@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 +1,1487 @@
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+ import { assert } from "../../../../core/assert.js";
2
+ import { BufferResourceDescriptor } from "../../../device/graph/BufferResourceDescriptor.js";
3
+ import { GPUDatabase } from "../../buffer/table/GPUDatabase.js";
4
+ import { generate_record_writer } from "../../buffer/table/serde/generate_record_writer.js";
5
+ import { bvh_buffer_size } from "../../gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
6
+ import { enquire_bvh_build_lbvh_pipelines, graph_bvh_build_lbvh } from "../../gpu_primitive/bvh/graph_bvh_build_lbvh.js";
7
+ import { enquire_bvh_refit_lbvh_pipelines, graph_bvh_refit_lbvh } from "../../gpu_primitive/bvh/graph_bvh_refit_lbvh.js";
8
+ import { WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION } from "../../gpu_primitive/indirect/WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION.js";
9
+ import { SORT_TILE_SIZE } from "../../gpu_primitive/sort/defs.js";
10
+ import { fluid_cascade_window_place, fluid_cascade_window_value } from "../fluid_cascade_window.js";
11
+ import { GPU_FLUID_CASCADE_STACK_LIMIT } from "../GPUFluidCascadeStack.js";
12
+ import {
13
+ FLUID_DATABASE_INITIAL_SIZE,
14
+ FLUID_DATABASE_SPEC,
15
+ FLUID_EFFECTOR_TABLE,
16
+ FLUID_OBSTACLE_PLANE_TABLE,
17
+ FLUID_OBSTACLE_TABLE
18
+ } from "./FLUID_DATABASE_SPEC.js";
19
+ import {
20
+ FLUID_FORCING_BRICK,
21
+ FLUID_FORCING_REBUILD_AGE,
22
+ FLUID_FORCING_SURVIVOR_STRIDE
23
+ } from "./FLUID_FORCING.js";
24
+ import { FLUID_FORCING_APPLY_STRUCT } from "./FLUID_FORCING_APPLY_STRUCT.js";
25
+ import { FLUID_FORCING_EXTRACT_STRUCT } from "./FLUID_FORCING_EXTRACT_STRUCT.js";
26
+ import { FLUID_FORCING_QUERY_STRUCT } from "./FLUID_FORCING_QUERY_STRUCT.js";
27
+ import { FLUID_OBSTACLE_PLANE_STRUCT } from "./FLUID_OBSTACLE_PLANE_STRUCT.js";
28
+ import { shader_fluid_forcing_apply } from "./shader_fluid_forcing_apply.js";
29
+ import { FLUID_FORCING_COMMAND_WORDS, shader_fluid_forcing_command } from "./shader_fluid_forcing_command.js";
30
+ import { shader_fluid_forcing_extract } from "./shader_fluid_forcing_extract.js";
31
+ import { shader_fluid_forcing_query } from "./shader_fluid_forcing_query.js";
32
+ import { FLUID_EFFECTOR_RECORD_STRUCT } from "../../../../engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js";
33
+ import { FLUID_OBSTACLE_RECORD_STRUCT } from "../../../../engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js";
34
+ import { fluid_obstacle_record_extent } from "../../../../engine/physics/fluid/obstacle/fluid_obstacle_record_extent.js";
35
+
36
+ /**
37
+ * @typedef {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
38
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
39
+ * @typedef {import("../GPUFluidCascade.js").GPUFluidCascade} GPUFluidCascade
40
+ * @typedef {import("../../../../engine/physics/fluid/effector/record/fluid_effector_record_create.js").FluidEffectorRecord} FluidEffectorRecord
41
+ * @typedef {import("../../../../engine/physics/fluid/obstacle/fluid_obstacle_record_create.js").FluidObstacleRecord} FluidObstacleRecord
42
+ */
43
+
44
+ const EFFECTOR_WRITER = generate_record_writer(FLUID_EFFECTOR_RECORD_STRUCT);
45
+ const OBSTACLE_WRITER = generate_record_writer(FLUID_OBSTACLE_RECORD_STRUCT);
46
+ const PLANE_WRITER = generate_record_writer(FLUID_OBSTACLE_PLANE_STRUCT);
47
+
48
+ /**
49
+ * The centroid bound before anything has been merged into it: +inf for the minima, -inf for the
50
+ * maxima, as exact bit patterns (the TLAS's seed).
51
+ * @type {Uint32Array}
52
+ */
53
+ const SCENE_BOUNDS_SEED = Uint32Array.from([
54
+ 0x7F800000, 0x7F800000, 0x7F800000,
55
+ 0xFF800000, 0xFF800000, 0xFF800000,
56
+ ]);
57
+
58
+ /** `root = BVH_NULL_NODE`: an empty tree. */
59
+ const EMPTY_TREE = Uint32Array.from([0xffffffff]);
60
+
61
+ /** Bytes of a brick list's header: its count, then the elements from the next 16-byte boundary. */
62
+ const LIST_HEADER_BYTES = 16;
63
+
64
+ /**
65
+ * The smallest buffer a brick list binds: the header and one element, rounded up to the struct's
66
+ * 16-byte alignment, which is what WebGPU's minimum binding size for it is.
67
+ */
68
+ const LIST_MINIMUM_BYTES = 32;
69
+
70
+ /** Words of the drop counters. */
71
+ const STATISTICS_WORDS = 4;
72
+
73
+ /*
74
+ The transients' roles, each a descriptor kept while its size holds (GPUFluidForcing#descriptor), so a
75
+ frame at a fixed row count and resolution makes none. A tree keeps its own leaf transients' descriptors
76
+ (FluidForcingTree#descriptors), since the trees of one frame differ in size.
77
+ */
78
+ const ROLE_LEAF_BOUNDS = 0;
79
+ const ROLE_LEAF_PAYLOAD = 1;
80
+ const ROLE_SCENE_BOUNDS = 2;
81
+ const ROLE_LIST = 3;
82
+ const ROLE_SURVIVORS = 4;
83
+ const ROLE_COMMANDS = 5;
84
+ const ROLE_FORCING = 6;
85
+
86
+ /**
87
+ * One LBVH of the forcing: the leaves the brick queries of one cascade level search, and the tree over
88
+ * them, kept across frames for its refit.
89
+ */
90
+ class FluidForcingTree {
91
+ /**
92
+ * The level whose resolved set this tree holds: cascade `level`, cell `h₀·2^level`.
93
+ * @type {number}
94
+ */
95
+ level = 0;
96
+
97
+ /** Leaf → row: obstacle rows ascending, then effector rows ascending. @type {Uint32Array} */
98
+ rows = new Uint32Array(0);
99
+ count = 0;
100
+ obstacle_count = 0;
101
+
102
+ /** Bumped whenever {@link rows} changes. */
103
+ list_version = 0;
104
+ /** The forcing's sets version and finest cell {@link rows} was listed for. */
105
+ listed_sets = -1;
106
+ listed_cell = 0;
107
+
108
+ /** @type {GPUBuffer} */
109
+ rows_buffer = null;
110
+ /** The list version {@link rows_buffer} holds. */
111
+ rows_gpu_version = -1;
112
+
113
+ /** The tree: `{root, nodes}` over the leaves. @type {GPUBuffer} */
114
+ nodes = null;
115
+ nodes_descriptor = null;
116
+ nodes_described = null;
117
+
118
+ /** Leaves the tree in {@link nodes} was built over, -1 for none. */
119
+ tree_leaf_count = -1;
120
+ /** The list version it was built for. */
121
+ tree_version = -1;
122
+ /** Frames it was refit since it was built. */
123
+ age = 0;
124
+
125
+ /** What the frame {@link frame} did to it: 'none', 'build' or 'refit'. */
126
+ update = 'none';
127
+ /** The forcing's frame it was last recorded in. */
128
+ frame = -1;
129
+ /** The tree as a resource of that frame's graph, -1 for an empty tree. */
130
+ frame_nodes = -1;
131
+
132
+ /** Its leaf transients' descriptors, by role. @type {BufferResourceDescriptor[]} */
133
+ descriptors = [];
134
+ }
135
+
136
+ /**
137
+ * # The GPU fluid's forcing
138
+ *
139
+ * What turns the scene's local fluid effectors and obstacles into what a cascade step reads
140
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10): the fluid database, an LBVH over its rows for each
141
+ * resolution of cascade that steps, and per tick a brick query and the forcing of each stepping
142
+ * cascade.
