@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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@@ -132,43 +132,53 @@ export class ClothWorld {
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  */
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  colliders: ClothColliderSystem | null;
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  /**
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- * Where the air comes from — §10. `null` means no air, which is the
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- * default and is **additive** in exactly the way the collider index is: a
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- * scene without one gets M5's cloth rather than an error, and adding one is
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- * the whole of turning wind on.
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+ * @param {AbstractClothWind|null} value
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+ */
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+ set wind(value: any);
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+ /**
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+ * Where the air comes from — §10.
140
+ *
141
+ * **By default it follows the scene's wind**
142
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §12, F4), decided again at
143
+ * every {@link begin} from runtime facts:
139
144
  *
140
- * Null rather than a still-air ambient, and the distinction is real. A
145
+ * - the scene has a GPU wind domain (an enabled `GPUFluidComponent`, as the
146
+ * entity manager's `GPUFluidSystem` picks it): a {@link ClothGPUFluidWind}
147
+ * over that system;
148
+ * - no domain, and the far field `FluidEffectorsSystem` folds is not zero:
149
+ * a {@link ClothFluidWind} over that system, the CPU fields and the far
150
+ * field outside them;
151
+ * - neither: `null`, no air.
152
+ *
153
+ * **Assigning a source wins**, whatever the scene holds — `null` included,
154
+ * which keeps a cloth out of the air in a windy scene.
155
+ *
156
+ * `null` means no air, and it is **additive** in exactly the way the collider
157
+ * index is: a scene without wind gets M5's cloth rather than an error.
158
+ * Null rather than a still-air source, and the distinction is real. A
141
159
  * source that answers zero everywhere is not "no wind": the drag row is a
142
160
  * relaxation toward the air, so still air still resists a *moving* cloth,
143
161
  * with the normal-facing factor making that resistance anisotropic. That is
144
162
  * better physics than `ClothDynamics#damping`'s isotropic decay and it is
145
- * not free — so it is a thing a scene asks for. What a cloth does in air
146
- * that is not moving is `damping`'s job (§7 P5, where it is load-bearing);
147
- * what it does in air that *is* is this.
163
+ * not free — so a scene with no wind does not get it. What a cloth does in
164
+ * air that is not moving is `damping`'s job (§7 P5, where it is
165
+ * load-bearing); what it does in air that *is* is this.
148
166
  *
149
- * Assign {@link ClothAmbientWind} for weather, {@link ClothFluidWind} to
150
- * read the fluid simulation and fall back to weather outside it.
151
- * @type {AbstractClothWind|null}
167
+ * @returns {AbstractClothWind|null}
152
168
  */
153
- wind: AbstractClothWind | null;
169
+ get wind(): any;
154
170
  /**
155
- * Seconds of fixed step this world has **stepped**, which is the clock a
156
- * wind source's gust is a function of.
157
- *
158
- * Accumulated from `dt` rather than read from a wall clock, because
159
- * {@link ClothSystem} and {@link WorkerClothSystem} share this object and
160
- * §12's parity gate is over every byte of every step: two runs of the same
161
- * scene have the same `dt` sequence and therefore the same weather.
171
+ * Seconds of fixed step this world has **stepped**, handed to a wind
172
+ * source's `begin`.
162
173
  *
163
- * **Stepped rather than ticked**, and that distinction is load-bearing
164
- * rather than pedantic. A cloth under the worker is not advanced until its
165
- * registration is acknowledged (§39), so the two systems reach a cloth's
166
- * *first* step at different tick counts — and a clock that counted ticks
167
- * would hand that cloth a different gust on the same step under the two
168
- * systems, which is a divergence the parity gate would report and the design
169
- * would deserve. So the clock moves when {@link advance} first runs in a
170
- * tick: the world's weather is a function of how much cloth time has
171
- * passed, not of how long something has been asking.
174
+ * Accumulated from `dt` rather than read from a wall clock, and moved when
