@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 +1,38 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Whether a face of a MAC grid is pinned: a cell on either side of it is solid. A pinned face's
5
+ * normal velocity is a boundary condition, the wall's (0 for a static solid), and every pass carries
6
+ * it through unchanged.
7
+ *
8
+ * Faces are window-local, as in the CPU kernels: u face `(i, j, k)`, `i ∈ [0, nx]`, lies between
9
+ * cells `(i − 1, j, k)` and `(i, j, k)`, and likewise along y for v and z for w.
10
+ *
11
+ * The rule of the CPU's `v3_mac_compute_face_solid`, applied to every face. The CPU leaves the
12
+ * faces on its domain's edge open whatever their inside cell is; here a face on the window's edge is
13
+ * an ordinary face between a window cell and a cell outside, which `mac_cell_solid` answers for
14
+ * (fluid, in the fluid's passes), so an edge face beside a solid cell is pinned.
15
+ *
16
+ * ## Seam
17
+ *
18
+ * The enclosing shader defines `fn mac_cell_solid(cell: vec3<i32>) -> bool` for any window-local
19
+ * cell, inside the window or beyond it.
20
+ *
21
+ * @type {CodeChunk}
22
+ */
23
+ export const chunk_v3_mac_face_pinned = CodeChunk.from(
24
+ //language=WGSL
25
+ `
26
+ fn v3_mac_face_pinned_u(face: vec3<i32>) -> bool {
27
+ return mac_cell_solid(face - vec3<i32>(1, 0, 0)) || mac_cell_solid(face);
28
+ }
29
+
30
+ fn v3_mac_face_pinned_v(face: vec3<i32>) -> bool {
31
+ return mac_cell_solid(face - vec3<i32>(0, 1, 0)) || mac_cell_solid(face);
32
+ }
33
+
34
+ fn v3_mac_face_pinned_w(face: vec3<i32>) -> bool {
35
+ return mac_cell_solid(face - vec3<i32>(0, 0, 1)) || mac_cell_solid(face);
36
+ }
37
+ `
38
+ );
@@ -0,0 +1,33 @@
1
+ /**
2
+ * `v3_mac_lattice_tap(position)`: the {@link V3_MAC_LATTICE_TAP_STRUCT} of a position in a lattice's
3
+ * own index space (lattice point `l` at `l`).
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_v3_mac_lattice_tap: CodeChunk;
8
+ /**
9
+ * `v3_mac_limit(value, corners)`: Selle's monotone limiter, the value clamped to the least and the
10
+ * greatest of a tap's eight corners. Twin of the CPU's `v3_grid_limit8_at_indices`.
11
+ *
12
+ * @type {CodeChunk}
13
+ */
14
+ export const chunk_v3_mac_limit: CodeChunk;
15
+ /**
16
+ * The corners of a tap on the advected field, one concrete function per component:
17
+ * `v3_mac_source_corners_u(position)`, `_v`, `_w`, `position` in that component's lattice index
18
+ * space. Eight reads of the seam `fn mac_source_u(face: vec3<i32>) -> f32` (and `_v`, `_w`), which
19
+ * the enclosing shader defines for any window-local face.
20
+ *
21
+ * @type {CodeChunk}
22
+ */
23
+ export const chunk_v3_mac_source_corners: CodeChunk;
24
+ /**
25
+ * {@link chunk_v3_mac_source_corners} for the predicted field MacCormack corrects with:
26
+ * `v3_mac_forward_corners_u(position)`, `_v`, `_w`, through the seam
27
+ * `fn mac_forward_u(face: vec3<i32>) -> f32` (and `_v`, `_w`).
