@woosh/meep-engine 3.47.0 → 3.50.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1770) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  78. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  80. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
  81. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  82. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  83. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  84. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  85. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  86. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  88. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  89. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  90. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  91. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  92. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  93. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  94. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  95. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  96. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  97. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  98. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  99. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  100. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  101. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  102. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  103. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  104. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  105. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  106. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  107. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  108. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  109. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  110. package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
  111. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  112. package/src/engine/graphics3/ParticipatingMedia.js +145 -5
  113. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  114. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  115. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  116. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  117. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  118. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  119. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  120. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  121. package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
  122. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  123. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  124. package/src/engine/graphics3/WaterSystem.js +53 -15
  125. package/src/engine/network/NetworkSession.d.ts +16 -5
  126. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  127. package/src/engine/network/NetworkSession.js +104 -7
  128. package/src/engine/network/README.md +27 -1
  129. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  130. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  131. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  132. package/src/engine/network/replication/Replicator.d.ts +15 -4
  133. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  134. package/src/engine/network/replication/Replicator.js +50 -16
  135. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  136. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  137. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  138. package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
  139. package/src/engine/physics/cloth/PLAN.md +106 -7
  140. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  142. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  143. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  144. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  145. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  146. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  148. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  149. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  150. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  151. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
  152. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  153. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
  154. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
  155. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  156. package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
  157. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  158. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  159. package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
  160. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  161. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  163. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  164. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  165. package/src/engine/physics/cloth/playground/README.md +8 -4
  166. package/src/engine/physics/cloth/playground/collide.html +5 -3
  167. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  168. package/src/engine/physics/cloth/playground/wind.html +4 -4
  169. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  170. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  172. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  173. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  174. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  175. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  176. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  177. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  178. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  179. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  180. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  181. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  182. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  183. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  184. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  185. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  186. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  187. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  188. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  189. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  190. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  191. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  192. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  193. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  194. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  195. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  196. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  197. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  198. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  199. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  200. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  201. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  202. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  203. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  204. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  205. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  206. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  207. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  208. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  209. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  210. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  211. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  213. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  214. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  215. package/src/engine/physics/fluid/FluidField.js +26 -6
  216. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  217. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  219. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  220. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  221. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  222. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  223. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  224. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  225. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  226. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  227. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  228. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  229. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  230. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  231. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  232. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  233. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  234. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  235. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  236. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  237. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  239. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  240. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  242. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  243. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  244. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  245. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  246. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  247. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  248. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  249. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  250. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  251. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  252. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  253. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  254. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  255. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  256. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  257. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
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@@ -0,0 +1,383 @@
1
+ /**
2
+ * How much of a deviation from the far field stored as of `Λ = from` is left as of `Λ = to`:
3
+ * `e^(from − to)`, its exponent held at {@link GPU_FLUID_CASCADE_GROWTH_EXPONENT_LIMIT}.
4
+ *
5
+ * @param {number} from
6
+ * @param {number} to
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+ * @returns {number}
8
+ */
9
+ export function gpu_fluid_cascade_frame_keep(from: number, to: number): number;
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+ /**
11
+ * How a cascade's step solves for pressure (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8, D5).
12
+ */
13
+ export type GPUFluidCascadePressureArm = number;
14
+ /**
15
+ * @typedef {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
16
+ * @typedef {import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
17
+ */
18
+ /**
19
+ * How a cascade's step solves for pressure (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8, D5).
20
+ * @readonly
21
+ * @enum {number}
22
+ */
23
+ export const GPUFluidCascadePressureArm: Readonly<{
24
+ /** {@link GPUFluidPressureSolve#encode_v_cycles}: the count is V-cycles. */
25
+ VCycles: 0;
26
+ /** {@link GPUFluidPressureSolve#encode_sor}: the count is red-black sweeps. */
27
+ SOR: 1;
28
+ }>;
29
+ /**
30
+ * V-cycles a step runs by default: the fewest that hold the CPU fluid's projection gate
31
+ * (`GPUFluidCascade.quality.slow.spec.js`, 16³, max |div| of a random field). One V-cycle a step left
32
+ * 1.62× the divergence of `FluidSimulator` with one projection after advection after the first step
33
+ * and 4.96× after ten, against the gate's 1.25; two left 0.40× and 0.34×. On an RTX 4090 the second
34
+ * costs 10 dispatches and 38 µs at 64×32×64 (a step 77 µs against 115), 72 µs at 128×32×128 (173
35
+ * against 245).
