@woosh/meep-engine 3.49.0 → 3.50.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1364) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  107. package/src/engine/physics/cloth/PLAN.md +21 -2
  108. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  109. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  110. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  111. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  113. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  114. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  116. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  117. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  119. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  120. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  121. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  123. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  124. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  126. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  127. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  128. package/src/engine/physics/cloth/playground/README.md +8 -4
  129. package/src/engine/physics/cloth/playground/wind.html +4 -4
  130. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  131. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  132. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  133. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  134. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  135. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  137. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  138. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  140. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  141. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  143. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  144. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  146. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  147. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  148. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  149. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  150. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  151. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  152. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  153. package/src/engine/physics/fluid/FluidField.js +26 -6
  154. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  155. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  156. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  157. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  158. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  159. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  167. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  168. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  169. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  170. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  172. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  174. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  175. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  180. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  181. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  183. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  184. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  186. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  187. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  189. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  190. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  193. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  195. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  196. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  198. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  199. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  204. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  205. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  210. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  211. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  216. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  217. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  219. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  220. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  222. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  223. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  225. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  226. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  228. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  229. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  234. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  235. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  246. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  247. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
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  1337. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1338. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1339. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1340. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1341. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1342. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1343. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1344. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1345. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1346. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1347. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1348. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1349. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1350. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1351. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1352. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1353. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1354. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1355. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1356. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1357. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1358. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1359. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1360. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1361. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1362. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1363. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1364. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -1,9 +1,11 @@
1
1
  /**
2
- * The global atmosphere: every fluid face in every field integrates the same
3
- * linear flow model each step,
2
+ * The global atmosphere: the air nothing else touches, everywhere. Every fluid face in
3
+ * every field follows the same linear flow model,
4
4
  *
5
5
  * dv/dt = force + drag · (wind − v)
6
6
  *
7
+ * plus a gust carried on top of the wind.
8
+ *
7
9
  * One effector covers the whole family of "push everything" behaviours —
8
10
  * pick the regime by which fields you set:
9
11
  *
@@ -14,7 +16,7 @@
14
16
  * bound. This is the legacy GlobalFluidEffector behaviour.
15
17
  *
16
18
  * - **`wind` + `drag`** — prevailing wind: the air relaxes toward the wind
17
- * velocity at `drag` per second; gusts, wakes and splats decay back to
19
+ * velocity at `drag` per second; wakes and splats decay back to
18
20
  * the ambient flow. The fixed point is exactly `wind`.
19
21
  *
20
22
  * - **`force` + `drag` (+ `wind`)** — bounded forcing with a terminal
@@ -26,21 +28,32 @@
26
28
  * is the solver-level stability knob that exists even when no effectors
27
29
  * are wired.)
28
30
  *
31
+ * - **`gust`** — weather on top of the wind: three sinusoids per axis, bounded
32
+ * by `gust` per axis, which the air carries rather than relaxes toward. See
33
+ * {@link gust}.
34
+ *
29
35
  * `wind` only enters through the drag term — with `drag = 0` it is inert by
30
36
  * construction (the model degenerates to dv/dt = force).
31
37
  *
32
- * The step uses the EXACT solution of the linear ODE, not an Euler step:
38
+ * ## The far field
33
39
  *
34
- * v ← v∞ + (v − v∞) · e^(−drag·dt), v∞ = wind + force / drag
40
+ * In a scene, globals act through {@link FluidEffectorsSystem}: once a tick it folds
41
+ * every global into one far field — `D = Σ drag`, the drag-weighted mean of the
42
+ * winds, the sum of the gusts and the sum of the forces — and integrates
43
+ * `v_far = u + g`, where `u` relaxes toward the mean wind at `D` and `g` is the summed
44
+ * gust, unfiltered. {@link FluidSystem} and {@link WorkerFluidSystem} then bring every
45
+ * field to that far field once a step through the atmosphere identity
46
+ * (`fluid_apply_atmosphere`), so several globals act as one, whatever order they are
47
+ * in. A global has no `apply` of its own: it acts only through the far field, and
48
+ * `FluidSimulator#step` refuses one handed to it in its effector list.
35
49
  *
36
- * (and plain `v += force·dt`, also exact, when `drag = 0`). Exactness makes
37
- * the effector frame-rate independent — two half-steps land exactly where
38
- * one full step does, including with both terms active.
50
+ * `force` is not part of the far field: it is a term inside CPU fields, applied exactly
51
+ * in the same step.