28
+ *
29
+ * @type {CodeChunk}
30
+ */
31
+ export const chunk_v3_mac_forward_corners: CodeChunk;
32
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
33
+ //# sourceMappingURL=chunk_v3_mac_lattice_corners.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_v3_mac_lattice_corners.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/mac/chunk_v3_mac_lattice_corners.js"],"names":[],"mappings":"AAqBA;;;;;GAKG;AACH,uCAFU,SAAS,CAkBjB;AAEF;;;;;GAKG;AACH,iCAFU,SAAS,CAkBjB;AAEF;;;;;;;GAOG;AACH,0CAFU,SAAS,CA0EjB;AAEF;;;;;;GAMG;AACH,2CAFU,SAAS,CA0EjB;0BAtOwB,oCAAoC"}
@@ -0,0 +1,231 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { TEXTURE3D_TRILINEAR_CORNERS_STRUCT } from "../../shader/chunk/texture/TEXTURE3D_TRILINEAR_CORNERS_STRUCT.js";
3
+ import { V3_MAC_LATTICE_TAP_STRUCT } from "./V3_MAC_LATTICE_TAP_STRUCT.js";
4
+
5
+ /*
6
+ A manual trilinear tap on a face lattice of the fluid, read through seams: the corner maths of
7
+ chunk_texture3d_trilinear_corners, with each of the eight corners fetched through the enclosing
8
+ shader's seam instead of loaded from one texture region, because a corner may lie beyond the window
9
+ (where the far field or the parent answers) and a toroidal window wraps each corner on its own.
10
+ The result is the S0 TEXTURE3D_TRILINEAR_CORNERS_STRUCT, so texture3d_trilinear_interpolate blends
11
+ it, in f32 and with exact weights.
12
+
13
+ Two departures from that chunk's corner maths, both the CPU's:
14
+ - no clamp: the seam decides what a lattice point beyond the window holds (the CPU clamps it, which
15
+ a spec's seam reproduces);
16
+ - a corner at weight 0 collapses onto the lower one. It takes no part in the blend either way, but
17
+ the corners also bound the MacCormack limiter, and the CPU's limiter (and its sampler) leave such
18
+ a corner out: a trace ending exactly on a lattice plane, as every trace through a still axis does,
19
+ is bounded by that plane's values alone.
20
+ */
21
+
22
+ /**
23
+ * `v3_mac_lattice_tap(position)`: the {@link V3_MAC_LATTICE_TAP_STRUCT} of a position in a lattice's
24
+ * own index space (lattice point `l` at `l`).
25
+ *
26
+ * @type {CodeChunk}
27
+ */
28
+ export const chunk_v3_mac_lattice_tap = CodeChunk.from(
29
+ //language=WGSL
30
+ `
31
+ fn v3_mac_lattice_tap(position: vec3<f32>) -> ${V3_MAC_LATTICE_TAP_STRUCT.wgsl_ref} {
32
+ let base = floor(position);
33
+ let weight = position - base;
34
+ let lo = vec3<i32>(base);
35
+
36
+ // a corner at weight 0 takes no part in the blend, and none in the limiter's bounds
37
+ let hi = lo + select(vec3<i32>(1), vec3<i32>(0), weight == vec3<f32>(0.0));
38
+
39
+ return ${V3_MAC_LATTICE_TAP_STRUCT.wgsl_ref}(lo, hi, weight);
40
+ }
41
+ `, [
42
+ V3_MAC_LATTICE_TAP_STRUCT.declaration_chunk,
43
+ ]
44
+ );
45
+
46
+ /**
47
+ * `v3_mac_limit(value, corners)`: Selle's monotone limiter, the value clamped to the least and the
48
+ * greatest of a tap's eight corners. Twin of the CPU's `v3_grid_limit8_at_indices`.
