@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
@@ -11,15 +11,22 @@
11
11
  * snapped (no shift), on subsequent syncs the integer cell delta is computed and
12
12
  * the field is shifted to follow — fluid data moves with the world so the volume
13
13
  * appears stationary while the grid hops between cells.
14
- * 2. Walks every (FluidEffectorsComponent, Transform64) entity and calls
15
- * {@link AbstractFluidEffector.syncFromTransform} on each effector so position-
16
- * bearing effectors (wakes, splats) follow their owning entity.
17
- * 3. For each enabled {@link FluidComponent}:
14
+ * 2. For each enabled {@link FluidComponent}:
18
15
  * a. Builds the world-to-grid matrix from the component's `origin` + `cell_size`.
19
16
  * b. Broad-phase filters effectors via {@link AbstractFluidEffector.getBoundingBox}
20
17
  * vs {@link FluidComponent.getBoundingBox} — only effectors whose world-space
21
- * AABB intersects the field's AABB are passed through.
22
- * c. Calls the owned simulator's `step(field, dt, visible_effectors, world_to_grid)`.
18
+ * AABB intersects the field's AABB are applied.
19
+ * c. Brings the field to the far field {@link FluidEffectorsSystem} folded this
20
+ * tick, through the atmosphere identity ({@link fluid_apply_atmosphere}). Every
21
+ * {@link GlobalFluidEffector} acts here, once, as one: none is applied by itself.
22
+ * d. Calls the owned simulator's `step(field, dt, [], world_to_grid)` for the rest.
23
+ *
24
+ * Effectors are applied here, but their per-tick life is not: following their
25
+ * entity's `Transform64`, advancing their own state and folding the globals happen
26
+ * once a tick in {@link FluidEffectorsSystem}, which this system requires (`startup`
27
+ * asserts it is registered) and runs after, by the access both declare on
28
+ * {@link FluidEffectorsComponent}. {@link WorkerFluidSystem} does the same work in the
29
+ * same order, its solve and atmosphere on a worker, and agrees exactly.
23
30
  *
24
31
  * The broad-phase is cheap (AABB-AABB intersect, 6 comparisons) and skips the expensive
25
32
  * per-cell splat work for effectors that wouldn't have hit anything anyway. Gather +
@@ -38,12 +45,11 @@ export class FluidSystem extends System<any> {
38
45
  * Components the system traverses each step but does not own as the linking
39
46
  * tuple. Lets the engine validate registration order and schedule reads.
40
47
  *
41
- * - `FluidEffectorsComponent` — read every step to gather effectors and to
42
- * deliver Transform64 sync hooks.
43
- * - `Transform64` — read every step (paired with FluidEffectorsComponent) so
44
- * position-bearing effectors can follow their entity.
48
+ * - `FluidEffectorsComponent` — read every step to gather and apply effectors.
49
+ * {@link FluidEffectorsSystem} writes it, so it runs first.
50
+ * - `Transform64` — read every step to re-anchor fields that follow an entity.
45
51
  */
46
- components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidEffectorsComponent>)[];
52
+ components_used: (ResourceAccessSpecification<typeof FluidEffectorsComponent> | ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof FluidComponent>)[];
47
53
  /**
48
54
  * Single simulator drives every fluid field — it carries only transient scratch,
49
55
  * which {@link FluidSimulator.#ensure_scratch} grows to fit the largest field
@@ -51,12 +57,17 @@ export class FluidSystem extends System<any> {
51
57
  * @type {FluidSimulator}
52
58
  */
53
59
  simulator: FluidSimulator;
60
+ /**
61
+ * @param {EntityManager} entityManager
62
+ * @returns {Promise<void>}
63
+ */
64
+ startup(entityManager: EntityManager): Promise<void>;
54
65
  #private;
55
66
  }
56
67
  import { System } from "../../../ecs/System.js";
57
68
  import { FluidComponent } from "./FluidComponent.js";
58
- import { Transform64 } from "../../../ecs/transform/Transform64.js";
59
- import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
60
69
  import { FluidEffectorsComponent } from "./FluidEffectorsComponent.js";
70
+ import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
71
+ import { Transform64 } from "../../../ecs/transform/Transform64.js";
61
72
  import { FluidSimulator } from "../FluidSimulator.js";
62
73
  //# sourceMappingURL=FluidSystem.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"FluidSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidSystem.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH;;IAEI,wCAAgC;IAEhC;;;;;;;;OAQG;IACH,wLAME;IAEF;;;;;OAKG;IACH,WAFU,cAAc,CAES;;CAoEpC;uBA1IsB,wBAAwB;+BAEhB,qBAAqB;4BADxB,uCAAuC;4CAFvB,uDAAuD;wCAI3D,8BAA8B;+BACvC,sBAAsB"}
