@woosh/meep-engine 3.53.0 → 3.55.0

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Files changed (249) hide show
  1. package/package.json +1 -1
  2. package/src/core/math/noise/worley_noise_2d.d.ts +14 -0
  3. package/src/core/math/noise/worley_noise_2d.d.ts.map +1 -0
  4. package/src/core/math/noise/worley_noise_2d.js +74 -0
  5. package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts +6 -1
  6. package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts.map +1 -1
  7. package/src/engine/graphics/texture/atlas/CachingTextureAtlas.js +363 -325
  8. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts +93 -14
  9. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts.map +1 -1
  10. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.js +322 -183
  11. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts +9 -0
  12. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts.map +1 -1
  13. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.js +110 -83
  14. package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts +42 -0
  15. package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts.map +1 -0
  16. package/src/engine/{graphics3/decal/DecalAtlas.js → graphics/texture/atlas/SpriteAtlas.js} +202 -194
  17. package/src/engine/{graphics3/decal/DecalAtlasFill.d.ts → graphics/texture/atlas/SpriteAtlasFill.d.ts} +4 -4
  18. package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts.map +1 -0
  19. package/src/engine/graphics/texture/atlas/SpriteAtlasFill.js +30 -0
  20. package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts +7 -0
  21. package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts.map +1 -1
  22. package/src/engine/graphics/texture/atlas/TextureAtlas.js +11 -1
  23. package/src/engine/{graphics3/decal/decal_atlas_border.d.ts → graphics/texture/atlas/sprite_atlas_border.d.ts} +12 -12
  24. package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts.map +1 -0
  25. package/src/engine/{graphics3/decal/decal_atlas_border.js → graphics/texture/atlas/sprite_atlas_border.js} +69 -69
  26. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  27. package/src/engine/graphics3/DecalSystem.js +447 -450
  28. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +9 -22
  29. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  30. package/src/engine/graphics3/GPUParticleEmitterSystem.js +892 -951
  31. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  32. package/src/generation/foliage/FOLIAGE_DESIGN.md +2 -1
  33. package/src/generation/foliage/config/BarkMaterialConfig.d.ts +4 -3
  34. package/src/generation/foliage/config/BarkMaterialConfig.d.ts.map +1 -1
  35. package/src/generation/foliage/config/BarkMaterialConfig.js +6 -6
  36. package/src/generation/foliage/config/FoliageBarkType.d.ts +11 -0
  37. package/src/generation/foliage/config/FoliageBarkType.d.ts.map +1 -0
  38. package/src/generation/foliage/config/FoliageBarkType.js +16 -0
  39. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts +58 -5
  40. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts.map +1 -1
  41. package/src/generation/foliage/config/FoliageMaterialConfig.js +279 -181
  42. package/src/generation/foliage/index.d.ts +2 -1
  43. package/src/generation/foliage/index.js +44 -43
  44. package/src/generation/foliage/material/make_bark_material.d.ts.map +1 -1
  45. package/src/generation/foliage/material/make_bark_material.js +23 -95
  46. package/src/generation/foliage/material/make_foliage_material.d.ts +29 -3
  47. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
  48. package/src/generation/foliage/material/make_foliage_material.js +605 -359
  49. package/src/generation/foliage/mesh/branch_collar_project.d.ts.map +1 -1
  50. package/src/generation/foliage/mesh/branch_collar_project.js +205 -203
  51. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +15 -0
  52. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
  53. package/src/generation/foliage/mesh/foliage_collect_attachments.js +569 -502
  54. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  55. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +1049 -1047
  56. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +2 -1
  57. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
  58. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +454 -415
  59. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  60. package/src/generation/foliage/presets/make_tree_species_preset.js +870 -837
  61. package/src/generation/foliage/skeleton/crown_envelope_evaluate.js +121 -121
  62. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts +10 -7
  63. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts.map +1 -1
  64. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.js +206 -179
  65. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  66. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +1871 -1104
  67. package/src/shade/RENDERER_CONTRACT.md +5 -2
  68. package/src/shade/device/SHADE_DEVICE_FLOOR.d.ts.map +1 -1
  69. package/src/shade/device/SHADE_DEVICE_FLOOR.js +2 -0
  70. package/src/shade/playground/foliage_wind/foliage_world.d.ts +6 -0
  71. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
  72. package/src/shade/playground/foliage_wind/foliage_world.js +602 -593
  73. package/src/shade/playground/foliage_wind/index.html +260 -254
  74. package/src/shade/playground/foliage_wind/main.js +275 -263
  75. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  76. package/src/shade/renderer/Renderer.js +1 -1
  77. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  78. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  79. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  80. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  81. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  82. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +1 -1
  83. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts +3 -3
  84. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
  85. package/src/shade/renderer/hiz/HierarchicalZBuffer.js +350 -294
  86. package/src/shade/renderer/hiz/generate_downsampler_code.d.ts +0 -2
  87. package/src/shade/renderer/hiz/generate_downsampler_code.d.ts.map +1 -1
  88. package/src/shade/renderer/hiz/generate_downsampler_code.js +99 -100
  89. package/src/shade/renderer/hiz/hzb_pick_alignment.d.ts +15 -0
  90. package/src/shade/renderer/hiz/hzb_pick_alignment.d.ts.map +1 -0
  91. package/src/shade/renderer/hiz/hzb_pick_alignment.js +148 -0
  92. package/src/shade/renderer/hiz/hzb_plan_reduction_steps.d.ts +28 -0
  93. package/src/shade/renderer/hiz/hzb_plan_reduction_steps.d.ts.map +1 -0
  94. package/src/shade/renderer/hiz/hzb_plan_reduction_steps.js +58 -0
  95. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts +5 -5
  96. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
  97. package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +57 -67
  98. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts +3 -3
  99. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts.map +1 -1
  100. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js +111 -112
  101. package/src/shade/renderer/hiz/shader_hzb_spd.d.ts +5 -0
  102. package/src/shade/renderer/hiz/shader_hzb_spd.d.ts.map +1 -0
  103. package/src/shade/renderer/hiz/shader_hzb_spd.js +160 -0
  104. package/src/shade/renderer/light/GPULightCollection.d.ts +8 -0
  105. package/src/shade/renderer/light/GPULightCollection.d.ts.map +1 -1
  106. package/src/shade/renderer/light/GPULightCollection.js +67 -0
  107. package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.d.ts +7 -0
  108. package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.d.ts.map +1 -0
  109. package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.js +13 -0
  110. package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.d.ts +10 -0
  111. package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.d.ts.map +1 -0
  112. package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.js +72 -0
  113. package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.d.ts +39 -0
  114. package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.d.ts.map +1 -0
  115. package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.js +90 -0
  116. package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.d.ts +12 -0
  117. package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.d.ts.map +1 -0
  118. package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.js +56 -0
  119. package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.d.ts +31 -0
  120. package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.d.ts.map +1 -0
  121. package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.js +196 -0
  122. package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.d.ts +10 -0
  123. package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.d.ts.map +1 -0
  124. package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.js +163 -0
  125. package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.d.ts +4 -0
  126. package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.d.ts.map +1 -0
  127. package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.js +137 -0
  128. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  129. package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
  130. package/src/shade/renderer/particles/GPUParticleSystem.js +4 -3
  131. package/src/shade/renderer/particles/graph_particles_avboit.d.ts +4 -3
  132. package/src/shade/renderer/particles/graph_particles_avboit.d.ts.map +1 -1
  133. package/src/shade/renderer/particles/graph_particles_avboit.js +28 -11
  134. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts +9 -13
  135. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts.map +1 -1
  136. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.js +25 -20