49
+ *
50
+ * @type {CodeChunk}
51
+ */
52
+ export const chunk_v3_mac_limit = CodeChunk.from(
53
+ //language=WGSL
54
+ `
55
+ fn v3_mac_limit(value: f32, corners: ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}) -> f32 {
56
+ let lower = min(corners.z0, corners.z1);
57
+ let upper = max(corners.z0, corners.z1);
58
+
59
+ return clamp(
60
+ value,
61
+ min(min(lower.x, lower.y), min(lower.z, lower.w)),
62
+ max(max(upper.x, upper.y), max(upper.z, upper.w))
63
+ );
64
+ }
65
+ `, [
66
+ TEXTURE3D_TRILINEAR_CORNERS_STRUCT.declaration_chunk,
67
+ ]
68
+ );
69
+
70
+ /**
71
+ * The corners of a tap on the advected field, one concrete function per component:
72
+ * `v3_mac_source_corners_u(position)`, `_v`, `_w`, `position` in that component's lattice index
73
+ * space. Eight reads of the seam `fn mac_source_u(face: vec3<i32>) -> f32` (and `_v`, `_w`), which
74
+ * the enclosing shader defines for any window-local face.
75
+ *
76
+ * @type {CodeChunk}
77
+ */
78
+ export const chunk_v3_mac_source_corners = CodeChunk.from(
79
+ //language=WGSL
80
+ `
81
+ fn v3_mac_source_corners_u(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
82
+ let tap = v3_mac_lattice_tap(position);
83
+ let lo = tap.lo;
84
+ let hi = tap.hi;
85
+
86
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
87
+ vec4<f32>(
88
+ mac_source_u(lo),
89
+ mac_source_u(vec3<i32>(hi.x, lo.y, lo.z)),
90
+ mac_source_u(vec3<i32>(lo.x, hi.y, lo.z)),
91
+ mac_source_u(vec3<i32>(hi.x, hi.y, lo.z))
92
+ ),
93
+ vec4<f32>(
94
+ mac_source_u(vec3<i32>(lo.x, lo.y, hi.z)),
95
+ mac_source_u(vec3<i32>(hi.x, lo.y, hi.z)),
96
+ mac_source_u(vec3<i32>(lo.x, hi.y, hi.z)),
97
+ mac_source_u(hi)
98
+ ),
99
+ tap.weight
100
+ );
101
+ }
102
+
103
+ fn v3_mac_source_corners_v(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
104
+ let tap = v3_mac_lattice_tap(position);
105
+ let lo = tap.lo;
106
+ let hi = tap.hi;
107
+
108
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
109
+ vec4<f32>(
110
+ mac_source_v(lo),
111
+ mac_source_v(vec3<i32>(hi.x, lo.y, lo.z)),
112
+ mac_source_v(vec3<i32>(lo.x, hi.y, lo.z)),
113
+ mac_source_v(vec3<i32>(hi.x, hi.y, lo.z))
114
+ ),
115
+ vec4<f32>(
116
+ mac_source_v(vec3<i32>(lo.x, lo.y, hi.z)),
117
+ mac_source_v(vec3<i32>(hi.x, lo.y, hi.z)),
118
+ mac_source_v(vec3<i32>(lo.x, hi.y, hi.z)),
119
+ mac_source_v(hi)
120
+ ),
121
+ tap.weight
122
+ );
123
+ }
124
+
125
+ fn v3_mac_source_corners_w(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
126
+ let tap = v3_mac_lattice_tap(position);
127
+ let lo = tap.lo;
128
+ let hi = tap.hi;
129
+
130
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
131
+ vec4<f32>(
132
+ mac_source_w(lo),
133
+ mac_source_w(vec3<i32>(hi.x, lo.y, lo.z)),
134
+ mac_source_w(vec3<i32>(lo.x, hi.y, lo.z)),
135
+ mac_source_w(vec3<i32>(hi.x, hi.y, lo.z))
136
+ ),
137
+ vec4<f32>(
138
+ mac_source_w(vec3<i32>(lo.x, lo.y, hi.z)),
139
+ mac_source_w(vec3<i32>(hi.x, lo.y, hi.z)),
140
+ mac_source_w(vec3<i32>(lo.x, hi.y, hi.z)),
141
+ mac_source_w(hi)
142
+ ),
143
+ tap.weight
144
+ );
145
+ }
146
+ `, [
147
+ TEXTURE3D_TRILINEAR_CORNERS_STRUCT.declaration_chunk,
148
+ chunk_v3_mac_lattice_tap,
149
+ ]
150
+ );
151
+
152
+ /**
153
+ * {@link chunk_v3_mac_source_corners} for the predicted field MacCormack corrects with:
154
+ * `v3_mac_forward_corners_u(position)`, `_v`, `_w`, through the seam
155
+ * `fn mac_forward_u(face: vec3<i32>) -> f32` (and `_v`, `_w`).