1
+ {"version":3,"file":"FluidSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidSystem.js"],"names":[],"mappings":"AAwBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH;;IAEI,wCAAgC;IAEhC;;;;;;;OAOG;IACH,wLAME;IAEF;;;;;OAKG;IACH,WAFU,cAAc,CAES;IA8CjC;;;OAGG;IACH,uCAFa,QAAQ,IAAI,CAAC,CAMzB;;CA6DJ;uBAzMsB,wBAAwB;+BAEhB,qBAAqB;wCACZ,8BAA8B;4CAJ1B,uDAAuD;4BAEvE,uCAAuC;+BAKpC,sBAAsB"}
@@ -1,3 +1,4 @@
1
+ import { assert } from "../../../../core/assert.js";
1
2
  import { AABB3 } from "../../../../core/geom/3d/aabb/AABB3.js";
2
3
  import { ResourceAccessKind } from "../../../../core/model/ResourceAccessKind.js";
3
4
  import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
@@ -5,11 +6,21 @@ import { System } from "../../../ecs/System.js";
5
6
  import { Transform64 } from "../../../ecs/transform/Transform64.js";
6
7
  import { FluidComponent } from "./FluidComponent.js";
7
8
  import { FluidEffectorsComponent } from "./FluidEffectorsComponent.js";
9
+ import { FluidEffectorsSystem } from "./FluidEffectorsSystem.js";
10
+ import { FLUID_ATMOSPHERE_WORDS } from "../FluidAtmosphere.js";
8
11
  import { FluidSimulator } from "../FluidSimulator.js";
12
+ import { fluid_apply_atmosphere } from "../fluid_apply_atmosphere.js";
13
+ import { fluid_atmosphere_to_grid } from "../fluid_atmosphere_to_grid.js";
9
14
  import { fluid_build_world_to_grid } from "./fluid_build_world_to_grid.js";
10
15
  import { fluid_gather_visible_effectors } from "./fluid_gather_visible_effectors.js";
11
16
  import { fluid_reanchor_field } from "./fluid_reanchor_field.js";
12
- import { fluid_sync_effectors_from_transform } from "./fluid_sync_effectors_from_transform.js";
17
+
18
+ /**
19
+ * The effectors handed to {@link FluidSimulator#step}: none, since this system applies them
20
+ * itself, before the atmosphere. Module-static because `step` only ever iterates it.
21
+ * @type {AbstractFluidEffector[]}
22
+ */
23
+ const NO_EFFECTORS = [];
13
24
 
14
25
  /**
15
26
  * ECS system that steps every {@link FluidComponent} on a fixed timestep.
@@ -24,15 +35,22 @@ import { fluid_sync_effectors_from_transform } from "./fluid_sync_effectors_from
24
35
  * snapped (no shift), on subsequent syncs the integer cell delta is computed and
25
36
  * the field is shifted to follow — fluid data moves with the world so the volume
26
37
  * appears stationary while the grid hops between cells.
27
- * 2. Walks every (FluidEffectorsComponent, Transform64) entity and calls
28
- * {@link AbstractFluidEffector.syncFromTransform} on each effector so position-
29
- * bearing effectors (wakes, splats) follow their owning entity.
30
- * 3. For each enabled {@link FluidComponent}:
38
+ * 2. For each enabled {@link FluidComponent}:
31
39
  * a. Builds the world-to-grid matrix from the component's `origin` + `cell_size`.
32
40
  * b. Broad-phase filters effectors via {@link AbstractFluidEffector.getBoundingBox}
33
41
  * vs {@link FluidComponent.getBoundingBox} — only effectors whose world-space
34
- * AABB intersects the field's AABB are passed through.
35
- * c. Calls the owned simulator's `step(field, dt, visible_effectors, world_to_grid)`.
42
+ * AABB intersects the field's AABB are applied.
43
+ * c. Brings the field to the far field {@link FluidEffectorsSystem} folded this
44
+ * tick, through the atmosphere identity ({@link fluid_apply_atmosphere}). Every
45
+ * {@link GlobalFluidEffector} acts here, once, as one: none is applied by itself.
46
+ * d. Calls the owned simulator's `step(field, dt, [], world_to_grid)` for the rest.
47
+ *
48
+ * Effectors are applied here, but their per-tick life is not: following their
49
+ * entity's `Transform64`, advancing their own state and folding the globals happen
50
+ * once a tick in {@link FluidEffectorsSystem}, which this system requires (`startup`
51
+ * asserts it is registered) and runs after, by the access both declare on
52
+ * {@link FluidEffectorsComponent}. {@link WorkerFluidSystem} does the same work in the
53
+ * same order, its solve and atmosphere on a worker, and agrees exactly.
36
54
  *
37
55
  * The broad-phase is cheap (AABB-AABB intersect, 6 comparisons) and skips the expensive
38
56
  * per-cell splat work for effectors that wouldn't have hit anything anyway. Gather +
@@ -52,10 +70,9 @@ export class FluidSystem extends System {
52
70
  * Components the system traverses each step but does not own as the linking
53
71
  * tuple. Lets the engine validate registration order and schedule reads.
