@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
@@ -3,13 +3,16 @@
3
3
  *
4
4
  * Effectors here are decoupled from any specific {@link FluidField} — {@link FluidSystem}
5
5
  * gathers all effectors across all entities and applies them to every fluid field each
6
- * step. Effectors that don't overlap a given field self-cull via their radius / position
7
- * checks, so attachment is implicit rather than configured.
6
+ * step, the {@link GlobalFluidEffector}s together as one far field. Effectors that don't
7
+ * overlap a given field self-cull via their radius / position checks, so attachment is
8
+ * implicit rather than configured.
8
9
  *
9
10
  * Pair this component with a `Transform64` on the same entity to let position-bearing
10
11
  * effectors ({@link WakeFluidEffector}, {@link ImpulseFluidEffector}, ...) follow the
11
- * entity. The system calls each effector's {@link AbstractFluidEffector.syncFromTransform}
12
- * with the entity's Transform64 before stepping the simulator.
12
+ * entity. {@link FluidEffectorsSystem} calls each effector's
13
+ * {@link AbstractFluidEffector.syncFromTransform} with the entity's Transform64, and
14
+ * {@link AbstractFluidEffector.advance} on every effector, once per tick before any
15
+ * fluid system applies them.
13
16
  */
14
17
  export class FluidEffectorsComponent {
15
18
  /**
@@ -42,4 +45,7 @@ export class FluidEffectorsComponent {
42
45
  hash(): number;
43
46
  isFluidEffectorsComponent: boolean;
44
47
  }
48
+ export namespace FluidEffectorsComponent {
49
+ let typeName: string;
50
+ }
45
51
  //# sourceMappingURL=FluidEffectorsComponent.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"FluidEffectorsComponent.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidEffectorsComponent.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH;IAEI;;;OAGG;IACH,WAFU,uBAAuB,CAElB;IAEf;;;;OAIG;IACH,mDAIC;IAED;;;OAGG;IACH,sDAKC;IAED;;;;;OAKG;IACH,cAHW,uBAAuB,GACtB,OAAO,CAqBlB;IAED;;;OAGG;IACH,QAFY,MAAM,CAWjB;IAGL,mCAA2D;CAF1D"}
1
+ {"version":3,"file":"FluidEffectorsComponent.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidEffectorsComponent.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH;IAEI;;;OAGG;IACH,WAFU,uBAAuB,CAElB;IAEf;;;;OAIG;IACH,mDAIC;IAED;;;OAGG;IACH,sDAKC;IAED;;;;;OAKG;IACH,cAHW,uBAAuB,GACtB,OAAO,CAqBlB;IAED;;;OAGG;IACH,QAFY,MAAM,CAWjB;IAGL,mCAA2D;CAF1D;;kBAMS,MAAM"}
@@ -5,13 +5,16 @@ import { assert } from "../../../../core/assert.js";
5
5
  *
6
6
  * Effectors here are decoupled from any specific {@link FluidField} — {@link FluidSystem}
7
7
  * gathers all effectors across all entities and applies them to every fluid field each
8
- * step. Effectors that don't overlap a given field self-cull via their radius / position
9
- * checks, so attachment is implicit rather than configured.
8
+ * step, the {@link GlobalFluidEffector}s together as one far field. Effectors that don't
9
+ * overlap a given field self-cull via their radius / position checks, so attachment is
10
+ * implicit rather than configured.
10
11
  *
11
12
  * Pair this component with a `Transform64` on the same entity to let position-bearing
12
13
  * effectors ({@link WakeFluidEffector}, {@link ImpulseFluidEffector}, ...) follow the
13
- * entity. The system calls each effector's {@link AbstractFluidEffector.syncFromTransform}
14
- * with the entity's Transform64 before stepping the simulator.
14
+ * entity. {@link FluidEffectorsSystem} calls each effector's
15
+ * {@link AbstractFluidEffector.syncFromTransform} with the entity's Transform64, and
16
+ * {@link AbstractFluidEffector.advance} on every effector, once per tick before any
17
+ * fluid system applies them.