156
+ *
157
+ * @type {CodeChunk}
158
+ */
159
+ export const chunk_v3_mac_forward_corners = CodeChunk.from(
160
+ //language=WGSL
161
+ `
162
+ fn v3_mac_forward_corners_u(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
163
+ let tap = v3_mac_lattice_tap(position);
164
+ let lo = tap.lo;
165
+ let hi = tap.hi;
166
+
167
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
168
+ vec4<f32>(
169
+ mac_forward_u(lo),
170
+ mac_forward_u(vec3<i32>(hi.x, lo.y, lo.z)),
171
+ mac_forward_u(vec3<i32>(lo.x, hi.y, lo.z)),
172
+ mac_forward_u(vec3<i32>(hi.x, hi.y, lo.z))
173
+ ),
174
+ vec4<f32>(
175
+ mac_forward_u(vec3<i32>(lo.x, lo.y, hi.z)),
176
+ mac_forward_u(vec3<i32>(hi.x, lo.y, hi.z)),
177
+ mac_forward_u(vec3<i32>(lo.x, hi.y, hi.z)),
178
+ mac_forward_u(hi)
179
+ ),
180
+ tap.weight
181
+ );
182
+ }
183
+
184
+ fn v3_mac_forward_corners_v(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
185
+ let tap = v3_mac_lattice_tap(position);
186
+ let lo = tap.lo;
187
+ let hi = tap.hi;
188
+
189
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
190
+ vec4<f32>(
191
+ mac_forward_v(lo),
192
+ mac_forward_v(vec3<i32>(hi.x, lo.y, lo.z)),
193
+ mac_forward_v(vec3<i32>(lo.x, hi.y, lo.z)),
194
+ mac_forward_v(vec3<i32>(hi.x, hi.y, lo.z))
195
+ ),
196
+ vec4<f32>(
197
+ mac_forward_v(vec3<i32>(lo.x, lo.y, hi.z)),
198
+ mac_forward_v(vec3<i32>(hi.x, lo.y, hi.z)),
199
+ mac_forward_v(vec3<i32>(lo.x, hi.y, hi.z)),
200
+ mac_forward_v(hi)
201
+ ),
202
+ tap.weight
203
+ );
204
+ }
205
+
206
+ fn v3_mac_forward_corners_w(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
207
+ let tap = v3_mac_lattice_tap(position);
208
+ let lo = tap.lo;
209
+ let hi = tap.hi;
210
+
211
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(
212
+ vec4<f32>(
213
+ mac_forward_w(lo),
214
+ mac_forward_w(vec3<i32>(hi.x, lo.y, lo.z)),
215
+ mac_forward_w(vec3<i32>(lo.x, hi.y, lo.z)),
216
+ mac_forward_w(vec3<i32>(hi.x, hi.y, lo.z))
217
+ ),
218
+ vec4<f32>(
219
+ mac_forward_w(vec3<i32>(lo.x, lo.y, hi.z)),
220
+ mac_forward_w(vec3<i32>(hi.x, lo.y, hi.z)),
221
+ mac_forward_w(vec3<i32>(lo.x, hi.y, hi.z)),
222
+ mac_forward_w(hi)
223
+ ),
224
+ tap.weight
225
+ );
226
+ }
227
+ `, [
228
+ TEXTURE3D_TRILINEAR_CORNERS_STRUCT.declaration_chunk,
229
+ chunk_v3_mac_lattice_tap,
230
+ ]
231
+ );
@@ -0,0 +1,30 @@
1
+ /**
2
+ * A face's velocity after the pressure gradient is taken from it, twin of the CPU's
3
+ * `v3_mac_subtract_pressure_gradient`, one concrete function per component:
4
+ *
5
+ * u − scale · (p(right cell) − p(left cell))
6
+ *
7
+ * and a pinned face's velocity unchanged, since it is the wall's boundary condition.
