@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
@@ -1,6 +1,12 @@
1
1
  import { EntityComponentDataset } from "../../../ecs/EntityComponentDataset.js";
2
+ import { EntityManager } from "../../../ecs/EntityManager.js";
2
3
  import { FluidComponent } from "../../fluid/ecs/FluidComponent.js";
4
+ import { FluidEffectorsComponent } from "../../fluid/ecs/FluidEffectorsComponent.js";
5
+ import { FluidEffectorsSystem } from "../../fluid/ecs/FluidEffectorsSystem.js";
3
6
  import { fluid_build_world_to_grid } from "../../fluid/ecs/fluid_build_world_to_grid.js";
7
+ import { fluid_apply_atmosphere } from "../../fluid/fluid_apply_atmosphere.js";
8
+ import { fluid_atmosphere_to_grid } from "../../fluid/fluid_atmosphere_to_grid.js";
9
+ import { FLUID_ATMOSPHERE_WORDS } from "../../fluid/FluidAtmosphere.js";
4
10
  import { fluid_sample_velocity_world_mps } from "../../fluid/ecs/fluid_sample_velocity_world_mps.js";
5
11
  import { CLOTH_DYNAMICS_BY_NAME } from "../ecs/cloth_dynamics_library.js";
6
12
  import { cloth_bend_ratio, cloth_drag_response } from "../ecs/cloth_dynamics_map.js";
@@ -25,7 +31,10 @@ import { build_wind_tunnel, place_wind_post } from "./wind_build.js";
25
31
  * prevailing flow, and a solid post standing in it; the deficit and the turning
26
32
  * behind the post are the incompressible projection's answer, and the banner
27
33
  * reads them through exactly the `ClothFluidWind` and `cloth_sample_air` a game
28
- * scene would use.
34
+ * scene would use. The global acts as a scene's do: `FluidEffectorsSystem` folds
35
+ * it into the far field once a step, the field is brought to that far field
36
+ * (`fluid_apply_atmosphere`), and the cloth reads the same far field outside the
37
+ * volume — one wind, gust included (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md G2).
29
38
  * That is §10's whole argument — this engine already has something better than a
30
39
  * wind zone — put where it can be watched instead of read.
31
40
  *
@@ -47,10 +56,10 @@ import { build_wind_tunnel, place_wind_post } from "./wind_build.js";
47
56
  * shedding street — it is a steady deficit, and the free corner moves twelve
48
57
  * times as far per step with the post as without rather than fluttering.
49
58
  *
50
- * And **"ambient only"** is §10's fallback: a constant plus a band-limited
51
- * gust, uniform over the whole banner, read through the same interface. It
52
- * costs one sample for the whole cloth instead of one per particle, which the
53
- * readout shows as the sample time dropping by a factor of twenty-five.
59
+ * And **"far field only"** is §10's fallback: the global's wind and its gust,
60
+ * uniform over the whole banner, read through the same interface. It costs one
61
+ * sample for the whole cloth instead of one per particle, which the readout
62
+ * shows as the sample time dropping by a factor of twenty-five.
54
63
  *
55
64
  * @author Alex Goldring
56
65
  * @copyright Company Named Limited (c) 2026
@@ -107,13 +116,32 @@ let cloth = null;
107
116
  /** @type {ReturnType<build_wind_tunnel>} */
108
117
  let tunnel = null;
109
118
 
110
- /** @type {ClothFluidWind} */
111
- const wind = new ClothFluidWind();
112
-
113
- /** The dataset the wind source reads its fields out of — one component in it. */
119
+ /** The dataset the wind source reads its fields out of: the volume, and the global on it. */
114
120
  const ecd = new EntityComponentDataset();
115
121
 
116
- ecd.setComponentTypeMap([FluidComponent]);
122
+ ecd.setComponentTypeMap([FluidComponent, FluidEffectorsComponent]);
123
+
124
+ /** What folds the global into the far field, once a step, as in a scene. */
125
+ const effectors = new FluidEffectorsSystem();
126
+
127
+ {
128
+ const em = new EntityManager();
129
+
130
+ em.addSystem(effectors);
131
+ em.attachDataset(ecd);
132
+
133
+ await new Promise((resolve, reject) => em.startup(resolve, reject));
134
+ }
135
+
136
+ /** The far field, world units, and in the volume's grid units. */
137
+ const atmosphere_world = new Float64Array(FLUID_ATMOSPHERE_WORDS);
138
+ const atmosphere_grid = new Float64Array(FLUID_ATMOSPHERE_WORDS);
139
+
140
+ /** No effector is applied by itself: the global acts through the far field. */
141
+ const NO_EFFECTORS = [];
142
+
143
+ /** @type {ClothFluidWind} */
144
+ const wind = new ClothFluidWind(effectors);
117
145
 
