@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
@@ -1,30 +1,24 @@
1
1
  import { pose3_apply_inverse_point_array } from "../../../../core/geom/3d/pose/pose3_apply_inverse_point_array.js";
2
2
  import { pose3_apply_point_array } from "../../../../core/geom/3d/pose/pose3_apply_point_array.js";
3
3
  import { quat3_nlerp_array } from "../../../../core/geom/3d/quaternion/quat3_nlerp.js";
4
- import { sdf3_box_gradient_array } from "../../../../core/geom/3d/shape/sdf/sdf3_box.js";
5
- import { sdf3_capsule_gradient_array } from "../../../../core/geom/3d/shape/sdf/sdf3_capsule.js";
6
- import { sdf3_cylinder_gradient_array } from "../../../../core/geom/3d/shape/sdf/sdf3_cylinder.js";
7
- import { sdf3_plane_gradient_array } from "../../../../core/geom/3d/shape/sdf/sdf3_plane.js";
8
- import { sdf3_sphere_gradient_array } from "../../../../core/geom/3d/shape/sdf/sdf3_sphere.js";
4
+ import { shape_record_signed_distance_gradient_array } from "../../../../core/geom/3d/shape/record/shape_record_signed_distance.js";
9
5
  import { v3_quaternion_apply_array } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
10
6
  import {
11
7
  CCR_INTERP_QX,
12
8
  CCR_INTERP_TX,
13
9
  CCR_INTERP_TY,
14
10
  CCR_INTERP_TZ,
15
- CCR_KIND,
16
- CCR_PARAM_0,
17
11
  CCR_PREV_QX,
18
12
  CCR_PREV_TX,
19
13
  CCR_PREV_TY,
20
14
  CCR_PREV_TZ,
21
15
  CCR_QX,
16
+ CCR_SHAPE,
22
17
  CCR_STRIDE,
23
18
  CCR_TX,
24
19
  CCR_TY,
25
20
  CCR_TZ
26
21
  } from "./ClothColliderRecord.js";
27
- import { ClothColliderKind } from "./ClothColliderKind.js";
28
22
 
29
23
  /**
30
24
  * # Evaluating a packed collider
@@ -40,11 +34,12 @@ import { ClothColliderKind } from "./ClothColliderKind.js";
40
34
  * costs less than storing an inverse and is exact rather than cached.
41
35
  *
42
36
  * The fields themselves live in `core/geom/3d/shape/sdf/` as free functions,
43
- * so this dispatch, through their array forms, and {@link SphereShape3D} and
44
- * the rest, through their scalar forms, are calling one implementation
45
- * (§14.1). Before M2 those shapes fell back to
46
- * `compute_signed_distance_gradient_by_sampling` — four field evaluations and a
47
- * normalise, for shapes whose gradients are two lines of algebra.
37
+ * and the dispatch over a record's kind in `core/geom/3d/shape/record/`, so
38
+ * this, through their array forms, and {@link SphereShape3D} and the rest,
39
+ * through their scalar forms, are calling one implementation (§14.1). Before
40
+ * M2 those shapes fell back to `compute_signed_distance_gradient_by_sampling`
41
+ * — four field evaluations and a normalise, for shapes whose gradients are two
42
+ * lines of algebra.
48
43
  *
49
44
  * @author Alex Goldring
50
45
  * @copyright Company Named Limited (c) 2026
@@ -144,21 +139,9 @@ export function cloth_collider_signed_distance_array(out, out_offset, table, rec
144
139
  point, point_offset
145
140
  );
146
141
 
147
- const kind = table[r + CCR_KIND];
148
-
149
- // A record's shape parameters sit in a row from `CCR_PARAM_0`, in the order each field's array
150
- // form reads them.
151
- if (kind === ClothColliderKind.Sphere) {
152
- sdf3_sphere_gradient_array(LOCAL_RESULT, 0, LOCAL_POINT, 0, table, r + CCR_PARAM_0);
153
- } else if (kind === ClothColliderKind.Capsule) {
154
- sdf3_capsule_gradient_array(LOCAL_RESULT, 0, LOCAL_POINT, 0, table, r + CCR_PARAM_0);
155
- } else if (kind === ClothColliderKind.Box) {
156
- sdf3_box_gradient_array(LOCAL_RESULT, 0, LOCAL_POINT, 0, table, r + CCR_PARAM_0);
157
- } else if (kind === ClothColliderKind.Cylinder) {
158
- sdf3_cylinder_gradient_array(LOCAL_RESULT, 0, LOCAL_POINT, 0, table, r + CCR_PARAM_0);
159
- } else {
160
- sdf3_plane_gradient_array(LOCAL_RESULT, 0, LOCAL_POINT, 0, table, r + CCR_PARAM_0);
161
- }
142
+ // The shape cells are a core shape record. Cloth packs no hull, so the
143
+ // plane array is never read.
144
+ shape_record_signed_distance_gradient_array(LOCAL_RESULT, 0, table, r + CCR_SHAPE, NO_PLANES, LOCAL_POINT, 0);
162
145
 
163
146
  // The gradient is a direction, so it takes the rotation and not the
164
147
  // translation.
@@ -263,6 +246,13 @@ const LOCAL_RESULT = new Float64Array(4);
263
246
  */
264
247
  const LOCAL_POINT = new Float64Array(3);
265
248
 
249
+ /**
250
+ * The plane array a hull record would read. Cloth packs only the analytic kinds.
251
+ * @type {Float64Array}
252
+ * @private
253
+ */
254
+ const NO_PLANES = new Float64Array(0);
255
+
266
256
  /**
267
257
  * The scalar forms' point, packed for the array forms they delegate to.
268
258
  * @type {Float64Array}
@@ -616,16 +616,13 @@ export class ClothInstance {
616
616
  */
617
617
  air_varies: boolean;
618
618
  /**
619
- * Seconds of fixed step **this instance** has taken, which is the clock
620
- * §10's gust is a function of.
619
+ * Seconds of fixed step **this instance** has taken, handed to the wind
620
+ * source's `sample` as its `time`.
621
621
  *
622
- * Per cloth rather than per world, and the difference only shows with more
623
- * than one of them. A cloth registered with the worker while another is
624
- * already running waits for its memory, and the world's clock moves during
625
- * that wait because the other cloth is still being advanced — so the two
626
- * systems reach *this* cloth's first step at different world times and hand
627
- * it different weather. An age counted in its own steps is the same number
628
- * on both sides by construction. `MEASUREMENTS.md` §57.
622
+ * It was the clock §10's gust was a function of (`MEASUREMENTS.md` §57):
623
+ * the same number under both systems by construction, however late the
624
+ * worker registered the cloth. The gust now runs on the scene's clock (G2,
625
+ * §69) and no engine source reads this; a source of one's own may.
