@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 +1,208 @@
1
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
2
+ import { chunk_collection_u32_append } from "../../gpu_primitive/chunk_collection_u32_append.js";
3
+ import { COLLECTION_U32_STRUCT_WRITE } from "../../gpu_primitive/COLLECTION_U32_STRUCT_WRITE.js";
4
+ import { BVH2_NODE_STRUCT } from "../../shader/chunk/bvh/BVH2_NODE_STRUCT.js";
5
+ import { BVH_STRUCT } from "../../shader/chunk/bvh/BVH_STRUCT.js";
6
+ import { chunk_bvh_query_aabb_cooperative } from "../../shader/chunk/bvh/chunk_bvh_query_aabb_cooperative.js";
7
+ import { BVH_QUERY_AABB_WORKGROUP_SIZE } from "../../shader/chunk/bvh/chunk_bvh_query_aabb_frontier.js";
8
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
9
+ import { chunk_index_to_grid3d } from "../../shader/chunk/grid/chunk_index_to_grid3d.js";
10
+ import { ComputeShader } from "../../shader/ComputeShader.js";
11
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
13
+ import { atomic_u32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
14
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
15
+ import { chunk_fluid_forcing_query_select } from "./chunk_fluid_forcing_query_select.js";
16
+ import { FLUID_FORCING_QUERY_STRUCT } from "./FLUID_FORCING_QUERY_STRUCT.js";
17
+
18
+ const resources = new ShaderResourceSetDescriptor();
19
+
20
+ resources.createGroup()
21
+ .addUniform("settings", FLUID_FORCING_QUERY_STRUCT)
22
+ // each slot's tree, over the effectors and the obstacles its cascade resolves; one buffer twice
23
+ // when the two cascades resolve the same obstacles
24
+ .addStorageBuffer("tree_0", BVH_STRUCT, false)
25
+ .addStorageBuffer("tree_1", BVH_STRUCT, false)
26
+ // the bricks each stepping cascade's forcing runs over, as query indices
27
+ .addStorageBuffer("list_0", COLLECTION_U32_STRUCT_WRITE, true)
28
+ .addStorageBuffer("list_1", COLLECTION_U32_STRUCT_WRITE, true)
29
+ // FLUID_FORCING_SURVIVOR_STRIDE words a query
30
+ .addStorageBuffer("survivors", WebGPUArray.from(u32), true)
31
+ // a word a brick of each stepping cascade, persistent: 1 while its solid flags hold something
32
+ .addStorageBuffer("bricks_0", WebGPUArray.from(u32), true)
33
+ .addStorageBuffer("bricks_1", WebGPUArray.from(u32), true)
34
+ // what was dropped, accumulated: obstacles and effectors past their limits, candidates past the
35
+ // list, nodes never tested
36
+ .addStorageBuffer("statistics", WebGPUArray.from(atomic_u32), true);
37
+
38
+ const body = CodeChunk.from(
39
+ //language=WGSL
40
+ `
41
+ // the querying slot, the same for the whole workgroup: which tree it walks
42
+ var<private> fluid_forcing_slot: u32;
43
+
44
+ fn bvh_query_aabb_node(index: u32) -> ${BVH2_NODE_STRUCT.wgsl_ref} {
45
+ if (fluid_forcing_slot == 0u) {
46
+ return tree_0.nodes[index];
47
+ }
48
+
49
+ return tree_1.nodes[index];
50
+ }
51
+
52
+ // the resolution cull is the tree: it holds only the obstacles its cascade resolves
53
+ fn bvh_query_aabb_accept_leaf(payload: u32, bounds: array<f32, 6>) -> bool {
54
+ return true;
55
+ }
56
+
57
+ fn fluid_forcing_candidate(index: u32) -> u32 {
58
+ return bvh_query_aabb_candidates[index];
59
+ }
60
+
61
+ fn fluid_forcing_brick_state(slot: u32, brick: u32) -> u32 {
62
+ if (slot == 0u) {
63
+ return bricks_0[brick];
64
+ }
65
+
66
+ return bricks_1[brick];
67
+ }
68
+
69
+ fn fluid_forcing_set_brick_state(slot: u32, brick: u32, value: u32) {
70
+ if (slot == 0u) {
71
+ bricks_0[brick] = value;
72
+ } else {
73
+ bricks_1[brick] = value;
74
+ }
75
+ }
76
+
77