  137. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.d.ts.map +1 -1
  138. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js +21 -38
  139. package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.d.ts.map +1 -1
  140. package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.js +154 -147
  141. package/src/shade/renderer/postprocess/gtao/GTAO.d.ts +2 -1
  142. package/src/shade/renderer/postprocess/gtao/GTAO.d.ts.map +1 -1
  143. package/src/shade/renderer/postprocess/gtao/GTAO.js +5 -1
  144. package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.d.ts +8 -0
  145. package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.d.ts.map +1 -1
  146. package/src/shade/renderer/postprocess/gtao/GTAO_CONSTANTS.js +10 -1
  147. package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.d.ts.map +1 -1
  148. package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.js +5 -0
  149. package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.d.ts +22 -0
  150. package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.d.ts.map +1 -0
  151. package/src/shade/renderer/postprocess/gtao/chunk_gtao_compute_mip_level.js +33 -0
  152. package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.d.ts +22 -0
  153. package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.d.ts.map +1 -0
  154. package/src/shade/renderer/postprocess/gtao/chunk_gtao_resolve_hzb_depth.js +56 -0
  155. package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.d.ts +13 -0
  156. package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.d.ts.map +1 -0
  157. package/src/shade/renderer/postprocess/gtao/chunk_gtao_sample_depth.js +42 -0
  158. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts +2 -1
  159. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts.map +1 -1
  160. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.js +382 -357
  161. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.d.ts.map +1 -1
  162. package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.js +414 -410
  163. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  164. package/src/shade/renderer/postprocess/ssr/prefilter/NOTES.md +0 -7
  165. package/src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.d.ts.map +1 -1
  166. package/src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js +62 -62
  167. package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.d.ts +6 -0
  168. package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.d.ts.map +1 -0
  169. package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.js +19 -0
  170. package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.d.ts.map +1 -1
  171. package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.js +16 -10
  172. package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.d.ts.map +1 -1
  173. package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.js +118 -117
  174. package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.d.ts +41 -7
  175. package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.d.ts.map +1 -1
  176. package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.js +162 -58
  177. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.js +1 -1
  178. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts +10 -12
  179. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  180. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +583 -606
  181. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +1 -1
  182. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +640 -640
  183. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts +113 -0
  184. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts.map +1 -0
  185. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.js +484 -0
  186. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.d.ts +50 -0
  187. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.d.ts.map +1 -0
  188. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.js +60 -0
  189. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.d.ts +25 -0
  190. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.d.ts.map +1 -0
  191. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.js +47 -0
  192. package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.d.ts +74 -0
  193. package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.d.ts.map +1 -0
  194. package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.js +173 -0
  195. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts +26 -0
  196. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts.map +1 -0
  197. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js +83 -0
  198. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.d.ts +36 -0
  199. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.d.ts.map +1 -0
  200. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.js +129 -0
  201. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.d.ts +121 -0
  202. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.d.ts.map +1 -0
  203. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.js +370 -0
  204. package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts +16 -0
  205. package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts.map +1 -0
  206. package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.js +191 -0
  207. package/src/shade/renderer/wind/GPUSceneWind.d.ts +1 -1
  208. package/src/shade/renderer/wind/GPUSceneWind.js +1 -1
  209. package/src/engine/graphics3/decal/DecalAtlas.d.ts +0 -43
  210. package/src/engine/graphics3/decal/DecalAtlas.d.ts.map +0 -1
  211. package/src/engine/graphics3/decal/DecalAtlasFill.d.ts.map +0 -1
  212. package/src/engine/graphics3/decal/DecalAtlasFill.js +0 -32
  213. package/src/engine/graphics3/decal/decal_atlas_border.d.ts.map +0 -1
  214. package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.d.ts +0 -26
  215. package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.d.ts.map +0 -1
  216. package/src/shade/renderer/postprocess/gtao/graph_build_depth_mipmap.js +0 -268
  217. package/src/shade/renderer/postprocess/ssr/copy_shader_f32.d.ts +0 -3
  218. package/src/shade/renderer/postprocess/ssr/copy_shader_f32.d.ts.map +0 -1
  219. package/src/shade/renderer/postprocess/ssr/copy_shader_f32.js +0 -32
  220. package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts +0 -17
  221. package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts.map +0 -1
  222. package/src/shade/renderer/postprocess/ssr/depth_max_shader.js +0 -98
  223. package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.d.ts +0 -23
  224. package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.d.ts.map +0 -1
  225. package/src/shade/renderer/postprocess/ssr/graph_build_depth_max_pyramid.js +0 -118
  226. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.d.ts +0 -15
  227. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.d.ts.map +0 -1
  228. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.js +0 -49
  229. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts +0 -17
  230. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.d.ts.map +0 -1
  231. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +0 -50
  232. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts +0 -35
  233. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts.map +0 -1
  234. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js +0 -105
  235. package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts +0 -35
  236. package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.d.ts.map +0 -1
  237. package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +0 -80
  238. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts +0 -10
  239. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.d.ts.map +0 -1
  240. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js +0 -51
  241. package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts +0 -28
  242. package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.d.ts.map +0 -1
  243. package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js +0 -39
  244. package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts +0 -48
  245. package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.d.ts.map +0 -1
  246. package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +0 -121
  247. package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts +0 -28
  248. package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.d.ts.map +0 -1
  249. package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +0 -237
@@ -1,415 +1,454 @@
1
- import { clamp } from "../../../core/math/clamp.js";
2
- import { Geometry } from "../../../shade/renderer/geometry/Geometry.js";
3
- import {
4
- geometry_obtain_attribute,
5
- geometry_obtain_index
6
- } from "../../../shade/renderer/geometry/geometry_obtain_attribute.js";
7
- import { StandardAttributes } from "../../../shade/renderer/geometry/StandardAttributes.js";
8
- import { FoliageCardType } from "../config/FoliageCardType.js";
9
- import { TreeLODConfig } from "../config/TreeLODConfig.js";
10
- import { TreeSpeciesConfig } from "../config/TreeSpeciesConfig.js";
11
- import { tree_mesh_apply_canopy_ao } from "./tree_mesh_apply_canopy_ao.js";
12
- import { geometry_obtain_joints_attribute } from "./tree_mesh_build_bark.js";
13
-
14
- /**
15
- * Synthesizes the foliage `Geometry` for a given LOD from a `FoliageAttachmentSet`,
16
- * applying golden-ratio low-discrepancy LOD decimation ($h_i < k_{\text{keep}}$),
17
- * optical area-compensation scaling ($s_{\text{comp}} = k_{\text{keep}}^{-\eta}$),
18
- * botanical 3D card geometry (`FoldedVCard`, `CrossCard`, `TriStarCluster`, `RibbedFrond`, `OctagonalCutoutHull`),
19
- * hemisphere-safe normal puffing, volumetric canopy AO, and 4-joint skeletal wind skinning.
20
- *
21
- * Returns `null` if foliage is disabled or `lod_config.foliage_keep_ratio <= 0` or `attachments.count === 0`.