629
626
  *
630
627
  * Advanced on every step the instance is *offered*, including ones it
631
628
  * sleeps through, because a sleeping cloth still has to be able to ask
@@ -1 +1 @@
1
- {"version":3,"file":"ClothInstance.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothInstance.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyCG;AACH;IAEI;;;;OAIG;IACH,QAFU,MAAM,CAEJ;IAEZ;;OAEG;IACH,OAFU,QAAM,IAAI,CAEP;IAEb;;;;OAIG;IACH,WAFU,WAAW,GAAC,IAAI,CAET;IAEjB;;;;OAIG;IACH,cAFU,MAAM,CAEE;IAElB;;;;;;OAMG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;;;;OAWG;IACH,eAFU,YAAY,GAAC,IAAI,CAEN;IAErB;;;;;OAKG;IACH,OAFU,WAAW,CAEV;IAEX;;;OAGG;IACH,WAFU,UAAU,GAAC,IAAI,CAER;IAEjB;;;OAGG;IACH,gBAFU,UAAU,GAAC,IAAI,CAEH;IAEtB;;;;;OAKG;IACH,eAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,eAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;;;OAIG;IACH,aAFU,YAAY,GAAC,IAAI,CAER;IAEnB;;;;;OAKG;IACH,cAFU,UAAU,GAAC,IAAI,CAEL;IAEpB;;;OAGG;IACH,oBAFU,MAAM,CAEO;IAEvB;;;;;;OAMG;IACH,aAFU,OAAO,CAEE;IAEnB;;;OAGG;IACH,kBAFU,MAAM,CAEK;IAErB;;;;;;OAMG;IACH,QAFU,OAAO,CAEF;IAEf;;OAEG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;;OAGG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;OAQG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;;OASG;IACH,KAFU,WAAS,IAAI,CAEZ;IAEX;;;;OAIG;IACH,gBAFU,WAAW,EAAE,CAEH;IAEpB;;;;;;OAMG;IACH,YAFU,UAAU,GAAC,MAAM,EAAE,CAEb;IAEhB;;;;;;;;;;;;OAYG;IACH,YAFU,WAAW,CAEU;IAE/B;;;;;;;;;;;OAWG;IACH,iBAFU,qBAAqB,CAEV;IAErB;;;;OAIG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,mBAFU,UAAU,GAAC,IAAI,CAEA;IAEzB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;;;;;;OASG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;;OAGG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,kBAFU,WAAW,EAAE,CAED;IAEtB;;;;OAIG;IACH,mBAFU,qBAAqB,CAER;IAEvB;;;OAGG;IACH,kBAFU,UAAU,GAAC,IAAI,CAED;IAExB;;;;;;;;OAQG;IACH,UAFU,YAAY,GAAC,IAAI,CAEX;IAEhB;;;;;OAKG;IACH,eAFU,YAAY,GAAC,IAAI,CAEN;IAErB;;;OAGG;IACH,eAFU,YAAY,GAAC,IAAI,CAEN;IAErB;;;;;;;;;;;;;;;;;;OAkBG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;OAGG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;;;;;;;;OAUG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;;;;;OASG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;OAKG;IACH,WAFU,UAAU,GAAC,IAAI,CAER;IAEjB;;;;OAIG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;;;;;OAQG;IACH,MAFU,UAAU,GAAC,IAAI,CAEb;IAEZ;;;;;OAKG;IACH,MAFU,UAAU,GAAC,IAAI,CAEb;IAEZ;;;;;OAKG;IACH,OAFU,UAAU,GAAC,IAAI,CAEZ;IAEb;;;;OAIG;IACH,aAFU,YAAY,GAAC,IAAI,CAER;IAEnB;;;OAGG;IACH,gBAFU;QAAC,MAAM,EAAE,UAAU,CAAC;QAAC,IAAI,EAAE,UAAU,CAAA;KAAC,GAAC,IAAI,CAE/B;IAEtB;;;;OAIG;IACH,WAFU,YAAY,CAEU;IAEhC;;;;;OAKG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;;OAIG;IACH,gBAFU,UAAU,GAAC,IAAI,CAEH;IAEtB;;;OAGG;IACH,kBAFU,UAAU,GAAC,IAAI,CAED;IAExB;;;;OAIG;IACH,mBAFU,UAAU,GAAC,IAAI,CAEA;IAEzB;;;;OAIG;IACH,eAFU,YAAY,GAAC,IAAI,CAEN;IAErB;;;OAGG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;OAIG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;;;;;OAOG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;;;;OASG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,mBAFU,YAAY,CAEkB;IAExC;;;OAGG;IACH,gBAFU,YAAY,CAE0B;IAEhD;;;;;OAKG;IACH,aAFU,OAAO,CAEG;IAEpB;;;;;OAKG;IACH,eAFU,aAAa,CAEa;IAEpC;;;;;OAKG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;;;;OAQG;IACH,QAFU,OAAO,CAEF;IAEf;;;;;;;;OAQG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;OASG;IACH,cAFU,OAAO,CAEI;IAErB;;;;;;;;;OASG;IACH,4BAFU,OAAO,CAEkB;IAEnC;;;;;;;OAOG;IACH,iBAFU;QAAC,MAAM,EAAE,UAAU,CAAC;QAAC,OAAO,EAAE,UAAU,CAAA;KAAC,GAAC,IAAI,CAEjC;IAEvB;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;;;;OAKG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;OAKG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;;;;;OASG;IACH,UAFU,YAAY,CAES;IAE/B;;;;;;OAMG;IACH,YAFU,OAAO,CAEE;IAEnB;;;;;;;;;;;;;;;;OAgBG;IACH,KAFU,MAAM,CAER;IAER;;;;;;;;;;;OAWG;IACH,eAFU,UAAU,CAEiC;IAErD;;OAEG;IACH,oBAFU,MAAM,CAEO;IAEvB;;;;OAIG;IACH,oBAFU,WAAW,CAEsC;IAE3D;;;;;OAKG;IACH,6BAFU,WAAW,CAE+C;IAEpE;;;;;;OAMG;IACH,cAFU,MAAM,CAEC;IAEjB;;;;;OAKG;IACH,aAFU,MAAM,EAAE,GAAC,IAAI,CAEJ;IAEnB;;;;;;;;;;OAUG;IACH,iBAFU,YAAY,GAAC,IAAI,CAEJ;IAEvB;;;;;OAKG;IACH,gBAFU,MAAM,CAEG;CACtB;4BAhxB2B,uCAAuC;8BAErC,oBAAoB"}
1
