@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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@@ -1 +1 @@
1
- {"version":3,"file":"shader_water_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_cull.js"],"names":[],"mappings":"AAoCA,2EAA2E;AAC3E,2CAA4C;AAE5C,0CAA0C;AAC1C;IACI,uDAAuD;;IAEvD,sEAAsE;;GAEvE;AAEH,qDAAqD;AACrD,6CAOuB;AAEvB,+CAA+C;AAC/C,oDAGE;AAEF,8EAA8E;AAC9E,yCAA0C;AA6C1C;;;;;;;GAOG;AACH,8CAsGiG;AAEjG,mEAAmE;AACnE;;;;;GAKG;AACH,8CAA+C;AAC/C,4CAA6C;AAW7C;;;;GAIG;AACH,uDAuBM;6BA9PuB,mCAAmC;8BAVlC,+BAA+B"}
1
+ {"version":3,"file":"shader_water_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_cull.js"],"names":[],"mappings":"AAsCA,2EAA2E;AAC3E,2CAA4C;AAE5C,0CAA0C;AAC1C;IACI,uDAAuD;;IAEvD,sEAAsE;;GAEvE;AAEH,qDAAqD;AACrD,6CAOuB;AAEvB,+CAA+C;AAC/C,oDAGE;AAEF,8EAA8E;AAC9E,yCAA0C;AA+C1C;;;;;;;;;;;;;GAaG;AACH,8CAoHiG;AAEjG,mEAAmE;AACnE;;;;;GAKG;AACH,8CAA+C;AAC/C,4CAA6C;AAW7C;;;;GAIG;AACH,uDAuBM;6BAtRuB,mCAAmC;8BAVlC,+BAA+B"}
@@ -22,7 +22,7 @@ import { WATER_BODIES_TABLE, WATER_WAVES_TABLE } from "../medium/chunk_water_bod
22
22
  import { chunk_water_lod } from "./lod/chunk_water_lod.js";
23
23
  import { WATER_LOD_VIEW_STRUCT } from "./lod/WATER_LOD.js";
24
24
  import { WATER_PARTICLE_LEVELS } from "./particles/chunk_water_particle.js";
25
- import { chunk_water_waves_derive } from "./shader_water_waves_derive.js";
25
+ import { chunk_water_waves_derive, WATER_WIND_REFERENCE_HEIGHT } from "./shader_water_waves_derive.js";
26
26
  import { WATER_PARTICLE_BODY_BOUNDS_STRIDE } from "./shader_water_waves_combine.js";
27
27
  import {
28
28
  WATER_BAND_REQUESTS_STRUCT,
@@ -33,6 +33,8 @@ import {
33
33
  import { chunk_water_spectrum } from "./spectrum/chunk_water_spectrum.js";
34
34
  import { WATER_SPECTRUM_COLUMN_GROUPS_PER_BAND, WATER_SPECTRUM_ROW_GROUPS_PER_BAND } from "./spectrum/shader_water_spectrum.js";
35
35
  import { WATER_WAVE_IMPULSE_LIMIT } from "./WATER_WAVE_RECORD_STRUCT.js";
36
+ import { chunk_wind_field_sample } from "../../wind/chunk_wind_field_sample.js";
37
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
36
38
 
37
39
  /** Workgroup size of the culling pass and of the passes over its lists. */
38
40
  export const WATER_CULL_WORKGROUP_SIZE = 64;
@@ -85,8 +87,10 @@ fn water_cull_ambient(weights: array<f32, WATER_SPECTRUM_BANDS>, blend: f32) ->
85
87
  }
86
88
  `);
87
89
 
90
+ // the scene's wind field adds a uniform, a texture and a sampler, and no storage buffer: the pass is at the 10 a
91
+ // device is asked for
88
92
  const resources = new ShaderResourceSetDescriptor();
89
- resources.createGroup()
93
+ wind_field_add_resources(resources.createGroup()
90
94
  .addUniform('cull', WATER_CULL_STRUCT)
91
95
  .addUniform('lod', WATER_LOD_VIEW_STRUCT)
92
96
  .addUniform('camera', CAMERA_UNIFORM_STRUCT)
@@ -99,7 +103,7 @@ resources.createGroup()
99
103
  .addStorageBuffer('activity', WebGPUArray.u32, true)
100
104
  .addStorageBuffer('visible_rows', WATER_LIST_APPEND_STRUCT, true)
101
105
  .addStorageBuffer('active_rows', WATER_LIST_APPEND_STRUCT, true)
102
- .addStorageBuffer('emit_rows', WATER_LIST_APPEND_STRUCT, true);
106
+ .addStorageBuffer('emit_rows', WATER_LIST_APPEND_STRUCT, true));
103
107
 
104
108