175
+ * {@link advance} first runs in a tick rather than at every tick, so a tick
176
+ * in which nothing is advanced does not move it (§39: a cloth under the
177
+ * worker is not advanced until its registration is acknowledged). No engine
178
+ * source reads it any more: the far field's gust runs on the scene's clock
179
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md G2, `MEASUREMENTS.md` §69), and
180
+ * what `begin` is for is telling a source that reads the scene when to take
181
+ * it.
172
182
  * @type {number}
173
183
  */
174
184
  time: number;
@@ -1 +1 @@
1
- {"version":3,"file":"ClothWorld.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothWorld.js"],"names":[],"mappings":"AAyEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgGG;AACH;IAEI;;;OAGG;IACH,SAFU,YAAY,CAEoB;IAE1C;;;;;;;;;;;;OAYG;IACH,WAFU,aAAa,EAAE,CAEV;IAEf;;OAEG;IACH,eAFU,gBAAc,IAAI,CAEP;IAErB;;OAEG;IACH,aAFU,yBAAyB,GAAC,IAAI,CAErB;IAEnB;;;;;;OAMG;IACH,WAFU,mBAAmB,GAAC,IAAI,CAEjB;IAEjB;;;;;;;;;;;;;;;;;;OAkBG;IACH,MAFU,oBAAkB,IAAI,CAEpB;IAEZ;;;;;;;;;;;;;;;;;;;OAmBG;IACH,MAFU,MAAM,CAEP;IAET;;;;;OAKG;IACH,uBAAmB;IAEnB;;;;;OAKG;IACH,cAFU,OAAO,CAEI;IAErB;;;OAGG;IACH,oBAAwB;IAExB;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,uBAKE;IAEF;;;;;;OAMG;IACH,uBAKE;IA0BF;;;;;OAKG;IACH,2CAaC;IAED;;;;;OAKG;IACH,YALW,KAAK,aACL,WAAW,UACX,MAAM,GACJ,aAAa,CAczB;IAED;;;;;;;;OAQG;IACH,iDAFa,IAAI,CAehB;IAED;;;OAGG;IACH,iDAFa,IAAI,CAOhB;IAmXD;;;OAGG;IACH,eAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CA0BnC;IAyED;;;;;;;;;;;OAWG;IACH,eAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAuBnC;IAED;;;;;;;;OAQG;IACH,aAHW,MAAM,GACJ,IAAI,CAShB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAInC;IAED;;;;;;;;;;;;OAYG;IACH,mBALW,MAAM,UACN,MAAM,GACJ,MAAM,CAmBlB;IAED;;;;;OAKG;IACH,uCAFW,MAAM,QAgBhB;IAED;;;;;;;;;OASG;IACH,wBANW,aAAa,mCAEb,MAAM,GACJ,OAAO,CA8BnB;IAED;;;;;;;OAOG;IACH,iBAJW,aAAa,gCAEX,IAAI,CA4ChB;IAyFD;;;;;;;;;;;;OAYG;IACH,kBAPW,aAAa,MACb,MAAM,UACN,YAAY,UACZ,MAAM,GACJ,OAAO,CA6TnB;;CA0GJ;8BAtiD6B,oBAAoB;0CApB3C,gEAAgE;oCAgBnC,0BAA0B;sBA+BxC,YAAY;4BA1C3B,uCAAuC"}
1
+ {"version":3,"file":"ClothWorld.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothWorld.js"],"names":[],"mappings":"AA4EA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgGG;AACH;IAEI;;;OAGG;IACH,SAFU,YAAY,CAEoB;IAE1C;;;;;;;;;;;;OAYG;IACH,WAFU,aAAa,EAAE,CAEV;IAEf;;OAEG;IACH,eAFU,gBAAc,IAAI,CAEP;IAErB;;OAEG;IACH,aAFU,yBAAyB,GAAC,IAAI,CAErB;IAEnB;;;;;;OAMG;IACH,WAFU,mBAAmB,GAAC,IAAI,CAEjB;IA8DjB;;OAEG;IACH,qBAGC;IAzCD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IACH,gBAEC;IAqED;;;;;;;;;;;;;OAaG;IACH,MAFU,MAAM,CAEP;IAET;;;;;OAKG;IACH,uBAAmB;IAEnB;;;;;OAKG;IACH,cAFU,OAAO,CAEI;IAErB;;;OAGG;IACH,oBAAwB;IAExB;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,uBAKE;IAEF;;;;;;OAMG;IACH,uBAKE;IA0BF;;;;;OAKG;IACH,2CAaC;IAED;;;;;OAKG;IACH,YALW,KAAK,aACL,WAAW,UACX,MAAM,GACJ,aAAa,CAczB;IAED;;;;;;;;OAQG;IACH,iDAFa,IAAI,CAehB;IAED;;;OAGG;IACH,iDAFa,IAAI,CAOhB;IAmXD;;;OAGG;IACH,eAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CA0BnC;IAyED;;;;;;;;;;;OAWG;IACH,eAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAuBnC;IAED;;;;;;;;OAQG;IACH,aAHW,MAAM,GACJ,IAAI,CAShB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAInC;IAED;;;;;;;;;;;;OAYG;IACH,mBALW,MAAM,UACN,MAAM,GACJ,MAAM,CAmBlB;IAED;;;;;OAKG;IACH,uCAFW,MAAM,QAoBhB;IAED;;;;;;;;;OASG;IACH,wBANW,aAAa,mCAEb,MAAM,GACJ,OAAO,CA8BnB;IAED;;;;;;;OAOG;IACH,iBAJW,aAAa,gCAEX,IAAI,CA4ChB;IAyFD;;;;;;;;;;;;OAYG;IACH,kBAPW,aAAa,MACb,MAAM,UACN,YAAY,UACZ,MAAM,GACJ,OAAO,CAmTnB;;CA0GJ;8BApoD6B,oBAAoB;0CAvB3C,gEAAgE;oCAmBnC,0BAA0B;sBA+BxC,YAAY;4BA7C3B,uCAAuC"}
@@ -30,8 +30,11 @@ import {
30
30
  collect_entity_playbacks
31
31
  } from "../../../graphics3/pose/collect_entity_playbacks.js";
32
32
  import { MeshSkin } from "../../../graphics/ecs/mesh-v2/MeshSkin.js";
33
- import { CLOTH_SELF_RADIUS_MAX_RATIO, CLOTH_SELF_RADIUS_MIN_RATIO } from "../solver/cloth_solver_constants.js";
33
+ import { FluidEffectorsSystem } from "../../fluid/ecs/FluidEffectorsSystem.js";
34
+ import { FLUID_ATMOSPHERE_WORDS, FluidAtmosphere } from "../../fluid/FluidAtmosphere.js";
34
35
  import { cloth_air_changed, cloth_sample_air } from "../wind/cloth_sample_air.js";
36
+ import { ClothFluidWind } from "../wind/ClothFluidWind.js";
37
+ import { ClothGPUFluidWind } from "../wind/ClothGPUFluidWind.js";
35
38
  import { ClothStepParam } from "../solver/cloth_step_instance.js";
36
39
  import { ClothStepResult } from "../solver/ClothState.js";
37
40
  import { ClothColliderSystem } from "./ClothColliderSystem.js";
@@ -211,44 +214,144 @@ export class ClothWorld {
211
214
  colliders = null;
212
215
 