143
+ *
144
+ * ## Rows: the host API
145
+ *
146
+ * One {@link GPUDatabase} of {@link FLUID_DATABASE_SPEC}. A row is written whole, through a generated
147
+ * writer, when its caller says it changed (an effector's `write_gpu_record` and an obstacle's
148
+ * `fluid_obstacle_write_gpu_shape` / `_motion` compare every field while they assign it), and the
149
+ * database uploads only what was written, before the frame's first extraction reads it.
150
+ *
151
+ * add_effector(record) → row set_effector(row, record) remove_effector(row)
152
+ * add_obstacles(records) → first set_obstacle(row, record) remove_obstacles(first, count)
153
+ * add_planes(count) → first planes, set_planes(first, count) remove_planes(first, count)
154
+ *
155
+ * A collider is a run of obstacle rows (`add_run`), and its hulls' planes a run of plane rows, which
156
+ * its records name in core's layout: `fluid_obstacle_write_gpu_shape(record, forcing.planes, first +
157
+ * cursor, shape, i)` writes a hull's planes into {@link planes}, the CPU mirror of the plane table
158
+ * indexed by row, and names them there; {@link set_planes} then uploads the rows. A record's `node`
159
+ * is its caller's to set, the scene's `transforms` row that poses it (0 for none).
160
+ *
161
+ * ## The resolution cull is the trees
162
+ *
163
+ * Cascade `c` of cell `h_c` resolves an obstacle at least `h_c/2` wide, by the record's own extent
164
+ * (`fluid_obstacle_record_extent`, kept per row as its record is written), and every effector. Its
165
+ * brick queries search a tree of exactly those leaves, so an obstacle too small for a cascade never
166
+ * takes a place on a coarse query's frontier and crowds out one that is not. The sets are nested,
167
+ * finest largest; a cascade whose set is the finer one's shares that one's tree.
168
+ *
169
+ * ## Once a frame: {@link record_frame}; per tick, the trees the tick needs
170
+ *
171
+ * {@link record_frame} takes the frame's numbers. The first tick of the frame that steps a cascade of
172
+ * a level records that level's tree, L1 and L2, before its queries; a later tick of the frame reuses it,
173
+ * and a level no tick steps builds nothing.
174
+ *
175
+ * - **The leaf list**, rebuilt on the CPU when the rows or an obstacle's extent changed: the level's
176
+ * obstacle rows ascending, then every effector row ascending, so the tree's leaf order, its Morton
177
+ * tie-break and every brick's survivors follow the rows.
178
+ * - **L1** (`shader_fluid_forcing_extract`): the database's uploads (the frame's first extraction),
179
+ * then one thread a leaf, its world box clipped into the frame's clip box, and the centroids' bound.
180
+ * - **L2**: `graph_bvh_build_lbvh`, at most one sort tile of leaves (1,024) the one-dispatch build,
181
+ * every frame. Above that the 19-dispatch build on a frame whose list changed (so whose count may
182
+ * have) or every {@link FLUID_FORCING_REBUILD_AGE}th frame of that tree, and otherwise
183
+ * `graph_bvh_refit_lbvh` through the stored tree. Each tree keeps its own cadence. Runtime facts
184
+ * only: a count, a list version, an age.
185
+ *
186
+ * ## Per tick, called by `GPUFluidCascadeStack#record_tick`: Q1–Q3
187
+ *
188
+ * - {@link record_queries}: the trees, then Q1, every brick of the tick's stepping cascades queries its
189
+ * cascade's tree in one dispatch (`shader_fluid_forcing_query`), and Q2, the forcing's indirect
190
+ * commands (`shader_fluid_forcing_command`);
191
+ * - {@link record_forcing}, once for each stepping cascade, before its step: Q3
192
+ * (`shader_fluid_forcing_apply`) over the bricks its query listed, writing the cascade's solid
193
+ * flags, the wall's velocity into its pinned faces, and the tick's forcing, which it returns for
194
+ * the step.
195
+ *
196
+ * ## With no rows
197
+ *
198
+ * Nothing is recorded: no upload, no tree, no query, and the steps read their cascades' own flags
199
+ * with no forcing. The one exception is the tick after the last row went: a cascade whose flags the
200
+ * forcing wrote has them cleared once, before its next step.
201
+ *
202
+ * At a fixed row count and resolution this class makes no object per frame or tick: its trees, pass
203
+ * records, bindings and transient descriptors are retained and rewritten. What a frame still
204
+ * allocates (measured with the sampling heap profiler, SoftwareGPUDevice, 16 rows, one tick with
205
+ * two stepping cascades): ~0.4 KB here, the f64 stores into the retained records, and ~0.9 KB in
206
+ * `graph_bvh_build_lbvh`'s recorder for each tree, beside what the frame graph and the bindings
207
+ * allocate for every pass.
208
+ */
209
+ export class GPUFluidForcing {
210
+
211
+ /**
212
+ * Offer the pipelines the forcing dispatches — see {@link PipelineEnquiry}.
213
+ *
214
+ * @param {PipelineEnquiry} enquiry
215
+ */
216
+ static enquirePipelines(enquiry) {
217
+ GPUDatabase.enquirePipelines(enquiry);
218
+ enquiry.compute.push(shader_fluid_forcing_extract.pipeline);
219
+ enquire_bvh_build_lbvh_pipelines(enquiry);
220
+ enquire_bvh_refit_lbvh_pipelines(enquiry);
221
+ enquiry.compute.push(shader_fluid_forcing_query.pipeline);
222
+ enquiry.compute.push(shader_fluid_forcing_command.pipeline);
223
+ enquiry.compute.push(shader_fluid_forcing_apply.pipeline);
224
+ }
225
+
226
+ /** @type {GPUDevice} */
227
+ #device;
228
+
229
+ /** @type {GPUDatabase} */
230
+ #database;
231
+
232
+ /** @type {Float32Array} */
233
+ #planes = new Float32Array(0);
234
+
235
+ /** The staging record {@link set_planes} writes through. */
236
+ #plane_record = { plane: new Float32Array(4) };
237
+
238
+ /**
239
+ * Each obstacle row's extent (`fluid_obstacle_record_extent`), metres, indexed by row.
240
+ * @type {Float64Array}
241
+ */
242
+ #obstacle_extent = new Float64Array(0);
243
+
244
+ /** Bumped by every add and remove of an effector or obstacle row, and by an obstacle's extent changing. */
245
+ #sets_version = 0;
246
+
247
+ /** The sets version and finest cell {@link #owners} were worked out for. */
248
+ #owned_sets = -1;
249
+ #owned_cell = 0;
250
+
251
+ /**
252
+ * Per level, the level whose tree it queries: the finest level resolving the same leaves.
253
+ * @type {Int32Array}
254
+ */
255
+ #owners = new Int32Array(GPU_FLUID_CASCADE_STACK_LIMIT);
256
+
257
+ /** Per level, how many obstacles it resolves. @type {Int32Array} */
258
+ #resolved = new Int32Array(GPU_FLUID_CASCADE_STACK_LIMIT);
259
+
260
+ /**
261
+ * The trees, by the level that owns them; made when first needed.
262
+ * @type {FluidForcingTree[]}
263
+ */
264
+ #trees = [];
265
+
266
+ /** Counts {@link record_frame} calls: which frame a tree was recorded in. */
267
+ #frame_serial = 0;
268
+
269
+ /** A tree with no leaves, bound for a level that resolves nothing. @type {GPUBuffer} */
270
+ #empty_tree;
271
+
272
+ /** @type {GPUBuffer} */
273
+ #statistics;
274
+
275
+ /** Stand-ins for a tick's second slot, when it steps one cascade. @type {GPUBuffer} */
276
+ #empty_list;
277
+ /** @type {GPUBuffer} */
278
+ #empty_bricks;
279
+
280
+ /**
281
+ * Cascades whose solid flags the forcing has written since they were last cleared.