15
18
  */
16
19
  export class FluidEffectorsComponent {
17
20
 
@@ -87,3 +90,9 @@ export class FluidEffectorsComponent {
87
90
  }
88
91
 
89
92
  FluidEffectorsComponent.prototype.isFluidEffectorsComponent = true;
93
+
94
+ /**
95
+ * @readonly
96
+ * @type {string}
97
+ */
98
+ FluidEffectorsComponent.typeName = "FluidEffectorsComponent";
@@ -0,0 +1,47 @@
1
+ /**
2
+ * Binary serialization for {@link FluidEffectorsComponent}: the count, then each effector in
3
+ * order through the serializer's object adapter, which writes the effector's `typeName` and
4
+ * version ahead of its own adapter's data, as `BehaviorComponent`'s behaviours are written.
5
+ *
6
+ * Every effector class in a saved component needs its adapter in the same registry: the engine's
7
+ * are {@link GlobalFluidEffectorSerializationAdapter}, {@link ImpulseFluidEffectorSerializationAdapter},
8
+ * {@link WakeFluidEffectorSerializationAdapter} and {@link VortexFluidEffectorSerializationAdapter}, and
9
+ * an effector class of your own needs a `typeName` and an adapter of its own. A global's gust phases
10
+ * go with it, so a save resumes the gust where it was.
11
+ *
12
+ * Like the other physics adapters this is not in `populateEngineSerializationRegistry`; the host
13
+ * registers it with the effector adapters.
14
+ *
15
+ * Version 0: a first version has no predecessor stream to upgrade from.
16
+ *
17
+ * @author Alex Goldring
18
+ * @copyright Company Named Limited (c) 2026
19
+ */
20
+ export class FluidEffectorsComponentSerializationAdapter extends BinaryClassSerializationAdapter<any> {
21
+ constructor();
22
+ klass: typeof FluidEffectorsComponent;
23
+ /**
24
+ * @type {BinaryObjectSerializationAdapter|null}
25
+ */
26
+ objectAdapter: BinaryObjectSerializationAdapter | null;
27
+ /**
28
+ * @param {*} engine
29
+ * @param {BinaryObjectSerializationAdapter} objectAdapter
30
+ */
31
+ initialize(engine: any, objectAdapter: BinaryObjectSerializationAdapter): void;
32
+ /**
33
+ * @param {BinaryBuffer} buffer
34
+ * @param {FluidEffectorsComponent} value
35
+ */
36
+ serialize(buffer: BinaryBuffer, value: FluidEffectorsComponent): void;
37
+ /**
38
+ * Replaces the component's effectors with the ones read.
39
+ *
40
+ * @param {BinaryBuffer} buffer
41
+ * @param {FluidEffectorsComponent} value
42
+ */
43
+ deserialize(buffer: BinaryBuffer, value: FluidEffectorsComponent): void;
44
+ }
45
+ import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
46
+ import { FluidEffectorsComponent } from "./FluidEffectorsComponent.js";
47
+ //# sourceMappingURL=FluidEffectorsComponentSerializationAdapter.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FluidEffectorsComponentSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;GAkBG;AACH;;IAEI,sCAAgC;IAGhC;;OAEG;IACH,eAFU,mCAAiC,IAAI,CAE1B;IAErB;;;OAGG;IACH,+EAEC;IAED;;;OAGG;IACH,uCAFW,uBAAuB,QAWjC;IAED;;;;;OAKG;IACH,yCAFW,uBAAuB,QAWjC;CACJ;gDAvE+C,gEAAgE;wCACxE,8BAA8B"}
@@ -0,0 +1,72 @@
1
+ import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
2
+ import { FluidEffectorsComponent } from "./FluidEffectorsComponent.js";
3
+
4
+ /**
5
+ * Binary serialization for {@link FluidEffectorsComponent}: the count, then each effector in
6
+ * order through the serializer's object adapter, which writes the effector's `typeName` and
7
+ * version ahead of its own adapter's data, as `BehaviorComponent`'s behaviours are written.
