@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 +1,1217 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { isPowerOfTwo } from "../../../core/math/isPowerOfTwo.js";
3
+ import { FluidAtmosphere } from "../../../engine/physics/fluid/FluidAtmosphere.js";
4
+ import { BufferResourceDescriptor } from "../../device/graph/BufferResourceDescriptor.js";
5
+ import { TextureResourceDescriptor } from "../../device/graph/TextureResourceDescriptor.js";
6
+ import { FLUID_CASCADE_PARENT_STRUCT, fluid_cascade_parent_value } from "./coupling/FLUID_CASCADE_PARENT_STRUCT.js";
7
+ import { FLUID_CASCADE_FILL_BOX_LIMIT, FLUID_CASCADE_FILL_BRICK, FLUID_CASCADE_FILL_STRUCT } from "./coupling/FLUID_CASCADE_FILL_STRUCT.js";
8
+ import { shader_fluid_cascade_fill } from "./coupling/shader_fluid_cascade_fill.js";
9
+ import { FLUID_CASCADE_FEEDBACK_MARGIN, FLUID_CASCADE_RESTRICT_STRUCT } from "./coupling/FLUID_CASCADE_RESTRICT_STRUCT.js";
10
+ import { shader_fluid_cascade_restrict } from "./coupling/shader_fluid_cascade_restrict.js";
11
+ import { fluid_cascade_ghost_shell_size, fluid_cascade_pressure_ghost_count } from "./coupling/FLUID_CASCADE_GHOSTS.js";
12
+ import { GRID_TILE_SIZE } from "../shader/chunk/grid/chunk_grid_tile_window.js";
13
+ import { WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION } from "../gpu_primitive/indirect/WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION.js";
14
+ import { fluid_cascade_window_empty, fluid_cascade_window_place, fluid_cascade_window_value } from "./fluid_cascade_window.js";
15
+ import { FluidMacPasses } from "./mac/FluidMacPasses.js";
16
+ import { FluidMacVelocitySet } from "./mac/FluidMacVelocitySet.js";
17
+ import { GPUFluidPressureSolve } from "./pressure/GPUFluidPressureSolve.js";
18
+ import { FLUID_FORCING_BRICK_CELLS } from "./forcing/FLUID_FORCING.js";
19
+
20
+ /**
21
+ * @typedef {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
22
+ * @typedef {import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
23
+ */
24
+
25
+ /**
26
+ * How a cascade's step solves for pressure (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8, D5).
27
+ * @readonly
28
+ * @enum {number}
29
+ */
30
+ export const GPUFluidCascadePressureArm = Object.freeze({
31
+ /** {@link GPUFluidPressureSolve#encode_v_cycles}: the count is V-cycles. */
32
+ VCycles: 0,
33
+ /** {@link GPUFluidPressureSolve#encode_sor}: the count is red-black sweeps. */
34
+ SOR: 1,
35
+ });
36
+
37
+ /**
38
+ * V-cycles a step runs by default: the fewest that hold the CPU fluid's projection gate
39
+ * (`GPUFluidCascade.quality.slow.spec.js`, 16³, max |div| of a random field). One V-cycle a step left
40
+ * 1.62× the divergence of `FluidSimulator` with one projection after advection after the first step
41
+ * and 4.96× after ten, against the gate's 1.25; two left 0.40× and 0.34×. On an RTX 4090 the second
42
+ * costs 10 dispatches and 38 µs at 64×32×64 (a step 77 µs against 115), 72 µs at 128×32×128 (173
43
+ * against 245).
44
+ *
45
+ * The arm is the V-cycle on measurement: from a cold start at 64×32×64, with the coarsest level still
46
+ * at 32 sweeps, it reached a tenth of the residual in 59 µs (1 cycle, 14 dispatches) against SOR's
47
+ * 173 µs (26 sweeps, 53), and a hundredth in 110 against 327 (2 cycles; 49 sweeps), open or with
48
+ * obstacles.
49
+ * @type {number}
50
+ */
51
+ export const GPU_FLUID_CASCADE_V_CYCLES = 2;
52
+
53
+ /**
54
+ * Most cells a cascade has on an axis.
55
+ * @type {number}
56
+ */
57
+ export const GPU_FLUID_CASCADE_RESOLUTION_LIMIT = 256;
58
+
59
+ /**
60
+ * The largest exponent a frame conversion grows a deviation by: `e^x` is held at `e^64` past it.
61
+ *
62
+ * A value stored as of one instant is read as of another through `e^(−(Λ(t_read) − Λ(t_stored)))`
63
+ * (§6). Read at a later instant that is at most 1; read at an EARLIER one, as a cascade reads a parent
64
+ * that stepped since it did, it exceeds 1, by how much the drag acted between the two records. The
65
+ * device then multiplies back down by the step's own `e^(−ΔΛ)`. Past `e^64` (6e27, which keeps a
66
+ * deviation of 1e10 m/s finite in f32) the deviation being carried has decayed below 1.6e-28 of
67
+ * itself, under any f32 velocity's resolution, so holding the factor there changes nothing a read
68
+ * can see, and an infinity never reaches the device.
69
+ * @type {number}
70
+ */
71
+ export const GPU_FLUID_CASCADE_GROWTH_EXPONENT_LIMIT = 64;
72
+
73
+ /**
74
+ * How much of a deviation from the far field stored as of `Λ = from` is left as of `Λ = to`:
75
+ * `e^(from − to)`, its exponent held at {@link GPU_FLUID_CASCADE_GROWTH_EXPONENT_LIMIT}.
76
+ *
77
+ * @param {number} from
78
+ * @param {number} to
79
+ * @returns {number}
80
+ */
81
+ export function gpu_fluid_cascade_frame_keep(from, to) {
82
+ return Math.exp(Math.min(GPU_FLUID_CASCADE_GROWTH_EXPONENT_LIMIT, from - to));
83
+ }
84
+
85
+ /**
86
+ * The far field's velocity and `Λ` from a {@link FluidAtmosphere} record, checking that it carries
87
+ * no body force: `force` is a CPU-field term and not part of the far field (§6), so the GPU fluid
88
+ * drops it, and says so in development.
89
+ *
90
+ * @param {Float64Array|number[]} atmosphere
91
+ * @param {number} offset
92
+ * @param {Float32Array} out_far_velocity receives `v_far`, rounded to f32
93
+ * @returns {number} `Λ`
94
+ */
95
+ function read_far_field(atmosphere, offset, out_far_velocity) {
96
+ assert.equal(atmosphere[offset + FluidAtmosphere.FORCE_X], 0, 'a body force reaches the GPU fluid, which drops it');
97
+ assert.equal(atmosphere[offset + FluidAtmosphere.FORCE_Y], 0, 'a body force reaches the GPU fluid, which drops it');
98
+ assert.equal(atmosphere[offset + FluidAtmosphere.FORCE_Z], 0, 'a body force reaches the GPU fluid, which drops it');
99
+
100
+ out_far_velocity[0] = atmosphere[offset + FluidAtmosphere.VELOCITY_X];
101
+ out_far_velocity[1] = atmosphere[offset + FluidAtmosphere.VELOCITY_Y];
102
+ out_far_velocity[2] = atmosphere[offset + FluidAtmosphere.VELOCITY_Z];
103
+
104
+ for (let axis = 0; axis < 3; axis++) {
105
+ assert.isFinite(out_far_velocity[axis], 'v_far');
106
+ }
107
+
108
+ const lambda = atmosphere[offset + FluidAtmosphere.LAMBDA];
109
+
110
+ assert.isFinite(lambda, 'Λ');
111
+
112
+ return lambda;
113
+ }
114
+
115
+ /**
116
+ * A {@link FLUID_CASCADE_FILL_STRUCT} value, filled in place.
