@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 +1,26 @@
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+ /**
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+ * The right-hand side of the pressure solve over one cascade window
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+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8, pass 4): `f = div/dt` at every cell, `div` the MAC
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+ * divergence over h, and 0 in a solid cell. Pinned faces are read at their value, the wall's
5
+ * velocity.
6
+ *
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+ * One invocation a cell, in 8 × 8 × 4 workgroups over the window, dispatched `(nx / 8, ny / 8, nz / 4)`.
8
+ * Each reads its cell's six faces straight from the textures and its solid flag: 6 texels and 1 flag a
9
+ * cell. Every face a window cell reads lies inside the window.
10
+ *
11
+ * Direct reads, not a tile in workgroup memory: an LDS tile with a one-cell halo (3 × 600 texels a
12
+ * workgroup, 7.0 a cell) measured 2× slower on an RTX 4090 (D3D12, paired, 200 dispatches an arm, the
13
+ * same RHS bit for bit): 4.1 µs against 2.0 at 64×32×64, 9.2 against 5.1 at 128×32×128 (medians).
14
+ *
15
+ * Bindings:
16
+ * - `step`: {@link FLUID_MAC_STEP_STRUCT};
17
+ * - `velocity_u`, `velocity_v`, `velocity_w`: the advected velocity, `r32float` 3-D textures,
18
+ * window-local; beyond the window the far field;
19
+ * - `solid`: the window-local solid flags, `array<u32>`, bit 0;
20
+ * - `rhs`: written, `array<f32>`, window-local, x fastest.
21
+ *
22
+ * @type {ComputeShader}
23
+ */
24
+ export const shader_fluid_mac_divergence: ComputeShader;
25
+ import { ComputeShader } from "../../shader/ComputeShader.js";
26
+ //# sourceMappingURL=shader_fluid_mac_divergence.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_mac_divergence.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/mac/shader_fluid_mac_divergence.js"],"names":[],"mappings":"AAgEA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,0CAFU,aAAa,CAMpB;8BAxF2B,+BAA+B"}
@@ -0,0 +1,92 @@
1
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
2
+ import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
3
+ import { chunk_grid_tile_window, GRID_TILE_SIZE } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
4
+ import { ComputeShader } from "../../shader/ComputeShader.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
8
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
9
+ import { chunk_fluid_mac_seam_solid } from "./chunk_fluid_mac_seams.js";
10
+ import { chunk_v3_mac_compute_divergence } from "./chunk_v3_mac_compute_divergence.js";
11
+ import { FLUID_MAC_STEP_STRUCT } from "./FLUID_MAC_STEP_STRUCT.js";
12
+
13
+ const resources = new ShaderResourceSetDescriptor();
14
+
15
+ resources.createGroup()
16
+ .addUniform("step", FLUID_MAC_STEP_STRUCT)
17
+ .addTexture("velocity_u", "unfilterable-float", "3d")
18
+ .addTexture("velocity_v", "unfilterable-float", "3d")
19
+ .addTexture("velocity_w", "unfilterable-float", "3d")
20
+ .addStorageBuffer("solid", WebGPUArray.from(u32), false)
21
+ .addStorageBuffer("rhs", WebGPUArray.from(f32), true);
22
+
23
+ const body = CodeChunk.from(
24
+ //language=WGSL
25
+ `
26
+ // the velocity is a transient set, stored window-local; beyond the window, the far field
27
+ fn mac_velocity_u(face: vec3<i32>) -> f32 {
28
+ if (grid_tile_window_contains(face, step.faces_u.size)) {
29
+ return textureLoad(velocity_u, vec3<u32>(face), 0).r;
30
+ }
31
+
32
+ return step.far_velocity.x;
33
+ }
34
+
35
+ fn mac_velocity_v(face: vec3<i32>) -> f32 {
36
+ if (grid_tile_window_contains(face, step.faces_v.size)) {
37
+ return textureLoad(velocity_v, vec3<u32>(face), 0).r;
38
+ }
39
+
40
+ return step.far_velocity.y;
41
+ }
42
+
43
+ fn mac_velocity_w(face: vec3<i32>) -> f32 {
44
+ if (grid_tile_window_contains(face, step.faces_w.size)) {
45
+ return textureLoad(velocity_w, vec3<u32>(face), 0).r;
46
+ }
47
+
48
+ return step.far_velocity.z;
49
+ }
50
+
51
+ @compute @workgroup_size(${GRID_TILE_SIZE.join(', ')})
52
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
53
+ rhs[grid3d_to_index(id, step.cells.size.xy)] = v3_mac_compute_divergence(vec3<i32>(id), step.rhs_scale);
54
+ }
55
+ `, [
56
+ chunk_grid_tile_window,
57
+ chunk_grid3d_to_index,
58
+ chunk_fluid_mac_seam_solid,
59
+ chunk_v3_mac_compute_divergence,
60
+ ]
61
+ );
62
+
63
+ body.addExtension(WebGPUExtensionType.Subgroups);
64
+
65
+ /**
66
+ * The right-hand side of the pressure solve over one cascade window
67
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8, pass 4): `f = div/dt` at every cell, `div` the MAC
68
+ * divergence over h, and 0 in a solid cell. Pinned faces are read at their value, the wall's
69
+ * velocity.