  const bodies = WATER_BODIES_TABLE, waves = WATER_WAVES_TABLE;
105
109
  const pg = bodies.page_iterator_symbol_prefix(64, true);
@@ -111,9 +115,15 @@ const STRIDE = WATER_PARTICLE_BODY_BOUNDS_STRIDE;
111
115
  * The frame's culling pass (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3.1), one thread a water body, before
112
116
  * anything simulates. Against the frustum of the view the frame is recorded for, with a prior bound on the body's
113
117
  * displacement, it decides whether the body is visible and whether it is simulated this frame, and lists it for the
114
- * passes that follow. On the way it does the per-body work that used to be passes of its own over every row: weights
115
- * when the wind or the fetch changed, the wind's turn for a body that is simulated, optics when they were edited.
116
- * A visible body ORs the bands it can draw into the frame's band mask.
118
+ * passes that follow. On the way it does the per-body work that used to be passes of its own over every row: the
119
+ * body's wind, weights when the wind left its deadband or the fetch changed, the wind's turn for a body that is
120
+ * simulated, optics when they were edited. A visible body ORs the bands it can draw into the frame's band mask.
121
+ *
122
+ * **The wind** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row) is the scene's wind field,
123
+ * `wind_field_sample`, 10 m above the body's origin, low-passed per body on the frames
124
+ * that step and seeded from the first sample (`chunk_water_waves_derive`). Every body's is kept, hidden ones
125
+ * too, since their weights bound what they can reach. The pass reads the field as the frame's producer left it
126
+ * before it: a field published later in the same frame is read the frame after, which the low-pass does not see.
117
127
  */
118
128
  export const shader_water_cull = ComputeShader.from({ label: 'Water / cull', resources,
119
129
  body: CodeChunk.from(/* language=WGSL */ `
@@ -141,18 +151,33 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
141
151
  let scale = max(vec3<f32>(length(global[0].xyz), length(global[1].xyz), length(global[2].xyz)), vec3<f32>(1e-20));
142
152
  let box = geometries[${body('geometry')}].bounding_box;
143
153
 
144
- // weights, when the wind or the fetch they were derived for changed; none without wind
145
- let wind = ${read('wind')};
146
- let direction = wind.xy / max(length(wind.xy), 1e-20);
147
- let fetch = water_waves_fetch(box, scale, direction, ${read('upwind_fetch')});
154
+ // the body's wind: the field's at U10, low-passed over the frames that step; the first sample seeds it
155
+ let dt = select(0.0, cull.dt, cull.stepping != 0u);
156
+ let sample = wind_field_sample(global[3].xyz + vec3<f32>(0.0, ${WATER_WIND_REFERENCE_HEIGHT}.0, 0.0));
157
+ let seeded = ${read('wind_seeded')} != 0u;
158
+ let wind = water_wind_low_pass(${read('wind')}, seeded, sample, dt);
159
+ if (!seeded || dt > 0.0) { ${waves.marshalling_method_write_field('wind')}(&scene_database, row, wind); }
160
+ if (!seeded) { ${waves.marshalling_method_write_field('wind_seeded')}(&scene_database, row, 1u); }
161
+ let local = water_wind_local(wind, global, scale);
162
+ let speed = length(local);
163
+ var direction = vec2<f32>(0.0);
164