117
+ */
118
+ function fill_value() {
119
+ return {
120
+ cells: fluid_cascade_window_value(),
121
+ faces_u: fluid_cascade_window_value(),
122
+ faces_v: fluid_cascade_window_value(),
123
+ faces_w: fluid_cascade_window_value(),
124
+ box0: new Int32Array(3),
125
+ box1: new Int32Array(3),
126
+ box2: new Int32Array(3),
127
+ box0_bricks: new Uint32Array(3),
128
+ box1_bricks: new Uint32Array(3),
129
+ box2_bricks: new Uint32Array(3),
130
+ box_end: new Uint32Array(3),
131
+ };
132
+ }
133
+
134
+ /**
135
+ * A {@link FLUID_CASCADE_RESTRICT_STRUCT} value, filled in place.
136
+ */
137
+ function restrict_value() {
138
+ return {
139
+ child_u: fluid_cascade_window_value(),
140
+ child_v: fluid_cascade_window_value(),
141
+ child_w: fluid_cascade_window_value(),
142
+ faces_u: fluid_cascade_window_value(),
143
+ faces_v: fluid_cascade_window_value(),
144
+ faces_w: fluid_cascade_window_value(),
145
+ box: new Int32Array(3),
146
+ keep: 1,
147
+ box_size: new Uint32Array(3),
148
+ child_offset: new Int32Array(3),
149
+ child_far_velocity: new Float32Array(3),
150
+ far_velocity: new Float32Array(3),
151
+ };
152
+ }
153
+
154
+ /**
155
+ * One cascade window of the GPU fluid (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §8), and the step
156
+ * that advances it.
157
+ *
158
+ * The window is N = `resolution` cells of `cell_size` metres, powers of two (32 to 256 on an axis in
159
+ * production; a spec runs smaller), with world cell `corner` at window-local 0. World cell `g` of a
160
+ * cascade covers `[g·h, (g + 1)·h)` on each axis, so cascades of every cell size share the world's
161
+ * origin, and a cascade of twice the cell holds child cells `2G` and `2G + 1` in its cell `G`.
162
+ *
163
+ * **What it keeps between steps:**
164
+ * - {@link velocity}, A: three toroidal `r32float` face textures (`FluidMacVelocitySet`);
165
+ * - {@link pressure}: kinematic pressure, m²/s², `array<f32>` of N cells, toroidal, the solve's warm
166
+ * start;
167
+ * - {@link solid}: window-local solid flags, all fluid at creation: `FLUID_SOLID_FLAG`, and
168
+ * `FLUID_FORCED_FLAG` where the tick's forcing was written for the cell's faces. A step reads these
169
+ * unless it is handed another buffer. `GPUFluidForcing` writes them before each step of the
170
+ * cascade, with {@link solid_bricks} saying which bricks it last wrote;
171
+ * - **its read record**: the instant its velocity was last brought to, `t_s`, with `v_far(t_s)`
172
+ * ({@link read_far_velocity}, rounded to f32 as the device holds it) and `Λ(t_s)`
173
+ * ({@link read_lambda}), on the CPU. The velocity is a deviation from `v_far(t_s)`, so every read of
174
+ * it at an instant `t` is `v_far(t) + (v − v_far(t_s))·e^(−(Λ(t) − Λ(t_s)))` (§6); {@link update_read}
175
+ * computes that factor, {@link read_keep}, on the CPU, and the device never sees `Λ`.
176
+ *
177
+ * It is created at the far field of a {@link FluidAtmosphere} record: velocity `v_far`, pressure 0,
178
+ * the read record that instant.
179
+ *
180
+ * **One step** ({@link record_step}) is one frame-graph pass, in the order of §8, from `t₀`, its read
181
+ * record, to `t₁`, the atmosphere it is handed:
182
+ *
183
+ * ghosts parent → G: its identity read at the faces and its pressure at the cells
184
+ * just past the window, once (shader_fluid_cascade_ghosts)
185
+ * curl A → C, the vorticity confinement's force per cell (shader_fluid_mac_curl),
186
+ * only for a step with confinement
187
+ * advect predict A → F
188
+ * advect correct A + F → B, then per face the atmosphere identity, the confinement from C,
189
+ * the relaxation band and the deviation clamp (chunk_fluid_cascade_epilogue),
190
+ * and the tick's forcing where the flags say it was written
191
+ * divergence B → rhs = div/dt
192
+ * pressure solve rhs → pressure (V-cycles or SOR)
193
+ * gradient B + pressure → A
194
+ *
195
+ * and moves the read record to `t₁`. Beyond the window, velocity is the parent's identity read at
196
+ * `t₀` and pressure the parent's: a `parent` cascade's, of twice the cell and the same resolution, or
197
+ * the far field's (`v_far(t₀)`, 0), a parent with no window. The step's passes read it from G, the
198
+ * step's ghosts, which hold it as of the step's start for every face a trace can reach and every
199
+ * ghost cell; a trace past the shell reads the parent itself.
200
+ *
201
+ * F and B (three textures each), G (three shell textures and a buffer), the RHS and C are the step's
202
+ * transients: the pass creates them in the frame graph, which pools them, so the steps of every
203
+ * cascade of one resolution share one set of memory. The pressure solve keeps its level buffers itself (`GPUFluidPressureSolve`).
204
+ *
205
+ * At 64×32×64 a step dispatches the ghosts, 4 MAC passes, the solve's 4 weight passes and 10 a
206
+ * V-cycle: 29 at {@link GPU_FLUID_CASCADE_V_CYCLES}, and the curl with confinement.
207
+ *
208
+ * A face with a solid cell on either side is pinned: every pass carries its value in A through, so A
209
+ * holds the wall's velocity there. Whoever writes the solid flags writes that velocity too: the
210
+ * forcing writes it into A at every face it pins, before the step, so a face that just became pinned
211
+ * carries the wall and never the fluid value it held.
212
+ *
213
+ * **Placement** ({@link place}) moves the window's corner and writes nothing: storage wraps, so every
214
+ * value still inside the window stays where it is, and what the move exposed holds stale values until
215
+ * {@link record_fill} writes it from the parent (one dispatch, `shader_fluid_cascade_fill`).
216
+ *
217
+ * **Feedback** ({@link record_restrict}): before a cascade steps, its child's interior is restricted
218
+ * into it, each parent face the mean of the four child faces on it (one dispatch,
219
+ * `shader_fluid_cascade_restrict`). A step records the corner, and its parent's, as they are
220
+ * when the step is recorded, so several ticks may be recorded into one graph.
221
+ *
222
+ * Nothing is allocated per step once the first has been recorded: the step's parameters and the
223
+ * solve's inputs live in retained records, and several steps may be recorded into one graph.
224
+ */
225
+ export class GPUFluidCascade {
226
+ /** @type {Uint32Array} */
227
+ #resolution = new Uint32Array(3);
228
+ /** @type {Int32Array} */
229
+ #corner = new Int32Array(3);
230
+ /** @type {number} */
231
+ #cell_size = 1;
232
+
233
+ /** @type {FluidMacVelocitySet} */
234
+ #velocity;
235
+ /** @type {GPUBuffer} */
236
+ #pressure;
237
+ /** @type {GPUBuffer} */
238
+ #solid;
239
+ /** @type {GPUBuffer} */
240
+ #solid_bricks;
241
+
242
+ /**
243
+ * Bound where a step's forcing would be when it has none; never read, since no cell then carries
244
+ * `FLUID_FORCED_FLAG`.
