@woosh/meep-engine 3.49.0 → 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 (1364) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  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/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  107. package/src/engine/physics/cloth/PLAN.md +21 -2
  108. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  109. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  110. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  111. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  113. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  114. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  116. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  117. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  119. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  120. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  121. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  123. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  124. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  126. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  127. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  128. package/src/engine/physics/cloth/playground/README.md +8 -4
  129. package/src/engine/physics/cloth/playground/wind.html +4 -4
  130. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  131. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  132. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  133. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  134. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  135. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  137. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  138. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  140. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  141. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  143. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  144. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  146. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  147. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  148. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  149. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  150. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  151. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  152. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  153. package/src/engine/physics/fluid/FluidField.js +26 -6
  154. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  155. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  156. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  157. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  158. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  159. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  167. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  168. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  169. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  170. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  172. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  174. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  175. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  180. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  181. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  183. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  184. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  186. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  187. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  189. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  190. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  193. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  195. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  196. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  198. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  199. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  204. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  205. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  210. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  211. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  216. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  217. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  219. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  220. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  222. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  223. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  225. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  226. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  228. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  229. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  234. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  235. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  246. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  247. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
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  1337. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1338. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1339. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1340. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1341. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1342. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1343. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1344. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1345. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1346. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1347. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1348. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1349. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1350. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1351. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1352. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1353. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1354. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1355. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1356. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1357. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1358. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1359. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1360. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1361. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1362. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1363. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1364. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -110,6 +110,12 @@ export class ParticipatingMedia {
110
110
  noise_velocity: number[];
111
111
  /**
112
112
  * How much of the scene's wind this medium feels. 1 is all of it, 0 is none.
113
+ *
114
+ * The wind is the scene's: its far field, `GPUFluidSystem.far_field`, folded into the noise's
115
+ * scroll by {@link ParticipatingMediaSystem}, and where the scene's fluid departs from it, the
116
+ * departure, which the shaders sample from the published wind field wherever they evaluate the
117
+ * noise. A scene without a `GPUFluidSystem` is still air.
118
+ *
113
119
  * @type {number}
114
120
  */
115
121
  noise_wind_factor: number;
@@ -1 +1 @@
1
- {"version":3,"file":"ParticipatingMedia.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMedia.js"],"names":[],"mappings":"AAqBA;;;GAGG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;GAGG;AACH,kCAFU,MAAM,CAEsB;AAEtC;;;GAGG;AACH,iCAFU,MAAM,CAEsB;AAEtC;;;GAGG;AACH,wCAFU,MAAM,CAE2B;AAE3C;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;;;;;;;;;;;;;;;;GAkBG;AACH;IAuHI;;;OAGG;IACH,4BAFa,kBAAkB,CAQ9B;IA/HD;;;;;;;;OAQG;IACH,SAFU,MAAM,CAEU;IAE1B;;;;;;;;OAQG;IACH,eAFU,uBAAuB,CAE8C;IAE/E;;;;;;;;OAQG;IACH,eAFU,MAAM,CAEsB;IAEtC;;;;;;;;;;OAUG;IACH,gBAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,aAFU,MAAM,CAEkB;IAElC;;;;OAIG;IACH,YAFU,MAAM,CAEgB;IAEhC;;;;OAIG;IACH,gBAFU,MAAM,EAAE,CAES;IAE3B;;;OAGG;IACH,mBAFU,MAAM,CAE8B;IAE9C;;;OAGG;IACH,eAFU,MAAM,CAEsB;IAmBtC;;OAEG;IACH,qCAgBC;IApCD;;;;;;;;;;;;OAYG;IACH,gCAEC;IAmCD;;;;;;;;;;;;;;;MAmBC;IAED;;;;;;;;;;;;;OAaG;IACH;QAZ4B,OAAO,GAAxB,MAAM;QACW,aAAa,GAA9B,MAAM;QACW,aAAa,GAA9B,MAAM;QAGW,cAAc,GAA/B,MAAM;QACW,WAAW,GAA5B,MAAM;QACW,UAAU,GAA3B,MAAM;QACa,cAAc,GAAjC,MAAM,EAAE;QACS,iBAAiB,GAAlC,MAAM;QACW,aAAa,GAA9B,MAAM;aAkDhB;IAED;;;;;;;OAOG;IACH,QAFa,MAAM,CAsBlB;IAED;;;OAGG;IACH,cAHW,kBAAkB,GAChB,OAAO,CAYnB;CACJ;;kBAIS,MAAM;;wCAvUT,8DAA8D"}
1
+ {"version":3,"file":"ParticipatingMedia.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMedia.js"],"names":[],"mappings":"AAqBA;;;GAGG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;GAGG;AACH,kCAFU,MAAM,CAEsB;AAEtC;;;GAGG;AACH,iCAFU,MAAM,CAEsB;AAEtC;;;GAGG;AACH,wCAFU,MAAM,CAE2B;AAE3C;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAEvC;;;;;;;;;;;;;;;;;;GAkBG;AACH;IA6HI;;;OAGG;IACH,4BAFa,kBAAkB,CAQ9B;IArID;;;;;;;;OAQG;IACH,SAFU,MAAM,CAEU;IAE1B;;;;;;;;OAQG;IACH,eAFU,uBAAuB,CAE8C;IAE/E;;;;;;;;OAQG;IACH,eAFU,MAAM,CAEsB;IAEtC;;;;;;;;;;OAUG;IACH,gBAFU,MAAM,CAEwB;IAExC;;;;OAIG;IACH,aAFU,MAAM,CAEkB;IAElC;;;;OAIG;IACH,YAFU,MAAM,CAEgB;IAEhC;;;;OAIG;IACH,gBAFU,MAAM,EAAE,CAES;IAE3B;;;;;;;;;OASG;IACH,mBAFU,MAAM,CAE8B;IAE9C;;;OAGG;IACH,eAFU,MAAM,CAEsB;IAmBtC;;OAEG;IACH,qCAgBC;IApCD;;;;;;;;;;;;OAYG;IACH,gCAEC;IAmCD;;;;;;;;;;;;;;;MAmBC;IAED;;;;;;;;;;;;;OAaG;IACH;QAZ4B,OAAO,GAAxB,MAAM;QACW,aAAa,GAA9B,MAAM;QACW,aAAa,GAA9B,MAAM;QAGW,cAAc,GAA/B,MAAM;QACW,WAAW,GAA5B,MAAM;QACW,UAAU,GAA3B,MAAM;QACa,cAAc,GAAjC,MAAM,EAAE;QACS,iBAAiB,GAAlC,MAAM;QACW,aAAa,GAA9B,MAAM;aAkDhB;IAED;;;;;;;OAOG;IACH,QAFa,MAAM,CAsBlB;IAED;;;OAGG;IACH,cAHW,kBAAkB,GAChB,OAAO,CAYnB;CACJ;;kBAIS,MAAM;;wCA7UT,8DAA8D"}
@@ -139,6 +139,12 @@ export class ParticipatingMedia {
139
139
 