118
146
  let fluid_entity = -1;
119
147
 
@@ -181,6 +209,12 @@ function rebuild_tunnel() {
181
209
 
182
210
  ecd.addComponentToEntity(fluid_entity, tunnel.component);
183
211
 
212
+ const air = new FluidEffectorsComponent();
213
+
214
+ air.addEffector(tunnel.effector);
215
+
216
+ ecd.addComponentToEntity(fluid_entity, air);
217
+
184
218
  refresh_post();
185
219
  }
186
220
 
@@ -211,23 +245,28 @@ function step_once() {
211
245
  tunnel.effector.wind[1] = 0;
212
246
  tunnel.effector.wind[2] = Math.cos(angle) * control.speed;
213
247
 
214
- wind.ambient.wind[0] = tunnel.effector.wind[0];
215
- wind.ambient.wind[1] = 0;
216
- wind.ambient.wind[2] = tunnel.effector.wind[2];
217
-
218
- wind.ambient.gust = control.gust;
219
- wind.ambient.period = 1.6;
248
+ // The gust is the global's, so the far field carries it inside the volume
249
+ // and outside alike.
250
+ tunnel.effector.gust = control.gust;
251
+ tunnel.effector.gust_period = 1.6;
220
252
 
221
- // 1. The air. A real fluid step, with the post's wake in it.
253
+ // 1. The air. The far field folded, then a real fluid step brought to it,
254
+ // with the post's wake in it — what `FluidSystem` does for a scene.
222
255
  const fluid_started = performance.now();
223
256
 
257
+ effectors.fixedUpdate(FIXED_STEP);
258
+ effectors.read_atmosphere(atmosphere_world, 0);
259
+
224
260
  fluid_build_world_to_grid(tunnel.world_to_grid, tunnel.component);
225
261
 
226
262
  tunnel.component.enabled = control.source === 'field';
227
263
 
228
264
  if (tunnel.component.enabled) {
265
+ fluid_atmosphere_to_grid(atmosphere_grid, 0, atmosphere_world, 0, tunnel.world_to_grid);
266
+ fluid_apply_atmosphere(tunnel.component.field, FIXED_STEP, atmosphere_grid, 0);
267
+
229
268
  tunnel.simulator.step(
230
- tunnel.component.field, FIXED_STEP, [tunnel.effector], tunnel.world_to_grid
269
+ tunnel.component.field, FIXED_STEP, NO_EFFECTORS, tunnel.world_to_grid
231
270
  );
232
271
  }
233
272
 
@@ -235,7 +274,7 @@ function step_once() {
235
274
 
236
275
  // 2. The cloth reads it. `begin` once a step, then one sample per particle
237
276
  // — or one for the whole banner where no field reaches, which is what
238
- // "ambient only" turns this page into.
277
+ // "far field only" turns this page into.
239
278
  const sample_started = performance.now();
240
279
 