245
+ * @type {GPUBuffer}
246
+ */
247
+ #no_forcing;
248
+
249
+ /**
250
+ * Bound where a step's confinement force would be when it has none; never read, since the step's
251
+ * `confinement_dt` is then 0.
252
+ * @type {GPUBuffer}
253
+ */
254
+ #no_confinement;
255
+
256
+ /**
257
+ * Stand-ins for the far field's faces and pressure, bound where a parent cascade's would be. The
258
+ * far field is a parent with no window, so they are never read.
259
+ * @type {GPUTexture[]}
260
+ */
261
+ #far_field_faces;
262
+ /** @type {GPUTextureView[]} */
263
+ #far_field_views;
264
+ /** @type {GPUBuffer} */
265
+ #far_field_pressure;
266
+
267
+ #mac = new FluidMacPasses();
268
+ #solve = new GPUFluidPressureSolve();
269
+
270
+ /** The read record: `t_s` and `Λ(t_s)`, f64. */
271
+ #read_time = 0;
272
+ #read_lambda = 0;
273
+ /** `v_far(t_s)`, as the device holds it. */
274
+ #read_far_velocity = new Float32Array(3);
275
+ /** `e^(−(Λ(t) − Λ(t_s)))` at the last {@link update_read}. */
276
+ #read_keep = 1;
277
+
278
+ /** Scratch for an atmosphere's `v_far`. */
279
+ #far_scratch = new Float32Array(3);
280
+
281
+ /** The window as the published field reads it, rewritten on every query. */
282
+ #cells_window = fluid_cascade_window_value();
283
+ #faces_windows = [fluid_cascade_window_value(), fluid_cascade_window_value(), fluid_cascade_window_value()];
284
+
285
+ /**
286
+ * Where the pressure is stored, as the solve reads it: period N, so the storage corner is the
287
+ * corner modulo N. Rewritten for every step from the corner it recorded.
288
+ */
289
+ #pressure_window = fluid_cascade_window_value();
290
+
291
+ /** The solve's inputs, rewritten for every step. */
292
+ #solve_inputs = { pressure: null, window: null, rhs: null, solid: null, h: 1, ghost_pressure: null, cycles: 0, sweeps: 0 };
293
+
294
+ /** The transients' views as the MAC passes take a velocity set, rebound for every step. */
295
+ #forward = { u: null, v: null, w: null };
296
+ #advected = { u: null, v: null, w: null };
297
+
298
+ /** What the step's passes bind of the parent, rebound for every step. */
299
+ #parent_bindings = { uniform: null, u: null, v: null, w: null, pressure: null };
300
+
301
+ /** The step's ghosts' views and buffer, rebound for every step. */
302
+ #ghosts = { u: null, v: null, w: null, pressure: null };
303
+
304
+ /** The transients, as the frame graph pools them: u, v and w faces, then the RHS. */
305
+ #transient_faces;
306
+ /** @type {BufferResourceDescriptor} */
307
+ #transient_rhs;
308
+ /** The confinement force of a step with confinement, three floats a cell. @type {BufferResourceDescriptor} */
309
+ #transient_confinement;
310
+ /** The ghosts' transients: the u, v and w shells, then the pressure ghosts. */
311
+ #transient_ghost_faces;
312
+ /** @type {BufferResourceDescriptor} */
313
+ #transient_ghost_pressure;
314
+
315
+ /**
316
+ * Step records not in a graph: a recorded step holds one until its pass has run.
317
+ * @type {object[]}
318
+ */
319
+ #free_records = [];
320
+
321
+ /**
322
+ * Fill records not in a graph, likewise.
323
+ * @type {object[]}
324
+ */
325
+ #free_fills = [];
326
+
327
+ /**
328
+ * Restriction records not in a graph, likewise.
329
+ * @type {object[]}
330
+ */
331
+ #free_restrictions = [];
332
+
333
+ #destroyed = false;
334
+
335
+ /**
336
+ * @param {object} options
337
+ * @param {GPUDevice} options.device
338
+ * @param {ArrayLike<number>} options.resolution cells on each axis, powers of two
339
+ * @param {number} options.cell_size metres
340
+ * @param {ArrayLike<number>} options.corner the world cell at window-local (0, 0, 0)
341
+ * @param {Float64Array|number[]} options.atmosphere a {@link FluidAtmosphere} record, world units:
342
+ * the velocity starts at its `v_far`, and the read record is its instant
343
+ * @param {number} options.atmosphere_offset where the record starts in `atmosphere`
344
+ */
345
+ constructor({ device, resolution, cell_size, corner, atmosphere, atmosphere_offset }) {
346
+ assert.defined(device, 'device');
347
+ assert.isFinite(cell_size, 'cell_size');
348
+ assert.greaterThan(cell_size, 0, 'cell_size');
349
+ assert.isNonNegativeInteger(atmosphere_offset, 'atmosphere_offset');
350
+
351
+ for (let axis = 0; axis < 3; axis++) {
352
+ assert.isPositiveInteger(resolution[axis], 'resolution');
353
+ assert.ok(isPowerOfTwo(resolution[axis]), 'resolution is a power of two on each axis');
354
+ assert.lessThanOrEqual(resolution[axis], GPU_FLUID_CASCADE_RESOLUTION_LIMIT, 'resolution');
355
+ assert.isInteger(corner[axis], 'corner');
356
+ }
357
+
358
+ this.#resolution.set(resolution);
359
+ this.#corner.set(corner);
360
+ this.#cell_size = cell_size;
361
+
362
+ this.#read_lambda = read_far_field(atmosphere, atmosphere_offset, this.#read_far_velocity);
363
+ this.#read_time = atmosphere[atmosphere_offset + FluidAtmosphere.TIME];
364
+
365
+ const [nx, ny, nz] = this.#resolution;
366
+ const cells = nx * ny * nz;
367
+
368
+ this.#velocity = new FluidMacVelocitySet(device, this.#resolution, 'Fluid / cascade / velocity', GPUTextureUsage.COPY_DST);
369
+
370
+ this.#pressure = device.createBuffer({
371
+ label: 'Fluid / cascade / pressure',
372
+ size: 4 * cells,
373
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST,
374
+ });
375
+
376
+ this.#solid = device.createBuffer({
377
+ label: 'Fluid / cascade / solid',
378
+ size: 4 * cells,
379
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
380
+ });
381
+
382
+ this.#solid_bricks = device.createBuffer({
383
+ label: 'Fluid / cascade / solid bricks',
384
+ size: 4 * (cells / FLUID_FORCING_BRICK_CELLS),
385
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
386
+ });
387
+
388
+ this.#no_forcing = device.createBuffer({
389
+ label: 'Fluid / cascade / no forcing',
390
+ size: 4,
391
+ usage: GPUBufferUsage.STORAGE,
392
+ });
393
+
394
+ this.#no_confinement = device.createBuffer({
395
+ label: 'Fluid / cascade / no confinement',
396
+ size: 4,
397
+ usage: GPUBufferUsage.STORAGE,
398
+ });
399
+
400
+ this.#far_field_faces = ['u', 'v', 'w'].map(name => device.createTexture({
401
+ label: `Fluid / cascade / far field ${name}`,
402
+ size: [1, 1, 1],
403
+ dimension: '3d',
404
+ format: 'r32float',
405
+ usage: GPUTextureUsage.TEXTURE_BINDING,
406
+ }));
407
+
408
+ this.#far_field_views = this.#far_field_faces.map(texture => texture.createView());
409
+
410
+ this.#far_field_pressure = device.createBuffer({
411
+ label: 'Fluid / cascade / far field pressure',
412
+ size: 4,
413
+ usage: GPUBufferUsage.STORAGE,
414
+ });
415
+
416
+ // a new texture is 0, so only a component the far field moves is written
417
+ const textures = this.#velocity.textures;
418
+
419
+ for (let component = 0; component < 3; component++) {
420
+ const value = this.#read_far_velocity[component];
421
+
422
+ if (value === 0) {
423
+ continue;
424
+ }
425
+
426
+ const texture = textures[component];
427
+ const data = new Float32Array(texture.width * texture.height * texture.depthOrArrayLayers).fill(value);
428
+
429
+ device.queue.writeTexture(
430
+ { texture },
431
+ data,
432
+ { bytesPerRow: 4 * texture.width, rowsPerImage: texture.height },
433
+ [texture.width, texture.height, texture.depthOrArrayLayers]
434
+ );
435
+ }
436
+
437
+ // the MAC passes need a whole tile on each axis
438
+ this.#mac.place(this.#resolution, this.#corner);
439
+
440
+ const inputs = this.#solve_inputs;
441
+ inputs.pressure = this.#pressure;
442
+ inputs.window = this.#pressure_window;
443
+ inputs.h = cell_size;
444
+
445
+ const faces = resolution_of => TextureResourceDescriptor.from({
446
+ resolution: resolution_of,
447
+ dimension: '3d',
448
+ format: 'r32float',
449
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
450
+ });
451
+
452
+ this.#transient_faces = [
453
+ faces([nx + 1, ny, nz]),
454
+ faces([nx, ny + 1, nz]),
455
+ faces([nx, ny, nz + 1]),
456
+ ];
457
+
458
+ this.#transient_rhs = BufferResourceDescriptor.from(4 * cells, GPUBufferUsage.STORAGE);
459
+ this.#transient_confinement = BufferResourceDescriptor.from(3 * 4 * cells, GPUBufferUsage.STORAGE);
460
+
461
+ this.#transient_ghost_faces = [0, 1, 2].map(component => faces(fluid_cascade_ghost_shell_size(this.#resolution, component)));
462
+ this.#transient_ghost_pressure = BufferResourceDescriptor.from(4 * fluid_cascade_pressure_ghost_count(this.#resolution), GPUBufferUsage.STORAGE);
463
+ }
464
+
465
+ /**
466
+ * Cells on each axis.