39
52
  *
40
- * All quantities are WORLD-space: `force` in units/s², `wind` in units/s,
41
- * `drag` in 1/s. The `world_to_grid` matrix's linear part converts the two
42
- * vectors at apply time, so one instance produces the same world-space
43
- * atmosphere on fields of any `cell_size` — gravity stays gravity.
53
+ * All quantities are WORLD-space: `force` in units/s², `wind` and `gust` in units/s,
54
+ * `drag` in 1/s. The `world_to_grid` matrix's linear part converts the vectors per
55
+ * field, so one instance produces the same world-space atmosphere on fields of any
56
+ * `cell_size` — gravity stays gravity.
44
57
  *
45
58
  * Pinned faces (either adjacent cell solid) are skipped — the projection
46
59
  * owns those as boundary conditions, and skipping keeps the solid mask
@@ -64,12 +77,59 @@ export class GlobalFluidEffector extends AbstractFluidEffector {
64
77
  /**
65
78
  * Relaxation rate toward the ambient flow, per second. Higher = stiffer
66
79
  * atmosphere that re-asserts itself quickly after disturbances; lower =
67
- * gusts and wakes linger. A disturbance decays to ~37% in `1/drag`
80
+ * wakes linger. A disturbance decays to ~37% in `1/drag`
68
81
  * seconds. `0` disables the relaxation term entirely.
69
82
  *
70
83
  * @type {number}
71
84
  */
72
85
  drag: number;
86
+ /**
87
+ * Peak gust speed on top of the wind, WORLD units per second: a bound, `|g| ≤ gust`
88
+ * on every axis, since the component amplitudes 4/7, 2/7 and 1/7 sum to one. Cloth reads it
89
+ * through the far field (`ClothGPUFluidWind`, `ClothFluidWind`); the gust cloth once kept
90
+ * itself had this meaning, unchanged.
91
+ *
92
+ * Per axis the gust is three sinusoids at 1, 2.41 and 5.83 times the base
93
+ * frequency `1 / gust_period`, the axes a third of a turn apart, so it turns as
94
+ * well as pulses:
95
+ *
96
+ * g_axis = gust · Σ_k a_k · sin(2π·phase_k + (k+1)·φ_axis)
97
+ *
98
+ * The air carries the gust; it does not relax toward it, so `drag` does not filter
99
+ * it. `0` (default) is no gust.
100
+ *
101
+ * @type {number}
102
+ */
103
+ gust: number;
104
+ /**
105
+ * Period of the gust's slowest component, seconds. Four is a breeze that
106
+ * arrives and leaves a few times a minute; a fraction of a second is a flutter.
107
+ * A value that is not positive reads as 1.
108
+ *
109
+ * The phases are integrated in {@link advance}, not computed from a clock, so
110
+ * editing the period changes how fast the gust moves from now on and never makes
111
+ * it jump.
112
+ *
113
+ * @type {number}
114
+ */
115
+ gust_period: number;
116
+ /**
117
+ * The gust's three phases, in turns, each in `[0, 1)`: state, advanced once a tick
118
+ * by {@link advance}. Written by hand only to restore a saved gust.
119
+ *
120
+ * @type {Float64Array}
121
+ */
122
+ gust_phase: Float64Array;
123
+ /**
124
+ * The gust at the current phases, WORLD units per second.
125
+ *
126
+ * @param {Float64Array|number[]} out written at 0..2
127
+ * @returns {Float64Array|number[]} `out`
128
+ */
129
+ compute_gust(out: Float64Array | number[]): Float64Array | number[];
130
+ }
131
+ export namespace GlobalFluidEffector {
132
+ let typeName: string;
73
133
  }
74
134
  import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
75
135
  //# sourceMappingURL=GlobalFluidEffector.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"GlobalFluidEffector.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/effector/GlobalFluidEffector.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+CG;AACH;IAEI;;;;;OAKG;IACH,OAFU,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAEhB;IAElB;;;;;OAKG;IACH,MAFU,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAEjB;IAEjB;;;;;;;OAOG;IACH,MAFU,MAAM,CAEP;CA+HZ;sCA3MqC,4BAA4B"}
1
+ {"version":3,"file":"GlobalFluidEffector.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/effector/GlobalFluidEffector.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4DG;AACH;IAEI;;;;;OAKG;IACH,OAFU,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAEhB;IAElB;;;;;OAKG;IACH,MAFU,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAEjB;IAEjB;;;;;;;OAOG;IACH,MAFU,MAAM,CAEP;IAET;;;;;;;;;;;;;;;;OAgBG;IACH,MAFU,MAAM,CAEP;IAET;;;;;;;;;;OAUG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;OAKG;IACH,YAFU,YAAY,CAEW;IAsBjC;;;;;OAKG;IACH,kBAHW,YAAY,GAAC,MAAM,EAAE,GACnB,YAAY,GAAC,MAAM,EAAE,CAoCjC;CAqEJ;;kBAIS,MAAM;;sCAxQsB,4BAA4B"}
@@ -3,11 +3,13 @@ import { computeHashFloat } from "../../../../core/primitives/numbers/computeHas
3
3
  import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
4
4
 
5
5
  /**
6
- * The global atmosphere: every fluid face in every field integrates the same
7
- * linear flow model each step,
6
+ * The global atmosphere: the air nothing else touches, everywhere. Every fluid face in
7
+ * every field follows the same linear flow model,
8
8
  *
9
9
  * dv/dt = force + drag · (wind − v)
10
10
  *
11
+ * plus a gust carried on top of the wind.