140
140
  /**
141
141
  * How much of the scene's wind this medium feels. 1 is all of it, 0 is none.
142
+ *
143
+ * The wind is the scene's: its far field, `GPUFluidSystem.far_field`, folded into the noise's
144
+ * scroll by {@link ParticipatingMediaSystem}, and where the scene's fluid departs from it, the
145
+ * departure, which the shaders sample from the published wind field wherever they evaluate the
146
+ * noise. A scene without a `GPUFluidSystem` is still air.
147
+ *
142
148
  * @type {number}
143
149
  */
144
150
  noise_wind_factor = DEFAULT_NOISE_WIND_FACTOR;
@@ -1,31 +1,29 @@
1
1
  /**
2
- * Copy what the component and its transform say onto the volume Shade will render.
2
+ * Copy what the component and its transform say onto the volume Shade will render, field by field,
3
+ * comparing while assigning, and say whether anything differed — which is whether the GPU table
4
+ * has to be repacked.
3
5
  *
4
6
  * The particle spec is **copied, not referenced**: two entities are routinely built from the same
5
7
  * blueprint and would otherwise share one spec, so tuning one volume's particle would silently
6
- * retune the other's.
8
+ * retune the other's. The scroll and flow phases are the volume's own state and are not touched
9
+ * here; `noise_wind_factor` is a setting, and the shaders read it.
10
+ *
11
+ * **The transform is compared and copied by its matrix**, element by element straight off the
12
+ * `Transform64` — its first sixteen elements — and never through its `matrix` getter, which makes a
13
+ * view per read. The matrix is the entire transform the GPU is given, so this is exactly the question
14
+ * "would the upload differ", and it catches a transform posed by writing its matrix, which comparing
15
+ * position, rotation and scale would not. `fromMatrix` copies the sixteen and then decomposes them,
16
+ * leaving the matrix bit-identical, so the volume carries the authored matrix exactly.
7
17
  *
8
18
  * @param {ParticipatingMediaVolume} volume Shade's
9
19
  * @param {ParticipatingMedia} component meep's
10
20
  * @param {Transform64} transform where the box is
21
+ * @returns {boolean} whether the volume differed from what the component and transform say
11
22
  */
12
- export function participating_media_volume_write(volume: ParticipatingMediaVolume, component: ParticipatingMedia, transform: Transform64): void;
23
+ export function participating_media_volume_write(volume: ParticipatingMediaVolume, component: ParticipatingMedia, transform: Transform64): boolean;
13
24
  /**
14
- * Whether the volume already says what the component and transform say.
15
- *
16
- * True on all but a handful of frames, which is the point of asking: a `false` here costs the whole
17
- * scene's volumetrics table a trip to the GPU.
18
- *
19
- * **The transform is compared by its matrix rather than by its components**, because the matrix is
20
- * the entire transform the GPU is given — the volume's position, rotation and scale are never read
21
- * on their own. That makes this exactly the question worth asking, "would the upload differ", and it
22
- * catches a transform posed by writing its matrix, which comparing position, rotation and scale
23
- * would not.
24
- *
25
- * The volume's matrix is a `Float64Array` and the component's is a `Float32Array`, and the strict
26
- * comparison across the two still holds: {@link participating_media_volume_write} copies the matrix
27
- * across element by element, and every f32 value widens to f64 exactly. It is a recomposed matrix
28
- * that would not compare equal, which is why the write does not recompose.
25
+ * Whether the volume already says what the component and transform say: the question
26
+ * {@link participating_media_volume_write} answers while it assigns, asked without assigning.
29
27
  *
30
28
  * @param {ParticipatingMediaVolume} volume
31
29
  * @param {ParticipatingMedia} component
@@ -54,10 +52,22 @@ export function participating_media_volume_is_current(volume: ParticipatingMedia