8
+ *
9
+ * Every effector class in a saved component needs its adapter in the same registry: the engine's
10
+ * are {@link GlobalFluidEffectorSerializationAdapter}, {@link ImpulseFluidEffectorSerializationAdapter},
11
+ * {@link WakeFluidEffectorSerializationAdapter} and {@link VortexFluidEffectorSerializationAdapter}, and
12
+ * an effector class of your own needs a `typeName` and an adapter of its own. A global's gust phases
13
+ * go with it, so a save resumes the gust where it was.
14
+ *
15
+ * Like the other physics adapters this is not in `populateEngineSerializationRegistry`; the host
16
+ * registers it with the effector adapters.
17
+ *
18
+ * Version 0: a first version has no predecessor stream to upgrade from.
19
+ *
20
+ * @author Alex Goldring
21
+ * @copyright Company Named Limited (c) 2026
22
+ */
23
+ export class FluidEffectorsComponentSerializationAdapter extends BinaryClassSerializationAdapter {
24
+
25
+ klass = FluidEffectorsComponent;
26
+ version = 0;
27
+
28
+ /**
29
+ * @type {BinaryObjectSerializationAdapter|null}
30
+ */
31
+ objectAdapter = null;
32
+
33
+ /**
34
+ * @param {*} engine
35
+ * @param {BinaryObjectSerializationAdapter} objectAdapter
36
+ */
37
+ initialize(engine, objectAdapter) {
38
+ this.objectAdapter = objectAdapter;
39
+ }
40
+
41
+ /**
42
+ * @param {BinaryBuffer} buffer
43
+ * @param {FluidEffectorsComponent} value
44
+ */
45
+ serialize(buffer, value) {
46
+ const effectors = value.effectors;
47
+ const count = effectors.length;
48
+
49
+ buffer.writeUintVar(count);
50
+
51
+ for (let i = 0; i < count; i++) {
52
+ this.objectAdapter.serialize(buffer, effectors[i]);
53
+ }
54
+ }
55
+
56
+ /**
57
+ * Replaces the component's effectors with the ones read.
58
+ *
59
+ * @param {BinaryBuffer} buffer
60
+ * @param {FluidEffectorsComponent} value
61
+ */
62
+ deserialize(buffer, value) {
63
+ const count = buffer.readUintVar();
64
+
65
+ const effectors = value.effectors;
66
+ effectors.length = 0;
67
+
68
+ for (let i = 0; i < count; i++) {
69
+ effectors.push(this.objectAdapter.deserialize(buffer));
70
+ }
71
+ }
72
+ }
@@ -0,0 +1,67 @@
1
+ /**
2
+ * The per-tick life of every fluid effector, and the far field, in one place. Once per fixed
3
+ * step, for every {@link FluidEffectorsComponent}:
4
+ *
5
+ * 1. when its entity has a `Transform64`, each effector's
6
+ * {@link AbstractFluidEffector.syncFromTransform}, so position-bearing effectors (wakes,
7
+ * impulses) follow their entity;
8
+ * 2. each effector's {@link AbstractFluidEffector.advance} with the fixed step;
9
+ *
10
+ * then, once:
11
+ *
12
+ * 3. the fold of every {@link GlobalFluidEffector} into one far field, integrated in f64.
13
+ *
14
+ * Effectors carry state across ticks — a wake's trail advances in its sync, a global's gust in
15
+ * its advance — so this has to happen exactly once a tick however many fluid systems apply the
16
+ * effectors. It used to be a line in each fluid system, and a scene with two of them advanced
17
+ * every wake twice.
18
+ *
19
+ * ## The far field
20
+ *
21
+ * The globals fold into `D = Σ d` (their drags), `W = Σ (d/D)·w` (the drag-weighted mean of their
22
+ * winds), `g = Σ gust` and `F = Σ force`. The far field is `v_far = u + g`:
23
+ *
24
+ * - `u` relaxes toward `W` exactly, `u ← W + (u − W)·e^(−D·dt)`. Only this system's first fold
25
+ * seeds it at `W`, so a scene that starts with its globals starts in steady state; a global
26
+ * that arrives later relaxes the air from where it is, at its drag. With `D = 0` — the last
27
+ * global gone included — nothing relaxes it and it holds. A scene that never had a global is
28
+ * still air; calm is authored as a global with wind 0 and a drag.