213
216
  /**
214
- * Where the air comes from — §10. `null` means no air, which is the
215
- * default and is **additive** in exactly the way the collider index is: a
216
- * scene without one gets M5's cloth rather than an error, and adding one is
217
- * the whole of turning wind on.
217
+ * The source assigned to {@link wind}, which wins over the default.
218
+ * @type {AbstractClothWind|null}
219
+ */
220
+ #assigned_wind = null;
221
+
222
+ /** Whether {@link wind} was assigned, `null` included. */
223
+ #wind_assigned = false;
224
+
225
+ /**
226
+ * The source the scene's wind gives cloth by default, as {@link begin} last
227
+ * found it — see {@link wind}.
228
+ * @type {AbstractClothWind|null}
229
+ */
230
+ #default_wind = null;
231
+
232
+ /** The GPU wind's source, kept for the system it was made over. @type {ClothGPUFluidWind|null} */
233
+ #gpu_wind = null;
234
+
235
+ /** The far field's source, kept for the system it was made over. @type {ClothFluidWind|null} */
236
+ #far_wind = null;
237
+
238
+ /** Scratch for the far field the default is decided by. */
239
+ #atmosphere = new Float64Array(FLUID_ATMOSPHERE_WORDS);
240
+
241
+ /**
242
+ * Where the air comes from — §10.
243
+ *
244
+ * **By default it follows the scene's wind**
245
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §12, F4), decided again at
246
+ * every {@link begin} from runtime facts:
247
+ *
248
+ * - the scene has a GPU wind domain (an enabled `GPUFluidComponent`, as the
249
+ * entity manager's `GPUFluidSystem` picks it): a {@link ClothGPUFluidWind}
250
+ * over that system;
251
+ * - no domain, and the far field `FluidEffectorsSystem` folds is not zero:
252
+ * a {@link ClothFluidWind} over that system, the CPU fields and the far
253
+ * field outside them;
254
+ * - neither: `null`, no air.
218
255
  *
219
- * Null rather than a still-air ambient, and the distinction is real. A
256
+ * **Assigning a source wins**, whatever the scene holds — `null` included,
257
+ * which keeps a cloth out of the air in a windy scene.
258
+ *
259
+ * `null` means no air, and it is **additive** in exactly the way the collider
260
+ * index is: a scene without wind gets M5's cloth rather than an error.
261
+ * Null rather than a still-air source, and the distinction is real. A
220
262
  * source that answers zero everywhere is not "no wind": the drag row is a
221
263
  * relaxation toward the air, so still air still resists a *moving* cloth,
222
264
  * with the normal-facing factor making that resistance anisotropic. That is
223
265
  * better physics than `ClothDynamics#damping`'s isotropic decay and it is
224
- * not free — so it is a thing a scene asks for. What a cloth does in air
225
- * that is not moving is `damping`'s job (§7 P5, where it is load-bearing);
226
- * what it does in air that *is* is this.
266
+ * not free — so a scene with no wind does not get it. What a cloth does in
267
+ * air that is not moving is `damping`'s job (§7 P5, where it is
268
+ * load-bearing); what it does in air that *is* is this.
227
269
  *
228
- * Assign {@link ClothAmbientWind} for weather, {@link ClothFluidWind} to
229
- * read the fluid simulation and fall back to weather outside it.
230
- * @type {AbstractClothWind|null}
270
+ * @returns {AbstractClothWind|null}
231
271
  */
232
- wind = null;
272
+ get wind() {
273
+ return this.#wind_assigned ? this.#assigned_wind : this.#default_wind;
274
+ }
233
275
 