+ if (speed > 0.0) { direction = local / speed; }
165
+
166
+ // weights, when the wind left the deadband about the one they were derived for, or the fetch along its direction
167
+ // changed; none without wind
168
+ let reference = ${read('derived_for')};
169
+ let leaves = water_wind_speed_leaves(reference.x, speed) || (speed > 0.0 && water_wind_direction_leaves(reference.zw, direction));
170
+ let derived_speed = select(reference.x, speed, leaves);
171
+ let derived_direction = select(reference.zw, direction, leaves);
172
+ let fetch = water_waves_fetch(box, scale, derived_direction, ${read('upwind_fetch')});
148
173
  var weights: array<f32, WATER_SPECTRUM_BANDS>;
149
- if (any(${read('derived_for')} != vec2<f32>(wind.z, fetch))) {
150
- let derived = water_waves_derive(wind.z, fetch);
174
+ if (leaves || fetch != reference.y) {
175
+ let derived = water_waves_derive(derived_speed, fetch);
151
176
  weights = derived.weights;
152
177
  ${waves.marshalling_method_write_field('weights')}(&scene_database, row, weights);
153
178
  ${waves.marshalling_method_write_field('slope_variance')}(&scene_database, row, derived.slope_variance);
154
- ${waves.marshalling_method_write_field('derived_for')}(&scene_database, row, vec2<f32>(wind.z, fetch));
155
- } else if (wind.z > 0.0) {
179
+ ${waves.marshalling_method_write_field('derived_for')}(&scene_database, row, vec4<f32>(derived_speed, fetch, derived_direction));
180
+ } else if (derived_speed > 0.0) {
156
181
  weights = ${read('weights')};
157
182
  }
158
183
 
@@ -171,7 +196,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
171
196
  for (var j = 0u; j < queued; j++) { particles += WATER_RING_BOUND * clamp(impulses[j].z, 1e-3, 16.0); }
172
197
  }
173
198
  var ambient = vec2<f32>(0.0);
174
- if (wind.z > 0.0) { ambient = water_cull_ambient(weights, ${read('wind_blend')}); }
199
+ if (derived_speed > 0.0) { ambient = water_cull_ambient(weights, ${read('wind_blend')}); }
175
200
  vertical = 2.0 * ambient.x + particles;
176
201
  horizontal = 2.0 * ambient.y + particles;
177
202
  }
@@ -183,7 +208,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
183
208
  let is_visible = aabb3_intersects_frustum(aabb3_project(array_to_aabb3(grown), global), camera.frustum);
184
209
  let is_active = is_visible || ${read('simulate_hidden')} != 0u;
185
210
 
186
- if (is_visible && wind.z > 0.0) {
211
+ if (is_visible && derived_speed > 0.0) {
187
212
  // the bands this body can draw: waves longer than 8 of the finest cells it can be drawn with
188
213
  let rest = aabb3_project(array_to_aabb3(box), global);
189
214
  let eye = camera.view_matrix_inverse[3].xyz;
@@ -196,8 +221,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
196
221
  if (mask != 0u) { atomicOr(&band_requests.needed, mask); }
197
222
  }
198
223
  if (is_active) {
199
- let turn = water_wind_turn(WaterWindTurn(${read('wind_from')}, ${read('wind_to')}, ${read('wind_blend')}),
200
- direction, select(0.0, cull.dt, cull.stepping != 0u));
224
+ let turn = water_wind_turn(WaterWindTurn(${read('wind_from')}, ${read('wind_to')}, ${read('wind_blend')}), direction, dt);
201
225
  ${waves.marshalling_method_write_field('wind_from')}(&scene_database, row, turn.previous);
202
226
