@woosh/meep-engine 3.49.0 → 3.50.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1364) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  107. package/src/engine/physics/cloth/PLAN.md +21 -2
  108. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  109. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  110. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  111. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  113. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  114. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  116. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  117. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  119. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  120. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  121. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  123. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  124. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  126. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  127. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  128. package/src/engine/physics/cloth/playground/README.md +8 -4
  129. package/src/engine/physics/cloth/playground/wind.html +4 -4
  130. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  131. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  132. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  133. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  134. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  135. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  137. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  138. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  140. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  141. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  143. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  144. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  146. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  147. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  148. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  149. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  150. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  151. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  152. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  153. package/src/engine/physics/fluid/FluidField.js +26 -6
  154. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  155. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  156. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  157. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  158. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  159. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  167. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  168. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  169. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  170. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  172. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  174. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  175. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  180. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  181. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  183. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  184. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  186. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  187. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  189. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  190. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  193. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  195. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  196. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  198. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  199. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  204. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  205. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  210. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  211. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  216. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  217. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  219. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  220. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  222. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  223. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  225. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  226. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  228. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  229. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  234. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  235. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  246. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  247. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
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  1337. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1338. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1339. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1340. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1341. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1342. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1343. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1344. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1345. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1346. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1347. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1348. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1349. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1350. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1351. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1352. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1353. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1354. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1355. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1356. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1357. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1358. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1359. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1360. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1361. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1362. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1363. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1364. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -3,7 +3,8 @@ import { FrameRecord } from "../../renderer/extension/FrameRecord.js";
3
3
  import { PresentTarget } from "../../renderer/extension/PresentTarget.js";
4
4
  import { RenderExtension } from "../../renderer/extension/RenderExtension.js";
5
5
  import { SceneColor } from "../../renderer/extension/SceneColor.js";
6
- import { chunk_CRM_FROM_REC2020_TO_P3 } from "../../renderer/shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
6
+ import { chunk_CRM_FROM_REC2020_TO_REC709 } from "../../renderer/shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_REC709.js";
7
+ import { chunk_CRM_FROM_REC709_TO_P3 } from "../../renderer/shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_P3.js";
7
8
  import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../../renderer/shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
8
9
  import { chunk_sRGBTransferOETF } from "../../renderer/shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
9
10
  import { chunk_PAPER_WHITE_NITS } from "../../renderer/shader/chunk/color/tonemap/chunk_PAPER_WHITE_NITS.js";
@@ -118,7 +119,14 @@ fn compare_gain(op: u32) -> f32 {
118
119
  fn compare_tonemap(op: u32, c: vec3<f32>, headroom: f32) -> vec3<f32> {
119
120
  switch op {
120
121
  case 0u: { return tonemap_gt7_sdr_reference(c); }
121
- case 1u: { return saturate(tonemap_gt7(c, PAPER_WHITE_NITS * headroom, PAPER_WHITE_NITS)); }
122
+ case 1u: {
123
+ let c_2020 = tonemap_gt7_rec2020(
124
+ CRM_FROM_REC709_TO_REC2020 * c,
125
+ PAPER_WHITE_NITS * headroom,
126
+ PAPER_WHITE_NITS
127
+ );
128
+ return saturate(CRM_FROM_REC2020_TO_REC709 * c_2020);
129
+ }
122
130
  default: { return saturate(tonemap_khronos_pbr(c, headroom)); }
123
131
  }
124
132
  }
@@ -179,7 +187,7 @@ fn main(
179
187
  color = compare_tonemap(op, color, headroom);
180
188
 
181
189
  if (settings.to_p3 == 1u) {
182
- color = CRM_FROM_REC2020_TO_P3 * (CRM_FROM_REC709_TO_REC2020 * color);
190
+ color = CRM_FROM_REC709_TO_P3 * color;
183
191
  }
184
192
 
185
193
  color = sRGBTransferOETF(color);
@@ -195,7 +203,8 @@ fn main(
195
203
  chunk_tonemap_khronos_pbr,
196
204
  chunk_PAPER_WHITE_NITS,
197
205
  chunk_CRM_FROM_REC709_TO_REC2020,
198
- chunk_CRM_FROM_REC2020_TO_P3,
206
+ chunk_CRM_FROM_REC2020_TO_REC709,
207
+ chunk_CRM_FROM_REC709_TO_P3,
199
208
  chunk_sRGBTransferOETF,
200
209
  chunk_dither_color_8bit_triangle_noise,
201
210
  ]
@@ -1 +1 @@
1
- {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/volumetrics_froxel/main.js"],"names":[],"mappings":"AA0fA,uCAgeC"}
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/volumetrics_froxel/main.js"],"names":[],"mappings":"AAggBA,uCAgeC"}
@@ -346,6 +346,7 @@ const NOISE_WIND = [1.2, 0, 0.4];
346
346
  function advance_noise(scene, dt) {
347
347
  const strength = globalThis.__VOL_NOISE ?? 1;
348
348
  let changed = false;
349
+ let scrolled = false;
349
350
 