234
276
  /**
235
- * Seconds of fixed step this world has **stepped**, which is the clock a
236
- * wind source's gust is a function of.
237
- *
238
- * Accumulated from `dt` rather than read from a wall clock, because
239
- * {@link ClothSystem} and {@link WorkerClothSystem} share this object and
240
- * §12's parity gate is over every byte of every step: two runs of the same
241
- * scene have the same `dt` sequence and therefore the same weather.
277
+ * @param {AbstractClothWind|null} value
278
+ */
279
+ set wind(value) {
280
+ this.#assigned_wind = value;
281
+ this.#wind_assigned = true;
282
+ }
283
+
284
+ /**
285
+ * Decide the default source from the scene, once a tick: see {@link wind}.
286
+ * Allocates nothing once each source exists; a source is made once for the
287
+ * system it reads.
288
+ */
289
+ #resolve_default_wind() {
290
+ const em = this.entityManager;
291
+
292
+ if (this.#wind_assigned || em === null) {
293
+ return;
294
+ }
295
+
296
+ // the scene's GPU fluid, found by its flag: importing it needs WebGPU's
297
+ // globals, which a cloth scene on a server does not have
298
+ const systems = em.systems;
299
+
300
+ let gpu = null;
301
+
302
+ for (let i = 0; i < systems.length; i++) {
303
+ if (systems[i].isGPUFluidSystem === true) {
304
+ gpu = systems[i];
305
+ break;
306
+ }
307
+ }
308
+
309
+ if (gpu !== null && gpu.domain !== -1) {
310
+ if (this.#gpu_wind === null || this.#gpu_wind.fluid !== gpu) {
311
+ this.#gpu_wind = new ClothGPUFluidWind(gpu);
312
+ }
313
+
314
+ this.#default_wind = this.#gpu_wind;
315
+
316
+ return;
317
+ }
318
+
319
+ const effectors = em.getSystem(FluidEffectorsSystem);
320
+
321
+ if (effectors !== null) {
322
+ const atmosphere = this.#atmosphere;
323
+
324
+ effectors.read_atmosphere(atmosphere, 0);
325
+
326
+ if (atmosphere[FluidAtmosphere.VELOCITY_X] !== 0
327
+ || atmosphere[FluidAtmosphere.VELOCITY_Y] !== 0
328
+ || atmosphere[FluidAtmosphere.VELOCITY_Z] !== 0) {
329
+
330
+ if (this.#far_wind === null || this.#far_wind.effectors !== effectors) {
331
+ this.#far_wind = new ClothFluidWind(effectors);
332
+ }
333
+
334
+ this.#default_wind = this.#far_wind;
335
+
336
+ return;
337
+ }
338
+ }
339
+
340
+ this.#default_wind = null;
341
+ }
342
+
343
+ /**
344
+ * Seconds of fixed step this world has **stepped**, handed to a wind
345
+ * source's `begin`.
242
346
  *
243
- * **Stepped rather than ticked**, and that distinction is load-bearing
244
- * rather than pedantic. A cloth under the worker is not advanced until its
245
- * registration is acknowledged (§39), so the two systems reach a cloth's
246
- * *first* step at different tick counts — and a clock that counted ticks
247
- * would hand that cloth a different gust on the same step under the two
248
- * systems, which is a divergence the parity gate would report and the design
249
- * would deserve. So the clock moves when {@link advance} first runs in a
250
- * tick: the world's weather is a function of how much cloth time has
251
- * passed, not of how long something has been asking.
347
+ * Accumulated from `dt` rather than read from a wall clock, and moved when
348
+ * {@link advance} first runs in a tick rather than at every tick, so a tick
349
+ * in which nothing is advanced does not move it (§39: a cloth under the
350
+ * worker is not advanced until its registration is acknowledged). No engine
351
+ * source reads it any more: the far field's gust runs on the scene's clock
352
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md G2, `MEASUREMENTS.md` §69), and
353
+ * what `begin` is for is telling a source that reads the scene when to take
354
+ * it.
252
355
  * @type {number}
253
356
  */
254
357
  time = 0;
@@ -986,6 +1089,10 @@ export class ClothWorld {
986
1089
  * @param {number} dt seconds
987
1090
  */
988
1091
  begin(ecd, dt) {
1092
+ // The scene's wind can arrive or go between ticks: a domain added or
1093
+ // disabled, a far field rising from still air.
1094
+ this.#resolve_default_wind();
1095
+
989
1096
  // Owed to the clock, and spent by the first `advance` — see {@link time}
990
1097
  // for why the two are not the same moment. Assigned rather than set, so a
991
1098
  // world whose source is taken away does not carry a debt.
@@ -1472,20 +1579,10 @@ export class ClothWorld {
1472
1579
  params[offset + ClothStepParam.COLLIDER_COUNT] = state.collider_count;
1473
1580
  params[offset + ClothStepParam.SELF_COLLISION] = self_collision ? 1 : 0;
1474
1581
 