  ${waves.marshalling_method_write_field('wind_to')}(&scene_database, row, turn.current);
203
227
  ${waves.marshalling_method_write_field('wind_blend')}(&scene_database, row, turn.blend);
@@ -212,10 +236,10 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
212
236
  activity[row] = select(0u, ${WaterActivity.Visible}u, is_visible) | select(0u, ${WaterActivity.Active}u, is_active);
213
237
  }
214
238
  `, [bodies.chunk_iterate(64, true), bodies.chunk_write, bodies.chunk_read_rw,
215
- ...['dirty', 'wave', 'node', 'geometry'].map(field => bodies.chunk_read_field(field, true)), ...['wind', 'upwind_fetch', 'weights', 'derived_for', 'wind_blend',
216
- 'impulses', 'impulse_count', 'simulate_hidden', 'wind_from', 'wind_to'].map(field => waves.chunk_read_field(field, true)),
217
- ...['weights', 'slope_variance', 'derived_for', 'wind_from', 'wind_to', 'wind_blend'].map(field => waves.wgsl_gen_write_field_code(field)),
218
- chunk_water_cull_bound, chunk_water_spectrum, chunk_water_waves_derive, chunk_water_lod, chunk_water_medium_derived,
239
+ ...['dirty', 'wave', 'node', 'geometry'].map(field => bodies.chunk_read_field(field, true)), ...['wind', 'wind_seeded', 'upwind_fetch', 'weights',
240
+ 'derived_for', 'wind_blend', 'impulses', 'impulse_count', 'simulate_hidden', 'wind_from', 'wind_to'].map(field => waves.chunk_read_field(field, true)),
241
+ ...['wind', 'wind_seeded', 'weights', 'slope_variance', 'derived_for', 'wind_from', 'wind_to', 'wind_blend'].map(field => waves.wgsl_gen_write_field_code(field)),
242
+ chunk_wind_field_sample, chunk_water_cull_bound, chunk_water_spectrum, chunk_water_waves_derive, chunk_water_lod, chunk_water_medium_derived,
219
243
  chunk_water_medium_scattering, chunk_scene_database_access_rw, chunk_folded_workgroup_index, chunk_aabb3_project,
220
244
  chunk_array_to_aabb3, chunk_aabb3_intersects_frustum, chunk_mat4_linear_determinant]) });
221
245
 
@@ -1,8 +1,33 @@
1
1
  /** Seconds a change of wind direction takes to turn the waves. */
2
2
  export const WATER_WIND_TURN_SECONDS: 4;
3
+ /**
4
+ * Metres above a body's origin its wind is sampled at: the 10 m wind, U10, which is what the JONSWAP growth laws
5
+ * are stated for.
6
+ */
7
+ export const WATER_WIND_REFERENCE_HEIGHT: 10;
8
+ /**
9
+ * The time constant of a body's low-pass of its wind sample, seconds: waves answer the wind over minutes, so gusts
10
+ * and eddies do not reach them, while a change of the weather does within a minute.
11
+ */
12
+ export const WATER_WIND_LOW_PASS_SECONDS: 20;
13
+ /**
14
+ * Fraction of the wind speed the weights were derived for that the low-passed speed must move by before they are
15
+ * derived again.
16
+ */
17
+ export const WATER_WIND_SPEED_DEADBAND: 0.05;
18
+ /** Degrees the low-passed wind must turn from the direction a derivation or a turn was made for to make another. */
19
+ export const WATER_WIND_DIRECTION_DEADBAND_DEGREES: 3;
3
20
  /**
4
21
  * A body's ambient waves from its wind and its fetch, as weights on the shared spectral bands
5
- * (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §4.2).
22
+ * (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §4.2), and the wind they follow
23
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row).