29
+ * - `g` is added, not drag-filtered: the air carries the authored gust.
30
+ * - `Λ += D·dt`, so a field brought from one instant to another keeps `e^(−ΔΛ)` of its deviation
31
+ * from the far field however `D` varied in between.
32
+ * - `F` is not part of the far field: a world-wide body force would be an unbounded downdraft at
33
+ * `D = 0`. CPU fields apply it, in the same step, through its response `P`, integrated here
34
+ * exactly tick by tick (`P ← F/D + (P − F/D)·e^(−D·dt)`, or `P += F·dt` with no drag), so a
35
+ * field stepping across several ticks takes the force exactly however `F` and `D` varied.
36
+ *
37
+ * {@link read_atmosphere} hands the result out as a {@link FluidAtmosphere} record. The sums are
38
+ * order-independent for two globals and differ only by rounding for more, so several globals act
39
+ * as one.
40
+ *
41
+ * Every fluid system ({@link FluidSystem}, {@link WorkerFluidSystem}) requires this one, and
42
+ * reads what it writes: it declares `Write` on `FluidEffectorsComponent`, they declare `Read`, so
43
+ * the order derived from those declarations runs it first.
44
+ *
45
+ * @author Alex Goldring
46
+ * @copyright Company Named Limited (c) 2026
47
+ */
48
+ export class FluidEffectorsSystem extends System<any> {
49
+ constructor();
50
+ components_used: (ResourceAccessSpecification<typeof FluidEffectorsComponent> | ResourceAccessSpecification<typeof Transform64>)[];
51
+ /**
52
+ * Copy the far field at the end of the last tick, and the terms CPU fields apply with it,
53
+ * into `out` at `offset`: a {@link FluidAtmosphere} record, WORLD units. Allocates nothing.
54
+ *
55
+ * Before the first tick it is still air at time 0.
56
+ *
57
+ * @param {Float64Array|number[]} out
58
+ * @param {number} offset
59
+ */
60
+ read_atmosphere(out: Float64Array | number[], offset: number): void;
61
+ #private;
62
+ }
63
+ import { System } from "../../../ecs/System.js";
64
+ import { FluidEffectorsComponent } from "./FluidEffectorsComponent.js";
65
+ import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
66
+ import { Transform64 } from "../../../ecs/transform/Transform64.js";
67
+ //# sourceMappingURL=FluidEffectorsSystem.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FluidEffectorsSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidEffectorsSystem.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AACH;;IAEI,mIAME;IA6DF;;;;;;;;OAQG;IACH,qBAHW,YAAY,GAAC,MAAM,EAAE,UACrB,MAAM,QAQhB;;CAsKJ;uBAhTsB,wBAAwB;wCAIP,8BAA8B;4CAL1B,uDAAuD;4BAEvE,uCAAuC"}
@@ -0,0 +1,307 @@
1
+ import { ResourceAccessKind } from "../../../../core/model/ResourceAccessKind.js";
2
+ import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
3
+ import { System } from "../../../ecs/System.js";
4
+ import { Transform64 } from "../../../ecs/transform/Transform64.js";
5
+ import { GlobalFluidEffector } from "../effector/GlobalFluidEffector.js";
6
+ import { FLUID_ATMOSPHERE_WORDS, FluidAtmosphere } from "../FluidAtmosphere.js";
7
+ import { FluidEffectorsComponent } from "./FluidEffectorsComponent.js";
8
+ import { fluid_sync_effectors_from_transform } from "./fluid_sync_effectors_from_transform.js";
9
+
10
+ /**
11
+ * The per-tick life of every fluid effector, and the far field, in one place. Once per fixed
12
+ * step, for every {@link FluidEffectorsComponent}:
13
+ *
14
+ * 1. when its entity has a `Transform64`, each effector's
15
+ * {@link AbstractFluidEffector.syncFromTransform}, so position-bearing effectors (wakes,
16
+ * impulses) follow their entity;
17
+ * 2. each effector's {@link AbstractFluidEffector.advance} with the fixed step;
18
+ *
19
+ * then, once:
20
+ *
21
+ * 3. the fold of every {@link GlobalFluidEffector} into one far field, integrated in f64.