1475
- // Half the shortest row, so the row's diameter is one particle
1476
- // spacing. `ClothState#self_radius` carries why the fabric's own
1477
- // thickness is the wrong length here and `MEASUREMENTS.md` §31 is the
1478
- // sweep that settled it. A fabric thicker than its proxy is coarse
1479
- // keeps its thickness — and is then clamped under the closest pair
1480
- // the proxy has with no row between them, because a diameter that
1481
- // reaches that pair puts a cloth which is not folded at all in
1482
- // permanent contact with itself (§36, §37).
1483
- params[offset + ClothStepParam.SELF_RADIUS] = self_collision
1484
- ? Math.min(
1485
- Math.max(dynamics.thickness, instance.shortest_row * CLOTH_SELF_RADIUS_MIN_RATIO),
1486
- instance.closest_free_pair * CLOTH_SELF_RADIUS_MAX_RATIO
1487
- )
1488
- : 0;
1582
+ // The self-collision radius is each particle's own — half its shortest
1583
+ // row, over the thickness, under two fifths of its closest free pair —
1584
+ // and the step derives it from the thickness word above
1585
+ // (`cloth_self_radius_update`), so nothing about it crosses here.
1489
1586
 
1490
1587
  // Ramp back from nothing over the window. The first step after a
1491
1588
  // reset is allowed no velocity at all, which is what stops a
@@ -88,7 +88,7 @@ export class WorkerClothSystem extends WorkerSystem {
88
88
  max_cloth_count?: number;
89
89
  });
90
90
  dependencies: (typeof Transform64 | typeof Cloth)[];
91
- components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof TransformAttachment> | ResourceAccessSpecification<typeof GPUStateAuthority> | ResourceAccessSpecification<typeof ParentEntity> | ResourceAccessSpecification<typeof ClothCollider> | ResourceAccessSpecification<typeof Cloth> | ResourceAccessSpecification<typeof ClothExclude> | ResourceAccessSpecification<typeof ClothRig> | ResourceAccessSpecification<typeof ClothPin>)[];
91
+ components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof TransformAttachment> | ResourceAccessSpecification<typeof GPUStateAuthority> | ResourceAccessSpecification<typeof ParentEntity> | ResourceAccessSpecification<typeof ClothCollider> | ResourceAccessSpecification<typeof Cloth> | ResourceAccessSpecification<typeof ClothExclude> | ResourceAccessSpecification<typeof ClothRig> | ResourceAccessSpecification<typeof ClothPin> | ResourceAccessSpecification<typeof FluidComponent>)[];
92
92
  /**
93
93
  * The cloths, and everything about stepping one that is not arithmetic.
94
94
  * Shared with {@link ClothSystem}, which is what makes the two systems one
@@ -187,5 +187,6 @@ import { ClothCollider } from "./ClothCollider.js";
187
187
  import { ClothExclude } from "./ClothExclude.js";
188
188
  import { ClothRig } from "./ClothRig.js";
189
189
  import { ClothPin } from "./ClothPin.js";
190
+ import { FluidComponent } from "../../fluid/ecs/FluidComponent.js";
190
191
  import { ClothWorld } from "./ClothWorld.js";
191
192
  //# sourceMappingURL=WorkerClothSystem.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"WorkerClothSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/WorkerClothSystem.js"],"names":[],"mappings":"AA6BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0EG;AACH;IAyEI;;;;;;;;OAQG;IACH;QAPiC,cAAc,EAApC,MAAM,MAAM;QAIK,eAAe,GAAhC,MAAM;OAYhB;IAzFD,oDAAoC;IAEpC,2dAYE;IAEF;;;;;OAKG;IACH,OAFU,UAAU,CAEK;IA6EzB;;OAEG;IACH,iCAEC;IAbD;;;OAGG;IACH,4BAEC;IAoBD;;OAEG;IACH,qBAEC;IAhBD;;;;;;OAMG;IACH,gBAEC;IASD;;OAEG;IACH,iCAEC;IA2BD;;;OAGG;IACH,wDAFa,IAAI,CAIhB;IAED;;;OAGG;IACH,wDAFa,IAAI,CAIhB;IAcD;;;;OAIG;IACH,YAJW,KAAK,aACL,WAAW,UACX,MAAM,QAIhB;IAED;;;;OAIG;IACH,cAJW,KAAK,aACL,WAAW,UACX,MAAM,QAQhB;IAED;;;;OAIG;IACH,eAHW,MAAM,GACJ,IAAI,CAIhB;IAED;;;;OAIG;IACH,aAHW,MAAM,GACJ,IAAI,CAIhB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,gBAAc,SAAS,CAInC;IAED;;;;;;OAMG;IACH,mBAJW,MAAM,UACN,MAAM,GACJ,MAAM,CAIlB;IAED;;;;OAIG;IACH,iCAEC;;CAmOJ;6BArkB4B,oCAAoC;4BAIrC,uCAAuC;sBAE7C,YAAY;4CAPU,uDAAuD;oCAI5F,0DAA0D;kCAQ/B,uCAAuC;6BAC5C,qCAAqC;8BALpC,oBAAoB;6BACrB,mBAAmB;yBAEvB,eAAe;yBADf,eAAe;2BAIb,iBAAiB"}
1
+ {"version":3,"file":"WorkerClothSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/WorkerClothSystem.js"],"names":[],"mappings":"AA8BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0EG;AACH;IA6EI;;;;;;;;OAQG;IACH;QAPiC,cAAc,EAApC,MAAM,MAAM;QAIK,eAAe,GAAhC,MAAM;OAYhB;IA7FD,oDAAoC;IAEpC,ghBAgBE;IAEF;;;;;OAKG;IACH,OAFU,UAAU,CAEK;IA6EzB;;OAEG;IACH,iCAEC;IAbD;;;OAGG;IACH,4BAEC;IAoBD;;OAEG;IACH,qBAEC;IAhBD;;;;;;OAMG;IACH,gBAEC;IASD;;OAEG;IACH,iCAEC;IA2BD;;;OAGG;IACH,wDAFa,IAAI,CAIhB;IAED;;;OAGG;IACH,wDAFa,IAAI,CAIhB;IAcD;;;;OAIG;IACH,YAJW,KAAK,aACL,WAAW,UACX,MAAM,QAIhB;IAED;;;;OAIG;IACH,cAJW,KAAK,aACL,WAAW,UACX,MAAM,QAQhB;IAED;;;;OAIG;IACH,eAHW,MAAM,GACJ,IAAI,CAIhB;IAED;;;;OAIG;IACH,aAHW,MAAM,GACJ,IAAI,CAIhB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,gBAAc,SAAS,CAInC;IAED;;;;;;OAMG;IACH,mBAJW,MAAM,UACN,MAAM,GACJ,MAAM,CAIlB;IAED;;;;OAIG;IACH,iCAEC;;CAmOJ;6BA1kB4B,oCAAoC;4BAIrC,uCAAuC;sBAG7C,YAAY;4CARU,uDAAuD;oCAI5F,0DAA0D;kCAS/B,uCAAuC;6BAC5C,qCAAqC;8BALpC,oBAAoB;6BACrB,mBAAmB;yBAEvB,eAAe;yBADf,eAAe;+BALT,mCAAmC;2BASvC,iBAAiB"}
@@ -5,6 +5,7 @@ import {
5
5
  TransformAttachment
6
6
  } from "../../../ecs/transform-attachment/TransformAttachment.js";
7
7
  import { Transform64 } from "../../../ecs/transform/Transform64.js";
8
+ import { FluidComponent } from "../../fluid/ecs/FluidComponent.js";
8
9
  import { ClothStepParam } from "../solver/cloth_step_instance.js";
9
10
  import { Cloth } from "./Cloth.js";
10
11
  import { ClothCollider } from "./ClothCollider.js";
@@ -117,7 +118,11 @@ export class WorkerClothSystem extends WorkerSystem {
117
118
  // model it belongs to and who composes its transform.
118
119
  ResourceAccessSpecification.from(ClothPin, ResourceAccessKind.Read),
119
120
  ResourceAccessSpecification.from(ParentEntity, ResourceAccessKind.Read),
120
- ResourceAccessSpecification.from(GPUStateAuthority, ResourceAccessKind.Read)
121
+ ResourceAccessSpecification.from(GPUStateAuthority, ResourceAccessKind.Read),
122
+ // The air `ClothFluidWind` samples, on this thread in `collect`. As in
123
+ // `ClothSystem`, a cycle with the `Transform64` every fluid system reads,
124
+ // which the score decides for cloth (`cloth_wind.spec.js`).
125
+ ResourceAccessSpecification.from(FluidComponent, ResourceAccessKind.Read)
121
126
  ];
122
127
 