8
+ *
9
+ * Pressure is physical kinematic pressure (m²/s²) and `scale` is `dt/h`. The CPU's projection
10
+ * potential (grid units, h = 1, no dt) is `q = (dt/h)·p`: the same face velocities come out of
11
+ * `u − (q_R − q_L)` there.
12
+ *
13
+ * A face on the window's edge reads the cell beyond it through the same seams: its pressure is the
14
+ * Dirichlet ghost the enclosing shader supplies (0 in S1, the CPU's open boundary), and its solid
15
+ * flag says whether the face is pinned.
16
+ *
17
+ * ## Seams
18
+ *
19
+ * The enclosing shader defines, for any window-local face or cell:
20
+ * - `fn mac_velocity_u(face: vec3<i32>) -> f32`, and `_v`, `_w`: the field being projected;
21
+ * - `fn mac_pressure(cell: vec3<i32>) -> f32`;
22
+ * - `fn mac_cell_solid(cell: vec3<i32>) -> bool`.
23
+ *
24
+ * One face read, two solid tests and two pressure reads a face.
25
+ *
26
+ * @type {CodeChunk}
27
+ */
28
+ export const chunk_v3_mac_subtract_pressure_gradient: CodeChunk;
29
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
30
+ //# sourceMappingURL=chunk_v3_mac_subtract_pressure_gradient.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_v3_mac_subtract_pressure_gradient.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/mac/chunk_v3_mac_subtract_pressure_gradient.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,sDAFU,SAAS,CAqCjB;0BAjEwB,oCAAoC"}
@@ -0,0 +1,66 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_v3_mac_face_pinned } from "./chunk_v3_mac_face_pinned.js";
3
+
4
+ /**
5
+ * A face's velocity after the pressure gradient is taken from it, twin of the CPU's
6
+ * `v3_mac_subtract_pressure_gradient`, one concrete function per component:
7
+ *
8
+ * u − scale · (p(right cell) − p(left cell))
9
+ *
10
+ * and a pinned face's velocity unchanged, since it is the wall's boundary condition.
11
+ *
12
+ * Pressure is physical kinematic pressure (m²/s²) and `scale` is `dt/h`. The CPU's projection
13
+ * potential (grid units, h = 1, no dt) is `q = (dt/h)·p`: the same face velocities come out of
14
+ * `u − (q_R − q_L)` there.
15
+ *
16
+ * A face on the window's edge reads the cell beyond it through the same seams: its pressure is the
17
+ * Dirichlet ghost the enclosing shader supplies (0 in S1, the CPU's open boundary), and its solid
18
+ * flag says whether the face is pinned.
19
+ *
20
+ * ## Seams
21
+ *
22
+ * The enclosing shader defines, for any window-local face or cell:
23
+ * - `fn mac_velocity_u(face: vec3<i32>) -> f32`, and `_v`, `_w`: the field being projected;
24
+ * - `fn mac_pressure(cell: vec3<i32>) -> f32`;
25
+ * - `fn mac_cell_solid(cell: vec3<i32>) -> bool`.
26
+ *
27
+ * One face read, two solid tests and two pressure reads a face.