54
72
  *
55
- * - `FluidEffectorsComponent` — read every step to gather effectors and to
56
- * deliver Transform64 sync hooks.
57
- * - `Transform64` — read every step (paired with FluidEffectorsComponent) so
58
- * position-bearing effectors can follow their entity.
73
+ * - `FluidEffectorsComponent` — read every step to gather and apply effectors.
74
+ * {@link FluidEffectorsSystem} writes it, so it runs first.
75
+ * - `Transform64` — read every step to re-anchor fields that follow an entity.
59
76
  */
60
77
  components_used = [
61
78
  // FluidComponent is also in `dependencies`, but reanchor + step write to it
@@ -99,6 +116,34 @@ export class FluidSystem extends System {
99
116
  */
100
117
  #effector_aabb = new AABB3();
101
118
 
119
+ /**
120
+ * The system that folds the far field, found at startup.
121
+ * @type {FluidEffectorsSystem|null}
122
+ */
123
+ #effectors_system = null;
124
+
125
+ /**
126
+ * This tick's far field, WORLD units. Still air while there is no effectors system.
127
+ * @type {Float64Array}
128
+ */
129
+ #atmosphere_world = new Float64Array(FLUID_ATMOSPHERE_WORDS);
130
+
131
+ /**
132
+ * The far field in the grid units of the field being stepped.
133
+ * @type {Float64Array}
134
+ */
135
+ #atmosphere_grid = new Float64Array(FLUID_ATMOSPHERE_WORDS);
136
+
137
+ /**
138
+ * @param {EntityManager} entityManager
139
+ * @returns {Promise<void>}
140
+ */
141
+ async startup(entityManager) {
142
+ assert.ok(entityManager.hasSystem(FluidEffectorsSystem), "FluidSystem requires a FluidEffectorsSystem: without one, effectors on an entity with a Transform64 no longer follow it and the globals make no atmosphere. Register both, FluidEffectorsSystem first if the EntityManager is already running.");
143
+
144
+ this.#effectors_system = entityManager.getSystem(FluidEffectorsSystem);
145
+ }
146
+
102
147
  /**
103
148
  * @param {number} time_delta_seconds
104
149
  */
@@ -116,27 +161,46 @@ export class FluidSystem extends System {
116
161
  // when the quantization changes, the field is shifted to follow the world.
117
162
  ecd.traverseEntities([FluidComponent, Transform64], fluid_reanchor_field);
118
163
 
119
- // 2. Sync every effector that wants to follow its entity's Transform64.
120
- ecd.traverseEntities([FluidEffectorsComponent, Transform64], fluid_sync_effectors_from_transform);
121
-
122
164
  // 2. Step each fluid field, with broad-phase effector filtering per field.
165
+ // FluidEffectorsSystem has already synced and advanced every effector, and
166
+ // folded the globals into this tick's far field.
167
+ const effectors_system = this.#effectors_system;
168
+ const atmosphere_world = this.#atmosphere_world;
169
+
170
+ if (effectors_system !== null) {
171
+ effectors_system.read_atmosphere(atmosphere_world, 0);
172
+ }
173
+
123
174
  const sim = this.simulator;
124
175
  const world_to_grid = this.#world_to_grid;
125
176
  const field_aabb = this.#field_aabb;
126
177
  const effector_aabb = this.#effector_aabb;
127
178
  const visible = this.#visible_effectors;
179
+ const atmosphere_grid = this.#atmosphere_grid;
128
180
 
129
181
  ecd.traverseComponents(FluidComponent, function (component) {
130
182
  if (!component.enabled) {
131
183
  return;
132
184
  }
133
185
 
186
+ const field = component.field;
187
+
134
188
  component.getBoundingBox(field_aabb);
135
189
  fluid_build_world_to_grid(world_to_grid, component);
136
190
 
137
191
  fluid_gather_visible_effectors(visible, ecd, field_aabb, effector_aabb);
138
192
 
139
- sim.step(component.field, time_delta_seconds, visible, world_to_grid);
193
+ // Phase 1 of FluidSimulator.step, done here so the atmosphere can follow it: the
194
+ // order WorkerFluidSystem has, with its effectors on this thread and the rest on
195
+ // the worker.