282
+ * @type {Set<GPUFluidCascade>}
283
+ */
284
+ #written = new WeakSet();
285
+
286
+ /** Transient descriptors by role, kept while their size holds. @type {BufferResourceDescriptor[]} */
287
+ #descriptors = [];
288
+
289
+ /** The frame {@link record_frame} recorded, which every tick of it queries. */
290
+ #frame = {
291
+ graph: null,
292
+ scene_database: null,
293
+ clip_low: new Float64Array(3),
294
+ clip_high: new Float64Array(3),
295
+ dilation: 0,
296
+ sweep_time: 0,
297
+ inverse_frame_dt: 0,
298
+ };
299
+
300
+ /** The tick {@link record_queries} recorded, which {@link record_forcing} reads. */
301
+ #tick = {
302
+ graph: null,
303
+ cascades: [null, null],
304
+ trees: [null, null],
305
+ lists: [-1, -1],
306
+ survivors: -1,
307
+ commands: -1,
308
+ };
309
+
310
+ /** Pass records not in a graph: a recorded pass holds one until it has run. */
311
+ #free_extracts = [];
312
+ #free_queries = [];
313
+ #free_commands = [];
314
+ #free_applies = [];
315
+ #free_clears = [];
316
+
317
+ #destroyed = false;
318
+
319
+ /**
320
+ * @param {object} options
321
+ * @param {GPUDevice} options.device
322
+ */
323
+ constructor({ device }) {
324
+ assert.defined(device, 'device');
325
+
326
+ this.#device = device;
327
+
328
+ this.#database = new GPUDatabase({
329
+ device,
330
+ definition: FLUID_DATABASE_SPEC,
331
+ label: 'Fluid / forcing',
332
+ initial_data_size_bytes: FLUID_DATABASE_INITIAL_SIZE,
333
+ });
334
+
335
+ this.#empty_tree = device.createBuffer({
336
+ label: 'Fluid / forcing / no tree',
337
+ // a root word and one node: what a tree binding's minimum size is
338
+ size: bvh_buffer_size(1),
339
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
340
+ });
341
+
342
+ device.queue.writeBuffer(this.#empty_tree, 0, EMPTY_TREE);
343
+
344
+ this.#statistics = device.createBuffer({
345
+ label: 'Fluid / forcing / statistics',
346
+ size: 4 * STATISTICS_WORDS,
347
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST,
348
+ });
349
+
350
+ this.#empty_list = device.createBuffer({
351
+ label: 'Fluid / forcing / no list',
352
+ size: LIST_MINIMUM_BYTES,
353
+ usage: GPUBufferUsage.STORAGE,
354
+ });
355
+
356
+ this.#empty_bricks = device.createBuffer({
357
+ label: 'Fluid / forcing / no bricks',
358
+ size: 4,
359
+ usage: GPUBufferUsage.STORAGE,
360
+ });
361
+ }
362
+
363
+ /**
364
+ * The descriptor of a transient of `role`, `size` bytes, from `kept` (by role): the one kept for
365
+ * the role while its size holds, a new one when it moves. A role's usage and clear range never
366
+ * change.
367
+ *
368
+ * @param {BufferResourceDescriptor[]} kept
369
+ * @param {number} role
370
+ * @param {number} size
371
+ * @param {number} usage
372
+ * @param {number} clear_size bytes cleared from 0 when the pool reuses the buffer
373
+ * @returns {BufferResourceDescriptor}
374
+ */
375
+ static #descriptor(kept, role, size, usage, clear_size) {
376
+ const descriptor = kept[role];
377
+
378
+ if (descriptor !== undefined && descriptor.size === size) {
379
+ return descriptor;
380
+ }
381
+
382
+ const made = BufferResourceDescriptor.from(size, usage, 0, clear_size);
383
+
384
+ kept[role] = made;
385
+
386
+ return made;
387
+ }
388
+
389
+ /**
390
+ * The fluid database.
391
+ * @returns {GPUDatabase}
392
+ */
393
+ get database() {
394
+ return this.#database;
395
+ }
396
+
397
+ /**
398
+ * Rows of the effector table.
399
+ * @returns {number}
400
+ */
401
+ get effector_count() {
402
+ return this.#database.get(FLUID_EFFECTOR_TABLE).count;
403
+ }
404
+
405
+ /**
406
+ * Rows of the obstacle table.
407
+ * @returns {number}
408
+ */
409
+ get obstacle_count() {
410
+ return this.#database.get(FLUID_OBSTACLE_TABLE).count;
411
+ }
412
+
413
+ /**
414
+ * Every obstacle and effector row: the leaves of the finest tree, before its resolution cull.
415
+ * @returns {number}
416
+ */
417
+ get leaf_count() {
418
+ return this.effector_count + this.obstacle_count;
419
+ }
420
+
421
+ /**
422
+ * What the last {@link record_frame}'s frame did to the tree cascade `level` queries (the stack's
423
+ * cascade `level`, whose cell is `2^level` times the frame's `cell_size`): `'build'`, `'refit'`, or
424
+ * `'none'` when no tick of the frame stepped a cascade that queries it, or it holds no leaves.
425
+ *
426
+ * @param {number} level
427
+ * @returns {string}
428
+ */
429
+ tree_update(level) {
430
+ assert.isNonNegativeInteger(level, 'level');
431
+ assert.lessThan(level, GPU_FLUID_CASCADE_STACK_LIMIT, 'level');
432
+
433
+ if (this.#owned_sets === -1) {
434
+ return 'none';
435
+ }
436
+
437
+ const tree = this.#trees[this.#owners[level]];
438
+
439
+ if (tree === undefined || tree.frame !== this.#frame_serial) {
440
+ return 'none';
441
+ }
442
+
443
+ return tree.update;
444
+ }
445
+
446
+ /**
447
+ * What the brick queries could not keep, accumulated since creation, four u32: obstacle candidates
448
+ * past `FLUID_FORCING_OBSTACLE_LIMIT`, effector candidates past `FLUID_FORCING_EFFECTOR_LIMIT`,
449
+ * candidates past the query's list, nodes the query never tested.
450
+ * @returns {GPUBuffer}
451
+ */
452
+ get statistics() {
453
+ return this.#statistics;
454
+ }
455
+
456
+ /**
457
+ * The CPU mirror of the plane table, four floats a row, `(nx, ny, nz, offset)`, indexed by row:
458
+ * what `fluid_obstacle_write_gpu_shape` writes a hull's planes into. Replaced, not grown in place,
459
+ * by {@link add_planes}: read it after.
460
+ * @returns {Float32Array}
461
+ */
462
+ get planes() {
463
+ return this.#planes;
464
+ }
465
+
466
+ /**
467
+ * Add an effector row.
468
+ *
469
+ * @param {FluidEffectorRecord} record
470
+ * @returns {number} its row
471
+ */
472
+ add_effector(record) {
473
+ assert.notOk(this.#destroyed, 'destroyed');
474
+
475
+ this.#sets_version++;
476
+
477
+ return this.#database.get(FLUID_EFFECTOR_TABLE).add_record(record, EFFECTOR_WRITER);
478
+ }
479
+
480
+ /**
481
+ * Write an effector row whole, for the next frame's upload.
482
+ *
483
+ * @param {number} row
484
+ * @param {FluidEffectorRecord} record
485
+ */
486
+ set_effector(row, record) {
487
+ const table = this.#database.get(FLUID_EFFECTOR_TABLE);
488
+
489
+ assert.ok(table.occupancy.get(row), 'the effector row is not in the table');
490
+
491
+ table.set_record(row, record, EFFECTOR_WRITER);
492
+ }
493
+
494
+ /**
495
+ * @param {number} row
496
+ */
497
+ remove_effector(row) {
498
+ const table = this.#database.get(FLUID_EFFECTOR_TABLE);
499
+
500
+ assert.ok(table.occupancy.get(row), 'the effector row is not in the table');
501
+
502
+ table.remove(row);
503
+
504
+ this.#sets_version++;
505
+ }
506
+
507
+ /**
508
+ * Add a collider's obstacle records as a run of consecutive rows.
509
+ *
510
+ * @param {FluidObstacleRecord[]} records at least one
511
+ * @returns {number} the run's first row
512
+ */
513
+ add_obstacles(records) {
514
+ assert.notOk(this.#destroyed, 'destroyed');
515
+ assert.greaterThan(records.length, 0, 'records');
516
+
517
+ this.#sets_version++;
518
+
519
+ const first = this.#database.get(FLUID_OBSTACLE_TABLE).add_run_records(records, OBSTACLE_WRITER);
520
+ const end = first + records.length;
521
+
522
+ if (this.#obstacle_extent.length < end) {
523
+ const grown = new Float64Array(Math.max(end, 2 * this.#obstacle_extent.length));
524
+ grown.set(this.#obstacle_extent);
525
+ this.#obstacle_extent = grown;
526
+ }
527
+
528
+ for (let i = 0; i < records.length; i++) {
529
+ this.#obstacle_extent[first + i] = fluid_obstacle_record_extent(records[i]);
530
+ }
531
+
532
+ return first;
533
+ }
534
+
535
+ /**
536
+ * Write an obstacle row whole, for the next frame's upload.