22
- *
23
- * @param {import("../skeleton/TreeSkeleton.js").TreeSkeleton} skeleton
24
- * @param {import("./foliage_collect_attachments.js").FoliageAttachmentSet} attachments
25
- * @param {TreeSpeciesConfig} [config]
26
- * @param {TreeLODConfig} [lod_config]
27
- * @param {Geometry} [out]
28
- * @returns {Geometry|null}
29
- */
30
- export function tree_mesh_build_foliage(
31
- skeleton,
32
- attachments,
33
- config = new TreeSpeciesConfig(),
34
- lod_config = new TreeLODConfig(),
35
- out = new Geometry()
36
- ) {
37
- const species = config && config.isTreeSpeciesConfig ? config : TreeSpeciesConfig.from(config);
38
- const lod_cfg = lod_config && lod_config.isTreeLODConfig ? lod_config : TreeLODConfig.from(lod_config);
39
- const fol = species.foliage;
40
- const keep_ratio = clamp(lod_cfg.foliage_keep_ratio ?? 1.0, 0.0, 1.0);
41
- if (!fol.enabled || !attachments || attachments.count === 0 || keep_ratio <= 0.0) {
42
- return null;
43
- }
44
-
45
- // Filter active attachment indices by golden-ratio rank
46
- const active_indices = [];
47
- for (let i = 0; i < attachments.count; i++) {
48
- if (attachments.ranks[i] < keep_ratio) {
49
- active_indices.push(i);
50
- }
51
- }
52
- if (active_indices.length === 0 && attachments.count > 0) {
53
- active_indices.push(0);
54
- }
55
- const card_count = active_indices.length;
56
-
57
- // Area compensation scale: k_keep^(-eta)
58
- const eta = clamp(lod_cfg.foliage_area_compensation_exponent ?? 0.42, 0.0, 0.6);
59
- const area_comp = Math.pow(Math.max(0.08, keep_ratio), -eta);
60
-
61
- // Determine effective card type for this LOD
62
- let card_type = fol.card_type;
63
- if (lod_cfg.simplify_cards) {
64
- card_type = FoliageCardType.FoldedVCard;
65
- }
66
-
67
- const frond_segs = Math.max(2, fol.frond_segments | 0);
68
- let verts_per_card = 6;
69
- let tris_per_card = 4;
70
-
71
- switch (card_type) {
72
- case FoliageCardType.CrossCard:
73
- verts_per_card = 8;
74
- tris_per_card = 4;
75
- break;
76
- case FoliageCardType.TriStarCluster:
77
- verts_per_card = 12;
78
- tris_per_card = 6;
79
- break;
80
- case FoliageCardType.RibbedFrond:
81
- verts_per_card = 3 * (frond_segs + 1);
82
- tris_per_card = 4 * frond_segs;
83
- break;
84
- case FoliageCardType.OctagonalCutoutHull:
85
- verts_per_card = 7;
86
- tris_per_card = 6;
87
- break;
88
- case FoliageCardType.FoldedVCard:
89
- default:
90
- verts_per_card = 6;
91
- tris_per_card = 4;
92
- break;
93
- }
94
-
95
- const total_vertices = card_count * verts_per_card;
96
- const total_indices = card_count * tris_per_card * 3;
97
-
98
- const positions = geometry_obtain_attribute(out, StandardAttributes.Position, 3, total_vertices);
99
- const normals = geometry_obtain_attribute(out, StandardAttributes.Normal, 3, total_vertices);
100
- const uv0 = geometry_obtain_attribute(out, StandardAttributes.TextureCoordinates0, 2, total_vertices);
101
- const uv1 = geometry_obtain_attribute(out, StandardAttributes.TextureCoordinates1, 2, total_vertices);
102
- const colors = geometry_obtain_attribute(out, StandardAttributes.Color, 3, total_vertices);
103
- const joints = geometry_obtain_joints_attribute(out, total_vertices);
104
- const weights = geometry_obtain_attribute(out, StandardAttributes.SkinningWeights, 4, total_vertices);
105
- const indices = geometry_obtain_index(out, total_indices);
106
-
107
- const base_w = Math.max(0.05, fol.card_width) * area_comp;
108
- const base_l = Math.max(0.05, fol.card_length) * area_comp;
109
- const fold_angle = clamp(fol.fold_angle, 0.0, 0.65);
110
- const sin_fold = Math.sin(fold_angle);
111
- const cos_fold = Math.cos(fold_angle);
112
- const arch_h = fol.arch_height;
113
- const droop = fol.camber_droop;
114
- const color_var_amp = clamp(fol.color_variation ?? 0.08, 0.0, 0.35);
115
- const anchor_u = clamp(species.foliage_material?.stem_anchor_u ?? 0.5, 0.1, 0.9);
116
- const anchor_v = clamp(species.foliage_material?.stem_anchor_v ?? 0.0, 0.0, 0.25);
117
-
118
- let v_cursor = 0;
119
- let i_cursor = 0;
120
-
121
- /**
122
- * Helper to write a single foliage vertex in card-local coordinates `(x_w, y_u, z_f)`
123
- * and local normal `(nx_w, ny_u, nz_f)`.
124
- */
125
- const write_card_vertex = (
126
- px0, py0, pz0,
127
- wx, wy, wz,
128
- ux, uy, uz,
129
- fx, fy, fz,
130
- x_w, y_u, z_f,
131
- nx_w, ny_u, nz_f,
132
- u_tex, v_tex,
133
- flutter_w, phase_w,
134
- r_col, g_col, b_col,
135
- j0, j1, j2, j3,
136
- w0, w1, w2, w3
137
- ) => {
138
- const v3 = v_cursor * 3;
139
- const v2 = v_cursor * 2;
140
- const v4 = v_cursor * 4;
141
-
142
- positions[v3] = px0 + wx * x_w + ux * y_u + fx * z_f;
143
- positions[v3 + 1] = py0 + wy * x_w + uy * y_u + fy * z_f;
144
- positions[v3 + 2] = pz0 + wz * x_w + uz * y_u + fz * z_f;
145
-
146
- let gnx = wx * nx_w + ux * ny_u + fx * nz_f;
147
- let gny = wy * nx_w + uy * ny_u + fy * nz_f;
148
- let gnz = wz * nx_w + uz * ny_u + fz * nz_f;
149
- const nl = Math.sqrt(gnx * gnx + gny * gny + gnz * gnz);
150
- if (nl > 1e-8) {
151
- gnx /= nl;
152
- gny /= nl;
153
- gnz /= nl;
154
- }
155
- normals[v3] = gnx;
156
- normals[v3 + 1] = gny;
157
- normals[v3 + 2] = gnz;
158
-
159
- uv0[v2] = u_tex;
160
- uv0[v2 + 1] = v_tex;
161
-
162
- uv1[v2] = clamp(flutter_w, 0.0, 1.0);
163
- uv1[v2 + 1] = clamp(phase_w, 0.0, 1.0);
164
-
165
- colors[v3] = r_col;
166
- colors[v3 + 1] = g_col;
167
- colors[v3 + 2] = b_col;
168
-
169
- joints[v4] = j0;
170
- joints[v4 + 1] = j1;
171
- joints[v4 + 2] = j2;
172
- joints[v4 + 3] = j3;
173
-
174
- weights[v4] = w0;
175
- weights[v4 + 1] = w1;
176
- weights[v4 + 2] = w2;
177
- weights[v4 + 3] = w3;
178
-
179
- return v_cursor++;
180
- };
181
-
182
- const has_j4 = Boolean(attachments.joints4 && attachments.weights4 && attachments.joints4.length >= attachments.count * 4);
183
-
184
- for (let c = 0; c < card_count; c++) {
185
- const att_idx = active_indices[c];
186
- const a3 = att_idx * 3;
187
- const a2 = att_idx * 2;
188
- const a4 = att_idx * 4;
189
-
190
- const px0 = attachments.positions[a3];
191
- const py0 = attachments.positions[a3 + 1];
192
- const pz0 = attachments.positions[a3 + 2];
193
-
194
- const fx = attachments.forward[a3];
195
- const fy = attachments.forward[a3 + 1];
196
- const fz = attachments.forward[a3 + 2];
197
-
198
- const ux = attachments.up[a3];
199
- const uy = attachments.up[a3 + 1];
200
- const uz = attachments.up[a3 + 2];
201
-
202
- const wx = attachments.right[a3];
203
- const wy = attachments.right[a3 + 1];
204
- const wz = attachments.right[a3 + 2];
205
-
206
- const scale = attachments.scales[att_idx];