12
+ *
11
13
  * One effector covers the whole family of "push everything" behaviours —
12
14
  * pick the regime by which fields you set:
13
15
  *
@@ -18,7 +20,7 @@ import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
18
20
  * bound. This is the legacy GlobalFluidEffector behaviour.
19
21
  *
20
22
  * - **`wind` + `drag`** — prevailing wind: the air relaxes toward the wind
21
- * velocity at `drag` per second; gusts, wakes and splats decay back to
23
+ * velocity at `drag` per second; wakes and splats decay back to
22
24
  * the ambient flow. The fixed point is exactly `wind`.
23
25
  *
24
26
  * - **`force` + `drag` (+ `wind`)** — bounded forcing with a terminal
@@ -30,21 +32,32 @@ import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
30
32
  * is the solver-level stability knob that exists even when no effectors
31
33
  * are wired.)
32
34
  *
35
+ * - **`gust`** — weather on top of the wind: three sinusoids per axis, bounded
36
+ * by `gust` per axis, which the air carries rather than relaxes toward. See
37
+ * {@link gust}.
38
+ *
33
39
  * `wind` only enters through the drag term — with `drag = 0` it is inert by
34
40
  * construction (the model degenerates to dv/dt = force).
35
41
  *
36
- * The step uses the EXACT solution of the linear ODE, not an Euler step:
42
+ * ## The far field
37
43
  *
38
- * v ← v∞ + (v − v∞) · e^(−drag·dt), v∞ = wind + force / drag
44
+ * In a scene, globals act through {@link FluidEffectorsSystem}: once a tick it folds
45
+ * every global into one far field — `D = Σ drag`, the drag-weighted mean of the
46
+ * winds, the sum of the gusts and the sum of the forces — and integrates
47
+ * `v_far = u + g`, where `u` relaxes toward the mean wind at `D` and `g` is the summed
48
+ * gust, unfiltered. {@link FluidSystem} and {@link WorkerFluidSystem} then bring every
49
+ * field to that far field once a step through the atmosphere identity
50
+ * (`fluid_apply_atmosphere`), so several globals act as one, whatever order they are
51
+ * in. A global has no `apply` of its own: it acts only through the far field, and
52
+ * `FluidSimulator#step` refuses one handed to it in its effector list.
39
53
  *
40
- * (and plain `v += force·dt`, also exact, when `drag = 0`). Exactness makes
41
- * the effector frame-rate independent — two half-steps land exactly where
42
- * one full step does, including with both terms active.
54
+ * `force` is not part of the far field: it is a term inside CPU fields, applied exactly
55
+ * in the same step.
43
56
  *
44
- * All quantities are WORLD-space: `force` in units/s², `wind` in units/s,
45
- * `drag` in 1/s. The `world_to_grid` matrix's linear part converts the two
46
- * vectors at apply time, so one instance produces the same world-space
47
- * atmosphere on fields of any `cell_size` — gravity stays gravity.
57
+ * All quantities are WORLD-space: `force` in units/s², `wind` and `gust` in units/s,
58
+ * `drag` in 1/s. The `world_to_grid` matrix's linear part converts the vectors per
59
+ * field, so one instance produces the same world-space atmosphere on fields of any
60
+ * `cell_size` — gravity stays gravity.