350
351
  for (const v of scene.volumetrics.volumes) {
351
352
  if (!noisy_volumes.has(v)) {
@@ -358,13 +359,18 @@ function advance_noise(scene, dt) {
358
359
  }
359
360
 
360
361
  if (strength > 0 && participating_media_volume_advance_noise(v, NOISE_WIND, dt)) {
361
- changed = true;
362
+ scrolled = true;
362
363
  }
363
364
  }
364
365
 
365
366
  if (changed) {
366
367
  scene.volumetrics.invalidate();
367
368
  }
369
+
370
+ if (scrolled) {
371
+ // the phases alone: their words of each row, not a repack
372
+ scene.volumetrics.invalidate_noise();
373
+ }
368
374
  }
369
375
 
370
376
  /**
@@ -23,8 +23,10 @@ below-interface view. The grazing camera stays over the submerged floor.
23
23
 
24
24
  Water is an entity with `Water`, `MeshletGeometry` and `Transform64`. The mesh authors the outline
25
25
  and elevations, and the transform places it; Level edits the transform's height. This fixture
26
- has a curved, coarse authored outline. Optical controls edit Water. Optional WaterWaves sets the wind:
27
- the body's waves are a fetch-limited JONSWAP sea over its own extent along the wind, drawn from 18
26
+ has a curved, coarse authored outline. Optical controls edit Water. The wind is the scene's: Wind and
27
+ Wind direction set a `GlobalFluidEffector`, the far field, and a small `GPUFluidComponent` sits on the pool;
28
+ every body takes the field 10 m above its origin, low-passed over 20 s, so a change of wind reaches the waves
29
+ over a minute. The body's waves are a fetch-limited JONSWAP sea over its own extent along the wind, drawn from 18
28
30
  spectral bands every body shares, plus the wave particles of its splashes, which reflect off the mesh's
29
31
  outline (`WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md`). Vertices sample both in the body's metric local
30
32
  frame and move in it; deep water is assumed, and nothing is inferred from bathymetry. A body with a
@@ -15,6 +15,11 @@ import { GraphicsEngine } from "../../../engine/graphics3/GraphicsEngine.js";
15
15
  import { LightSystem } from "../../../engine/graphics3/LightSystem.js";
16
16
  import { ShadedGeometrySystem } from "../../../engine/graphics3/ShadedGeometrySystem.js";
17
17
  import { WaterSystem } from "../../../engine/graphics3/WaterSystem.js";
18
+ import { GPUFluidSystem } from "../../../engine/graphics3/GPUFluidSystem.js";
19
+ import { FluidEffectorsComponent } from "../../../engine/physics/fluid/ecs/FluidEffectorsComponent.js";
20
+ import { FluidEffectorsSystem } from "../../../engine/physics/fluid/ecs/FluidEffectorsSystem.js";
21
+ import { GPUFluidComponent } from "../../../engine/physics/fluid/ecs/GPUFluidComponent.js";
22
+ import { GlobalFluidEffector } from "../../../engine/physics/fluid/effector/GlobalFluidEffector.js";
18
23
  import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraController.js";
19
24
  import { create_frame_loop } from "../../renderer/create_frame_loop.js";
20
25
  import { DynamicMeshAVBOITChannel } from "../../renderer/dynamic/DynamicMeshAVBOITChannel.js";
@@ -23,7 +28,9 @@ import { ShadeTransparencyMode } from "../../renderer/ShadeTransparencyMode.js";
23
28
  import { ShadeUpscalerType } from "../../renderer/ShadeUpscalerType.js";
24
29
  import { ParticipatingMediaVolume } from "../../renderer/volumetrics/ParticipatingMediaVolume.js";
25
30
  import { water_medium_preset } from "../../renderer/medium/water/water_presets.js";
26
- import { water_finalize_shader_brick4, water_finalize_shader_ibl, water_shader } from "../../renderer/water/shader_water.js";
31
+ import { water_finalize_shader, water_shader } from "../../renderer/water/shader_water.js";
32
+ import { INDIRECT_LIGHTING } from "../../renderer/INDIRECT_LIGHTING.js";
33
+ import { ShaderSwitchSet } from "../../renderer/shader/compiler/ShaderSwitchSet.js";
27
34
  import * as water_shaders from "../../renderer/water/shader_water_avboit.js";
28
35
  import { shader_water_meshlets_expand } from "../../renderer/water/medium/shader_water_meshlets.js";
29
36
  import * as spectrum_shaders from "../../renderer/water/surface/spectrum/shader_water_spectrum.js";
@@ -56,10 +63,17 @@ async function main() {
56
63
  const dataset = new EntityComponentDataset(), entities = new EntityManager();
57
64
  const water_system = new WaterSystem(graphics,scene);
58
65
  entities.addSystem(new ShadedGeometrySystem(graphics,scene)); entities.addSystem(new LightSystem(graphics,scene));
66
+ // the scene's one wind, registered before its readers: the far field from the weather below and a small fluid on the pool
67
+ entities.addSystem(new FluidEffectorsSystem()); entities.addSystem(new GPUFluidSystem(graphics,scene));