+ @compute @workgroup_size(BVH_QUERY_AABB_WORKGROUP_SIZE, 1, 1)
78
+ fn main(
79
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
80
+ @builtin(local_invocation_index) lane: u32,
81
+ ) {
82
+ let query = folded_workgroup_index(workgroup_id);
83
+
84
+ if (query >= settings.query_count) {
85
+ return;
86
+ }
87
+
88
+ let slot = query / settings.brick_count;
89
+ let brick = query - slot * settings.brick_count;
90
+
91
+ var corner = settings.corner_0;
92
+ var cell_size = settings.cell_size_0;
93
+ var root = tree_0.root;
94
+ var obstacle_leaf_count = settings.obstacle_leaf_count_0;
95
+
96
+ if (slot != 0u) {
97
+ corner = settings.corner_1;
98
+ cell_size = settings.cell_size_1;
99
+ root = tree_1.root;
100
+ obstacle_leaf_count = settings.obstacle_leaf_count_1;
101
+ }
102
+
103
+ fluid_forcing_slot = slot;
104
+
105
+ let box = fluid_forcing_brick_box(corner, cell_size, index_to_grid3d(brick, settings.bricks.xy));
106
+ let result = bvh_query_aabb_cooperative(root, box, lane);
107
+
108
+ // obstacles sort first; the lowest of each are the survivors
109
+ let obstacles = fluid_forcing_obstacle_split(result.candidate_count, obstacle_leaf_count);
110
+ let effectors = result.candidate_count - obstacles;
111
+
112
+ let kept_obstacles = min(obstacles, FLUID_FORCING_OBSTACLE_LIMIT);
113
+ let kept_effectors = min(effectors, FLUID_FORCING_EFFECTOR_LIMIT);
114
+
115
+ let touched = kept_obstacles + kept_effectors > 0u;
116
+ let base = query * FLUID_FORCING_SURVIVOR_STRIDE;
117
+
118
+ if (touched) {
119
+ if (lane < kept_obstacles) {
120
+ survivors[base + 1u + lane] = bvh_query_aabb_candidates[lane];
121
+ }
122
+
123
+ if (lane < kept_effectors) {
124
+ survivors[base + 1u + FLUID_FORCING_OBSTACLE_LIMIT + lane] = bvh_query_aabb_candidates[obstacles + lane];
125
+ }
126
+ }
127
+
128
+ var want = false;
129
+
130
+ if (lane == 0u) {
131
+ // a brick whose flags still hold an earlier tick's is forced too, to clear them
132
+ let held = fluid_forcing_brick_state(slot, brick);
133
+ let holds = select(0u, 1u, touched);
134
+
135
+ want = touched || held != 0u;
136
+
137
+ if (want) {
138
+ survivors[base] = fluid_forcing_survivor_header(kept_obstacles, kept_effectors);
139
+ }
140
+
141
+ if (held != holds) {
142
+ fluid_forcing_set_brick_state(slot, brick, holds);
143
+ }
144
+
145
+ if (obstacles > kept_obstacles) {
146
+ atomicAdd(&statistics[0], obstacles - kept_obstacles);
147
+ }
148
+ if (effectors > kept_effectors) {
149
+ atomicAdd(&statistics[1], effectors - kept_effectors);
150
+ }
151
+ if (result.candidates_dropped > 0u) {
152
+ atomicAdd(&statistics[2], result.candidates_dropped);
153
+ }
154
+ if (result.nodes_dropped > 0u) {
155
+ atomicAdd(&statistics[3], result.nodes_dropped);
156
+ }
157
+ }
158
+
159
+ // slot is uniform across the workgroup, so each subgroup appends in uniform control flow
160
+ if (slot == 0u) {
161
+ collection_u32_append(&list_0, want, query, settings.brick_count);
162
+ } else {
163
+ collection_u32_append(&list_1, want, query, settings.brick_count);
164
+ }
165
+ }
166
+ `, [
167
+ chunk_folded_workgroup_index,
168
+ chunk_index_to_grid3d,
169
+ chunk_bvh_query_aabb_cooperative,
170
+ chunk_collection_u32_append,
171
+ chunk_fluid_forcing_query_select,
172
+ ]);
173
+
174
+ body.addExtension(WebGPUExtensionType.Subgroups);
175
+
176
+ /**
177
+ * Q1 of a tick (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10): every brick of every stepping cascade
178
+ * asks its cascade's LBVH of the frame which leaves meet it, one workgroup a brick, one dispatch for
179
+ * the tick.