48
61
  *
49
62
  * Pinned faces (either adjacent cell solid) are skipped — the projection
50
63
  * owns those as boundary conditions, and skipping keeps the solid mask
@@ -71,7 +84,7 @@ export class GlobalFluidEffector extends AbstractFluidEffector {
71
84
  /**
72
85
  * Relaxation rate toward the ambient flow, per second. Higher = stiffer
73
86
  * atmosphere that re-asserts itself quickly after disturbances; lower =
74
- * gusts and wakes linger. A disturbance decays to ~37% in `1/drag`
87
+ * wakes linger. A disturbance decays to ~37% in `1/drag`
75
88
  * seconds. `0` disables the relaxation term entirely.
76
89
  *
77
90
  * @type {number}
@@ -79,84 +92,111 @@ export class GlobalFluidEffector extends AbstractFluidEffector {
79
92
  drag = 0;
80
93
 
81
94
  /**
82
- * @param {FluidField} field
83
- * @param {number} dt
84
- * @param {Float32Array|number[]} world_to_grid Column-major 4×4 affine; only the
85
- * linear (upper-left 3×3) part is
86
- * used since force and wind are
87
- * directions.
95
+ * Peak gust speed on top of the wind, WORLD units per second: a bound, `|g| ≤ gust`
96
+ * on every axis, since the component amplitudes 4/7, 2/7 and 1/7 sum to one. Cloth reads it
97
+ * through the far field (`ClothGPUFluidWind`, `ClothFluidWind`); the gust cloth once kept
98
+ * itself had this meaning, unchanged.
99
+ *
100
+ * Per axis the gust is three sinusoids at 1, 2.41 and 5.83 times the base
101
+ * frequency `1 / gust_period`, the axes a third of a turn apart, so it turns as
102
+ * well as pulses:
103
+ *
104
+ * g_axis = gust · Σ_k a_k · sin(2π·phase_k + (k+1)·φ_axis)
105
+ *
106
+ * The air carries the gust; it does not relax toward it, so `drag` does not filter
107
+ * it. `0` (default) is no gust.
108
+ *
109
+ * @type {number}
88
110
  */
89
- apply(field, dt, world_to_grid) {
90
- const m = world_to_grid;
91
-
92
- // Direction-transform both vectors into grid units (translation in
93
- // m[12..14] is for points, not directions). For the axis-aligned
94
- // uniform-scale matrices built by FluidSystem this collapses to
95
- // division by cell_size.
96
- const wfx = this.force[0];
97
- const wfy = this.force[1];
98
- const wfz = this.force[2];
99
- const ax = m[0] * wfx + m[4] * wfy + m[8] * wfz;
100
- const ay = m[1] * wfx + m[5] * wfy + m[9] * wfz;
101
- const az = m[2] * wfx + m[6] * wfy + m[10] * wfz;
102
-
103
- const vu = field.velocity_x;
104
- const vv = field.velocity_y;
105
- const vw = field.velocity_z;
106
- const pin_u = field.face_solid_x;
107
- const pin_v = field.face_solid_y;
108
- const pin_w = field.face_solid_z;
109
- const n_u = vu.length;
110
- const n_v = vv.length;
111
- const n_w = vw.length;
112
-
113
- if (this.drag > 0) {
114
- const wwx = this.wind[0];
115
- const wwy = this.wind[1];
116
- const wwz = this.wind[2];
117
- const gx = m[0] * wwx + m[4] * wwy + m[8] * wwz;
118
- const gy = m[1] * wwx + m[5] * wwy + m[9] * wwz;
119
- const gz = m[2] * wwx + m[6] * wwy + m[10] * wwz;
120
-
121
- // Exact step of dv/dt = a + k(w − v): relax toward the terminal
122
- // velocity v∞ = w + a/k by 1 − e^(−k·dt).
123
- const inv_drag = 1 / this.drag;
124
- const tx = gx + ax * inv_drag;
125
- const ty = gy + ay * inv_drag;
126
- const tz = gz + az * inv_drag;
127
- const blend = 1 - Math.exp(-this.drag * dt);
128
-
129
- for (let i = 0; i < n_u; i++) {
130
- if (pin_u[i] === 0) vu[i] += blend * (tx - vu[i]);
131
- }
132
- for (let i = 0; i < n_v; i++) {
133
- if (pin_v[i] === 0) vv[i] += blend * (ty - vv[i]);
134
- }
135
- for (let i = 0; i < n_w; i++) {
136
- if (pin_w[i] === 0) vw[i] += blend * (tz - vw[i]);
137
- }
138
- return;
139
- }
111
+ gust = 0;
140
112
 
141
- // No drag: pure body force, v += a·dt (exact for constant acceleration).