59
68
  entities.addSystem(new GPUParticleEmitterSystem(graphics,scene,assets)); entities.addSystem(water_system);
60
69
  entities.attachDataset(dataset);
61
70
  await new Promise((resolve,reject) => entities.startup(resolve,reject));
62
71
  const world = await build_world(dataset), channel = new DynamicMeshAVBOITChannel(world.batch);
72
+ const weather = new GlobalFluidEffector();weather.drag=0.5;
73
+ const effectors = new FluidEffectorsComponent();effectors.addEffector(weather);
74
+ const weather_entity = new Entity().add(effectors);weather_entity.build(dataset);
75
+ const domain = new GPUFluidComponent();domain.resolution=[32,32,32];domain.cascade_count=2;
76
+ const domain_entity = new Entity().add(world.water_transform.clone()).add(domain);domain_entity.build(dataset);
63
77
  graphics.add_transparency_channel(channel);
64
78
  const sun = new Light(); sun.intensity.set(2.2);
65
79
  const sun_pose = new Transform64(), rotation = new Quaternion();
@@ -81,7 +95,7 @@ async function main() {
81
95
  revision++;
82
96
  const w=world.water,s=water_system.settings,r=graphics.renderer;
83
97
  world.water_transform.setTranslation(16,number("level"),16);t64_announce_change(dataset,world.water_entity);w.ior.set(number("ior"));w.roughness.set(number("roughness"));
84
- world.waves.windSpeed.set(number("wind"));world.waves.windDirection.set(number("wind_direction")*Math.PI/180);
98
+ const heading=number("wind_direction")*Math.PI/180;weather.wind=[number("wind")*Math.cos(heading),0,number("wind")*Math.sin(heading)];
85
99
  w.medium=water_medium_preset({preset:element("medium").value});
86
100
  Object.assign(s,{enabled:checked("enabled"),mode:number("mode"),max_updates:number("iterations"),
87
101
  inscatter_segments:number("segments"),
@@ -164,7 +178,8 @@ async function main() {
164
178
  element("compile").onclick=async()=>{
165
179
  if(!ready)return;
166
180
  const device=graphics.renderer.graphics.device,errors=[];
167
- for(const shader of [water_shader,water_finalize_shader_ibl,water_finalize_shader_brick4,
181
+ for(const shader of [water_shader,
182
+ ...INDIRECT_LIGHTING.values.map(mode=>water_finalize_shader.variant(ShaderSwitchSet.EMPTY.with(INDIRECT_LIGHTING,mode))),
168
183
  ...[shader_water_meshlets_expand,shader_water_waves_combine,...Object.values(spectrum_shaders),
169
184
  ...Object.values(particle_shaders),...Object.values(cull_shaders),...Object.values(lod_shaders),
170
185
  ...Object.values(water_shaders)].map(s=>s?.descriptor)]){
@@ -205,6 +220,7 @@ async function main() {
205
220
  globalThis.water_playground.frame=frame;
206
221
  window.addEventListener("pagehide",()=>{
207
222
  ready=false;stop_loop?.();profile?.dispose();world.dispose();dataset.removeEntity(sun_entity.id);
223
+ dataset.removeEntity(weather_entity.id);dataset.removeEntity(domain_entity.id);
208
224
  channel.release(world.ribbon.geometry);graphics.remove_transparency_channel(channel);
209
225
  entities.shutdown(()=>{},console.error);controller.pointer.stop();controller.keyboard.stop();graphics.stop();
210
226
  },{once:true});
@@ -1 +1 @@
1
- {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_refraction/world.js"],"names":[],"mappings":"AA4DA,+FAA+F;AAC/F;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyFC;AAxHM,mEAAsE;oBAzBzD,4CAA4C;kBAI9C,6CAA6C;uBACxC,kDAAkD;4BAJ7C,8CAA8C;+BAE3C,wDAAwD;iCAetD,0CAA0C;4BAD/C,qCAAqC;+BAXlC,0DAA0D"}
1
+ {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_refraction/world.js"],"names":[],"mappings":"AA4DA,+FAA+F;AAC/F;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0FC;AAzHM,mEAAsE;oBAzBzD,4CAA4C;kBAI9C,6CAA6C;uBACxC,kDAAkD;4BAJ7C,8CAA8C;+BAE3C,wDAAwD;iCAetD,0CAA0C;4BAD/C,qCAAqC;+BAXlC,0DAA0D"}
@@ -93,7 +93,8 @@ export async function build_world(dataset) {
93
93
  water_normals[i]=0;water_normals[i+1]=1;water_normals[i+2]=0;
94
94
  }
95
95
  const water_geometry=meshlets(water_plane),water_transform=pose(16,0,16);
96
- // the wind that raises its waves; the overlapping second body below has none and stays calm
96
+ // its fetch and shore; the wind is the scene's, so the overlapping second body below, which has no WaterWaves,
97
+ // has the same wind over its own extent
97
98
  const waves=new WaterWaves();
98
99
  const water_entity=build(new Entity().add(water).add(waves).add(water_geometry).add(water_transform));
99
100
  const add_mesh=(geo,m,x,y,z,rotation)=>{
@@ -3,23 +3,31 @@
3
3
  One scene, four bodies of water, from a cup to an ocean: the surface simulation of
4
4
  `WATER_SURFACE_SIMULATION_PLAN_2026_10_06.md` at every scale it has to work at.
5
5
 