180
+ *
181
+ * Query `q` is brick `q mod B` of stepping slot `q / B` (`B` bricks a window; at most two slots, cascade
182
+ * 0 and the ruler's coarse cascade). Its box is the brick's cells grown by the kernel floor, two of
183
+ * the cascade's cells (`fluid_forcing_brick_box`), and `chunk_bvh_query_aabb_cooperative` walks the
184
+ * slot's tree (`tree_0` or `tree_1`) a level at a time in workgroup memory, so a thread's work is
185
+ * bounded by the tree's depth. The resolution cull is the tree itself: a slot's tree holds the
186
+ * effectors and only the obstacles its cascade resolves (`GPUFluidForcing`), so no leaf is filtered
187
+ * here and an obstacle too small for the cascade never takes a place on the frontier. The candidates
188
+ * come back sorted by leaf, so obstacles (the first leaves) come first and each kind by row; the brick
189
+ * keeps the first
190
+ * `FLUID_FORCING_OBSTACLE_LIMIT` obstacles and the first `FLUID_FORCING_EFFECTOR_LIMIT` effectors in
191
+ * `survivors[q·FLUID_FORCING_SURVIVOR_STRIDE ...]`, and what it could not keep is added to
192
+ * `statistics`.
193
+ *
194
+ * A brick that kept anything, or whose cascade's solid flags still hold what an earlier tick wrote
195
+ * there (`bricks_s`, one word a brick the cascade keeps), is appended to its slot's list
196
+ * (`collection_u32_append`, one atomic a subgroup), with its survivor header; the forcing then runs
197
+ * over exactly those, and writes a held brick's flags to nothing.
198
+ *
199
+ * Per invocation: the query's 204 node reads at most and its sort, eight candidate reads for the
200
+ * split, two survivor writes.
201
+ *
202
+ * @type {ComputeShader}
203
+ */
204
+ export const shader_fluid_forcing_query = ComputeShader.from({
205
+ label: "Fluid / forcing / brick query",
206
+ resources,
207
+ body,
208
+ });
@@ -0,0 +1,35 @@
1
+ /**
2
+ * What the MAC passes of one cascade step read, as the uniform `step`.
3
+ *
4
+ * A cascade is a window of N = (nx, ny, nz) cells. Window-local cell `c ∈ [0, N)` has its centre at
5
+ * `corner_world + (c + 0.5)·h`; u face `(i, j, k)`, `i ∈ [0, nx]`, sits at cell coordinate
6
+ * `(i − 0.5, j, k)`, and likewise v along y and w along z.
7
+ *
8
+ * Persistent fields are stored toroidally and addressed through the windows (S0's
9
+ * {@link GRID_TILE_WINDOW_STRUCT}, `grid_tile_window_storage`):
10
+ * - `cells`: pressure, `array<f32>` of N cells, period N; `size` is N, which is also the window every
11
+ * window-local transient (the solid flags, the right-hand side) is laid out over, x fastest.
12
+ * - `faces_u`, `faces_v`, `faces_w`: the persistent velocity, one `r32float` 3-D texture a component,
13
+ * (nx + 1)·ny·nz, nx·(ny + 1)·nz and nx·ny·(nz + 1); size and period are N plus one along the
14
+ * component's own axis.
15
+ *
16
+ * Each window's `corner` is the world cell (or face) at window-local 0, and `corner_storage` that
17
+ * corner modulo the window's period.
18
+ *
19
+ * The step runs from `t₀`, the instant the cascade's velocity was last brought to (its read record),
20
+ * to `t₁` (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, §8):
21
+ * - `far_velocity`: `v_far(t₀)`, m/s: what the velocity the step starts from is a deviation from.