207
- const card_w = base_w * scale;
208
- const card_l = base_l * scale;
209
- const half_w = card_w * 0.5;
210
- const left_w = -card_w * anchor_u;
211
- const right_w = card_w * (1.0 - anchor_u);
212
-
213
- const phase = attachments.phases[att_idx];
214
- const b_sway = attachments.branch_sway[att_idx];
215
- const c_jit = attachments.color_jitter[att_idx] * color_var_amp;
216
-
217
- const r_col = clamp(1.0 + c_jit * 1.1, 0.7, 1.0);
218
- const g_col = clamp(1.0 + c_jit * 0.8, 0.7, 1.0);
219
- const b_col = clamp(1.0 - c_jit * 0.6, 0.7, 1.0);
220
-
221
- const j0 = has_j4 ? attachments.joints4[a4] : attachments.joints[a2];
222
- const j1 = has_j4 ? attachments.joints4[a4 + 1] : attachments.joints[a2 + 1];
223
- const j2 = has_j4 ? attachments.joints4[a4 + 2] : 0;
224
- const j3 = has_j4 ? attachments.joints4[a4 + 3] : 0;
225
- const w0 = has_j4 ? attachments.weights4[a4] : attachments.weights[a2];
226
- const w1 = has_j4 ? attachments.weights4[a4 + 1] : attachments.weights[a2 + 1];
227
- const w2 = has_j4 ? attachments.weights4[a4 + 2] : 0.0;
228
- const w3 = has_j4 ? attachments.weights4[a4 + 3] : 0.0;
229
-
230
- const base_v = v_cursor;
231
-
232
- if (card_type === FoliageCardType.CrossCard) {
233
- // Plane 0: horizontal (W, F) with normal +U (since W x F = +U)
234
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, left_w, 0, 0, 0, 1, 0, 0.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
235
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, right_w, 0, 0, 0, 1, 0, 1.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
236
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, left_w, 0, card_l, 0, 1, 0, 0.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
237
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, right_w, 0, card_l, 0, 1, 0, 1.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
238
-
239
- indices[i_cursor++] = base_v + 0;
240
- indices[i_cursor++] = base_v + 1;
241
- indices[i_cursor++] = base_v + 3;
242
- indices[i_cursor++] = base_v + 0;
243
- indices[i_cursor++] = base_v + 3;
244
- indices[i_cursor++] = base_v + 2;
245
-
246
- // Plane 1: vertical (-U to +U, F) with normal +W (since (-U) x F = +W)
247
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0, -left_w, 0, 1, 0, 0, 0.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
248
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0, -right_w, 0, 1, 0, 0, 1.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
249
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0, -left_w, card_l, 1, 0, 0, 0.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
250
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0, -right_w, card_l, 1, 0, 0, 1.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
251
-
252
- indices[i_cursor++] = base_v + 4;
253
- indices[i_cursor++] = base_v + 5;
254
- indices[i_cursor++] = base_v + 7;
255
- indices[i_cursor++] = base_v + 4;
256
- indices[i_cursor++] = base_v + 7;
257
- indices[i_cursor++] = base_v + 6;
258
- } else if (card_type === FoliageCardType.TriStarCluster) {
259
- for (let p = 0; p < 3; p++) {
260
- const ang = (p * Math.PI) / 3.0;
261
- const ca = Math.cos(ang);
262
- const sa = Math.sin(ang);
263
- // Width vector W_p = ca * W + sa * U; Normal vector N_p = W_p x F = -sa * W + ca * U
264
- const p_left_x = ca * left_w;
265
- const p_left_y = sa * left_w;
266
- const p_right_x = ca * right_w;
267
- const p_right_y = sa * right_w;
268
- const pn_x = -sa;
269
- const pn_y = ca;
270
- const p_base = base_v + p * 4;
271
-
272
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, p_left_x, p_left_y, 0, pn_x, pn_y, 0, 0.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
273
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, p_right_x, p_right_y, 0, pn_x, pn_y, 0, 1.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
274
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, p_left_x, p_left_y, card_l, pn_x, pn_y, 0, 0.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
275
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, p_right_x, p_right_y, card_l, pn_x, pn_y, 0, 1.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
276
-
277
- indices[i_cursor++] = p_base + 0;
278
- indices[i_cursor++] = p_base + 1;
279
- indices[i_cursor++] = p_base + 3;
280
- indices[i_cursor++] = p_base + 0;
281
- indices[i_cursor++] = p_base + 3;
282
- indices[i_cursor++] = p_base + 2;
283
- }
284
- } else if (card_type === FoliageCardType.RibbedFrond) {
285
- const lift_wing = half_w * sin_fold;
286
- const span_w = half_w * cos_fold;
287
-
288
- for (let s = 0; s <= frond_segs; s++) {
289
- const t = s / frond_segs;
290
- const v_tex = anchor_v + (1.0 - anchor_v) * t;
291
- const z_s = t * card_l;
292
- const y_spine = card_l * (arch_h * 4.0 * t * (1.0 - t) - droop * t * t);
293
- const env_w = Math.sin(Math.PI * (0.12 + 0.82 * t));
294
- const w_s = span_w * env_w;
295
- const lift_s = lift_wing * env_w;
296
- const flutter = clamp(b_sway * 0.3 + 0.7 * t, 0.0, 1.0);
297
-
298
- // Left wing, center midrib, right wing
299
- // Notice: for left wing (x from -w_s to 0, y from y_spine + lift_s to y_spine),
300
- // edge (+w_s, -lift_s, 0) x (0, 0, 1) has normal (+lift_s, +w_s, 0) -> (+sin_fold * 0.4, cos_fold, 0)
301
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -w_s, y_spine + lift_s, z_s, -sin_fold * 0.35, cos_fold, 0, 0.0, v_tex, flutter, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
302
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, y_spine, z_s, 0.0, 1.0, 0, anchor_u, v_tex, flutter * 0.75, phase, r_col * 0.94, g_col * 0.94, b_col * 0.94, j0, j1, j2, j3, w0, w1, w2, w3);
303
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, w_s, y_spine + lift_s, z_s, sin_fold * 0.35, cos_fold, 0, 1.0, v_tex, flutter, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
304
-
305
- if (s > 0) {
306
- const r0 = base_v + (s - 1) * 3;
307
- const r1 = base_v + s * 3;
308
- // Left strip
309
- indices[i_cursor++] = r0 + 0;
310
- indices[i_cursor++] = r0 + 1;
311
- indices[i_cursor++] = r1 + 1;
312
- indices[i_cursor++] = r0 + 0;
313
- indices[i_cursor++] = r1 + 1;
314
- indices[i_cursor++] = r1 + 0;
315
- // Right strip
316
- indices[i_cursor++] = r0 + 1;
317
- indices[i_cursor++] = r0 + 2;
318
- indices[i_cursor++] = r1 + 2;
319
- indices[i_cursor++] = r0 + 1;
320
- indices[i_cursor++] = r1 + 2;
321
- indices[i_cursor++] = r1 + 1;
322
- }
323
- }
324
- } else if (card_type === FoliageCardType.OctagonalCutoutHull) {
325
- const lift = half_w * sin_fold * 0.7;
326