54
52
  * tens, so the comparison is cheaper than the signal plumbing it replaces. The price is latency: a
55
53
  * change is visible within a frame rather than instantly.
56
54
  *
57
- * **Nothing is uploaded unless something actually changed.** The GPU table is repacked whole
58
- * whenever {@link SceneVolumetrics.version} moves, so an unconditional copy every frame would
59
- * re-upload every volume in the scene forever. The comparison is what decides, and on almost every
60
- * frame it decides nothing has to happen.
55
+ * **Nothing is uploaded unless something actually changed**, and what is uploaded is what changed.
56
+ * A change to anything but the noise phases moves {@link SceneVolumetrics#version}, and the GPU
57
+ * table is repacked whole; a scroll of the noise moves only {@link SceneVolumetrics#noise_version},
58
+ * and the rows get their phase words. The comparison, made while assigning, is what decides, and on
59
+ * almost every frame it decides nothing but the scroll has to happen.
60
+ *
61
+ * **The wind: the far field here, the rest on the GPU.** A noisy volume scrolls with the scene's far
62
+ * field `v_far(t)` × `noise_wind_factor` + `noise_velocity`, folded into its phases on the host: the
63
+ * far field is {@link GPUFluidSystem#far_field}, the `GlobalFluidEffector`s as `FluidEffectorsSystem`
64
+ * folds them — synchronous and deterministic, nothing read back. Where the scene's fluid differs from
65
+ * its far field, the shaders that evaluate the noise sample the published wind field there and carry
66
+ * the noise by the difference, flow-map style, on the volume's flow clock, which the advance moves on
67
+ * for every volume that feels the wind (`chunk_participating_media_noise`); uniform air costs and
68
+ * looks as a scroll alone does. Without a `GPUFluidSystem` in the entity manager the air is still.
69
+ *
70
+ * Allocates nothing per frame.
61
71
  *
62
72
  * @see ParticipatingMedia the component
63
73
  * @see SceneVolumetrics what the volumes are handed to
@@ -1 +1 @@
1
- {"version":3,"file":"ParticipatingMediaSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSystem.js"],"names":[],"mappings":"AAwKA;;;;;;;;;;GAUG;AACH,yDAJW,wBAAwB,aACxB,kBAAkB,aAClB,WAAW,QAwBrB;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,8DALW,wBAAwB,aACxB,kBAAkB,aAClB,WAAW,GACT,OAAO,CAWnB;AAhOD;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAmBI;;;OAGG;IACH,oDASC;IA9BD,iEAAiD;IAgCjD,2CAIC;IAED,4CAIC;IAED;;;;OAIG;IACH,gBAJW,kBAAkB,aAClB,WAAW,UACX,MAAM,QAUhB;IAED;;;;OAIG;IACH,kBAJW,kBAAkB,aAClB,WAAW,UACX,MAAM,QAIhB;;CA2DJ;yCAjKM,8DAA8D;mCAGlC,yBAAyB;4BADhC,iCAAiC;uBADtC,kBAAkB"}
1
+ {"version":3,"file":"ParticipatingMediaSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSystem.js"],"names":[],"mappings":"AAyRA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,yDALW,wBAAwB,aACxB,kBAAkB,aAClB,WAAW,GACT,OAAO,CAmDnB;AAED;;;;;;;;GAQG;AACH,8DALW,wBAAwB,aACxB,kBAAkB,aAClB,WAAW,GACT,OAAO,CAYnB;AA/UD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG;AACH;IA+BI;;;OAGG;IACH,oDASC;IA1CD,iEAAiD;IA4CjD,2CAIC;IAED,4CAIC;IAED;;;;OAIG;IACH,gBAJW,kBAAkB,aAClB,WAAW,UACX,MAAM,QAehB;IAED;;;;OAIG;IACH,kBAJW,kBAAkB,aAClB,WAAW,UACX,MAAM,QAIhB;;CAmHJ;yCAnRM,8DAA8D;mCAIlC,yBAAyB;4BAFL,iCAAiC;uBADjE,kBAAkB"}
@@ -1,13 +1,41 @@
1
1
  import { assert } from "../../core/assert.js";
2
- import { isArrayEqualStrict } from "../../core/collection/array/isArrayEqualStrict.js";
3
2
  import {
4
3
  participating_media_volume_advance_noise,
5
4
  ParticipatingMediaVolume
6
5
  } from "../../shade/renderer/volumetrics/ParticipatingMediaVolume.js";
7
6
  import { System } from "../ecs/System.js";
8
- import { Transform64 } from "../ecs/transform/Transform64.js";
7
+ import { Transform64, TRANSFORM64_MATRIX_OFFSET } from "../ecs/transform/Transform64.js";
8
+ import { GPUFluidSystem } from "./GPUFluidSystem.js";
9
9
  import { ParticipatingMedia } from "./ParticipatingMedia.js";
10
10
 