28
+ *
29
+ * @type {CodeChunk}
30
+ */
31
+ export const chunk_v3_mac_subtract_pressure_gradient = CodeChunk.from(
32
+ //language=WGSL
33
+ `
34
+ fn v3_mac_subtract_pressure_gradient_u(face: vec3<i32>, scale: f32) -> f32 {
35
+ let velocity = mac_velocity_u(face);
36
+
37
+ if (v3_mac_face_pinned_u(face)) {
38
+ return velocity;
39
+ }
40
+
41
+ return velocity - scale * (mac_pressure(face) - mac_pressure(face - vec3<i32>(1, 0, 0)));
42
+ }
43
+
44
+ fn v3_mac_subtract_pressure_gradient_v(face: vec3<i32>, scale: f32) -> f32 {
45
+ let velocity = mac_velocity_v(face);
46
+
47
+ if (v3_mac_face_pinned_v(face)) {
48
+ return velocity;
49
+ }
50
+
51
+ return velocity - scale * (mac_pressure(face) - mac_pressure(face - vec3<i32>(0, 1, 0)));
52
+ }
53
+
54
+ fn v3_mac_subtract_pressure_gradient_w(face: vec3<i32>, scale: f32) -> f32 {
55
+ let velocity = mac_velocity_w(face);
56
+
57
+ if (v3_mac_face_pinned_w(face)) {
58
+ return velocity;
59
+ }
60
+
61
+ return velocity - scale * (mac_pressure(face) - mac_pressure(face - vec3<i32>(0, 0, 1)));
62
+ }
63
+ `, [
64
+ chunk_v3_mac_face_pinned,
65
+ ]
66
+ );
@@ -0,0 +1,27 @@
1
+ /**
2
+ * The magnitude floor of the confinement's normalised gradient, the CPU's: a cell whose `|∇|ω||` is
3
+ * below it gets no force.
4
+ * @type {number}
5
+ */
6
+ export const V3_MAC_CONFINEMENT_GRADIENT_FLOOR: number;
7
+ /**
8
+ * Vorticity confinement's per-cell maths (Fedkiw, Stam, Jensen 2001) on a MAC grid, as pure functions:
9
+ * the WGSL twin of `v3_mac_apply_vorticity_confinement`'s passes 2 and 3, term for term.
10
+ *
11
+ * - `v3_mac_cell_velocity(u_low, u_high, v_low, v_high, w_low, w_high) -> vec3<f32>`: a cell's
12
+ * velocity at its centre, the mean of its two faces on each axis (pass 1);
13
+ * - `v3_mac_curl(x_low, x_high, y_low, y_high, z_low, z_high) -> vec3<f32>`: `ω = ∇×v` at a cell by
14
+ * central differences of its six neighbours' centre velocities, per cell, not per metre (pass 2);
15
+ * - `v3_mac_confinement_force(omega, gradient, epsilon_dt) -> vec3<f32>`: half the velocity a cell
16
+ * gives each of its six faces, `½·ε·dt·(N × ω)`, `N = ∇|ω| / |∇|ω||` with `gradient` the central
17
+ * difference of `|ω|`, per cell; 0 below {@link V3_MAC_CONFINEMENT_GRADIENT_FLOOR} (pass 3).
18
+ *
19
+ * Differences are per cell, as the CPU takes them, so on a field in m/s the force carries the cell
20
+ * size: `ω` per cell is `h·ω` per metre, and `ε·dt·(N × ω)` is Fedkiw's `ε·h·(N × ω)·dt` on every
21
+ * cascade with its own `h` and `dt`.
22
+ *
23
+ * @type {CodeChunk}
24
+ */
25
+ export const chunk_v3_mac_vorticity_confinement: CodeChunk;
26
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
27
+ //# sourceMappingURL=chunk_v3_mac_vorticity_confinement.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_v3_mac_vorticity_confinement.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/mac/chunk_v3_mac_vorticity_confinement.js"],"names":[],"mappings":"AAEA;;;;GAIG;AACH,gDAFU,MAAM,CAEuC;AAEvD;;;;;;;;;;;;;;;;;GAiBG;AACH,iDAFU,SAAS,CAuCjB;0BAhEwB,oCAAoC"}
@@ -0,0 +1,65 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The magnitude floor of the confinement's normalised gradient, the CPU's: a cell whose `|∇|ω||` is
5
+ * below it gets no force.