22
+ * - `far_velocity_end`: `v_far(t₁)`, m/s.
23
+ * - `keep`: `e^(−(Λ(t₁) − Λ(t₀)))`, the deviation the atmosphere leaves over the step.
24
+ * - `deviation_limit`: m/s, `FLUID_CASCADE_DEVIATION_CELLS·h/dt`, the clamp on `|v − v_far(t₁)|`.
25
+ * - `band`: 1 when the faces of rows 2..5 relax toward the parent, 0 when they do not.
26
+ * - `dt_over_h`: dt/h, s/m: cells a velocity of 1 m/s crosses in the step, and the gradient's scale
27
+ * `u −= (dt/h)·(p_R − p_L)`.
28
+ * - `rhs_scale`: 1/(h·dt): the face-difference sum times this is the pressure solve's right-hand
29
+ * side, `div/dt` with `div = Σ/h`.
30
+ * - `confinement_dt`: ε·dt, the vorticity confinement's strength times the step (§8 passes 1 and 3);
31
+ * 0 when it is off, and then no curl pass ran and the correct pass adds nothing for it.
32
+ */
33
+ export const FLUID_MAC_STEP_STRUCT: WebGPUStruct;
34
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
35
+ //# sourceMappingURL=FLUID_MAC_STEP_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FLUID_MAC_STEP_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,iDAamB;6BA/CU,mCAAmC"}
@@ -0,0 +1,50 @@
1
+ import { GRID_TILE_WINDOW_STRUCT } from "../../shader/chunk/grid/GRID_TILE_WINDOW_STRUCT.js";
2
+ import { f32, u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
+
5
+ /**
6
+ * What the MAC passes of one cascade step read, as the uniform `step`.
7
+ *
8
+ * A cascade is a window of N = (nx, ny, nz) cells. Window-local cell `c ∈ [0, N)` has its centre at
9
+ * `corner_world + (c + 0.5)·h`; u face `(i, j, k)`, `i ∈ [0, nx]`, sits at cell coordinate
10
+ * `(i − 0.5, j, k)`, and likewise v along y and w along z.
11
+ *
12
+ * Persistent fields are stored toroidally and addressed through the windows (S0's
13
+ * {@link GRID_TILE_WINDOW_STRUCT}, `grid_tile_window_storage`):
14
+ * - `cells`: pressure, `array<f32>` of N cells, period N; `size` is N, which is also the window every
15
+ * window-local transient (the solid flags, the right-hand side) is laid out over, x fastest.
16
+ * - `faces_u`, `faces_v`, `faces_w`: the persistent velocity, one `r32float` 3-D texture a component,
17
+ * (nx + 1)·ny·nz, nx·(ny + 1)·nz and nx·ny·(nz + 1); size and period are N plus one along the
18
+ * component's own axis.
19
+ *
20
+ * Each window's `corner` is the world cell (or face) at window-local 0, and `corner_storage` that
21
+ * corner modulo the window's period.
22
+ *
23
+ * The step runs from `t₀`, the instant the cascade's velocity was last brought to (its read record),
24
+ * to `t₁` (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, §8):
25
+ * - `far_velocity`: `v_far(t₀)`, m/s: what the velocity the step starts from is a deviation from.
26
+ * - `far_velocity_end`: `v_far(t₁)`, m/s.
27
+ * - `keep`: `e^(−(Λ(t₁) − Λ(t₀)))`, the deviation the atmosphere leaves over the step.
28
+ * - `deviation_limit`: m/s, `FLUID_CASCADE_DEVIATION_CELLS·h/dt`, the clamp on `|v − v_far(t₁)|`.
29
+ * - `band`: 1 when the faces of rows 2..5 relax toward the parent, 0 when they do not.
30
+ * - `dt_over_h`: dt/h, s/m: cells a velocity of 1 m/s crosses in the step, and the gradient's scale
31
+ * `u −= (dt/h)·(p_R − p_L)`.
32
+ * - `rhs_scale`: 1/(h·dt): the face-difference sum times this is the pressure solve's right-hand
33
+ * side, `div/dt` with `div = Σ/h`.