142
- const dx = ax * dt;
143
- const dy = ay * dt;
144
- const dz = az * dt;
145
- if (dx === 0 && dy === 0 && dz === 0) {
146
- return;
147
- }
148
- for (let i = 0; i < n_u; i++) {
149
- if (pin_u[i] === 0) vu[i] += dx;
150
- }
151
- for (let i = 0; i < n_v; i++) {
152
- if (pin_v[i] === 0) vv[i] += dy;
153
- }
154
- for (let i = 0; i < n_w; i++) {
155
- if (pin_w[i] === 0) vw[i] += dz;
113
+ /**
114
+ * Period of the gust's slowest component, seconds. Four is a breeze that
115
+ * arrives and leaves a few times a minute; a fraction of a second is a flutter.
116
+ * A value that is not positive reads as 1.
117
+ *
118
+ * The phases are integrated in {@link advance}, not computed from a clock, so
119
+ * editing the period changes how fast the gust moves from now on and never makes
120
+ * it jump.
121
+ *
122
+ * @type {number}
123
+ */
124
+ gust_period = 4;
125
+
126
+ /**
127
+ * The gust's three phases, in turns, each in `[0, 1)`: state, advanced once a tick
128
+ * by {@link advance}. Written by hand only to restore a saved gust.
129
+ *
130
+ * @type {Float64Array}
131
+ */
132
+ gust_phase = new Float64Array(3);
133
+
134
+ /**
135
+ * Advance the gust's phases by `dt`: `phase_k ← frac(phase_k + dt·rate_k / gust_period)`.
136
+ * {@link FluidEffectorsSystem} calls it exactly once a tick.
137
+ *
138
+ * @param {number} dt seconds
139
+ */
140
+ advance(dt) {
141
+ const period = this.gust_period > 0 ? this.gust_period : 1;
142
+
143
+ const phase = this.gust_phase;
144
+
145
+ const p0 = phase[0] + dt * RATE_0 / period;
146
+ const p1 = phase[1] + dt * RATE_1 / period;
147
+ const p2 = phase[2] + dt * RATE_2 / period;
148
+
149
+ phase[0] = p0 - Math.floor(p0);
150
+ phase[1] = p1 - Math.floor(p1);
151
+ phase[2] = p2 - Math.floor(p2);
152
+ }
153
+
154
+ /**
155
+ * The gust at the current phases, WORLD units per second.
156
+ *
157
+ * @param {Float64Array|number[]} out written at 0..2
158
+ * @returns {Float64Array|number[]} `out`
159
+ */
160
+ compute_gust(out) {
161
+ const gust = this.gust;
162
+
163
+ if (gust === 0) {
164
+ out[0] = 0;
165
+ out[1] = 0;
166
+ out[2] = 0;
167
+
168
+ return out;
156
169
  }
170
+
171
+ const phase = this.gust_phase;
172
+
173
+ const a0 = TAU * phase[0];
174
+ const a1 = TAU * phase[1];
175
+ const a2 = TAU * phase[2];
176
+
177
+ out[0] = gust * (
178
+ AMPLITUDE_0 * Math.sin(a0 + AXIS_PHASE_X)
179
+ + AMPLITUDE_1 * Math.sin(a1 + AXIS_PHASE_X * 2)
180
+ + AMPLITUDE_2 * Math.sin(a2 + AXIS_PHASE_X * 3)
181
+ );
182
+ out[1] = gust * (
183
+ AMPLITUDE_0 * Math.sin(a0 + AXIS_PHASE_Y)
184
+ + AMPLITUDE_1 * Math.sin(a1 + AXIS_PHASE_Y * 2)
185
+ + AMPLITUDE_2 * Math.sin(a2 + AXIS_PHASE_Y * 3)
186
+ );
187
+ out[2] = gust * (
188
+ AMPLITUDE_0 * Math.sin(a0 + AXIS_PHASE_Z)
189
+ + AMPLITUDE_1 * Math.sin(a1 + AXIS_PHASE_Z * 2)
190
+ + AMPLITUDE_2 * Math.sin(a2 + AXIS_PHASE_Z * 3)
191
+ );
192
+
193
+ return out;
157
194
  }
158
195
 
159
196
  /**
197
+ * Every field, the gust's phases included: two globals are equal when they make the
198
+ * same air from now on.
