@woosh/meep-engine 3.56.0 → 3.57.0

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 (625) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/DUPLICATION_REVIEW_2026_10_24.md +1072 -0
  4. package/src/core/binary/BitSet.js +1 -1
  5. package/src/core/binary/FLOAT16_MAX.d.ts +2 -0
  6. package/src/core/binary/FLOAT16_MAX.d.ts.map +1 -0
  7. package/src/core/binary/FLOAT16_MAX.js +1 -0
  8. package/src/core/binary/base58/base58_encode.js +2 -2
  9. package/src/core/binary/type/TypeBuilder.js +1 -1
  10. package/src/core/bvh2/bvh3/BVH.js +1 -1
  11. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.d.ts.map +1 -1
  12. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +7 -3
  13. package/src/core/bvh2/bvh3/ebvh_update_hierarchy_bounds.d.ts.map +1 -1
  14. package/src/core/bvh2/bvh3/ebvh_update_hierarchy_bounds.js +5 -1
  15. package/src/core/bvh2/bvh3/query/compute_tight_near_far_clipping_planes.d.ts.map +1 -1
  16. package/src/core/bvh2/bvh3/query/compute_tight_near_far_clipping_planes.js +195 -246
  17. package/src/core/collection/CuckooFilter.js +1 -1
  18. package/src/core/collection/array/isArrayEqual.d.ts.map +1 -1
  19. package/src/core/collection/array/isArrayEqual.js +33 -58
  20. package/src/core/collection/array/typed/array_buffer_hash.d.ts.map +1 -1
  21. package/src/core/collection/array/typed/array_buffer_hash.js +41 -39
  22. package/src/core/collection/array/typed/float32_array_hash.js +38 -38
  23. package/src/core/collection/array/typed/uint16_array_hash.d.ts +2 -1
  24. package/src/core/collection/array/typed/uint16_array_hash.d.ts.map +1 -1
  25. package/src/core/collection/array/typed/uint16_array_hash.js +30 -29
  26. package/src/core/collection/array/typed/uint32_array_hash.d.ts +2 -1
  27. package/src/core/collection/array/typed/uint32_array_hash.d.ts.map +1 -1
  28. package/src/core/collection/array/typed/uint32_array_hash.js +21 -20
  29. package/src/core/collection/array/typed/uint8_array_hash.d.ts +2 -1
  30. package/src/core/collection/array/typed/uint8_array_hash.d.ts.map +1 -1
  31. package/src/core/collection/array/typed/uint8_array_hash.js +37 -36
  32. package/src/core/collection/array/typed/uint_array_for_count.js +2 -2
  33. package/src/core/collection/list/List.d.ts.map +1 -1
  34. package/src/core/collection/list/List.js +3 -19
  35. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  36. package/src/core/collection/table/RowFirstTable.js +4 -28
  37. package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
  38. package/src/core/debug/matchers/DescribeAs.js +62 -64
  39. package/src/core/function/FunctionCompiler.js +4 -4
  40. package/src/core/function/objectsEqual.d.ts.map +1 -1
  41. package/src/core/function/objectsEqual.js +3 -2
  42. package/src/core/geom/2d/bvh/BVH2D.d.ts.map +1 -1
  43. package/src/core/geom/2d/bvh/BVH2D.js +4 -3
  44. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +5 -2
  45. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
  46. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +49 -11
  47. package/src/core/geom/2d/hash-grid/shg_query_elements_circle.d.ts.map +1 -1
  48. package/src/core/geom/2d/hash-grid/shg_query_elements_circle.js +122 -159
  49. package/src/core/geom/2d/hash-grid/shg_query_elements_line.d.ts.map +1 -1
  50. package/src/core/geom/2d/hash-grid/shg_query_elements_line.js +8 -5
  51. package/src/core/geom/2d/polygon/polygon2_rasterize_coverage.d.ts +18 -0
  52. package/src/core/geom/2d/polygon/polygon2_rasterize_coverage.d.ts.map +1 -0
  53. package/src/core/geom/2d/polygon/polygon2_rasterize_coverage.js +97 -0
  54. package/src/core/geom/2d/r-tree/StaticR2Tree.js +2 -2
  55. package/src/core/geom/2d/triangle/tri2_rasterize_coverage.d.ts +21 -0
  56. package/src/core/geom/2d/triangle/tri2_rasterize_coverage.d.ts.map +1 -0
  57. package/src/core/geom/2d/triangle/tri2_rasterize_coverage.js +54 -0
  58. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts.map +1 -1
  59. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +20 -53
  60. package/src/core/geom/3d/aabb/aabb3_score_boxes_SAH.d.ts +1 -1
  61. package/src/core/geom/3d/aabb/aabb3_score_boxes_SAH.d.ts.map +1 -1
  62. package/src/core/geom/3d/aabb/aabb3_score_boxes_SAH.js +11 -42
  63. package/src/core/geom/3d/atlas/pack/atlas_pack_charts.d.ts.map +1 -1
  64. package/src/core/geom/3d/atlas/pack/atlas_pack_charts.js +30 -32
  65. package/src/core/geom/3d/atlas/param/atlas_chart_parameterize_bff.d.ts.map +1 -1
  66. package/src/core/geom/3d/atlas/param/atlas_chart_parameterize_bff.js +1 -5
  67. package/src/core/geom/3d/atlas/param/atlas_chart_parameterize_lscm.d.ts.map +1 -1