70
+ *
71
+ * One invocation a cell, in 8 × 8 × 4 workgroups over the window, dispatched `(nx / 8, ny / 8, nz / 4)`.
72
+ * Each reads its cell's six faces straight from the textures and its solid flag: 6 texels and 1 flag a
73
+ * cell. Every face a window cell reads lies inside the window.
74
+ *
75
+ * Direct reads, not a tile in workgroup memory: an LDS tile with a one-cell halo (3 × 600 texels a
76
+ * workgroup, 7.0 a cell) measured 2× slower on an RTX 4090 (D3D12, paired, 200 dispatches an arm, the
77
+ * same RHS bit for bit): 4.1 µs against 2.0 at 64×32×64, 9.2 against 5.1 at 128×32×128 (medians).
78
+ *
79
+ * Bindings:
80
+ * - `step`: {@link FLUID_MAC_STEP_STRUCT};
81
+ * - `velocity_u`, `velocity_v`, `velocity_w`: the advected velocity, `r32float` 3-D textures,
82
+ * window-local; beyond the window the far field;
83
+ * - `solid`: the window-local solid flags, `array<u32>`, bit 0;
84
+ * - `rhs`: written, `array<f32>`, window-local, x fastest.
85
+ *
86
+ * @type {ComputeShader}
87
+ */
88
+ export const shader_fluid_mac_divergence = ComputeShader.from({
89
+ label: "Fluid / MAC divergence",
90
+ body,
91
+ resources,
92
+ });
@@ -0,0 +1,32 @@
1
+ /**
2
+ * The projection's last pass over one cascade window (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8,
3
+ * pass 6, without the publish): every face of the advected velocity has the pressure gradient taken
4
+ * from it, `u − (dt/h)·(p_R − p_L)`, a pinned face passes through, and the result is written into
5
+ * the persistent velocity.
6
+ *
7
+ * A tile pass: 8 × 8 × 4 cells a workgroup, dispatched `(nx / 8, ny / 8, nz / 4)`. The workgroup loads
8
+ * the pressure and the solid flags as f32 tiles with a one-cell halo into workgroup memory
9
+ * (`chunk_grid_tile_halo_f32`, one barrier; 2 × 2,400 bytes); beyond the window the halo holds the
10
+ * Dirichlet ghost pressure, the parent's at the ghost cell's centre (`chunk_fluid_pressure_ghost`), and
11
+ * fluid. Each invocation writes its cell's −x, −y and −z faces, and the
12
+ * last tile along an axis the window's +boundary face plane, whose outer cells are in the halo.
13
+ *
14
+ * Bindings:
15
+ * - `step`: {@link FLUID_MAC_STEP_STRUCT};
16
+ * - `ghost_pressure`: the step's pressure ghosts, the parent's pressure one cell past the window;
17
+ * - `velocity_u`, `velocity_v`, `velocity_w`: the advected velocity, `r32float` 3-D textures,
18
+ * window-local;
19
+ * - `pressure`: kinematic pressure, m²/s², `array<f32>`, toroidal through `step.cells`;
20
+ * - `solid`: the window-local solid flags, `array<u32>`, bit 0;
21
+ * - `out_u`, `out_v`, `out_w`: written, the persistent velocity, `r32float` 3-D storage textures,
22
+ * toroidal through `step.faces_*`.
23
+ *
24
+ * Reads: 2 × 600 halo words a workgroup, 4.7 a cell, where reading each face's two cells' pressure
25
+ * and flags straight from the buffers would take 12; then 12 workgroup-memory reads and 3 texels a
26
+ * cell (each face's own).
