@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.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
- package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
- package/package.json +1 -1
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
- package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
- package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
- package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
- package/src/core/math/falloff_quadratic.d.ts +13 -0
- package/src/core/math/falloff_quadratic.d.ts.map +1 -0
- package/src/core/math/falloff_quadratic.js +20 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
- package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -0
- package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +120 -11
- package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
- package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
- package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
- package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
- package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
- package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine.js +8 -1
- package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMedia.js +145 -5
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
- package/src/engine/graphics3/WaterSystem.d.ts +9 -2
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +53 -15
- package/src/engine/network/NetworkSession.d.ts +16 -5
- package/src/engine/network/NetworkSession.d.ts.map +1 -1
- package/src/engine/network/NetworkSession.js +104 -7
- package/src/engine/network/README.md +27 -1
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
- package/src/engine/network/replication/Replicator.d.ts +15 -4
- package/src/engine/network/replication/Replicator.d.ts.map +1 -1
- package/src/engine/network/replication/Replicator.js +50 -16
- package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
- package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
- package/src/engine/network/state/RecordArrivalRing.js +144 -0
- package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
- package/src/engine/physics/cloth/PLAN.md +106 -7
- package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
- package/src/engine/physics/cloth/playground/README.md +8 -4
- package/src/engine/physics/cloth/playground/collide.html +5 -3
- package/src/engine/physics/cloth/playground/collide_main.js +14 -13
- package/src/engine/physics/cloth/playground/wind.html +4 -4
- package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
- package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/wind_build.js +4 -3
- package/src/engine/physics/cloth/playground/wind_main.js +58 -19
- package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
- package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/ClothState.js +62 -4
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
- package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
- package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
- package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
- package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
- package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
- package/src/engine/physics/fluid/FluidField.d.ts +14 -2
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +26 -6
- package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +13 -2
- package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
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- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
- package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +5 -2
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +118 -31
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +90 -22
- package/src/engine/network/transport/Channel.d.ts +0 -85
- package/src/engine/network/transport/Channel.d.ts.map +0 -1
- package/src/engine/network/transport/ReliableCommandPipeline.d.ts +0 -155
- package/src/engine/network/transport/ReliableCommandPipeline.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/FragmentAssembler.d.ts +0 -105
- package/src/engine/network/transport/fragments/FragmentAssembler.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/FragmentRetention.d.ts +0 -103
- package/src/engine/network/transport/fragments/FragmentRetention.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/fragment_send.d.ts +0 -61
- package/src/engine/network/transport/fragments/fragment_send.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/packet_size.d.ts +0 -99
- package/src/engine/network/transport/fragments/packet_size.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts +0 -7
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js +0 -25
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.js +0 -47
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +0 -115
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts +0 -7
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.js +0 -6
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts +0 -21
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.js +0 -47
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.js +0 -24
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -178
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -110
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -110
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.d.ts +0 -6
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.js +0 -16
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.js +0 -46
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.d.ts +0 -10
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.js +0 -127
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.js +0 -39
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
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{"version":3,"file":"shader_water_cull.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/surface/shader_water_cull.js"],"names":[],"mappings":"
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{"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"}
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import { chunk_water_lod } from "./lod/chunk_water_lod.js";
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import { WATER_LOD_VIEW_STRUCT } from "./lod/WATER_LOD.js";
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import { WATER_PARTICLE_LEVELS } from "./particles/chunk_water_particle.js";
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import { chunk_water_waves_derive } from "./shader_water_waves_derive.js";
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import { chunk_water_waves_derive, WATER_WIND_REFERENCE_HEIGHT } from "./shader_water_waves_derive.js";
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import { WATER_PARTICLE_BODY_BOUNDS_STRIDE } from "./shader_water_waves_combine.js";
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WATER_BAND_REQUESTS_STRUCT,
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import { chunk_water_spectrum } from "./spectrum/chunk_water_spectrum.js";
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import { WATER_SPECTRUM_COLUMN_GROUPS_PER_BAND, WATER_SPECTRUM_ROW_GROUPS_PER_BAND } from "./spectrum/shader_water_spectrum.js";
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import { WATER_WAVE_IMPULSE_LIMIT } from "./WATER_WAVE_RECORD_STRUCT.js";
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import { chunk_wind_field_sample } from "../../wind/chunk_wind_field_sample.js";
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import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
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/** Workgroup size of the culling pass and of the passes over its lists. */
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export const WATER_CULL_WORKGROUP_SIZE = 64;
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}
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`);
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// the scene's wind field adds a uniform, a texture and a sampler, and no storage buffer: the pass is at the 10 a
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// device is asked for
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resources.createGroup()
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wind_field_add_resources(resources.createGroup()
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.addUniform('cull', WATER_CULL_STRUCT)
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.addUniform('lod', WATER_LOD_VIEW_STRUCT)
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.addUniform('camera', CAMERA_UNIFORM_STRUCT)
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.addStorageBuffer('activity', WebGPUArray.u32, true)
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.addStorageBuffer('visible_rows', WATER_LIST_APPEND_STRUCT, true)
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.addStorageBuffer('emit_rows', WATER_LIST_APPEND_STRUCT, true);
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.addStorageBuffer('emit_rows', WATER_LIST_APPEND_STRUCT, true));
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const bodies = WATER_BODIES_TABLE, waves = WATER_WAVES_TABLE;
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const pg = bodies.page_iterator_symbol_prefix(64, true);
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* The frame's culling pass (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3.1), one thread a water body, before
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* anything simulates. Against the frustum of the view the frame is recorded for, with a prior bound on the body's
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* displacement, it decides whether the body is visible and whether it is simulated this frame, and lists it for the
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* passes that follow. On the way it does the per-body work that used to be passes of its own over every row:
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* when the wind or the fetch changed, the wind's turn for a body that is
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* A visible body ORs the bands it can draw into the frame's band mask.