6
- | Stop | Body | Mesh | Wind | What to look for |
6
+ | Stop | Body | Mesh | Fetch | What to look for |
7
7
  |---|---|---|---|---|
8
- | Cup | 4 cm of tea on a table | a 32-segment disk | 2 m/s | centimetre ripples at most; a click rings the cup and the wall sends it back |
9
- | Puddle | 2 m across, 1 cm deep | a wobbly disk | 4 m/s | rain (the checkbox) is the point here: rings of a few millimetres that die within a second |
10
- | Lake | 120 × 60 m in a basin | its outline only | 6 m/s | short wind waves over the checkered bed; splashes reflect off the shore at 0.3 |
11
- | Ocean | 5 km disk round an island hole | an annulus | 10 m/s, 200 km of sea upwind | swell; the island's outline reflects particles |
8
+ | Cup | 4 cm of tea on a table | a 32-segment disk | 9 cm | millimetre ripples at most; a click rings the cup and the wall sends it back |
9
+ | Puddle | 2 m across, 1 cm deep | a wobbly disk | 2 m | rain (the checkbox) is the point here: rings of a few millimetres that die within a second |
10
+ | Lake | 120 × 60 m in a basin | its outline only | 60–120 m | short wind waves over the checkered bed; splashes reflect off the shore at 0.3 |
11
+ | Ocean | 5 km disk round an island hole | an annulus | 200 km of sea upwind | swell; the island's outline reflects particles |
12
12
 
13
13
  Every body is an ordinary entity: `Water` + `WaterWaves` + `MeshletGeometry` + `Transform64`. The meshes
14
14
  author outlines; the surface's detail comes from the waves. Nothing in the scene is specific to its scale: the
15
15
  wind and the fetch set each body's spectrum (fetch-limited JONSWAP over the body's extent along the wind,
16
16
  plus `upwindFetch`), and all four share the same 18 spectral bands and one wave-particle pool.
17
17
 
18
+ **One wind** (`GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md` §6). The scene has one: a `GlobalFluidEffector` is the
19
+ far field, with a gust on top, and a `GPUFluidComponent` puts a fluid domain on the stop's body. Each body's
20
+ waves follow the published field 10 m above its origin, low-passed over 20 s, so the four seas differ by their
21
+ fetch and by the air around each, not by a wind of their own. Until the wind left `WaterWaves` each body had its
22
+ own (cup 2, puddle 4, lake 6, ocean 10 m/s); at the default 8 m/s the ocean's sea is a little lower than it was,
23
+ and the cup's, puddle's and lake's higher, the cup still in millimetre ripples.
24
+
18
25
  ## Controls
19
26
 