36
+ *
37
+ * The arm is the V-cycle on measurement: from a cold start at 64×32×64, with the coarsest level still
38
+ * at 32 sweeps, it reached a tenth of the residual in 59 µs (1 cycle, 14 dispatches) against SOR's
39
+ * 173 µs (26 sweeps, 53), and a hundredth in 110 against 327 (2 cycles; 49 sweeps), open or with
40
+ * obstacles.
41
+ * @type {number}
42
+ */
43
+ export const GPU_FLUID_CASCADE_V_CYCLES: number;
44
+ /**
45
+ * Most cells a cascade has on an axis.
46
+ * @type {number}
47
+ */
48
+ export const GPU_FLUID_CASCADE_RESOLUTION_LIMIT: number;
49
+ /**
50
+ * The largest exponent a frame conversion grows a deviation by: `e^x` is held at `e^64` past it.
51
+ *
52
+ * A value stored as of one instant is read as of another through `e^(−(Λ(t_read) − Λ(t_stored)))`
53
+ * (§6). Read at a later instant that is at most 1; read at an EARLIER one, as a cascade reads a parent
54
+ * that stepped since it did, it exceeds 1, by how much the drag acted between the two records. The
55
+ * device then multiplies back down by the step's own `e^(−ΔΛ)`. Past `e^64` (6e27, which keeps a
56
+ * deviation of 1e10 m/s finite in f32) the deviation being carried has decayed below 1.6e-28 of
57
+ * itself, under any f32 velocity's resolution, so holding the factor there changes nothing a read
58
+ * can see, and an infinity never reaches the device.
59
+ * @type {number}
60
+ */
61
+ export const GPU_FLUID_CASCADE_GROWTH_EXPONENT_LIMIT: number;
62
+ /**
63
+ * One cascade window of the GPU fluid (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §8), and the step
64
+ * that advances it.
65
+ *
66
+ * The window is N = `resolution` cells of `cell_size` metres, powers of two (32 to 256 on an axis in
67
+ * production; a spec runs smaller), with world cell `corner` at window-local 0. World cell `g` of a
68
+ * cascade covers `[g·h, (g + 1)·h)` on each axis, so cascades of every cell size share the world's
69
+ * origin, and a cascade of twice the cell holds child cells `2G` and `2G + 1` in its cell `G`.
70
+ *
71
+ * **What it keeps between steps:**
72
+ * - {@link velocity}, A: three toroidal `r32float` face textures (`FluidMacVelocitySet`);
73
+ * - {@link pressure}: kinematic pressure, m²/s², `array<f32>` of N cells, toroidal, the solve's warm
74
+ * start;
75
+ * - {@link solid}: window-local solid flags, all fluid at creation: `FLUID_SOLID_FLAG`, and
76
+ * `FLUID_FORCED_FLAG` where the tick's forcing was written for the cell's faces. A step reads these
77
+ * unless it is handed another buffer. `GPUFluidForcing` writes them before each step of the
78
+ * cascade, with {@link solid_bricks} saying which bricks it last wrote;
79
+ * - **its read record**: the instant its velocity was last brought to, `t_s`, with `v_far(t_s)`
80
+ * ({@link read_far_velocity}, rounded to f32 as the device holds it) and `Λ(t_s)`
81
+ * ({@link read_lambda}), on the CPU. The velocity is a deviation from `v_far(t_s)`, so every read of
82
+ * it at an instant `t` is `v_far(t) + (v − v_far(t_s))·e^(−(Λ(t) − Λ(t_s)))` (§6); {@link update_read}
83
+ * computes that factor, {@link read_keep}, on the CPU, and the device never sees `Λ`.
84
+ *
85
+ * It is created at the far field of a {@link FluidAtmosphere} record: velocity `v_far`, pressure 0,
86
+ * the read record that instant.