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* passes that follow. On the way it does the per-body work that used to be passes of its own over every row: the
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* body's wind, weights when the wind left its deadband or the fetch changed, the wind's turn for a body that is
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* simulated, optics when they were edited. A visible body ORs the bands it can draw into the frame's band mask.
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*
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* **The wind** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row) is the scene's wind field,
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* that step and seeded from the first sample (`chunk_water_waves_derive`). Every body's is kept, hidden ones
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* too, since their weights bound what they can reach. The pass reads the field as the frame's producer left it
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* before it: a field published later in the same frame is read the frame after, which the low-pass does not see.
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*/
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export const shader_water_cull = ComputeShader.from({ label: 'Water / cull', resources,
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body: CodeChunk.from(/* language=WGSL */ `
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let scale = max(vec3<f32>(length(global[0].xyz), length(global[1].xyz), length(global[2].xyz)), vec3<f32>(1e-20));
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let box = geometries[${body('geometry')}].bounding_box;
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//
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let
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let
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let
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// the body's wind: the field's at U10, low-passed over the frames that step; the first sample seeds it
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let dt = select(0.0, cull.dt, cull.stepping != 0u);
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let sample = wind_field_sample(global[3].xyz + vec3<f32>(0.0, ${WATER_WIND_REFERENCE_HEIGHT}.0, 0.0));
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let seeded = ${read('wind_seeded')} != 0u;
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let wind = water_wind_low_pass(${read('wind')}, seeded, sample, dt);
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if (!seeded || dt > 0.0) { ${waves.marshalling_method_write_field('wind')}(&scene_database, row, wind); }
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if (!seeded) { ${waves.marshalling_method_write_field('wind_seeded')}(&scene_database, row, 1u); }
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let local = water_wind_local(wind, global, scale);
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let speed = length(local);
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var direction = vec2<f32>(0.0);
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if (speed > 0.0) { direction = local / speed; }
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// weights, when the wind left the deadband about the one they were derived for, or the fetch along its direction
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// changed; none without wind
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let reference = ${read('derived_for')};
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let leaves = water_wind_speed_leaves(reference.x, speed) || (speed > 0.0 && water_wind_direction_leaves(reference.zw, direction));
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let derived_speed = select(reference.x, speed, leaves);
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let derived_direction = select(reference.zw, direction, leaves);
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let fetch = water_waves_fetch(box, scale, derived_direction, ${read('upwind_fetch')});
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var weights: array<f32, WATER_SPECTRUM_BANDS>;
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if (
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let derived = water_waves_derive(
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let derived = water_waves_derive(derived_speed, fetch);
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${waves.marshalling_method_write_field('weights')}(&scene_database, row, weights);
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${waves.marshalling_method_write_field('slope_variance')}(&scene_database, row, derived.slope_variance);
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${waves.marshalling_method_write_field('derived_for')}(&scene_database, row,
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} else if (
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${waves.marshalling_method_write_field('derived_for')}(&scene_database, row, vec4<f32>(derived_speed, fetch, derived_direction));
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} else if (derived_speed > 0.0) {
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}
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@@ -171,7 +196,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
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for (var j = 0u; j < queued; j++) { particles += WATER_RING_BOUND * clamp(impulses[j].z, 1e-3, 16.0); }
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}
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var ambient = vec2<f32>(0.0);
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if (
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if (derived_speed > 0.0) { ambient = water_cull_ambient(weights, ${read('wind_blend')}); }
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vertical = 2.0 * ambient.x + particles;
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horizontal = 2.0 * ambient.y + particles;
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}