199
+ *
160
200
  * @param {AbstractFluidEffector} other
161
201
  * @return {boolean}
162
202
  */
@@ -173,7 +213,12 @@ export class GlobalFluidEffector extends AbstractFluidEffector {
173
213
  && this.force[2] === other.force[2]
174
214
  && this.wind[0] === other.wind[0]
175
215
  && this.wind[1] === other.wind[1]
176
- && this.wind[2] === other.wind[2];
216
+ && this.wind[2] === other.wind[2]
217
+ && this.gust === other.gust
218
+ && this.gust_period === other.gust_period
219
+ && this.gust_phase[0] === other.gust_phase[0]
220
+ && this.gust_phase[1] === other.gust_phase[1]
221
+ && this.gust_phase[2] === other.gust_phase[2];
177
222
  }
178
223
 
179
224
  /**
@@ -190,8 +235,20 @@ export class GlobalFluidEffector extends AbstractFluidEffector {
190
235
  computeHashFloat(this.wind[0]),
191
236
  computeHashFloat(this.wind[1])
192
237
  ),
193
- computeHashFloat(this.wind[2]),
194
- computeHashFloat(this.drag)
238
+ hash_mix3(
239
+ computeHashFloat(this.wind[2]),
240
+ computeHashFloat(this.drag),
241
+ computeHashFloat(this.gust)
242
+ ),
243
+ hash_mix3(
244
+ computeHashFloat(this.gust_period),
245
+ computeHashFloat(this.gust_phase[0]),
246
+ hash_mix3(
247
+ computeHashFloat(this.gust_phase[1]),
248
+ computeHashFloat(this.gust_phase[2]),
249
+ 0
250
+ )
251
+ )
195
252
  );
196
253
  }
197
254
 
@@ -204,3 +261,65 @@ export class GlobalFluidEffector extends AbstractFluidEffector {
204
261
  out.setInfiniteBounds();
205
262
  }
206
263
  }
264
+
265
+ /**
266
+ * @readonly
267
+ * @type {string}
268
+ */
269
+ GlobalFluidEffector.typeName = "GlobalFluidEffector";
270
+
271
+ /**
272
+ * @type {number}
273
+ */
274
+ const TAU = 2 * Math.PI;
275
+
276
+ /**
277
+ * Component rates, as multiples of the base frequency `1 / gust_period`: mutually
278
+ * irrational enough that the sum does not visibly repeat.
279
+ * @type {number}
280
+ */
281
+ const RATE_0 = 1;
282
+
283
+ /**
284
+ * @type {number}
285
+ */
286
+ const RATE_1 = 2.41;
287
+
288
+ /**
289
+ * @type {number}
290
+ */
291
+ const RATE_2 = 5.83;
292
+
293
+ /**
294
+ * Component amplitudes. They sum to exactly one, which is what makes
295
+ * {@link GlobalFluidEffector#gust} a bound rather than a scale.
296
+ * @type {number}
297
+ */
298
+ const AMPLITUDE_0 = 4 / 7;
299
+
300
+ /**
301
+ * @type {number}
302
+ */
303
+ const AMPLITUDE_1 = 2 / 7;
304
+
305
+ /**
306
+ * @type {number}
307
+ */
308
+ const AMPLITUDE_2 = 1 / 7;
309
+
310
+ /**
311
+ * Per-axis phase offsets φ_axis, thirds of a turn; component k takes `(k+1)·φ_axis`,
312
+ * so the axes stay apart at every rate.
313
+ * @type {number}
314
+ */
315
+ const AXIS_PHASE_X = 0;
316
+
317
+ /**
318
+ * @type {number}
319
+ */
320
+ const AXIS_PHASE_Y = 2 * Math.PI / 3;
321
+
322
+ /**
323
+ * @type {number}
324
+ */
325
+ const AXIS_PHASE_Z = 4 * Math.PI / 3;
@@ -0,0 +1,35 @@
1
+ /**
2
+ * Binary serialization for {@link GlobalFluidEffector}: `force`, `wind`, `drag`, `gust`,
3
+ * `gust_period`, and the gust's three phases, every one an f64.
4
+ *
5
+ * The phases are state, and they are written so that a save resumes the gust where it was:
6
+ * a loaded global advanced from the load makes the same air, to the bit, as the saved one
7
+ * advanced from the save. Written as f64 for that reason; a phase rounded to f32 would put the
8
+ * gust a 1e-7 turn off.
