 
14
16
  /**
@@ -55,7 +57,7 @@ const resources = new ShaderResourceSetDescriptor();
55
57
 
56
58
  resources.setImmediate('settings', EMIT_SETTINGS);
57
59
 
58
- resources.createGroup()
60
+ wind_field_add_resources(resources.createGroup()
59
61
  .addStorageBuffer("scene_database", WebGPUArray.u32, false)
60
62
  .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
61
63
  .addStorageBuffer("program", WebGPUArray.u32, false)
@@ -63,7 +65,7 @@ resources.createGroup()
63
65
  .addStorageBuffer("pool", WebGPUArray.u32, true)
64
66
  .addStorageBuffer("alive_out", WebGPUArray.u32, true)
65
67
  .addStorageBuffer("dead", WebGPUArray.u32, true)
66
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
68
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true));
67
69
 
68
70
  const body = CodeChunk.from(
69
71
  /* language=wgsl */
@@ -106,6 +108,7 @@ fn main(
106
108
  chunk_grid3d_to_index,
107
109
  chunk_particle_emit_step,
108
110
  chunk_particle_vm_registers_fast,
111
+ chunk_particle_vm_wind_field,
109
112
  ]);
110
113
 
111
114
  export const shader_particle_emit = ComputeShader.from({
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_emit_wide.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit_wide.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AAEH;;;;GAIG;AACH,iDAFU,MAAM,CAGiD;AAgEjE,sDAIG;8BA5G2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_emit_wide.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit_wide.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AAEH;;;;GAIG;AACH,iDAFU,MAAM,CAGiD;AAiEjE,sDAIG;8BA/G2B,+BAA+B"}
@@ -7,6 +7,8 @@ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourc
7
7
  import { PARTICLE_VM_WIDE_LAUNCH_LANES } from "../ParticleConstants.js";
8
8
  import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
9
9
  import { chunk_particle_vm_registers_wide } from "../vm/chunk_particle_vm_registers_wide.js";
10
+ import { chunk_particle_vm_wind_field } from "../vm/chunk_particle_vm_wind_field.js";
11
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
10
12
  import { chunk_particle_emit_step } from "./chunk_particle_emit_step.js";
11
13
  import { EMIT_SETTINGS, PARTICLE_EMIT_WORKGROUP_SIZE } from "./shader_particle_emit.js";
12
14
 
@@ -47,7 +49,7 @@ const resources = new ShaderResourceSetDescriptor();
47
49
 
48
50
  resources.setImmediate('settings', EMIT_SETTINGS);
49
51
 
50
- resources.createGroup()
52
+ wind_field_add_resources(resources.createGroup()
51
53
  .addStorageBuffer("scene_database", WebGPUArray.u32, false)
52
54
  .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
53
55
  .addStorageBuffer("program", WebGPUArray.u32, false)
@@ -56,7 +58,7 @@ resources.createGroup()
56
58
  .addStorageBuffer("alive_out", WebGPUArray.u32, true)
57
59
  .addStorageBuffer("dead", WebGPUArray.u32, true)
58
60
  .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
59
- .addStorageBuffer("vm_registers", WebGPUArray.from(f32), true);
61
+ .addStorageBuffer("vm_registers", WebGPUArray.from(f32), true));
60
62
 
61
63
  const body = CodeChunk.from(
62
64
  /* language=wgsl */
@@ -103,6 +105,7 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
103
105
  `, [
104
106
  chunk_particle_emit_step,
105
107
  chunk_particle_vm_registers_wide,
108
+ chunk_particle_vm_wind_field,
106
109
  ]);
107
110
 
108
111
  export const shader_particle_emit_wide = ComputeShader.from({
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":";AAuDA;;;;;GAKG;AACH,gCAFU,YAAY,CAMS;AAsD/B,qDAIG;iDApH8C,yBAAyB;6BAJ7C,mCAAmC;8BAClC,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_simulate.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate.js"],"names":[],"mappings":";AAyDA;;;;;GAKG;AACH,gCAFU,YAAY,CAMS;AAuD/B,qDAIG;iDAvH8C,yBAAyB;6BAJ7C,mCAAmC;8BAClC,+BAA+B"}
@@ -8,6 +8,8 @@ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourc
8
8
  import { PARTICLE_SIMULATE_WORKGROUP_SIZE } from "../ParticleConstants.js";
9
9
  import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
10
10
  import { chunk_particle_vm_registers_fast } from "../vm/chunk_particle_vm_registers_fast.js";
11
+ import { chunk_particle_vm_wind_field } from "../vm/chunk_particle_vm_wind_field.js";
12
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
11
13
  import { chunk_particle_simulate_step } from "./chunk_particle_simulate_step.js";
12
14
 