  68. package/src/core/geom/3d/atlas/param/atlas_chart_parameterize_lscm.js +1 -15
  69. package/src/core/geom/3d/atlas/segment/atlas_merge_charts.d.ts.map +1 -1
  70. package/src/core/geom/3d/atlas/segment/atlas_merge_charts.js +105 -116
  71. package/src/core/geom/3d/line/line3_compute_segment_point_distance_sqr.d.ts.map +1 -1
  72. package/src/core/geom/3d/line/line3_compute_segment_point_distance_sqr.js +36 -54
  73. package/src/core/geom/3d/plane/plane3_compute_intersection_objects.d.ts +5 -10
  74. package/src/core/geom/3d/plane/plane3_compute_intersection_objects.d.ts.map +1 -1
  75. package/src/core/geom/3d/plane/plane3_compute_intersection_objects.js +20 -82
  76. package/src/core/geom/3d/plane/plane3_slerp.d.ts.map +1 -1
  77. package/src/core/geom/3d/plane/plane3_slerp.js +87 -102
  78. package/src/core/geom/3d/polygon/polygon3_compute_normal.d.ts +12 -0
  79. package/src/core/geom/3d/polygon/polygon3_compute_normal.d.ts.map +1 -1
  80. package/src/core/geom/3d/polygon/polygon3_compute_normal.js +107 -60
  81. package/src/core/geom/3d/ray/ray3_compute_closest_point.d.ts.map +1 -1
  82. package/src/core/geom/3d/ray/ray3_compute_closest_point.js +37 -43
  83. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  84. package/src/core/geom/3d/shape/ConvexHullShape3D.js +5 -16
  85. package/src/core/geom/3d/shape/MeshShape3D.js +2 -56
  86. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  87. package/src/core/geom/3d/shape/TransformedShape3D.js +10 -7
  88. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/UnionShape3D.js +9 -3
  90. package/src/core/geom/3d/shape/json/shape_to_type.js +2 -2
  91. package/src/core/geom/3d/sphere/harmonics/SH3_COEFFICIENTS.js +17 -17
  92. package/src/core/geom/3d/tetrahedra/TetrahedralMesh.d.ts.map +1 -1
  93. package/src/core/geom/3d/tetrahedra/TetrahedralMesh.js +6 -2
  94. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -1
  95. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +3 -2
  96. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts +20 -2
  97. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
  98. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +52 -37
  99. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_face_normals.d.ts.map +1 -1
  100. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_face_normals.js +40 -56
  101. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  102. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +251 -260
  103. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -1
  104. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +104 -113
  105. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_resolve_t_junctions.d.ts.map +1 -1
  106. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_resolve_t_junctions.js +227 -238
  107. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  108. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +15 -24
  109. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
  110. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +31 -115
  111. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
  112. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +142 -150
  113. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  114. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +151 -194
  115. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_incenter.d.ts.map +1 -1
  116. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_incenter.js +60 -85
  117. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.d.ts.map +1 -1
  118. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.js +156 -171
  119. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path.d.ts.map +1 -1
  120. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path.js +8 -44
  121. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path_polyanya.d.ts.map +1 -1
  122. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path_polyanya.js +2 -7
  123. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -1
  124. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +3 -2
  125. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_segment_penetrates_surface.d.ts.map +1 -1
  126. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_segment_penetrates_surface.js +128 -133
  127. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts +8 -14
  128. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts.map +1 -1
  129. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js +36 -82
  130. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_ray_intersection.js +7 -144
  132. package/src/core/geom/ConicRay.d.ts.map +1 -1