+ {"version":3,"file":"ClothInstance.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothInstance.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyCG;AACH;IAEI;;;;OAIG;IACH,QAFU,MAAM,CAEJ;IAEZ;;OAEG;IACH,OAFU,QAAM,IAAI,CAEP;IAEb;;;;OAIG;IACH,WAFU,WAAW,GAAC,IAAI,CAET;IAEjB;;;;OAIG;IACH,cAFU,MAAM,CAEE;IAElB;;;;;;OAMG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;;;;OAWG;IACH,eAFU,YAAY,GAAC,IAAI,CAEN;IAErB;;;;;OAKG;IACH,OAFU,WAAW,CAEV;IAEX;;;OAGG;IACH,WAFU,UAAU,GAAC,IAAI,CAER;IAEjB;;;OAGG;IACH,gBAFU,UAAU,GAAC,IAAI,CAEH;IAEtB;;;;;OAKG;IACH,eAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,eAFU,MAAM,CAEG;IAEnB;;;;OAIG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;;;OAIG;IACH,aAFU,YAAY,GAAC,IAAI,CAER;IAEnB;;;;;OAKG;IACH,cAFU,UAAU,GAAC,IAAI,CAEL;IAEpB;;;OAGG;IACH,oBAFU,MAAM,CAEO;IAEvB;;;;;;OAMG;IACH,aAFU,OAAO,CAEE;IAEnB;;;OAGG;IACH,kBAFU,MAAM,CAEK;IAErB;;;;;;OAMG;IACH,QAFU,OAAO,CAEF;IAEf;;OAEG;IACH,OAFU,aAAW,IAAI,CAEZ;IAEb;;OAEG;IACH,YAFU,MAAM,CAED;IAEf;;;OAGG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;OAQG;IACH,aAFU,UAAU,GAAC,IAAI,CAEN;IAEnB;;;;;;;;;OASG;IACH,KAFU,WAAS,IAAI,CAEZ;IAEX;;;;OAIG;IACH,gBAFU,WAAW,EAAE,CAEH;IAEpB;;;;;;OAMG;IACH,YAFU,UAAU,GAAC,MAAM,EAAE,CAEb;IAEhB;;;;;;;;;;;;OAYG;IACH,YAFU,WAAW,CAEU;IAE/B;;;;;;;;;;;OAWG;IACH,iBAFU,qBAAqB,CAEV;IAErB;;;;OAIG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,qBAFU,YAAY,GAAC,IAAI,CAEA;IAE3B;;;OAGG;IACH,mBAFU,UAAU,GAAC,IAAI,CAEA;IAEzB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;;;;;;OASG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;;OAGG;IACH,eAFU,UAAU,GAAC,IAAI,CAEJ;IAErB;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,kBAFU,WAAW,EAAE,CAED;IAEtB;;;;OAIG;IACH,mBAFU,qBAAqB,CAER;IAEvB;;;OAGG;IACH,kBAFU,UAAU,GAAC,IAAI,CAED;IAExB;;;;;;;;OAQG;IACH,UAFU,YAAY,GAAC,IAAI,CAEX;IAEhB;;;;;OAKG;IACH,eAFU,YAAY,GAAC,IAAI,CAEN;IAErB;;;OAGG;IACH,eAFU,YAAY,GAAC,IAAI,CAEN;IAErB;;;;;;;;;;;;;;;;;;OAkBG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;OAGG;IACH,mBAFU,YAAY,GAAC,IAAI,CAEF;IAEzB;;;;;;;;;;OAUG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;;;;;OASG;IACH,kBAFU,YAAY,GAAC,IAAI,CAEH;IAExB;;;;;OAKG;IACH,WAFU,UAAU,GAAC,IAAI,CAER;IAEjB;;;;OAIG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;;;;;OAQG;IACH,MAFU,UAAU,GAAC,IAAI,CAEb;IAEZ;;;;;OAKG;IACH,MAFU,UAAU,GAAC,IAAI,CAEb;IAEZ;;;;;OAKG;IACH,OAFU,UAAU,GAAC,IAAI,CAEZ;IAEb;;;;OAIG;IACH,aAFU,YAAY,GAAC,IAAI,CAER;IAEnB;;;OAGG;IACH,gBAFU;QAAC,MAAM,EAAE,UAAU,CAAC;QAAC,IAAI,EAAE,UAAU,CAAA;KAAC,GAAC,IAAI,CAE/B;IAEtB;;;;OAIG;IACH,WAFU,YAAY,CAEU;IAEhC;;;;;OAKG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;;OAIG;IACH,gBAFU,UAAU,GAAC,IAAI,CAEH;IAEtB;;;OAGG;IACH,kBAFU,UAAU,GAAC,IAAI,CAED;IAExB;;;;OAIG;IACH,mBAFU,UAAU,GAAC,IAAI,CAEA;IAEzB;;;;OAIG;IACH,eAFU,YAAY,GAAC,IAAI,CAEN;IAErB;;;OAGG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;OAGG;IACH,YAFU,UAAU,GAAC,IAAI,CAEP;IAElB;;;;OAIG;IACH,UAFU,UAAU,GAAC,IAAI,CAET;IAEhB;;;;;;;OAOG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;;;;OASG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,mBAFU,YAAY,CAEkB;IAExC;;;OAGG;IACH,gBAFU,YAAY,CAE0B;IAEhD;;;;;OAKG;IACH,aAFU,OAAO,CAEG;IAEpB;;;;;OAKG;IACH,eAFU,aAAa,CAEa;IAEpC;;;;;OAKG;IACH,qBAFU,MAAM,CAEQ;IAExB;;;;OAIG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;;;;OAQG;IACH,QAFU,OAAO,CAEF;IAEf;;;;;;;;OAQG;IACH,YAFU,MAAM,CAED;IAEf;;;;;;;;;OASG;IACH,cAFU,OAAO,CAEI;IAErB;;;;;;;;;OASG;IACH,4BAFU,OAAO,CAEkB;IAEnC;;;;;;;OAOG;IACH,iBAFU;QAAC,MAAM,EAAE,UAAU,CAAC;QAAC,OAAO,EAAE,UAAU,CAAA;KAAC,GAAC,IAAI,CAEjC;IAEvB;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;;;;OAKG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;OAKG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;;;;;OASG;IACH,UAFU,YAAY,CAES;IAE/B;;;;;;OAMG;IACH,YAFU,OAAO,CAEE;IAEnB;;;;;;;;;;;;;OAaG;IACH,KAFU,MAAM,CAER;IAER;;;;;;;;;;;OAWG;IACH,eAFU,UAAU,CAEiC;IAErD;;OAEG;IACH,oBAFU,MAAM,CAEO;IAEvB;;;;OAIG;IACH,oBAFU,WAAW,CAEsC;IAE3D;;;;;OAKG;IACH,6BAFU,WAAW,CAE+C;IAEpE;;;;;;OAMG;IACH,cAFU,MAAM,CAEC;IAEjB;;;;;OAKG;IACH,aAFU,MAAM,EAAE,GAAC,IAAI,CAEJ;IAEnB;;;;;;;;;;OAUG;IACH,iBAFU,YAAY,GAAC,IAAI,CAEJ;IAEvB;;;;;OAKG;IACH,gBAFU,MAAM,CAEG;CACtB;4BA7wB2B,uCAAuC;8BAErC,oBAAoB"}
@@ -693,16 +693,13 @@ export class ClothInstance {
693
693
  air_varies = false;
694
694
 
695
695
  /**
696
- * Seconds of fixed step **this instance** has taken, which is the clock
697
- * §10's gust is a function of.
