@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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@@ -1,287 +1,341 @@
1
- import { chunk_fluid_effector_record_resolve } from "../../../../engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js";
2
- import { FLUID_EFFECTOR_RECORD_STRUCT } from "../../../../engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js";
3
- import { FLUID_OBSTACLE_RECORD_STRUCT } from "../../../../engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js";
4
- import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
5
- import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
6
- import { TRANSFORMS_TABLE } from "../../scene/chunk_scene_database_access.js";
7
- import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
8
- import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
9
- import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
10
- import { chunk_index_to_grid3d } from "../../shader/chunk/grid/chunk_index_to_grid3d.js";
11
- import { ComputeShader } from "../../shader/ComputeShader.js";
12
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
13
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
14
- import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
15
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
16
- import { chunk_fluid_forcing_cell } from "./chunk_fluid_forcing_cell.js";
17
- import {
18
- FLUID_EFFECTOR_DESCRIPTOR,
19
- FLUID_OBSTACLE_DESCRIPTOR,
20
- FLUID_OBSTACLE_PLANE_DESCRIPTOR
21
- } from "./FLUID_DATABASE_SPEC.js";
22
- import { FLUID_FORCING_BRICK } from "./FLUID_FORCING.js";
23
- import { FLUID_FORCING_APPLY_STRUCT } from "./FLUID_FORCING_APPLY_STRUCT.js";
24
-
25
- /**
26
- * Cells of the block a forcing workgroup tests for solids: its brick and the layer before it on every
27
- * axis, whose cells pin the brick's −faces.
28
- * @type {number}
29
- */
30
- const SOLID_BLOCK = FLUID_FORCING_BRICK + 1;
31
-
32
- const resources = new ShaderResourceSetDescriptor();
33
-
34
- resources.createGroup()
35
- .addUniform("settings", FLUID_FORCING_APPLY_STRUCT)
36
- .addStorageBuffer("fluid_database", WebGPUArray.from(u32), false)
37
- .addStorageBuffer("scene_database", WebGPUArray.from(u32), false)
38
- .addStorageBuffer("list", COLLECTION_U32_STRUCT_READ, false)
39
- .addStorageBuffer("survivors", WebGPUArray.from(u32), false)
40
- .addStorageBuffer("leaf_rows", WebGPUArray.from(u32), false)
41
- // the cascade's solid flags, window-local
42
- .addStorageBuffer("solid", WebGPUArray.from(u32), true)
43
- // the tick's forcing: u faces, then v from settings.forcing_v, then w from settings.forcing_w
44
- .addStorageBuffer("forcing", WebGPUArray.from(f32), true)
45
- // the cascade's persistent faces, toroidal, where a pinned face takes its wall's velocity
46
- .addStorageTexture("out_u", "r32float", "3d", "write-only")
47
- .addStorageTexture("out_v", "r32float", "3d", "write-only")
48
- .addStorageTexture("out_w", "r32float", "3d", "write-only");
49
-
50
- const body = CodeChunk.from(
51
- //language=WGSL
52
- `
53
- const SOLID_BLOCK: u32 = ${SOLID_BLOCK}u;
54
- const SOLID_BLOCK_CELLS: u32 = ${SOLID_BLOCK ** 3}u;
55
-
56
- var<workgroup> fluid_forcing_obstacles: array<${FLUID_OBSTACLE_RECORD_STRUCT.wgsl_ref}, FLUID_FORCING_OBSTACLE_LIMIT>;
57
- var<workgroup> fluid_forcing_globals: array<mat4x4<f32>, FLUID_FORCING_OBSTACLE_LIMIT>;
58
- var<workgroup> fluid_forcing_effectors: array<${FLUID_EFFECTOR_RECORD_STRUCT.wgsl_ref}, FLUID_FORCING_EFFECTOR_LIMIT>;
59
- // the slot of the obstacle each cell of the block is solid in, or FLUID_FORCING_NONE
60
- var<workgroup> fluid_forcing_solid_slot: array<u32, SOLID_BLOCK_CELLS>;
61
-
62
- fn fluid_forcing_obstacle(slot: u32) -> ${FLUID_OBSTACLE_RECORD_STRUCT.wgsl_ref} {
63
- return fluid_forcing_obstacles[slot];
64
- }
65
-
66
- fn fluid_forcing_obstacle_global(slot: u32) -> mat4x4<f32> {
67
- return fluid_forcing_globals[slot];
68
- }
69
-
70
- fn fluid_forcing_effector(slot: u32) -> ${FLUID_EFFECTOR_RECORD_STRUCT.wgsl_ref} {
71
- return fluid_forcing_effectors[slot];
72
- }
73
-
74
- fn shape_record_plane(index: u32) -> vec4<f32> {
75
- return ${FLUID_OBSTACLE_PLANE_DESCRIPTOR.marshalling_method_read_field('plane')}(&fluid_database, index);
76
- }
77
-
78
- // the slot a brick-local cell (-1 to 3 on each axis) is solid in
79
- fn fluid_forcing_block_slot(local: vec3<i32>) -> u32 {
80
- return fluid_forcing_solid_slot[grid3d_to_index(vec3<u32>(local + vec3<i32>(1)), vec2<u32>(SOLID_BLOCK, SOLID_BLOCK))];
81
- }
82
-
83
- fn fluid_forcing_face_world(face: vec3<f32>) -> vec3<f32> {
84
- return fluid_forcing_world(settings.cells.corner, settings.cell_size, face);
85
- }
86
-
87
- // A face between the cells whose solids are minus and plus: pinned when either is solid, and then it
88
- // takes the wall's velocity in the persistent faces, the solid cell's obstacle's, the + side's when
89
- // both are; otherwise its forcing is what the effectors deposit there.