  133. package/src/core/geom/ConicRay.js +230 -237
  134. package/src/core/localization/LocaleDataset.d.ts +6 -0
  135. package/src/core/localization/LocaleDataset.d.ts.map +1 -1
  136. package/src/core/localization/LocaleDataset.js +48 -37
  137. package/src/core/localization/LocalizationEngine.d.ts.map +1 -1
  138. package/src/core/localization/LocalizationEngine.js +3 -2
  139. package/src/core/math/lookup/ParameterLookupTable.d.ts.map +1 -1
  140. package/src/core/math/lookup/ParameterLookupTable.js +3 -1
  141. package/src/core/math/spline/spline3_hermite_intersection_spline3_hermite_nd.d.ts.map +1 -1
  142. package/src/core/math/spline/spline3_hermite_intersection_spline3_hermite_nd.js +330 -400
  143. package/src/core/math/spline/spline3_hermite_nearest_point.d.ts +16 -0
  144. package/src/core/math/spline/spline3_hermite_nearest_point.d.ts.map +1 -1
  145. package/src/core/math/spline/spline3_hermite_nearest_point.js +134 -167
  146. package/src/core/model/DebouncedObservedBoolean.d.ts +1 -2
  147. package/src/core/model/DebouncedObservedBoolean.d.ts.map +1 -1
  148. package/src/core/model/DebouncedObservedBoolean.js +1 -1
  149. package/src/core/model/node-graph/node/NodeInstance.d.ts.map +1 -1
  150. package/src/core/model/node-graph/node/NodeInstance.js +2 -7
  151. package/src/core/model/node-graph/node/parameter/NodeParameterDescription.js +1 -1
  152. package/src/core/model/object/optional_equality.d.ts +3 -3
  153. package/src/core/model/object/optional_equality.d.ts.map +1 -1
  154. package/src/core/model/object/optional_equality.js +10 -27
  155. package/src/core/model/object/write_property.js +1 -1
  156. package/src/core/model/reactive/evaluation/MultiPredicateEvaluator.js +2 -2
  157. package/src/core/primitives/strings/string_compute_byte_size.d.ts +3 -3
  158. package/src/core/primitives/strings/string_compute_byte_size.d.ts.map +1 -1
  159. package/src/core/primitives/strings/string_compute_byte_size.js +8 -21
  160. package/src/core/process/executor/ConcurrentExecutor.d.ts.map +1 -1
  161. package/src/core/process/executor/ConcurrentExecutor.js +14 -2
  162. package/src/engine/achievements/gateway/StorageAchievementGateway.d.ts +6 -3
  163. package/src/engine/achievements/gateway/StorageAchievementGateway.d.ts.map +1 -1
  164. package/src/engine/achievements/gateway/StorageAchievementGateway.js +31 -75
  165. package/src/engine/asset/loaders/SVGAssetLoader.d.ts.map +1 -1
  166. package/src/engine/asset/loaders/SVGAssetLoader.js +33 -31
  167. package/src/engine/control/first-person/math/criticallyDampedSpring.d.ts.map +1 -1
  168. package/src/engine/control/first-person/math/criticallyDampedSpring.js +3 -14
  169. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  170. package/src/engine/ecs/EntityComponentDataset.js +4 -1
  171. package/src/engine/ecs/storage/binary/object/BinaryObjectSerializationAdapter.d.ts +0 -2
  172. package/src/engine/ecs/storage/binary/object/BinaryObjectSerializationAdapter.d.ts.map +1 -1
  173. package/src/engine/ecs/storage/binary/object/BinaryObjectSerializationAdapter.js +3 -3
  174. package/src/engine/ecs/terrain/ecs/layers/TerrainLayer.js +2 -2
  175. package/src/engine/graphics/sh3/path_tracer/geometry/sort_triangles_by_distance_to_point.js +1 -1
  176. package/src/engine/graphics/texture/sampler/sampler2d_channel_compute_min_indices.js +1 -1
  177. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  178. package/src/engine/graphics3/WaterSystem.js +2 -1
  179. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -1
  180. package/src/engine/graphics3/prefab/prefab_skin_frame.js +1 -12
  181. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts +1 -1
  182. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts.map +1 -1
  183. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.js +141 -137
  184. package/src/engine/input/ecs/systems/InputControllerSystem.d.ts.map +1 -1
  185. package/src/engine/input/ecs/systems/InputControllerSystem.js +13 -3
  186. package/src/engine/input/ecs/systems/InputSystem.d.ts.map +1 -1
  187. package/src/engine/input/ecs/systems/InputSystem.js +2 -1
  188. package/src/engine/intelligence/behavior/composite/ParallelBehavior.d.ts +1 -1
  189. package/src/engine/intelligence/behavior/composite/ParallelBehavior.d.ts.map +1 -1
  190. package/src/engine/intelligence/behavior/composite/ParallelBehavior.js +4 -1
  191. package/src/engine/intelligence/behavior/decorator/InvertStatusBehavior.d.ts.map +1 -1
  192. package/src/engine/intelligence/behavior/decorator/InvertStatusBehavior.js +3 -1
  193. package/src/engine/intelligence/behavior/decorator/RepeatBehavior.d.ts.map +1 -1