22
+ *
23
+ * Effectors carry state across ticks — a wake's trail advances in its sync, a global's gust in
24
+ * its advance — so this has to happen exactly once a tick however many fluid systems apply the
25
+ * effectors. It used to be a line in each fluid system, and a scene with two of them advanced
26
+ * every wake twice.
27
+ *
28
+ * ## The far field
29
+ *
30
+ * The globals fold into `D = Σ d` (their drags), `W = Σ (d/D)·w` (the drag-weighted mean of their
31
+ * winds), `g = Σ gust` and `F = Σ force`. The far field is `v_far = u + g`:
32
+ *
33
+ * - `u` relaxes toward `W` exactly, `u ← W + (u − W)·e^(−D·dt)`. Only this system's first fold
34
+ * seeds it at `W`, so a scene that starts with its globals starts in steady state; a global
35
+ * that arrives later relaxes the air from where it is, at its drag. With `D = 0` — the last
36
+ * global gone included — nothing relaxes it and it holds. A scene that never had a global is
37
+ * still air; calm is authored as a global with wind 0 and a drag.
38
+ * - `g` is added, not drag-filtered: the air carries the authored gust.
39
+ * - `Λ += D·dt`, so a field brought from one instant to another keeps `e^(−ΔΛ)` of its deviation
40
+ * from the far field however `D` varied in between.
41
+ * - `F` is not part of the far field: a world-wide body force would be an unbounded downdraft at
42
+ * `D = 0`. CPU fields apply it, in the same step, through its response `P`, integrated here
43
+ * exactly tick by tick (`P ← F/D + (P − F/D)·e^(−D·dt)`, or `P += F·dt` with no drag), so a
44
+ * field stepping across several ticks takes the force exactly however `F` and `D` varied.
45
+ *
46
+ * {@link read_atmosphere} hands the result out as a {@link FluidAtmosphere} record. The sums are
47
+ * order-independent for two globals and differ only by rounding for more, so several globals act
48
+ * as one.
49
+ *
50
+ * Every fluid system ({@link FluidSystem}, {@link WorkerFluidSystem}) requires this one, and
51
+ * reads what it writes: it declares `Write` on `FluidEffectorsComponent`, they declare `Read`, so
52
+ * the order derived from those declarations runs it first.
53
+ *
54
+ * @author Alex Goldring
55
+ * @copyright Company Named Limited (c) 2026
56
+ */
57
+ export class FluidEffectorsSystem extends System {
58
+
59
+ components_used = [
60
+ // Read to find the effectors; written through them (a wake's trail, an impulse's
61
+ // position, whatever `advance` moves).
62
+ ResourceAccessSpecification.from(FluidEffectorsComponent, ResourceAccessKind.Read | ResourceAccessKind.Write),
63
+ // The pose effectors on the same entity follow.
64
+ ResourceAccessSpecification.from(Transform64, ResourceAccessKind.Read),
65
+ ];
66
+
67
+ /**
68
+ * The step being run, for {@link #visit}: the traversal hands it only the component and
69
+ * the entity.
70
+ * @type {number}
71
+ */
72
+ #time_delta_seconds = 0;
73
+
74
+ /**
75
+ * `Transform64`'s index in the dataset being traversed, or -1 when it has none.
76
+ * @type {number}
77
+ */
78
+ #transform_index = -1;
79
+
80
+ /**
81
+ * The globals met this tick, in traversal order, the first {@link #global_count} of them.