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@@ -183,7 +208,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
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let is_visible = aabb3_intersects_frustum(aabb3_project(array_to_aabb3(grown), global), camera.frustum);
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let is_active = is_visible || ${read('simulate_hidden')} != 0u;
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if (is_visible &&
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if (is_visible && derived_speed > 0.0) {
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// the bands this body can draw: waves longer than 8 of the finest cells it can be drawn with
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let rest = aabb3_project(array_to_aabb3(box), global);
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let eye = camera.view_matrix_inverse[3].xyz;
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@@ -196,8 +221,7 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
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if (mask != 0u) { atomicOr(&band_requests.needed, mask); }
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}
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if (is_active) {
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let turn = water_wind_turn(WaterWindTurn(${read('wind_from')}, ${read('wind_to')}, ${read('wind_blend')}),
|
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direction, select(0.0, cull.dt, cull.stepping != 0u));
|
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let turn = water_wind_turn(WaterWindTurn(${read('wind_from')}, ${read('wind_to')}, ${read('wind_blend')}), direction, dt);
|
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${waves.marshalling_method_write_field('wind_from')}(&scene_database, row, turn.previous);
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${waves.marshalling_method_write_field('wind_to')}(&scene_database, row, turn.current);
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${waves.marshalling_method_write_field('wind_blend')}(&scene_database, row, turn.blend);
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@@ -212,10 +236,10 @@ fn main(@builtin(workgroup_id) group: vec3u, @builtin(local_invocation_index) la
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activity[row] = select(0u, ${WaterActivity.Visible}u, is_visible) | select(0u, ${WaterActivity.Active}u, is_active);
|
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}
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`, [bodies.chunk_iterate(64, true), bodies.chunk_write, bodies.chunk_read_rw,
|
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...['dirty', 'wave', 'node', 'geometry'].map(field => bodies.chunk_read_field(field, true)), ...['wind', '
|
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'impulses', 'impulse_count', 'simulate_hidden', 'wind_from', 'wind_to'].map(field => waves.chunk_read_field(field, true)),
|
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217
|
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...['weights', 'slope_variance', 'derived_for', 'wind_from', 'wind_to', 'wind_blend'].map(field => waves.wgsl_gen_write_field_code(field)),
|
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218
|
-
chunk_water_cull_bound, chunk_water_spectrum, chunk_water_waves_derive, chunk_water_lod, chunk_water_medium_derived,
|
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239
|
+
...['dirty', 'wave', 'node', 'geometry'].map(field => bodies.chunk_read_field(field, true)), ...['wind', 'wind_seeded', 'upwind_fetch', 'weights',
|
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240
|
+
'derived_for', 'wind_blend', 'impulses', 'impulse_count', 'simulate_hidden', 'wind_from', 'wind_to'].map(field => waves.chunk_read_field(field, true)),
|
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241
|
+
...['wind', 'wind_seeded', 'weights', 'slope_variance', 'derived_for', 'wind_from', 'wind_to', 'wind_blend'].map(field => waves.wgsl_gen_write_field_code(field)),
|
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242
|
+
chunk_wind_field_sample, chunk_water_cull_bound, chunk_water_spectrum, chunk_water_waves_derive, chunk_water_lod, chunk_water_medium_derived,
|
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chunk_water_medium_scattering, chunk_scene_database_access_rw, chunk_folded_workgroup_index, chunk_aabb3_project,
|
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chunk_array_to_aabb3, chunk_aabb3_intersects_frustum, chunk_mat4_linear_determinant]) });
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245
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@@ -1,8 +1,33 @@
|
|
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1
1
|
/** Seconds a change of wind direction takes to turn the waves. */
|
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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.
|
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6
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+
*/
|
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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
|
|
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
|
|
64
|
-
//
|
|
65
|
-
//
|
|
66
|
-
//
|
|
67
|
-
|
|
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
|
-
|
|
70
|
-
if (
|
|
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 =
|
|
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
|
+
{"version":3,"file":"GPUSceneWind.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/wind/GPUSceneWind.js"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH;IAqDI;;;;;OAKG;IACH,wDAJW,UAAU,MAAM,CAAC,YACjB,MAAM,GACJ,cAAc,CAoB1B;IAxCD;;OAEG;IACH,+BAWC;IA4BD;;;OAGG;IACH,4BAEC;IAED;;;OAGG;IACH,yBAEC;IAED;;OAEG;IACH,4BAEC;IAED;;;;;OAKG;IACH,YAHW,MAAM,GACJ,MAAM,CAOlB;IAED;;;;;;;;;OASG;IACH,oBAHW,MAAM,cACN,UAAU,MAAM,CAAC,QA4D3B;IAED;;;;;;;;OAQG;IACH,0BAJW,MAAM,UACN,UAAU,MAAM,CAAC,aACjB,MAAM,QAmBhB;IAED;;;;;;;OAOG;IACH,yBAHW,MAAM,SACN,MAAM,QAYhB;IAED;;;;OAIG;IACH,2BAFW,UAAU,MAAM,CAAC,QAY3B;IAED;;;;OAIG;IACH,eAiCC;IAiCD;;;;;OAKG;IACH,0BAGC;IAED;;OAEG;IACH,gBASC;;CACJ;+BAvZ8B,oCAAoC"}
|