24
+ *
25
+ * **The wind.** One sample of the scene's wind field {@link WATER_WIND_REFERENCE_HEIGHT} m above the body's origin,
26
+ * low-passed per body with a time constant of {@link WATER_WIND_LOW_PASS_SECONDS} s and seeded from the first sample,
27
+ * feeds the fetch, the derivation and the turn. Neither fires on every wobble of it: a derivation is made again only
28
+ * when the low-passed wind leaves a deadband of {@link WATER_WIND_SPEED_DEADBAND} of the speed, or
29
+ * {@link WATER_WIND_DIRECTION_DEADBAND_DEGREES}° of the direction, it was made for; a turn starts only when the
30
+ * direction leaves the same angle of the one the waves turned to.
6
31
  *
7
32
  * @type {CodeChunk}
8
33
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water_waves_derive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_waves_derive.js"],"names":[],"mappings":"AAGA,kEAAkE;AAClE,wCAAyC;AAEzC;;;;;GAKG;AACH,uCAFU,SAAS,CAmEO;0BA7EA,oCAAoC"}
1
+ {"version":3,"file":"shader_water_waves_derive.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_waves_derive.js"],"names":[],"mappings":"AAGA,kEAAkE;AAClE,wCAAyC;AAEzC;;;GAGG;AACH,6CAA8C;AAE9C;;;GAGG;AACH,6CAA8C;AAE9C;;;GAGG;AACH,6CAA8C;AAE9C,oHAAoH;AACpH,sDAAuD;AAEvD;;;;;;;;;;;;;GAaG;AACH,uCAFU,SAAS,CAsGO;0BA7IA,oCAAoC"}
@@ -4,13 +4,47 @@ import { chunk_water_jonswap } from "./spectrum/chunk_water_jonswap.js";
4
4
  /** Seconds a change of wind direction takes to turn the waves. */
5
5
  export const WATER_WIND_TURN_SECONDS = 4;
6
6
 
7
+ /**
8
+ * Metres above a body's origin its wind is sampled at: the 10 m wind, U10, which is what the JONSWAP growth laws
9
+ * are stated for.
10
+ */
11
+ export const WATER_WIND_REFERENCE_HEIGHT = 10;
12
+
13
+ /**
14
+ * The time constant of a body's low-pass of its wind sample, seconds: waves answer the wind over minutes, so gusts
15
+ * and eddies do not reach them, while a change of the weather does within a minute.
16
+ */
17
+ export const WATER_WIND_LOW_PASS_SECONDS = 20;
18
+
19
+ /**
20
+ * Fraction of the wind speed the weights were derived for that the low-passed speed must move by before they are
21
+ * derived again.
22
+ */
23
+ export const WATER_WIND_SPEED_DEADBAND = 0.05;
24
+
25
+ /** Degrees the low-passed wind must turn from the direction a derivation or a turn was made for to make another. */
26
+ export const WATER_WIND_DIRECTION_DEADBAND_DEGREES = 3;
27
+
7
28
  /**
8
29
  * A body's ambient waves from its wind and its fetch, as weights on the shared spectral bands
9
- * (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §4.2).
30
+ * (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §4.2), and the wind they follow
31
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row).
32
+ *
33
+ * **The wind.** One sample of the scene's wind field {@link WATER_WIND_REFERENCE_HEIGHT} m above the body's origin,
34
+ * low-passed per body with a time constant of {@link WATER_WIND_LOW_PASS_SECONDS} s and seeded from the first sample,
35
+ * feeds the fetch, the derivation and the turn. Neither fires on every wobble of it: a derivation is made again only
36
+ * when the low-passed wind leaves a deadband of {@link WATER_WIND_SPEED_DEADBAND} of the speed, or
37
+ * {@link WATER_WIND_DIRECTION_DEADBAND_DEGREES}° of the direction, it was made for; a turn starts only when the
38
+ * direction leaves the same angle of the one the waves turned to.