537
+ *
538
+ * @param {number} row
539
+ * @param {FluidObstacleRecord} record
540
+ */
541
+ set_obstacle(row, record) {
542
+ const table = this.#database.get(FLUID_OBSTACLE_TABLE);
543
+
544
+ assert.ok(table.occupancy.get(row), 'the obstacle row is not in the table');
545
+
546
+ table.set_record(row, record, OBSTACLE_WRITER);
547
+
548
+ const extent = fluid_obstacle_record_extent(record);
549
+
550
+ if (extent !== this.#obstacle_extent[row]) {
551
+ // which cascades resolve it may have moved
552
+ this.#obstacle_extent[row] = extent;
553
+ this.#sets_version++;
554
+ }
555
+ }
556
+
557
+ /**
558
+ * @param {number} first
559
+ * @param {number} count
560
+ */
561
+ remove_obstacles(first, count) {
562
+ const table = this.#database.get(FLUID_OBSTACLE_TABLE);
563
+
564
+ for (let i = 0; i < count; i++) {
565
+ assert.ok(table.occupancy.get(first + i), 'the obstacle row is not in the table');
566
+
567
+ table.remove(first + i);
568
+ }
569
+
570
+ this.#sets_version++;
571
+ }
572
+
573
+ /**
574
+ * Take a run of plane rows, zero, for a collider's hulls; {@link planes} grows to hold them.
575
+ *
576
+ * @param {number} count at least one
577
+ * @returns {number} the run's first row
578
+ */
579
+ add_planes(count) {
580
+ assert.notOk(this.#destroyed, 'destroyed');
581
+ assert.isPositiveInteger(count, 'count');
582
+
583
+ const record = this.#plane_record;
584
+ record.plane.fill(0);
585
+
586
+ const values = new Array(count).fill(record);
587
+ const first = this.#database.get(FLUID_OBSTACLE_PLANE_TABLE).add_run_records(values, PLANE_WRITER);
588
+
589
+ const needed = 4 * (first + count);
590
+
591
+ if (this.#planes.length < needed) {
592
+ const grown = new Float32Array(Math.max(needed, 2 * this.#planes.length));
593
+ grown.set(this.#planes);
594
+ this.#planes = grown;
595
+ }
596
+
597
+ this.#planes.fill(0, 4 * first, needed);
598
+
599
+ return first;
600
+ }
601
+
602
+ /**
603
+ * Upload plane rows from {@link planes}.
604
+ *
605
+ * @param {number} first
606
+ * @param {number} count
607
+ */
608
+ set_planes(first, count) {
609
+ const table = this.#database.get(FLUID_OBSTACLE_PLANE_TABLE);
610
+ const record = this.#plane_record;
611
+ const mirror = this.#planes;
612
+
613
+ for (let i = 0; i < count; i++) {
614
+ const row = first + i;
615
+
616
+ assert.ok(table.occupancy.get(row), 'the plane row is not in the table');
617
+
618
+ record.plane[0] = mirror[4 * row];
619
+ record.plane[1] = mirror[4 * row + 1];
620
+ record.plane[2] = mirror[4 * row + 2];
621
+ record.plane[3] = mirror[4 * row + 3];
622
+
623
+ table.set_record(row, record, PLANE_WRITER);
624
+ }
625
+ }
626
+
627
+ /**
628
+ * @param {number} first
629
+ * @param {number} count
630
+ */
631
+ remove_planes(first, count) {
632
+ const table = this.#database.get(FLUID_OBSTACLE_PLANE_TABLE);
633
+
634
+ for (let i = 0; i < count; i++) {
635
+ assert.ok(table.occupancy.get(first + i), 'the plane row is not in the table');
636
+
637
+ table.remove(first + i);
638
+ }
639
+ }
640
+
641
+ /**
642
+ * Which level's tree each level queries, worked out again when the sets or the finest cell moved:
643
+ * level `l` resolves the obstacles at least `cell·2^l / 2` wide, and shares the tree of the finest
644
+ * level that resolves the same count of them (the sets are nested, so the same count is the same
645
+ * set).
646
+ *
647
+ * @param {number} cell metres, cascade 0's cell
648
+ */
649
+ #refresh_owners(cell) {
650
+ if (this.#owned_sets === this.#sets_version && this.#owned_cell === cell) {
651
+ return;
652
+ }
653
+
654
+ const obstacles = this.#database.get(FLUID_OBSTACLE_TABLE);
655
+ const extent = this.#obstacle_extent;
656
+ const resolved = this.#resolved;
657
+ const owners = this.#owners;
658
+
659
+ resolved.fill(0);
660
+
661
+ for (let row = obstacles.occupancy.nextSetBit(0); row !== -1; row = obstacles.occupancy.nextSetBit(row + 1)) {
662
+ const e = extent[row];
663
+
664
+ for (let level = 0; level < GPU_FLUID_CASCADE_STACK_LIMIT; level++) {
665
+ if (e < 0.5 * cell * 2 ** level) {
666
+ break;
667
+ }
668
+
669
+ resolved[level]++;
670
+ }
671
+ }
672
+
673
+ for (let level = 0; level < GPU_FLUID_CASCADE_STACK_LIMIT; level++) {
674
+ owners[level] = level > 0 && resolved[level] === resolved[level - 1] ? owners[level - 1] : level;
675
+ }
676
+
677
+ this.#owned_sets = this.#sets_version;
678
+ this.#owned_cell = cell;
679
+ }
680
+
681
+ /**
682
+ * The tree of an owning level, its leaf list rebuilt when the sets or the finest cell moved since
683
+ * it was listed: the level's obstacle rows ascending, then every effector row ascending. Its list
684
+ * version moves only when the list it holds did.
685
+ *
686
+ * @param {number} level an owning level
687
+ * @param {number} cell metres, cascade 0's cell
688
+ * @returns {FluidForcingTree}
689
+ */
690
+ #listed_tree(level, cell) {
691
+ let tree = this.#trees[level];
692
+
693
+ if (tree === undefined) {
694
+ tree = new FluidForcingTree();
695
+ tree.level = level;
696
+
697
+ tree.rows_buffer = this.#device.createBuffer({
698
+ label: `Fluid / forcing / leaf rows ${level}`,
699
+ size: 1024,
700
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
701
+ });
702
+
703
+ tree.nodes = this.#device.createBuffer({
704
+ label: `Fluid / forcing / tree ${level}`,
705
+ size: 1024,
706
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
707
+ });
708
+
709
+ this.#trees[level] = tree;
710
+ }
711
+
712
+ if (tree.listed_sets === this.#sets_version && tree.listed_cell === cell) {
713
+ return tree;
714
+ }
715
+
716
+ const obstacles = this.#database.get(FLUID_OBSTACLE_TABLE);
717
+ const effectors = this.#database.get(FLUID_EFFECTOR_TABLE);
718
+
719
+ const count = this.#resolved[level] + effectors.count;
720
+
721
+ let rows = tree.rows;
722
+ let changed = count !== tree.count;
723
+
724
+ if (rows.length < count) {
725
+ rows = tree.rows = new Uint32Array(Math.max(count, 2 * rows.length));
726
+ changed = true;
727
+ }
728
+
729
+ const threshold = 0.5 * cell * 2 ** level;
730
+ const extent = this.#obstacle_extent;
731
+
732
+ let n = 0;
733
+
734
+ for (let row = obstacles.occupancy.nextSetBit(0); row !== -1; row = obstacles.occupancy.nextSetBit(row + 1)) {
735
+ if (extent[row] < threshold) {
736
+ continue;
737
+ }
738
+
739
+ if (rows[n] !== row) {
740
+ rows[n] = row;
741
+ changed = true;
742
+ }
743
+
744
+ n++;
745
+ }
746
+
747
+ const obstacle_count = n;
748
+
749
+ for (let row = effectors.occupancy.nextSetBit(0); row !== -1; row = effectors.occupancy.nextSetBit(row + 1)) {
750
+ if (rows[n] !== row) {
751
+ rows[n] = row;
752
+ changed = true;
753
+ }
754
+
755
+ n++;
756
+ }
757
+
758
+ assert.equal(n, count, 'every resolved obstacle and every effector is a leaf');
759
+
760
+ if (obstacle_count !== tree.obstacle_count) {
761
+ changed = true;
762
+ }
763
+
764
+ tree.count = n;
765
+ tree.obstacle_count = obstacle_count;
766
+ tree.listed_sets = this.#sets_version;
767
+ tree.listed_cell = cell;
768
+
769
+ if (changed) {
770
+ tree.list_version++;
771
+ }
772
+
773
+ return tree;
774
+ }
775
+
776
+ /**
777
+ * Record the frame's numbers, before any tick of it, for the trees its ticks record. Call once a
778
+ * frame that records ticks; with no rows, the frame's ticks record no tree and no query.