696
+ * Seconds of fixed step **this instance** has taken, handed to the wind
697
+ * source's `sample` as its `time`.
698
698
  *
699
- * Per cloth rather than per world, and the difference only shows with more
700
- * than one of them. A cloth registered with the worker while another is
701
- * already running waits for its memory, and the world's clock moves during
702
- * that wait because the other cloth is still being advanced — so the two
703
- * systems reach *this* cloth's first step at different world times and hand
704
- * it different weather. An age counted in its own steps is the same number
705
- * on both sides by construction. `MEASUREMENTS.md` §57.
699
+ * It was the clock §10's gust was a function of (`MEASUREMENTS.md` §57):
700
+ * the same number under both systems by construction, however late the
701
+ * worker registered the cloth. The gust now runs on the scene's clock (G2,
702
+ * §69) and no engine source reads this; a source of one's own may.
706
703
  *
707
704
  * Advanced on every step the instance is *offered*, including ones it
708
705
  * sleeps through, because a sleeping cloth still has to be able to ask
@@ -89,8 +89,9 @@ export class ClothSystem extends System<any> {
89
89
  */
90
90
  set wind(value: any);
91
91
  /**
92
- * Where the air comes from — see {@link ClothWorld#wind}. `null` by default,
93
- * which is a scene with no wind in it.
92
+ * Where the air comes from — see {@link ClothWorld#wind}. By default the
93
+ * scene's wind (its GPU wind domain, or its far field), `null` in a scene
94
+ * with neither; an assigned source wins.
94
95
  * @returns {AbstractClothWind|null}
95
96
  */
96
97
  get wind(): any;
@@ -1 +1 @@
1
- {"version":3,"file":"ClothSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothSystem.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AACH;;IAEI,oDAAoC;IAEpC,ghBAiBE;IAEF;;OAEG;IACH,OAFU,UAAU,CAEK;IAEzB;;;;;;;;;;;;OAYG;IACH,iBAAyD;IAEzD;;;;;;OAMG;IACH,qBAAkB;IAUlB;;OAEG;IACH,iCAEC;IAbD;;;OAGG;IACH,4BAEC;IAkBD;;OAEG;IACH,qBAEC;IAdD;;;;OAIG;IACH,gBAEC;IASD;;;;OAIG;IACH,iCAEC;IAGD;;;OAGG;IACH,uCAFa,QAAQ,IAAI,CAAC,CAIzB;IAED;;;OAGG;IACH,wDAFa,IAAI,CAIhB;IAED;;;OAGG;IACH,wDAFa,IAAI,CAIhB;IAED;;;;OAIG;IACH,YAJW,KAAK,aACL,WAAW,UACX,MAAM,QAIhB;IAED;;;;OAIG;IACH,cAJW,KAAK,aACL,WAAW,UACX,MAAM,QAIhB;IAED;;;;OAIG;IACH,eAHW,MAAM,GACJ,IAAI,CAIhB;IAED;;;;OAIG;IACH,aAHW,MAAM,GACJ,IAAI,CAIhB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,gBAAc,SAAS,CAInC;IAED;;;;;;OAMG;IACH,mBAJW,MAAM,UACN,MAAM,GACJ,MAAM,CAIlB;CA2EJ;uBApTsB,wBAAwB;4BAKnB,uCAAuC;sBAE7C,YAAY;4CARU,uDAAuD;oCAI5F,0DAA0D;kCAS/B,uCAAuC;6BAC5C,qCAAqC;8BALpC,oBAAoB;6BACrB,mBAAmB;yBAEvB,eAAe;yBADf,eAAe;+BANT,mCAAmC;2BAUvC,iBAAiB"}
1
+ {"version":3,"file":"ClothSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothSystem.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AACH;;IAEI,oDAAoC;IAEpC,ghBAiBE;IAEF;;OAEG;IACH,OAFU,UAAU,CAEK;IAEzB;;;;;;;;;;;;OAYG;IACH,iBAAyD;IAEzD;;;;;;OAMG;IACH,qBAAkB;IAUlB;;OAEG;IACH,iCAEC;IAbD;;;OAGG;IACH,4BAEC;IAmBD;;OAEG;IACH,qBAEC;IAfD;;;;;OAKG;IACH,gBAEC;IASD;;;;OAIG;IACH,iCAEC;IAGD;;;OAGG;IACH,uCAFa,QAAQ,IAAI,CAAC,CAIzB;IAED;;;OAGG;IACH,wDAFa,IAAI,CAIhB;IAED;;;OAGG;IACH,wDAFa,IAAI,CAIhB;IAED;;;;OAIG;IACH,YAJW,KAAK,aACL,WAAW,UACX,MAAM,QAIhB;IAED;;;;OAIG;IACH,cAJW,KAAK,aACL,WAAW,UACX,MAAM,QAIhB;IAED;;;;OAIG;IACH,eAHW,MAAM,GACJ,IAAI,CAIhB;IAED;;;;OAIG;IACH,aAHW,MAAM,GACJ,IAAI,CAIhB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,gBAAc,SAAS,CAInC;IAED;;;;;;OAMG;IACH,mBAJW,MAAM,UACN,MAAM,GACJ,MAAM,CAIlB;CA2EJ;uBArTsB,wBAAwB;4BAKnB,uCAAuC;sBAE7C,YAAY;4CARU,uDAAuD;oCAI5F,0DAA0D;kCAS/B,uCAAuC;6BAC5C,qCAAqC;8BALpC,oBAAoB;6BACrB,mBAAmB;yBAEvB,eAAe;yBADf,eAAe;+BANT,mCAAmC;2BAUvC,iBAAiB"}
@@ -131,8 +131,9 @@ export class ClothSystem extends System {
131
131
  }
132
132
 
133
133
  /**
134
- * Where the air comes from — see {@link ClothWorld#wind}. `null` by default,
135
- * which is a scene with no wind in it.
134
+ * Where the air comes from — see {@link ClothWorld#wind}. By default the
135
+ * scene's wind (its GPU wind domain, or its far field), `null` in a scene
136
+ * with neither; an assigned source wins.
136
137
  * @returns {AbstractClothWind|null}
137
138
  */
138
139
  get wind() {
@@ -132,43 +132,53 @@ export class ClothWorld {
132
132
  */
133
133
  colliders: ClothColliderSystem | null;
134
134
  /**
135
- * Where the air comes from — §10. `null` means no air, which is the
136
- * default and is **additive** in exactly the way the collider index is: a
137
- * scene without one gets M5's cloth rather than an error, and adding one is
138
- * the whole of turning wind on.