10
39
  *
11
40
  * @type {CodeChunk}
12
41
  */
13
42
  export const chunk_water_waves_derive = CodeChunk.from(/* language=WGSL */ `
43
+ const WATER_WIND_LOW_PASS_SECONDS: f32 = ${WATER_WIND_LOW_PASS_SECONDS}.0;
44
+ const WATER_WIND_SPEED_DEADBAND: f32 = ${WATER_WIND_SPEED_DEADBAND};
45
+ // the cosine of WATER_WIND_DIRECTION_DEADBAND_DEGREES
46
+ const WATER_WIND_DIRECTION_DEADBAND_COSINE: f32 = ${Math.cos(WATER_WIND_DIRECTION_DEADBAND_DEGREES * Math.PI / 180)};
47
+
14
48
  // How far the wind crosses the body along a unit direction of its metric local xz: the chord through the
15
49
  // centre of the ellipse inscribed in its box, so a square does not gain fetch at 45° and a long narrow lake
16
50
  // is long only along its length, plus the authored open water beyond it.
@@ -54,22 +88,52 @@ fn water_waves_derive(wind_speed: f32, fetch: f32) -> WaterWavesDerived {
54
88
  return derived;
55
89
  }
56
90
 
91
+ // The body's wind after dt more seconds of its sample: the sample itself the first time (seeded), then an
92
+ // exponential low-pass, exact for a sample held over the step. Written so that a wind equal to its sample stays
93
+ // exactly that.
94
+ fn water_wind_low_pass(last: vec3<f32>, seeded: bool, sample: vec3<f32>, dt: f32) -> vec3<f32> {
95
+ if (!seeded) { return sample; }
96
+ return sample + (last - sample) * exp(-max(dt, 0.0) / WATER_WIND_LOW_PASS_SECONDS);
97
+ }
98
+
99
+ // A world wind in the body's metric local xz: along the unit local x and z axes of its node's matrix, whatever
100
+ // its scale.
101
+ fn water_wind_local(wind: vec3<f32>, global: mat4x4<f32>, scale: vec3<f32>) -> vec2<f32> {
102
+ return vec2<f32>(dot(wind, global[0].xyz) / scale.x, dot(wind, global[2].xyz) / scale.z);
103
+ }
104
+
105
+ // Whether a wind speed has left the deadband about the one the weights were derived for. A row never derived for
106
+ // (a negative speed) has left it whatever the wind; a calm row derived for calm has not.
107
+ fn water_wind_speed_leaves(reference: f32, speed: f32) -> bool {
108
+ return abs(speed - reference) > WATER_WIND_SPEED_DEADBAND * reference;
109
+ }
110
+
111
+ // Whether a unit direction has left the deadband about a reference direction; every direction has left a zero one.
112
+ fn water_wind_direction_leaves(reference: vec2<f32>, direction: vec2<f32>) -> bool {
113
+ return dot(reference, direction) < WATER_WIND_DIRECTION_DEADBAND_COSINE;
114
+ }
115
+
57
116
  struct WaterWindTurn {
58
117
  previous: vec2<f32>,
59
118
  current: vec2<f32>,
60
119
  blend: f32,
61
120
  }
62
121
 
63
- // Follow the authored direction: a change starts a turn from the direction the waves show, which then advances
64
- // by dt / ${WATER_WIND_TURN_SECONDS} s. A change during a turn waits for it to finish, so a wind that keeps turning
65
- // is followed one turn behind, and an orientation only ever leaves the waves at no weight. A row seen for the
66
- // first time starts settled.
67
- fn water_wind_turn(last: WaterWindTurn, authored: vec2<f32>, dt: f32) -> WaterWindTurn {
122
+ // Follow the wind's direction, 0 in calm: once the waves have turned, a direction that leaves the deadband about
123
+ // the one they turned to starts a turn from it, which then advances by dt / ${WATER_WIND_TURN_SECONDS} s. A change
124
+ // during a turn waits for it to finish, so a wind that keeps turning is followed one turn behind, and an
125
+ // orientation only ever leaves the waves at no weight. A calm wind starts nothing. A row seen for the first time
126
+ // starts settled at the first wind it has.