196
+ for (let i = 0; i < visible.length; i++) {
197
+ visible[i].apply(field, time_delta_seconds, world_to_grid);
198
+ }
199
+
200
+ fluid_atmosphere_to_grid(atmosphere_grid, 0, atmosphere_world, 0, world_to_grid);
201
+ fluid_apply_atmosphere(field, time_delta_seconds, atmosphere_grid, 0);
202
+
203
+ sim.step(field, time_delta_seconds, NO_EFFECTORS, world_to_grid);
140
204
  });
141
205
  }
142
206
  }
@@ -1 +1 @@
1
- {"version":3,"file":"FluidWorkerCore.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidWorkerCore.js"],"names":[],"mappings":"AAyBA;;;;;;;;;;;;;;;GAeG;AACH;IAEI;;;;;OAKG;IACH,WAFU,cAAc,CAES;IAQjC;;OAEG;IACH,+BAcC;IAED;;OAEG;IACH,0BAEC;IAED;;;;;OAKG;IACH,WAHW,MAAM,WACN,YAAY,QAkCtB;;CACJ;+BAzH8B,sBAAsB"}
1
+ {"version":3,"file":"FluidWorkerCore.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/FluidWorkerCore.js"],"names":[],"mappings":"AAgCA;;;;;;;;;;;;;;;GAeG;AACH;IAEI;;;;;OAKG;IACH,WAFU,cAAc,CAES;IAQjC;;OAEG;IACH,+BAcC;IAED;;OAEG;IACH,0BAEC;IAED;;;;;OAKG;IACH,WAHW,MAAM,WACN,YAAY,QAuCtB;;CACJ;+BArI8B,sBAAsB"}
@@ -1,6 +1,12 @@
1
1
  import { FluidField } from "../FluidField.js";
2
2
  import { FluidSimulator } from "../FluidSimulator.js";
3
- import { FluidCommand, fluid_command_read_simulator } from "./fluid_worker_protocol.js";
3
+ import { fluid_apply_atmosphere } from "../fluid_apply_atmosphere.js";
4
+ import {
5
+ FLUID_COMMAND_FIELD_WORDS,
6
+ FluidCommand,
7
+ FluidCommandField,
8
+ fluid_command_read_simulator
9
+ } from "./fluid_worker_protocol.js";
4
10
 
5
11
  /**
6
12
  * Effectors have already been applied on the main thread by
@@ -12,8 +18,9 @@ const NO_EFFECTORS = [];
12
18
 
13
19
  /**
14
20
  * `world_to_grid` is only ever read by effectors. With none present the value is
15
- * unused, but `step` requires a non-null length-16 affine, so hand it the
16
- * identity rather than something that would read as meaningful.
21
+ * unused (the atmosphere arrives already in the field's grid units), but `step`
22
+ * requires a non-null length-16 affine, so hand it the identity rather than
23
+ * something that would read as meaningful.
17
24
  * @type {Float32Array}
18
25
  */
19
26
  const IDENTITY_4X4 = new Float32Array([
@@ -96,7 +103,9 @@ export class FluidWorkerCore {
96
103
  const field_count = command[FluidCommand.FIELD_COUNT];
97
104
 
98
105
  for (let i = 0; i < field_count; i++) {
99
- const id = command[FluidCommand.FIELD_IDS + i];
106
+ const record = FluidCommand.FIELDS + i * FLUID_COMMAND_FIELD_WORDS;
107
+
108
+ const id = command[record + FluidCommandField.ID];
100
109
 
101
110
  const field = this.#fields.get(id);
102
111
 
@@ -116,7 +125,10 @@ export class FluidWorkerCore {
116
125
  }
117
126
 
118
127
  // Phase 1 of FluidSimulator.step (effectors) already ran on the main
119
- // thread; passing none leaves exactly phases 2-6 — the solve.
128
+ // thread. The atmosphere comes next, as in FluidSystem; then passing no
129
+ // effectors leaves exactly phases 2-6 — the solve.
130
+ fluid_apply_atmosphere(field, time_delta_seconds, command, record + FluidCommandField.ATMOSPHERE);
131
+
120
132
  simulator.step(field, time_delta_seconds, NO_EFFECTORS, IDENTITY_4X4);
121
133
  }
122
134
  }
@@ -0,0 +1,82 @@
1
+ /**
2
+ * The GPU wind fluid's domain (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §5): nested, scrolling
3
+ * cascades of air around an entity, which `GPUFluidSystem` steps on the device and publishes as the
4
+ * scene's wind field. Add one to an entity with a `Transform64` and the scene has GPU wind; the
5
+ * domain follows that entity (§17 D1), its windows centred on the entity's translation.
6
+ *
7
+ * Cascade `c` has cells of `cell_size·2^c` at one {@link resolution}, so the finest covers
8
+ * `resolution·cell_size` metres and each coarser one twice that on every axis; beyond the coarsest
9
+ * the far field, `GlobalFluidEffector`s folded by `FluidEffectorsSystem`, takes over.
10
+ *
11
+ * There is no velocity damping: relaxing toward still air would fight the far field, which is what
12
+ * the air relaxes toward. Nothing of the fluid's state is here, and nothing of it is saved: a load
13
+ * or a device restart seeds the cascades at the far field and they warm up (§6).