82
+ * Written by index and never shortened, so a tick does not reallocate it; entries past the
83
+ * count are cleared after the fold.
84
+ * @type {GlobalFluidEffector[]}
85
+ */
86
+ #globals = [];
87
+
88
+ /**
89
+ * @type {number}
90
+ */
91
+ #global_count = 0;
92
+
93
+ /**
94
+ * Scratch for one global's gust.
95
+ * @type {Float64Array}
96
+ */
97
+ #gust = new Float64Array(3);
98
+
99
+ /**
100
+ * `u`, the far field's steady part, WORLD units per second.
101
+ * @type {Float64Array}
102
+ */
103
+ #steady = new Float64Array(3);
104
+
105
+ /**
106
+ * Whether this system has folded once. Its first fold seeds {@link #steady} at the globals'
107
+ * mean wind; every later one relaxes it from where it is.
108
+ * @type {boolean}
109
+ */
110
+ #first_fold_done = false;
111
+
112
+ /**
113
+ * `P`, the forced response: the velocity the summed body force has given air the
114
+ * atmosphere otherwise leaves alone, WORLD units per second. Continuous from the first
115
+ * tick, never reset, since a field takes only its change over an interval.
116
+ * @type {Float64Array}
117
+ */
118
+ #forced = new Float64Array(3);
119
+
120
+ /**
121
+ * The far field at the end of the last tick, WORLD units.
122
+ * @type {Float64Array}
123
+ */
124
+ #atmosphere = new Float64Array(FLUID_ATMOSPHERE_WORDS);
125
+
126
+ /**
127
+ * Copy the far field at the end of the last tick, and the terms CPU fields apply with it,
128
+ * into `out` at `offset`: a {@link FluidAtmosphere} record, WORLD units. Allocates nothing.
129
+ *
130
+ * Before the first tick it is still air at time 0.
131
+ *
132
+ * @param {Float64Array|number[]} out
133
+ * @param {number} offset
134
+ */
135
+ read_atmosphere(out, offset) {
136
+ const atmosphere = this.#atmosphere;
137
+
138
+ for (let i = 0; i < FLUID_ATMOSPHERE_WORDS; i++) {
139
+ out[offset + i] = atmosphere[i];
140
+ }
141
+ }
142
+
143
+ /**
144
+ * @param {number} time_delta_seconds
145
+ */
146
+ fixedUpdate(time_delta_seconds) {
147
+ const em = this.entityManager;
148
+ if (em === null) {
149
+ return;
150
+ }
151
+ const ecd = em.dataset;
152
+ if (ecd === null) {
153
+ return;
154
+ }
155
+
156
+ this.#time_delta_seconds = time_delta_seconds;
157
+ this.#transform_index = ecd.computeComponentTypeIndex(Transform64);
158
+
159
+ const previous_global_count = this.#global_count;
160
+ this.#global_count = 0;
161
+
162
+ ecd.traverseComponents(FluidEffectorsComponent, this.#visit, this);
163
+
164
+ this.#fold(time_delta_seconds);
165
+
166
+ // Let go of globals that have left since the last tick.
167
+ const globals = this.#globals;
168
+ for (let i = this.#global_count; i < previous_global_count; i++) {
169
+ globals[i] = null;
170
+ }
171
+ }
172
+
173
+ /**
174
+ * @param {FluidEffectorsComponent} effectors_component
175
+ * @param {number} entity
176
+ */
177
+ #visit(effectors_component, entity) {
178
+ const transform_index = this.#transform_index;
179
+
180
+ if (transform_index !== -1) {
181
+ const transform = this.entityManager.dataset.getComponentByIndex(entity, transform_index);
182
+
183
+ if (transform !== undefined) {
184
+ fluid_sync_effectors_from_transform(effectors_component, transform);
185
+ }
186
+ }
187
+
188
+ const effectors = effectors_component.effectors;
189
+ const dt = this.#time_delta_seconds;
190
+
191
+ for (let i = 0; i < effectors.length; i++) {
192
+ const effector = effectors[i];
193
+
194
+ effector.advance(dt);
195
+
196
+ if (effector instanceof GlobalFluidEffector) {
197
+ this.#globals[this.#global_count++] = effector;
198
+ }
199
+ }
200
+ }
201
+
202
+ /**
203
+ * Fold this tick's globals into the far field and integrate it over `dt`.