127
+ fn water_wind_turn(last: WaterWindTurn, direction: vec2<f32>, dt: f32) -> WaterWindTurn {
68
128
  var turn = last;
69
- if (all(turn.current == vec2<f32>(0.0))) { return WaterWindTurn(authored, authored, 1.0); }
70
- if (turn.blend >= 1.0 && dot(turn.current, authored) < 0.99999) {
129
+ let calm = all(direction == vec2<f32>(0.0));
130
+ if (all(turn.current == vec2<f32>(0.0))) {
131
+ if (calm) { return turn; }
132
+ return WaterWindTurn(direction, direction, 1.0);
133
+ }
134
+ if (turn.blend >= 1.0 && !calm && water_wind_direction_leaves(turn.current, direction)) {
71
135
  turn.previous = turn.current;
72
- turn.current = authored;
136
+ turn.current = direction;
73
137
  turn.blend = 0.0;
74
138
  }
75
139
  turn.blend = min(turn.blend + max(dt, 0.0) / ${WATER_WIND_TURN_SECONDS}.0, 1.0);
@@ -0,0 +1,127 @@
1
+ /**
2
+ * A scene's published wind field (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §5, §11): what every GPU
3
+ * consumer samples the wind from, through `chunk_wind_field_sample`, and what the CPU read API
4
+ * gathers from.
5
+ *
6
+ * `GPUSceneContext` always makes one, with no cascades and a far field of 0, so a consumer binds it
7
+ * unconditionally and reads still air when nothing produces wind. A producer — the GPU fluid — fills
8
+ * it.
9
+ *
10
+ * **What it holds:**
11
+ * - {@link atlas}: a {@link GPUTileAtlas3D} of `rgba16float` tiles, one per cascade, each the
12
+ * cascade's resolution of content with a one-texel skirt. A producer writes a cascade's tile at
13
+ * {@link slot}, from the device; nothing here writes texels;
14
+ * - {@link uniform}: the table a reader takes, {@link WIND_FIELD_STRUCT}: every cascade's window and
15
+ * read record, finest first, and `v_far(t)`.
16
+ *
17
+ * **The producer's frame**, before any consumer encodes (at `FrameStart`, ahead of the scene's own
18
+ * update):
19
+ *
20
+ * set_cascades(count, resolution) the stack's shape; allocates tiles
21
+ * set_cascade_window(c, corner, cell_size) where each cascade's window is
22
+ * set_cascade_decay(c, decay) k_c, each cascade's read record
23
+ * set_far_velocity(velocity) v_far(t)
24
+ *
25
+ * and the scene's update ({@link update}) uploads the table once, if anything changed. Nothing here
26
+ * allocates once the count is fixed: the setters write a retained copy of the table in place.
27
+ *
28
+ * **A cascade reads as the far field until it has a record.** One that {@link set_cascades} adds
29
+ * starts with a decay of 0, so whatever its tile holds — a freed slot's old texels, or nothing yet —
30
+ * contributes nothing until the producer gives it a decay; a cascade created at the far field (as the
31
+ * fluid creates them) is that exactly.
32
+ *
33
+ * **The atlas grows with the count and never shrinks**: more cascades allocate slots, which add
34
+ * layers to the texture (or widen it, past `maxTextureDimension3D`); fewer free them and keep the
35
+ * texture. A new resolution is a new atlas. Either replaces the texture, so a consumer takes it per
36
+ * frame ({@link bind}), as the frame graph does.
37
+ */
38
+ export class GPUSceneWind {
39
+ /**
40
+ * @param {GPUDevice} device
41
+ * @param {ArrayLike<number>} content
42
+ * @param {number} capacity
43
+ * @returns {GPUTileAtlas3D}
44
+ */
45
+ static "__#172@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
46
+ /**
47
+ * @param {GPUDevice} device
48
+ */
49
+ constructor(device: GPUDevice);
50
+ /**
51
+ * One tile per cascade, at {@link slot}. Replaced by a new resolution, and its texture by a grow.