14
+ *
15
+ * This component is pure data; the behaviour lives on `GPUFluidSystem`.
16
+ *
17
+ * @author Alex Goldring
18
+ * @copyright Company Named Limited (c) 2026
19
+ */
20
+ export class GPUFluidComponent {
21
+ /**
22
+ * Cells of every cascade along x, y and z: each a power of two in
23
+ * [{@link GPU_FLUID_COMPONENT_RESOLUTION_MIN}, {@link GPU_FLUID_COMPONENT_RESOLUTION_MAX}].
24
+ * @type {[number, number, number]}
25
+ */
26
+ resolution: [number, number, number];
27
+ /**
28
+ * The finest cascade's cell, metres, > 0.
29
+ * @type {number}
30
+ */
31
+ cell_size: number;
32
+ /**
33
+ * How many cascades, 1 to {@link GPU_FLUID_COMPONENT_CASCADE_LIMIT}.
34
+ * @type {number}
35
+ */
36
+ cascade_count: number;
37
+ /**
38
+ * The strength of vorticity confinement, ≥ 0, as `FluidSimulator#vorticity_confinement` reads it.
39
+ * 0 turns it off. Authored and saved; the GPU cascades have no confinement pass yet (§14's curl),
40
+ * so nothing reads it until they do.
41
+ * @type {number}
42
+ */
43
+ vorticity_confinement: number;
44
+ /**
45
+ * Whether the domain exists. A disabled component holds nothing on the device.
46
+ * @type {boolean}
47
+ */
48
+ enabled: boolean;
49
+ /**
50
+ * @param {GPUFluidComponent} other
51
+ * @returns {boolean}
52
+ */
53
+ equals(other: GPUFluidComponent): boolean;
54
+ /**
55
+ * @returns {number}
56
+ */
57
+ hash(): number;
58
+ /**
59
+ * @readonly
60
+ * @type {boolean}
61
+ */
62
+ readonly isGPUFluidComponent: boolean;
63
+ }
64
+ export namespace GPUFluidComponent {
65
+ let typeName: string;
66
+ }
67
+ /**
68
+ * The fewest cells a cascade has along an axis: the cascades nest from 32.
69
+ * @type {number}
70
+ */
71
+ export const GPU_FLUID_COMPONENT_RESOLUTION_MIN: number;
72
+ /**
73
+ * The most cells a cascade has along an axis.
74
+ * @type {number}
75
+ */
76
+ export const GPU_FLUID_COMPONENT_RESOLUTION_MAX: number;
77
+ /**
78
+ * The most cascades a domain has.
79
+ * @type {number}
80
+ */
81
+ export const GPU_FLUID_COMPONENT_CASCADE_LIMIT: number;
82
+ //# sourceMappingURL=GPUFluidComponent.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUFluidComponent.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/GPUFluidComponent.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IAEI;;;;OAIG;IACH,YAFU,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAER;IAE1B;;;OAGG;IACH,WAFU,MAAM,CAEA;IAEhB;;;OAGG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;OAKG;IACH,uBAFU,MAAM,CAEU;IAE1B;;;OAGG;IACH,SAFU,OAAO,CAEF;IAEf;;;OAGG;IACH,cAHW,iBAAiB,GACf,OAAO,CAkBnB;IAED;;OAEG;IACH,QAFa,MAAM,CAalB;IA2BL;;;OAGG;IACH,8BAFU,OAAO,CAE8B;CA9B9C;;kBAsBS,MAAM;;AApBhB;;;GAGG;AACH,iDAFU,MAAM,CAEqC;AAErD;;;GAGG;AACH,iDAFU,MAAM,CAEsC;AAEtD;;;GAGG;AACH,gDAFU,MAAM,CAEmC"}
@@ -0,0 +1,124 @@
1
+ import { computeHashFloat } from "../../../../core/primitives/numbers/computeHashFloat.js";
2
+
3
+ /**
4
+ * The GPU wind fluid's domain (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §5): nested, scrolling
5
+ * cascades of air around an entity, which `GPUFluidSystem` steps on the device and publishes as the
6
+ * scene's wind field. Add one to an entity with a `Transform64` and the scene has GPU wind; the
7
+ * domain follows that entity (§17 D1), its windows centred on the entity's translation.
8
+ *
9
+ * Cascade `c` has cells of `cell_size·2^c` at one {@link resolution}, so the finest covers
10
+ * `resolution·cell_size` metres and each coarser one twice that on every axis; beyond the coarsest
11
+ * the far field, `GlobalFluidEffector`s folded by `FluidEffectorsSystem`, takes over.
12
+ *
13
+ * There is no velocity damping: relaxing toward still air would fight the far field, which is what
14
+ * the air relaxes toward. Nothing of the fluid's state is here, and nothing of it is saved: a load
15
+ * or a device restart seeds the cascades at the far field and they warm up (§6).
