@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
@@ -0,0 +1,191 @@
1
+ /**
2
+ * @typedef {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
3
+ * @typedef {import("../wind/GPUSceneWind.js").GPUSceneWind} GPUSceneWind
4
+ * @typedef {import("./forcing/GPUFluidForcing.js").GPUFluidForcing} GPUFluidForcing
5
+ */
6
+ /**
7
+ * Most cascades a stack holds (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §5).
8
+ * @type {number}
9
+ */
10
+ export const GPU_FLUID_CASCADE_STACK_LIMIT: number;
11
+ /**
12
+ * The GPU fluid's nested, scrolling, two-way coupled cascades around one anchor
13
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7–§9): 1 to 8 {@link GPUFluidCascade}s, cascade `c` of
14
+ * `cell_size·2^c` at one power-of-two resolution, each the parent of the one below it; the coarsest's
15
+ * parent is the far field.
16
+ *
17
+ * The far field comes in as {@link FluidAtmosphere} records, world units, one a tick: the stack reads no
18
+ * ECS. A body force in one asserts (the GPU fluid drops it).
19
+ *
20
+ * **A tick** ({@link record_tick}), in the order of §8, all into one graph:
21
+ *
22
+ * placement the ruler's coarse cascade c (t mod 2^c = 2^(c−1)), then cascade 0, each by
23
+ * FluidCascadePlacement: hysteresis, the nesting clamp, a jump re-placing the whole
24
+ * stack
25
+ * fills every cascade that moved, coarsest first: what it exposed, from its parent
26
+ * queries with a GPUFluidForcing, every brick of cascade 0 and c against its cascade's LBVH
27
+ * restrict cascade c − 1 into cascade c (feedback), when c ≥ 1
28
+ * forcing c its solid flags, walls and forcing (with a GPUFluidForcing)
29
+ * step c dt·2^c, beside its parent, with the tick's vorticity confinement
30
+ * forcing 0
31
+ * step 0 dt, beside cascade 1
32
+ *
33
+ * so every tick steps cascade 0 and at most one other: at four cascades, 7 ticks in 8 step two.
34
+ *
35
+ * **Read records.** Each cascade keeps on the CPU the instant its velocity was last brought to and
36
+ * `v_far`, `Λ` then; {@link update_read} turns them into each cascade's `k = e^(−(Λ(t) − Λ(t_s)))` for
37
+ * the instant of the frame, so a reader takes `v_far(t) + (v − v_far(t_s))·k` with no large number on
38
+ * the device, across dropped ticks and ruler intervals alike.
39
+ *
40
+ * **The frame's publish** ({@link record_publish}), once after the frame's last tick: the stack's
41
+ * shape, every window and `k` into a `GPUSceneWind`'s table with `v_far(t)`, and a
42
+ * `FluidWindPublish` of every cascade whose velocity changed since its last publish (it stepped, or a
43
+ * placement filled it) into its tile, the skirt from its parent as its step reads it.
44
+ *
45
+ * **What a published field reads, per cascade** ({@link cascade}): `velocity` (its u, v, w views,
46
+ * toroidal), `corner` (world cell at window-local 0, Int32Array), `cell_size`, `faces_window(c)` and
47
+ * `cells_window` (corner, storage corner, size, period), `read_far_velocity` (`v_far(t_s)`) and
48
+ * `read_keep` (`k`). All retained: nothing is allocated to read them.
49
+ *
50
+ * Created placed around `anchor` and filled from the far field of `atmosphere` (velocity `v_far`,
51
+ * pressure 0); after that nothing is allocated per tick.