- const span = half_w * cos_fold;
327
- const camber = card_l * arch_h;
328
-
329
- // v0: base petiole (0, 0, 0) at exact UV (anchor_u, anchor_v)
330
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, 0.0, 0.0, 0, 1, 0, anchor_u, anchor_v, b_sway * 0.25, phase, r_col * 0.9, g_col * 0.9, b_col * 0.9, j0, j1, j2, j3, w0, w1, w2, w3);
331
- // v1: lower-left
332
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -span * 0.85, lift * 0.7, card_l * 0.28, -sin_fold * 0.3, cos_fold, 0, 0.08, 0.28, b_sway * 0.55, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
333
- // v2: lower-right
334
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, span * 0.85, lift * 0.7, card_l * 0.28, sin_fold * 0.3, cos_fold, 0, 0.92, 0.28, b_sway * 0.55, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
335
- // v3: center midrib
336
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, camber, card_l * 0.52, 0, 1, 0, anchor_u, 0.52, b_sway * 0.65, phase, r_col * 0.96, g_col * 0.96, b_col * 0.96, j0, j1, j2, j3, w0, w1, w2, w3);
337
- // v4: upper-left
338
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -span, lift, card_l * 0.74, -sin_fold * 0.3, cos_fold, 0, 0.04, 0.74, 0.9, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
339
- // v5: upper-right
340
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, span, lift, card_l * 0.74, sin_fold * 0.3, cos_fold, 0, 0.96, 0.74, 0.9, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
341
- // v6: apex tip
342
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, -card_l * droop * 0.5, card_l, 0, 1, 0, anchor_u, 0.98, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
343
-
344
- // 6 outward (+U) triangles fanning around center midrib v3
345
- indices[i_cursor++] = base_v + 0;
346
- indices[i_cursor++] = base_v + 2;
347
- indices[i_cursor++] = base_v + 3;
348
-
349
- indices[i_cursor++] = base_v + 0;
350
- indices[i_cursor++] = base_v + 3;
351
- indices[i_cursor++] = base_v + 1;
352
-
353
- indices[i_cursor++] = base_v + 3;
354
- indices[i_cursor++] = base_v + 2;
355
- indices[i_cursor++] = base_v + 5;
356
-
357
- indices[i_cursor++] = base_v + 3;
358
- indices[i_cursor++] = base_v + 5;
359
- indices[i_cursor++] = base_v + 6;
360
-
361
- indices[i_cursor++] = base_v + 3;
362
- indices[i_cursor++] = base_v + 6;
363
- indices[i_cursor++] = base_v + 4;
364
-
365
- indices[i_cursor++] = base_v + 3;
366
- indices[i_cursor++] = base_v + 4;
367
- indices[i_cursor++] = base_v + 1;
368
- } else {
369
- // Default: FoldedVCard (6 vertices, 4 triangles)
370
- const lift = half_w * sin_fold;
371
- const span = half_w * cos_fold;
372
- const tip_droop = -card_l * droop * 0.5;
373
- const mid_arch = card_l * arch_h * 0.5;
374
-
375
- // Row 0 (base, z = 0)
376
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -span, lift, 0.0, -sin_fold * 0.35, cos_fold, 0, 0.0, anchor_v, b_sway * 0.45, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
377
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, 0.0, 0.0, 0.0, 1.0, 0, anchor_u, anchor_v, b_sway * 0.25, phase, r_col * 0.92, g_col * 0.92, b_col * 0.92, j0, j1, j2, j3, w0, w1, w2, w3);
378
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, span, lift, 0.0, sin_fold * 0.35, cos_fold, 0, 1.0, anchor_v, b_sway * 0.45, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
379
-
380
- // Row 1 (tip, z = card_l)
381
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -span, lift + tip_droop, card_l, -sin_fold * 0.35, cos_fold, 0, 0.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
382
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, mid_arch + tip_droop, card_l, 0.0, 1.0, 0, anchor_u, 1.0, 0.85, phase, r_col * 0.96, g_col * 0.96, b_col * 0.96, j0, j1, j2, j3, w0, w1, w2, w3);
383
- write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, span, lift + tip_droop, card_l, sin_fold * 0.35, cos_fold, 0, 1.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
384
-
385
- // Left wing quad
386
- indices[i_cursor++] = base_v + 0;
387
- indices[i_cursor++] = base_v + 1;
388
- indices[i_cursor++] = base_v + 4;
389
- indices[i_cursor++] = base_v + 0;
390
- indices[i_cursor++] = base_v + 4;
391
- indices[i_cursor++] = base_v + 3;
392
-
393
- // Right wing quad
394
- indices[i_cursor++] = base_v + 1;
395
- indices[i_cursor++] = base_v + 2;
396
- indices[i_cursor++] = base_v + 5;
397
- indices[i_cursor++] = base_v + 1;
398
- indices[i_cursor++] = base_v + 5;
399
- indices[i_cursor++] = base_v + 4;
400
- }
401
- }
402
-
403
- // Apply volumetric canopy AO and hemisphere-safe normal puffing BEFORE ensureTangents()
404
- tree_mesh_apply_canopy_ao(out, skeleton.crown_center, skeleton.crown_radii, {
405
- ao_core_darkening: fol.ao_core_darkening ?? 0.35,
406
- normal_puffiness: fol.normal_puffiness ?? 0.35,
407
- preserve_existing_color: true
408
- });
409
-
410
- out.name = `${species.name || "tree"}_foliage_lod${lod_cfg.level}`;
411
- out.ensureBounds();
412
- out.ensureTangents();
413
-
414
- return out;
415
- }
1
+ import { clamp } from "../../../core/math/clamp.js";
2
+ import { lerp } from "../../../core/math/lerp.js";
3
+ import { Geometry } from "../../../shade/renderer/geometry/Geometry.js";
4
+ import {
5
+ geometry_obtain_attribute,
6
+ geometry_obtain_index
7
+ } from "../../../shade/renderer/geometry/geometry_obtain_attribute.js";
8
+ import { StandardAttributes } from "../../../shade/renderer/geometry/StandardAttributes.js";
9
+ import { FoliageCardType } from "../config/FoliageCardType.js";
10
+ import { TreeLODConfig } from "../config/TreeLODConfig.js";
11
+ import { TreeSpeciesConfig } from "../config/TreeSpeciesConfig.js";
12
+ import { compute_foliage_variant_atlas_layout } from "../material/make_foliage_material.js";
13
+ import { tree_mesh_apply_canopy_ao } from "./tree_mesh_apply_canopy_ao.js";
14
+ import { geometry_obtain_joints_attribute } from "./tree_mesh_build_bark.js";
15
+
16
+ /**
17
+ * Synthesizes the foliage `Geometry` for a given LOD from a `FoliageAttachmentSet`,
18
+ * applying golden-ratio low-discrepancy LOD decimation ($h_i < k_{\text{keep}}$),
19
+ * optical area-compensation scaling ($s_{\text{comp}} = k_{\text{keep}}^{-\eta}$),
20
+ * botanical 3D card geometry (`FoldedVCard`, `CrossCard`, `TriStarCluster`, `RibbedFrond`, `OctagonalCutoutHull`),
21
+ * MaxRect-packed ontogenetic variant UV remapping, hemisphere-safe normal puffing,
22
+ * volumetric canopy AO, and 4-joint skeletal wind skinning.
23
+ *
24
+ * Returns `null` if foliage is disabled or `lod_config.foliage_keep_ratio <= 0` or `attachments.count === 0`.