87
+ *
88
+ * **One step** ({@link record_step}) is one frame-graph pass, in the order of §8, from `t₀`, its read
89
+ * record, to `t₁`, the atmosphere it is handed:
90
+ *
91
+ * ghosts parent → G: its identity read at the faces and its pressure at the cells
92
+ * just past the window, once (shader_fluid_cascade_ghosts)
93
+ * curl A → C, the vorticity confinement's force per cell (shader_fluid_mac_curl),
94
+ * only for a step with confinement
95
+ * advect predict A → F
96
+ * advect correct A + F → B, then per face the atmosphere identity, the confinement from C,
97
+ * the relaxation band and the deviation clamp (chunk_fluid_cascade_epilogue),
98
+ * and the tick's forcing where the flags say it was written
99
+ * divergence B → rhs = div/dt
100
+ * pressure solve rhs → pressure (V-cycles or SOR)
101
+ * gradient B + pressure → A
102
+ *
103
+ * and moves the read record to `t₁`. Beyond the window, velocity is the parent's identity read at
104
+ * `t₀` and pressure the parent's: a `parent` cascade's, of twice the cell and the same resolution, or
105
+ * the far field's (`v_far(t₀)`, 0), a parent with no window. The step's passes read it from G, the
106
+ * step's ghosts, which hold it as of the step's start for every face a trace can reach and every
107
+ * ghost cell; a trace past the shell reads the parent itself.
108
+ *
109
+ * F and B (three textures each), G (three shell textures and a buffer), the RHS and C are the step's
110
+ * transients: the pass creates them in the frame graph, which pools them, so the steps of every
111
+ * cascade of one resolution share one set of memory. The pressure solve keeps its level buffers itself (`GPUFluidPressureSolve`).
112
+ *
113
+ * At 64×32×64 a step dispatches the ghosts, 4 MAC passes, the solve's 4 weight passes and 10 a
114
+ * V-cycle: 29 at {@link GPU_FLUID_CASCADE_V_CYCLES}, and the curl with confinement.
115
+ *
116
+ * A face with a solid cell on either side is pinned: every pass carries its value in A through, so A
117
+ * holds the wall's velocity there. Whoever writes the solid flags writes that velocity too: the
118
+ * forcing writes it into A at every face it pins, before the step, so a face that just became pinned
119
+ * carries the wall and never the fluid value it held.
120
+ *
121
+ * **Placement** ({@link place}) moves the window's corner and writes nothing: storage wraps, so every
122
+ * value still inside the window stays where it is, and what the move exposed holds stale values until
123
+ * {@link record_fill} writes it from the parent (one dispatch, `shader_fluid_cascade_fill`).
124
+ *
125
+ * **Feedback** ({@link record_restrict}): before a cascade steps, its child's interior is restricted
126
+ * into it, each parent face the mean of the four child faces on it (one dispatch,
127
+ * `shader_fluid_cascade_restrict`). A step records the corner, and its parent's, as they are
128
+ * when the step is recorded, so several ticks may be recorded into one graph.
129
+ *
130
+ * Nothing is allocated per step once the first has been recorded: the step's parameters and the
131
+ * solve's inputs live in retained records, and several steps may be recorded into one graph.