13
15
  /**
@@ -69,7 +71,7 @@ const resources = new ShaderResourceSetDescriptor();
69
71
 
70
72
  resources.setImmediate('settings', SIMULATE_SETTINGS);
71
73
 
72
- resources.createGroup()
74
+ wind_field_add_resources(resources.createGroup()
73
75
  .addStorageBuffer("scene_database", WebGPUArray.u32, false)
74
76
  .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
75
77
  .addStorageBuffer("program", WebGPUArray.u32, false)
@@ -77,7 +79,7 @@ resources.createGroup()
77
79
  .addStorageBuffer("sim_list", WebGPUArray.u32, false)
78
80
  .addStorageBuffer("alive_out", WebGPUArray.u32, true)
79
81
  .addStorageBuffer("dead", WebGPUArray.u32, true)
80
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true);
82
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true));
81
83
 
82
84
 
83
85
  const body = CodeChunk.from(/* language=wgsl */ `
@@ -113,6 +115,7 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
113
115
  `, [
114
116
  chunk_particle_simulate_step,
115
117
  chunk_particle_vm_registers_fast,
118
+ chunk_particle_vm_wind_field,
116
119
  ]);
117
120
 
118
121
  body.addExtension(WebGPUExtensionType.Subgroups);
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_simulate_wide.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate_wide.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAEH;;;GAGG;AACH,qDAFU,MAAM,CAGqD;AA6DrE,0DAIG;8BArH2B,+BAA+B"}
1
+ {"version":3,"file":"shader_particle_simulate_wide.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_simulate_wide.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAEH;;;GAGG;AACH,qDAFU,MAAM,CAGqD;AA8DrE,0DAIG;8BAxH2B,+BAA+B"}
@@ -7,6 +7,8 @@ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourc
7
7
  import { PARTICLE_SIMULATE_WORKGROUP_SIZE, PARTICLE_VM_WIDE_LAUNCH_LANES } from "../ParticleConstants.js";
8
8
  import { PARTICLE_COUNTER } from "../data/PARTICLE_COUNTERS.js";
9
9
  import { chunk_particle_vm_registers_wide } from "../vm/chunk_particle_vm_registers_wide.js";
10
+ import { chunk_particle_vm_wind_field } from "../vm/chunk_particle_vm_wind_field.js";
11
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
10
12
  import { chunk_particle_simulate_step } from "./chunk_particle_simulate_step.js";
11
13
  import { SIMULATE_SETTINGS } from "./shader_particle_simulate.js";
12
14
 
@@ -59,7 +61,7 @@ const resources = new ShaderResourceSetDescriptor();
59
61
 
60
62
  resources.setImmediate('settings', SIMULATE_SETTINGS);
61
63
 
62
- resources.createGroup()
64
+ wind_field_add_resources(resources.createGroup()
63
65
  .addStorageBuffer("scene_database", WebGPUArray.u32, false)
64
66
  .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
65
67
  .addStorageBuffer("program", WebGPUArray.u32, false)
@@ -68,7 +70,7 @@ resources.createGroup()
68
70
  .addStorageBuffer("alive_out", WebGPUArray.u32, true)
69
71
  .addStorageBuffer("dead", WebGPUArray.u32, true)
70
72
  .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
71
- .addStorageBuffer("vm_registers", WebGPUArray.from(f32), true);
73
+ .addStorageBuffer("vm_registers", WebGPUArray.from(f32), true));
72
74
 
73
75
 
74
76
  const body = CodeChunk.from(/* language=wgsl */ `
@@ -110,6 +112,7 @@ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
110
112
  `, [
111
113
  chunk_particle_simulate_step,
112
114
  chunk_particle_vm_registers_wide,
115
+ chunk_particle_vm_wind_field,
113
116
  ]);
114
117
 