16
+ *
17
+ * This component is pure data; the behaviour lives on `GPUFluidSystem`.
18
+ *
19
+ * @author Alex Goldring
20
+ * @copyright Company Named Limited (c) 2026
21
+ */
22
+ export class GPUFluidComponent {
23
+
24
+ /**
25
+ * Cells of every cascade along x, y and z: each a power of two in
26
+ * [{@link GPU_FLUID_COMPONENT_RESOLUTION_MIN}, {@link GPU_FLUID_COMPONENT_RESOLUTION_MAX}].
27
+ * @type {[number, number, number]}
28
+ */
29
+ resolution = [64, 32, 64];
30
+
31
+ /**
32
+ * The finest cascade's cell, metres, > 0.
33
+ * @type {number}
34
+ */
35
+ cell_size = 0.5;
36
+
37
+ /**
38
+ * How many cascades, 1 to {@link GPU_FLUID_COMPONENT_CASCADE_LIMIT}.
39
+ * @type {number}
40
+ */
41
+ cascade_count = 4;
42
+
43
+ /**
44
+ * The strength of vorticity confinement, ≥ 0, as `FluidSimulator#vorticity_confinement` reads it.
45
+ * 0 turns it off. Authored and saved; the GPU cascades have no confinement pass yet (§14's curl),
46
+ * so nothing reads it until they do.
47
+ * @type {number}
48
+ */
49
+ vorticity_confinement = 0;
50
+
51
+ /**
52
+ * Whether the domain exists. A disabled component holds nothing on the device.
53
+ * @type {boolean}
54
+ */
55
+ enabled = true;
56
+
57
+ /**
58
+ * @param {GPUFluidComponent} other
59
+ * @returns {boolean}
60
+ */
61
+ equals(other) {
62
+ if (other === this) {
63
+ return true;
64
+ }
65
+
66
+ if (other === null || other === undefined || other.isGPUFluidComponent !== true) {
67
+ return false;
68
+ }
69
+
70
+ return this.resolution[0] === other.resolution[0]
71
+ && this.resolution[1] === other.resolution[1]
72
+ && this.resolution[2] === other.resolution[2]
73
+ && this.cell_size === other.cell_size
74
+ && this.cascade_count === other.cascade_count
75
+ && this.vorticity_confinement === other.vorticity_confinement
76
+ && this.enabled === other.enabled;
77
+ }
78
+
79
+ /**
80
+ * @returns {number}
81
+ */
82
+ hash() {
83
+ let h = this.resolution[0];
84
+
85
+ h = (h * 31 + this.resolution[1]) | 0;
86
+ h = (h * 31 + this.resolution[2]) | 0;
87
+ h = (h * 31 + this.cascade_count) | 0;
88
+ h = (h * 31 + computeHashFloat(this.cell_size)) | 0;
89
+ h = (h * 31 + computeHashFloat(this.vorticity_confinement)) | 0;
90
+ h = (h * 31 + (this.enabled ? 1 : 0)) | 0;
91
+
92
+ return h;
93
+ }
94
+ }
95
+
96
+ /**
97
+ * The fewest cells a cascade has along an axis: the cascades nest from 32.
98
+ * @type {number}
99
+ */
100
+ export const GPU_FLUID_COMPONENT_RESOLUTION_MIN = 32;
101
+
102
+ /**
103
+ * The most cells a cascade has along an axis.
104
+ * @type {number}
105
+ */
106
+ export const GPU_FLUID_COMPONENT_RESOLUTION_MAX = 256;
107
+
108
+ /**
109
+ * The most cascades a domain has.
110
+ * @type {number}
111
+ */
112
+ export const GPU_FLUID_COMPONENT_CASCADE_LIMIT = 8;
113
+
114
+ /**
115
+ * @readonly
116
+ * @type {string}
117
+ */
118
+ GPUFluidComponent.typeName = "GPUFluidComponent";
119
+
120
+ /**
121
+ * @readonly
122
+ * @type {boolean}
123
+ */
124
+ GPUFluidComponent.prototype.isGPUFluidComponent = true;
@@ -0,0 +1,30 @@
1
+ /**
2
+ * Binary serialization for {@link GPUFluidComponent}: `resolution` (three u16), `cell_size` (f64),
3
+ * `cascade_count` (u8), `vorticity_confinement` (f64) and `enabled` (u8), 24 bytes. Nothing of the
4
+ * fluid's state is saved: a load seeds the cascades at the far field (GPU_FLUID_CASCADES_PROPOSAL §6).
5
+ *
6
+ * Like the other physics adapters this is not in `populateEngineSerializationRegistry`; the host
7
+ * registers it.
8
+ *
9
+ * Version 0: a first version has no predecessor stream to upgrade from.