25
+ *
26
+ * @param {import("../skeleton/TreeSkeleton.js").TreeSkeleton} skeleton
27
+ * @param {import("./foliage_collect_attachments.js").FoliageAttachmentSet} attachments
28
+ * @param {TreeSpeciesConfig} [config]
29
+ * @param {TreeLODConfig} [lod_config]
30
+ * @param {Geometry} [out]
31
+ * @returns {Geometry|null}
32
+ */
33
+ export function tree_mesh_build_foliage(
34
+ skeleton,
35
+ attachments,
36
+ config = new TreeSpeciesConfig(),
37
+ lod_config = new TreeLODConfig(),
38
+ out = new Geometry()
39
+ ) {
40
+ const species = config && config.isTreeSpeciesConfig ? config : TreeSpeciesConfig.from(config);
41
+ const lod_cfg = lod_config && lod_config.isTreeLODConfig ? lod_config : TreeLODConfig.from(lod_config);
42
+ const fol = species.foliage;
43
+ const keep_ratio = clamp(lod_cfg.foliage_keep_ratio ?? 1.0, 0.0, 1.0);
44
+ if (!fol.enabled || !attachments || attachments.count === 0 || keep_ratio <= 0.0) {
45
+ return null;
46
+ }
47
+
48
+ // Filter active attachment indices by golden-ratio rank
49
+ const active_indices = [];
50
+ for (let i = 0; i < attachments.count; i++) {
51
+ if (attachments.ranks[i] < keep_ratio) {
52
+ active_indices.push(i);
53
+ }
54
+ }
55
+ if (active_indices.length === 0 && attachments.count > 0) {
56
+ active_indices.push(0);
57
+ }
58
+ const card_count = active_indices.length;
59
+
60
+ // Area compensation scale: k_keep^(-eta)
61
+ const eta = clamp(lod_cfg.foliage_area_compensation_exponent ?? 0.42, 0.0, 0.6);
62
+ const area_comp = Math.pow(Math.max(0.08, keep_ratio), -eta);
63
+
64
+ // Determine effective card type for this LOD
65
+ let card_type = fol.card_type;
66
+ if (lod_cfg.simplify_cards) {
67
+ card_type = FoliageCardType.FoldedVCard;
68
+ }
69
+
70
+ const frond_segs = Math.max(2, fol.frond_segments | 0);
71
+ let verts_per_card = 6;
72
+ let tris_per_card = 4;
73
+
74
+ switch (card_type) {
75
+ case FoliageCardType.CrossCard:
76
+ verts_per_card = 8;
77
+ tris_per_card = 4;
78
+ break;
79
+ case FoliageCardType.TriStarCluster:
80
+ verts_per_card = 12;
81
+ tris_per_card = 6;
82
+ break;
83
+ case FoliageCardType.RibbedFrond:
84
+ verts_per_card = 3 * (frond_segs + 1);
85
+ tris_per_card = 4 * frond_segs;
86
+ break;
87
+ case FoliageCardType.OctagonalCutoutHull:
88
+ verts_per_card = 7;
89
+ tris_per_card = 6;
90
+ break;
91
+ case FoliageCardType.FoldedVCard:
92
+ default:
93
+ verts_per_card = 6;
94
+ tris_per_card = 4;
95
+ break;
96
+ }
97
+
98
+ const total_vertices = card_count * verts_per_card;
99
+ const total_indices = card_count * tris_per_card * 3;
100
+
101
+ const positions = geometry_obtain_attribute(out, StandardAttributes.Position, 3, total_vertices);
102
+ const normals = geometry_obtain_attribute(out, StandardAttributes.Normal, 3, total_vertices);
103
+ const uv0 = geometry_obtain_attribute(out, StandardAttributes.TextureCoordinates0, 2, total_vertices);
104
+ const uv1 = geometry_obtain_attribute(out, StandardAttributes.TextureCoordinates1, 2, total_vertices);
105
+ const colors = geometry_obtain_attribute(out, StandardAttributes.Color, 3, total_vertices);
106
+ const joints = geometry_obtain_joints_attribute(out, total_vertices);
107
+ const weights = geometry_obtain_attribute(out, StandardAttributes.SkinningWeights, 4, total_vertices);
108
+ const indices = geometry_obtain_index(out, total_indices);
109
+
110
+ const fol_mat = species.foliage_material;
111
+ const layout = compute_foliage_variant_atlas_layout(
112
+ fol_mat?.resolution ?? 128,
113
+ fol_mat?.variant_count ?? 4
114
+ );
115
+ const uv_rects = layout.uv_rects;
116
+ const variant_count = layout.variant_count;
117
+
118
+ const base_w = Math.max(0.05, fol.card_width) * area_comp;
119
+ const base_l = Math.max(0.05, fol.card_length) * area_comp;
120
+ const fold_angle = clamp(fol.fold_angle, 0.0, 0.65);
121
+ const sin_fold = Math.sin(fold_angle);
122
+ const cos_fold = Math.cos(fold_angle);
123
+ const arch_h = fol.arch_height;
124
+ const droop = fol.camber_droop;
125
+ const color_var_amp = clamp(fol.color_variation ?? 0.08, 0.0, 0.35);
126
+ const anchor_u = clamp(fol_mat?.stem_anchor_u ?? 0.5, 0.1, 0.9);
127
+ const anchor_v = clamp(fol_mat?.stem_anchor_v ?? 0.0, 0.0, 0.25);
128
+ const juv_shift = clamp(fol_mat?.juvenile_color_shift ?? 0.38, 0.0, 1.0);
129
+ const senescence = clamp(Math.max(fol_mat?.senescence ?? 0.0, fol_mat?.autumn_tint ?? 0.0), 0.0, 1.0);
130
+ const antho_pot = clamp(fol_mat?.anthocyanin_potential ?? 0.35, 0.0, 1.0);
131
+
132
+ let v_cursor = 0;
133
+ let i_cursor = 0;
134
+ let rect_u0 = 0.0;
135
+ let rect_v0 = 0.0;
136
+ let rect_u1 = 1.0;
137
+ let rect_v1 = 1.0;
138
+
139
+ /**
140
+ * Helper to write a single foliage vertex in card-local coordinates `(x_w, y_u, z_f)`
141
+ * and local normal `(nx_w, ny_u, nz_f)`, remapping local `[0, 1]^2` card UVs into the
142
+ * card's assigned MaxRect-packed atlas tile `[rect_u0, rect_v0, rect_u1, rect_v1]`.
143
+ */
144
+ const write_card_vertex = (
145
+ px0, py0, pz0,
146
+ wx, wy, wz,
147
+ ux, uy, uz,
148
+ fx, fy, fz,
149
+ x_w, y_u, z_f,
150
+ nx_w, ny_u, nz_f,
151
+ u_tex, v_tex,
152
+ flutter_w, phase_w,
153
+ r_col, g_col, b_col,
154
+ j0, j1, j2, j3,
155
+ w0, w1, w2, w3
156
+ ) => {
157
+ const v3 = v_cursor * 3;
158
+ const v2 = v_cursor * 2;
159
+ const v4 = v_cursor * 4;
160
+
161
+ positions[v3] = px0 + wx * x_w + ux * y_u + fx * z_f;
162
+ positions[v3 + 1] = py0 + wy * x_w + uy * y_u + fy * z_f;
163
+ positions[v3 + 2] = pz0 + wz * x_w + uz * y_u + fz * z_f;
164
+
165
+ let gnx = wx * nx_w + ux * ny_u + fx * nz_f;
166
+ let gny = wy * nx_w + uy * ny_u + fy * nz_f;
167
+ let gnz = wz * nx_w + uz * ny_u + fz * nz_f;
168
+ const nl = Math.sqrt(gnx * gnx + gny * gny + gnz * gnz);
169
+ if (nl > 1e-8) {
170
+ gnx /= nl;
171
+ gny /= nl;
172
+ gnz /= nl;
173
+ }
174
+ normals[v3] = gnx;
175
+ normals[v3 + 1] = gny;
176
+ normals[v3 + 2] = gnz;
177
+
178
+ uv0[v2] = lerp(rect_u0, rect_u1, u_tex);
179
+ uv0[v2 + 1] = lerp(rect_v0, rect_v1, v_tex);
180
+
181
+ uv1[v2] = clamp(flutter_w, 0.0, 1.0);
182
+ uv1[v2 + 1] = clamp(phase_w, 0.0, 1.0);
183
+
184
+ colors[v3] = r_col;
185
+ colors[v3 + 1] = g_col;
186
+ colors[v3 + 2] = b_col;
187
+
188
+ joints[v4] = j0;
189
+ joints[v4 + 1] = j1;
190
+ joints[v4 + 2] = j2;
191
+ joints[v4 + 3] = j3;
192
+
193
+ weights[v4] = w0;
194
+ weights[v4 + 1] = w1;
195
+ weights[v4 + 2] = w2;
196
+ weights[v4 + 3] = w3;
197
+
198
+ return v_cursor++;
199
+ };
200
+
201
+ const has_j4 = Boolean(attachments.joints4 && attachments.weights4 && attachments.joints4.length >= attachments.count * 4);
202
+ const has_variants = Boolean(attachments.variant_indices && attachments.variant_indices.length >= attachments.count);
203