204
+ *
205
+ * @param {number} dt seconds
206
+ */
207
+ #fold(dt) {
208
+ const globals = this.#globals;
209
+ const count = this.#global_count;
210
+ const gust = this.#gust;
211
+
212
+ let D = 0;
213
+ let gx = 0, gy = 0, gz = 0;
214
+ let fx = 0, fy = 0, fz = 0;
215
+
216
+ for (let i = 0; i < count; i++) {
217
+ const effector = globals[i];
218
+
219
+ // A drag that is not positive does not relax.
220
+ const d = effector.drag > 0 ? effector.drag : 0;
221
+ D += d;
222
+
223
+ const force = effector.force;
224
+ fx += force[0];
225
+ fy += force[1];
226
+ fz += force[2];
227
+
228
+ effector.compute_gust(gust);
229
+ gx += gust[0];
230
+ gy += gust[1];
231
+ gz += gust[2];
232
+ }
233
+
234
+ const steady = this.#steady;
235
+
236
+ // With no drag (no global at all included) nothing relaxes the air: `u` holds.
237
+ if (D > 0) {
238
+ // Weights d/D, so one global's mean wind is its own wind exactly.
239
+ let wx = 0, wy = 0, wz = 0;
240
+
241
+ for (let i = 0; i < count; i++) {
242
+ const effector = globals[i];
243
+
244
+ if (!(effector.drag > 0)) {
245
+ continue;
246
+ }
247
+
248
+ const weight = effector.drag / D;
249
+ const wind = effector.wind;
250
+
251
+ wx += weight * wind[0];
252
+ wy += weight * wind[1];
253
+ wz += weight * wind[2];
254
+ }
255
+
256
+ if (this.#first_fold_done) {
257
+ const keep = Math.exp(-D * dt);
258
+
259
+ steady[0] = wx + (steady[0] - wx) * keep;
260
+ steady[1] = wy + (steady[1] - wy) * keep;
261
+ steady[2] = wz + (steady[2] - wz) * keep;
262
+ } else {
263
+ // A scene that starts with its globals starts in steady state.
264
+ steady[0] = wx;
265
+ steady[1] = wy;
266
+ steady[2] = wz;
267
+ }
268
+ }
269
+
270
+ this.#first_fold_done = true;
271
+
272
+ // The force's response, exact over the tick: toward F/D at D, or F·dt with no drag.
273
+ const forced = this.#forced;
274
+
275
+ if (D > 0) {
276
+ const inv_drag = 1 / D;
277
+ const keep = Math.exp(-D * dt);
278
+
279
+ const terminal_x = fx * inv_drag;
280
+ const terminal_y = fy * inv_drag;
281
+ const terminal_z = fz * inv_drag;
282
+
283
+ forced[0] = terminal_x + (forced[0] - terminal_x) * keep;
284
+ forced[1] = terminal_y + (forced[1] - terminal_y) * keep;
285
+ forced[2] = terminal_z + (forced[2] - terminal_z) * keep;
286
+ } else {
287
+ forced[0] += fx * dt;
288
+ forced[1] += fy * dt;
289
+ forced[2] += fz * dt;
290
+ }
291
+
292
+ const atmosphere = this.#atmosphere;
293
+
294
+ atmosphere[FluidAtmosphere.TIME] += dt;
295
+ atmosphere[FluidAtmosphere.VELOCITY_X] = steady[0] + gx;
296
+ atmosphere[FluidAtmosphere.VELOCITY_Y] = steady[1] + gy;
297
+ atmosphere[FluidAtmosphere.VELOCITY_Z] = steady[2] + gz;
298
+ atmosphere[FluidAtmosphere.LAMBDA] += D * dt;
299
+ atmosphere[FluidAtmosphere.FORCED_X] = forced[0];
300
+ atmosphere[FluidAtmosphere.FORCED_Y] = forced[1];
301
+ atmosphere[FluidAtmosphere.FORCED_Z] = forced[2];
302
+ atmosphere[FluidAtmosphere.FORCE_X] = fx;
303
+ atmosphere[FluidAtmosphere.FORCE_Y] = fy;
304
+ atmosphere[FluidAtmosphere.FORCE_Z] = fz;
305
+ atmosphere[FluidAtmosphere.DRAG] = D;
306
+ }
307
+ }