52
+ */
53
+ export class GPUFluidCascadeStack {
54
+ /**
55
+ * @param {object} pass
56
+ * @param {*} _resources
57
+ * @param {{encoder: import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext}} context
58
+ */
59
+ static "__#265@#execute_publish"(pass: object, _resources: any, context: {
60
+ encoder: import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext;
61
+ }): void;
62
+ /**
63
+ * @param {object} options
64
+ * @param {GPUDevice} options.device
65
+ * @param {ArrayLike<number>} options.resolution cells on each axis, powers of two; 32 or more when
66
+ * there is more than one cascade
67
+ * @param {number} options.cell_size metres, cascade 0's
68
+ * @param {number} options.cascade_count 1 to {@link GPU_FLUID_CASCADE_STACK_LIMIT}
69
+ * @param {ArrayLike<number>} options.anchor world metres, what the windows centre on
70
+ * @param {Float64Array|number[]} options.atmosphere a {@link FluidAtmosphere} record, world units
71
+ * @param {number} options.atmosphere_offset
72
+ */
73
+ constructor({ device, resolution, cell_size, cascade_count, anchor, atmosphere, atmosphere_offset }: {
74
+ device: GPUDevice;
75
+ resolution: ArrayLike<number>;
76
+ cell_size: number;
77
+ cascade_count: number;
78
+ anchor: ArrayLike<number>;
79
+ atmosphere: Float64Array | number[];
80
+ atmosphere_offset: number;
81
+ });
82
+ /**
83
+ * Whether rows 2..5 of every cascade relax toward its parent (§9). On by design; off for the seam
84
+ * probes' A/B.
85
+ * @type {boolean}
86
+ */
87
+ relaxation_band: boolean;
88
+ /**
89
+ * Whether each coarse step takes its child's interior first (§9). On by design; off is the
90
+ * uncoupled-grid reversal the seam probes measure.
91
+ * @type {boolean}
92
+ */
93
+ feedback: boolean;
94
+ /** @returns {number} */
95
+ get cascade_count(): number;
96
+ /**
97
+ * Cells on each axis, every cascade's.
98
+ * @returns {Readonly<Int32Array>}
99
+ */
100
+ get resolution(): Readonly<Int32Array>;
101
+ /**
102
+ * The last tick recorded, -1 before the first.
103
+ * @returns {number}
104
+ */
105
+ get last_tick(): number;
106
+ /**
107
+ * Cascade `c`, finest first.
108
+ * @param {number} c
109
+ * @returns {GPUFluidCascade}
110
+ */
111
+ cascade(c: number): GPUFluidCascade;
112
+ /**
113
+ * The world box of the coarsest cascade's window now, `[x0, y0, z0, x1, y1, z1]` metres: what
114
+ * `GPUFluidForcing#record_frame` clips its leaves to, unioned over a frame's stacks.
115
+ *
116
+ * @param {Float64Array|number[]} out
117
+ */
118
+ coarsest_bounds(out: Float64Array | number[]): void;
119
+ /**
120
+ * Each cascade's read factor `k` for the instant `atmosphere` describes, once a frame; see
121
+ * {@link GPUFluidCascade#update_read}.
122
+ *
123
+ * @param {Float64Array|number[]} atmosphere
124
+ * @param {number} offset
125
+ */
126
+ update_read(atmosphere: Float64Array | number[], offset: number): void;
127
+ /**
128
+ * Record one tick into `graph`: placement, fills, feedback and the ruler's steps.
129
+ *
130
+ * @param {object} options
131
+ * @param {FrameGraph} options.graph
132
+ * @param {number} options.tick the fixed-step tick, a non-negative integer above the last; ticks in
133
+ * between are dropped, and the identity covers them
134
+ * @param {number} options.dt seconds, cascade 0's step
135
+ * @param {ArrayLike<number>} options.anchor world metres
136
+ * @param {Float64Array|number[]} options.atmosphere the far field at the end of the tick, a
137
+ * {@link FluidAtmosphere} record, world units
138
+ * @param {number} options.atmosphere_offset
139
+ * @param {GPUFluidForcing|null} [options.forcing] the scene's effectors and obstacles, whose frame
140
+ * was recorded into `graph` (`GPUFluidForcing#record_frame`); `null`, the default, for none
141
+ * @param {number} [options.vorticity_confinement] its strength ε, per second, ≥ 0, for both of the
142
+ * tick's steps, each with its own cell and step (`GPUFluidCascade#record_step`); 0, the default,
143
+ * records no curl pass
144
+ */
145
+ record_tick({ graph, tick, dt, anchor, atmosphere, atmosphere_offset, forcing, vorticity_confinement }: {
146
+ graph: FrameGraph;
147
+ tick: number;
148
+ dt: number;
149
+ anchor: ArrayLike<number>;
150
+ atmosphere: Float64Array | number[];
151
+ atmosphere_offset: number;
152
+ forcing?: GPUFluidForcing | null;
153
+ vorticity_confinement?: number;
154
+ }): void;
155
+ /**
156
+ * Record the frame's publish into `graph`, after its last tick (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md
157
+ * §11): the field's table now, and one `FluidWindPublish` dispatch for each cascade whose velocity
158
+ * changed since it was last published, finest first. The table:
159
+ *
160
+ * wind.set_cascades(count, resolution)
161
+ * wind.set_cascade_window(c, corner, cell_size) every cascade
162
+ * wind.set_cascade_decay(c, k) k = e^(−(Λ(t) − Λ(t_s,c))), read_keep
163
+ * wind.set_far_velocity(v_far(t))
164
+ *
165
+ * A tile holds `v − v_far(t_s,c)` and `k` is taken for `t`, so a cascade that did not step reads
166
+ * from its old tile through its new decay. The field's own update uploads the table.