11
+ /**
12
+ * One linked entity: its component, its transform, and the renderer's volume made for it.
13
+ */
14
+ class MediaEntry {
15
+ /** @type {ParticipatingMedia} */
16
+ component;
17
+
18
+ /** @type {Transform64} */
19
+ transform;
20
+
21
+ /** @type {ParticipatingMediaVolume} */
22
+ volume;
23
+
24
+ /** Where the entry sits in the system's list. */
25
+ index = -1;
26
+
27
+ /**
28
+ * @param {ParticipatingMedia} component
29
+ * @param {Transform64} transform
30
+ * @param {ParticipatingMediaVolume} volume
31
+ */
32
+ constructor(component, transform, volume) {
33
+ this.component = component;
34
+ this.transform = transform;
35
+ this.volume = volume;
36
+ }
37
+ }
38
+
11
39
  /**
12
40
  * Mirrors fog, smoke and cloud entities into Shade's volumetrics.
13
41
  *
@@ -29,10 +57,22 @@ import { ParticipatingMedia } from "./ParticipatingMedia.js";
29
57
  * tens, so the comparison is cheaper than the signal plumbing it replaces. The price is latency: a
30
58
  * change is visible within a frame rather than instantly.
31
59
  *
32
- * **Nothing is uploaded unless something actually changed.** The GPU table is repacked whole
33
- * whenever {@link SceneVolumetrics.version} moves, so an unconditional copy every frame would
34
- * re-upload every volume in the scene forever. The comparison is what decides, and on almost every
35
- * frame it decides nothing has to happen.
60
+ * **Nothing is uploaded unless something actually changed**, and what is uploaded is what changed.
61
+ * A change to anything but the noise phases moves {@link SceneVolumetrics#version}, and the GPU
62
+ * table is repacked whole; a scroll of the noise moves only {@link SceneVolumetrics#noise_version},
63
+ * and the rows get their phase words. The comparison, made while assigning, is what decides, and on
64
+ * almost every frame it decides nothing but the scroll has to happen.
65
+ *
66
+ * **The wind: the far field here, the rest on the GPU.** A noisy volume scrolls with the scene's far
67
+ * field `v_far(t)` × `noise_wind_factor` + `noise_velocity`, folded into its phases on the host: the
68
+ * far field is {@link GPUFluidSystem#far_field}, the `GlobalFluidEffector`s as `FluidEffectorsSystem`
69
+ * folds them — synchronous and deterministic, nothing read back. Where the scene's fluid differs from
70
+ * its far field, the shaders that evaluate the noise sample the published wind field there and carry
71
+ * the noise by the difference, flow-map style, on the volume's flow clock, which the advance moves on
72
+ * for every volume that feels the wind (`chunk_participating_media_noise`); uniform air costs and
73
+ * looks as a scroll alone does. Without a `GPUFluidSystem` in the entity manager the air is still.
74
+ *
75
+ * Allocates nothing per frame.
36
76
  *
37
77
  * @see ParticipatingMedia the component
38
78
  * @see SceneVolumetrics what the volumes are handed to
@@ -52,10 +92,22 @@ export class ParticipatingMediaSystem extends System {
52
92
  #scene;
53
93
 