115
118
  body.addExtension(WebGPUExtensionType.Subgroups);
@@ -49,17 +49,32 @@ export function u32_to_unit_f32(u: number): number;
49
49
  * @param {Uint32Array} params.record particle record words (mutated in place); attributes are f32 bits
50
50
  * @param {number[][]} [params.builtins] builtin values indexed by {@link VM_BUILTIN} id, each a 4-array
51
51
  * @param {number} [params.rng_state] initial RNG state (u32)
52
+ * @param {ParticleVMWindSampler|null} [params.sample_wind] how `SAMPLE_WIND` is answered; still air
53
+ * when left out
52
54
  * @returns {{ killed: boolean, rng_state: number }}
53
55
  */
54
- export function execute_particle_vm({ words, constants, register_count, record, builtins, rng_state, }: {
56
+ export function execute_particle_vm({ words, constants, register_count, record, builtins, rng_state, sample_wind, }: {
55
57
  words: Uint32Array;
56
58
  constants: Float32Array;
57
59
  register_count: number;
58
60
  record: Uint32Array;
59
61
  builtins?: number[][];
60
62
  rng_state?: number;
63
+ sample_wind?: ParticleVMWindSampler | null;
61
64
  }): {
62
65
  killed: boolean;
63
66
  rng_state: number;
64
67
  };
68
+ /**
69
+ * How a CPU host answers `SAMPLE_WIND`: the wind at a world position, metres per second, written into
70
+ * `out[0]`, `out[1]` and `out[2]`.
71
+ *
72
+ * The opcode reads a resource the host binds, and on the GPU that is the scene's published wind field
73
+ * (`./chunk_particle_vm_wind_field.js`). A CPU host has no field to read; it answers what it can — a
74
+ * far field it was handed, typically — and a host that answers nothing reads still air. Called once
75
+ * per executed `SAMPLE_WIND`, with `out` a scratch of the executor's own that holds zeros on entry, so
76
+ * a sampler that writes nothing answers zero. It must not allocate: the editor's preview runs it for
77
+ * every live particle every frame.
78
+ */
79
+ export type ParticleVMWindSampler = (out: Float32Array, x: number, y: number, z: number) => void;
65
80
  //# sourceMappingURL=ParticleVMReference.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ParticleVMReference.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/vm/ParticleVMReference.js"],"names":[],"mappings":"AA4BA;;;;;;;GAOG;AACH,gCAHW,MAAM,GACJ;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAW5C;AAED;;;;;GAKG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AA8DD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH;IAR+B,KAAK,EAAzB,WAAW;IACU,SAAS,EAA9B,YAAY;IACG,cAAc,EAA7B,MAAM;IACc,MAAM,EAA1B,WAAW;IACS,QAAQ,GAA5B,MAAM,EAAE,EAAE;IACM,SAAS,GAAzB,MAAM;IACJ;IAAE,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,MAAM,CAAA;CAAE,CAuVlD"}
1
+ {"version":3,"file":"ParticleVMReference.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/vm/ParticleVMReference.js"],"names":[],"mappings":"AA4BA;;;;;;;GAOG;AACH,gCAHW,MAAM,GACJ;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAW5C;AAED;;;;;GAKG;AACH,mCAHW,MAAM,GACJ,MAAM,CAIlB;AAiFD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH;IAV+B,KAAK,EAAzB,WAAW;IACU,SAAS,EAA9B,YAAY;IACG,cAAc,EAA7B,MAAM;IACc,MAAM,EAA1B,WAAW;IACS,QAAQ,GAA5B,MAAM,EAAE,EAAE;IACM,SAAS,GAAzB,MAAM;IAC8B,WAAW,GAA/C,qBAAqB,GAAC,IAAI;IAExB;IAAE,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,MAAM,CAAA;CAAE,CAmWlD;;;;;;;;;;;;0CAlZU,YAAY,KACZ,MAAM,KACN,MAAM,KACN,MAAM,KACJ,IAAI"}
@@ -89,8 +89,8 @@ for (const [op, meta] of VM_ISA) {
89
89
  const {
90
90
  ABS, ACOS, ADD, ASIN, ATAN2, CLAMP, CMP_EQ, CMP_GE, CMP_GT, CMP_LE, CMP_LT, COS, CROSS,
91
91
  DISTANCE, DIV, DOT, EXP, FLOOR, FRACT, HALT, KILL, LENGTH, LOAD_ATTR, LOAD_BUILTIN, LOAD_CONST,
92
- LOG, MAD, MAX, MIN, MIX, MOV, MUL, NEG, NOP, NORMALIZE, POW, RANDOM, RSQRT, SELECT, SIN,
93
- SMOOTHSTEP, SQRT, STEP, STORE_ATTR, SUB, TAN,
92
+ LOG, MAD, MAX, MIN, MIX, MOV, MUL, NEG, NOP, NORMALIZE, POW, RANDOM, RSQRT, SAMPLE_WIND, SELECT,
93
+ SIN, SMOOTHSTEP, SQRT, STEP, STORE_ATTR, SUB, TAN,
94
94
  } = VM_OP;
95
95
  const KIND_REG = VM_KIND.REG;
96
96
  const KIND_IMM = VM_KIND.IMM;
@@ -109,6 +109,25 @@ const INSTRUCTION_WORDS = PARTICLE_VM_INSTRUCTION_WORDS;
109
109
  const MAX_INSTRUCTIONS = PARTICLE_VM_MAX_INSTRUCTIONS;
110
110
  const MAX_WIDTH = VM_MAX_WIDTH;
111
111
 