467
+ * @returns {Readonly<Uint32Array>}
468
+ */
469
+ get resolution() {
470
+ return this.#resolution;
471
+ }
472
+
473
+ /**
474
+ * The world cell at window-local (0, 0, 0).
475
+ * @returns {Readonly<Int32Array>}
476
+ */
477
+ get corner() {
478
+ return this.#corner;
479
+ }
480
+
481
+ /**
482
+ * A cell's edge, metres.
483
+ * @returns {number}
484
+ */
485
+ get cell_size() {
486
+ return this.#cell_size;
487
+ }
488
+
489
+ /**
490
+ * The persistent velocity, A: u, v and w faces, toroidal through the window, each a deviation from
491
+ * {@link read_far_velocity}.
492
+ * @returns {FluidMacVelocitySet}
493
+ */
494
+ get velocity() {
495
+ return this.#velocity;
496
+ }
497
+
498
+ /**
499
+ * The persistent pressure, m²/s², `array<f32>` of N cells, toroidal with period N.
500
+ * @returns {GPUBuffer}
501
+ */
502
+ get pressure() {
503
+ return this.#pressure;
504
+ }
505
+
506
+ /**
507
+ * The cascade's own solid flags, `array<u32>` of N cells, window-local, x fastest; all fluid unless
508
+ * written. What a step reads when it is handed no other.
509
+ * @returns {GPUBuffer}
510
+ */
511
+ get solid() {
512
+ return this.#solid;
513
+ }
514
+
515
+ /**
516
+ * Which bricks of {@link solid} hold anything, one u32 a brick of `FLUID_FORCING_BRICK`³ cells,
517
+ * window-local, x fastest: 1 where the forcing last wrote the brick's flags, so that the next
518
+ * forcing of this cascade clears them if nothing meets the brick then. All 0 at creation. The
519
+ * forcing's (`GPUFluidForcing`), beside the flags it writes.
520
+ * @returns {GPUBuffer}
521
+ */
522
+ get solid_bricks() {
523
+ return this.#solid_bricks;
524
+ }
525
+
526
+ /**
527
+ * How many non-finite values the pressure solves read and zeroed; made by the first step.
528
+ * @returns {GPUBuffer|null}
529
+ */
530
+ get nonfinite_counter() {
531
+ return this.#solve.nonfinite_counter;
532
+ }
533
+
534
+ /**
535
+ * The read record's instant `t_s`, seconds, as the atmosphere records count them.
536
+ * @returns {number}
537
+ */
538
+ get read_time() {
539
+ return this.#read_time;
540
+ }
541
+
542
+ /**
543
+ * `Λ(t_s)`.
544
+ * @returns {number}
545
+ */
546
+ get read_lambda() {
547
+ return this.#read_lambda;
548
+ }
549
+
550
+ /**
551
+ * `v_far(t_s)`, m/s, rounded to f32: what the stored velocity is a deviation from.
552
+ * @returns {Readonly<Float32Array>}
553
+ */
554
+ get read_far_velocity() {
555
+ return this.#read_far_velocity;
556
+ }
557
+
558
+ /**
559
+ * `k = e^(−(Λ(t) − Λ(t_s)))` for the instant of the last {@link update_read}, in [0, 1]: a read of
560
+ * the stored velocity `v` at that instant is `v_far(t) + (v − v_far(t_s))·k`. 1 until the first.
561
+ * @returns {number}
562
+ */
563
+ get read_keep() {
564
+ return this.#read_keep;
565
+ }
566
+
567
+ /**
568
+ * Compute {@link read_keep} for the instant a {@link FluidAtmosphere} record describes: what a
569
+ * reader of the cascade takes, each frame, as one number. A record before the cascade's own reads
570
+ * 1.
571
+ *
572
+ * @param {Float64Array|number[]} atmosphere
573
+ * @param {number} offset
574
+ */
575
+ update_read(atmosphere, offset) {
576
+ const lambda = atmosphere[offset + FluidAtmosphere.LAMBDA];
577
+
578
+ assert.isFinite(lambda, 'Λ');
579
+
580
+ this.#read_keep = Math.exp(Math.min(0, this.#read_lambda - lambda));
581
+ }
582
+
583
+ /**
584
+ * Where the pressure is stored now, as a {@link GRID_TILE_WINDOW_STRUCT} value: period N, the
585
+ * storage corner the corner modulo N. A retained object, rewritten on every call.
586
+ * @returns {{corner: Int32Array, corner_storage: Uint32Array, size: Uint32Array, period: Uint32Array}}
587
+ */
588
+ get cells_window() {
589
+ fluid_cascade_window_place(this.#cells_window, this.#corner, this.#resolution, -1);
590
+
591
+ return this.#cells_window;
592
+ }
593
+
594
+ /**
595
+ * Where a component's faces are stored now: period N plus one along its own axis. A retained
596
+ * object, rewritten on every call.
597
+ *
598
+ * @param {number} component 0, 1 or 2 for u, v or w
599
+ * @returns {{corner: Int32Array, corner_storage: Uint32Array, size: Uint32Array, period: Uint32Array}}
600
+ */
601
+ faces_window(component) {
602
+ assert.ok(component === 0 || component === 1 || component === 2, 'component');
603
+
604
+ const window = this.#faces_windows[component];
605
+
606
+ fluid_cascade_window_place(window, this.#corner, this.#resolution, component);
607
+
608
+ return window;
609
+ }
610
+
611
+ /**
612
+ * Move the window: `corner` becomes the world cell at window-local 0. Nothing is written; the
613
+ * storage wraps, so values still inside the window keep their place, and the cells the move exposed
614
+ * hold what the cells it left held until a fill writes them.