54
94
  /**
55
- * @type {Map<number, {component: ParticipatingMedia, transform: Transform, volume: ParticipatingMediaVolume}>}
95
+ * @type {Map<number, MediaEntry>}
56
96
  */
57
97
  #entries = new Map();
58
98
 
99
+ /**
100
+ * The same entries as {@link #entries}, in a list a frame walks without an iterator.
101
+ * @type {MediaEntry[]}
102
+ */
103
+ #list = [];
104
+
105
+ /** The far field this frame, read at most once a frame. */
106
+ #far = new Float64Array(3);
107
+
108
+ /** The wind a medium feels plus its own motion, for one call of the advance; never kept. */
109
+ #velocity = new Float64Array(3);
110
+
59
111
  /**
60
112
  * @param {GraphicsEngine} graphics
61
113
  * @param {Scene} scene
@@ -95,7 +147,12 @@ export class ParticipatingMediaSystem extends System {
95
147
 
96
148
  this.#scene.volumetrics.add(volume);
97
149
 
98
- this.#entries.set(entity, { component, transform, volume });
150
+ const entry = new MediaEntry(component, transform, volume);
151
+
152
+ entry.index = this.#list.length;
153
+
154
+ this.#list.push(entry);
155
+ this.#entries.set(entity, entry);
99
156
  }
100
157
 
101
158
  /**
@@ -108,46 +165,91 @@ export class ParticipatingMediaSystem extends System {
108
165
  }
109
166
 
110
167
  /**
111
- * One frame: every volume's noise scrolls on by the wind it feels plus its own motion, and
112
- * whatever changed — that, or anything the component or transform now says differently —
113
- * reaches the renderer's volume and moves the volumetrics version.
168
+ * One frame: whatever the component or transform now says differently reaches the renderer's
169
+ * volume and moves the volumetrics version, and every noisy volume's noise scrolls on by the far
170
+ * field it feels plus its own motion, which moves only the noise version.
114
171
  *
115
- * The wind is the scene's (`SceneVolumetrics.wind`), felt through each medium's
116
- * `noise_wind_factor`; the fold to a scroll phase happens on the volume, in f64, wrapped, so a
117
- * long session never grows a number and a change of wind never jumps the field. A medium with
118
- * no noise, or none that moves, costs the comparison it always did.
172
+ * The far field is felt through each medium's `noise_wind_factor`; the fold to a scroll phase
173
+ * happens on the volume, in f64, wrapped, so a long session never grows a number and a change of
174
+ * wind never jumps the field. A medium with no noise, or none that moves, costs the comparison it
175
+ * always did.
119
176
  *
120
177
  * @param {number} time_delta_seconds
121
178
  */
122
179
  update(time_delta_seconds) {
123
180
  const volumetrics = this.#scene.volumetrics;
124
- const wind = volumetrics.wind;
125
181
 
126
- for (const entry of this.#entries.values()) {
182
+ const list = this.#list;
183
+ const count = list.length;
184
+
185
+ const velocity = this.#velocity;
186
+ const far = this.#far;
187
+
188
+ let far_read = false;
189
+ let changed = false;
190
+ let scrolled = false;
191
+
192
+ for (let i = 0; i < count; i++) {
193
+ const entry = list[i];
127
194
  const volume = entry.volume;
128
195
  const component = entry.component;
129
196
 
130
- let moved = false;
197
+ if (participating_media_volume_write(volume, component, entry.transform)) {
198
+ changed = true;
199
+ }
131
200
 
132
- if (component.noise_strength > 0) {
133
- const factor = component.noise_wind_factor;
134
- const own = component.noise_velocity;
201
+ if (component.noise_strength <= 0) {
202
+ continue;
203
+ }
135
204
 
136
- scratch_velocity[0] = wind[0] * factor + own[0];
137
- scratch_velocity[1] = wind[1] * factor + own[1];
138
- scratch_velocity[2] = wind[2] * factor + own[2];
205
+ const factor = component.noise_wind_factor;
206
+ const own = component.noise_velocity;
139
207
 
140
- moved = participating_media_volume_advance_noise(volume, scratch_velocity, time_delta_seconds);
208
+ if (factor !== 0 && !far_read) {
209
+ this.#read_far_field(far);
210
+ far_read = true;
141
211
  }
142
212
 
143
- if (!moved && participating_media_volume_is_current(volume, component, entry.transform)) {
144
- continue;
213
+ if (factor !== 0) {
214
+ velocity[0] = far[0] * factor + own[0];
215
+ velocity[1] = far[1] * factor + own[1];
216
+ velocity[2] = far[2] * factor + own[2];
217
+ } else {
218
+ velocity[0] = own[0];
219
+ velocity[1] = own[1];
220
+ velocity[2] = own[2];
145
221
  }
146
222
 