9
+ *
10
+ * ## Version 0, and no upgrader
11
+ *
12
+ * A first version has no predecessor stream to upgrade from. Adding a field is a bump to 1 plus
13
+ * an upgrader that writes the field's pre-upgrade default, and the spec's exact byte count is
14
+ * what makes forgetting the bump fail rather than shift every component after this one.
15
+ *
16
+ * @author Alex Goldring
17
+ * @copyright Company Named Limited (c) 2026
18
+ */
19
+ export class GlobalFluidEffectorSerializationAdapter extends BinaryClassSerializationAdapter<any> {
20
+ constructor();
21
+ klass: typeof GlobalFluidEffector;
22
+ /**
23
+ * @param {BinaryBuffer} buffer
24
+ * @param {GlobalFluidEffector} value
25
+ */
26
+ serialize(buffer: BinaryBuffer, value: GlobalFluidEffector): void;
27
+ /**
28
+ * @param {BinaryBuffer} buffer
29
+ * @param {GlobalFluidEffector} value
30
+ */
31
+ deserialize(buffer: BinaryBuffer, value: GlobalFluidEffector): void;
32
+ }
33
+ import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
34
+ import { GlobalFluidEffector } from "./GlobalFluidEffector.js";
35
+ //# sourceMappingURL=GlobalFluidEffectorSerializationAdapter.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GlobalFluidEffectorSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;GAiBG;AACH;;IAEI,kCAA4B;IAG5B;;;OAGG;IACH,uCAFW,mBAAmB,QAmB7B;IAED;;;OAGG;IACH,yCAFW,mBAAmB,QAmB7B;CACJ;gDAvE+C,gEAAgE;oCAC5E,0BAA0B"}
@@ -0,0 +1,72 @@
1
+ import { BinaryClassSerializationAdapter } from "../../../ecs/storage/binary/BinaryClassSerializationAdapter.js";
2
+ import { GlobalFluidEffector } from "./GlobalFluidEffector.js";
3
+
4
+ /**
5
+ * Binary serialization for {@link GlobalFluidEffector}: `force`, `wind`, `drag`, `gust`,
6
+ * `gust_period`, and the gust's three phases, every one an f64.
7
+ *
8
+ * The phases are state, and they are written so that a save resumes the gust where it was:
9
+ * a loaded global advanced from the load makes the same air, to the bit, as the saved one
10
+ * advanced from the save. Written as f64 for that reason; a phase rounded to f32 would put the
11
+ * gust a 1e-7 turn off.
12
+ *
13
+ * ## Version 0, and no upgrader
14
+ *
15
+ * A first version has no predecessor stream to upgrade from. Adding a field is a bump to 1 plus
16
+ * an upgrader that writes the field's pre-upgrade default, and the spec's exact byte count is
17
+ * what makes forgetting the bump fail rather than shift every component after this one.
18
+ *
19
+ * @author Alex Goldring
20
+ * @copyright Company Named Limited (c) 2026
21
+ */
22
+ export class GlobalFluidEffectorSerializationAdapter extends BinaryClassSerializationAdapter {
23
+
24
+ klass = GlobalFluidEffector;
25
+ version = 0;
26
+
27
+ /**
28
+ * @param {BinaryBuffer} buffer
29
+ * @param {GlobalFluidEffector} value
30
+ */
31
+ serialize(buffer, value) {
32
+ buffer.writeFloat64(value.force[0]);
33
+ buffer.writeFloat64(value.force[1]);
34
+ buffer.writeFloat64(value.force[2]);
35
+
36
+ buffer.writeFloat64(value.wind[0]);
37
+ buffer.writeFloat64(value.wind[1]);
38
+ buffer.writeFloat64(value.wind[2]);
39
+
40
+ buffer.writeFloat64(value.drag);
41
+
42
+ buffer.writeFloat64(value.gust);
43
+ buffer.writeFloat64(value.gust_period);
44
+
45
+ buffer.writeFloat64(value.gust_phase[0]);
46
+ buffer.writeFloat64(value.gust_phase[1]);
47
+ buffer.writeFloat64(value.gust_phase[2]);
48
+ }
49
+
50
+ /**
51
+ * @param {BinaryBuffer} buffer
52
+ * @param {GlobalFluidEffector} value
53
+ */
54
+ deserialize(buffer, value) {
55
+ value.force[0] = buffer.readFloat64();
56
+ value.force[1] = buffer.readFloat64();
57
+ value.force[2] = buffer.readFloat64();
58
+
59
+ value.wind[0] = buffer.readFloat64();
60
+ value.wind[1] = buffer.readFloat64();
61
+ value.wind[2] = buffer.readFloat64();
62
+
63
+ value.drag = buffer.readFloat64();
64
+
65
+ value.gust = buffer.readFloat64();
66
+ value.gust_period = buffer.readFloat64();
67
+
68
+ value.gust_phase[0] = buffer.readFloat64();
69
+ value.gust_phase[1] = buffer.readFloat64();
70
+ value.gust_phase[2] = buffer.readFloat64();
71
+ }
72
+ }
@@ -8,11 +8,17 @@
8
8
  * hard sphere.