123
128
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_build_rows.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_build_rows.js"],"names":[],"mappings":"AAqEA;;;;GAIG;AACH,+DAFa,IAAI,CAsBhB;AAED;;;;;;;;;;GAUG;AACH,2DAFa,IAAI,CA6BhB;AAED;;;;;;;;GAQG;AACH,8DAFa,IAAI,CAgDhB;AAED;;;;;;;;;;;;;;GAcG;AACH,4CAJW,YAAY,SACZ,MAAM,GACJ,MAAM,CAYlB;AAED;;;;;;;;;;;;;GAaG;AACH,8DAHW,MAAM,GACJ,IAAI,CAkOhB;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,kEAHW,MAAM,GACJ,IAAI,CAiEhB;AAED;;;;;;;;;;;GAWG;AACH,iGAFa,OAAO,CAkBnB;AA/iBD;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH;;;;GAIG;AACH,kCAFU,MAAM,CAEwB;AAIxC;;;;;;;;;;;;;;;;;GAiBG;AACH,gCAFU,MAAM,CAEmB"}
1
+ {"version":3,"file":"cloth_build_rows.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_build_rows.js"],"names":[],"mappings":"AAqEA;;;;GAIG;AACH,+DAFa,IAAI,CAsBhB;AAED;;;;;;;;;;GAUG;AACH,2DAFa,IAAI,CA6BhB;AAED;;;;;;;;GAQG;AACH,8DAFa,IAAI,CAgDhB;AAED;;;;;;;;;;;;;;GAcG;AACH,4CAJW,YAAY,SACZ,MAAM,GACJ,MAAM,CAYlB;AAED;;;;;;;;;;;;;GAaG;AACH,8DAHW,MAAM,GACJ,IAAI,CA4OhB;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,kEAHW,MAAM,GACJ,IAAI,CAiEhB;AAED;;;;;;;;;;;GAWG;AACH,iGAFa,OAAO,CAkBnB;AAzjBD;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH;;;;GAIG;AACH,kCAFU,MAAM,CAEwB;AAIxC;;;;;;;;;;;;;;;;;GAiBG;AACH,gCAFU,MAAM,CAEmB"}
@@ -425,20 +425,30 @@ export function cloth_build_rows(instance, dt) {
425
425
  cloth_particle_of_source(particle_of_node, state.source_of_particle, node_count);
426
426
 
427
427
  // Everything derived from the rows, derived again — and from the bind pose,
428
- // which is what `closest_free_pair` has to be measured in: the answer is a
429
- // property of how the proxy was authored, not of whatever shape the solver
430
- // happens to have the cloth in when self-collision is first switched on.
428
+ // which is what each particle's closest free pair has to be measured in: the
429
+ // answer is a property of how the proxy was authored, not of whatever shape
430
+ // the solver happens to have the cloth in when self-collision is first
431
+ // switched on.
431
432
  const exclusions = cloth_self_exclusions(state);
432
433
 
433
434
  instance.self_exclusions = exclusions;
434
435
 
435
- // Bounded at twice the shortest row, which is where a sheet's answer lies,
436
- // so the walk is 27 cells rather than the whole cloth. A proxy with nothing
437
- // that close gets `Infinity`, and then no radius inside the floor can reach
438
- // anything either.
439
- instance.closest_free_pair = cloth_self_closest_free_pair(
440
- state, exclusions, instance.shortest_row * 2
441
- );
436
+ // Bounded at twice the longest of the particles' own shortest rows, which
437
+ // reaches every particle's two hops — a skirt's hem's as well as its
438
+ // waistband's — so the walk is 27 cells rather than the whole cloth. A
439
+ // particle with nothing that close gets `Infinity`, and then no radius
440
+ // inside its floor can reach anything either.
441
+ let longest_row = 0;
442
+
443
+ for (let i = 0; i < state.particle_count; i++) {
444
+ const row = state.self_row[i];
445
+
446
+ if (row < Infinity && row > longest_row) {
447
+ longest_row = row;
448
+ }
449
+ }
450
+
451
+ cloth_self_closest_free_pair(state, exclusions, longest_row * 2);
442
452
 
443
453
  instance.particle_of_node = particle_of_node;
444
454
  instance.blended_position = new Float64Array(node_count * 3);
@@ -354,7 +354,11 @@ linked.
354
354
  is no wind model on this page. There is a `FluidField`, a `FluidSimulator`, a
355
355
  `GlobalFluidEffector` in its prevailing-wind regime, and a solid post standing in
356
356
  the flow; the banner reads the result through exactly the `ClothFluidWind` and
357
- `cloth_sample_air` a scene uses. The blue threads are the air on a horizontal
357
+ `cloth_sample_air` a scene uses. The global acts as a scene's does, through the
358
+ far field `FluidEffectorsSystem` folds it into, which the field is brought to
359
+ each step and the cloth reads outside it — gust included, so the field gusts too
360
+ (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md G2; the numbers below were measured
361
+ in M6, when cloth kept a gust of its own and the field did not gust). The blue threads are the air on a horizontal
358
362
  slice through the banner's waist, the red squares are the post.
359
363
 
360
364
  The cloth is driven like the solver and collision pages — `cloth_step` in
@@ -363,11 +367,11 @@ the ECS wiring, and `ecs/cloth_wind.spec.js` covers that more precisely.
363
367
 