+ const has_maturities = Boolean(attachments.maturities && attachments.maturities.length >= attachments.count);
204
+ const has_sun = Boolean(attachments.sun_exposure && attachments.sun_exposure.length >= attachments.count);
205
+
206
+ for (let c = 0; c < card_count; c++) {
207
+ const att_idx = active_indices[c];
208
+ const a3 = att_idx * 3;
209
+ const a2 = att_idx * 2;
210
+ const a4 = att_idx * 4;
211
+
212
+ const px0 = attachments.positions[a3];
213
+ const py0 = attachments.positions[a3 + 1];
214
+ const pz0 = attachments.positions[a3 + 2];
215
+
216
+ const fx = attachments.forward[a3];
217
+ const fy = attachments.forward[a3 + 1];
218
+ const fz = attachments.forward[a3 + 2];
219
+
220
+ const ux = attachments.up[a3];
221
+ const uy = attachments.up[a3 + 1];
222
+ const uz = attachments.up[a3 + 2];
223
+
224
+ const wx = attachments.right[a3];
225
+ const wy = attachments.right[a3 + 1];
226
+ const wz = attachments.right[a3 + 2];
227
+
228
+ const maturity = has_maturities ? attachments.maturities[att_idx] : 0.5;
229
+ const sun_exp = has_sun ? attachments.sun_exposure[att_idx] : 0.65;
230
+ const v_idx = has_variants
231
+ ? clamp(attachments.variant_indices[att_idx], 0, variant_count - 1)
232
+ : clamp(Math.floor(maturity * variant_count), 0, variant_count - 1);
233
+ const r4 = v_idx * 4;
234
+ rect_u0 = uv_rects[r4];
235
+ rect_v0 = uv_rects[r4 + 1];
236
+ rect_u1 = uv_rects[r4 + 2];
237
+ rect_v1 = uv_rects[r4 + 3];
238
+
239
+ const scale = attachments.scales[att_idx];
240
+ const card_w = base_w * scale;
241
+ const card_l = base_l * scale;
242
+ const half_w = card_w * 0.5;
243
+ const left_w = -card_w * anchor_u;
244
+ const right_w = card_w * (1.0 - anchor_u);
245
+
246
+ const phase = attachments.phases[att_idx];
247
+ const b_sway = attachments.branch_sway[att_idx];
248
+ const c_jit = attachments.color_jitter[att_idx] * color_var_amp;
249
+
250
+ // Continuous ontogenetic & crown-shell photoprotective modulation in vertex colors
251
+ const juv_lift = (0.5 - maturity) * juv_shift * 0.14;
252
+ let r_col = clamp(1.0 + c_jit * 1.1 + juv_lift * 0.9, 0.68, 1.0);
253
+ let g_col = clamp(1.0 + c_jit * 0.8 + juv_lift * 1.1, 0.68, 1.0);
254
+ let b_col = clamp(1.0 - c_jit * 0.6 - juv_lift * 0.5, 0.68, 1.0);
255
+
256
+ if (senescence > 1e-4) {
257
+ // Sun-exposed outer crown shell expresses stronger anthocyanin/carotenoid warmth than shaded interior
258
+ const shade_cool = (1.0 - sun_exp) * senescence * 0.22;
259
+ const sun_antho = sun_exp * senescence * antho_pot * 0.25;
260
+ r_col = clamp(r_col * (1.0 - shade_cool * 0.45 + sun_antho * 0.18), 0.65, 1.0);
261
+ g_col = clamp(g_col * (1.0 + shade_cool * 0.15 - sun_antho * 0.35), 0.55, 1.0);
262
+ b_col = clamp(b_col * (1.0 - sun_antho * 0.30), 0.55, 1.0);
263
+ }
264
+
265
+ const j0 = has_j4 ? attachments.joints4[a4] : attachments.joints[a2];
266
+ const j1 = has_j4 ? attachments.joints4[a4 + 1] : attachments.joints[a2 + 1];
267
+ const j2 = has_j4 ? attachments.joints4[a4 + 2] : 0;
268
+ const j3 = has_j4 ? attachments.joints4[a4 + 3] : 0;
269
+ const w0 = has_j4 ? attachments.weights4[a4] : attachments.weights[a2];
270
+ const w1 = has_j4 ? attachments.weights4[a4 + 1] : attachments.weights[a2 + 1];
271
+ const w2 = has_j4 ? attachments.weights4[a4 + 2] : 0.0;
272
+ const w3 = has_j4 ? attachments.weights4[a4 + 3] : 0.0;
273
+
274
+ const base_v = v_cursor;
275
+
276
+ if (card_type === FoliageCardType.CrossCard) {
277
+ // Plane 0: horizontal (W, F) with normal +U (since W x F = +U)
278
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, left_w, 0, 0, 0, 1, 0, 0.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
279
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, right_w, 0, 0, 0, 1, 0, 1.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
280
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, left_w, 0, card_l, 0, 1, 0, 0.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
281
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, right_w, 0, card_l, 0, 1, 0, 1.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
282
+
283
+ indices[i_cursor++] = base_v + 0;
284
+ indices[i_cursor++] = base_v + 1;
285
+ indices[i_cursor++] = base_v + 3;
286
+ indices[i_cursor++] = base_v + 0;
287
+ indices[i_cursor++] = base_v + 3;
288
+ indices[i_cursor++] = base_v + 2;
289
+
290
+ // Plane 1: vertical (-U to +U, F) with normal +W (since (-U) x F = +W)
291
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0, -left_w, 0, 1, 0, 0, 0.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
292
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0, -right_w, 0, 1, 0, 0, 1.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
293
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0, -left_w, card_l, 1, 0, 0, 0.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
294
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0, -right_w, card_l, 1, 0, 0, 1.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
295
+
296
+ indices[i_cursor++] = base_v + 4;
297
+ indices[i_cursor++] = base_v + 5;
298
+ indices[i_cursor++] = base_v + 7;
299
+ indices[i_cursor++] = base_v + 4;
300
+ indices[i_cursor++] = base_v + 7;
301
+ indices[i_cursor++] = base_v + 6;
302
+ } else if (card_type === FoliageCardType.TriStarCluster) {
303
+ for (let p = 0; p < 3; p++) {
304
+ const ang = (p * Math.PI) / 3.0;
305
+ const ca = Math.cos(ang);
306
+ const sa = Math.sin(ang);
307
+ const p_left_x = ca * left_w;
308
+ const p_left_y = sa * left_w;
309
+ const p_right_x = ca * right_w;
310
+ const p_right_y = sa * right_w;
311
+ const pn_x = -sa;
312
+ const pn_y = ca;
313
+ const p_base = base_v + p * 4;
314
+
315
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, p_left_x, p_left_y, 0, pn_x, pn_y, 0, 0.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
316
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, p_right_x, p_right_y, 0, pn_x, pn_y, 0, 1.0, anchor_v, b_sway * 0.4, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
317
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, p_left_x, p_left_y, card_l, pn_x, pn_y, 0, 0.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
318
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, p_right_x, p_right_y, card_l, pn_x, pn_y, 0, 1.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
319
+
320
+ indices[i_cursor++] = p_base + 0;
321
+ indices[i_cursor++] = p_base + 1;
322
+ indices[i_cursor++] = p_base + 3;
323
+ indices[i_cursor++] = p_base + 0;
324
+ indices[i_cursor++] = p_base + 3;
325
+ indices[i_cursor++] = p_base + 2;
326
+ }
327
+ } else if (card_type === FoliageCardType.RibbedFrond) {
328
+ const lift_wing = half_w * sin_fold;
329
+ const span_w = half_w * cos_fold;
330
+
331