9
9
  *
10
10
  * Everything is in WORLD units: {@link position} (point), {@link force} (direction
11
- * vector), {@link radius} (scalar length). The `world_to_grid` matrix supplied to
12
- * {@link apply} converts them at splat time. Works at any user-supplied radius
13
- * including sub-cell: the effective kernel radius is internally floored at 1 grid
14
- * cell so a small world-space radius still produces a roughly one-cell-wide splat
15
- * instead of silently missing every cell.
11
+ * vector), {@link radius} (scalar length). {@link apply} evaluates the effector's GPU record
12
+ * ({@link write_gpu_record}) on the field through `fluid_record_apply`, so the CPU fluid and the
13
+ * GPU fluid deposit the same push. Works at any radius, sub-cell included: a push narrower than
14
+ * two of the field's cells is evaluated two cells wide with its amplitude scaled by `(R/R_eff)³`,
15
+ * so it carries the momentum it would have had (the record's kernel floor). From two cells up the
16
+ * deposit is the kernel itself.
17
+ *
18
+ * {@link spread} widens the push from a jet into a cone, and at π into a burst: each face
19
+ * takes `|force|·dt·w` along the direction from the centre to the face, clamped into the cone
20
+ * of half-angle `spread` about `force` (`v3_clamp_to_cone`). At 0 every face is pushed along
21
+ * `force`, exactly as before the field existed.
16
22
  *
17
23
  * For moving sources that should leave a trail, see {@link WakeFluidEffector}.
18
24
  */
@@ -24,20 +30,38 @@ export class ImpulseFluidEffector extends AbstractFluidEffector {
24
30
  position: [number, number, number];
25
31
  /**
26
32
  * Acceleration vector in WORLD units per second squared. Per-step deposit is
27
- * `world_to_grid · force × dt × falloff_weight`. Same world-units convention as
33
+ * `force × dt × falloff_weight`, turned into the field's grid units. Same world-units convention as
28
34
  * {@link GlobalFluidEffector.force} — gravity stays gravity across fields with
29
35
  * different `cell_size`.
30
36
  * @type {[number, number, number]}
31
37
  */
32
38
  force: [number, number, number];
33
39
  /**
34
- * Influence radius in WORLD units. Cells past `radius` from the splat point are
35
- * unaffected by the falloff. Internally floored to 1 grid cell so sub-cell
36
- * world-radii still hit cells (the alternative is silently dropping the splat
37
- * at fractional positions — see class docstring).
40
+ * Influence radius in WORLD units. Faces past `radius` from the splat point are
41
+ * unaffected by the falloff. Below two of a field's cells the push is evaluated two cells
42
+ * wide with its momentum kept (see the class docstring). 0 or less disables it.
38
43
  * @type {number}
39
44
  */
40
45
  radius: number;
46
+ /**
47
+ * Half-angle, in radians, of the cone the push fans into, in [0, π].
48
+ *
49
+ * - `0` (default): every face is pushed along {@link force}.
50
+ * - Between: a face is pushed along the direction from {@link position} to it, turned toward
51
+ * `force` just far enough to lie in the cone of this half-angle about it. Inside the cone a
52
+ * face is pushed straight outward.
53
+ * - `π`: every direction is inside the cone, so every face is pushed straight outward — an
54
+ * omnidirectional burst, with `force`'s length as its strength.
55
+ *
56
+ * A face at the centre itself has no direction from it and is pushed along `force`.
57
+ *
58
+ * @type {number}
59
+ */
60
+ spread: number;
61
+ has_gpu_record: boolean;
62
+ }
63
+ export namespace ImpulseFluidEffector {
64
+ let typeName: string;
41
65
  }
42
66
  import { AbstractFluidEffector } from "./AbstractFluidEffector.js";
43
67
  //# sourceMappingURL=ImpulseFluidEffector.d.ts.map