167
+ *
168
+ * @param {object} options
169
+ * @param {FrameGraph} options.graph
170
+ * @param {GPUSceneWind} options.wind the scene's wind field
171
+ * @param {Float64Array|number[]} options.atmosphere the far field now, a {@link FluidAtmosphere}
172
+ * record, world units
173
+ * @param {number} options.atmosphere_offset
174
+ */
175
+ record_publish({ graph, wind, atmosphere, atmosphere_offset }: {
176
+ graph: FrameGraph;
177
+ wind: GPUSceneWind;
178
+ atmosphere: Float64Array | number[];
179
+ atmosphere_offset: number;
180
+ }): void;
181
+ /**
182
+ * Release every cascade. Ticks recorded into a graph that has not run yet encode nothing.
183
+ */
184
+ destroy(): void;
185
+ #private;
186
+ }
187
+ export type FrameGraph = import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
188
+ export type GPUSceneWind = import("../wind/GPUSceneWind.js").GPUSceneWind;
189
+ export type GPUFluidForcing = import("./forcing/GPUFluidForcing.js").GPUFluidForcing;
190
+ import { GPUFluidCascade } from "./GPUFluidCascade.js";
191
+ //# sourceMappingURL=GPUFluidCascadeStack.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,463 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { window_scroll_regions } from "../../../core/geom/clipmap/window_scroll_regions.js";
3
+ import { fluid_cascade_ruler } from "./fluid_cascade_ruler.js";
4
+ import { FluidCascadePlacement } from "./FluidCascadePlacement.js";
5
+ import { GPUFluidCascade } from "./GPUFluidCascade.js";
6
+ import { FluidAtmosphere } from "../../../engine/physics/fluid/FluidAtmosphere.js";
7
+ import { fluid_cascade_parent_value } from "./coupling/FLUID_CASCADE_PARENT_STRUCT.js";
8
+ import { FluidWindPublish } from "./publish/FluidWindPublish.js";
9
+
10
+ /**
11
+ * @typedef {import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} FrameGraph
12
+ * @typedef {import("../wind/GPUSceneWind.js").GPUSceneWind} GPUSceneWind
13
+ * @typedef {import("./forcing/GPUFluidForcing.js").GPUFluidForcing} GPUFluidForcing
14
+ */
15
+
16
+ /**
17
+ * Most cascades a stack holds (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §5).
18
+ * @type {number}
19
+ */
20
+ export const GPU_FLUID_CASCADE_STACK_LIMIT = 8;
21
+
22
+ /**
23
+ * The GPU fluid's nested, scrolling, two-way coupled cascades around one anchor
24
+ * (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7–§9): 1 to 8 {@link GPUFluidCascade}s, cascade `c` of
25
+ * `cell_size·2^c` at one power-of-two resolution, each the parent of the one below it; the coarsest's
26
+ * parent is the far field.
27
+ *
28
+ * The far field comes in as {@link FluidAtmosphere} records, world units, one a tick: the stack reads no
29
+ * ECS. A body force in one asserts (the GPU fluid drops it).