34
+ * - `confinement_dt`: ε·dt, the vorticity confinement's strength times the step (§8 passes 1 and 3);
35
+ * 0 when it is off, and then no curl pass ran and the correct pass adds nothing for it.
36
+ */
37
+ export const FLUID_MAC_STEP_STRUCT = WebGPUStruct.from({
38
+ cells: GRID_TILE_WINDOW_STRUCT,
39
+ faces_u: GRID_TILE_WINDOW_STRUCT,
40
+ faces_v: GRID_TILE_WINDOW_STRUCT,
41
+ faces_w: GRID_TILE_WINDOW_STRUCT,
42
+ far_velocity: vec3f,
43
+ dt_over_h: f32,
44
+ far_velocity_end: vec3f,
45
+ rhs_scale: f32,
46
+ keep: f32,
47
+ deviation_limit: f32,
48
+ band: u32,
49
+ confinement_dt: f32,
50
+ }, 'FluidMacStep');
@@ -0,0 +1,162 @@
1
+ /**
2
+ * @typedef {import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
3
+ * @typedef {import("./FluidMacVelocitySet.js").FluidMacVelocitySet} FluidMacVelocitySet
4
+ * @typedef {{u: GPUTextureView, v: GPUTextureView, w: GPUTextureView}} FluidMacVelocityViews a MAC
5
+ * velocity field's three component views: a {@link FluidMacVelocitySet}'s, or a frame graph's
6
+ * transient textures'
7
+ * @typedef {{uniform: GPUBuffer, u: GPUTextureView, v: GPUTextureView, w: GPUTextureView, pressure: GPUBuffer}} FluidCascadeParentBindings
8
+ * what a step reads of its parent beyond its window: `uniform`, the parent as
9
+ * {@link FLUID_CASCADE_PARENT_STRUCT}; `u`, `v`, `w`, its persistent faces; `pressure`, its pressure.
10
+ * A far-field parent binds stand-ins it never reads.
11
+ * @typedef {{u: GPUTextureView, v: GPUTextureView, w: GPUTextureView, pressure: GPUBuffer}} FluidCascadeGhostBindings
12
+ * a step's ghosts (`shader_fluid_cascade_ghosts`): `u`, `v`, `w`, the velocity shells, transient
13
+ * `r32float` textures of each face lattice grown by `FLUID_CASCADE_GHOST_DEPTH` on every side;
14
+ * `pressure`, the pressure ghosts over the window grown by one cell.
15
+ */
16
+ /**
17
+ * Records the MAC passes of one cascade's step (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8): the
18
+ * advection (predict, then correct), the right-hand side of the pressure solve, and the gradient
19
+ * subtraction that writes the step's end velocity. The pressure solve between the last two is not
20
+ * here.
21
+ *
22
+ * One instance a cascade. {@link place} puts its window, {@link set_step} sets a step's h, dt and far
23
+ * field, and each `record_*` records into the encoder a frame-graph pass hands its callback. Each
24
+ * record serialises the step's parameters into a transient uniform of its own (pooled by the
25
+ * encoder), so a step recorded later in the frame cannot change what an earlier one reads.
26
+ *
27
+ * The step's order and what moves between the passes, A the cascade's persistent velocity:
28
+ *
29
+ * record_ghosts(encoder, parent, G) parent → G (the step's ghosts)
30
+ * record_curl(encoder, A, solid, C) A → C, the confinement force (with confinement)
31
+ * record_advect(encoder, A, F, B, solid, forcing, C, parent, G) A → F (predict), A + F + C + forcing → B (correct)
32
+ * record_divergence(encoder, B, solid, rhs) B → rhs = div/dt
33
+ * (the pressure solve: rhs → pressure, its ghosts G)
34
+ * record_gradient(encoder, B, pressure, solid, A, G) B + pressure → A
35
+ *
36
+ * so A is the only velocity a cascade keeps between steps, and F and B are transients. Beyond the
37
+ * window, the advection reads the step's ghosts of the parent's faces and the gradient those of its
38
+ * pressure ({@link FluidCascadeGhostBindings}), each written once a step from the parent
39
+ * ({@link FluidCascadeParentBindings}).