6
+ * @type {number}
7
+ */
8
+ export const V3_MAC_CONFINEMENT_GRADIENT_FLOOR = 1e-10;
9
+
10
+ /**
11
+ * Vorticity confinement's per-cell maths (Fedkiw, Stam, Jensen 2001) on a MAC grid, as pure functions:
12
+ * the WGSL twin of `v3_mac_apply_vorticity_confinement`'s passes 2 and 3, term for term.
13
+ *
14
+ * - `v3_mac_cell_velocity(u_low, u_high, v_low, v_high, w_low, w_high) -> vec3<f32>`: a cell's
15
+ * velocity at its centre, the mean of its two faces on each axis (pass 1);
16
+ * - `v3_mac_curl(x_low, x_high, y_low, y_high, z_low, z_high) -> vec3<f32>`: `ω = ∇×v` at a cell by
17
+ * central differences of its six neighbours' centre velocities, per cell, not per metre (pass 2);
18
+ * - `v3_mac_confinement_force(omega, gradient, epsilon_dt) -> vec3<f32>`: half the velocity a cell
19
+ * gives each of its six faces, `½·ε·dt·(N × ω)`, `N = ∇|ω| / |∇|ω||` with `gradient` the central
20
+ * difference of `|ω|`, per cell; 0 below {@link V3_MAC_CONFINEMENT_GRADIENT_FLOOR} (pass 3).
21
+ *
22
+ * Differences are per cell, as the CPU takes them, so on a field in m/s the force carries the cell
23
+ * size: `ω` per cell is `h·ω` per metre, and `ε·dt·(N × ω)` is Fedkiw's `ε·h·(N × ω)·dt` on every
24
+ * cascade with its own `h` and `dt`.
25
+ *
26
+ * @type {CodeChunk}
27
+ */
28
+ export const chunk_v3_mac_vorticity_confinement = CodeChunk.from(
29
+ //language=WGSL
30
+ `
31
+ const V3_MAC_CONFINEMENT_GRADIENT_FLOOR: f32 = ${V3_MAC_CONFINEMENT_GRADIENT_FLOOR};
32
+
33
+ fn v3_mac_cell_velocity(u_low: f32, u_high: f32, v_low: f32, v_high: f32, w_low: f32, w_high: f32) -> vec3<f32> {
34
+ return vec3<f32>(0.5 * (u_low + u_high), 0.5 * (v_low + v_high), 0.5 * (w_low + w_high));
35
+ }
36
+
37
+ fn v3_mac_curl(
38
+ x_low: vec3<f32>, x_high: vec3<f32>,
39
+ y_low: vec3<f32>, y_high: vec3<f32>,
40
+ z_low: vec3<f32>, z_high: vec3<f32>
41
+ ) -> vec3<f32> {
42
+ return vec3<f32>(
43
+ 0.5 * ((y_high.z - y_low.z) - (z_high.y - z_low.y)),
44
+ 0.5 * ((z_high.x - z_low.x) - (x_high.z - x_low.z)),
45
+ 0.5 * ((x_high.y - x_low.y) - (y_high.x - y_low.x))
46
+ );
47
+ }
48
+
49
+ fn v3_mac_confinement_force(omega: vec3<f32>, gradient: vec3<f32>, epsilon_dt: f32) -> vec3<f32> {
50
+ let length_g = sqrt(gradient.x * gradient.x + gradient.y * gradient.y + gradient.z * gradient.z);
51
+
52
+ if (length_g < V3_MAC_CONFINEMENT_GRADIENT_FLOOR) {
53
+ return vec3<f32>(0.0);
54
+ }
55
+
56
+ let s = epsilon_dt / length_g;
57
+
58
+ return vec3<f32>(
59
+ 0.5 * s * (gradient.y * omega.z - gradient.z * omega.y),
60
+ 0.5 * s * (gradient.z * omega.x - gradient.x * omega.z),
61
+ 0.5 * s * (gradient.x * omega.y - gradient.y * omega.x)
62
+ );
63
+ }
64
+ `
65
+ );
@@ -0,0 +1,43 @@
1
+ /**
2
+ * MacCormack's correct pass over one cascade window (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §8,
3
+ * pass 3): every face takes the predicted value corrected by half the round trip's error, limited to
4
+ * the source's corners around its back-trace end, into the transient set the projection works on.