+ for (let s = 0; s <= frond_segs; s++) {
332
+ const t = s / frond_segs;
333
+ const v_tex = anchor_v + (1.0 - anchor_v) * t;
334
+ const z_s = t * card_l;
335
+ const y_spine = card_l * (arch_h * 4.0 * t * (1.0 - t) - droop * t * t);
336
+ const env_w = Math.sin(Math.PI * (0.12 + 0.82 * t));
337
+ const w_s = span_w * env_w;
338
+ const lift_s = lift_wing * env_w;
339
+ const flutter = clamp(b_sway * 0.3 + 0.7 * t, 0.0, 1.0);
340
+
341
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -w_s, y_spine + lift_s, z_s, -sin_fold * 0.35, cos_fold, 0, 0.0, v_tex, flutter, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
342
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, y_spine, z_s, 0.0, 1.0, 0, anchor_u, v_tex, flutter * 0.75, phase, r_col * 0.94, g_col * 0.94, b_col * 0.94, j0, j1, j2, j3, w0, w1, w2, w3);
343
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, w_s, y_spine + lift_s, z_s, sin_fold * 0.35, cos_fold, 0, 1.0, v_tex, flutter, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
344
+
345
+ if (s > 0) {
346
+ const r0 = base_v + (s - 1) * 3;
347
+ const r1 = base_v + s * 3;
348
+ indices[i_cursor++] = r0 + 0;
349
+ indices[i_cursor++] = r0 + 1;
350
+ indices[i_cursor++] = r1 + 1;
351
+ indices[i_cursor++] = r0 + 0;
352
+ indices[i_cursor++] = r1 + 1;
353
+ indices[i_cursor++] = r1 + 0;
354
+
355
+ indices[i_cursor++] = r0 + 1;
356
+ indices[i_cursor++] = r0 + 2;
357
+ indices[i_cursor++] = r1 + 2;
358
+ indices[i_cursor++] = r0 + 1;
359
+ indices[i_cursor++] = r1 + 2;
360
+ indices[i_cursor++] = r1 + 1;
361
+ }
362
+ }
363
+ } else if (card_type === FoliageCardType.OctagonalCutoutHull) {
364
+ const lift = half_w * sin_fold * 0.7;
365
+ const span = half_w * cos_fold;
366
+ const camber = card_l * arch_h;
367
+
368
+ // v0: base petiole (0, 0, 0) at exact UV (anchor_u, anchor_v)
369
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, 0.0, 0.0, 0, 1, 0, anchor_u, anchor_v, b_sway * 0.25, phase, r_col * 0.9, g_col * 0.9, b_col * 0.9, j0, j1, j2, j3, w0, w1, w2, w3);
370
+ // v1: lower-left
371
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -span * 0.85, lift * 0.7, card_l * 0.28, -sin_fold * 0.3, cos_fold, 0, 0.08, 0.28, b_sway * 0.55, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
372
+ // v2: lower-right
373
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, span * 0.85, lift * 0.7, card_l * 0.28, sin_fold * 0.3, cos_fold, 0, 0.92, 0.28, b_sway * 0.55, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
374
+ // v3: center midrib
375
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, camber, card_l * 0.52, 0, 1, 0, anchor_u, 0.52, b_sway * 0.65, phase, r_col * 0.96, g_col * 0.96, b_col * 0.96, j0, j1, j2, j3, w0, w1, w2, w3);
376
+ // v4: upper-left
377
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -span, lift, card_l * 0.74, -sin_fold * 0.3, cos_fold, 0, 0.04, 0.74, 0.9, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
378
+ // v5: upper-right
379
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, span, lift, card_l * 0.74, sin_fold * 0.3, cos_fold, 0, 0.96, 0.74, 0.9, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
380
+ // v6: apex tip
381
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, -card_l * droop * 0.5, card_l, 0, 1, 0, anchor_u, 0.98, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
382
+
383
+ // 6 outward (+U) triangles fanning around center midrib v3
384
+ indices[i_cursor++] = base_v + 0;
385
+ indices[i_cursor++] = base_v + 2;
386
+ indices[i_cursor++] = base_v + 3;
387
+
388
+ indices[i_cursor++] = base_v + 0;
389
+ indices[i_cursor++] = base_v + 3;
390
+ indices[i_cursor++] = base_v + 1;
391
+
392
+ indices[i_cursor++] = base_v + 3;
393
+ indices[i_cursor++] = base_v + 2;
394
+ indices[i_cursor++] = base_v + 5;
395
+
396
+ indices[i_cursor++] = base_v + 3;
397
+ indices[i_cursor++] = base_v + 5;
398
+ indices[i_cursor++] = base_v + 6;
399
+
400
+ indices[i_cursor++] = base_v + 3;
401
+ indices[i_cursor++] = base_v + 6;
402
+ indices[i_cursor++] = base_v + 4;
403
+
404
+ indices[i_cursor++] = base_v + 3;
405
+ indices[i_cursor++] = base_v + 4;
406
+ indices[i_cursor++] = base_v + 1;
407
+ } else {
408
+ // Default: FoldedVCard (6 vertices, 4 triangles)
409
+ const lift = half_w * sin_fold;
410
+ const span = half_w * cos_fold;
411
+ const tip_droop = -card_l * droop * 0.5;
412
+ const mid_arch = card_l * arch_h * 0.5;
413
+
414
+ // Row 0 (base, z = 0)
415
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -span, lift, 0.0, -sin_fold * 0.35, cos_fold, 0, 0.0, anchor_v, b_sway * 0.45, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
416
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, 0.0, 0.0, 0.0, 1.0, 0, anchor_u, anchor_v, b_sway * 0.25, phase, r_col * 0.92, g_col * 0.92, b_col * 0.92, j0, j1, j2, j3, w0, w1, w2, w3);
417
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, span, lift, 0.0, sin_fold * 0.35, cos_fold, 0, 1.0, anchor_v, b_sway * 0.45, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
418
+
419
+ // Row 1 (tip, z = card_l)
420
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, -span, lift + tip_droop, card_l, -sin_fold * 0.35, cos_fold, 0, 0.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
421
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, 0.0, mid_arch + tip_droop, card_l, 0.0, 1.0, 0, anchor_u, 1.0, 0.85, phase, r_col * 0.96, g_col * 0.96, b_col * 0.96, j0, j1, j2, j3, w0, w1, w2, w3);
422
+ write_card_vertex(px0, py0, pz0, wx, wy, wz, ux, uy, uz, fx, fy, fz, span, lift + tip_droop, card_l, sin_fold * 0.35, cos_fold, 0, 1.0, 1.0, 1.0, phase, r_col, g_col, b_col, j0, j1, j2, j3, w0, w1, w2, w3);
423
+
424
+ // Left wing quad
425
+ indices[i_cursor++] = base_v + 0;
426
+ indices[i_cursor++] = base_v + 1;
427
+ indices[i_cursor++] = base_v + 4;
428
+ indices[i_cursor++] = base_v + 0;
429
+ indices[i_cursor++] = base_v + 4;
430
+ indices[i_cursor++] = base_v + 3;
431
+
432
+ // Right wing quad
433
+ indices[i_cursor++] = base_v + 1;
434
+ indices[i_cursor++] = base_v + 2;
435
+ indices[i_cursor++] = base_v + 5;
436
+ indices[i_cursor++] = base_v + 1;
437
+ indices[i_cursor++] = base_v + 5;
438
+ indices[i_cursor++] = base_v + 4;
439
+ }
440
+ }
441
+
442
+ // Apply volumetric canopy AO and hemisphere-safe normal puffing BEFORE ensureTangents()
443
+ tree_mesh_apply_canopy_ao(out, skeleton.crown_center, skeleton.crown_radii, {
444
+ ao_core_darkening: fol.ao_core_darkening ?? 0.35,
445
+ normal_puffiness: fol.normal_puffiness ?? 0.35,
446
+ preserve_existing_color: true
447
+ });
448
+
449
+ out.name = `${species.name || "tree"}_foliage_lod${lod_cfg.level}`;
450
+ out.ensureBounds();
451
+ out.ensureTangents();
452
+
453
+ return out;
454
+ }