135
+ * @param {AbstractClothWind|null} value
136
+ */
137
+ set wind(value: any);
138
+ /**
139
+ * Where the air comes from — §10.
140
+ *
141
+ * **By default it follows the scene's wind**
142
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §12, F4), decided again at
143
+ * every {@link begin} from runtime facts:
139
144
  *
140
- * Null rather than a still-air ambient, and the distinction is real. A
145
+ * - the scene has a GPU wind domain (an enabled `GPUFluidComponent`, as the
146
+ * entity manager's `GPUFluidSystem` picks it): a {@link ClothGPUFluidWind}
147
+ * over that system;
148
+ * - no domain, and the far field `FluidEffectorsSystem` folds is not zero:
149
+ * a {@link ClothFluidWind} over that system, the CPU fields and the far
150
+ * field outside them;
151
+ * - neither: `null`, no air.
152
+ *
153
+ * **Assigning a source wins**, whatever the scene holds — `null` included,
154
+ * which keeps a cloth out of the air in a windy scene.
155
+ *
156
+ * `null` means no air, and it is **additive** in exactly the way the collider
157
+ * index is: a scene without wind gets M5's cloth rather than an error.
158
+ * Null rather than a still-air source, and the distinction is real. A
141
159
  * source that answers zero everywhere is not "no wind": the drag row is a
142
160
  * relaxation toward the air, so still air still resists a *moving* cloth,
143
161
  * with the normal-facing factor making that resistance anisotropic. That is
144
162
  * better physics than `ClothDynamics#damping`'s isotropic decay and it is
145
- * not free — so it is a thing a scene asks for. What a cloth does in air
146
- * that is not moving is `damping`'s job (§7 P5, where it is load-bearing);
147
- * what it does in air that *is* is this.
163
+ * not free — so a scene with no wind does not get it. What a cloth does in
164
+ * air that is not moving is `damping`'s job (§7 P5, where it is
165
+ * load-bearing); what it does in air that *is* is this.
148
166
  *
149
- * Assign {@link ClothAmbientWind} for weather, {@link ClothFluidWind} to
150
- * read the fluid simulation and fall back to weather outside it.
151
- * @type {AbstractClothWind|null}
167
+ * @returns {AbstractClothWind|null}
152
168
  */
153
- wind: AbstractClothWind | null;
169
+ get wind(): any;
154
170
  /**
155
- * Seconds of fixed step this world has **stepped**, which is the clock a
156
- * wind source's gust is a function of.
157
- *
158
- * Accumulated from `dt` rather than read from a wall clock, because
159
- * {@link ClothSystem} and {@link WorkerClothSystem} share this object and
160
- * §12's parity gate is over every byte of every step: two runs of the same
161
- * scene have the same `dt` sequence and therefore the same weather.
171
+ * Seconds of fixed step this world has **stepped**, handed to a wind
172
+ * source's `begin`.
162
173
  *
163
- * **Stepped rather than ticked**, and that distinction is load-bearing
164
- * rather than pedantic. A cloth under the worker is not advanced until its
165
- * registration is acknowledged (§39), so the two systems reach a cloth's
166
- * *first* step at different tick counts — and a clock that counted ticks
167
- * would hand that cloth a different gust on the same step under the two
168
- * systems, which is a divergence the parity gate would report and the design
169
- * would deserve. So the clock moves when {@link advance} first runs in a
170
- * tick: the world's weather is a function of how much cloth time has
171
- * passed, not of how long something has been asking.
174
+ * Accumulated from `dt` rather than read from a wall clock, and moved when
175
+ * {@link advance} first runs in a tick rather than at every tick, so a tick
176
+ * in which nothing is advanced does not move it (§39: a cloth under the
177
+ * worker is not advanced until its registration is acknowledged). No engine
178
+ * source reads it any more: the far field's gust runs on the scene's clock
179
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md G2, `MEASUREMENTS.md` §69), and
180
+ * what `begin` is for is telling a source that reads the scene when to take
181
+ * it.
172
182
  * @type {number}
173
183
  */
174
184
  time: number;
@@ -1 +1 @@
1
- {"version":3,"file":"ClothWorld.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothWorld.js"],"names":[],"mappings":"AAwEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgGG;AACH;IAEI;;;OAGG;IACH,SAFU,YAAY,CAEoB;IAE1C;;;;;;;;;;;;OAYG;IACH,WAFU,aAAa,EAAE,CAEV;IAEf;;OAEG;IACH,eAFU,gBAAc,IAAI,CAEP;IAErB;;OAEG;IACH,aAFU,yBAAyB,GAAC,IAAI,CAErB;IAEnB;;;;;;OAMG;IACH,WAFU,mBAAmB,GAAC,IAAI,CAEjB;IAEjB;;;;;;;;;;;;;;;;;;OAkBG;IACH,MAFU,oBAAkB,IAAI,CAEpB;IAEZ;;;;;;;;;;;;;;;;;;;OAmBG;IACH,MAFU,MAAM,CAEP;IAET;;;;;OAKG;IACH,uBAAmB;IAEnB;;;;;OAKG;IACH,cAFU,OAAO,CAEI;IAErB;;;OAGG;IACH,oBAAwB;IAExB;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,uBAKE;IAEF;;;;;;OAMG;IACH,uBAKE;IA0BF;;;;;OAKG;IACH,2CAaC;IAED;;;;;OAKG;IACH,YALW,KAAK,aACL,WAAW,UACX,MAAM,GACJ,aAAa,CAczB;IAED;;;;;;;;OAQG;IACH,iDAFa,IAAI,CAehB;IAED;;;OAGG;IACH,iDAFa,IAAI,CAOhB;IAmXD;;;OAGG;IACH,eAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CA0BnC;IAyED;;;;;;;;;;;OAWG;IACH,eAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAuBnC;IAED;;;;;;;;OAQG;IACH,aAHW,MAAM,GACJ,IAAI,CAShB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAInC;IAED;;;;;;;;;;;;OAYG;IACH,mBALW,MAAM,UACN,MAAM,GACJ,MAAM,CAmBlB;IAED;;;;;OAKG;IACH,uCAFW,MAAM,QAgBhB;IAED;;;;;;;;;OASG;IACH,wBANW,aAAa,mCAEb,MAAM,GACJ,OAAO,CA8BnB;IAED;;;;;;;OAOG;IACH,iBAJW,aAAa,gCAEX,IAAI,CA4ChB;IAyFD;;;;;;;;;;;;OAYG;IACH,kBAPW,aAAa,MACb,MAAM,UACN,YAAY,UACZ,MAAM,GACJ,OAAO,CAmTnB;;CA0GJ;8BA5hD6B,oBAAoB;0CAnB3C,gEAAgE;oCAenC,0BAA0B;sBA+BxC,YAAY;4BAzC3B,uCAAuC"}