241
280
  wind.begin(time, ecd);
@@ -2,12 +2,13 @@
2
2
  * # Where the air comes from — one interface, two answers
3
3
  *
4
4
  * §10's design in one sentence: this engine has something better than a wind
5
- * zone, so cloth should **sample** the air rather than invent it. Two things can
6
- * answer "how fast is the air at this point": a running fluid simulation
7
- * ({@link ClothFluidWind}), and an ambient model for everywhere a simulation is
8
- * not ({@link ClothAmbientWind}). §10 asks for both to be read "through *the
9
- * same interface*, so the cloth code has one path and does not branch on whether
10
- * a simulation is present", and this is that interface.
5
+ * zone, so cloth should **sample** the air rather than invent it. What answers
6
+ * "how fast is the air at this point" is the scene's fluid: the GPU wind
7
+ * (`ClothGPUFluidWind`, the default for a scene with a `GPUFluidSystem`), or the
8
+ * CPU fields (`ClothFluidWind`). Either answers the scene's **far field** — its
9
+ * `GlobalFluidEffector`s, folded by `FluidEffectorsSystem` — wherever the
10
+ * simulation does not reach, through *the same interface*, so the cloth code has
11
+ * one path and does not branch on whether a simulation is present.
11
12
  *
12
13
  * It is two questions rather than one, and the second is what makes the feature
13
14
  * affordable:
@@ -15,33 +16,33 @@
15
16
  * - {@link sample} answers the air's **world** velocity at a world point, in
16
17
  * metres per second.
17
18
  * - {@link varies} answers whether it is worth asking {@link sample} more than
18
- * once for a given box. An ambient source answers `false` for every box and a
19
- * whole garment costs one sample; a fluid source answers `true` only where one
20
- * of its fields actually reaches, which is §10's "a cloth outside every fluid
21
- * field's bounds skips it entirely" expressed as a question the cloth can ask.
19
+ * once for a given box. A source answering `false` costs a whole garment one
20
+ * sample; a fluid source answers `true` only where it has something that
21
+ * varies, which is §10's "a cloth outside every fluid field's bounds skips it
22
+ * entirely" expressed as a question the cloth can ask.
22
23
  *
23
24
  * ## Determinism, because two systems share one of these
24
25
  *
25
26
  * `ClothSystem` and `WorkerClothSystem` share a {@link ClothWorld} and therefore
26
- * share its wind source, and §12's bit-parity gate is over the whole
27
- * `ClothState` buffer at every step. The air is sampled **once**, by the world,
28
- * into that buffer — so the two systems do not agree about the wind, they read
29
- * the same bytes of it. What this interface has to promise is only that
30
- * {@link sample} is a pure function of (its `time` argument, the point), with no
31
- * wall clock and no random source: a gust that consulted `Date.now()` would make
32
- * two runs of the same scene differ and would take the parity spec's guarantee
33
- * with it.
27
+ * share its wind source, and §12's parity gate is over the whole `ClothState`
28
+ * buffer at every step. The air is sampled **once**, by the world, on the main
29
+ * thread, into that buffer — so the two systems do not agree about the wind,
30
+ * they read the same bytes of it.
34
31
  *
35
- * **And the clock is the cloth's own age, not the world's.** M6 made the world
36
- * clock count steps rather than ticks so that a cloth's *first* step got the
37
- * same weather under both systems, and that is right for the first cloth in a
38
- * scene and wrong for every one after it: while cloth B's registration is in
39
- * flight, cloth A is still being advanced, so the world clock moves and B's
40
- * first step lands at a different time under the worker than under the inline
41
- * system. Measured at a two-tick delivery: 0.1000 s against 0.1333 s, a
42
- * divergence at B's step 1, byte 0. So `time` is **seconds this instance has
43
- * stepped**, which is the same number on both sides by construction.
44
- * `MEASUREMENTS.md` §57.
32
+ * **The clock is the scene's** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §12,
33
+ * G2). The far field's gust is integrated once a tick by `FluidEffectorsSystem`,
34
+ * so a cloth steps in the weather of the tick it is advanced on — and a worker
35
+ * cloth is advanced from the tick its registration is acknowledged, not the tick
36
+ * it was linked (`MEASUREMENTS.md` §39, §57). So the gate holds for cloths