10
+ *
11
+ * @author Alex Goldring
12
+ * @copyright Company Named Limited (c) 2026
13
+ */
14
+ export class GPUFluidComponentSerializationAdapter extends BinaryClassSerializationAdapter<any> {
15
+ constructor();
16
+ klass: typeof GPUFluidComponent;
17
+ /**
18
+ * @param {BinaryBuffer} buffer
19
+ * @param {GPUFluidComponent} value
20
+ */
21
+ serialize(buffer: BinaryBuffer, value: GPUFluidComponent): void;
22
+ /**
23
+ * @param {BinaryBuffer} buffer
24
+ * @param {GPUFluidComponent} value
25
+ */
26
+ deserialize(buffer: BinaryBuffer, value: GPUFluidComponent): void;
27
+ }
28
+ import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
29
+ import { GPUFluidComponent } from "./GPUFluidComponent.js";
30
+ //# sourceMappingURL=GPUFluidComponentSerializationAdapter.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GPUFluidComponentSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;GAYG;AACH;;IAEI,gCAA0B;IAG1B;;;OAGG;IACH,uCAFW,iBAAiB,QAW3B;IAED;;;OAGG;IACH,yCAFW,iBAAiB,QAW3B;CACJ;gDAlD+C,gEAAgE;kCAC9E,wBAAwB"}
@@ -0,0 +1,51 @@
1
+ import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
2
+ import { GPUFluidComponent } from "./GPUFluidComponent.js";
3
+
4
+ /**
5
+ * Binary serialization for {@link GPUFluidComponent}: `resolution` (three u16), `cell_size` (f64),
6
+ * `cascade_count` (u8), `vorticity_confinement` (f64) and `enabled` (u8), 24 bytes. Nothing of the
7
+ * fluid's state is saved: a load seeds the cascades at the far field (GPU_FLUID_CASCADES_PROPOSAL §6).
8
+ *
9
+ * Like the other physics adapters this is not in `populateEngineSerializationRegistry`; the host
10
+ * registers it.
11
+ *
12
+ * Version 0: a first version has no predecessor stream to upgrade from.
13
+ *
14
+ * @author Alex Goldring
15
+ * @copyright Company Named Limited (c) 2026
16
+ */
17
+ export class GPUFluidComponentSerializationAdapter extends BinaryClassSerializationAdapter {
18
+
19
+ klass = GPUFluidComponent;
20
+ version = 0;
21
+
22
+ /**
23
+ * @param {BinaryBuffer} buffer
24
+ * @param {GPUFluidComponent} value
25
+ */
26
+ serialize(buffer, value) {
27
+ buffer.writeUint16(value.resolution[0]);
28
+ buffer.writeUint16(value.resolution[1]);
29
+ buffer.writeUint16(value.resolution[2]);
30
+
31
+ buffer.writeFloat64(value.cell_size);
32
+ buffer.writeUint8(value.cascade_count);
33
+ buffer.writeFloat64(value.vorticity_confinement);
34
+ buffer.writeUint8(value.enabled ? 1 : 0);
35
+ }
36
+
37
+ /**
38
+ * @param {BinaryBuffer} buffer
39
+ * @param {GPUFluidComponent} value
40
+ */
41
+ deserialize(buffer, value) {
42
+ value.resolution[0] = buffer.readUint16();
43
+ value.resolution[1] = buffer.readUint16();
44
+ value.resolution[2] = buffer.readUint16();
45
+
46
+ value.cell_size = buffer.readFloat64();
47
+ value.cascade_count = buffer.readUint8();
48
+ value.vorticity_confinement = buffer.readFloat64();
49
+ value.enabled = buffer.readUint8() !== 0;
50
+ }
51
+ }
@@ -8,15 +8,20 @@
8
8
  * projection, transport, scalars), and the solve — pressure above all — is the
9
9
  * expensive part. So the split is:
10
10
  *
11
- * - **main thread**: re-anchoring, effector Transform64 sync, the AABB
12
- * broad-phase, and `effector.apply(...)`. Effectors stay here because they
13
- * are arbitrary user-authored classes; keeping them on this side is what
14
- * makes the swap transparent rather than a porting exercise.
15
- * - **worker**: `simulator.step(field, dt, [], identity)` — the *same* method
16
- * with an empty effector list, which is exactly the remaining phases.
11
+ * - **main thread**: re-anchoring, the AABB broad-phase, and
12
+ * `effector.apply(...)`. Effectors stay here because they are arbitrary
13
+ * user-authored classes; keeping them on this side is what makes the swap
14
+ * transparent rather than a porting exercise. This tick's far field, from
15
+ * {@link FluidEffectorsSystem}, goes into the command region in each field's
16
+ * grid units.
17
+ * - **worker**: `fluid_apply_atmosphere(field, dt, ...)`, which brings the field
18
+ * to that far field against the field's own record (it lives in the field's
19
+ * shared memory), then `simulator.step(field, dt, [], identity)` — the *same*
20
+ * method with an empty effector list, which is exactly the remaining phases.