147
- participating_media_volume_write(volume, component, entry.transform);
223
+ if (participating_media_volume_advance_noise(volume, velocity, time_delta_seconds)) {
224
+ scrolled = true;
225
+ }
226
+ }
148
227
 
228
+ if (changed) {
149
229
  volumetrics.invalidate();
150
230
  }
231
+
232
+ if (scrolled) {
233
+ volumetrics.invalidate_noise();
234
+ }
235
+ }
236
+
237
+ /**
238
+ * The entity manager's {@link GPUFluidSystem}'s far field now, or still air without one.
239
+ *
240
+ * @param {Float64Array} out
241
+ */
242
+ #read_far_field(out) {
243
+ const manager = this.entityManager;
244
+ const fluid = manager === null || manager === undefined ? null : manager.getSystem(GPUFluidSystem);
245
+
246
+ if (fluid === null) {
247
+ out[0] = 0;
248
+ out[1] = 0;
249
+ out[2] = 0;
250
+ } else {
251
+ fluid.far_field(out);
252
+ }
151
253
  }
152
254
 
153
255
  /**
@@ -163,60 +265,96 @@ export class ParticipatingMediaSystem extends System {
163
265
  this.#scene.volumetrics.remove(entry.volume);
164
266
 
165
267
  this.#entries.delete(entity);
268
+
269
+ // swap the last entry into the gap
270
+ const list = this.#list;
271
+ const last = list.pop();
272
+
273
+ if (last !== entry) {
274
+ list[entry.index] = last;
275
+ last.index = entry.index;
276
+ }
277
+
278
+ entry.index = -1;
166
279
  }
167
280
  }
168
281
 
169
282
  /**
170
- * Copy what the component and its transform say onto the volume Shade will render.
283
+ * Copy what the component and its transform say onto the volume Shade will render, field by field,
284
+ * comparing while assigning, and say whether anything differed — which is whether the GPU table
285
+ * has to be repacked.
171
286
  *
172
287
  * The particle spec is **copied, not referenced**: two entities are routinely built from the same
173
288
  * blueprint and would otherwise share one spec, so tuning one volume's particle would silently
174
- * retune the other's.
289
+ * retune the other's. The scroll and flow phases are the volume's own state and are not touched
290
+ * here; `noise_wind_factor` is a setting, and the shaders read it.
291
+ *
292
+ * **The transform is compared and copied by its matrix**, element by element straight off the
293
+ * `Transform64` — its first sixteen elements — and never through its `matrix` getter, which makes a
294
+ * view per read. The matrix is the entire transform the GPU is given, so this is exactly the question
295
+ * "would the upload differ", and it catches a transform posed by writing its matrix, which comparing
296
+ * position, rotation and scale would not. `fromMatrix` copies the sixteen and then decomposes them,
297
+ * leaving the matrix bit-identical, so the volume carries the authored matrix exactly.
175
298
  *
176
299
  * @param {ParticipatingMediaVolume} volume Shade's
177
300
  * @param {ParticipatingMedia} component meep's
178
301
  * @param {Transform64} transform where the box is
302
+ * @returns {boolean} whether the volume differed from what the component and transform say
179
303
  */
180
304
  export function participating_media_volume_write(volume, component, transform) {
181
- volume.density = component.density;
182
- volume.fade_distance = component.fade_distance;
183
-
184
- // the settings; the scroll phases are the volume's own state and are not touched here
185
- volume.noise_strength = component.noise_strength;
186
- volume.noise_scale = component.noise_scale;
187
- volume.noise_warp = component.noise_warp;
188
- volume.noise_slot = component.noise_texture;
189
-
190
- volume.particle_spec.copy(component.particle_spec);
191
-
192
- // By the MATRIX, not by the components. The volume is defined by the matrix the GPU is
193
- // handed, and a transform can be posed by writing that matrix directly - with automatic change
194
- // detection off, position, rotation and scale know nothing about it. `fromMatrix` copies the
195
- // sixteen elements and then decomposes them, leaving the matrix bit-identical, so the volume
196
- // carries the authored matrix exactly and gets usable components besides.
197
- //
198
- // Nothing is gained by recomposing in f64 here, the way t64_copy_from_transform would: the
199
- // source matrix is f32, and precision the input never had cannot be recovered. This becomes a
200
- // plain buffer copy, f64 end to end, once the entity's own transform is a Transform64.
201
- volume.transform.fromMatrix(transform.matrix);
305
+ let changed = false;
306
+
307
+ if (volume.density !== component.density) {
308
+ volume.density = component.density;
309
+ changed = true;
310
+ }
311
+
312
+ if (volume.fade_distance !== component.fade_distance) {
313
+ volume.fade_distance = component.fade_distance;
314
+ changed = true;
315
+ }
316
+
317
+ if (volume.noise_strength !== component.noise_strength) {
318
+ volume.noise_strength = component.noise_strength;
319
+ changed = true;
320
+ }
321
+
322
+ if (volume.noise_scale !== component.noise_scale) {
323
+ volume.noise_scale = component.noise_scale;
324
+ changed = true;
325
+ }
326
+
327
+ if (volume.noise_warp !== component.noise_warp) {
328
+ volume.noise_warp = component.noise_warp;
329
+ changed = true;
330
+ }
331
+
332
+ if (volume.noise_slot !== component.noise_texture) {
333
+ volume.noise_slot = component.noise_texture;
334
+ changed = true;
335
+ }
336
+
337
+ if (volume.noise_wind_factor !== component.noise_wind_factor) {
338
+ volume.noise_wind_factor = component.noise_wind_factor;
339
+ changed = true;
340
+ }
341
+
342
+ if (!volume.particle_spec.equals(component.particle_spec)) {
343
+ volume.particle_spec.copy(component.particle_spec);
344
+ changed = true;
345
+ }
346
+
347
+ if (!participating_media_matrix_equals(volume.transform, transform)) {
348
+ volume.transform.fromMatrix(transform);
349
+ changed = true;
350
+ }
351
+
352
+ return changed;
202
353
  }
203
354
 