  194. package/src/engine/intelligence/behavior/decorator/RepeatBehavior.js +3 -1
  195. package/src/engine/intelligence/behavior/decorator/RepeatBehaviorSerializationAdapter.d.ts.map +1 -1
  196. package/src/engine/intelligence/behavior/decorator/RepeatBehaviorSerializationAdapter.js +39 -33
  197. package/src/engine/intelligence/behavior/util/ConditionalBehavior.d.ts +5 -0
  198. package/src/engine/intelligence/behavior/util/ConditionalBehavior.d.ts.map +1 -1
  199. package/src/engine/intelligence/behavior/util/ConditionalBehavior.js +93 -75
  200. package/src/engine/intelligence/behavior/util/RotationBehavior.d.ts.map +1 -1
  201. package/src/engine/intelligence/behavior/util/RotationBehavior.js +79 -76
  202. package/src/engine/intelligence/blackboard/BlackboardStack.d.ts +1 -0
  203. package/src/engine/intelligence/blackboard/BlackboardStack.d.ts.map +1 -1
  204. package/src/engine/intelligence/blackboard/BlackboardStack.js +159 -123
  205. package/src/engine/intelligence/mcts/StateNode.d.ts.map +1 -1
  206. package/src/engine/intelligence/mcts/StateNode.js +366 -364
  207. package/src/engine/intelligence/resource/ResourceAllocationSolver.js +1 -1
  208. package/src/engine/navigation/ecs/components/Path.d.ts.map +1 -1
  209. package/src/engine/navigation/ecs/components/Path.js +2 -1
  210. package/src/engine/navigation/ecs/path_following/PathFollowingSystem.d.ts.map +1 -1
  211. package/src/engine/navigation/ecs/path_following/PathFollowingSystem.js +5 -2
  212. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  213. package/src/engine/physics/body/SolverBodyState.js +2 -6
  214. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  215. package/src/engine/physics/ccd/linear_sweep.js +3 -16
  216. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  217. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +2 -16
  218. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts +13 -1
  219. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  220. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +15 -4
  221. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  222. package/src/engine/physics/ecs/PhysicsSystem.js +2 -5
  223. package/src/engine/physics/inertia/locked_inverse_inertia.d.ts +12 -0
  224. package/src/engine/physics/inertia/locked_inverse_inertia.d.ts.map +1 -0
  225. package/src/engine/physics/inertia/locked_inverse_inertia.js +22 -0
  226. package/src/engine/physics/integration/integrate_velocity.d.ts.map +1 -1
  227. package/src/engine/physics/integration/integrate_velocity.js +3 -18
  228. package/src/engine/physics/mls-mpm/MLS_MPM.d.ts +1 -0
  229. package/src/engine/physics/mls-mpm/MLS_MPM.d.ts.map +1 -1
  230. package/src/engine/physics/mls-mpm/MLS_MPM.js +5 -4
  231. package/src/engine/physics/narrowphase/convex_decomposition.d.ts.map +1 -1
  232. package/src/engine/physics/narrowphase/convex_decomposition.js +7 -16
  233. package/src/engine/physics/vehicle/RaycastVehicle.d.ts.map +1 -1
  234. package/src/engine/physics/vehicle/RaycastVehicle.js +15 -5
  235. package/src/engine/save/StorageBackedList.d.ts +5 -0
  236. package/src/engine/save/StorageBackedList.d.ts.map +1 -1
  237. package/src/engine/save/StorageBackedList.js +161 -144
  238. package/src/engine/simulation/Ticker.d.ts.map +1 -1
  239. package/src/engine/simulation/Ticker.js +394 -391
  240. package/src/engine/sound/simulation/probe/AcousticProbeField.d.ts.map +1 -1
  241. package/src/engine/sound/simulation/probe/AcousticProbeField.js +6 -19
  242. package/src/engine/sound/simulation/probe/probe_edge_visible.d.ts +15 -0
  243. package/src/engine/sound/simulation/probe/probe_edge_visible.d.ts.map +1 -1
  244. package/src/engine/sound/simulation/probe/probe_edge_visible.js +59 -41
  245. package/src/engine/sound/simulation/probe/probe_refine_connectivity.d.ts.map +1 -1
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  517. package/src/shade/renderer/geometry/meshlet/COMPACTION_PLAN_2026_09_16.md +674 -663
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  584. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_sample_sh3_at.d.ts.map +1 -1
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  625. package/src/generation/foliage/config/BranchLevelConfig.d.ts.map +0 -1
@@ -1,101 +1,108 @@
1
- import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
2
- import { ComputeShader } from "../../shader/ComputeShader.js";
3
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
5
- import { f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
7
- import { FLUID_MAC_STEP_STRUCT } from "../mac/FLUID_MAC_STEP_STRUCT.js";
8