112
+ /**
113
+ * How a CPU host answers `SAMPLE_WIND`: the wind at a world position, metres per second, written into
114
+ * `out[0]`, `out[1]` and `out[2]`.
115
+ *
116
+ * The opcode reads a resource the host binds, and on the GPU that is the scene's published wind field
117
+ * (`./chunk_particle_vm_wind_field.js`). A CPU host has no field to read; it answers what it can — a
118
+ * far field it was handed, typically — and a host that answers nothing reads still air. Called once
119
+ * per executed `SAMPLE_WIND`, with `out` a scratch of the executor's own that holds zeros on entry, so
120
+ * a sampler that writes nothing answers zero. It must not allocate: the editor's preview runs it for
121
+ * every live particle every frame.
122
+ *
123
+ * @callback ParticleVMWindSampler
124
+ * @param {Float32Array} out where the three lanes go
125
+ * @param {number} x world position
126
+ * @param {number} y
127
+ * @param {number} z
128
+ * @returns {void}
129
+ */
130
+
112
131
  /** Scratch for reading a literal's bits as the `f32` they are. */
113
132
  const LITERAL_F32 = new Float32Array(1);
114
133
 
@@ -147,6 +166,8 @@ const LITERAL_U32 = new Uint32Array(LITERAL_F32.buffer);
147
166
  * @param {Uint32Array} params.record particle record words (mutated in place); attributes are f32 bits
148
167
  * @param {number[][]} [params.builtins] builtin values indexed by {@link VM_BUILTIN} id, each a 4-array
149
168
  * @param {number} [params.rng_state] initial RNG state (u32)
169
+ * @param {ParticleVMWindSampler|null} [params.sample_wind] how `SAMPLE_WIND` is answered; still air
170
+ * when left out
150
171
  * @returns {{ killed: boolean, rng_state: number }}
151
172
  */
152
173
  export function execute_particle_vm({
@@ -156,6 +177,7 @@ export function execute_particle_vm({
156
177
  record,
157
178
  builtins = [],
158
179
  rng_state = 0,
180
+ sample_wind = null,
159
181
  }) {
160
182
  // Register file: one f32 per slot. A value of width w occupies w consecutive slots.
161
183
  const reg = new Float32Array(register_count);
@@ -477,6 +499,17 @@ export function execute_particle_vm({
477
499
  for (let i = 0; i < w; i++) d[i] = draw_unit();
478
500
  break;
479
501
 
502
+ // A read of what the host binds, at the position the first source names; `CROSS`'s
503
+ // shape, so a fourth lane, if asked for, is zero. The result goes through `d`, an
504
+ // `f32` scratch, so a host answering in f64 is rounded as the register file would.
505
+ case SAMPLE_WIND:
506
+ d[0] = 0;
507
+ d[1] = 0;
508
+ d[2] = 0;
509
+ if (sample_wind !== null) sample_wind(d, a[0], a[1], a[2]);
510
+ d[3] = 0;
511
+ break;
512
+
480
513
  default:
481
514
  throw new Error(`ParticleVMReference: unhandled opcode ${op} at pc ${pc}`);
482
515
  }