37
+ * registered on the same tick under both systems, and for any registration
38
+ * under a time-invariant wind; under a gust, a cloth the worker registers later
39
+ * steps in later weather. And the GPU wind arrives when the GPU answers, so two
40
+ * runs of a scene need not read the same air at all: run-to-run repeatability
41
+ * under the GPU wind is given up (F4). `MEASUREMENTS.md` §69.
42
+ *
43
+ * This replaced M6's answer, where the gust was a pure function of the asking
44
+ * cloth's own age (`ClothAmbientWind`, retired): one wind, read one way, beat a
45
+ * second clock that only cloth kept.
45
46
  *
46
47
  * @author Alex Goldring
47
48
  * @copyright Company Named Limited (c) 2026
@@ -49,12 +50,11 @@
49
50
  export class AbstractClothWind {
50
51
  /**
51
52
  * Called once per fixed step, before any cloth is advanced, so a source that
52
- * reads the **scene** — every live fluid field and its world box — can walk
53
- * it once rather than once a cloth.
53
+ * reads the **scene** — every live fluid field and its world box, the far
54
+ * field, the GPU's lattices — can take it once rather than once a cloth.
54
55
  *
55
56
  * `time` is the cloth world's own accumulated fixed-step clock rather than a
56
- * wall clock. It is *not* what a gust is a function of: see the note above,
57
- * and {@link sample}'s own `time`.
57
+ * wall clock.
58
58
  *
59
59
  * @param {number} time seconds of fixed step this world has stepped
60
60
  * @param {EntityComponentDataset} ecd for a source that reads components
@@ -86,15 +86,16 @@ export class AbstractClothWind {
86
86
  * assumption that its callers want a direction times a magnitude. Cloth is
87
87
  * not such a caller — its drag row is an acceleration toward a velocity, and
88
88
  * a velocity in cells is a garment that blows differently depending on how
89
- * finely someone voxelised the room. {@link ClothFluidWind} multiplies by
89
+ * finely someone voxelised the room. `ClothFluidWind` multiplies by
90
90
  * `cell_size`. `MEASUREMENTS.md` §45.
91
91
  *
92
92
  * @param {Float64Array|number[]} out length 3
93
93
  * @param {number} x world-space, metres
94
94
  * @param {number} y
95
95
  * @param {number} z
96
- * @param {number} time seconds the asking cloth has stepped — see the note
97
- * above for why this is the cloth's own age and not the world's clock
96
+ * @param {number} time seconds the asking cloth has stepped, for a source of
97
+ * one's own that wants a clock per cloth; the engine's sources read the
98
+ * scene's and ignore it
98
99
  * @returns {Float64Array|number[]} `out`, for chaining
99
100
  */
100
101
  sample(out: Float64Array | number[], x: number, y: number, z: number, time: number): Float64Array | number[];
@@ -1 +1 @@
1
- {"version":3,"file":"AbstractClothWind.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/wind/AbstractClothWind.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+CG;AACH;IAEI;;;;;;;;;;;;OAYG;IACH,YAJW,MAAM,gCAEJ,IAAI,CAIhB;IAED;;;;;;;;;;;;;;OAcG;IACH,cARW,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;;;;;;;;;;;;;OAmBG;IACH,YARW,YAAY,GAAC,MAAM,EAAE,KACrB,MAAM,KACN,MAAM,KACN,MAAM,QACN,MAAM,GAEJ,YAAY,GAAC,MAAM,EAAE,CAQjC;CACJ"}
1
+ {"version":3,"file":"AbstractClothWind.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/wind/AbstractClothWind.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgDG;AACH;IAEI;;;;;;;;;;;OAWG;IACH,YAJW,MAAM,gCAEJ,IAAI,CAIhB;IAED;;;;;;;;;;;;;;OAcG;IACH,cARW,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,GACJ,OAAO,CAInB;IAED;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,YATW,YAAY,GAAC,MAAM,EAAE,KACrB,MAAM,KACN,MAAM,KACN,MAAM,QACN,MAAM,GAGJ,YAAY,GAAC,MAAM,EAAE,CAQjC;CACJ"}
@@ -2,12 +2,13 @@
2
2
  * # Where the air comes from — one interface, two answers
3
3
  *
4
4
  * §10's design in one sentence: this engine has something better than a wind
5
- * zone, so cloth should **sample** the air rather than invent it. Two things can
6
- * answer "how fast is the air at this point": a running fluid simulation
7
- * ({@link ClothFluidWind}), and an ambient model for everywhere a simulation is
8
- * not ({@link ClothAmbientWind}). §10 asks for both to be read "through *the
9
- * same interface*, so the cloth code has one path and does not branch on whether
10
- * a simulation is present", and this is that interface.
5
+ * zone, so cloth should **sample** the air rather than invent it. What answers
6