30
+ *
31
+ * **A tick** ({@link record_tick}), in the order of §8, all into one graph:
32
+ *
33
+ * placement the ruler's coarse cascade c (t mod 2^c = 2^(c−1)), then cascade 0, each by
34
+ * FluidCascadePlacement: hysteresis, the nesting clamp, a jump re-placing the whole
35
+ * stack
36
+ * fills every cascade that moved, coarsest first: what it exposed, from its parent
37
+ * queries with a GPUFluidForcing, every brick of cascade 0 and c against its cascade's LBVH
38
+ * restrict cascade c − 1 into cascade c (feedback), when c ≥ 1
39
+ * forcing c its solid flags, walls and forcing (with a GPUFluidForcing)
40
+ * step c dt·2^c, beside its parent, with the tick's vorticity confinement
41
+ * forcing 0
42
+ * step 0 dt, beside cascade 1
43
+ *
44
+ * so every tick steps cascade 0 and at most one other: at four cascades, 7 ticks in 8 step two.
45
+ *
46
+ * **Read records.** Each cascade keeps on the CPU the instant its velocity was last brought to and
47
+ * `v_far`, `Λ` then; {@link update_read} turns them into each cascade's `k = e^(−(Λ(t) − Λ(t_s)))` for
48
+ * the instant of the frame, so a reader takes `v_far(t) + (v − v_far(t_s))·k` with no large number on
49
+ * the device, across dropped ticks and ruler intervals alike.
50
+ *
51
+ * **The frame's publish** ({@link record_publish}), once after the frame's last tick: the stack's
52
+ * shape, every window and `k` into a `GPUSceneWind`'s table with `v_far(t)`, and a
53
+ * `FluidWindPublish` of every cascade whose velocity changed since its last publish (it stepped, or a
54
+ * placement filled it) into its tile, the skirt from its parent as its step reads it.
55
+ *
56
+ * **What a published field reads, per cascade** ({@link cascade}): `velocity` (its u, v, w views,
57
+ * toroidal), `corner` (world cell at window-local 0, Int32Array), `cell_size`, `faces_window(c)` and
58
+ * `cells_window` (corner, storage corner, size, period), `read_far_velocity` (`v_far(t_s)`) and
59
+ * `read_keep` (`k`). All retained: nothing is allocated to read them.
60
+ *
61
+ * Created placed around `anchor` and filled from the far field of `atmosphere` (velocity `v_far`,
62
+ * pressure 0); after that nothing is allocated per tick.
63
+ */
64
+ export class GPUFluidCascadeStack {
65
+ /** @type {GPUFluidCascade[]} */
66
+ #cascades = [];
67
+
68
+ /** @type {FluidCascadePlacement} */
69
+ #placement;
70
+
71
+ /** @type {Int32Array} */
72
+ #resolution = new Int32Array(3);
73
+
74
+ /** Scratch for a move's exposed boxes, six integers each. */
75
+ #boxes = new Int32Array(18);
76
+ #old_corner = new Int32Array(3);
77
+ #new_corner = new Int32Array(3);
78
+
79
+ /** The last tick recorded, -1 before the first. */
80
+ #last_tick = -1;
81
+
82
+ /** Per cascade, 1 while its velocity has changed since its last publish; all at creation. @type {Uint8Array} */
83
+ #unpublished;
84
+
85
+ #publish = new FluidWindPublish();
86
+
87
+ /** Per cascade, what its publish reads, snapshot when the publish is recorded. */
88
+ #publish_records = [];
89
+
90
+ /** The publish pass's data: the field, and how many of {@link #publish_order} it publishes. */
91
+ #publish_pass = { stack: null, wind: null, count: 0, order: null };
92
+
93
+ #far_scratch = new Float32Array(3);
94
+
95
+ #destroyed = false;
96
+
97
+ /**
98
+ * Whether rows 2..5 of every cascade relax toward its parent (§9). On by design; off for the seam
99
+ * probes' A/B.
100
+ * @type {boolean}
101
+ */
102
+ relaxation_band = true;
103
+
104
+ /**
105
+ * Whether each coarse step takes its child's interior first (§9). On by design; off is the
106
+ * uncoupled-grid reversal the seam probes measure.