132
+ */
133
+ export class GPUFluidCascade {
134
+ /**
135
+ * @param {object} record
136
+ * @param {*} _resources
137
+ * @param {{encoder: ShadeGPUCommandContext}} context
138
+ */
139
+ static "__#263@#execute_restrict"(record: object, _resources: any, context: {
140
+ encoder: ShadeGPUCommandContext;
141
+ }): void;
142
+ /**
143
+ * @param {object} record
144
+ * @param {*} _resources
145
+ * @param {{encoder: ShadeGPUCommandContext}} context
146
+ */
147
+ static "__#263@#execute_fill"(record: object, _resources: any, context: {
148
+ encoder: ShadeGPUCommandContext;
149
+ }): void;
150
+ /**
151
+ * @param {object} record
152
+ * @param {import("../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources} resources
153
+ * @param {{encoder: ShadeGPUCommandContext}} context
154
+ */
155
+ static "__#263@#execute"(record: object, resources: import("../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources, context: {
156
+ encoder: ShadeGPUCommandContext;
157
+ }): void;
158
+ /**
159
+ * @param {object} options
160
+ * @param {GPUDevice} options.device
161
+ * @param {ArrayLike<number>} options.resolution cells on each axis, powers of two
162
+ * @param {number} options.cell_size metres
163
+ * @param {ArrayLike<number>} options.corner the world cell at window-local (0, 0, 0)
164
+ * @param {Float64Array|number[]} options.atmosphere a {@link FluidAtmosphere} record, world units:
165
+ * the velocity starts at its `v_far`, and the read record is its instant
166
+ * @param {number} options.atmosphere_offset where the record starts in `atmosphere`
167
+ */
168
+ constructor({ device, resolution, cell_size, corner, atmosphere, atmosphere_offset }: {
169
+ device: GPUDevice;
170
+ resolution: ArrayLike<number>;
171
+ cell_size: number;
172
+ corner: ArrayLike<number>;
173
+ atmosphere: Float64Array | number[];
174
+ atmosphere_offset: number;
175
+ });
176
+ /**
177
+ * Cells on each axis.
178
+ * @returns {Readonly<Uint32Array>}
179
+ */
180
+ get resolution(): Readonly<Uint32Array>;
181
+ /**
182
+ * The world cell at window-local (0, 0, 0).
183
+ * @returns {Readonly<Int32Array>}
184
+ */
185
+ get corner(): Readonly<Int32Array>;
186
+ /**
187
+ * A cell's edge, metres.
188
+ * @returns {number}
189
+ */
190
+ get cell_size(): number;
191
+ /**
192
+ * The persistent velocity, A: u, v and w faces, toroidal through the window, each a deviation from
193
+ * {@link read_far_velocity}.
194
+ * @returns {FluidMacVelocitySet}
195
+ */
196
+ get velocity(): FluidMacVelocitySet;
197
+ /**
198
+ * The persistent pressure, m²/s², `array<f32>` of N cells, toroidal with period N.
199
+ * @returns {GPUBuffer}
200
+ */
201
+ get pressure(): GPUBuffer;
202
+ /**
203
+ * The cascade's own solid flags, `array<u32>` of N cells, window-local, x fastest; all fluid unless
204
+ * written. What a step reads when it is handed no other.
205
+ * @returns {GPUBuffer}
206
+ */
207
+ get solid(): GPUBuffer;
208
+ /**
209
+ * Which bricks of {@link solid} hold anything, one u32 a brick of `FLUID_FORCING_BRICK`³ cells,
210
+ * window-local, x fastest: 1 where the forcing last wrote the brick's flags, so that the next
211
+ * forcing of this cascade clears them if nothing meets the brick then. All 0 at creation. The
212
+ * forcing's (`GPUFluidForcing`), beside the flags it writes.
213
+ * @returns {GPUBuffer}
214
+ */
215
+ get solid_bricks(): GPUBuffer;
216
+ /**
217
+ * How many non-finite values the pressure solves read and zeroed; made by the first step.
218
+ * @returns {GPUBuffer|null}
219
+ */
220
+ get nonfinite_counter(): any;
221
+ /**
222
+ * The read record's instant `t_s`, seconds, as the atmosphere records count them.
223
+ * @returns {number}
224
+ */
225
+ get read_time(): number;
226
+ /**
227
+ * `Λ(t_s)`.
228
+ * @returns {number}
229
+ */
230
+ get read_lambda(): number;
231
+ /**
232
+ * `v_far(t_s)`, m/s, rounded to f32: what the stored velocity is a deviation from.
233
+ * @returns {Readonly<Float32Array>}
234
+ */
235
+ get read_far_velocity(): Readonly<Float32Array>;
236
+ /**
237
+ * `k = e^(−(Λ(t) − Λ(t_s)))` for the instant of the last {@link update_read}, in [0, 1]: a read of
238
+ * the stored velocity `v` at that instant is `v_far(t) + (v − v_far(t_s))·k`. 1 until the first.