27
+ *
28
+ * @type {ComputeShader}
29
+ */
30
+ export const shader_fluid_mac_gradient: ComputeShader;
31
+ import { ComputeShader } from "../../shader/ComputeShader.js";
32
+ //# sourceMappingURL=shader_fluid_mac_gradient.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_mac_gradient.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/mac/shader_fluid_mac_gradient.js"],"names":[],"mappings":"AAmJA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wCAFU,aAAa,CAMpB;8BA/K2B,+BAA+B"}
@@ -0,0 +1,181 @@
1
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
2
+ import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
3
+ import { chunk_grid_tile_halo_f32 } from "../../shader/chunk/grid/chunk_grid_tile_halo_f32.js";
4
+ import { GRID_TILE_SIZE } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
5
+ import { GRID_TILE_WINDOW_STRUCT } from "../../shader/chunk/grid/GRID_TILE_WINDOW_STRUCT.js";
6
+ import { ComputeShader } from "../../shader/ComputeShader.js";
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
9
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
10
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
11
+ import { chunk_fluid_pressure_ghost } from "../pressure/chunk_fluid_pressure_ghost.js";
12
+ import { chunk_v3_mac_subtract_pressure_gradient } from "./chunk_v3_mac_subtract_pressure_gradient.js";
13
+ import { FLUID_MAC_STEP_STRUCT } from "./FLUID_MAC_STEP_STRUCT.js";
14
+
15
+ const resources = new ShaderResourceSetDescriptor();
16
+
17
+ resources.createGroup()
18
+ .addUniform("step", FLUID_MAC_STEP_STRUCT)
19
+ .addTexture("velocity_u", "unfilterable-float", "3d")
20
+ .addTexture("velocity_v", "unfilterable-float", "3d")
21
+ .addTexture("velocity_w", "unfilterable-float", "3d")
22
+ .addStorageBuffer("pressure", WebGPUArray.from(f32), false)
23
+ .addStorageBuffer("ghost_pressure", WebGPUArray.from(f32), false)
24
+ .addStorageBuffer("solid", WebGPUArray.from(u32), false)
25
+ .addStorageTexture("out_u", "r32float", "3d", "write-only")
26
+ .addStorageTexture("out_v", "r32float", "3d", "write-only")
27
+ .addStorageTexture("out_w", "r32float", "3d", "write-only");
28
+
29
+ const body = CodeChunk.from(
30
+ //language=WGSL
31
+ `
32
+ const FLUID_MAC_TILE_PRESSURE = 0u;
33
+ const FLUID_MAC_TILE_SOLID = 1u;
34
+
35
+ var<workgroup> fluid_mac_tile_pressure: array<f32, GRID_TILE_HALO_CELLS>;
36
+ // 1.0 where a cell is solid
37
+ var<workgroup> fluid_mac_tile_solid: array<f32, GRID_TILE_HALO_CELLS>;
38
+
39
+ // the window-local cell of this workgroup's first interior cell
40
+ var<private> fluid_mac_tile_origin: vec3<i32>;
41
+
42
+ fn grid_tile_f32_fetch_inside(source: u32, storage_cell: vec3<u32>) -> f32 {
43
+ if (source == FLUID_MAC_TILE_PRESSURE) {
44
+ return pressure[grid3d_to_index(storage_cell, step.cells.period.xy)];
45
+ }
46
+
47
+ // the solid flags are window-local, and their tile loads through a window that does not wrap
48
+ return select(0.0, 1.0, (solid[grid3d_to_index(storage_cell, step.cells.size.xy)] & 1u) != 0u);
49
+ }
50
+
51
+ fn fluid_pressure_ghost_corner() -> vec3<i32> {
52
+ return step.cells.corner;
53
+ }
54
+
55
+ fn fluid_pressure_ghost_size() -> vec3<u32> {
56
+ return step.cells.size;
57
+ }
58
+
59
+ // beyond the window: pressure is the Dirichlet ghost at the ghost cell's centre, the parent's, and cells are fluid
60
+ fn grid_tile_f32_fetch_outside(source: u32, world_cell: vec3<i32>) -> f32 {
61
+ if (source == FLUID_MAC_TILE_PRESSURE) {
62
+ return fluid_pressure_ghost(world_cell);
63
+ }
64
+
65
+ return 0.0;
66
+ }
67
+
68
+ fn mac_pressure(cell: vec3<i32>) -> f32 {
69
+ return grid_tile_f32_read(&fluid_mac_tile_pressure, cell - fluid_mac_tile_origin);