- import { FLUID_CASCADE_GHOST_DEPTH } from "./FLUID_CASCADE_GHOSTS.js";
9
- import { chunk_fluid_cascade_parent_pressure, chunk_fluid_cascade_parent_velocity } from "./chunk_fluid_cascade_parent.js";
10
- import { FLUID_CASCADE_PARENT_STRUCT } from "./FLUID_CASCADE_PARENT_STRUCT.js";
11
-
12
- const resources = new ShaderResourceSetDescriptor();
13
-
14
- resources.createGroup()
15
- .addUniform("step", FLUID_MAC_STEP_STRUCT)
16
- .addUniform("parent", FLUID_CASCADE_PARENT_STRUCT)
17
- .addTexture("parent_u", "unfilterable-float", "3d")
18
- .addTexture("parent_v", "unfilterable-float", "3d")
19
- .addTexture("parent_w", "unfilterable-float", "3d")
20
- .addStorageBuffer("parent_pressure", WebGPUArray.from(f32), false)
21
- .addStorageTexture("ghost_u", "r32float", "3d", "write-only")
22
- .addStorageTexture("ghost_v", "r32float", "3d", "write-only")
23
- .addStorageTexture("ghost_w", "r32float", "3d", "write-only")
24
- .addStorageBuffer("ghost_pressure", WebGPUArray.from(f32), true);
25
-
26
- const body = CodeChunk.from(
27
- //language=WGSL
28
- `
29
- const FLUID_CASCADE_GHOST_DEPTH = ${FLUID_CASCADE_GHOST_DEPTH};
30
-
31
- @compute @workgroup_size(4, 4, 4)
32
- fn main(@builtin(global_invocation_id) id: vec3<u32>) {
33
- let offset = step.cells.corner - parent.origin;
34
-
35
- // the velocity ghosts: shell texel t holds window-local face t - depth, of every face past the window
36
- let face = vec3<i32>(id) - vec3<i32>(FLUID_CASCADE_GHOST_DEPTH);
37
- let reach = vec3<u32>(2u * u32(FLUID_CASCADE_GHOST_DEPTH));
38
-
39
- if (all(id < step.faces_u.size + reach) && !grid_tile_window_contains(face, step.faces_u.size)) {
40
- textureStore(ghost_u, id, vec4<f32>(fluid_parent_face_u(face, offset), 0.0, 0.0, 0.0));
41
- }
42
-
43
- if (all(id < step.faces_v.size + reach) && !grid_tile_window_contains(face, step.faces_v.size)) {
44
- textureStore(ghost_v, id, vec4<f32>(fluid_parent_face_v(face, offset), 0.0, 0.0, 0.0));
45
- }
46
-
47
- if (all(id < step.faces_w.size + reach) && !grid_tile_window_contains(face, step.faces_w.size)) {
48
- textureStore(ghost_w, id, vec4<f32>(fluid_parent_face_w(face, offset), 0.0, 0.0, 0.0));
49
- }
50
-
51
- // the pressure ghosts: element t, x fastest over the window and a cell each side, of cell t - 1
52
- let n = step.cells.size + vec3<u32>(2u);
53
- let cell = vec3<i32>(id) - vec3<i32>(1);
54
-
55
- if (all(id < n) && !grid_tile_window_contains(cell, step.cells.size)) {
56
- ghost_pressure[id.x + n.x * (id.y + n.y * id.z)] = fluid_parent_pressure(cell + offset);
57
- }
58
- }
59
- `, [
60
- chunk_grid_tile_window,
61
- chunk_fluid_cascade_parent_velocity,
62
- chunk_fluid_cascade_parent_pressure,
63
- ]
64
- );
65
-
66
- /**
67
- * A step's ghosts (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §9, D3): the parent's identity read,
68
- * evaluated once at every face of a shell `FLUID_CASCADE_GHOST_DEPTH` faces deep around the
69
- * window, and the parent's pressure at the centre of every cell one past it, into transients the
70
- * step's passes read with one texel or element where the parent read takes eight.
71
- *
72
- * Read as of the cascade's record, the step's start, as the seams read the parent. A per-step cache:
73
- * the persistent textures still hold no ghost, and the toroidal windows are the window's alone.
74
- *
75
- * Measured on an RTX 4090 at 64×32×64 against the seams reading the parent per tap (four cascades,
76
- * the stacks driven alike, their recorded ticks replayed paired and interleaved, p10 of 200; the four
77
- * cascades' state after 32 ticks bit for bit the same): a tick that steps cascade 0 alone
78
- * 246.8 → 144.4 µs, one with a coarse step 489.5 → 291.8. Of cascade 0's step, predict 45 → 16 µs,
79
- * correct 89 → 27, the smoother 63 → 53, residual and restriction 22 → 18, the gradient 6 → 4, for
80
- * this pass's 9.
81
- *
82
- * One invocation a texel of the largest face shell, 4 × 4 × 4 a workgroup, dispatched
83
- * `ceil((N + 1 + 2·depth) / 4)` on each axis; an invocation inside the window writes nothing.
84
- *
85
- * Bindings:
86
- * - `step`: {@link FLUID_MAC_STEP_STRUCT}, the window;
87
- * - `parent`: {@link FLUID_CASCADE_PARENT_STRUCT}, `parent_u`, `parent_v`, `parent_w` and
88
- * `parent_pressure`, the parent;
89
- * - `ghost_u`, `ghost_v`, `ghost_w`: written, `r32float` 3-D storage textures of the face lattices
90
- * grown by the depth on every side, window-local face `f` at texel `f + depth`;
91
- * - `ghost_pressure`: written, `array<f32>` over the window grown by one cell on every side, x fastest.
92
- *
93
- * Two storage buffers and three storage textures.