20
27
  - **Scale** buttons move the camera and set its near and far planes for the stop.
21
- - **Wind ×** scales every body's own wind speed; **Direction** turns all of them. A change of direction
22
- turns the waves over four seconds.
28
+ - **Wind** sets the far field's steady wind, **Direction** where it blows, **Gust** the peak of the weather on top
29
+ (`GlobalFluidEffector#gust`, per axis). The air relaxes to a new wind over two seconds and the waves follow it
30
+ over 20 s; a change of direction past 3° turns them, over four seconds.
23
31
  - **Click** the water to splash it, with a radius suited to the stop and the **Kick** speed. **Rain** drops
24
32
  splashes on the current stop's body at the chosen rate.
25
33
  - **Measure GPU** records 2.5 s of frames and lists the surface passes in µs per frame. **Profile (T)**
@@ -16,8 +16,9 @@ input[type=range]{width:130px}input,select,button{font:inherit;background:#202d3
16
16
  <h2>Scale</h2>
17
17
  <div class="row"><button class="stop" data-stop="cup">Cup</button><button class="stop" data-stop="puddle">Puddle</button><button class="stop" data-stop="lake">Lake</button><button class="stop" data-stop="ocean">Ocean</button><button class="stop" data-stop="aerial">Ocean, aerial</button></div>
18
18
  <h2>Wind</h2>
19
- <label>Wind × each body's own<input id="wind" type="range" min="0" max="2" step=".05" value="1"></label>
19
+ <label>Wind m/s<input id="wind" type="range" min="0" max="20" step=".5" value="8"></label>
20
20
  <label>Direction °<input id="direction" type="range" min="0" max="360" step="1" value="30"></label>
21
+ <label>Gust m/s<input id="gust" type="range" min="0" max="6" step=".25" value="2"></label>
21
22
  <pre id="winds"></pre>
22
23
  <h2>Splashes</h2>
23
24
  <label>Kick m/s<input id="kick" type="range" min="0.1" max="4" step=".1" value="1.5"></label>
@@ -10,6 +10,11 @@ import { GraphicsEngine } from "../../../engine/graphics3/GraphicsEngine.js";
10
10
  import { LightSystem } from "../../../engine/graphics3/LightSystem.js";
11
11
  import { ShadedGeometrySystem } from "../../../engine/graphics3/ShadedGeometrySystem.js";
12
12
  import { WaterSystem } from "../../../engine/graphics3/WaterSystem.js";
13
+ import { GPUFluidSystem } from "../../../engine/graphics3/GPUFluidSystem.js";
14
+ import { FluidEffectorsComponent } from "../../../engine/physics/fluid/ecs/FluidEffectorsComponent.js";
15
+ import { FluidEffectorsSystem } from "../../../engine/physics/fluid/ecs/FluidEffectorsSystem.js";
16
+ import { GPUFluidComponent } from "../../../engine/physics/fluid/ecs/GPUFluidComponent.js";
17
+ import { GlobalFluidEffector } from "../../../engine/physics/fluid/effector/GlobalFluidEffector.js";
13
18
  import { GPUProfileLevel } from "../../device/timing/profile/GPUProfileLevel.js";
14
19
  import { GPUProfileSession } from "../../device/timing/profile/GPUProfileSession.js";
15
20
  import { sgpt_read_capture } from "../../device/timing/profile/sgpt_read_capture.js";
@@ -37,8 +42,13 @@ async function main() {
37
42
  viewport.appendChild(graphics.viewport.el);
38
43
  const dataset = new EntityComponentDataset(), entities = new EntityManager();
39
44
  const water_system = new WaterSystem(graphics, scene);
45
+ // the scene's one wind: the far field from the weather below, and a fluid around the stop's body; registered
46
+ // before the water, so the frame publishes the field before the water reads it
47
+ const fluid_system = new GPUFluidSystem(graphics, scene);
40
48
  entities.addSystem(new ShadedGeometrySystem(graphics, scene));
41
49
  entities.addSystem(new LightSystem(graphics, scene));
50
+ entities.addSystem(new FluidEffectorsSystem());
51
+ entities.addSystem(fluid_system);
42
52
  entities.addSystem(water_system);
43
53
  entities.attachDataset(dataset);
44
54
  await new Promise((resolve, reject) => entities.startup(resolve, reject));
@@ -52,26 +62,46 @@ async function main() {
52
62
  sun_pose.setRotation(rotation.x, rotation.y, rotation.z, rotation.w); sun_pose.updateMatrix();
53
63
  new Entity().add(sun).add(sun_pose).build(dataset);
54
64
 