+ * "how fast is the air at this point" is the scene's fluid: the GPU wind
7
+ * (`ClothGPUFluidWind`, the default for a scene with a `GPUFluidSystem`), or the
8
+ * CPU fields (`ClothFluidWind`). Either answers the scene's **far field** — its
9
+ * `GlobalFluidEffector`s, folded by `FluidEffectorsSystem` — wherever the
10
+ * simulation does not reach, through *the same interface*, so the cloth code has
11
+ * one path and does not branch on whether a simulation is present.
11
12
  *
12
13
  * It is two questions rather than one, and the second is what makes the feature
13
14
  * affordable:
@@ -15,33 +16,33 @@
15
16
  * - {@link sample} answers the air's **world** velocity at a world point, in
16
17
  * metres per second.
17
18
  * - {@link varies} answers whether it is worth asking {@link sample} more than
18
- * once for a given box. An ambient source answers `false` for every box and a
19
- * whole garment costs one sample; a fluid source answers `true` only where one
20
- * of its fields actually reaches, which is §10's "a cloth outside every fluid
21
- * field's bounds skips it entirely" expressed as a question the cloth can ask.
19
+ * once for a given box. A source answering `false` costs a whole garment one
20
+ * sample; a fluid source answers `true` only where it has something that
21
+ * varies, which is §10's "a cloth outside every fluid field's bounds skips it
22
+ * entirely" expressed as a question the cloth can ask.
22
23
  *
23
24
  * ## Determinism, because two systems share one of these
24
25
  *
25
26
  * `ClothSystem` and `WorkerClothSystem` share a {@link ClothWorld} and therefore
26
- * share its wind source, and §12's bit-parity gate is over the whole
27
- * `ClothState` buffer at every step. The air is sampled **once**, by the world,
28
- * into that buffer — so the two systems do not agree about the wind, they read
29
- * the same bytes of it. What this interface has to promise is only that
30
- * {@link sample} is a pure function of (its `time` argument, the point), with no
31
- * wall clock and no random source: a gust that consulted `Date.now()` would make
32
- * two runs of the same scene differ and would take the parity spec's guarantee
33
- * with it.
27
+ * share its wind source, and §12's parity gate is over the whole `ClothState`
28
+ * buffer at every step. The air is sampled **once**, by the world, on the main
29
+ * thread, into that buffer — so the two systems do not agree about the wind,
30
+ * they read the same bytes of it.
34
31
  *
35
- * **And the clock is the cloth's own age, not the world's.** M6 made the world
36
- * clock count steps rather than ticks so that a cloth's *first* step got the
37
- * same weather under both systems, and that is right for the first cloth in a
38
- * scene and wrong for every one after it: while cloth B's registration is in
39
- * flight, cloth A is still being advanced, so the world clock moves and B's
40
- * first step lands at a different time under the worker than under the inline
41
- * system. Measured at a two-tick delivery: 0.1000 s against 0.1333 s, a
42
- * divergence at B's step 1, byte 0. So `time` is **seconds this instance has
43
- * stepped**, which is the same number on both sides by construction.
44
- * `MEASUREMENTS.md` §57.
32
+ * **The clock is the scene's** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §12,
33
+ * G2). The far field's gust is integrated once a tick by `FluidEffectorsSystem`,
34
+ * so a cloth steps in the weather of the tick it is advanced on — and a worker
35
+ * cloth is advanced from the tick its registration is acknowledged, not the tick
36
+ * it was linked (`MEASUREMENTS.md` §39, §57). So the gate holds for cloths
37
+ * registered on the same tick under both systems, and for any registration
38
+ * under a time-invariant wind; under a gust, a cloth the worker registers later
39
+ * steps in later weather. And the GPU wind arrives when the GPU answers, so two
40
+ * runs of a scene need not read the same air at all: run-to-run repeatability
41
+ * under the GPU wind is given up (F4). `MEASUREMENTS.md` §69.
42
+ *
43
+ * This replaced M6's answer, where the gust was a pure function of the asking
44
+ * cloth's own age (`ClothAmbientWind`, retired): one wind, read one way, beat a
45
+ * second clock that only cloth kept.
45
46
  *
46
47
  * @author Alex Goldring
47
48
  * @copyright Company Named Limited (c) 2026
@@ -50,12 +51,11 @@ export class AbstractClothWind {
50
51
 