94
- *
95
- * @type {ComputeShader}
96
- */
97
- export const shader_fluid_cascade_ghosts = ComputeShader.from({
98
- label: "Fluid / cascade ghosts",
99
- body,
100
- resources,
101
- });
1
+ import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
2
+ import { ComputeShader } from "../../shader/ComputeShader.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
5
+ import { f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
7
+ import { FLUID_MAC_STEP_STRUCT } from "../mac/FLUID_MAC_STEP_STRUCT.js";
8
+ import { FLUID_CASCADE_GHOST_DEPTH } from "./FLUID_CASCADE_GHOSTS.js";
9
+ import { chunk_fluid_cascade_parent_pressure, chunk_fluid_cascade_parent_velocity } from "./chunk_fluid_cascade_parent.js";
10
+ import { FLUID_CASCADE_PARENT_STRUCT } from "./FLUID_CASCADE_PARENT_STRUCT.js";
11
+
12
+ const resources = new ShaderResourceSetDescriptor();
13
+
14
+ resources.createGroup()
15
+ .addUniform("step", FLUID_MAC_STEP_STRUCT)
16
+ .addUniform("parent", FLUID_CASCADE_PARENT_STRUCT)
17
+ .addTexture("parent_u", "unfilterable-float", "3d")
18
+ .addTexture("parent_v", "unfilterable-float", "3d")
19
+ .addTexture("parent_w", "unfilterable-float", "3d")
20
+ .addStorageBuffer("parent_pressure", WebGPUArray.from(f32), false)
21
+ .addStorageTexture("ghost_u", "r32float", "3d", "write-only")
22
+ .addStorageTexture("ghost_v", "r32float", "3d", "write-only")
23
+ .addStorageTexture("ghost_w", "r32float", "3d", "write-only")
24
+ .addStorageBuffer("ghost_pressure", WebGPUArray.from(f32), true);
25
+
26
+ const body = CodeChunk.from(
27
+ //language=WGSL
28
+ `
29
+ const FLUID_CASCADE_GHOST_DEPTH = ${FLUID_CASCADE_GHOST_DEPTH};
30
+
31
+ @compute @workgroup_size(4, 4, 4)
32
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
33
+ // the velocity ghosts: shell texel t holds window-local face t - depth, of every face past the window.
34
+ // Pressure ghosts also use cell = face (t - depth), so any invocation inside step.cells.size is inside
35
+ // all three face lattices and the pressure window, and exits immediately.
36
+ let face = vec3<i32>(id) - vec3<i32>(FLUID_CASCADE_GHOST_DEPTH);
37
+
38
+ if (grid_tile_window_contains(face, step.cells.size)) {
39
+ return;
40
+ }
41
+
42
+ let offset = step.cells.corner - parent.origin;
43
+ let reach = vec3<u32>(2u * u32(FLUID_CASCADE_GHOST_DEPTH));
44
+
45
+ if (all(id < step.faces_u.size + reach) && !grid_tile_window_contains(face, step.faces_u.size)) {
46
+ textureStore(ghost_u, id, vec4<f32>(fluid_parent_face_u(face, offset), 0.0, 0.0, 0.0));
47
+ }
48
+
49
+ if (all(id < step.faces_v.size + reach) && !grid_tile_window_contains(face, step.faces_v.size)) {
50
+ textureStore(ghost_v, id, vec4<f32>(fluid_parent_face_v(face, offset), 0.0, 0.0, 0.0));
51
+ }
52
+
53
+ if (all(id < step.faces_w.size + reach) && !grid_tile_window_contains(face, step.faces_w.size)) {
54
+ textureStore(ghost_w, id, vec4<f32>(fluid_parent_face_w(face, offset), 0.0, 0.0, 0.0));
55
+ }
56
+
57
+ // the pressure ghosts: element p_id = face + 1, x fastest over the window and a cell each side
58
+ let p_coord = face + vec3<i32>(1);
59
+ let n = step.cells.size + vec3<u32>(2u);
60
+
61
+ if (all(p_coord >= vec3<i32>(0)) && all(vec3<u32>(p_coord) < n)) {
62
+ let p_id = vec3<u32>(p_coord);
63
+ ghost_pressure[p_id.x + n.x * (p_id.y + n.y * p_id.z)] = fluid_parent_pressure(face + offset);
64
+ }
65
+ }
66
+ `, [
67
+ chunk_grid_tile_window,
68
+ chunk_fluid_cascade_parent_velocity,
69
+ chunk_fluid_cascade_parent_pressure,
70
+ ]
71
+ );
72
+
73
+ /**
74
+ * A step's ghosts (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7, §9, D3): the parent's identity read,
75
+ * evaluated once at every face of a shell `FLUID_CASCADE_GHOST_DEPTH` faces deep around the
76
+ * window, and the parent's pressure at the centre of every cell one past it, into transients the
77
+ * step's passes read with one texel or element where the parent read takes eight.
78
+ *
79
+ * Read as of the cascade's record, the step's start, as the seams read the parent. A per-step cache:
80
+ * the persistent textures still hold no ghost, and the toroidal windows are the window's alone.
81
+ *
82
+ * Measured on an RTX 4090 at 64×32×64 against the seams reading the parent per tap (four cascades,
83
+ * the stacks driven alike, their recorded ticks replayed paired and interleaved, p10 of 200; the four
84
+ * cascades' state after 32 ticks bit for bit the same): a tick that steps cascade 0 alone
85
+ * 246.8 → 144.4 µs, one with a coarse step 489.5 → 291.8. Of cascade 0's step, predict 45 → 16 µs,
86
+ * correct 89 → 27, the smoother 63 → 53, residual and restriction 22 → 18, the gradient 6 → 4, for
87
+ * this pass's 9.
88
+ *
89
+ * One invocation a texel of the largest face shell, 4 × 4 × 4 a workgroup, dispatched
90
+ * `ceil((N + 1 + 2·depth) / 4)` on each axis; an invocation inside the window writes nothing.