65
+ // the weather: a steady wind the air relaxes to over two seconds, and a gust on top of it
66
+ const weather = new GlobalFluidEffector();
67
+ weather.drag = 0.5; weather.gust_period = 4;
68
+ const effectors = new FluidEffectorsComponent(); effectors.addEffector(weather);
69
+ new Entity().add(effectors).build(dataset);
70
+ // the fluid's domain sits on the stop's body, so the wind 10 m above it is the fluid's, not the far field's alone
71
+ const domain = { transform: new Transform64(), component: new GPUFluidComponent() };
72
+ new Entity().add(domain.transform).add(domain.component).build(dataset);
73
+
55
74
  const camera = graphics.camera.camera, controller = new OrbitalCameraController(camera, viewport);
56
75
  camera.fov = Math.PI / 3;
57
76
  let stop = STOPS.cup;
58
77
  function go(name) {
59
78
  stop = STOPS[name];
79
+ const body = world.bodies[stop.body].transform;
80
+ domain.transform.setTranslation(body.translation_x, body.translation_y, body.translation_z);
81
+ domain.transform.updateMatrix();
60
82
  camera.near = stop.near; camera.far = stop.far;
61
83
  controller.look(new Vector3(...stop.eye), new Vector3(...stop.target));
62
84
  for (const button of document.querySelectorAll("button.stop")) { button.style.borderColor = button.dataset.stop === name ? "#8dd3db" : ""; }
63
85
  }
64
86
  function configure() {
65
- const lines = [];
87
+ const heading = number("direction") * Math.PI / 180;
88
+ weather.wind = [number("wind") * Math.cos(heading), 0, number("wind") * Math.sin(heading)];
89
+ weather.gust = number("gust");
90
+ describe_wind();
91
+ }
92
+ const far = new Float64Array(3);
93
+ function describe_wind() {
94
+ fluid_system.far_field(far);
95
+ const lines = [`far field now ${Math.hypot(far[0], far[2]).toFixed(1)} m/s, ${far[1].toFixed(1)} up`,
96
+ `fluid domain around the ${stop.body}`];
66
97
  for (const [name, body] of Object.entries(world.bodies)) {
67
- body.waves.windSpeed.set(body.base_wind * number("wind"));
68
- body.waves.windDirection.set(number("direction") * Math.PI / 180);
69
- lines.push(`${name.padEnd(7)} ${(body.base_wind * number("wind")).toFixed(1)} m/s${body.waves.upwindFetch.getValue() > 0 ? `, ${body.waves.upwindFetch.getValue() / 1000} km of sea upwind` : ''}`);
98
+ const upwind = body.waves.upwindFetch.getValue();
99
+ lines.push(`${name.padEnd(7)} its own extent along the wind${upwind > 0 ? ` + ${upwind / 1000} km of sea upwind` : ''}`);
70
100
  }
71
101
  element("winds").textContent = lines.join("\n");
72
102
  }
73
103
  const report = message => { element("status").textContent = message; };
74
- for (const id of ["wind", "direction"]) { element(id).addEventListener("input", configure); }
104
+ for (const id of ["wind", "direction", "gust"]) { element(id).addEventListener("input", configure); }
75
105
  for (const button of document.querySelectorAll("button.stop")) { button.onclick = () => go(button.dataset.stop); }
76
106
  configure(); go("cup");
77
107
 
@@ -105,7 +135,7 @@ async function main() {
105
135
  const renderer = graphics.renderer;
106
136
  renderer.graphics.device.addEventListener("uncapturederror", event => { ready = false; report(event.error.message); console.error(event.error.message); });
107
137
  const profile = install_profile_hotkey({ renderer, name: "water_surface", status: element("status"), target: viewport,
108
- settings: () => [stop.body, `wind × ${number("wind")}`, element("rain").checked ? `rain ${number("rate")}/s` : 'no rain'] });
138
+ settings: () => [stop.body, `wind ${number("wind")} m/s, gust ${number("gust")}`, element("rain").checked ? `rain ${number("rate")}/s` : 'no rain'] });
109
139
  element("profile").onclick = () => profile.toggle().catch(error => report(error.message));
110
140
 
111
141
  element("measure").onclick = async () => {
@@ -134,11 +164,13 @@ async function main() {
134
164
  };
135
165
 
136
166
  ready = true; report("Ready · click the water to splash");
137
- Object.assign(globalThis, { graphics, scene, dataset, entities, world, water_system, camera, controller,
167
+ Object.assign(globalThis, { graphics, scene, dataset, entities, world, water_system, fluid_system, weather, domain, camera, controller,
138
168
  water_surface_playground: { go, splash_at, get ready() { return ready; } } });
139
169
 