204
355
  /**
205
- * Whether the volume already says what the component and transform say.
206
- *
207
- * True on all but a handful of frames, which is the point of asking: a `false` here costs the whole
208
- * scene's volumetrics table a trip to the GPU.
209
- *
210
- * **The transform is compared by its matrix rather than by its components**, because the matrix is
211
- * the entire transform the GPU is given — the volume's position, rotation and scale are never read
212
- * on their own. That makes this exactly the question worth asking, "would the upload differ", and it
213
- * catches a transform posed by writing its matrix, which comparing position, rotation and scale
214
- * would not.
215
- *
216
- * The volume's matrix is a `Float64Array` and the component's is a `Float32Array`, and the strict
217
- * comparison across the two still holds: {@link participating_media_volume_write} copies the matrix
218
- * across element by element, and every f32 value widens to f64 exactly. It is a recomposed matrix
219
- * that would not compare equal, which is why the write does not recompose.
356
+ * Whether the volume already says what the component and transform say: the question
357
+ * {@link participating_media_volume_write} answers while it assigns, asked without assigning.
220
358
  *
221
359
  * @param {ParticipatingMediaVolume} volume
222
360
  * @param {ParticipatingMedia} component
@@ -230,12 +368,22 @@ export function participating_media_volume_is_current(volume, component, transfo
230
368
  && volume.noise_scale === component.noise_scale
231
369
  && volume.noise_warp === component.noise_warp
232
370
  && volume.noise_slot === component.noise_texture
233
- && isArrayEqualStrict(volume.transform.matrix, transform.matrix)
371
+ && volume.noise_wind_factor === component.noise_wind_factor
372
+ && participating_media_matrix_equals(volume.transform, transform)
234
373
  && volume.particle_spec.equals(component.particle_spec);
235
374
  }
236
375
 