91
+ *
92
+ * Bindings:
93
+ * - `step`: {@link FLUID_MAC_STEP_STRUCT}, the window;
94
+ * - `parent`: {@link FLUID_CASCADE_PARENT_STRUCT}, `parent_u`, `parent_v`, `parent_w` and
95
+ * `parent_pressure`, the parent;
96
+ * - `ghost_u`, `ghost_v`, `ghost_w`: written, `r32float` 3-D storage textures of the face lattices
97
+ * grown by the depth on every side, window-local face `f` at texel `f + depth`;
98
+ * - `ghost_pressure`: written, `array<f32>` over the window grown by one cell on every side, x fastest.
99
+ *
100
+ * Two storage buffers and three storage textures.
101
+ *
102
+ * @type {ComputeShader}
103
+ */
104
+ export const shader_fluid_cascade_ghosts = ComputeShader.from({
105
+ label: "Fluid / cascade ghosts",
106
+ body,
107
+ resources,
108
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_fluid_forcing_query_select.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/forcing/chunk_fluid_forcing_query_select.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,+CAFU,SAAS,CAuCjB;0BAlEwB,oCAAoC"}
1
+ {"version":3,"file":"chunk_fluid_forcing_query_select.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/forcing/chunk_fluid_forcing_query_select.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,+CAFU,SAAS,CAyCjB;0BApEwB,oCAAoC"}
@@ -1,67 +1,69 @@
1
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
- import { chunk_fluid_forcing_constants } from "./FLUID_FORCING.js";
3
-
4
- /**
5
- * The per-invocation decisions of a brick query (`shader_fluid_forcing_query`, Q1), as pure functions
6
- * the emulator runs:
7
- *
8
- * - `fluid_forcing_brick_box(corner, cell_size, brick) -> array<f32, 6>`: the query box of brick
9
- * `brick` (in bricks) of a window whose world cell `corner` sits at window-local 0: its cells, world
10
- * cell `g` covering `[g·h, (g + 1)·h)`, grown by `FLUID_FORCING_QUERY_GROWTH_CELLS` cells on every
11
- * side, the kernel floor.
12
- * - `fluid_forcing_obstacle_split(count, obstacle_leaf_count) -> u32`: how many of the first `count`
13
- * candidates, ascending, are obstacle leaves (below `obstacle_leaf_count`): a binary search over
14
- * them, eight steps, which a candidate list of at most 128 needs.
15
- * - `fluid_forcing_survivor_header(obstacles, effectors) -> u32`: the counts a brick keeps, the low and
16
- * high 16 bits of its survivor header.
17
- *
18
- * Survivors are the lowest leaves, which are the lowest rows: the leaf list holds obstacle rows
19
- * ascending and then effector rows ascending, so taking the first `FLUID_FORCING_OBSTACLE_LIMIT`
20
- * obstacle candidates and the first `FLUID_FORCING_EFFECTOR_LIMIT` effector ones is "by row index",
21
- * whatever order the traversal found them in, and stable under motion.
22
- *
23
- * ## Seam
24
- *
25
- * The enclosing shader defines `fn fluid_forcing_candidate(index: u32) -> u32`, the query's sorted
26
- * candidate list.
27
- *
28
- * @type {CodeChunk}
29
- */
30
- export const chunk_fluid_forcing_query_select = CodeChunk.from(
31
- //language=WGSL
32
- `
33
- fn fluid_forcing_brick_box(corner: vec3<i32>, cell_size: f32, brick: vec3<u32>) -> array<f32, 6> {
34
- let first = vec3<f32>(corner + vec3<i32>(brick * FLUID_FORCING_BRICK));
35
-
36
- let low = (first - vec3<f32>(FLUID_FORCING_QUERY_GROWTH_CELLS)) * cell_size;
37
- let high = (first + vec3<f32>(f32(FLUID_FORCING_BRICK) + FLUID_FORCING_QUERY_GROWTH_CELLS)) * cell_size;
38
-
39
- return array<f32, 6>(low.x, low.y, low.z, high.x, high.y, high.z);
40
- }
41
-
42
- fn fluid_forcing_obstacle_split(count: u32, obstacle_leaf_count: u32) -> u32 {
43
- var low = 0u;
44
- var high = count;
45
-
46
- for (var step = 0u; step < 8u; step++) {
47
- if (low < high) {
48
- let middle = (low + high) >> 1u;
49
-
50
- if (fluid_forcing_candidate(middle) < obstacle_leaf_count) {
51
- low = middle + 1u;
52
- } else {
53
- high = middle;
54
- }
55
- }
56
- }
57
-
58
- return low;
59
- }
60
-
61
- fn fluid_forcing_survivor_header(obstacles: u32, effectors: u32) -> u32 {
62
- return obstacles | (effectors << 16u);
63
- }
64
- `, [
65
- chunk_fluid_forcing_constants,
66
- ]
67
- );
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_fluid_forcing_constants } from "./FLUID_FORCING.js";
3
+
4
+ /**
5
+ * The per-invocation decisions of a brick query (`shader_fluid_forcing_query`, Q1), as pure functions
6
+ * the emulator runs:
7
+ *
8
+ * - `fluid_forcing_brick_box(corner, cell_size, brick) -> array<f32, 6>`: the query box of brick
9
+ * `brick` (in bricks) of a window whose world cell `corner` sits at window-local 0: its cells, world
10
+ * cell `g` covering `[g·h, (g + 1)·h)`, grown by `FLUID_FORCING_QUERY_GROWTH_CELLS` cells on every
11
+ * side, the kernel floor.