239
+ * @returns {number}
240
+ */
241
+ get read_keep(): number;
242
+ /**
243
+ * Compute {@link read_keep} for the instant a {@link FluidAtmosphere} record describes: what a
244
+ * reader of the cascade takes, each frame, as one number. A record before the cascade's own reads
245
+ * 1.
246
+ *
247
+ * @param {Float64Array|number[]} atmosphere
248
+ * @param {number} offset
249
+ */
250
+ update_read(atmosphere: Float64Array | number[], offset: number): void;
251
+ /**
252
+ * Where the pressure is stored now, as a {@link GRID_TILE_WINDOW_STRUCT} value: period N, the
253
+ * storage corner the corner modulo N. A retained object, rewritten on every call.
254
+ * @returns {{corner: Int32Array, corner_storage: Uint32Array, size: Uint32Array, period: Uint32Array}}
255
+ */
256
+ get cells_window(): {
257
+ corner: Int32Array;
258
+ corner_storage: Uint32Array;
259
+ size: Uint32Array;
260
+ period: Uint32Array;
261
+ };
262
+ /**
263
+ * Where a component's faces are stored now: period N plus one along its own axis. A retained
264
+ * object, rewritten on every call.
265
+ *
266
+ * @param {number} component 0, 1 or 2 for u, v or w
267
+ * @returns {{corner: Int32Array, corner_storage: Uint32Array, size: Uint32Array, period: Uint32Array}}
268
+ */
269
+ faces_window(component: number): {
270
+ corner: Int32Array;
271
+ corner_storage: Uint32Array;
272
+ size: Uint32Array;
273
+ period: Uint32Array;
274
+ };
275
+ /**
276
+ * Move the window: `corner` becomes the world cell at window-local 0. Nothing is written; the
277
+ * storage wraps, so values still inside the window keep their place, and the cells the move exposed
278
+ * hold what the cells it left held until a fill writes them.
279
+ *
280
+ * @param {ArrayLike<number>} corner
281
+ */
282
+ place(corner: ArrayLike<number>): void;
283
+ /**
284
+ * Fill a {@link FLUID_CASCADE_PARENT_STRUCT} value and its bindings with what this cascade reads
285
+ * beyond its window as of its read record: `parent`'s identity read at `t_s`, or the far field's
286
+ * (a parent with no window, beside this cascade's own stand-ins). What its step, its fill and its
287
+ * publish (`FluidWindPublish`) read there.
288
+ *
289
+ * @param {object} out the value
290
+ * @param {{u: GPUTextureView|null, v: GPUTextureView|null, w: GPUTextureView|null, pressure: GPUBuffer|null}} out_bindings
291
+ * @param {GPUFluidCascade|null} parent a cascade of twice the cell and the same resolution, or `null`
292
+ */
293
+ describe_parent(out: object, out_bindings: {
294
+ u: GPUTextureView | null;
295
+ v: GPUTextureView | null;
296
+ w: GPUTextureView | null;
297
+ pressure: GPUBuffer | null;
298
+ }, parent: GPUFluidCascade | null): void;
299
+ /**
300
+ * Record one step into `graph`, from the read record to the instant `atmosphere` describes, and
301
+ * move the read record there. Nothing is recorded for `dt = 0`, and the record stays.