779
+ *
780
+ * @param {object} options
781
+ * @param {FrameGraph} options.graph
782
+ * @param {GPUDatabase} options.scene_database the scene's database, whose `transforms` the rows'
783
+ * nodes are; its buffer is read when the graph runs
784
+ * @param {ArrayLike<number>} options.bounds world metres, `[x0, y0, z0, x1, y1, z1]`: the union of
785
+ * the coarsest windows of the stacks the frame steps. Every leaf is clipped to it grown by its
786
+ * own extent on every side, so a placement during the frame's ticks stays inside, and a plane, a
787
+ * heightmap's box or a far row stays finite
788
+ * @param {number} options.sweep_time seconds: the longest step of the frame's stepping cascades,
789
+ * `dt·2^c` over its ticks, which a wake's box is swept back over
790
+ * @param {number} options.inverse_frame_dt `1 / (frame_dt · fixedStepTimeScale)`, 0 when no game
791
+ * time passed: what a wake's node velocity is taken with
792
+ * @param {number} options.cell_size metres: the finest cascade cell of the frame, cascade 0's, by
793
+ * which every obstacle box is dilated on its + sides, and against which a cascade's level is
794
+ * counted
795
+ */
796
+ record_frame({ graph, scene_database, bounds, sweep_time, inverse_frame_dt, cell_size }) {
797
+ assert.notOk(this.#destroyed, 'destroyed');
798
+ assert.defined(graph, 'graph');
799
+ assert.defined(scene_database, 'scene_database');
800
+ assert.isFinite(sweep_time, 'sweep_time');
801
+ assert.greaterThanOrEqual(sweep_time, 0, 'sweep_time');
802
+ assert.isFinite(inverse_frame_dt, 'inverse_frame_dt');
803
+ assert.greaterThanOrEqual(inverse_frame_dt, 0, 'inverse_frame_dt');
804
+ assert.isFinite(cell_size, 'cell_size');
805
+ assert.greaterThan(cell_size, 0, 'cell_size');
806
+
807
+ // a new frame: every tree is recorded again by the first tick that needs it
808
+ this.#frame_serial++;
809
+
810
+ const frame = this.#frame;
811
+ frame.graph = null;
812
+
813
+ if (this.leaf_count === 0) {
814
+ return;
815
+ }
816
+
817
+ for (let axis = 0; axis < 3; axis++) {
818
+ const low = bounds[axis];
819
+ const high = bounds[axis + 3];
820
+
821
+ assert.isFinite(low, 'bounds');
822
+ assert.isFinite(high, 'bounds');
823
+ assert.lessThanOrEqual(low, high, 'bounds');
824
+
825
+ const extent = high - low;
826
+
827
+ frame.clip_low[axis] = low - extent;
828
+ frame.clip_high[axis] = high + extent;
829
+ }
830
+
831
+ frame.graph = graph;
832
+ frame.scene_database = scene_database;
833
+ frame.dilation = cell_size;
834
+ frame.sweep_time = sweep_time;
835
+ frame.inverse_frame_dt = inverse_frame_dt;
836
+ }
837
+
838
+ /**
839
+ * The tree a cascade's queries search this frame, recorded into the frame's graph by the first
840
+ * tick that asks for it: L1 and L2 over its level's leaves. An empty tree records nothing.
841
+ *
842
+ * @param {GPUFluidCascade} cascade
843
+ * @returns {FluidForcingTree}
844
+ */
845
+ #frame_tree(cascade) {
846
+ const frame = this.#frame;
847
+ const cell = frame.dilation;
848
+
849
+ const level = Math.round(Math.log2(cascade.cell_size / cell));
850
+
851
+ assert.isNonNegativeInteger(level, 'a cascade\'s cell is cascade 0\'s times a power of two');
852
+ assert.lessThan(level, GPU_FLUID_CASCADE_STACK_LIMIT, 'level');
853
+ assert.equal(cell * 2 ** level, cascade.cell_size, 'a cascade\'s cell is cascade 0\'s times a power of two');
854
+
855
+ this.#refresh_owners(cell);
856
+
857
+ const tree = this.#listed_tree(this.#owners[level], cell);
858
+
859
+ if (tree.frame === this.#frame_serial) {
860
+ return tree;
861
+ }
862
+
863
+ tree.frame = this.#frame_serial;
864
+ tree.frame_nodes = -1;
865
+ tree.update = 'none';
866
+
867
+ const leaf_count = tree.count;
868
+
869
+ if (leaf_count === 0) {
870
+ return tree;
871
+ }
872
+
873
+ const graph = frame.graph;
874
+ const device = this.#device;
875
+
876
+ // the leaf list, uploaded in the extraction when it moved
877
+ const rows_size = 4 * leaf_count;
878
+
879
+ if (tree.rows_buffer.size < rows_size) {
880
+ tree.rows_buffer.destroy();
881
+ tree.rows_buffer = device.createBuffer({
882
+ label: `Fluid / forcing / leaf rows ${tree.level}`,
883
+ size: Math.max(rows_size, 2 * tree.rows_buffer.size),
884
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
885
+ });
886
+ tree.rows_gpu_version = -1;
887
+ }
888
+
889
+ // the tree; a new buffer holds no tree to refit
890
+ const tree_size = bvh_buffer_size(leaf_count);
891
+
892
+ if (tree.nodes.size < tree_size) {
893
+ tree.nodes.destroy();
894
+ tree.nodes = device.createBuffer({
895
+ label: `Fluid / forcing / tree ${tree.level}`,
896
+ size: Math.max(tree_size, 2 * tree.nodes.size),
897
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
898
+ });
899
+ tree.tree_leaf_count = -1;
900
+ }
901
+
902
+ const extract = this.#free_extracts.pop() ?? {
903
+ forcing: this,
904
+ tree: null,
905
+ scene_database: null,
906
+ upload_leaves: false,
907
+ leaf_bounds: -1,
908
+ leaf_payload: -1,
909
+ scene_bounds: -1,
910
+ settings: {
911
+ clip_low: new Float32Array(3),
912
+ leaf_count: 0,
913
+ clip_high: new Float32Array(3),
914
+ obstacle_leaf_count: 0,
915
+ dilation: 0,
916
+ sweep_time: 0,
917
+ inverse_frame_dt: 0,
918
+ },
919
+ };
920
+
921
+ const settings = extract.settings;
922
+
923
+ settings.clip_low.set(frame.clip_low);
924
+ settings.clip_high.set(frame.clip_high);
925
+ settings.leaf_count = leaf_count;
926
+ settings.obstacle_leaf_count = tree.obstacle_count;
927
+ settings.dilation = cell;
928
+ settings.sweep_time = frame.sweep_time;
929
+ settings.inverse_frame_dt = frame.inverse_frame_dt;
930
+
931
+ extract.tree = tree;
932
+ extract.scene_database = frame.scene_database;
933
+ extract.upload_leaves = tree.rows_gpu_version !== tree.list_version;
934
+ tree.rows_gpu_version = tree.list_version;
935
+
936
+ const pass = graph.add('Fluid / forcing / extract', extract, GPUFluidForcing.#execute_extract);
937
+
938
+ const kept = tree.descriptors;
939
+
940
+ extract.leaf_bounds = pass.create('Fluid / forcing / leaf bounds', GPUFluidForcing.#descriptor(kept, ROLE_LEAF_BOUNDS, 24 * leaf_count, GPUBufferUsage.STORAGE, 0));
941
+ extract.leaf_payload = pass.create('Fluid / forcing / leaf payload', GPUFluidForcing.#descriptor(kept, ROLE_LEAF_PAYLOAD, 4 * leaf_count, GPUBufferUsage.STORAGE, 0));
942
+ extract.scene_bounds = pass.create('Fluid / forcing / centroid bounds', GPUFluidForcing.#descriptor(kept, ROLE_SCENE_BOUNDS, SCENE_BOUNDS_SEED.byteLength, GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST, 0));
943
+
944
+ // it uploads the database, which is not the graph's
945
+ pass.make_side_effect();
946
+
947
+ if (tree.nodes_described !== tree.nodes) {
948
+ tree.nodes_descriptor = BufferResourceDescriptor.fromBuffer(tree.nodes);
949
+ tree.nodes_described = tree.nodes;
950
+ }
951
+
952
+ const nodes = graph.import_resource(`Fluid / forcing / tree ${tree.level}`, tree.nodes_descriptor, tree.nodes);