51
52
  /**
52
53
  * Called once per fixed step, before any cloth is advanced, so a source that
53
- * reads the **scene** — every live fluid field and its world box — can walk
54
- * it once rather than once a cloth.
54
+ * reads the **scene** — every live fluid field and its world box, the far
55
+ * field, the GPU's lattices — can take it once rather than once a cloth.
55
56
  *
56
57
  * `time` is the cloth world's own accumulated fixed-step clock rather than a
57
- * wall clock. It is *not* what a gust is a function of: see the note above,
58
- * and {@link sample}'s own `time`.
58
+ * wall clock.
59
59
  *
60
60
  * @param {number} time seconds of fixed step this world has stepped
61
61
  * @param {EntityComponentDataset} ecd for a source that reads components
@@ -93,15 +93,16 @@ export class AbstractClothWind {
93
93
  * assumption that its callers want a direction times a magnitude. Cloth is
94
94
  * not such a caller — its drag row is an acceleration toward a velocity, and
95
95
  * a velocity in cells is a garment that blows differently depending on how
96
- * finely someone voxelised the room. {@link ClothFluidWind} multiplies by
96
+ * finely someone voxelised the room. `ClothFluidWind` multiplies by
97
97
  * `cell_size`. `MEASUREMENTS.md` §45.
98
98
  *
99
99
  * @param {Float64Array|number[]} out length 3
100
100
  * @param {number} x world-space, metres
101
101
  * @param {number} y
102
102
  * @param {number} z
103
- * @param {number} time seconds the asking cloth has stepped — see the note
104
- * above for why this is the cloth's own age and not the world's clock
103
+ * @param {number} time seconds the asking cloth has stepped, for a source of
104
+ * one's own that wants a clock per cloth; the engine's sources read the
105
+ * scene's and ignore it
105
106
  * @returns {Float64Array|number[]} `out`, for chaining
106
107
  */
107
108
  sample(out, x, y, z, time) {
@@ -1,16 +1,23 @@
1
1
  /**
2
- * # The air, read out of the fluid simulation that is already running
2
+ * # The air, read out of the CPU fluid simulation that is already running
3
3
  *
4
4
  * §10's whole argument: this engine has a fluid simulator, `FluidObstacle`
5
5
  * already voxelises physics colliders into it, so a character running past a
6
6
  * cape gets a **wake** without anything cloth-specific being authored. This is
7
- * the source that reads it — every enabled {@link FluidComponent} in the scene,
8
- * sampled trilinearly where a particle actually is.
7
+ * the source that reads the **CPU** one — every enabled {@link FluidComponent}
8
+ * in the scene, sampled trilinearly where a particle actually is. A scene with
9
+ * the GPU wind reads it through `ClothGPUFluidWind` instead.
9
10
  *
10
- * Where no field reaches, {@link ambient} answers instead, so this is the one
11
- * source a scene needs rather than a thing to switch between: a banner inside a
12
- * wind tunnel volume reads the tunnel, the same banner carried outside reads the
13
- * prevailing weather, and the cloth never learns which happened.
11
+ * Where no field reaches, the answer is the scene's **far field**: what its
12
+ * `GlobalFluidEffector`s make of the air nothing else touches, as
13
+ * {@link FluidEffectorsSystem} folds them once a tick — the same far field every
14
+ * CPU field relaxes toward and the GPU wind blends to
15
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6). So this is the one source a
16
+ * CPU-fluid scene needs rather than a thing to switch between: a banner inside
17
+ * a wind tunnel volume reads the tunnel, the same banner carried outside reads
18
+ * the prevailing weather and its gust, and the cloth never learns which
19
+ * happened. The gust runs on the scene's clock (G2), so `sample`'s `time` is not
20
+ * read.
14
21
  *
15
22
  * ## Two units problems, and they are the reason this class exists at all
16
23
  *
@@ -28,36 +35,46 @@
28
35
  * before that is a null dereference rather than a zero, so an unbuilt field is
29
36
  * skipped exactly like a disabled one.
30
37
  *
31
- * ## The field list is rebuilt once a step, not once a cloth
38
+ * ## The field list and the far field are taken once a step, not once a cloth
32
39
  *
33
40
  * {@link begin} walks the dataset and caches each live field with its world
34
- * box. Every cloth's {@link varies} and every particle's {@link sample} then