170
+ let described = 0;
140
171
  create_frame_loop(raw_dt => {
141
172
  if (!ready) { return; }
173
+ if ((described += raw_dt) > 0.5) { described = 0; describe_wind(); }
142
174
  const dt = paused ? 0 : Math.min(raw_dt, 0.05);
143
175
  if (element("rain").checked && dt > 0) {
144
176
  rain_debt += number("rate") * dt;
@@ -1,6 +1,7 @@
1
1
  /**
2
2
  * Four bodies of water, from a cup to an ocean, each a `Water` + `WaterWaves` entity whose mesh authors
3
- * only its outline: the surface's detail comes from the waves, at any scale.
3
+ * only its outline: the surface's detail comes from the waves, at any scale. They share the scene's one wind, so
4
+ * their seas differ by their fetch and by the air around each.
4
5
  */
5
6
  export function build_world(dataset: any): Promise<{
6
7
  bodies: {
@@ -10,7 +11,6 @@ export function build_world(dataset: any): Promise<{
10
11
  waves: WaterWaves;
11
12
  transform: Transform64;
12
13
  level: any;
13
- base_wind: any;
14
14
  };
15
15
  puddle: {
16
16
  entity: any;
@@ -18,7 +18,6 @@ export function build_world(dataset: any): Promise<{
18
18
  waves: WaterWaves;
19
19
  transform: Transform64;
20
20
  level: any;
21
- base_wind: any;
22
21
  };
23
22
  lake: {
24
23
  entity: any;
@@ -26,7 +25,6 @@ export function build_world(dataset: any): Promise<{
26
25
  waves: WaterWaves;
27
26
  transform: Transform64;
28
27
  level: any;
29
- base_wind: any;
30
28
  };
31
29
  ocean: {
32
30
  entity: any;
@@ -34,7 +32,6 @@ export function build_world(dataset: any): Promise<{
34
32
  waves: WaterWaves;
35
33
  transform: Transform64;
36
34
  level: any;
37
- base_wind: any;
38
35
  };
39
36
  };
40
37
  }>;
@@ -1 +1 @@
1
- {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_surface/world.js"],"names":[],"mappings":"AAsGA;;;GAGG;AACH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqDC;kBA3JiB,6CAA6C;uBACxC,kDAAkD;4BAH7C,8CAA8C"}
1
+ {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/water_surface/world.js"],"names":[],"mappings":"AAsGA;;;;GAIG;AACH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqDC;kBA5JiB,6CAA6C;uBACxC,kDAAkD;4BAH7C,8CAA8C"}
@@ -102,7 +102,8 @@ const wobble = (seed, amount) => theta => 1 + amount * (0.6 * Math.sin(3 * theta
102
102
 
103
103
  /**
104
104
  * Four bodies of water, from a cup to an ocean, each a `Water` + `WaterWaves` entity whose mesh authors
105
- * only its outline: the surface's detail comes from the waves, at any scale.
105
+ * only its outline: the surface's detail comes from the waves, at any scale. They share the scene's one wind, so
106
+ * their seas differ by their fetch and by the air around each.
106
107
  */
107
108
  export async function build_world(dataset) {
108
109
  await MeshoptClusterizer.ready;
@@ -111,15 +112,15 @@ export async function build_world(dataset) {
111
112
  const shaded = new ShadedGeometry(); shaded.geometry = meshlets(geometry); shaded.material = m;
112
113
  return build(new Entity().add(pose(x, y, z)).add(shaded));
113
114
  };
114
- const water_body = ({ geometry, x, y, z, preset, wind, upwind = 0, reflection = 0.5, roughness = 0.02 }) => {
115
+ const water_body = ({ geometry, x, y, z, preset, upwind = 0, reflection = 0.5, roughness = 0.02 }) => {
115
116
  const water = new Water();
116
117
  water.medium = water_medium_preset({ preset });
117
118
  water.roughness.set(roughness);
118
119
  const waves = new WaterWaves();
119
- waves.windSpeed.set(wind); waves.upwindFetch.set(upwind); waves.shoreReflection.set(reflection);
120
+ waves.upwindFetch.set(upwind); waves.shoreReflection.set(reflection);
120
121
  const transform = pose(x, y, z);
121
122
  const entity = build(new Entity().add(water).add(waves).add(meshlets(geometry)).add(transform));
122
- return { entity, water, waves, transform, level: y, base_wind: wind };
123
+ return { entity, water, waves, transform, level: y };
123
124
  };
124
125
 
125
126
  // a floor for the cup's table and the puddle
@@ -130,18 +131,18 @@ export async function build_world(dataset) {
130
131
  solid(make_cylinder_geometry(0.045, 0.04, 0.095, 32, 1, true), material([0.92, 0.92, 0.9], 0.3), 0, 0.75 + 0.0475, 0);
131
132
  solid(polar_geometry({ segments: 32, rings: 1, radius: (theta, t) => 0.04 * t, texel: 0.02 }), material([1, 1, 1], 0.3, true), 0, 0.751, 0);
132
133
  const cup = water_body({ geometry: polar_geometry({ segments: 32, rings: 2, radius: (theta, t) => 0.0435 * t }),
133
- x: 0, y: 0.83, z: 0, preset: 'swimming_pool', wind: 2, reflection: 0.9 });
134
+ x: 0, y: 0.83, z: 0, preset: 'swimming_pool', reflection: 0.9 });
134
135
 