12
+ * - `fluid_forcing_obstacle_split(count, obstacle_leaf_count) -> u32`: how many of the first `count`
13
+ * candidates, ascending, are obstacle leaves (below `obstacle_leaf_count`): a binary search over
14
+ * them, eight steps, which a candidate list of at most 128 needs.
15
+ * - `fluid_forcing_survivor_header(obstacles, effectors) -> u32`: the counts a brick keeps, the low and
16
+ * high 16 bits of its survivor header.
17
+ *
18
+ * Survivors are the lowest leaves, which are the lowest rows: the leaf list holds obstacle rows
19
+ * ascending and then effector rows ascending, so taking the first `FLUID_FORCING_OBSTACLE_LIMIT`
20
+ * obstacle candidates and the first `FLUID_FORCING_EFFECTOR_LIMIT` effector ones is "by row index",
21
+ * whatever order the traversal found them in, and stable under motion.
22
+ *
23
+ * ## Seam
24
+ *
25
+ * The enclosing shader defines `fn fluid_forcing_candidate(index: u32) -> u32`, the query's sorted
26
+ * candidate list.
27
+ *
28
+ * @type {CodeChunk}
29
+ */
30
+ export const chunk_fluid_forcing_query_select = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ fn fluid_forcing_brick_box(corner: vec3<i32>, cell_size: f32, brick: vec3<u32>) -> array<f32, 6> {
34
+ let first = vec3<f32>(corner + vec3<i32>(brick * FLUID_FORCING_BRICK));
35
+
36
+ let low = (first - vec3<f32>(FLUID_FORCING_QUERY_GROWTH_CELLS)) * cell_size;
37
+ let high = (first + vec3<f32>(f32(FLUID_FORCING_BRICK) + FLUID_FORCING_QUERY_GROWTH_CELLS)) * cell_size;
38
+
39
+ return array<f32, 6>(low.x, low.y, low.z, high.x, high.y, high.z);
40
+ }
41
+
42
+ fn fluid_forcing_obstacle_split(count: u32, obstacle_leaf_count: u32) -> u32 {
43
+ var low = 0u;
44
+ var high = count;
45
+
46
+ for (var step = 0u; step < 8u; step++) {
47
+ if (low < high) {
48
+ let middle = (low + high) >> 1u;
49
+
50
+ if (fluid_forcing_candidate(middle) < obstacle_leaf_count) {
51
+ low = middle + 1u;
52
+ } else {
53
+ high = middle;
54
+ }
55
+ } else {
56
+ break;
57
+ }
58
+ }
59
+
60
+ return low;
61
+ }
62
+
63
+ fn fluid_forcing_survivor_header(obstacles: u32, effectors: u32) -> u32 {
64
+ return obstacles | (effectors << 16u);
65
+ }
66
+ `, [
67
+ chunk_fluid_forcing_constants,
68
+ ]
69
+ );
@@ -3,12 +3,13 @@
3
3
  * cascade: one workgroup of 4×4×4 for each brick its query listed, dispatched indirectly from Q2's
4
4
  * command, the brick found by `folded_workgroup_index`.
5
5
  *
6
- * 1. **The survivors, posed:** the brick's obstacle records with their nodes' `global`, and its
7
- * effector records brought to the world (`fluid_effector_record_resolve` with the node's `global`
8
- * and `prev_global`), into workgroup memory; one barrier.
9
- * 2. **The solid test** (`fluid_forcing_solid`) at the centre of every cell of the brick and the layer
10
- * before it on each axis (125 cells, two rounds), recording the solid's obstacle; a cell before the
11
- * window is fluid, as the step reads it. One barrier.
6
+ * 1. **The survivors, posed:** the brick's obstacle records with their nodes' `global` (rotation
7
+ * columns pre-normalised), and its effector records brought to the world
8
+ * (`fluid_effector_record_resolve` with the node's `global` and `prev_global`), into workgroup
9
+ * memory; one barrier.
10
+ * 2. **The solid test** (`fluid_forcing_solid_prenorm`) at the centre of every cell of the brick and
11
+ * the layer before it on each axis (125 cells, two rounds), recording the solid's obstacle; a cell
12
+ * before the window is fluid, as the step reads it. One barrier.
12
13
  * 3. **Per cell:** its solid flags, `FLUID_FORCED_FLAG` with `FLUID_SOLID_FLAG` where solid; then each
13
14
  * of its −x, −y, −z faces, and the window's last cells their +boundary faces: a face with a solid
14
15
  * cell on either side is pinned, as every pass of the step will find it from the flags, and takes
@@ -1 +1 @@
1
- {"version":3,"file":"shader_fluid_forcing_apply.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js"],"names":[],"mappings":"AAuPA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,yCAFU,aAAa,CAMpB;8BApR2B,+BAA+B"}
1
+ {"version":3,"file":"shader_fluid_forcing_apply.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js"],"names":[],"mappings":"AA4SA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,yCAFU,aAAa,CAMpB;8BA1U2B,+BAA+B"}