40
+ *
41
+ * Every pass dispatches `(nx / 8, ny / 8, nz / 4)` workgroups, the ghosts `ceil((n + 1 + 2·depth) / 4)`
42
+ * on each axis, a texel of the largest shell an invocation. Nothing here allocates once placed:
43
+ * the parameters, bindings and dispatch arguments are retained and rewritten in place.
44
+ */
45
+ export class FluidMacPasses {
46
+ /**
47
+ * Where the cascade's window is.
48
+ *
49
+ * @param {ArrayLike<number>} resolution cells on each axis, each a power of two, at least 8, 8, 4
50
+ * @param {ArrayLike<number>} corner the world cell at window-local (0, 0, 0)
51
+ */
52
+ place(resolution: ArrayLike<number>, corner: ArrayLike<number>): void;
53
+ /**
54
+ * The step about to be recorded, from `t₀` to `t₁` (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6, §8).
55
+ *
56
+ * @param {number} h cell size, m
57
+ * @param {number} dt time step, s
58
+ * @param {ArrayLike<number>} far_velocity `v_far(t₀)`, m/s: what the velocity the step starts from
59
+ * is a deviation from
60
+ * @param {ArrayLike<number>} far_velocity_end `v_far(t₁)`, m/s
61
+ * @param {number} keep `e^(−(Λ(t₁) − Λ(t₀)))`, in [0, 1]
62
+ * @param {boolean} band whether the faces of rows 2..5 relax toward the parent
63
+ * @param {number} confinement the vorticity confinement's strength ε, per second, ≥ 0: 0 for none,
64
+ * and then {@link record_curl} is not recorded for the step
65
+ */
66
+ set_step(h: number, dt: number, far_velocity: ArrayLike<number>, far_velocity_end: ArrayLike<number>, keep: number, band: boolean, confinement: number): void;
67
+ /**
68
+ * The step's vorticity confinement, pass 1 (`shader_fluid_mac_curl`): the curl of the persistent
69
+ * velocity and the force it makes in every cell, for the correct pass. Recorded only for a step whose
70
+ * confinement is not 0, before {@link record_advect}.
71
+ *
72
+ * @param {ShadeGPUCommandContext} encoder
73
+ * @param {FluidMacVelocityViews} source the persistent velocity, toroidal; read
74
+ * @param {GPUBuffer} solid the window-local solid flags, `array<u32>`, bit 0
75
+ * @param {GPUBuffer} confinement written, `array<f32>` of 3·N cells, window-local
76
+ */
77
+ record_curl(encoder: ShadeGPUCommandContext, source: FluidMacVelocityViews, solid: GPUBuffer, confinement: GPUBuffer): void;
78
+ /**
79
+ * MacCormack advection of the persistent velocity by itself: predict into `forward`, then correct
80
+ * into `out`, which adds the step's confinement and the tick's forcing.
81
+ *
82
+ * @param {ShadeGPUCommandContext} encoder
83
+ * @param {FluidMacVelocityViews} source the persistent velocity, toroidal; read
84
+ * @param {FluidMacVelocityViews} forward a transient, window-local; written, then read
85
+ * @param {FluidMacVelocityViews} out a transient, window-local; written
86
+ * @param {GPUBuffer} solid the window-local solid flags, `array<u32>`: bit 0 solid, bit 1
87
+ * (`FLUID_FORCED_FLAG`) forcing written for the cell's faces
88
+ * @param {GPUBuffer} forcing the tick's forcing, `array<f32>` over the three face lattices
89
+ * (`shader_fluid_mac_advect_correct`); read only where `solid` says it was written
90
+ * @param {GPUBuffer} confinement what {@link record_curl} wrote for the step; read only when the
91
+ * step's confinement is not 0
92
+ * @param {FluidCascadeParentBindings} parent what lies beyond the window, past its ghosts
93
+ * @param {FluidCascadeGhostBindings} ghosts the step's ghosts, written by {@link record_ghosts}
94
+ */
95
+ record_advect(encoder: ShadeGPUCommandContext, source: FluidMacVelocityViews, forward: FluidMacVelocityViews, out: FluidMacVelocityViews, solid: GPUBuffer, forcing: GPUBuffer, confinement: GPUBuffer, parent: FluidCascadeParentBindings, ghosts: FluidCascadeGhostBindings): void;
96
+ /**
97
+ * The step's ghosts (`shader_fluid_cascade_ghosts`): the parent's identity read at every face of the
98
+ * velocity shells and its pressure at every cell one past the window, once, for the step's passes.