70
+ }
71
+
72
+ fn mac_cell_solid(cell: vec3<i32>) -> bool {
73
+ return grid_tile_f32_read(&fluid_mac_tile_solid, cell - fluid_mac_tile_origin) != 0.0;
74
+ }
75
+
76
+ // the advected velocity is a transient set, stored window-local; only faces inside the window are read
77
+ fn mac_velocity_u(face: vec3<i32>) -> f32 {
78
+ return textureLoad(velocity_u, vec3<u32>(face), 0).r;
79
+ }
80
+
81
+ fn mac_velocity_v(face: vec3<i32>) -> f32 {
82
+ return textureLoad(velocity_v, vec3<u32>(face), 0).r;
83
+ }
84
+
85
+ fn mac_velocity_w(face: vec3<i32>) -> f32 {
86
+ return textureLoad(velocity_w, vec3<u32>(face), 0).r;
87
+ }
88
+
89
+ // the projected velocity is the persistent set, stored through its toroidal windows
90
+ fn fluid_mac_gradient_store_u(face: vec3<i32>) {
91
+ let storage = grid_tile_window_storage(face, step.faces_u.corner_storage, step.faces_u.period);
92
+ textureStore(out_u, storage, vec4<f32>(v3_mac_subtract_pressure_gradient_u(face, step.dt_over_h), 0.0, 0.0, 0.0));
93
+ }
94
+
95
+ fn fluid_mac_gradient_store_v(face: vec3<i32>) {
96
+ let storage = grid_tile_window_storage(face, step.faces_v.corner_storage, step.faces_v.period);
97
+ textureStore(out_v, storage, vec4<f32>(v3_mac_subtract_pressure_gradient_v(face, step.dt_over_h), 0.0, 0.0, 0.0));
98
+ }
99
+
100
+ fn fluid_mac_gradient_store_w(face: vec3<i32>) {
101
+ let storage = grid_tile_window_storage(face, step.faces_w.corner_storage, step.faces_w.period);
102
+ textureStore(out_w, storage, vec4<f32>(v3_mac_subtract_pressure_gradient_w(face, step.dt_over_h), 0.0, 0.0, 0.0));
103
+ }
104
+
105
+ @compute @workgroup_size(${GRID_TILE_SIZE.join(', ')})
106
+ fn main(
107
+ @builtin(workgroup_id) group: vec3<u32>,
108
+ @builtin(local_invocation_id) local: vec3<u32>,
109
+ @builtin(local_invocation_index) lane: u32,
110
+ ) {
111
+ fluid_mac_tile_origin = vec3<i32>(group) * GRID_TILE_SIZE;
112
+
113
+ let cells_local = ${GRID_TILE_WINDOW_STRUCT.wgsl_ref}(step.cells.corner, vec3<u32>(0u), step.cells.size, step.cells.size);
114
+
115
+ grid_tile_f32_load(&fluid_mac_tile_pressure, step.cells, FLUID_MAC_TILE_PRESSURE, fluid_mac_tile_origin, lane);
116
+ grid_tile_f32_load(&fluid_mac_tile_solid, cells_local, FLUID_MAC_TILE_SOLID, fluid_mac_tile_origin, lane);
117
+
118
+ let cell = fluid_mac_tile_origin + vec3<i32>(local);
119
+ let last = vec3<i32>(step.cells.size) - vec3<i32>(1);
120
+
121
+ // each cell's -x, -y and -z faces
122
+ fluid_mac_gradient_store_u(cell);
123
+ fluid_mac_gradient_store_v(cell);
124
+ fluid_mac_gradient_store_w(cell);
125
+
126
+ // the +boundary face planes, owned by the last tile along each axis; their outer cell is in the halo
127
+ if (cell.x == last.x) {
128
+ fluid_mac_gradient_store_u(cell + vec3<i32>(1, 0, 0));
129
+ }
130
+ if (cell.y == last.y) {
131
+ fluid_mac_gradient_store_v(cell + vec3<i32>(0, 1, 0));
132
+ }
133
+ if (cell.z == last.z) {
134
+ fluid_mac_gradient_store_w(cell + vec3<i32>(0, 0, 1));
135
+ }
136
+ }
137
+ `, [
138
+ GRID_TILE_WINDOW_STRUCT.declaration_chunk,
139
+ chunk_grid_tile_halo_f32,
140
+ chunk_grid3d_to_index,
141
+ chunk_v3_mac_subtract_pressure_gradient,
142
+ chunk_fluid_pressure_ghost,
143
+ ]
144
+ );
145
+
146
+ body.addExtension(WebGPUExtensionType.Subgroups);
147
+
148
+ /**
149
+ * The projection's last pass over one cascade window (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8,
150
+ * pass 6, without the publish): every face of the advected velocity has the pressure gradient taken
151
+ * from it, `u − (dt/h)·(p_R − p_L)`, a pinned face passes through, and the result is written into
152
+ * the persistent velocity.