615
+ *
616
+ * @param {ArrayLike<number>} corner
617
+ */
618
+ place(corner) {
619
+ assert.notOk(this.#destroyed, 'the cascade is destroyed');
620
+
621
+ for (let axis = 0; axis < 3; axis++) {
622
+ assert.isInteger(corner[axis], 'corner');
623
+
624
+ this.#corner[axis] = corner[axis];
625
+ }
626
+ }
627
+
628
+ /**
629
+ * Fill a {@link FLUID_CASCADE_PARENT_STRUCT} value and its bindings with what this cascade reads
630
+ * beyond its window as of its read record: `parent`'s identity read at `t_s`, or the far field's
631
+ * (a parent with no window, beside this cascade's own stand-ins). What its step, its fill and its
632
+ * publish (`FluidWindPublish`) read there.
633
+ *
634
+ * @param {object} out the value
635
+ * @param {{u: GPUTextureView|null, v: GPUTextureView|null, w: GPUTextureView|null, pressure: GPUBuffer|null}} out_bindings
636
+ * @param {GPUFluidCascade|null} parent a cascade of twice the cell and the same resolution, or `null`
637
+ */
638
+ describe_parent(out, out_bindings, parent) {
639
+ out.read_far_velocity.set(this.#read_far_velocity);
640
+
641
+ if (parent === null) {
642
+ out.origin.fill(0);
643
+ out.keep = 1;
644
+ fluid_cascade_window_empty(out.cells);
645
+ fluid_cascade_window_empty(out.faces_u);
646
+ fluid_cascade_window_empty(out.faces_v);
647
+ fluid_cascade_window_empty(out.faces_w);
648
+ out.far_velocity.set(this.#read_far_velocity);
649
+
650
+ out_bindings.u = this.#far_field_views[0];
651
+ out_bindings.v = this.#far_field_views[1];
652
+ out_bindings.w = this.#far_field_views[2];
653
+ out_bindings.pressure = this.#far_field_pressure;
654
+
655
+ return;
656
+ }
657
+
658
+ assert.notOk(parent.#destroyed, 'the parent is destroyed');
659
+ assert.notEqual(parent, this, 'a cascade is not its own parent');
660
+
661
+ for (let axis = 0; axis < 3; axis++) {
662
+ assert.equal(parent.#resolution[axis], this.#resolution[axis], 'a parent has the child\'s resolution');
663
+
664
+ out.origin[axis] = 2 * parent.#corner[axis];
665
+ }
666
+
667
+ assert.equal(parent.#cell_size, 2 * this.#cell_size, 'a parent\'s cell is twice the child\'s');
668
+
669
+ out.keep = gpu_fluid_cascade_frame_keep(parent.#read_lambda, this.#read_lambda);
670
+
671
+ fluid_cascade_window_place(out.cells, parent.#corner, parent.#resolution, -1);
672
+ fluid_cascade_window_place(out.faces_u, parent.#corner, parent.#resolution, 0);
673
+ fluid_cascade_window_place(out.faces_v, parent.#corner, parent.#resolution, 1);
674
+ fluid_cascade_window_place(out.faces_w, parent.#corner, parent.#resolution, 2);
675
+ out.far_velocity.set(parent.#read_far_velocity);
676
+
677
+ const velocity = parent.#velocity;
678
+ out_bindings.u = velocity.u;
679
+ out_bindings.v = velocity.v;
680
+ out_bindings.w = velocity.w;
681
+ out_bindings.pressure = parent.#pressure;
682
+ }
683
+
684
+ /**
685
+ * Record one step into `graph`, from the read record to the instant `atmosphere` describes, and
686
+ * move the read record there. Nothing is recorded for `dt = 0`, and the record stays.
687
+ *
688
+ * @param {object} options
689
+ * @param {FrameGraph} options.graph
690
+ * @param {number} options.dt seconds, the step the advection and the solve take
691
+ * @param {Float64Array|number[]} options.atmosphere a {@link FluidAtmosphere} record, world units:
692
+ * `t₁`, at or after the read record
693
+ * @param {number} options.atmosphere_offset where the record starts in `atmosphere`
694
+ * @param {GPUFluidCascade|null} options.parent what lies beyond the window: a cascade of twice the
695
+ * cell and the same resolution, or `null` for the far field
696
+ * @param {boolean} options.relaxation_band whether rows 2..5 relax toward the parent (§9)
697
+ * @param {GPUBuffer} [options.solid] the window's solid flags, `array<u32>`, bit 0; {@link solid} by default
698
+ * @param {number|null} [options.forcing] the tick's forcing for this cascade, a buffer resource of
699
+ * `graph` that `GPUFluidForcing` wrote, read under `FLUID_FORCED_FLAG` of `solid`; `null`, the
700
+ * default, for none
701
+ * @param {number} [options.vorticity_confinement] its strength ε, per second, ≥ 0, as
702
+ * `FluidSimulator#vorticity_confinement` reads it: the step records the curl pass and the correct
703
+ * pass adds `ε·dt·(N × ω)`, ω per cell. 0, the default, records no curl pass
704
+ * @param {GPUFluidCascadePressureArm} [options.arm]
705
+ * @param {number} [options.count] V-cycles under {@link GPUFluidCascadePressureArm.VCycles}, red-black
706
+ * sweeps under {@link GPUFluidCascadePressureArm.SOR}
707
+ */
708
+ record_step({
709
+ graph,
710
+ dt,
711
+ atmosphere,
712
+ atmosphere_offset,
713
+ parent,
714
+ relaxation_band,
715
+ solid = this.#solid,
716
+ forcing = null,
717
+ vorticity_confinement = 0,
718
+ arm = GPUFluidCascadePressureArm.VCycles,
719
+ count = GPU_FLUID_CASCADE_V_CYCLES,
720
+ }) {
721
+ assert.notOk(this.#destroyed, 'the cascade is destroyed');
722
+ assert.defined(graph, 'graph');
723
+ assert.isFinite(dt, 'dt');
724
+ assert.greaterThanOrEqual(dt, 0, 'dt');
725
+ assert.isNonNegativeInteger(atmosphere_offset, 'atmosphere_offset');
726
+ assert.ok(parent === null || parent instanceof GPUFluidCascade, 'parent is a cascade or null');
727
+ assert.isBoolean(relaxation_band, 'relaxation_band');
728
+ assert.defined(solid, 'solid');
729
+ assert.greaterThanOrEqual(solid.size, this.#solid.size, 'solid covers the window');
730
+ assert.ok(forcing === null || Number.isInteger(forcing), 'forcing is a graph resource or null');
731
+ assert.isFinite(vorticity_confinement, 'vorticity_confinement');
732
+ assert.greaterThanOrEqual(vorticity_confinement, 0, 'vorticity_confinement');
733
+ assert.ok(arm ===GPUFluidCascadePressureArm.VCycles || arm === GPUFluidCascadePressureArm.SOR, 'arm');
734
+ assert.isNonNegativeInteger(count, 'count');
735
+
736
+ const far_end = this.#far_scratch;
737
+ const lambda_end = read_far_field(atmosphere, atmosphere_offset, far_end);
738
+ const time_end = atmosphere[atmosphere_offset + FluidAtmosphere.TIME];
739
+
740
+ assert.greaterThanOrEqual(time_end, this.#read_time, 'the step ends at or after the read record');
741
+ assert.greaterThanOrEqual(lambda_end, this.#read_lambda, 'Λ does not fall');
742
+
743
+ if (dt === 0) {
744
+ return;
745
+ }
746
+
747
+ const record = this.#free_records.pop() ?? {
748
+ cascade: this,
749
+ dt: 0,
750
+ corner: new Int32Array(3),
751
+ far_start: new Float32Array(3),
752
+ far_end: new Float32Array(3),
753
+ keep: 1,