1
+ {"version":3,"file":"ClothWorld.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/ClothWorld.js"],"names":[],"mappings":"AA4EA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgGG;AACH;IAEI;;;OAGG;IACH,SAFU,YAAY,CAEoB;IAE1C;;;;;;;;;;;;OAYG;IACH,WAFU,aAAa,EAAE,CAEV;IAEf;;OAEG;IACH,eAFU,gBAAc,IAAI,CAEP;IAErB;;OAEG;IACH,aAFU,yBAAyB,GAAC,IAAI,CAErB;IAEnB;;;;;;OAMG;IACH,WAFU,mBAAmB,GAAC,IAAI,CAEjB;IA8DjB;;OAEG;IACH,qBAGC;IAzCD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IACH,gBAEC;IAqED;;;;;;;;;;;;;OAaG;IACH,MAFU,MAAM,CAEP;IAET;;;;;OAKG;IACH,uBAAmB;IAEnB;;;;;OAKG;IACH,cAFU,OAAO,CAEI;IAErB;;;OAGG;IACH,oBAAwB;IAExB;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,uBAKE;IAEF;;;;;;OAMG;IACH,uBAKE;IA0BF;;;;;OAKG;IACH,2CAaC;IAED;;;;;OAKG;IACH,YALW,KAAK,aACL,WAAW,UACX,MAAM,GACJ,aAAa,CAczB;IAED;;;;;;;;OAQG;IACH,iDAFa,IAAI,CAehB;IAED;;;OAGG;IACH,iDAFa,IAAI,CAOhB;IAmXD;;;OAGG;IACH,eAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CA0BnC;IAyED;;;;;;;;;;;OAWG;IACH,eAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAuBnC;IAED;;;;;;;;OAQG;IACH,aAHW,MAAM,GACJ,IAAI,CAShB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,aAAa,GAAC,SAAS,CAInC;IAED;;;;;;;;;;;;OAYG;IACH,mBALW,MAAM,UACN,MAAM,GACJ,MAAM,CAmBlB;IAED;;;;;OAKG;IACH,uCAFW,MAAM,QAoBhB;IAED;;;;;;;;;OASG;IACH,wBANW,aAAa,mCAEb,MAAM,GACJ,OAAO,CA8BnB;IAED;;;;;;;OAOG;IACH,iBAJW,aAAa,gCAEX,IAAI,CA4ChB;IAyFD;;;;;;;;;;;;OAYG;IACH,kBAPW,aAAa,MACb,MAAM,UACN,YAAY,UACZ,MAAM,GACJ,OAAO,CAmTnB;;CA0GJ;8BApoD6B,oBAAoB;0CAvB3C,gEAAgE;oCAmBnC,0BAA0B;sBA+BxC,YAAY;4BA7C3B,uCAAuC"}
@@ -30,7 +30,11 @@ import {
30
30
  collect_entity_playbacks
31
31
  } from "../../../graphics3/pose/collect_entity_playbacks.js";
32
32
  import { MeshSkin } from "../../../graphics/ecs/mesh-v2/MeshSkin.js";
33
+ import { FluidEffectorsSystem } from "../../fluid/ecs/FluidEffectorsSystem.js";
34
+ import { FLUID_ATMOSPHERE_WORDS, FluidAtmosphere } from "../../fluid/FluidAtmosphere.js";
33
35
  import { cloth_air_changed, cloth_sample_air } from "../wind/cloth_sample_air.js";
36
+ import { ClothFluidWind } from "../wind/ClothFluidWind.js";
37
+ import { ClothGPUFluidWind } from "../wind/ClothGPUFluidWind.js";
34
38
  import { ClothStepParam } from "../solver/cloth_step_instance.js";
35
39
  import { ClothStepResult } from "../solver/ClothState.js";
36
40
  import { ClothColliderSystem } from "./ClothColliderSystem.js";
@@ -210,44 +214,144 @@ export class ClothWorld {
210
214
  colliders = null;
211
215
 
212
216
  /**
213
- * Where the air comes from — §10. `null` means no air, which is the
214
- * default and is **additive** in exactly the way the collider index is: a
215
- * scene without one gets M5's cloth rather than an error, and adding one is
216
- * the whole of turning wind on.
217
+ * The source assigned to {@link wind}, which wins over the default.
218
+ * @type {AbstractClothWind|null}
219
+ */
220
+ #assigned_wind = null;
221
+
222
+ /** Whether {@link wind} was assigned, `null` included. */
223
+ #wind_assigned = false;
224
+
225
+ /**
226
+ * The source the scene's wind gives cloth by default, as {@link begin} last
227
+ * found it — see {@link wind}.
228
+ * @type {AbstractClothWind|null}
229
+ */
230
+ #default_wind = null;
231
+
232
+ /** The GPU wind's source, kept for the system it was made over. @type {ClothGPUFluidWind|null} */
233
+ #gpu_wind = null;
234
+
235
+ /** The far field's source, kept for the system it was made over. @type {ClothFluidWind|null} */
236
+ #far_wind = null;
237
+
238
+ /** Scratch for the far field the default is decided by. */
239
+ #atmosphere = new Float64Array(FLUID_ATMOSPHERE_WORDS);
240
+
241
+ /**
242
+ * Where the air comes from — §10.
243
+ *
244
+ * **By default it follows the scene's wind**
245
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §12, F4), decided again at
246
+ * every {@link begin} from runtime facts:
247
+ *
248
+ * - the scene has a GPU wind domain (an enabled `GPUFluidComponent`, as the
249
+ * entity manager's `GPUFluidSystem` picks it): a {@link ClothGPUFluidWind}
250
+ * over that system;
251
+ * - no domain, and the far field `FluidEffectorsSystem` folds is not zero:
252
+ * a {@link ClothFluidWind} over that system, the CPU fields and the far
253
+ * field outside them;
254
+ * - neither: `null`, no air.
217
255
  *
218
- * Null rather than a still-air ambient, and the distinction is real. A
256
+ * **Assigning a source wins**, whatever the scene holds — `null` included,
257
+ * which keeps a cloth out of the air in a windy scene.
258
+ *
259
+ * `null` means no air, and it is **additive** in exactly the way the collider
260
+ * index is: a scene without wind gets M5's cloth rather than an error.
261
+ * Null rather than a still-air source, and the distinction is real. A
219
262
  * source that answers zero everywhere is not "no wind": the drag row is a
220
263
  * relaxation toward the air, so still air still resists a *moving* cloth,
221
264
  * with the normal-facing factor making that resistance anisotropic. That is
222
265
  * better physics than `ClothDynamics#damping`'s isotropic decay and it is
223
- * not free — so it is a thing a scene asks for. What a cloth does in air
224
- * that is not moving is `damping`'s job (§7 P5, where it is load-bearing);
225
- * what it does in air that *is* is this.