107
+ * @type {boolean}
108
+ */
109
+ feedback = true;
110
+
111
+ /**
112
+ * @param {object} options
113
+ * @param {GPUDevice} options.device
114
+ * @param {ArrayLike<number>} options.resolution cells on each axis, powers of two; 32 or more when
115
+ * there is more than one cascade
116
+ * @param {number} options.cell_size metres, cascade 0's
117
+ * @param {number} options.cascade_count 1 to {@link GPU_FLUID_CASCADE_STACK_LIMIT}
118
+ * @param {ArrayLike<number>} options.anchor world metres, what the windows centre on
119
+ * @param {Float64Array|number[]} options.atmosphere a {@link FluidAtmosphere} record, world units
120
+ * @param {number} options.atmosphere_offset
121
+ */
122
+ constructor({ device, resolution, cell_size, cascade_count, anchor, atmosphere, atmosphere_offset }) {
123
+ assert.defined(device, 'device');
124
+ assert.isPositiveInteger(cascade_count, 'cascade_count');
125
+ assert.lessThanOrEqual(cascade_count, GPU_FLUID_CASCADE_STACK_LIMIT, 'cascade_count');
126
+
127
+ this.#resolution.set(resolution);
128
+
129
+ const placement = this.#placement = new FluidCascadePlacement({ cascade_count, resolution, cell_size });
130
+
131
+ placement.place_all(anchor[0], anchor[1], anchor[2]);
132
+
133
+ const corner = new Int32Array(3);
134
+
135
+ for (let c = 0; c < cascade_count; c++) {
136
+ for (let axis = 0; axis < 3; axis++) {
137
+ corner[axis] = placement.corner(c, axis);
138
+ }
139
+
140
+ this.#cascades.push(new GPUFluidCascade({
141
+ device,
142
+ resolution,
143
+ cell_size: placement.cell_size(c),
144
+ corner,
145
+ atmosphere,
146
+ atmosphere_offset,
147
+ }));
148
+
149
+ this.#publish_records.push({
150
+ corner: new Int32Array(3),
151
+ far_velocity: new Float32Array(3),
152
+ parent: fluid_cascade_parent_value(),
153
+ parent_faces: { u: null, v: null, w: null, pressure: null },
154
+ });
155
+ }
156
+
157
+ this.#unpublished = new Uint8Array(cascade_count).fill(1);
158
+ this.#publish_pass.stack = this;
159
+ this.#publish_pass.order = new Int32Array(cascade_count);
160
+ }
161
+
162
+ /** @returns {number} */
163
+ get cascade_count() {
164
+ return this.#cascades.length;
165
+ }
166
+
167
+ /**
168
+ * Cells on each axis, every cascade's.
169
+ * @returns {Readonly<Int32Array>}
170
+ */
171
+ get resolution() {
172
+ return this.#resolution;
173
+ }
174
+
175
+ /**
176
+ * The last tick recorded, -1 before the first.
177
+ * @returns {number}
178
+ */
179
+ get last_tick() {
180
+ return this.#last_tick;
181
+ }
182
+
183
+ /**
184
+ * Cascade `c`, finest first.
185
+ * @param {number} c
186
+ * @returns {GPUFluidCascade}
187
+ */
188
+ cascade(c) {
189
+ return this.#cascades[c];
190
+ }
191
+
192
+ /**
193
+ * The world box of the coarsest cascade's window now, `[x0, y0, z0, x1, y1, z1]` metres: what
194
+ * `GPUFluidForcing#record_frame` clips its leaves to, unioned over a frame's stacks.
195
+ *
196
+ * @param {Float64Array|number[]} out
197
+ */
198
+ coarsest_bounds(out) {
199
+ const coarsest = this.#cascades[this.#cascades.length - 1];
200
+ const corner = coarsest.corner;
201
+ const h = coarsest.cell_size;
202
+ const resolution = this.#resolution;
203
+
204
+ for (let axis = 0; axis < 3; axis++) {
205
+ out[axis] = corner[axis] * h;
206
+ out[axis + 3] = (corner[axis] + resolution[axis]) * h;
207
+ }
208
+ }
209
+
210
+ /**
211
+ * Each cascade's read factor `k` for the instant `atmosphere` describes, once a frame; see
212
+ * {@link GPUFluidCascade#update_read}.