364
368
  ## Three things to watch rather than read
365
369
 
366
- - **Turn the flow to 90° on `ambient only`.** The banner goes limp at the same
370
+ - **Turn the flow to 90° on `far field only`.** The banner goes limp at the same
367
371
  wind speed: the *drag accel* readout falls from 43 m/s² to 0.08, and the mean
368
372
  facing factor from 0.221 to 0.000. That is §10's normal-facing factor, and it
369
373
  is the sharpest single result in M6.
370
- - **Do the same on `fluid field + ambient`, and it does not go limp.** 0.216 at
374
+ - **Do the same on `fluid field + far field`, and it does not go limp.** 0.216 at
371
375
  0°, 0.280 at 90°. A wake has velocity in every direction, so no orientation of
372
376
  a banner is edge-on to one — which is something the simulation knows and a wind
373
377
  zone could not have told it.
@@ -384,7 +388,7 @@ the ECS wiring, and `ecs/cloth_wind.spec.js` covers that more precisely.
384
388
  times the cloth. It is on the page to be honest about where the frame goes: the
385
389
  simulation is the expensive half and cloth is renting it.
386
390
  - **air sample** and **sampled** — `cloth_sample_air`. Switch the source to
387
- `ambient only` and watch it drop by a factor of twenty-five as "per particle"
391
+ `far field only` and watch it drop by a factor of twenty-five as "per particle"
388
392
  becomes "once for the cloth". That is §10's "a cloth outside every fluid field's
389
393
  bounds skips it entirely", and it is the reason the fallback is affordable.
390
394
  - **drag accel, mean** — the external acceleration with gravity taken back out:
@@ -146,11 +146,13 @@
146
146
  <h2>Contact band</h2>
147
147
  <p class="blurb">
148
148
  M0 could not choose these: the ramp only means something for a row that <b>arrives</b>, and a
149
- contact is the first one in the system that does. Measured defaults are
150
- k_min = k_max/32 and β = 1e3.
149
+ contact is the first one in the system that does. The ramp is the fraction of the band a
150
+ contact gains per offset of violation per iteration. Measured defaults are
151
+ k_min = k_max/32 and a ramp of 0.1; drag the ramp down to 0.003, which is what β = 1e3 was
152
+ worth on a garment, and sweep the capsule through.
151
153
  </p>
152
154
  <label><span>k_min ÷ k_max</span><input id="k_floor" type="range" min="-7" max="0" step="0.25"><output id="k_floor_out"></output></label>
153
- <label><span>β</span><input id="beta" type="range" min="0" max="7" step="0.25"><output id="beta_out"></output></label>
155
+ <label><span>ramp</span><input id="ramp" type="range" min="-3" max="1" step="0.125"><output id="ramp_out"></output></label>
154
156
  <div class="buttons"><button id="defaults">measured defaults</button></div>
155
157
 
156
158
  <h2>Sweep</h2>
@@ -85,7 +85,7 @@ const control = {
85
85
  substeps: 2,
86
86
  iterations: 4,
87
87
  k_floor: 1 / 32,
88
- beta: CLOTH_SOLVER_TUNING.beta,
88
+ ramp: CLOTH_SOLVER_TUNING.contact_ramp_ratio,
89
89
  swept: true,
90
90
  animate: true,
91
91
  running: true
@@ -166,10 +166,11 @@ function step_once() {
166
166
 
167
167
  const tuning = {
168
168
  alpha: CLOTH_SOLVER_TUNING.alpha,
169
- beta: control.beta,
169
+ beta: CLOTH_SOLVER_TUNING.beta,
170
170
  gamma: CLOTH_SOLVER_TUNING.gamma,
171
171
  k_min_ratio: CLOTH_SOLVER_TUNING.k_max_ratio,
172
- k_max_ratio: CLOTH_SOLVER_TUNING.k_max_ratio
172
+ k_max_ratio: CLOTH_SOLVER_TUNING.k_max_ratio,
173
+ contact_ramp_ratio: control.ramp
173
174
  };
174
175
 
175
176
  const started = performance.now();
@@ -548,27 +549,27 @@ floor_input.addEventListener('input', () => {
548
549
  : `1/${(1 / control.k_floor).toFixed(1)}`;
549
550
  });
550
551
 
551
- const beta_input = element('beta');
552
- const beta_output = element('beta_out');
552
+ const ramp_input = element('ramp');
553
+ const ramp_output = element('ramp_out');
553
554
 
554
- beta_input.value = String(Math.log10(control.beta));
555
- beta_output.textContent = control.beta.toExponential(0);
555
+ ramp_input.value = String(Math.log10(control.ramp));
556
+ ramp_output.textContent = control.ramp.toPrecision(2);
556
557
 
557
- beta_input.addEventListener('input', () => {
558
- control.beta = Math.pow(10, Number(beta_input.value));
558
+ ramp_input.addEventListener('input', () => {
559
+ control.ramp = Math.pow(10, Number(ramp_input.value));
559
560
 
560
- beta_output.textContent = control.beta.toExponential(0);
561
+ ramp_output.textContent = control.ramp.toPrecision(2);
561
562
  });
562
563
 
563
564
  element('defaults').addEventListener('click', () => {
564
565
  control.k_floor = 1 / 32;
565
- control.beta = CLOTH_SOLVER_TUNING.beta;
566
+ control.ramp = CLOTH_SOLVER_TUNING.contact_ramp_ratio;
566
567
 
567
568
  floor_input.value = String(Math.log2(control.k_floor));
568
569
  floor_output.textContent = '1/32';
569
570
 
570
- beta_input.value = String(Math.log10(control.beta));
571
- beta_output.textContent = control.beta.toExponential(0);
571
+ ramp_input.value = String(Math.log10(control.ramp));
572
+ ramp_output.textContent = control.ramp.toPrecision(2);
572
573
  });
573
574
 