237
376
  /**
238
- * The wind a medium feels plus its own motion, for one call of the advance; never kept.
239
- * @type {Float64Array}
377
+ * @param {Transform64} a
378
+ * @param {Transform64} b
379
+ * @returns {boolean} whether the two matrices are the same sixteen numbers
240
380
  */
241
- const scratch_velocity = new Float64Array(3);
381
+ function participating_media_matrix_equals(a, b) {
382
+ for (let i = TRANSFORM64_MATRIX_OFFSET; i < TRANSFORM64_MATRIX_OFFSET + 16; i++) {
383
+ if (a[i] !== b[i]) {
384
+ return false;
385
+ }
386
+ }
387
+
388
+ return true;
389
+ }
@@ -3,15 +3,21 @@
3
3
  * edits queue writes; idle frames never walk bodies. Transform rows follow the same change events
4
4
  * and GPU hierarchy as shaded geometry. Water does not enter the opaque mesh table or its TLAS.
5
5
  *
6
- * Every body has a surface row (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §6.1): its wind from an
6
+ * Every body has a surface row (WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md §6.1): its fetch and shore from an
7
7
  * optional {@link WaterWaves}, its queued splashes, and what the GPU derives from them each frame. The GPU culls
8
8
  * every body against the frame's view before simulating; a hidden body is paused unless
9
9
  * {@link Water#simulateWhenHidden} (WATER_SURFACE_DISTANCE_LOD_PROPOSAL_2026_10_06.md §3).
10
+ *
11
+ * **The wind is the scene's** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, the Water row): the culling pass
12
+ * samples the published wind field 10 m above each body's origin and low-passes it per body, on the GPU. What the
13
+ * system decides on the CPU is only whether that field can hold wind at all ({@link GPUWaterSurface#windy}, which
14
+ * animates the shared bands): while any enabled {@link GPUFluidComponent} steps a fluid, or the far field
15
+ * ({@link GPUFluidSystem#far_field}) is not still. Asked every update, allocating nothing.
10
16
  */
11
17
  export class WaterSystem extends System<any> {
12
18
  constructor(graphics: any, scene: any);
13
19
  dependencies: (typeof Transform64 | typeof MeshletGeometry | typeof Water)[];
14
- components_used: ResourceAccessSpecification<typeof WaterWaves>[];
20
+ components_used: (ResourceAccessSpecification<typeof WaterWaves> | ResourceAccessSpecification<typeof GPUFluidComponent>)[];
15
21
  get settings(): {
16
22
  enabled: boolean;
17
23
  max_distance: number;
@@ -61,6 +67,7 @@ import { MeshletGeometry } from "../../shade/renderer/geometry/MeshletGeometry.j
61
67
  import Water from "../graphics/ecs/water/Water.js";
62
68
  import WaterWaves from "../graphics/ecs/water/WaterWaves.js";
63
69
  import { ResourceAccessSpecification } from "../../core/model/ResourceAccessSpecification.js";
70
+ import { GPUFluidComponent } from "../physics/fluid/ecs/GPUFluidComponent.js";
64
71
  import { GPUWaterSurface } from "../../shade/renderer/water/surface/GPUWaterSurface.js";
65
72
  import { GPUWaterRenderer } from "../../shade/renderer/water/GPUWaterRenderer.js";
66
73
  import { RenderExtension } from "../../shade/renderer/extension/RenderExtension.js";
@@ -1 +1 @@
1
- {"version":3,"file":"WaterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/WaterSystem.js"],"names":[],"mappings":"AA+BA;;;;;;;;;GASG;AACH;IA2BI,uCAaC;IAvCD,6EAAqD;IACrD,kEAA0F;IAc1F;;;;;;;;;;;MAAkD;IAClD,6BAAmC;IACnC,6CAAqD;IACrD,iBAAmC;IACnC,qCAA8D;IAE9D,0BAGC;IAJD,mBAAiC;IAqBjC,2CAOC;IAED,0BAMC;IAED,mEAsBC;IAQD,qEAkBC;IAED,sBAoBC;IAqDD;;;;OAIG;IACH,qEASC;IAED,iCAMC;IACD,yBAGC;;CACJ;AAED;IAEI,yBAAsD;IAAvB,YAAoB;IACnD,yBAA4C;CAC/C;AACD;IAEI,yBAAsD;IAAvB,YAAoB;IACnD,yBAAoD;CACvD;uBAlQsB,kBAAkB;4BAEb,iCAAiC;gCAI7B,kDAAkD;kBARhE,gCAAgC;uBACe,qCAAqC;4CAS1D,iDAAiD;gCAG7D,uDAAuD;iCAFtD,gDAAgD;gCAIjD,mDAAmD"}
1
+ {"version":3,"file":"WaterSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/WaterSystem.js"],"names":[],"mappings":"AAiCA;;;;;;;;;;;;;;;GAeG;AACH;IAoCI,uCAaC;IAhDD,6EAAqD;IACrD,4HAEkF;IAqBlF;;;;;;;;;;;MAAkD;IAClD,6BAAmC;IACnC,6CAAqD;IACrD,iBAAmC;IACnC,qCAA8D;IAE9D,0BAGC;IAJD,mBAAiC;IAqBjC,2CAOC;IAED,0BAMC;IAED,mEAsBC;IAQD,qEAiBC;IAED,sBAqBC;IA0ED;;;;OAIG;IACH,qEASC;IAED,iCAMC;IACD,yBAGC;;CACJ;AAED;IAEI,yBAAsD;IAAvB,YAAoB;IACnD,yBAA4C;CAC/C;AACD;IAEI,yBAAsD;IAAvB,YAAoB;IACnD,yBAAoD;CACvD;uBAxSsB,kBAAkB;4BAEb,iCAAiC;gCAI7B,kDAAkD;kBARhE,gCAAgC;uBACe,qCAAqC;4CAS1D,iDAAiD;kCAW3D,2CAA2C;gCAR7C,uDAAuD;iCAFtD,gDAAgD;gCAIjD,mDAAmD"}