754
+ band: false,
755
+ parent: fluid_cascade_parent_value(),
756
+ parent_bindings: { u: null, v: null, w: null, pressure: null },
757
+ solid: null,
758
+ forcing: null,
759
+ confinement: 0,
760
+ curl: -1,
761
+ arm: 0,
762
+ count: 0,
763
+ forward: [0, 0, 0],
764
+ advected: [0, 0, 0],
765
+ ghosts: [0, 0, 0],
766
+ ghost_pressure: 0,
767
+ rhs: 0,
768
+ };
769
+
770
+ record.dt = dt;
771
+ record.corner.set(this.#corner);
772
+ record.far_start.set(this.#read_far_velocity);
773
+ record.far_end.set(far_end);
774
+ record.keep = Math.exp(Math.min(0, this.#read_lambda - lambda_end));
775
+ record.band = relaxation_band;
776
+ record.solid = solid;
777
+ record.confinement = vorticity_confinement;
778
+ record.arm = arm;
779
+ record.count = count;
780
+
781
+ this.describe_parent(record.parent, record.parent_bindings, parent);
782
+
783
+ // the step brings the velocity to t₁
784
+ this.#read_time = time_end;
785
+ this.#read_lambda = lambda_end;
786
+ this.#read_far_velocity.set(far_end);
787
+
788
+ const pass = graph.add('Fluid / cascade step', record, GPUFluidCascade.#execute);
789
+
790
+ const faces = this.#transient_faces;
791
+
792
+ record.forward[0] = pass.create('Fluid / cascade / forward u', faces[0]);
793
+ record.forward[1] = pass.create('Fluid / cascade / forward v', faces[1]);
794
+ record.forward[2] = pass.create('Fluid / cascade / forward w', faces[2]);
795
+ record.advected[0] = pass.create('Fluid / cascade / advected u', faces[0]);
796
+ record.advected[1] = pass.create('Fluid / cascade / advected v', faces[1]);
797
+ record.advected[2] = pass.create('Fluid / cascade / advected w', faces[2]);
798
+ record.rhs = pass.create('Fluid / cascade / rhs', this.#transient_rhs);
799
+
800
+ const shells = this.#transient_ghost_faces;
801
+
802
+ record.ghosts[0] = pass.create('Fluid / cascade / ghost u', shells[0]);
803
+ record.ghosts[1] = pass.create('Fluid / cascade / ghost v', shells[1]);
804
+ record.ghosts[2] = pass.create('Fluid / cascade / ghost w', shells[2]);
805
+ record.ghost_pressure = pass.create('Fluid / cascade / ghost pressure', this.#transient_ghost_pressure);
806
+
807
+ // the confinement force, only for a step that has confinement
808
+ record.curl = vorticity_confinement > 0 ? pass.create('Fluid / cascade / confinement', this.#transient_confinement) : -1;
809
+
810
+ record.forcing = forcing === null ? null : pass.read(forcing);
811
+
812
+ // the step writes the cascade's own state, which is not the graph's
813
+ pass.make_side_effect();
814
+ }
815
+
816
+ /**
817
+ * Record a fill into `graph`: the cells a placement exposed take the parent's identity read as of
818
+ * the read record, faces and pressure (§7, §8 pass 0). One dispatch over the boxes' bricks; nothing
819
+ * for no box.
820
+ *
821
+ * @param {object} options
822
+ * @param {FrameGraph} options.graph
823
+ * @param {ArrayLike<number>} options.boxes world cells of this cascade, six a box as
824
+ * `window_scroll_regions` writes them (smallest cell on x, y, z, then one past the largest), every
825
+ * one inside the window and on the 4-cell lattice
826
+ * @param {number} options.box_count 0 to 3
827
+ * @param {GPUFluidCascade|null} options.parent the parent to fill from, or `null` for the far field
828
+ */
829
+ record_fill({ graph, boxes, box_count, parent }) {
830
+ assert.notOk(this.#destroyed, 'the cascade is destroyed');
831
+ assert.defined(graph, 'graph');
832
+ assert.isNonNegativeInteger(box_count, 'box_count');
833
+ assert.lessThanOrEqual(box_count, FLUID_CASCADE_FILL_BOX_LIMIT, 'box_count');
834
+ assert.ok(parent === null || parent instanceof GPUFluidCascade, 'parent is a cascade or null');
835
+
836
+ if (box_count === 0) {
837
+ return;
838
+ }
839
+
840
+ const record = this.#free_fills.pop() ?? {
841
+ cascade: this,
842
+ fill: fill_value(),
843
+ parent: fluid_cascade_parent_value(),
844
+ parent_bindings: { u: null, v: null, w: null, pressure: null },
845
+ group_count_x: 1,
846
+ group_count_y: 1,
847
+ };
848
+
849
+ const fill = record.fill;
850
+ const corner = this.#corner;
851
+ const resolution = this.#resolution;
852
+
853
+ fluid_cascade_window_place(fill.cells, corner, resolution, -1);
854
+ fluid_cascade_window_place(fill.faces_u, corner, resolution, 0);
855
+ fluid_cascade_window_place(fill.faces_v, corner, resolution, 1);
856
+ fluid_cascade_window_place(fill.faces_w, corner, resolution, 2);
857
+
858
+ const origins = [fill.box0, fill.box1, fill.box2];
859
+ const counts = [fill.box0_bricks, fill.box1_bricks, fill.box2_bricks];
860
+ let total = 0;
861
+
862
+ for (let b = 0; b < FLUID_CASCADE_FILL_BOX_LIMIT; b++) {
863
+ const origin = origins[b];
864
+ const count = counts[b];
865
+
866
+ if (b >= box_count) {
867
+ origin.fill(0);
868
+ count.fill(0);
869
+ fill.box_end[b] = total;
870
+
871
+ continue;
872
+ }
873
+
874
+ let bricks = 1;
875
+
876
+ for (let axis = 0; axis < 3; axis++) {
877
+ const min = boxes[6 * b + axis] - corner[axis];
878
+ const size = boxes[6 * b + 3 + axis] - boxes[6 * b + axis];
879
+
880
+ assert.isInteger(min, 'box');
881
+ assert.greaterThanOrEqual(min, 0, 'a box lies inside the window');
882
+ assert.lessThanOrEqual(min + size, resolution[axis], 'a box lies inside the window');
883
+ assert.greaterThan(size, 0, 'a box is not empty');
884
+ assert.equal(min % FLUID_CASCADE_FILL_BRICK, 0, 'a box sits on the brick lattice');
885
+ assert.equal(size % FLUID_CASCADE_FILL_BRICK, 0, 'a box is whole bricks');
886
+
887
+ origin[axis] = min;
888
+ count[axis] = size / FLUID_CASCADE_FILL_BRICK;
889
+ bricks *= count[axis];
890
+ }
891
+
892
+ total += bricks;
893
+ fill.box_end[b] = total;
894
+ }
895
+
896
+ // the live count, folded onto x, then y
897
+ const width = WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION;
898
+ record.group_count_x = Math.min(total, width);
899
+ record.group_count_y = Math.ceil(total / width);
900
+
901
+ this.describe_parent(record.parent, record.parent_bindings, parent);
902
+
903
+ graph.add('Fluid / cascade fill', record, GPUFluidCascade.#execute_fill).make_side_effect();
904
+ }
905
+
906
+ /**
907
+ * Record the feedback of `child` into this cascade (§8 pass 7, §9), as it must run before this
908
+ * cascade steps: every face of the parent cells whose children lie
909
+ * {@link FLUID_CASCADE_FEEDBACK_MARGIN} child cells or more inside the child's window takes the mean
910
+ * of the four child faces on it, carried from the child's record to this cascade's. One dispatch.