213
+ *
214
+ * @param {Float64Array|number[]} atmosphere
215
+ * @param {number} offset
216
+ */
217
+ update_read(atmosphere, offset) {
218
+ for (const cascade of this.#cascades) {
219
+ cascade.update_read(atmosphere, offset);
220
+ }
221
+ }
222
+
223
+ /**
224
+ * Record one tick into `graph`: placement, fills, feedback and the ruler's steps.
225
+ *
226
+ * @param {object} options
227
+ * @param {FrameGraph} options.graph
228
+ * @param {number} options.tick the fixed-step tick, a non-negative integer above the last; ticks in
229
+ * between are dropped, and the identity covers them
230
+ * @param {number} options.dt seconds, cascade 0's step
231
+ * @param {ArrayLike<number>} options.anchor world metres
232
+ * @param {Float64Array|number[]} options.atmosphere the far field at the end of the tick, a
233
+ * {@link FluidAtmosphere} record, world units
234
+ * @param {number} options.atmosphere_offset
235
+ * @param {GPUFluidForcing|null} [options.forcing] the scene's effectors and obstacles, whose frame
236
+ * was recorded into `graph` (`GPUFluidForcing#record_frame`); `null`, the default, for none
237
+ * @param {number} [options.vorticity_confinement] its strength ε, per second, ≥ 0, for both of the
238
+ * tick's steps, each with its own cell and step (`GPUFluidCascade#record_step`); 0, the default,
239
+ * records no curl pass
240
+ */
241
+ record_tick({ graph, tick, dt, anchor, atmosphere, atmosphere_offset, forcing = null, vorticity_confinement = 0 }) {
242
+ assert.notOk(this.#destroyed, 'the stack is destroyed');
243
+ assert.defined(graph, 'graph');
244
+ assert.isNonNegativeInteger(tick, 'tick');
245
+ assert.greaterThan(tick, this.#last_tick, 'ticks rise');
246
+ assert.isFinite(dt, 'dt');
247
+ assert.greaterThan(dt, 0, 'dt');
248
+
249
+ const cascades = this.#cascades;
250
+ const count = cascades.length;
251
+ const placement = this.#placement;
252
+ const x = anchor[0], y = anchor[1], z = anchor[2];
253
+
254
+ const coarse = fluid_cascade_ruler(tick, count);
255
+
256
+ // placement on the stepping cascades' own tick, coarsest first; a jump re-places them all
257
+ placement.begin();
258
+
259
+ if (coarse >= 0) {
260
+ placement.place(coarse, x, y, z);
261
+ }
262
+
263
+ placement.place(0, x, y, z);
264
+
265
+ // fills, coarsest first, so a child fills from its parent's new window
266
+ for (let c = count - 1; c >= 0; c--) {
267
+ if (!placement.moved(c)) {
268
+ continue;
269
+ }
270
+
271
+ for (let axis = 0; axis < 3; axis++) {
272
+ this.#old_corner[axis] = placement.previous_corner(c, axis);
273
+ this.#new_corner[axis] = placement.corner(c, axis);
274
+ }
275
+
276
+ const cascade = cascades[c];
277
+ const box_count = window_scroll_regions(this.#old_corner, this.#new_corner, this.#resolution, 3, this.#boxes);
278
+
279
+ cascade.place(this.#new_corner);
280
+ cascade.record_fill({ graph, boxes: this.#boxes, box_count, parent: c + 1 < count ? cascades[c + 1] : null });
281
+ this.#unpublished[c] = 1;
282
+ }
283
+
284
+ const band = this.relaxation_band;
285
+
286
+ // the brick queries of both stepping cascades, against the windows they step in
287
+ if (forcing !== null) {
288
+ forcing.record_queries({ graph, first: cascades[0], second: coarse >= 0 ? cascades[coarse] : null });
289
+ }
290
+
291
+ if (coarse >= 0) {
292
+ const cascade = cascades[coarse];
293
+ const coarse_dt = dt * 2 ** coarse;
294
+
295
+ this.#unpublished[coarse] = 1;
296
+
297
+ if (this.feedback) {
298
+ cascade.record_restrict({ graph, child: cascades[coarse - 1] });
299
+ }
300
+
301