35
- * read that cache, so a scene with twenty garments and one wind volume walks the
36
- * dataset once. `FluidSystem` does the equivalent per field for its effectors
37
- * and notes the same trade.
41
+ * box, and reads the far field. Every cloth's {@link varies} and every
42
+ * particle's {@link sample} then read that cache, so a scene with twenty
43
+ * garments and one wind volume walks the dataset once. `FluidSystem` does the
44
+ * equivalent per field for its effectors and notes the same trade.
38
45
  *
39
46
  * ## What it does not do
40
47
  *
41
48
  * **It does not blend at a field's edge.** A point inside a field's box reads
42
- * the field and a point outside reads the ambient, so a garment straddling the
43
- * boundary sees a step in the air rather than a ramp. In a scene where the
44
- * ambient is the far field the volume relaxes toward — `GlobalFluidEffector`'s
45
- * `wind` — the step is small and mostly the disturbance the volume exists to
46
- * carry; where it is not, it is visible, and the answer is a volume large enough
47
- * to hold what moves through it. **Overlapping fields are resolved by order**,
48
- * first match wins, which is the same arbitrary-but-deterministic rule
49
- * `FluidSystem` applies when it steps them independently.
49
+ * the field and a point outside reads the far field, so a garment straddling the
50
+ * boundary sees a step in the air rather than a ramp. A CPU field relaxes toward
51
+ * that same far field, so the step is small and mostly the disturbance the
52
+ * volume exists to carry. **Overlapping fields are resolved by order**, first
53
+ * match wins, which is the same arbitrary-but-deterministic rule `FluidSystem`
54
+ * applies when it steps them independently.
50
55
  *
51
56
  * @author Alex Goldring
52
57
  * @copyright Company Named Limited (c) 2026
53
58
  */
54
59
  export class ClothFluidWind extends AbstractClothWind {
55
60
  /**
56
- * What the air is where no field reaches. Present rather than optional
57
- * because "outside every fluid volume" is most of the world.
58
- * @type {ClothAmbientWind}
61
+ * @param {import("../../fluid/ecs/FluidEffectorsSystem.js").FluidEffectorsSystem} effectors the
62
+ * system that folds the scene's `GlobalFluidEffector`s into its far field — read where no field
63
+ * reaches; still air before its first tick
59
64
  */
60
- ambient: ClothAmbientWind;
65
+ constructor(effectors: import("../../fluid/ecs/FluidEffectorsSystem.js").FluidEffectorsSystem);
66
+ /**
67
+ * Where the far field comes from.
68
+ * @type {import("../../fluid/ecs/FluidEffectorsSystem.js").FluidEffectorsSystem}
69
+ * @private
70
+ */
71
+ private __effectors;
72
+ /**
73
+ * The far field this step, as a {@link FluidAtmosphere} record.
74
+ * @type {Float64Array}
75
+ * @private
76
+ */
77
+ private __atmosphere;
61
78
  /**
62
79
  * Live fields this step: the component and its world box, six words each.
63
80
  * @type {FluidComponent[]}
@@ -74,7 +91,11 @@ export class ClothFluidWind extends AbstractClothWind {
74
91
  * @private
75
92
  */
76
93
  private __count;
94
+ /**
95
+ * The system whose far field this answers outside the fields.
96
+ * @returns {import("../../fluid/ecs/FluidEffectorsSystem.js").FluidEffectorsSystem}
97
+ */
98
+ get effectors(): import("../../fluid/ecs/FluidEffectorsSystem.js").FluidEffectorsSystem;
77
99
  }
78
100
  import { AbstractClothWind } from "./AbstractClothWind.js";
79
- import { ClothAmbientWind } from "./ClothAmbientWind.js";
80
101
  //# sourceMappingURL=ClothFluidWind.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ClothFluidWind.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/wind/ClothFluidWind.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoDG;AACH;IAEI;;;;OAIG;IACH,SAFU,gBAAgB,CAEO;IAEjC;;;;OAIG;IACH,qBAAkB;IAElB;;;OAGG;IACH,iBAAc;IAEd;;;OAGG;IACH,gBAAY;CA6Gf;kCA/LiC,wBAAwB;iCACzB,uBAAuB"}
1
+ {"version":3,"file":"ClothFluidWind.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/wind/ClothFluidWind.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyDG;AACH;IAmCI;;;;OAIG;IACH,uBAJW,OAAO,yCAAyC,EAAE,oBAAoB,EAWhF;IA7CD;;;;OAIG;IACH,oBAAY;IAEZ;;;;OAIG;IACH,qBAAwD;IAExD;;;;OAIG;IACH,qBAAkB;IAElB;;;OAGG;IACH,iBAAc;IAEd;;;OAGG;IACH,gBAAY;IAgBZ;;;OAGG;IACH,wFAEC;CAkHJ;kCArOiC,wBAAwB"}