911
+ *
912
+ * The child's corner must lie on the even cells of its lattice, so the two lattices' faces coincide,
913
+ * and its interior inside this window: the nesting a stack keeps.
914
+ *
915
+ * @param {object} options
916
+ * @param {FrameGraph} options.graph
917
+ * @param {GPUFluidCascade} options.child a cascade of half the cell and the same resolution
918
+ */
919
+ record_restrict({ graph, child }) {
920
+ assert.notOk(this.#destroyed, 'the cascade is destroyed');
921
+ assert.defined(graph, 'graph');
922
+ assert.ok(child instanceof GPUFluidCascade, 'child is a cascade');
923
+ assert.notOk(child.#destroyed, 'the child is destroyed');
924
+ assert.equal(this.#cell_size, 2 * child.#cell_size, 'a parent\'s cell is twice the child\'s');
925
+
926
+ const record = this.#free_restrictions.pop() ?? {
927
+ cascade: this,
928
+ child: null,
929
+ value: restrict_value(),
930
+ group_count_x: 1,
931
+ group_count_y: 1,
932
+ group_count_z: 1,
933
+ };
934
+
935
+ const value = record.value;
936
+ const resolution = this.#resolution;
937
+
938
+ for (let axis = 0; axis < 3; axis++) {
939
+ const n = resolution[axis];
940
+
941
+ assert.equal(child.#resolution[axis], n, 'a child has the parent\'s resolution');
942
+
943
+ const offset = 2 * this.#corner[axis] - child.#corner[axis];
944
+
945
+ assert.equal(offset % 2, 0, 'the child\'s corner is on the even cells');
946
+
947
+ const min = (FLUID_CASCADE_FEEDBACK_MARGIN - offset) / 2;
948
+ const size = (n - 2 * FLUID_CASCADE_FEEDBACK_MARGIN) / 2;
949
+
950
+ assert.greaterThanOrEqual(size, 1, 'the child has an interior to feed back');
951
+ assert.greaterThanOrEqual(min, 0, 'the child\'s interior lies inside the parent');
952
+ assert.lessThanOrEqual(min + size, n, 'the child\'s interior lies inside the parent');
953
+
954
+ value.child_offset[axis] = offset;
955
+ value.box[axis] = min;
956
+ value.box_size[axis] = size;
957
+ }
958
+
959
+ fluid_cascade_window_place(value.child_u, child.#corner, resolution, 0);
960
+ fluid_cascade_window_place(value.child_v, child.#corner, resolution, 1);
961
+ fluid_cascade_window_place(value.child_w, child.#corner, resolution, 2);
962
+ fluid_cascade_window_place(value.faces_u, this.#corner, resolution, 0);
963
+ fluid_cascade_window_place(value.faces_v, this.#corner, resolution, 1);
964
+ fluid_cascade_window_place(value.faces_w, this.#corner, resolution, 2);
965
+
966
+ value.child_far_velocity.set(child.#read_far_velocity);
967
+ value.far_velocity.set(this.#read_far_velocity);
968
+ value.keep = gpu_fluid_cascade_frame_keep(child.#read_lambda, this.#read_lambda);
969
+
970
+ record.child = child;
971
+ record.group_count_x = Math.ceil(value.box_size[0] / GRID_TILE_SIZE[0]);
972
+ record.group_count_y = Math.ceil(value.box_size[1] / GRID_TILE_SIZE[1]);
973
+ record.group_count_z = Math.ceil(value.box_size[2] / GRID_TILE_SIZE[2]);
974
+
975
+ graph.add('Fluid / cascade restrict', record, GPUFluidCascade.#execute_restrict).make_side_effect();
976
+ }
977
+
978
+ /** The restriction's bindings, rebound for every restriction. */
979
+ #restrict_bindings = { restriction: null, child_u: null, child_v: null, child_w: null, out_u: null, out_v: null, out_w: null };
980
+
981
+ #restrict_dispatch = { encoder: null, bindings: null, group_count_x: 1, group_count_y: 1, group_count_z: 1 };
982
+
983
+ /**
984
+ * @param {object} record
985
+ * @param {*} _resources
986
+ * @param {{encoder: ShadeGPUCommandContext}} context
987
+ */
988
+ static #execute_restrict(record, _resources, context) {
989
+ const cascade = record.cascade;
990
+
991
+ try {
992
+ if (!cascade.#destroyed && !record.child.#destroyed) {
993
+ cascade.#encode_restrict(context.encoder, record);
994
+ }
995
+ } finally {
996
+ record.child = null;
997
+ cascade.#free_restrictions.push(record);
998
+ }
999
+ }
1000
+
1001
+ /**
1002
+ * @param {ShadeGPUCommandContext} encoder
1003
+ * @param {object} record
1004
+ */
1005
+ #encode_restrict(encoder, record) {
1006
+ const b = this.#restrict_bindings;
1007
+ const child = record.child.#velocity;
1008
+
1009
+ b.restriction = encoder.allocateTransientValueBuffer(FLUID_CASCADE_RESTRICT_STRUCT, record.value, GPUBufferUsage.UNIFORM);
1010
+ b.child_u = child.u;
1011
+ b.child_v = child.v;
1012
+ b.child_w = child.w;
1013
+ b.out_u = this.#velocity.u;
1014
+ b.out_v = this.#velocity.v;
1015
+ b.out_w = this.#velocity.w;
1016
+
1017
+ const dispatch = this.#restrict_dispatch;
1018
+ dispatch.encoder = encoder;
1019
+ dispatch.bindings = b;
1020
+ dispatch.group_count_x = record.group_count_x;
1021
+ dispatch.group_count_y = record.group_count_y;
1022
+ dispatch.group_count_z = record.group_count_z;
1023
+
1024
+ shader_fluid_cascade_restrict.dispatch(dispatch);
1025
+
1026
+ dispatch.encoder = null;
1027
+ dispatch.bindings = null;
1028
+ b.restriction = b.child_u = b.child_v = b.child_w = null;
1029
+ }
1030
+
1031
+ /** The fill's bindings, rebound for every fill. */
1032
+ #fill_bindings = {
1033
+ fill: null, parent: null, parent_u: null, parent_v: null, parent_w: null, parent_pressure: null,
1034
+ velocity_u: null, velocity_v: null, velocity_w: null, pressure: null,
1035
+ };
1036
+
1037
+ #fill_dispatch = { encoder: null, bindings: null, group_count_x: 1, group_count_y: 1, group_count_z: 1 };
1038
+
1039
+ /**
1040
+ * @param {object} record
1041
+ * @param {*} _resources
1042
+ * @param {{encoder: ShadeGPUCommandContext}} context
1043
+ */
1044
+ static #execute_fill(record, _resources, context) {
1045
+ const cascade = record.cascade;
1046
+
1047
+ try {
1048
+ if (!cascade.#destroyed) {
1049
+ cascade.#encode_fill(context.encoder, record);
1050
+ }
1051
+ } finally {
1052
+ record.parent_bindings.u = record.parent_bindings.v = record.parent_bindings.w = null;
1053
+ record.parent_bindings.pressure = null;
1054
+ cascade.#free_fills.push(record);
1055
+ }
1056
+ }
1057
+
1058
+ /**
1059
+ * @param {ShadeGPUCommandContext} encoder
1060
+ * @param {object} record
1061
+ */
1062
+ #encode_fill(encoder, record) {
1063
+ const b = this.#fill_bindings;
1064
+