+ // after the restriction, which would overwrite the walls it pins
302
+ const coarse_forcing = forcing === null ? null : forcing.record_forcing({ graph, cascade, dt: coarse_dt });
303
+
304
+ cascade.record_step({
305
+ graph,
306
+ dt: coarse_dt,
307
+ atmosphere,
308
+ atmosphere_offset,
309
+ parent: coarse + 1 < count ? cascades[coarse + 1] : null,
310
+ relaxation_band: band,
311
+ forcing: coarse_forcing,
312
+ vorticity_confinement,
313
+ });
314
+ }
315
+
316
+ const fine_forcing = forcing === null ? null : forcing.record_forcing({ graph, cascade: cascades[0], dt });
317
+
318
+ cascades[0].record_step({
319
+ graph,
320
+ dt,
321
+ atmosphere,
322
+ atmosphere_offset,
323
+ parent: count > 1 ? cascades[1] : null,
324
+ relaxation_band: band,
325
+ forcing: fine_forcing,
326
+ vorticity_confinement,
327
+ });
328
+
329
+ this.#unpublished[0] = 1;
330
+ this.#last_tick = tick;
331
+ }
332
+
333
+ /**
334
+ * Record the frame's publish into `graph`, after its last tick (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md
335
+ * §11): the field's table now, and one `FluidWindPublish` dispatch for each cascade whose velocity
336
+ * changed since it was last published, finest first. The table:
337
+ *
338
+ * wind.set_cascades(count, resolution)
339
+ * wind.set_cascade_window(c, corner, cell_size) every cascade
340
+ * wind.set_cascade_decay(c, k) k = e^(−(Λ(t) − Λ(t_s,c))), read_keep
341
+ * wind.set_far_velocity(v_far(t))
342
+ *
343
+ * A tile holds `v − v_far(t_s,c)` and `k` is taken for `t`, so a cascade that did not step reads
344
+ * from its old tile through its new decay. The field's own update uploads the table.
345
+ *
346
+ * @param {object} options
347
+ * @param {FrameGraph} options.graph
348
+ * @param {GPUSceneWind} options.wind the scene's wind field
349
+ * @param {Float64Array|number[]} options.atmosphere the far field now, a {@link FluidAtmosphere}
350
+ * record, world units
351
+ * @param {number} options.atmosphere_offset
352
+ */
353
+ record_publish({ graph, wind, atmosphere, atmosphere_offset }) {
354
+ assert.notOk(this.#destroyed, 'the stack is destroyed');
355
+ assert.defined(graph, 'graph');
356
+ assert.defined(wind, 'wind');
357
+ assert.isNonNegativeInteger(atmosphere_offset, 'atmosphere_offset');
358
+
359
+ const cascades = this.#cascades;
360
+ const count = cascades.length;
361
+
362
+ wind.set_cascades(count, this.#resolution);
363
+
364
+ const pass = this.#publish_pass;
365
+ let pending = 0;
366
+
367
+ for (let c = 0; c < count; c++) {
368
+ const cascade = cascades[c];
369
+
370
+ cascade.update_read(atmosphere, atmosphere_offset);
371
+
372
+ wind.set_cascade_window(c, cascade.corner, cascade.cell_size);
373
+ wind.set_cascade_decay(c, cascade.read_keep);
374
+
375
+ if (this.#unpublished[c] === 0) {
376
+ continue;
377
+ }
378
+
379
+ // what the publish reads, as it is now: the frame's ticks are recorded
380
+ const record = this.#publish_records[c];
381
+
382
+ record.corner.set(cascade.corner);
383
+ record.far_velocity.set(cascade.read_far_velocity);
384
+ cascade.describe_parent(record.parent, record.parent_faces, c + 1 < count ? cascades[c + 1] : null);
385
+
386
+ pass.order[pending++] = c;
387
+ this.#unpublished[c] = 0;
388
+ }
389
+
390
+ const far = this.#far_scratch;
391
+ far[0] = atmosphere[atmosphere_offset + FluidAtmosphere.VELOCITY_X];
392
+ far[1] = atmosphere[atmosphere_offset + FluidAtmosphere.VELOCITY_Y];
393
+ far[2] = atmosphere[atmosphere_offset + FluidAtmosphere.VELOCITY_Z];
394
+
395
+ wind.set_far_velocity(far);
396
+
397