52
+ * @returns {GPUTileAtlas3D}
53
+ */
54
+ get atlas(): GPUTileAtlas3D;
55
+ /**
56
+ * The table, {@link WIND_FIELD_STRUCT}, as the uniform `wind_field`.
57
+ * @returns {GPUBuffer}
58
+ */
59
+ get uniform(): GPUBuffer;
60
+ /**
61
+ * @returns {number}
62
+ */
63
+ get cascade_count(): number;
64
+ /**
65
+ * The atlas slot of a cascade's tile.
66
+ *
67
+ * @param {number} index a cascade, finest first
68
+ * @returns {number}
69
+ */
70
+ slot(index: number): number;
71
+ /**
72
+ * The stack's shape: how many cascades, and the cells of each one's window, which is its tile's
73
+ * content. Cascades past `count` are dropped and their slots freed; cascades it adds start with
74
+ * a decay of 0 and no window, and the producer sets both before the table is next uploaded.
75
+ *
76
+ * With cascades, a resolution other than the atlas's makes a new atlas, every cascade a new tile.
77
+ *
78
+ * @param {number} count 0 to {@link WIND_FIELD_CASCADE_LIMIT}
79
+ * @param {ArrayLike<number>} resolution cells along x, y and z of every cascade's window
80
+ */
81
+ set_cascades(count: number, resolution: ArrayLike<number>): void;
82
+ /**
83
+ * Where a cascade's window is: window-local cell 0 is world cell `corner`, of `cell_size` metres,
84
+ * so the window spans `[corner, corner + resolution) · cell_size` in the world. A cascade's window
85
+ * lies inside its parent's.
86
+ *
87
+ * @param {number} index a cascade, finest first
88
+ * @param {ArrayLike<number>} corner integers, in the cascade's cells
89
+ * @param {number} cell_size metres, positive
90
+ */
91
+ set_cascade_window(index: number, corner: ArrayLike<number>, cell_size: number): void;
92
+ /**
93
+ * A cascade's read record: `k_c = e^(−(Λ(t) − Λ(t_s,c)))`, what remains now of the deviation its
94
+ * last step published. A reader takes `v_far(t) + tap · k_c`, which is the atmosphere identity
95
+ * `v_far(t) + (v − v_far(t_s,c)) · k_c` because the tile holds `v − v_far(t_s,c)`.
96
+ *
97
+ * @param {number} index a cascade, finest first
98
+ * @param {number} decay in [0, 1]
99
+ */
100
+ set_cascade_decay(index: number, decay: number): void;
101
+ /**
102
+ * `v_far(t)`: the wind wherever no cascade holds, now.
103
+ *
104
+ * @param {ArrayLike<number>} velocity m/s, x, y, z
105
+ */
106
+ set_far_velocity(velocity: ArrayLike<number>): void;
107
+ /**
108
+ * Upload the table when anything changed since the last upload; once a frame, after the producer
109
+ * and before any consumer encodes. The tiles' texel origins and the atlas's size are taken here,
110
+ * after every slot the frame allocated.
111
+ */
112
+ update(): void;
113
+ /**
114
+ * Put the field into a dispatch's bindings, under the names `wind_field_add_resources` declares:
115
+ * `wind_field` and `wind_field_atlas`; `wind_field_sampler` is the declaration's default.
116
+ *
117
+ * @param {Object} bindings
118
+ */
119
+ bind(bindings: any): void;
120
+ /**
121
+ * Release the atlas and the table. Safe to call twice.
122
+ */
123
+ destroy(): void;
124
+ #private;
125
+ }
126
+ import { GPUTileAtlas3D } from "../texture/atlas/GPUTileAtlas3D.js";
127
+ //# sourceMappingURL=GPUSceneWind.d.ts.map
@@ -0,0 +1 @@
1
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