266
+ * not free — so a scene with no wind does not get it. What a cloth does in
267
+ * air that is not moving is `damping`'s job (§7 P5, where it is
268
+ * load-bearing); what it does in air that *is* is this.
226
269
  *
227
- * Assign {@link ClothAmbientWind} for weather, {@link ClothFluidWind} to
228
- * read the fluid simulation and fall back to weather outside it.
229
- * @type {AbstractClothWind|null}
270
+ * @returns {AbstractClothWind|null}
230
271
  */
231
- wind = null;
272
+ get wind() {
273
+ return this.#wind_assigned ? this.#assigned_wind : this.#default_wind;
274
+ }
232
275
 
233
276
  /**
234
- * Seconds of fixed step this world has **stepped**, which is the clock a
235
- * wind source's gust is a function of.
236
- *
237
- * Accumulated from `dt` rather than read from a wall clock, because
238
- * {@link ClothSystem} and {@link WorkerClothSystem} share this object and
239
- * §12's parity gate is over every byte of every step: two runs of the same
240
- * scene have the same `dt` sequence and therefore the same weather.
277
+ * @param {AbstractClothWind|null} value
278
+ */
279
+ set wind(value) {
280
+ this.#assigned_wind = value;
281
+ this.#wind_assigned = true;
282
+ }
283
+
284
+ /**
285
+ * Decide the default source from the scene, once a tick: see {@link wind}.
286
+ * Allocates nothing once each source exists; a source is made once for the
287
+ * system it reads.
288
+ */
289
+ #resolve_default_wind() {
290
+ const em = this.entityManager;
291
+
292
+ if (this.#wind_assigned || em === null) {
293
+ return;
294
+ }
295
+
296
+ // the scene's GPU fluid, found by its flag: importing it needs WebGPU's
297
+ // globals, which a cloth scene on a server does not have
298
+ const systems = em.systems;
299
+
300
+ let gpu = null;
301
+
302
+ for (let i = 0; i < systems.length; i++) {
303
+ if (systems[i].isGPUFluidSystem === true) {
304
+ gpu = systems[i];
305
+ break;
306
+ }
307
+ }
308
+
309
+ if (gpu !== null && gpu.domain !== -1) {
310
+ if (this.#gpu_wind === null || this.#gpu_wind.fluid !== gpu) {
311
+ this.#gpu_wind = new ClothGPUFluidWind(gpu);
312
+ }
313
+
314
+ this.#default_wind = this.#gpu_wind;
315
+
316
+ return;
317
+ }
318
+
319
+ const effectors = em.getSystem(FluidEffectorsSystem);
320
+
321
+ if (effectors !== null) {
322
+ const atmosphere = this.#atmosphere;
323
+
324
+ effectors.read_atmosphere(atmosphere, 0);
325
+
326
+ if (atmosphere[FluidAtmosphere.VELOCITY_X] !== 0
327
+ || atmosphere[FluidAtmosphere.VELOCITY_Y] !== 0
328
+ || atmosphere[FluidAtmosphere.VELOCITY_Z] !== 0) {
329
+
330
+ if (this.#far_wind === null || this.#far_wind.effectors !== effectors) {
331
+ this.#far_wind = new ClothFluidWind(effectors);
332
+ }
333
+
334
+ this.#default_wind = this.#far_wind;
335
+
336
+ return;
337
+ }
338
+ }
339
+
340
+ this.#default_wind = null;
341
+ }
342
+
343
+ /**
344
+ * Seconds of fixed step this world has **stepped**, handed to a wind
345
+ * source's `begin`.
241
346
  *
242
- * **Stepped rather than ticked**, and that distinction is load-bearing
243
- * rather than pedantic. A cloth under the worker is not advanced until its
244
- * registration is acknowledged (§39), so the two systems reach a cloth's
245
- * *first* step at different tick counts — and a clock that counted ticks
246
- * would hand that cloth a different gust on the same step under the two
247
- * systems, which is a divergence the parity gate would report and the design
248
- * would deserve. So the clock moves when {@link advance} first runs in a
249
- * tick: the world's weather is a function of how much cloth time has
250
- * passed, not of how long something has been asking.
347
+ * Accumulated from `dt` rather than read from a wall clock, and moved when
348
+ * {@link advance} first runs in a tick rather than at every tick, so a tick
349
+ * in which nothing is advanced does not move it (§39: a cloth under the
350
+ * worker is not advanced until its registration is acknowledged). No engine
351
+ * source reads it any more: the far field's gust runs on the scene's clock
352
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md G2, `MEASUREMENTS.md` §69), and
353
+ * what `begin` is for is telling a source that reads the scene when to take
354
+ * it.
251
355
  * @type {number}
252
356
  */
253
357
  time = 0;
@@ -985,6 +1089,10 @@ export class ClothWorld {
985
1089
  * @param {number} dt seconds
986
1090
  */
987
1091
  begin(ecd, dt) {
1092
+ // The scene's wind can arrive or go between ticks: a domain added or
1093
+ // disabled, a far field rising from still air.
1094
+ this.#resolve_default_wind();
1095
+
988
1096
  // Owed to the clock, and spent by the first `advance` — see {@link time}
989
1097
  // for why the two are not the same moment. Assigned rather than set, so a
990
1098
  // world whose source is taken away does not carry a debt.
@@ -354,7 +354,11 @@ linked.
354
354
  is no wind model on this page. There is a `FluidField`, a `FluidSimulator`, a
355
355
  `GlobalFluidEffector` in its prevailing-wind regime, and a solid post standing in
356
356
  the flow; the banner reads the result through exactly the `ClothFluidWind` and
357
- `cloth_sample_air` a scene uses. The blue threads are the air on a horizontal
357
+ `cloth_sample_air` a scene uses. The global acts as a scene's does, through the
358
+ far field `FluidEffectorsSystem` folds it into, which the field is brought to
359
+ each step and the cloth reads outside it — gust included, so the field gusts too
360
+ (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md G2; the numbers below were measured
361
+ in M6, when cloth kept a gust of its own and the field did not gust). The blue threads are the air on a horizontal
358
362
  slice through the banner's waist, the red squares are the post.
359
363
 
360
364
  The cloth is driven like the solver and collision pages — `cloth_step` in
@@ -363,11 +367,11 @@ the ECS wiring, and `ecs/cloth_wind.spec.js` covers that more precisely.
363
367
 
364
368
  ## Three things to watch rather than read
365
369
 
366
- - **Turn the flow to 90° on `ambient only`.** The banner goes limp at the same
370
+ - **Turn the flow to 90° on `far field only`.** The banner goes limp at the same
367
371
  wind speed: the *drag accel* readout falls from 43 m/s² to 0.08, and the mean
368
372
  facing factor from 0.221 to 0.000. That is §10's normal-facing factor, and it
369
373
  is the sharpest single result in M6.