153
+ *
154
+ * A tile pass: 8 × 8 × 4 cells a workgroup, dispatched `(nx / 8, ny / 8, nz / 4)`. The workgroup loads
155
+ * the pressure and the solid flags as f32 tiles with a one-cell halo into workgroup memory
156
+ * (`chunk_grid_tile_halo_f32`, one barrier; 2 × 2,400 bytes); beyond the window the halo holds the
157
+ * Dirichlet ghost pressure, the parent's at the ghost cell's centre (`chunk_fluid_pressure_ghost`), and
158
+ * fluid. Each invocation writes its cell's −x, −y and −z faces, and the
159
+ * last tile along an axis the window's +boundary face plane, whose outer cells are in the halo.
160
+ *
161
+ * Bindings:
162
+ * - `step`: {@link FLUID_MAC_STEP_STRUCT};
163
+ * - `ghost_pressure`: the step's pressure ghosts, the parent's pressure one cell past the window;
164
+ * - `velocity_u`, `velocity_v`, `velocity_w`: the advected velocity, `r32float` 3-D textures,
165
+ * window-local;
166
+ * - `pressure`: kinematic pressure, m²/s², `array<f32>`, toroidal through `step.cells`;
167
+ * - `solid`: the window-local solid flags, `array<u32>`, bit 0;
168
+ * - `out_u`, `out_v`, `out_w`: written, the persistent velocity, `r32float` 3-D storage textures,
169
+ * toroidal through `step.faces_*`.
170
+ *
171
+ * Reads: 2 × 600 halo words a workgroup, 4.7 a cell, where reading each face's two cells' pressure
172
+ * and flags straight from the buffers would take 12; then 12 workgroup-memory reads and 3 texels a
173
+ * cell (each face's own).
174
+ *
175
+ * @type {ComputeShader}
176
+ */
177
+ export const shader_fluid_mac_gradient = ComputeShader.from({
178
+ label: "Fluid / MAC gradient",
179
+ body,
180
+ resources,
181
+ });
@@ -0,0 +1,112 @@
1
+ /**
2
+ * The cells of every level, finest first: each halves the one above on every axis, down to the
3
+ * first level of at most {@link FLUID_MG_COARSEST_CELL_LIMIT} cells.
4
+ *
5
+ * @param {number} nx power of two
6
+ * @param {number} ny power of two
7
+ * @param {number} nz power of two
8
+ * @returns {number[][]} `[nx, ny, nz]` a level
9
+ */
10
+ export function fluid_mg_level_sizes(nx: number, ny: number, nz: number): number[][];
11
+ /**
12
+ * The weight of a window-edge face on a level, before its open fraction: `2 / (1 + h/H)` with
13
+ * `H = h·2^level`, which keeps the Dirichlet point at the finest level's ghost-cell centre.
14
+ * 1 on the finest level.
15
+ *
16
+ * @param {number} level
17
+ * @returns {number}
18
+ */
19
+ export function fluid_mg_edge_weight(level: number): number;
20
+ /**
21
+ * The GPU fluid's pressure solve, a geometric-multigrid V-cycle over cell-centred levels
22
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8). The numbers its kernels, its host and its CPU model
23
+ * share.
24
+ *
25
+ * ## The operator
26
+ *
27
+ * Level `l` halves every axis of the level above it, so a cell of it is `H = h·2^l` on a side. Its
28
+ * operator is the 7-point Laplacian over `H²` with a weight per face:
29
+ *
30
+ * Σ_f w_f·(p_nb − p) / H² = f
31
+ *
32
+ * - A face is **open** in the fraction of its area that is open on the finest level, where a face
33
+ * is open when the cells on both sides of it are fluid, and the cells beyond the window are.