953
+
954
+ const rebuild = leaf_count <= SORT_TILE_SIZE
955
+ || tree.tree_leaf_count !== leaf_count
956
+ || tree.tree_version !== tree.list_version
957
+ || tree.age + 1 >= FLUID_FORCING_REBUILD_AGE;
958
+
959
+ if (rebuild) {
960
+ tree.frame_nodes = graph_bvh_build_lbvh({
961
+ graph,
962
+ leaf_bounds: extract.leaf_bounds,
963
+ leaf_payload: extract.leaf_payload,
964
+ scene_bounds: extract.scene_bounds,
965
+ element_count: leaf_count,
966
+ nodes,
967
+ }).nodes;
968
+
969
+ tree.tree_leaf_count = leaf_count;
970
+ tree.tree_version = tree.list_version;
971
+ tree.age = 0;
972
+ tree.update = 'build';
973
+ } else {
974
+ tree.frame_nodes = graph_bvh_refit_lbvh({
975
+ graph,
976
+ leaf_bounds: extract.leaf_bounds,
977
+ element_count: leaf_count,
978
+ nodes,
979
+ }).nodes;
980
+
981
+ tree.age++;
982
+ tree.update = 'refit';
983
+ }
984
+
985
+ return tree;
986
+ }
987
+
988
+ /**
989
+ * @param {object} record
990
+ * @param {FramePassResources} resources
991
+ * @param {{encoder: ShadeGPUCommandContext}} context
992
+ */
993
+ static #execute_extract(record, resources, context) {
994
+ const forcing = record.forcing;
995
+
996
+ try {
997
+ if (!forcing.#destroyed) {
998
+ forcing.#encode_extract(context.encoder, resources, record);
999
+ }
1000
+ } finally {
1001
+ record.tree = null;
1002
+ record.scene_database = null;
1003
+ forcing.#free_extracts.push(record);
1004
+ }
1005
+ }
1006
+
1007
+ /** Bindings of the extraction, rebound for every tree. */
1008
+ #extract_dispatch = {
1009
+ encoder: null,
1010
+ thread_count_x: 0,
1011
+ bindings: { settings: null, fluid_database: null, scene_database: null, leaf_rows: null, leaf_bounds: null, leaf_payload: null, scene_bounds: null },
1012
+ };
1013
+
1014
+ #encode_extract(encoder, resources, record) {
1015
+ const database = this.#database;
1016
+ const tree = record.tree;
1017
+
1018
+ // the rows first: the extraction and every query of the frame read what this uploads; the
1019
+ // frame's first extraction finds them pending
1020
+ if (database.has_pending_upload) {
1021
+ database.update(encoder);
1022
+ }
1023
+
1024
+ if (record.upload_leaves) {
1025
+ encoder.writeBuffer(tree.rows_buffer, 0, tree.rows.buffer, 0, 4 * record.settings.leaf_count);
1026
+ }
1027
+
1028
+ const scene_bounds = resources.get(record.scene_bounds);
1029
+
1030
+ // seeded rather than cleared: the merge is a min/max, and zero is not an identity for either
1031
+ encoder.writeBuffer(scene_bounds, 0, SCENE_BOUNDS_SEED.buffer, 0, SCENE_BOUNDS_SEED.byteLength);
1032
+
1033
+ const dispatch = this.#extract_dispatch;
1034
+ const b = dispatch.bindings;
1035
+
1036
+ b.settings = encoder.allocateTransientValueBuffer(FLUID_FORCING_EXTRACT_STRUCT, record.settings, GPUBufferUsage.UNIFORM);
1037
+ b.fluid_database = database.buffer;
1038
+ b.scene_database = record.scene_database.buffer;
1039
+ b.leaf_rows = tree.rows_buffer;
1040
+ b.leaf_bounds = resources.get(record.leaf_bounds);
1041
+ b.leaf_payload = resources.get(record.leaf_payload);
1042
+ b.scene_bounds = scene_bounds;
1043
+
1044
+ dispatch.encoder = encoder;
1045
+ dispatch.thread_count_x = record.settings.leaf_count;
1046
+
1047
+ shader_fluid_forcing_extract.dispatchThreads(dispatch);
1048
+
1049
+ dispatch.encoder = null;
1050
+ b.settings = b.fluid_database = b.scene_database = b.leaf_rows = b.leaf_bounds = b.leaf_payload = b.scene_bounds = null;
1051
+ }
1052
+
1053
+ /**
1054
+ * Record Q1 and Q2 of a tick into `graph`, after its placement and fills: the trees the stepping
1055
+ * cascades search, if the frame has not recorded them yet, then every brick of the stepping
1056
+ * cascades queries its cascade's tree, and the forcing's commands are written. `second` is the
1057
+ * ruler's coarse cascade, `null` on a tick that steps cascade 0 alone; both share a resolution.
1058
+ * With no rows, nothing is queried; a stepping cascade whose flags the forcing wrote then has them
1059
+ * cleared.
1060
+ *
1061
+ * @param {object} options
1062
+ * @param {FrameGraph} options.graph the graph {@link record_frame} recorded into this frame
1063
+ * @param {GPUFluidCascade} options.first cascade 0, slot 0
1064
+ * @param {GPUFluidCascade|null} options.second the tick's coarse cascade, slot 1, or `null`
1065
+ */
1066
+ record_queries({ graph, first, second }) {
1067
+ assert.notOk(this.#destroyed, 'destroyed');
1068
+ assert.defined(graph, 'graph');
1069
+ assert.defined(first, 'first');
1070
+ assert.ok(second === null || second.resolution.every((n, axis) => n === first.resolution[axis]), 'the stepping cascades share a resolution');
1071
+
1072
+ const tick = this.#tick;
1073
+ tick.graph = null;
1074
+ tick.cascades[0] = first;
1075
+ tick.cascades[1] = second;
1076
+
1077
+ const frame = this.#frame;
1078
+
1079
+ if (frame.graph === null) {
1080
+ // no rows this frame: what the forcing left in a stepping cascade is cleared, once
1081
+ this.#record_clear(graph, first);
1082
+
1083
+ if (second !== null) {
1084
+ this.#record_clear(graph, second);
1085
+ }
1086
+
1087
+ return;
1088
+ }
1089
+
1090
+ assert.equal(frame.graph, graph, 'the tick is recorded into the graph record_frame recorded into this frame');
1091
+
1092
+ // the trees go into the graph before the queries that read them
1093
+ const tree_0 = this.#frame_tree(first);
1094
+ const tree_1 = second === null ? null : this.#frame_tree(second);
1095
+
1096
+ tick.trees[0] = tree_0;
1097
+ tick.trees[1] = tree_1;
1098
+
1099
+ const resolution = first.resolution;
1100
+ const bricks_x = resolution[0] / FLUID_FORCING_BRICK;
1101
+ const bricks_y = resolution[1] / FLUID_FORCING_BRICK;
1102
+ const bricks_z = resolution[2] / FLUID_FORCING_BRICK;
1103
+ const brick_count = bricks_x * bricks_y * bricks_z;
1104
+ const slots = second === null ? 1 : 2;
1105
+ const query_count = slots * brick_count;
1106
+
1107
+ const query = this.#free_queries.pop() ?? {
1108
+ forcing: this,
1109
+ nodes: [-1, -1],
1110
+ lists: [-1, -1],
1111
+ survivors: -1,
1112
+ bricks: [null, null],
1113
+ group_count_x: 1,
1114
+ group_count_y: 1,
1115
+ settings: {
1116
+ corner_0: new Int32Array(3),
1117
+ cell_size_0: 1,
1118
+ corner_1: new Int32Array(3),
1119
+ cell_size_1: 1,
1120
+ bricks: new Uint32Array(3),
1121
+ brick_count: 0,
1122
+ query_count: 0,
1123
+ obstacle_leaf_count_0: 0,
1124
+ obstacle_leaf_count_1: 0,
1125
+ },
1126
+ };
1127
+
1128
+ const settings = query.settings;
1129
+
1130
+ settings.corner_0.set(first.corner);
1131
+ settings.cell_size_0 = first.cell_size;
1132
+ settings.obstacle_leaf_count_0 = tree_0.obstacle_count;
1133
+
1134
+ if (second !== null) {
1135
+ settings.corner_1.set(second.corner);
1136
+ settings.cell_size_1 = second.cell_size;
1137
+ settings.obstacle_leaf_count_1 = tree_1.obstacle_count;
1138
+ } else {
1139
+ settings.corner_1.fill(0);
1140
+ settings.cell_size_1 = first.cell_size;
1141
+ settings.obstacle_leaf_count_1 = 0;