@@ -66,11 +66,11 @@ export class FluidObstacleSystem extends System<any> {
66
66
  /**
67
67
  * @param {FluidComponent} fluid
68
68
  */
69
- static "__#445@#refresh_masks"(fluid: FluidComponent): void;
69
+ static "__#461@#refresh_masks"(fluid: FluidComponent): void;
70
70
  /**
71
71
  * @param {FluidComponent} fluid
72
72
  */
73
- static "__#445@#clear_field"(fluid: FluidComponent): void;
73
+ static "__#461@#clear_field"(fluid: FluidComponent): void;
74
74
  /**
75
75
  * Mark every cell of `fluid` whose centre lies within `inflation` of the
76
76
  * posed shape as solid. Iteration is clipped to the shape's world AABB
@@ -82,7 +82,7 @@ export class FluidObstacleSystem extends System<any> {
82
82
  * @param {number} inflation world-units SDF threshold
83
83
  * @param {Float64Array} point length-3 scratch
84
84
  */
85
- static "__#445@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
85
+ static "__#461@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
86
86
  /**
87
87
  * Write the obstacle's translation velocity onto every face of every cell
88
88
  * it voxelized — the moving-wall boundary condition. Runs AFTER the mask
@@ -102,18 +102,18 @@ export class FluidObstacleSystem extends System<any> {
102
102
  * @param {number} wvy
103
103
  * @param {number} wvz
104
104
  */
105
- static "__#445@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
105
+ static "__#461@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
106
106
  constructor();
107
107
  dependencies: (typeof FluidObstacle)[];
108
- components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidObstacle>)[];
108
+ components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof FluidObstacle> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof FluidComponent>)[];
109
109
  #private;
110
110
  }
111
111
  import { System } from "../../../ecs/System.js";
112
112
  import { FluidObstacle } from "./FluidObstacle.js";
113
113
  import { Transform64 } from "../../../ecs/transform/Transform64.js";
114
114
  import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
115
- import { RigidBody } from "../../ecs/RigidBody.js";
116
115
  import { Collider } from "../../ecs/Collider.js";
116
+ import { RigidBody } from "../../ecs/RigidBody.js";
117
117
  import { FluidComponent } from "./FluidComponent.js";
118
118
  import { PosedShape3D } from "../../../../core/geom/3d/shape/PosedShape3D.js";
119
119
  //# sourceMappingURL=FluidObstacleSystem.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"FluidObstacleSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidObstacleSystem.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+DG;AACH;IAuHI;;OAEG;IACH,sCAFW,cAAc,QAIxB;IAED;;OAEG;IACH,oCAFW,cAAc,QAOxB;IAED;;;;;;;;;;OAUG;IACH,iCANW,cAAc,SACd,YAAY,QACZ,YAAY,aACZ,MAAM,SACN,YAAY,QAiDtB;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH,4CATW,cAAc,SACd,YAAY,QACZ,YAAY,aACZ,MAAM,SACN,YAAY,OACZ,MAAM,OACN,MAAM,OACN,MAAM,QAqEhB;;IAxRD,uCAA+B;IAE/B,6QAOE;;CAgRL;uBAlWsB,wBAAwB;8BAKjB,oBAAoB;4BAJtB,uCAAuC;4CAFvB,uDAAuD;yBAG1E,uBAAuB;0BACtB,wBAAwB;+BACnB,qBAAqB;6BAPvB,gDAAgD"}