135
136
  // a puddle on the floor: a centimetre deep, two metres across
136
137
  const puddle_outline = wobble(1.3, 0.25);
137
138
  const puddle = water_body({ geometry: polar_geometry({ segments: 64, rings: 3, radius: (theta, t) => 1.0 * t * puddle_outline(theta) }),
138
- x: 4, y: 0.01, z: 1, preset: 'swimming_pool', wind: 4, reflection: 0.2 });
139
+ x: 4, y: 0.01, z: 1, preset: 'swimming_pool', reflection: 0.2 });
139
140
 
140
141
  // a mountain lake, 120 × 60 m, in a basin whose shore is its outline
141
142
  const lake_outline = wobble(0.4, 0.15);
142
143
  const lake_radius = (theta, t) => t * lake_outline(theta) * (60 - 30 * Math.sin(theta) ** 2);
143
144
  const lake = water_body({ geometry: polar_geometry({ segments: 96, rings: 6, radius: lake_radius }),
144
- x: 0, y: 0, z: 160, preset: 'tropical_lagoon', wind: 6, reflection: 0.3 });
145
+ x: 0, y: 0, z: 160, preset: 'tropical_lagoon', reflection: 0.3 });
145
146
  solid(polar_geometry({ segments: 96, rings: 24, radius: (theta, t) => lake_radius(theta, 3 * t),
146
147
  height: (theta, t) => { const f = 3 * t; return f < 1 ? -4 * (1 - f * f) : 18 * ((f - 1) / 2) ** 2; }, texel: 4 }),
147
148
  material([0.75, 0.85, 0.65], 0.8, true), 0, 0, 160);
@@ -151,7 +152,7 @@ export async function build_world(dataset) {
151
152
  const island = wobble(2.1, 0.12);
152
153
  const ocean = water_body({ geometry: polar_geometry({ segments: 128, rings: 24, hole: true,
153
154
  radius: (theta, t) => { const rim = 130 * island(theta); return rim * (2500 / rim) ** t; } }),
154
- x: ocean_x, y: 0, z: ocean_z, preset: 'clear_ocean', wind: 10, upwind: 200000, reflection: 0.6 });
155
+ x: ocean_x, y: 0, z: ocean_z, preset: 'clear_ocean', upwind: 200000, reflection: 0.6 });
155
156
  solid(polar_geometry({ segments: 128, rings: 48, radius: (theta, t) => 2600 * t * t,
156
157
  height: (theta, t) => { const r = 2600 * t * t / (220 * island(theta)); return r < 1 ? 60 - 100 * r ** 1.2 : -40; }, texel: 16 }),
157
158
  material([0.95, 0.9, 0.75], 0.8, true), ocean_x, 0, ocean_z);
@@ -0,0 +1,13 @@
1
+ /**
2
+ * Which indirect lighting a shader samples: the renderer's {@link ShadeIndirectLightingMode}, decided
3
+ * where a chunk graph asks for indirect light (the forward fragment, water's optics, SSR's resolve,
4
+ * froxel GI), so a pipeline links one mode's sampling and binds every mode's resources by name.
5
+ *
6
+ * The mode is the renderer's, for every pass at once, so the renderer sets this from
7
+ * `indirect_lighting_mode` in the switch set it hands its passes.
8
+ *
9
+ * @type {ShaderSwitch}
10
+ */
11
+ export const INDIRECT_LIGHTING: ShaderSwitch;
12
+ import { ShaderSwitch } from "./shader/compiler/ShaderSwitch.js";
13
+ //# sourceMappingURL=INDIRECT_LIGHTING.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"INDIRECT_LIGHTING.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/INDIRECT_LIGHTING.js"],"names":[],"mappings":"AAGA;;;;;;;;;GASG;AACH,gCAFU,YAAY,CAE6E;6BAZtE,mCAAmC"}
@@ -0,0 +1,14 @@
1
+ import { ShadeIndirectLightingMode } from "./ShadeIndirectLightingMode.js";
2
+ import { ShaderSwitch } from "./shader/compiler/ShaderSwitch.js";
3
+
4
+ /**
5
+ * Which indirect lighting a shader samples: the renderer's {@link ShadeIndirectLightingMode}, decided
6
+ * where a chunk graph asks for indirect light (the forward fragment, water's optics, SSR's resolve,
7
+ * froxel GI), so a pipeline links one mode's sampling and binds every mode's resources by name.
8
+ *
9
+ * The mode is the renderer's, for every pass at once, so the renderer sets this from
10
+ * `indirect_lighting_mode` in the switch set it hands its passes.
11
+ *
12
+ * @type {ShaderSwitch}
13
+ */
14
+ export const INDIRECT_LIGHTING = ShaderSwitch.enum('indirect lighting', ShadeIndirectLightingMode);
@@ -1 +1 @@
1
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