1142
+ }
1143
+
1144
+ settings.bricks[0] = bricks_x;
1145
+ settings.bricks[1] = bricks_y;
1146
+ settings.bricks[2] = bricks_z;
1147
+ settings.brick_count = brick_count;
1148
+ settings.query_count = query_count;
1149
+
1150
+ query.bricks[0] = first.solid_bricks;
1151
+ query.bricks[1] = second === null ? this.#empty_bricks : second.solid_bricks;
1152
+
1153
+ // one workgroup a query, folded onto x, then y
1154
+ const width = WEBGPU_GUARANTEED_MAX_COMPUTE_WORKGROUPS_PER_DIMENSION;
1155
+ query.group_count_x = Math.min(query_count, width);
1156
+ query.group_count_y = Math.ceil(query_count / width);
1157
+
1158
+ const pass = graph.add('Fluid / forcing / brick query', query, GPUFluidForcing.#execute_query);
1159
+
1160
+ const list_size = Math.max(LIST_MINIMUM_BYTES, LIST_HEADER_BYTES + 4 * brick_count);
1161
+ // the count is zero at the start of every tick; the elements are written before they are read
1162
+ const list_descriptor = GPUFluidForcing.#descriptor(this.#descriptors, ROLE_LIST, list_size, GPUBufferUsage.STORAGE, 4);
1163
+
1164
+ // a shared tree is read once; an empty one is no resource of the graph
1165
+ query.nodes[0] = tree_0.frame_nodes === -1 ? -1 : pass.read(tree_0.frame_nodes);
1166
+ query.nodes[1] = tree_1 === null || tree_1.frame_nodes === -1
1167
+ ? -1
1168
+ : tree_1 === tree_0 ? query.nodes[0] : pass.read(tree_1.frame_nodes);
1169
+
1170
+ query.lists[0] = pass.create('Fluid / forcing / bricks 0', list_descriptor);
1171
+ query.lists[1] = second === null ? -1 : pass.create('Fluid / forcing / bricks 1', list_descriptor);
1172
+ query.survivors = pass.create('Fluid / forcing / survivors', GPUFluidForcing.#descriptor(this.#descriptors, ROLE_SURVIVORS, 4 * FLUID_FORCING_SURVIVOR_STRIDE * query_count, GPUBufferUsage.STORAGE, 0));
1173
+
1174
+ // it writes the cascades' brick words and the drop counters
1175
+ pass.make_side_effect();
1176
+
1177
+ const command = this.#free_commands.pop() ?? { forcing: this, lists: [-1, -1], commands: -1 };
1178
+
1179
+ const command_pass = graph.add('Fluid / forcing / commands', command, GPUFluidForcing.#execute_command);
1180
+
1181
+ command.lists[0] = command_pass.read(query.lists[0]);
1182
+ command.lists[1] = second === null ? -1 : command_pass.read(query.lists[1]);
1183
+ command.commands = command_pass.create('Fluid / forcing / commands', GPUFluidForcing.#descriptor(this.#descriptors, ROLE_COMMANDS, 4 * 2 * FLUID_FORCING_COMMAND_WORDS, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT, 0));
1184
+
1185
+ tick.graph = graph;
1186
+ tick.lists[0] = query.lists[0];
1187
+ tick.lists[1] = query.lists[1];
1188
+ tick.survivors = query.survivors;
1189
+ tick.commands = command.commands;
1190
+ }
1191
+
1192
+ /**
1193
+ * Clear a cascade's solid flags and brick words, if the forcing wrote them since they were last
1194
+ * cleared.
1195
+ *
1196
+ * @param {FrameGraph} graph
1197
+ * @param {GPUFluidCascade} cascade
1198
+ */
1199
+ #record_clear(graph, cascade) {
1200
+ if (!this.#written.has(cascade)) {
1201
+ return;
1202
+ }
1203
+
1204
+ this.#written.delete(cascade);
1205
+
1206
+ const record = this.#free_clears.pop() ?? { forcing: this, cascade: null };
1207
+ record.cascade = cascade;
1208
+
1209
+ graph.add('Fluid / forcing / clear', record, GPUFluidForcing.#execute_clear).make_side_effect();
1210
+ }
1211
+
1212
+ static #execute_clear(record, _resources, context) {
1213
+ const forcing = record.forcing;
1214
+
1215
+ try {
1216
+ const cascade = record.cascade;
1217
+
1218
+ if (!forcing.#destroyed) {
1219
+ context.encoder.clearBuffer(cascade.solid);
1220
+ context.encoder.clearBuffer(cascade.solid_bricks);
1221
+ }
1222
+ } finally {
1223
+ record.cascade = null;
1224
+ forcing.#free_clears.push(record);
1225
+ }
1226
+ }
1227
+
1228
+ /** Bindings of the query, rebound for every tick. */
1229
+ #query_dispatch = {
1230
+ encoder: null,
1231
+ group_count_x: 1,
1232
+ group_count_y: 1,
1233
+ group_count_z: 1,
1234
+ bindings: { settings: null, tree_0: null, tree_1: null, list_0: null, list_1: null, survivors: null, bricks_0: null, bricks_1: null, statistics: null },
1235
+ };
1236
+
1237
+ static #execute_query(record, resources, context) {
1238
+ const forcing = record.forcing;
1239
+
1240
+ try {
1241
+ if (!forcing.#destroyed) {
1242
+ const encoder = context.encoder;
1243
+ const dispatch = forcing.#query_dispatch;
1244
+ const b = dispatch.bindings;
1245
+
1246
+ b.settings = encoder.allocateTransientValueBuffer(FLUID_FORCING_QUERY_STRUCT, record.settings, GPUBufferUsage.UNIFORM);
1247
+ b.tree_0 = record.nodes[0] === -1 ? forcing.#empty_tree : resources.get(record.nodes[0]);
1248
+ // a lone cascade's second slot is never queried
1249
+ b.tree_1 = record.nodes[1] === -1 ? forcing.#empty_tree : resources.get(record.nodes[1]);
1250
+ b.list_0 = resources.get(record.lists[0]);
1251
+ b.list_1 = record.lists[1] === -1 ? forcing.#empty_list : resources.get(record.lists[1]);
1252
+ b.survivors = resources.get(record.survivors);
1253
+ b.bricks_0 = record.bricks[0];
1254
+ b.bricks_1 = record.bricks[1];
1255
+ b.statistics = forcing.#statistics;
1256
+
1257
+ dispatch.encoder = encoder;
1258
+ dispatch.group_count_x = record.group_count_x;
1259
+ dispatch.group_count_y = record.group_count_y;
1260
+
1261
+ shader_fluid_forcing_query.dispatch(dispatch);
1262
+
1263
+ dispatch.encoder = null;
1264
+ b.settings = b.tree_0 = b.tree_1 = b.list_0 = b.list_1 = b.survivors = b.bricks_0 = b.bricks_1 = b.statistics = null;
1265
+ }
1266
+ } finally {
1267
+ record.bricks[0] = record.bricks[1] = null;
1268
+ forcing.#free_queries.push(record);
1269
+ }
1270
+ }
1271
+
1272
+ /** Bindings of the commands, rebound for every tick. */
1273
+ #command_dispatch = {
1274
+ encoder: null,
1275
+ group_count_x: 1,
1276
+ group_count_y: 1,
1277
+ group_count_z: 1,
1278
+ bindings: { list_0: null, list_1: null, commands: null },
1279
+ };
1280
+
1281
+ static #execute_command(record, resources, context) {
1282
+ const forcing = record.forcing;
1283
+
1284
+ try {
1285
+ if (!forcing.#destroyed) {
1286
+ const dispatch = forcing.#command_dispatch;
1287
+ const b = dispatch.bindings;
1288
+
1289
+ b.list_0 = resources.get(record.lists[0]);
1290
+ b.list_1 = record.lists[1] === -1 ? forcing.#empty_list : resources.get(record.lists[1]);
1291
+ b.commands = resources.get(record.commands);
1292
+
1293
+ dispatch.encoder = context.encoder;
1294
+
1295
+ shader_fluid_forcing_command.dispatch(dispatch);
1296
+
1297
+ dispatch.encoder = null;
1298
+ b.list_0 = b.list_1 = b.commands = null;
1299
+ }
1300
+ } finally {
1301
+ forcing.#free_commands.push(record);
1302
+ }
1303
+ }
1304
+
1305
+ /**
1306
+ * Record Q3 for one stepping cascade of the tick {@link record_queries} recorded, before that
1307
+ * cascade's step (after its restriction): its solid flags, the wall's velocity at every face it
1308
+ * pins, and the tick's forcing.