34
+ * - A face on the window's edge has the finite-volume weight `2 / (1 + h/H)` times that fraction: the
35
+ * Dirichlet point stays at the centre of the finest level's ghost cell on every level. The weight-1
36
+ * rule of the CPU solver on every level stalls the V-cycle (0.661 with a global smoother, 0.750 with
37
+ * the block smoother, measured).
38
+ * - A cell whose faces are all closed has no degree of freedom and is never updated: a solid cell,
39
+ * or fluid sealed on every side, the CPU's `diag == 0`.
40
+ *
41
+ * ## Weight words
42
+ *
43
+ * A cell's six faces are packed into one `u32`, {@link FLUID_MG_FACE_BITS} bits a face, face `f` at
44
+ * bit `f·5`, in the CPU neighbour mask's order: −x, +x, −y, +y, −z, +z. Each field is the face's open
45
+ * area in sixteenths, so {@link FLUID_MG_FACE_OPEN} is a face open all over. A coarse face is the mean
46
+ * of its four child faces, rounded up: exact on the first two coarse levels, whose fractions are
47
+ * quarters and sixteenths, and never closing a face that is open somewhere below.
48
+ *
49
+ * ## Storage
50
+ *
51
+ * The finest level's pressure is the cascade's persistent toroidal field, addressed through its
52
+ * window. Everything else is window-local and linear, `x + nx·(y + ny·z)`.
53
+ */
54
+ /**
55
+ * Most cells the coarsest level holds: one per invocation of the single workgroup that solves it.
56
+ * The levels stop at the first one at or below this.
57
+ * @type {number}
58
+ */
59
+ export const FLUID_MG_COARSEST_CELL_LIMIT: number;
60
+ /**
61
+ * Red-black sweeps of the coarsest solve: the fewest that keep the V-cycle's factor on the CPU model.
62
+ * With three levels or more (every window of 32 to 256 cells an axis, and 16³), 8, 32, 64 and 400
63
+ * measured the same factor to three digits, open and with obstacles, at 64×32×64, 128×32×128, 32³,
64
+ * 32×256×32 and 256×32×32; even 2 held there. A two-level window, whose coarsest level carries the
65
+ * whole coarse correction, sets the count: at 16×8×16, 8 reads 0.178 after 10 cycles against 32's
66
+ * 0.174, and 4 drifts to 0.345.
67
+ *
68
+ * On an RTX 4090 the coarsest pass at 8 sweeps took 7.2 µs against 22.5 at 32 (64×32×64; 8.2 against
69
+ * 26.6 at 128×32×128), and a cold solve of two V-cycles left the same residual on the device.
70
+ * @type {number}
71
+ */
72
+ export const FLUID_MG_COARSEST_SWEEPS: number;
73
+ /**
74
+ * Smoother sweeps on each leg of a V-cycle, ν: two down and two up.
75
+ * @type {number}
76
+ */
77
+ export const FLUID_MG_SMOOTH_SWEEPS: number;
78
+ /**
79
+ * Most sweeps one smoother dispatch runs: the budget of the loop each invocation runs, every sweep
80
+ * two passes over its cell with a barrier after each.
81
+ * @type {number}
82
+ */
83
+ export const FLUID_MG_SMOOTH_SWEEP_LIMIT: number;
84
+ /**
85
+ * Bits a face takes in a weight word.
86
+ * @type {number}
87
+ */
88
+ export const FLUID_MG_FACE_BITS: number;
89
+ /**
90
+ * A face's field in a weight word when all of its area is open: fields count sixteenths.
91
+ * @type {number}
92
+ */
93
+ export const FLUID_MG_FACE_OPEN: number;
94
+ /**
95
+ * Which cells a smoother dispatch updates, by colour: red cells have an even `x + y + z`. Both
96
+ * colours in one dispatch are updated against a halo frozen at its start, which is only stable at
97
+ * ω = 1; the SOR arm runs one colour a dispatch.
98
+ */
99
+ export type FluidMGColour = number;
100
+ /**
101
+ * Which cells a smoother dispatch updates, by colour: red cells have an even `x + y + z`. Both
102
+ * colours in one dispatch are updated against a halo frozen at its start, which is only stable at
103
+ * ω = 1; the SOR arm runs one colour a dispatch.