+ if (pending === 0) {
398
+ return;
399
+ }
400
+
401
+ pass.wind = wind;
402
+ pass.count = pending;
403
+
404
+ graph.add('Fluid / wind publish', pass, GPUFluidCascadeStack.#execute_publish).make_side_effect();
405
+ }
406
+
407
+ /** The options {@link FluidWindPublish#record} takes, rewritten for every cascade. */
408
+ #publish_options = { encoder: null, velocity: null, corner: null, far_velocity: null, parent: null, parent_faces: null, atlas: null, slot: 0 };
409
+
410
+ /**
411
+ * @param {object} pass
412
+ * @param {*} _resources
413
+ * @param {{encoder: import("../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext}} context
414
+ */
415
+ static #execute_publish(pass, _resources, context) {
416
+ const stack = pass.stack;
417
+
418
+ if (stack.#destroyed) {
419
+ return;
420
+ }
421
+
422
+ const options = stack.#publish_options;
423
+ const wind = pass.wind;
424
+
425
+ options.encoder = context.encoder;
426
+ options.atlas = wind.atlas;
427
+
428
+ try {
429
+ for (let i = 0; i < pass.count; i++) {
430
+ const c = pass.order[i];
431
+ const record = stack.#publish_records[c];
432
+
433
+ options.velocity = stack.#cascades[c].velocity;
434
+ options.corner = record.corner;
435
+ options.far_velocity = record.far_velocity;
436
+ options.parent = record.parent;
437
+ options.parent_faces = record.parent_faces;
438
+ options.slot = wind.slot(c);
439
+
440
+ stack.#publish.record(options);
441
+ }
442
+ } finally {
443
+ options.encoder = options.atlas = options.velocity = options.corner = options.far_velocity = null;
444
+ options.parent = options.parent_faces = null;
445
+ pass.wind = null;
446
+ }
447
+ }
448
+
449
+ /**
450
+ * Release every cascade. Ticks recorded into a graph that has not run yet encode nothing.
451
+ */
452
+ destroy() {
453
+ if (this.#destroyed) {
454
+ return;
455
+ }
456
+
457
+ this.#destroyed = true;
458
+
459
+ for (const cascade of this.#cascades) {
460
+ cascade.destroy();
461
+ }
462
+ }
463
+ }
@@ -0,0 +1,27 @@
1
+ /**
2
+ * Bricks of a cascade's fill: cells 4 on a side, the unit corners move in.
3
+ * @type {number}
4
+ */
5
+ export const FLUID_CASCADE_FILL_BRICK: number;
6
+ /**
7
+ * Boxes one fill writes at most: a move exposes one slab per axis it moved along
8
+ * (`window_scroll_regions`).
9
+ * @type {number}
10
+ */
11
+ export const FLUID_CASCADE_FILL_BOX_LIMIT: number;
12
+ /**
13
+ * What a cascade's fill writes (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7), as the uniform `fill`.
14
+ *
15
+ * - `cells`, `faces_u`, `faces_v`, `faces_w`: where the cascade's pressure and faces are stored,
16
+ * as `FLUID_MAC_STEP_STRUCT` has them; `cells.corner` is the cascade's corner.
17
+ * - `box0`, `box1`, `box2`: each box's smallest window-local cell, a multiple of
18
+ * {@link FLUID_CASCADE_FILL_BRICK};
19
+ * - `box0_bricks`, `box1_bricks`, `box2_bricks`: bricks along each axis of each box;
20
+ * - `box_end`: bricks through the end of box 0, 1 and 2, so `box_end.z` is the dispatch's live count.
21
+ * An unused box has no bricks.
22
+ *
23
+ * @type {WebGPUStruct}
24
+ */
25
+ export const FLUID_CASCADE_FILL_STRUCT: WebGPUStruct;
26
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
27
+ //# sourceMappingURL=FLUID_CASCADE_FILL_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FLUID_CASCADE_FILL_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/coupling/FLUID_CASCADE_FILL_STRUCT.js"],"names":[],"mappings":"AAIA;;;GAGG;AACH,uCAFU,MAAM,CAE0B;AAE1C;;;;GAIG;AACH,2CAFU,MAAM,CAE8B;AAE9C;;;;;;;;;;;;GAYG;AACH,wCAFU,YAAY,CAcC;6BAxCM,mCAAmC"}