1309
+ *
1310
+ * @param {object} options
1311
+ * @param {FrameGraph} options.graph
1312
+ * @param {GPUFluidCascade} options.cascade the tick's `first` (slot 0) or `second` (slot 1)
1313
+ * @param {number} options.dt seconds, the cascade's step, `dt·2^c`
1314
+ * @returns {number|null} the forcing, a buffer resource of `graph` for the cascade's
1315
+ * `record_step`; `null` when nothing was recorded (no rows)
1316
+ */
1317
+ record_forcing({ graph, cascade, dt }) {
1318
+ assert.notOk(this.#destroyed, 'destroyed');
1319
+ assert.isFinite(dt, 'dt');
1320
+ assert.greaterThan(dt, 0, 'dt');
1321
+
1322
+ const tick = this.#tick;
1323
+
1324
+ if (tick.graph === null) {
1325
+ return null;
1326
+ }
1327
+
1328
+ assert.equal(tick.graph, graph, 'the forcing is recorded into the tick\'s graph');
1329
+
1330
+ const slot = tick.cascades[0] === cascade ? 0 : 1;
1331
+
1332
+ assert.equal(tick.cascades[slot], cascade, 'the cascade steps on the tick');
1333
+
1334
+ const resolution = cascade.resolution;
1335
+ const nx = resolution[0], ny = resolution[1], nz = resolution[2];
1336
+
1337
+ const apply = this.#free_applies.pop() ?? {
1338
+ forcing: this,
1339
+ cascade: null,
1340
+ tree: null,
1341
+ slot: 0,
1342
+ list: -1,
1343
+ survivors: -1,
1344
+ commands: -1,
1345
+ output: -1,
1346
+ settings: {
1347
+ cells: fluid_cascade_window_value(),
1348
+ faces_u: fluid_cascade_window_value(),
1349
+ faces_v: fluid_cascade_window_value(),
1350
+ faces_w: fluid_cascade_window_value(),
1351
+ bricks: new Uint32Array(3),
1352
+ query_base: 0,
1353
+ cell_size: 1,
1354
+ dt: 0,
1355
+ inverse_frame_dt: 0,
1356
+ forcing_v: 0,
1357
+ forcing_w: 0,
1358
+ },
1359
+ };
1360
+
1361
+ const settings = apply.settings;
1362
+ const corner = cascade.corner;
1363
+
1364
+ fluid_cascade_window_place(settings.cells, corner, resolution, -1);
1365
+ fluid_cascade_window_place(settings.faces_u, corner, resolution, 0);
1366
+ fluid_cascade_window_place(settings.faces_v, corner, resolution, 1);
1367
+ fluid_cascade_window_place(settings.faces_w, corner, resolution, 2);
1368
+
1369
+ settings.bricks[0] = nx / FLUID_FORCING_BRICK;
1370
+ settings.bricks[1] = ny / FLUID_FORCING_BRICK;
1371
+ settings.bricks[2] = nz / FLUID_FORCING_BRICK;
1372
+ settings.query_base = slot * settings.bricks[0] * settings.bricks[1] * settings.bricks[2];
1373
+ settings.cell_size = cascade.cell_size;
1374
+ settings.dt = dt;
1375
+ settings.inverse_frame_dt = this.#frame.inverse_frame_dt;
1376
+
1377
+ const faces_u = (nx + 1) * ny * nz;
1378
+ const faces_v = nx * (ny + 1) * nz;
1379
+ const faces_w = nx * ny * (nz + 1);
1380
+
1381
+ settings.forcing_v = faces_u;
1382
+ settings.forcing_w = faces_u + faces_v;
1383
+
1384
+ apply.cascade = cascade;
1385
+ apply.tree = tick.trees[slot];
1386
+ apply.slot = slot;
1387
+
1388
+ const pass = graph.add('Fluid / forcing / apply', apply, GPUFluidForcing.#execute_apply);
1389
+
1390
+ apply.list = pass.read(tick.lists[slot]);
1391
+ apply.survivors = pass.read(tick.survivors);
1392
+ apply.commands = pass.read(tick.commands);
1393
+ apply.output = pass.create('Fluid / forcing / forcing', GPUFluidForcing.#descriptor(this.#descriptors, ROLE_FORCING, 4 * (faces_u + faces_v + faces_w), GPUBufferUsage.STORAGE, 0));
1394
+
1395
+ // it writes the cascade's flags and persistent faces
1396
+ pass.make_side_effect();
1397
+
1398
+ this.#written.add(cascade);
1399
+
1400
+ return apply.output;
1401
+ }
1402
+
1403
+ /** Bindings of the forcing, rebound for every cascade. */
1404
+ #apply_dispatch = {
1405
+ encoder: null,
1406
+ command: null,
1407
+ command_offset: 0,
1408
+ bindings: {
1409
+ settings: null, fluid_database: null, scene_database: null, list: null, survivors: null, leaf_rows: null,
1410
+ solid: null, forcing: null, out_u: null, out_v: null, out_w: null,
1411
+ },
1412
+ };
1413
+
1414
+ static #execute_apply(record, resources, context) {
1415
+ const forcing = record.forcing;
1416
+
1417
+ try {
1418
+ const cascade = record.cascade;
1419
+
1420
+ if (!forcing.#destroyed) {
1421
+ const encoder = context.encoder;
1422
+ const dispatch = forcing.#apply_dispatch;
1423
+ const b = dispatch.bindings;
1424
+ const velocity = cascade.velocity;
1425
+
1426
+ b.settings = encoder.allocateTransientValueBuffer(FLUID_FORCING_APPLY_STRUCT, record.settings, GPUBufferUsage.UNIFORM);
1427
+ b.fluid_database = forcing.#database.buffer;
1428
+ b.scene_database = forcing.#frame.scene_database.buffer;
1429
+ b.list = resources.get(record.list);
1430
+ b.survivors = resources.get(record.survivors);
1431
+ // the survivors are leaves of the slot's tree
1432
+ b.leaf_rows = record.tree.rows_buffer;
1433
+ b.solid = cascade.solid;
1434
+ b.forcing = resources.get(record.output);
1435
+ b.out_u = velocity.u;
1436
+ b.out_v = velocity.v;
1437
+ b.out_w = velocity.w;
1438
+
1439
+ dispatch.encoder = encoder;
1440
+ dispatch.command = resources.get(record.commands);
1441
+ dispatch.command_offset = 4 * FLUID_FORCING_COMMAND_WORDS * record.slot;
1442
+
1443
+ shader_fluid_forcing_apply.dispatchIndirect(dispatch);
1444
+
1445
+ dispatch.encoder = null;
1446
+ dispatch.command = null;
1447
+
1448
+ b.settings = b.fluid_database = b.scene_database = b.list = b.survivors = b.leaf_rows = null;
1449
+ b.solid = b.forcing = b.out_u = b.out_v = b.out_w = null;
1450
+ }
1451
+ } finally {
1452
+ record.cascade = null;
1453
+ record.tree = null;
1454
+ forcing.#free_applies.push(record);
1455
+ }
1456
+ }
1457
+
1458
+ /**
1459
+ * Release the database, the trees and the buffers. Passes recorded into a graph that has not run
1460
+ * yet encode nothing.
1461
+ */
1462
+ destroy() {
1463
+ if (this.#destroyed) {
1464
+ return;
1465
+ }
1466
+
1467
+ this.#destroyed = true;
1468
+
1469
+ this.#database.destroy();
1470
+
1471
+ for (const tree of this.#trees) {
1472
+ if (tree === undefined) {
1473
+ continue;
1474
+ }
1475
+
1476
+ tree.rows_buffer.destroy();
1477
+ tree.nodes.destroy();
1478
+ }
1479
+
1480
+ this.#empty_tree.destroy();
1481
+ this.#statistics.destroy();
1482
+ this.#empty_list.destroy();
1483
+ this.#empty_bricks.destroy();
1484
+
1485
+ this.#written = new WeakSet();
1486
+ }
1487
+ }