1065
+ b.fill = encoder.allocateTransientValueBuffer(FLUID_CASCADE_FILL_STRUCT, record.fill, GPUBufferUsage.UNIFORM);
1066
+ b.parent = encoder.allocateTransientValueBuffer(FLUID_CASCADE_PARENT_STRUCT, record.parent, GPUBufferUsage.UNIFORM);
1067
+ b.parent_u = record.parent_bindings.u;
1068
+ b.parent_v = record.parent_bindings.v;
1069
+ b.parent_w = record.parent_bindings.w;
1070
+ b.parent_pressure = record.parent_bindings.pressure;
1071
+ b.velocity_u = this.#velocity.u;
1072
+ b.velocity_v = this.#velocity.v;
1073
+ b.velocity_w = this.#velocity.w;
1074
+ b.pressure = this.#pressure;
1075
+
1076
+ const dispatch = this.#fill_dispatch;
1077
+ dispatch.encoder = encoder;
1078
+ dispatch.bindings = b;
1079
+ dispatch.group_count_x = record.group_count_x;
1080
+ dispatch.group_count_y = record.group_count_y;
1081
+
1082
+ shader_fluid_cascade_fill.dispatch(dispatch);
1083
+
1084
+ dispatch.encoder = null;
1085
+ dispatch.bindings = null;
1086
+ b.fill = b.parent = b.parent_u = b.parent_v = b.parent_w = b.parent_pressure = null;
1087
+ }
1088
+
1089
+ /**
1090
+ * @param {object} record
1091
+ * @param {import("../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources} resources
1092
+ * @param {{encoder: ShadeGPUCommandContext}} context
1093
+ */
1094
+ static #execute(record, resources, context) {
1095
+ const cascade = record.cascade;
1096
+
1097
+ try {
1098
+ cascade.#encode_step(context.encoder, resources, record);
1099
+ } finally {
1100
+ record.solid = null;
1101
+ record.forcing = null;
1102
+ record.parent_bindings.u = record.parent_bindings.v = record.parent_bindings.w = null;
1103
+ record.parent_bindings.pressure = null;
1104
+ cascade.#free_records.push(record);
1105
+ }
1106
+ }
1107
+
1108
+ /**
1109
+ * @param {ShadeGPUCommandContext} encoder
1110
+ * @param {import("../../../engine/graphics/render/frame_graph/FramePassResources.js").FramePassResources} resources
1111
+ * @param {object} record
1112
+ */
1113
+ #encode_step(encoder, resources, record) {
1114
+ if (this.#destroyed) {
1115
+ // destroyed after the step was recorded and before its graph ran: the step is dropped
1116
+ return;
1117
+ }
1118
+
1119
+ const forward = this.#forward;
1120
+ forward.u = resources.get(record.forward[0]).obtainView();
1121
+ forward.v = resources.get(record.forward[1]).obtainView();
1122
+ forward.w = resources.get(record.forward[2]).obtainView();
1123
+
1124
+ const advected = this.#advected;
1125
+ advected.u = resources.get(record.advected[0]).obtainView();
1126
+ advected.v = resources.get(record.advected[1]).obtainView();
1127
+ advected.w = resources.get(record.advected[2]).obtainView();
1128
+
1129
+ const ghosts = this.#ghosts;
1130
+ ghosts.u = resources.get(record.ghosts[0]).obtainView();
1131
+ ghosts.v = resources.get(record.ghosts[1]).obtainView();
1132
+ ghosts.w = resources.get(record.ghosts[2]).obtainView();
1133
+ ghosts.pressure = resources.get(record.ghost_pressure);
1134
+
1135
+ const rhs = resources.get(record.rhs);
1136
+ const solid = record.solid;
1137
+ const forcing = record.forcing === null ? this.#no_forcing : resources.get(record.forcing);
1138
+ const velocity = this.#velocity;
1139
+ const mac = this.#mac;
1140
+
1141
+ // the window as it was when the step was recorded
1142
+ mac.place(this.#resolution, record.corner);
1143
+ fluid_cascade_window_place(this.#pressure_window, record.corner, this.#resolution, -1);
1144
+
1145
+ mac.set_step(this.#cell_size, record.dt, record.far_start, record.far_end, record.keep, record.band, record.confinement);
1146
+
1147
+ const parent = this.#parent_bindings;
1148
+ parent.uniform = encoder.allocateTransientValueBuffer(FLUID_CASCADE_PARENT_STRUCT, record.parent, GPUBufferUsage.UNIFORM);
1149
+ parent.u = record.parent_bindings.u;
1150
+ parent.v = record.parent_bindings.v;
1151
+ parent.w = record.parent_bindings.w;
1152
+ parent.pressure = record.parent_bindings.pressure;
1153
+
1154
+ mac.record_ghosts(encoder, parent, ghosts);
1155
+
1156
+ let confinement = this.#no_confinement;
1157
+
1158
+ if (record.curl !== -1) {
1159
+ confinement = resources.get(record.curl);
1160
+ mac.record_curl(encoder, velocity, solid, confinement);
1161
+ }
1162
+
1163
+ mac.record_advect(encoder, velocity, forward, advected, solid, forcing, confinement, parent, ghosts);
1164
+ mac.record_divergence(encoder, advected, solid, rhs);
1165
+
1166
+ const inputs = this.#solve_inputs;
1167
+ inputs.rhs = rhs;
1168
+ inputs.solid = solid;
1169
+ inputs.ghost_pressure = ghosts.pressure;
1170
+
1171
+ if (record.arm === GPUFluidCascadePressureArm.VCycles) {
1172
+ inputs.cycles = record.count;
1173
+ this.#solve.encode_v_cycles(encoder, inputs);
1174
+ } else {
1175
+ inputs.sweeps = record.count;
1176
+ this.#solve.encode_sor(encoder, inputs);
1177
+ }
1178
+
1179
+ inputs.rhs = null;
1180
+ inputs.solid = null;
1181
+ inputs.ghost_pressure = null;
1182
+
1183
+ mac.record_gradient(encoder, advected, this.#pressure, solid, velocity, ghosts);
1184
+
1185
+ parent.uniform = parent.u = parent.v = parent.w = parent.pressure = null;
1186
+ ghosts.u = ghosts.v = ghosts.w = ghosts.pressure = null;
1187
+ forward.u = forward.v = forward.w = null;
1188
+ advected.u = advected.v = advected.w = null;
1189
+ }
1190
+
1191
+ /**
1192
+ * Release everything the cascade made. A step recorded into a graph that has not run yet encodes
1193
+ * nothing; work already submitted keeps what it holds, as WebGPU keeps a destroyed resource for
1194
+ * the commands that use it. Nothing may be recorded after.
1195
+ */
1196
+ destroy() {
1197
+ if (this.#destroyed) {
1198
+ return;
1199
+ }
1200
+
1201
+ this.#destroyed = true;
1202
+
1203
+ this.#velocity.destroy();
1204
+ this.#pressure.destroy();
1205
+ this.#solid.destroy();
1206
+ this.#solid_bricks.destroy();
1207
+ this.#no_forcing.destroy();
1208
+ this.#no_confinement.destroy();
1209
+ this.#far_field_pressure.destroy();
1210
+
1211
+ for (const texture of this.#far_field_faces) {
1212
+ texture.destroy();
1213
+ }
1214
+
1215
+ this.#solve.dispose();
1216
+ }
1217
+ }