104
+ * @readonly
105
+ * @enum {number}
106
+ */
107
+ export const FluidMGColour: Readonly<{
108
+ Red: 1;
109
+ Black: 2;
110
+ Both: 3;
111
+ }>;
112
+ //# sourceMappingURL=FLUID_MG.d.ts.map
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@@ -0,0 +1,140 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+
3
+ /**
4
+ * The GPU fluid's pressure solve, a geometric-multigrid V-cycle over cell-centred levels
5
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8). The numbers its kernels, its host and its CPU model
6
+ * share.
7
+ *
8
+ * ## The operator
9
+ *
10
+ * Level `l` halves every axis of the level above it, so a cell of it is `H = h·2^l` on a side. Its
11
+ * operator is the 7-point Laplacian over `H²` with a weight per face:
12
+ *
13
+ * Σ_f w_f·(p_nb − p) / H² = f
14
+ *
15
+ * - A face is **open** in the fraction of its area that is open on the finest level, where a face
16
+ * is open when the cells on both sides of it are fluid, and the cells beyond the window are.
17
+ * - A face on the window's edge has the finite-volume weight `2 / (1 + h/H)` times that fraction: the
18
+ * Dirichlet point stays at the centre of the finest level's ghost cell on every level. The weight-1
19
+ * rule of the CPU solver on every level stalls the V-cycle (0.661 with a global smoother, 0.750 with
20
+ * the block smoother, measured).
21
+ * - A cell whose faces are all closed has no degree of freedom and is never updated: a solid cell,
22
+ * or fluid sealed on every side, the CPU's `diag == 0`.
23
+ *
24
+ * ## Weight words
25
+ *
26
+ * A cell's six faces are packed into one `u32`, {@link FLUID_MG_FACE_BITS} bits a face, face `f` at
27
+ * bit `f·5`, in the CPU neighbour mask's order: −x, +x, −y, +y, −z, +z. Each field is the face's open
28
+ * area in sixteenths, so {@link FLUID_MG_FACE_OPEN} is a face open all over. A coarse face is the mean
29
+ * of its four child faces, rounded up: exact on the first two coarse levels, whose fractions are
30
+ * quarters and sixteenths, and never closing a face that is open somewhere below.
31
+ *
32
+ * ## Storage
33
+ *
34
+ * The finest level's pressure is the cascade's persistent toroidal field, addressed through its
35
+ * window. Everything else is window-local and linear, `x + nx·(y + ny·z)`.
36
+ */
37
+
38
+ /**
39
+ * Most cells the coarsest level holds: one per invocation of the single workgroup that solves it.
40
+ * The levels stop at the first one at or below this.
41
+ * @type {number}
42
+ */
43
+ export const FLUID_MG_COARSEST_CELL_LIMIT = 256;
44
+
45
+ /**
46
+ * Red-black sweeps of the coarsest solve: the fewest that keep the V-cycle's factor on the CPU model.
47
+ * With three levels or more (every window of 32 to 256 cells an axis, and 16³), 8, 32, 64 and 400
48
+ * measured the same factor to three digits, open and with obstacles, at 64×32×64, 128×32×128, 32³,
49
+ * 32×256×32 and 256×32×32; even 2 held there. A two-level window, whose coarsest level carries the
50
+ * whole coarse correction, sets the count: at 16×8×16, 8 reads 0.178 after 10 cycles against 32's
51
+ * 0.174, and 4 drifts to 0.345.
52
+ *
53
+ * On an RTX 4090 the coarsest pass at 8 sweeps took 7.2 µs against 22.5 at 32 (64×32×64; 8.2 against
54
+ * 26.6 at 128×32×128), and a cold solve of two V-cycles left the same residual on the device.
55
+ * @type {number}
56
+ */
57
+ export const FLUID_MG_COARSEST_SWEEPS = 8;
58
+
59
+ /**
60
+ * Smoother sweeps on each leg of a V-cycle, ν: two down and two up.
61
+ * @type {number}
62
+ */
63
+ export const FLUID_MG_SMOOTH_SWEEPS = 2;
64
+
65
+ /**
66
+ * Most sweeps one smoother dispatch runs: the budget of the loop each invocation runs, every sweep
67
+ * two passes over its cell with a barrier after each.
68
+ * @type {number}
69
+ */
70
+ export const FLUID_MG_SMOOTH_SWEEP_LIMIT = 8;
71
+
72
+ /**
73
+ * Bits a face takes in a weight word.
74
+ * @type {number}
75
+ */
76
+ export const FLUID_MG_FACE_BITS = 5;
77
+
78
+ /**
79
+ * A face's field in a weight word when all of its area is open: fields count sixteenths.