370
- - **Do the same on `fluid field + ambient`, and it does not go limp.** 0.216 at
374
+ - **Do the same on `fluid field + far field`, and it does not go limp.** 0.216 at
371
375
  0°, 0.280 at 90°. A wake has velocity in every direction, so no orientation of
372
376
  a banner is edge-on to one — which is something the simulation knows and a wind
373
377
  zone could not have told it.
@@ -384,7 +388,7 @@ the ECS wiring, and `ecs/cloth_wind.spec.js` covers that more precisely.
384
388
  times the cloth. It is on the page to be honest about where the frame goes: the
385
389
  simulation is the expensive half and cloth is renting it.
386
390
  - **air sample** and **sampled** — `cloth_sample_air`. Switch the source to
387
- `ambient only` and watch it drop by a factor of twenty-five as "per particle"
391
+ `far field only` and watch it drop by a factor of twenty-five as "per particle"
388
392
  becomes "once for the cloth". That is §10's "a cloth outside every fluid field's
389
393
  bounds skips it entirely", and it is the reason the fallback is affordable.
390
394
  - **drag accel, mean** — the external acceleration with gravity taken back out:
@@ -133,19 +133,19 @@
133
133
 
134
134
  <h2>Air</h2>
135
135
  <p class="blurb">
136
- On <em>ambient only</em>, turn the flow to 90° and the banner goes limp at the same wind
136
+ On <em>far field only</em>, turn the flow to 90° and the banner goes limp at the same wind
137
137
  speed — <em>drag accel</em> falls from 43 to 0.08. That is §10's normal-facing factor.
138
138
  On the <em>fluid field</em> it does not go limp: a wake has velocity in every direction,
139
139
  so nothing is edge-on to one. Take the post away and the air at the banner goes from
140
140
  6.0 to 8.7 m/s — that deficit is the projection's answer, not an authored falloff.
141
141
  </p>
142
142
  <label><span>source</span><select id="source">
143
- <option value="field">fluid field + ambient</option>
144
- <option value="ambient">ambient only</option>
143
+ <option value="field">fluid field + far field</option>
144
+ <option value="ambient">far field only</option>
145
145
  </select></label>
146
146
  <label><span>wind</span><input id="speed" type="range" min="0" max="20" step="0.5"><output id="speed_out"></output></label>
147
147
  <label><span>flow angle</span><input id="yaw" type="range" min="0" max="90" step="5"><output id="yaw_out"></output></label>
148
- <label><span>ambient gust</span><input id="gust" type="range" min="0" max="6" step="0.1"><output id="gust_out"></output></label>
148
+ <label><span>gust</span><input id="gust" type="range" min="0" max="6" step="0.1"><output id="gust_out"></output></label>
149
149
  <label><span>grid</span><input id="resolution" type="range" min="8" max="28" step="2"><output id="resolution_out"></output></label>
150
150
 
151
151
  <div class="buttons">
@@ -2,8 +2,9 @@
2
2
  * # The wind tunnel the banner hangs in
3
3
  *
4
4
  * A real {@link FluidField} stepped by a real {@link FluidSimulator}, with a
5
- * real {@link GlobalFluidEffector} driving the flow and a solid post standing in
6
- * it — which is the whole of §10's argument made visible. Nothing here is a
5
+ * real {@link GlobalFluidEffector} driving the flow — through the far field
6
+ * `FluidEffectorsSystem` folds it into, as in a scene — and a solid post
7
+ * standing in it, which is the whole of §10's argument made visible. Nothing here is a
7
8
  * wind model: the wake behind the post is the incompressible projection's
8
9
  * answer, and the cloth reads it through the same {@link FluidComponent} an
9
10
  * ordinary scene would.
@@ -1 +1 @@
1
- {"version":3,"file":"wind_build.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/playground/wind_build.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AAEH;;;;;;;;GAQG;AAEH;;;;;;GAMG;AACH;IAL2B,SAAS,EAAzB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACU,MAAM,EAAxB,MAAM,EAAE;IACN,UAAU,CA2CtB;AAED;;;;;;;;;;GAUG;AACH,wCARW,UAAU;IAEO,OAAO,EAAxB,OAAO;IACS,CAAC,EAAjB,MAAM;IACU,CAAC,EAAjB,MAAM;IACU,MAAM,EAAtB,MAAM;IACJ,IAAI,CAwChB;;;;;eA3Ga,cAAc;eACd,cAAc;;;;cACd,mBAAmB;mBACnB,YAAY;eACZ,MAAM;gBACN,MAAM,EAAE;;+BAnCS,mCAAmC;+BAFnC,+BAA+B;oCAC1B,6CAA6C"}
1
+ {"version":3,"file":"wind_build.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/playground/wind_build.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH;;;;;;;;GAQG;AAEH;;;;;;GAMG;AACH;IAL2B,SAAS,EAAzB,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACU,MAAM,EAAxB,MAAM,EAAE;IACN,UAAU,CA2CtB;AAED;;;;;;;;;;GAUG;AACH,wCARW,UAAU;IAEO,OAAO,EAAxB,OAAO;IACS,CAAC,EAAjB,MAAM;IACU,CAAC,EAAjB,MAAM;IACU,MAAM,EAAtB,MAAM;IACJ,IAAI,CAwChB;;;;;eA3Ga,cAAc;eACd,cAAc;;;;cACd,mBAAmB;mBACnB,YAAY;eACZ,MAAM;gBACN,MAAM,EAAE;;+BApCS,mCAAmC;+BAFnC,+BAA+B;oCAC1B,6CAA6C"}
@@ -7,8 +7,9 @@ import { FluidComponent } from "../../fluid/ecs/FluidComponent.js";
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  * # The wind tunnel the banner hangs in
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  *
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  * A real {@link FluidField} stepped by a real {@link FluidSimulator}, with a
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- * real {@link GlobalFluidEffector} driving the flow and a solid post standing in
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- * it — which is the whole of §10's argument made visible. Nothing here is a
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+ * real {@link GlobalFluidEffector} driving the flow — through the far field
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+ * `FluidEffectorsSystem` folds it into, as in a scene — and a solid post
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+ * standing in it, which is the whole of §10's argument made visible. Nothing here is a
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  * wind model: the wake behind the post is the incompressible projection's
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  * answer, and the cloth reads it through the same {@link FluidComponent} an
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  * ordinary scene would.
@@ -70,7 +71,7 @@ export function build_wind_tunnel({ cell_size, resolution, origin }) {
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  const effector = new GlobalFluidEffector();
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  // Wind plus drag is `GlobalFluidEffector`'s "prevailing wind" regime: the
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- // air relaxes toward `wind`, so the volume's far field *is* the ambient the
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+ // air relaxes toward `wind`, so the volume's far field *is* the air the
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  // cloth reads outside it, and a garment carried out of the volume does not
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  // walk into still air.
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  // Six per second, so the volume reaches nine tenths of the driving wind