302
+ *
303
+ * @param {object} options
304
+ * @param {FrameGraph} options.graph
305
+ * @param {number} options.dt seconds, the step the advection and the solve take
306
+ * @param {Float64Array|number[]} options.atmosphere a {@link FluidAtmosphere} record, world units:
307
+ * `t₁`, at or after the read record
308
+ * @param {number} options.atmosphere_offset where the record starts in `atmosphere`
309
+ * @param {GPUFluidCascade|null} options.parent what lies beyond the window: a cascade of twice the
310
+ * cell and the same resolution, or `null` for the far field
311
+ * @param {boolean} options.relaxation_band whether rows 2..5 relax toward the parent (§9)
312
+ * @param {GPUBuffer} [options.solid] the window's solid flags, `array<u32>`, bit 0; {@link solid} by default
313
+ * @param {number|null} [options.forcing] the tick's forcing for this cascade, a buffer resource of
314
+ * `graph` that `GPUFluidForcing` wrote, read under `FLUID_FORCED_FLAG` of `solid`; `null`, the
315
+ * default, for none
316
+ * @param {number} [options.vorticity_confinement] its strength ε, per second, ≥ 0, as
317
+ * `FluidSimulator#vorticity_confinement` reads it: the step records the curl pass and the correct
318
+ * pass adds `ε·dt·(N × ω)`, ω per cell. 0, the default, records no curl pass
319
+ * @param {GPUFluidCascadePressureArm} [options.arm]
320
+ * @param {number} [options.count] V-cycles under {@link GPUFluidCascadePressureArm.VCycles}, red-black
321
+ * sweeps under {@link GPUFluidCascadePressureArm.SOR}
322
+ */
323
+ record_step({ graph, dt, atmosphere, atmosphere_offset, parent, relaxation_band, solid, forcing, vorticity_confinement, arm, count, }: {
324
+ graph: FrameGraph;
325
+ dt: number;
326
+ atmosphere: Float64Array | number[];
327
+ atmosphere_offset: number;
328
+ parent: GPUFluidCascade | null;
329
+ relaxation_band: boolean;
330
+ solid?: GPUBuffer;
331
+ forcing?: number | null;
332
+ vorticity_confinement?: number;
333
+ arm?: GPUFluidCascadePressureArm;
334
+ count?: number;
335
+ }): void;
336
+ /**
337
+ * Record a fill into `graph`: the cells a placement exposed take the parent's identity read as of
338
+ * the read record, faces and pressure (§7, §8 pass 0). One dispatch over the boxes' bricks; nothing
339
+ * for no box.
340
+ *
341
+ * @param {object} options
342
+ * @param {FrameGraph} options.graph
343
+ * @param {ArrayLike<number>} options.boxes world cells of this cascade, six a box as
344
+ * `window_scroll_regions` writes them (smallest cell on x, y, z, then one past the largest), every
345
+ * one inside the window and on the 4-cell lattice
346
+ * @param {number} options.box_count 0 to 3
347
+ * @param {GPUFluidCascade|null} options.parent the parent to fill from, or `null` for the far field
348
+ */
349
+ record_fill({ graph, boxes, box_count, parent }: {
350
+ graph: FrameGraph;
351
+ boxes: ArrayLike<number>;
352
+ box_count: number;
353
+ parent: GPUFluidCascade | null;
354
+ }): void;
355
+ /**
356
+ * Record the feedback of `child` into this cascade (§8 pass 7, §9), as it must run before this
357
+ * cascade steps: every face of the parent cells whose children lie
358
+ * {@link FLUID_CASCADE_FEEDBACK_MARGIN} child cells or more inside the child's window takes the mean
359
+ * of the four child faces on it, carried from the child's record to this cascade's. One dispatch.
360
+ *
361
+ * The child's corner must lie on the even cells of its lattice, so the two lattices' faces coincide,
362
+ * and its interior inside this window: the nesting a stack keeps.
363
+ *
364
+ * @param {object} options
365
+ * @param {FrameGraph} options.graph
366
+ * @param {GPUFluidCascade} options.child a cascade of half the cell and the same resolution
367
+ */
368
+ record_restrict({ graph, child }: {
369
+ graph: FrameGraph;
370
+ child: GPUFluidCascade;
371
+ }): void;
372
+ /**
373
+ * Release everything the cascade made. A step recorded into a graph that has not run yet encodes
374
+ * nothing; work already submitted keeps what it holds, as WebGPU keeps a destroyed resource for
375
+ * the commands that use it. Nothing may be recorded after.
376
+ */
377
+ destroy(): void;
378
+ #private;
379
+ }
380
+ export type FrameGraph = import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
381
+ export type ShadeGPUCommandContext = import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext;
382
+ import { FluidMacVelocitySet } from "./mac/FluidMacVelocitySet.js";
383
+ //# sourceMappingURL=GPUFluidCascade.d.ts.map
@@ -0,0 +1 @@
1
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