99
+ *
100
+ * @param {ShadeGPUCommandContext} encoder
101
+ * @param {FluidCascadeParentBindings} parent
102
+ * @param {FluidCascadeGhostBindings} ghosts written
103
+ */
104
+ record_ghosts(encoder: ShadeGPUCommandContext, parent: FluidCascadeParentBindings, ghosts: FluidCascadeGhostBindings): void;
105
+ /**
106
+ * The right-hand side of the pressure solve, `div/dt` at every cell, 0 in solid cells.
107
+ *
108
+ * @param {ShadeGPUCommandContext} encoder
109
+ * @param {FluidMacVelocityViews} velocity the advected velocity, window-local; read
110
+ * @param {GPUBuffer} solid the window-local solid flags, `array<u32>`, bit 0
111
+ * @param {GPUBuffer} rhs written, `array<f32>` of N cells, window-local, x fastest
112
+ */
113
+ record_divergence(encoder: ShadeGPUCommandContext, velocity: FluidMacVelocityViews, solid: GPUBuffer, rhs: GPUBuffer): void;
114
+ /**
115
+ * The pressure gradient taken from the advected velocity, into the persistent velocity.
116
+ *
117
+ * @param {ShadeGPUCommandContext} encoder
118
+ * @param {FluidMacVelocityViews} velocity the advected velocity, window-local; read
119
+ * @param {GPUBuffer} pressure kinematic pressure, m²/s², `array<f32>` of N cells, toroidal; read
120
+ * @param {GPUBuffer} solid the window-local solid flags, `array<u32>`, bit 0
121
+ * @param {FluidMacVelocityViews} out the persistent velocity, toroidal; written
122
+ * @param {FluidCascadeGhostBindings} ghosts the step's ghosts: `pressure` is the pressure beyond the window
123
+ */
124
+ record_gradient(encoder: ShadeGPUCommandContext, velocity: FluidMacVelocityViews, pressure: GPUBuffer, solid: GPUBuffer, out: FluidMacVelocityViews, ghosts: FluidCascadeGhostBindings): void;
125
+ #private;
126
+ }
127
+ export type ShadeGPUCommandContext = import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext;
128
+ export type FluidMacVelocitySet = import("./FluidMacVelocitySet.js").FluidMacVelocitySet;
129
+ /**
130
+ * a MAC
131
+ * velocity field's three component views: a {@link FluidMacVelocitySet }'s, or a frame graph's
132
+ * transient textures'
133
+ */
134
+ export type FluidMacVelocityViews = {
135
+ u: GPUTextureView;
136
+ v: GPUTextureView;
137
+ w: GPUTextureView;
138
+ };
139
+ /**
140
+ * what a step reads of its parent beyond its window: `uniform`, the parent as
141
+ * {@link FLUID_CASCADE_PARENT_STRUCT }; `u`, `v`, `w`, its persistent faces; `pressure`, its pressure.
142
+ * A far-field parent binds stand-ins it never reads.
143
+ */
144
+ export type FluidCascadeParentBindings = {
145
+ uniform: GPUBuffer;
146
+ u: GPUTextureView;
147
+ v: GPUTextureView;
148
+ w: GPUTextureView;
149
+ pressure: GPUBuffer;
150
+ };
151
+ /**
152
+ * a step's ghosts (`shader_fluid_cascade_ghosts`): `u`, `v`, `w`, the velocity shells, transient
153
+ * `r32float` textures of each face lattice grown by `FLUID_CASCADE_GHOST_DEPTH` on every side;
154
+ * `pressure`, the pressure ghosts over the window grown by one cell.
155
+ */
156
+ export type FluidCascadeGhostBindings = {
157
+ u: GPUTextureView;
158
+ v: GPUTextureView;
159
+ w: GPUTextureView;
160
+ pressure: GPUBuffer;
161
+ };
162
+ //# sourceMappingURL=FluidMacPasses.d.ts.map
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