80
+ * @type {number}
81
+ */
82
+ export const FLUID_MG_FACE_OPEN = 16;
83
+
84
+ /**
85
+ * Which cells a smoother dispatch updates, by colour: red cells have an even `x + y + z`. Both
86
+ * colours in one dispatch are updated against a halo frozen at its start, which is only stable at
87
+ * ω = 1; the SOR arm runs one colour a dispatch.
88
+ * @readonly
89
+ * @enum {number}
90
+ */
91
+ export const FluidMGColour = Object.freeze({
92
+ Red: 1,
93
+ Black: 2,
94
+ Both: 3,
95
+ });
96
+
97
+ /**
98
+ * The cells of every level, finest first: each halves the one above on every axis, down to the
99
+ * first level of at most {@link FLUID_MG_COARSEST_CELL_LIMIT} cells.
100
+ *
101
+ * @param {number} nx power of two
102
+ * @param {number} ny power of two
103
+ * @param {number} nz power of two
104
+ * @returns {number[][]} `[nx, ny, nz]` a level
105
+ */
106
+ export function fluid_mg_level_sizes(nx, ny, nz) {
107
+ assert.isPositiveInteger(nx, 'nx');
108
+ assert.isPositiveInteger(ny, 'ny');
109
+ assert.isPositiveInteger(nz, 'nz');
110
+
111
+ const sizes = [[nx, ny, nz]];
112
+
113
+ let x = nx, y = ny, z = nz;
114
+
115
+ while (x * y * z > FLUID_MG_COARSEST_CELL_LIMIT) {
116
+ assert.ok(x % 2 === 0 && y % 2 === 0 && z % 2 === 0, `a level of ${x}x${y}x${z} cells above the coarsest must halve on every axis`);
117
+
118
+ x /= 2;
119
+ y /= 2;
120
+ z /= 2;
121
+
122
+ sizes.push([x, y, z]);
123
+ }
124
+
125
+ return sizes;
126
+ }
127
+
128
+ /**
129
+ * The weight of a window-edge face on a level, before its open fraction: `2 / (1 + h/H)` with
130
+ * `H = h·2^level`, which keeps the Dirichlet point at the finest level's ghost-cell centre.
131
+ * 1 on the finest level.
132
+ *
133
+ * @param {number} level
134
+ * @returns {number}
135
+ */
136
+ export function fluid_mg_edge_weight(level) {
137
+ assert.isNonNegativeInteger(level, 'level');
138
+
139
+ return 2 / (1 + 2 ** -level);
140
+ }
@@ -0,0 +1,29 @@
1
+ /**
2
+ * One pass of the pressure solve over one level, as its kernel reads it from a uniform.
3
+ *
4
+ * A level's values are addressed like a {@link GRID_TILE_WINDOW_STRUCT} window: the finest level's
5
+ * pressure through the cascade's toroidal window, everything else window-local and linear, which is a
6
+ * window with its storage corner at 0 and a period of its size.
7
+ *
8
+ * - `corner`: the world cell at window-local (0, 0, 0) of the finest level; a Dirichlet ghost outside
9
+ * the window is asked for by world cell. Unread below the finest level.
10
+ * - `size`: the level's cells, the cells the pass covers.
11
+ * - `input_corner_storage`, `input_period`: where the level's input values are stored.
12
+ * - `output_corner_storage`, `output_period`: where a smoother writes its output.
13
+ * - `coarse_size`: the next coarser level's cells: what the smoother prolongs from and the restriction
14
+ * writes.
15
+ * - `level`: 0 on the finest level, whose ghosts are Dirichlet pressure; an error's ghost is 0.
16
+ * - `colours`: the smoother's colour mask, a {@link FluidMGColour}.
17
+ * - `sweeps`: the smoother's sweeps.
18
+ * - `prolong`: 1 when the smoother's load adds the coarser level's error.
19
+ * - `omega`: the smoother's relaxation factor.
20
+ * - `h2`: the level's `H²`, metres².
21
+ * - `edge_weight`: the level's window-edge face weight, `2 / (1 + h/H)`.
22
+ *
23
+ * The word builders read `size` only: the level they write.
24
+ *
25
+ * @type {WebGPUStruct}
26
+ */
27
+ export const FLUID_MG_PASS_STRUCT: WebGPUStruct;
28
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
29
+ //# sourceMappingURL=FLUID_MG_PASS_STRUCT.d.ts.map
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