5
+ * Then, on a face that is not pinned, the epilogue (`chunk_fluid_cascade_epilogue`): the atmosphere
6
+ * identity from the step's start to its end, the vorticity confinement when `step.confinement_dt` is
7
+ * not 0 (half of each of the face's two cells' force from `shader_fluid_mac_curl`), the relaxation band
8
+ * toward the parent on rows 2..5 with `step.band`, and the deviation clamp about `v_far` at the step's
9
+ * end; then the tick's forcing (§8
10
+ * pass 4: the divergence is of `velocity_mid + forcing`), on a face whose owning cell carries
11
+ * `FLUID_FORCED_FLAG`. A pinned face is the persistent face, the wall's velocity the forcing wrote.
12
+ *
13
+ * Dispatch and face ownership as {@link shader_fluid_mac_advect_predict}: `(nx / 8, ny / 8, nz / 4)`
14
+ * groups of 8 × 8 × 4, a cell's −x, −y and −z faces, and the +boundary planes from the last tile.
15
+ *
16
+ * Bindings:
17
+ * - `step`: {@link FLUID_MAC_STEP_STRUCT};
18
+ * - `parent`: {@link FLUID_CASCADE_PARENT_STRUCT}, and `parent_u`, `parent_v`, `parent_w` the parent's
19
+ * persistent faces: beyond the window both the source and the predicted field are the parent's
20
+ * identity read at the step's start, as the step's ghosts `ghost_u`, `ghost_v`, `ghost_w` hold it
21
+ * and past them read again; the band reads the parent itself;
22
+ * - `source_u`, `source_v`, `source_w`: the persistent velocity the predict pass read, toroidal
23
+ * through `step.faces_*`;
24
+ * - `forward_u`, `forward_v`, `forward_w`: what the predict pass wrote, window-local;
25
+ * - `solid`: the window-local solid flags, `array<u32>`, `FLUID_SOLID_FLAG` and `FLUID_FORCED_FLAG`;
26
+ * - `forcing`: the tick's forcing, `array<f32>`, the u faces' lattice, then v's, then w's, each x
27
+ * fastest; read only under `FLUID_FORCED_FLAG`, so a step with no forcing binds anything;
28
+ * - `confinement`: the curl pass's force, `array<f32>` of 3·N, x of every cell, then y, then z, each
29
+ * window-local x fastest; read only when `step.confinement_dt` is not 0, so a step without
30
+ * confinement binds anything;
31
+ * - `out_u`, `out_v`, `out_w`: written, `r32float` 3-D storage textures, window-local.
32
+ *
33
+ * Reads a face: 9 carrier and 9 source texels, 9 predicted, 2 solid flags, 2 for the two trace ends
34
+ * and up to 8 for clips, 2 more flags for the epilogue, 1 more and a forcing word for the forcing, 2
35
+ * confinement words with confinement, and 8 parent texels on a band row. A cell: ~81 texels, ~21
36
+ * flags, 6 confinement words with confinement, ~24 parent texels on the band's four
37
+ * rows.
38
+ *
39
+ * @type {ComputeShader}
40
+ */
41
+ export const shader_fluid_mac_advect_correct: ComputeShader;
42
+ import { ComputeShader } from "../../shader/ComputeShader.js";
43
+ //# sourceMappingURL=shader_fluid_mac_advect_correct.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_fluid_mac_advect_correct.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js"],"names":[],"mappings":"AAwMA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,8CAFU,aAAa,CAMpB;8BAlP2B,+BAA+B"}