17
21
  *
18
22
  * Identical code over identical data in an identical order, so results are
19
- * bit-for-bit equal to {@link FluidSystem}'s (`WorkerFluidSystem.spec.js` holds
23
+ * bit-for-bit equal to {@link FluidSystem}'s, which applies the effectors, the
24
+ * atmosphere and the solve in the same order (`WorkerFluidSystem.spec.js` holds
20
25
  * that as a standing gate).
21
26
  *
22
27
  * Nothing is copied. The field's buffers live in a {@link SharedArrayBuffer} and
@@ -29,9 +34,13 @@
29
34
  * component.field.shared_memory = true; // before build()
30
35
  * component.field.build();
31
36
  *
37
+ * entityManager.addSystem(new FluidEffectorsSystem());
32
38
  * entityManager.addSystem(new WorkerFluidSystem({ worker_factory: makeFluidWorker }));
33
39
  * ```
34
40
  *
41
+ * Like {@link FluidSystem} it requires a {@link FluidEffectorsSystem}, which
42
+ * syncs and advances every effector once a tick before this system applies them.
43
+ *
35
44
  * Requires a cross-origin isolated page (`Cross-Origin-Opener-Policy:
36
45
  * same-origin` + `Cross-Origin-Embedder-Policy: require-corp`) — without it
37
46
  * `SharedArrayBuffer` does not exist and startup throws.
@@ -84,7 +93,7 @@ export class WorkerFluidSystem extends WorkerSystem {
84
93
  max_field_count?: number;
85
94
  });
86
95
  dependencies: (typeof FluidComponent)[];
87
- components_used: (ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidEffectorsComponent>)[];
96
+ components_used: (ResourceAccessSpecification<typeof FluidEffectorsComponent> | ResourceAccessSpecification<typeof Transform64> | ResourceAccessSpecification<typeof FluidComponent>)[];
88
97
  /**
89
98
  * Tuning knobs, mirrored to the worker in full on every dispatch. Its
90
99
  * scratch buffers are never used on this side — the solve happens over
@@ -112,8 +121,8 @@ export class WorkerFluidSystem extends WorkerSystem {
112
121
  }
113
122
  import { WorkerSystem } from "../../../ecs/async/WorkerSystem.js";
114
123
  import { FluidComponent } from "./FluidComponent.js";
115
- import { Transform64 } from "../../../ecs/transform/Transform64.js";
116
- import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
117
124
  import { FluidEffectorsComponent } from "./FluidEffectorsComponent.js";
125
+ import { ResourceAccessSpecification } from "../../../../core/model/ResourceAccessSpecification.js";
126
+ import { Transform64 } from "../../../ecs/transform/Transform64.js";
118
127
  import { FluidSimulator } from "../FluidSimulator.js";
119
128
  //# sourceMappingURL=WorkerFluidSystem.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"WorkerFluidSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/WorkerFluidSystem.js"],"names":[],"mappings":"AAyBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsEG;AACH;IA0EI;;;;;;;;OAQG;IACH;QAPiC,cAAc,EAApC,MAAM,MAAM;QAIK,eAAe,GAAhC,MAAM;OAUhB;IAxFD,wCAAgC;IAEhC,wLAME;IAEF;;;;;;OAMG;IACH,WAFU,cAAc,CAES;IAyEjC;;;OAGG;IACH,iCAEC;IAgBD;;;OAGG;IACH,gBAHW,cAAc,UACd,MAAM,QA0BhB;IAED;;;OAGG;IACH,kBAHW,cAAc,UACd,MAAM,QAqBhB;;CAmIJ;6BAvY4B,oCAAoC;+BAGlC,qBAAqB;4BAFxB,uCAAuC;4CAFvB,uDAAuD;wCAK3D,8BAA8B;+BAFvC,sBAAsB"}
1
+ {"version":3,"file":"WorkerFluidSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/ecs/WorkerFluidSystem.js"],"names":[],"mappings":"AA8BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+EG;AACH;IAsFI;;;;;;;;OAQG;IACH;QAPiC,cAAc,EAApC,MAAM,MAAM;QAIK,eAAe,GAAhC,MAAM;OAUhB;IApGD,wCAAgC;IAEhC,wLAME;IAEF;;;;;;OAMG;IACH,WAFU,cAAc,CAES;IAkGjC;;;OAGG;IACH,iCAEC;IAgBD;;;OAGG;IACH,gBAHW,cAAc,UACd,MAAM,QA0BhB;IAED;;;OAGG;IACH,kBAHW,cAAc,UACd,MAAM,QAqBhB;;CA8IJ;6BAxb4B,oCAAoC;+BAKlC,qBAAqB;wCACZ,8BAA8B;4CAP1B,uDAAuD;4BAEvE,uCAAuC;+BAEpC,sBAAsB"}