574
575
  const sweep_button = element('sweep');
@@ -133,19 +133,19 @@
133
133
 
134
134
  <h2>Air</h2>
135
135
  <p class="blurb">
136
- On <em>ambient only</em>, turn the flow to 90° and the banner goes limp at the same wind
136
+ On <em>far field only</em>, turn the flow to 90° and the banner goes limp at the same wind
137
137
  speed — <em>drag accel</em> falls from 43 to 0.08. That is §10's normal-facing factor.
138
138
  On the <em>fluid field</em> it does not go limp: a wake has velocity in every direction,
139
139
  so nothing is edge-on to one. Take the post away and the air at the banner goes from
140
140
  6.0 to 8.7 m/s — that deficit is the projection's answer, not an authored falloff.
141
141
  </p>
142
142
  <label><span>source</span><select id="source">
143
- <option value="field">fluid field + ambient</option>
144
- <option value="ambient">ambient only</option>
143
+ <option value="field">fluid field + far field</option>
144
+ <option value="ambient">far field only</option>
145
145
  </select></label>
146
146
  <label><span>wind</span><input id="speed" type="range" min="0" max="20" step="0.5"><output id="speed_out"></output></label>
147
147
  <label><span>flow angle</span><input id="yaw" type="range" min="0" max="90" step="5"><output id="yaw_out"></output></label>
148
- <label><span>ambient gust</span><input id="gust" type="range" min="0" max="6" step="0.1"><output id="gust_out"></output></label>
148
+ <label><span>gust</span><input id="gust" type="range" min="0" max="6" step="0.1"><output id="gust_out"></output></label>
149
149
  <label><span>grid</span><input id="resolution" type="range" min="8" max="28" step="2"><output id="resolution_out"></output></label>
150
150
 
151
151
  <div class="buttons">
@@ -2,8 +2,9 @@
2
2
  * # The wind tunnel the banner hangs in
3
3
  *
4
4
  * A real {@link FluidField} stepped by a real {@link FluidSimulator}, with a
5
- * real {@link GlobalFluidEffector} driving the flow and a solid post standing in
6
- * it — which is the whole of §10's argument made visible. Nothing here is a
5
+ * real {@link GlobalFluidEffector} driving the flow — through the far field
6
+ * `FluidEffectorsSystem` folds it into, as in a scene — and a solid post
7
+ * standing in it, which is the whole of §10's argument made visible. Nothing here is a
7
8
  * wind model: the wake behind the post is the incompressible projection's
8
9
  * answer, and the cloth reads it through the same {@link FluidComponent} an
9
10
  * ordinary scene would.
@@ -1 +1 @@
1
- {"version":3,"file":"wind_build.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/playground/wind_build.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AAEH;;;;;;;;GAQG;AAEH;;;;;;GAMG;AACH;IAL2B,SAAS,EAAzB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACU,MAAM,EAAxB,MAAM,EAAE;IACN,UAAU,CA2CtB;AAED;;;;;;;;;;GAUG;AACH,wCARW,UAAU;IAEO,OAAO,EAAxB,OAAO;IACS,CAAC,EAAjB,MAAM;IACU,CAAC,EAAjB,MAAM;IACU,MAAM,EAAtB,MAAM;IACJ,IAAI,CAwChB;;;;;eA3Ga,cAAc;eACd,cAAc;;;;cACd,mBAAmB;mBACnB,YAAY;eACZ,MAAM;gBACN,MAAM,EAAE;;+BAnCS,mCAAmC;+BAFnC,+BAA+B;oCAC1B,6CAA6C"}
1
+ {"version":3,"file":"wind_build.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/playground/wind_build.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH;;;;;;;;GAQG;AAEH;;;;;;GAMG;AACH;IAL2B,SAAS,EAAzB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACU,MAAM,EAAxB,MAAM,EAAE;IACN,UAAU,CA2CtB;AAED;;;;;;;;;;GAUG;AACH,wCARW,UAAU;IAEO,OAAO,EAAxB,OAAO;IACS,CAAC,EAAjB,MAAM;IACU,CAAC,EAAjB,MAAM;IACU,MAAM,EAAtB,MAAM;IACJ,IAAI,CAwChB;;;;;eA3Ga,cAAc;eACd,cAAc;;;;cACd,mBAAmB;mBACnB,YAAY;eACZ,MAAM;gBACN,MAAM,EAAE;;+BApCS,mCAAmC;+BAFnC,+BAA+B;oCAC1B,6CAA6C"}
@@ -7,8 +7,9 @@ import { FluidComponent } from "../../fluid/ecs/FluidComponent.js";
7
7
  * # The wind tunnel the banner hangs in
8
8
  *
9
9
  * A real {@link FluidField} stepped by a real {@link FluidSimulator}, with a
10
- * real {@link GlobalFluidEffector} driving the flow and a solid post standing in
11
- * it — which is the whole of §10's argument made visible. Nothing here is a
10
+ * real {@link GlobalFluidEffector} driving the flow — through the far field
11
+ * `FluidEffectorsSystem` folds it into, as in a scene — and a solid post
12
+ * standing in it, which is the whole of §10's argument made visible. Nothing here is a
12
13
  * wind model: the wake behind the post is the incompressible projection's
13
14
  * answer, and the cloth reads it through the same {@link FluidComponent} an
14
15
  * ordinary scene would.
@@ -70,7 +71,7 @@ export function build_wind_tunnel({ cell_size, resolution, origin }) {
70
71
  const effector = new GlobalFluidEffector();
71
72
 
72
73
  // Wind plus drag is `GlobalFluidEffector`'s "prevailing wind" regime: the
73
- // air relaxes toward `wind`, so the volume's far field *is* the ambient the
74
+ // air relaxes toward `wind`, so the volume's far field *is* the air the
74
75
  // cloth reads outside it, and a garment carried out of the volume does not
75
76
  // walk into still air.
76
77
  // Six per second, so the volume reaches nine tenths of the driving wind