90
- fn fluid_forcing_face_u(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
91
- let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.5, 0.0, 0.0));
92
- let index = grid3d_to_index(vec3<u32>(face), settings.faces_u.size.xy);
93
- let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
94
-
95
- if (wall != FLUID_FORCING_NONE) {
96
- let velocity = fluid_forcing_wall_velocity(wall, x);
97
-
98
- textureStore(out_u, grid_tile_window_storage(face, settings.faces_u.corner_storage, settings.faces_u.period), vec4<f32>(velocity.x, 0.0, 0.0, 0.0));
99
- forcing[index] = 0.0;
100
- } else {
101
- forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).x;
102
- }
103
- }
104
-
105
- fn fluid_forcing_face_v(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
106
- let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.5, 0.0));
107
- let index = settings.forcing_v + grid3d_to_index(vec3<u32>(face), settings.faces_v.size.xy);
108
- let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
109
-
110
- if (wall != FLUID_FORCING_NONE) {
111
- let velocity = fluid_forcing_wall_velocity(wall, x);
112
-
113
- textureStore(out_v, grid_tile_window_storage(face, settings.faces_v.corner_storage, settings.faces_v.period), vec4<f32>(velocity.y, 0.0, 0.0, 0.0));
114
- forcing[index] = 0.0;
115
- } else {
116
- forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).y;
117
- }
118
- }
119
-
120
- fn fluid_forcing_face_w(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
121
- let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.0, 0.5));
122
- let index = settings.forcing_w + grid3d_to_index(vec3<u32>(face), settings.faces_w.size.xy);
123
- let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
124
-
125
- if (wall != FLUID_FORCING_NONE) {
126
- let velocity = fluid_forcing_wall_velocity(wall, x);
127
-
128
- textureStore(out_w, grid_tile_window_storage(face, settings.faces_w.corner_storage, settings.faces_w.period), vec4<f32>(velocity.z, 0.0, 0.0, 0.0));
129
- forcing[index] = 0.0;
130
- } else {
131
- forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).z;
132
- }
133
- }
134
-
135
- @compute @workgroup_size(${FLUID_FORCING_BRICK}, ${FLUID_FORCING_BRICK}, ${FLUID_FORCING_BRICK})
136
- fn main(
137
- @builtin(workgroup_id) workgroup_id: vec3<u32>,
138
- @builtin(local_invocation_id) local: vec3<u32>,
139
- @builtin(local_invocation_index) lane: u32,
140
- ) {
141
- let entry = folded_workgroup_index(workgroup_id);
142
-
143
- if (entry >= list.count) {
144
- return;
145
- }
146
-
147
- let query = list.elements[entry];
148
- let base = query * FLUID_FORCING_SURVIVOR_STRIDE;
149
- let header = survivors[base];
150
- let obstacle_count = header & 0xffffu;
151
- let effector_count = header >> 16u;
152
-
153
- // the brick's survivors into workgroup memory, posed: obstacles on lanes 0..23, effectors on 32..47
154
- if (lane < obstacle_count) {
155
- let row = leaf_rows[survivors[base + 1u + lane]];
156
- let record = ${FLUID_OBSTACLE_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
157
-
158
- fluid_forcing_obstacles[lane] = record;
159
- fluid_forcing_globals[lane] = ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node);
160
- }
161
-
162
- if (lane >= 32u && lane - 32u < effector_count) {
163
- let slot = lane - 32u;
164
- let row = leaf_rows[survivors[base + 1u + FLUID_FORCING_OBSTACLE_LIMIT + slot]];
165
- let record = ${FLUID_EFFECTOR_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
166
-
167
- fluid_forcing_effectors[slot] = fluid_effector_record_resolve(
168
- record,
169
- ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node),
170
- ${TRANSFORMS_TABLE.marshalling_method_read_field('prev_global')}(&scene_database, record.node),
171
- settings.inverse_frame_dt
172
- );
173
- }
174
-
175
- workgroupBarrier();
176
-
177
- let origin = vec3<i32>(index_to_grid3d(query - settings.query_base, settings.bricks.xy) * FLUID_FORCING_BRICK);
178
-
179
- // the solid test at every cell centre of the brick and the layer before it; a cell before the
180
- // window is fluid, as every pass of the step reads it
181
- for (var round = 0u; round < 2u; round++) {
182
- let k = round * FLUID_FORCING_BRICK_CELLS + lane;
183
-
184
- if (k < SOLID_BLOCK_CELLS) {
185
- let cell = origin - vec3<i32>(1) + vec3<i32>(index_to_grid3d(k, vec2<u32>(SOLID_BLOCK, SOLID_BLOCK)));
186
-
187
- var slot = FLUID_FORCING_NONE;
188
-
189
- if (all(cell >= vec3<i32>(0))) {
190
- slot = fluid_forcing_solid(fluid_forcing_face_world(vec3<f32>(cell)), obstacle_count);
191
- }
192
-
193
- fluid_forcing_solid_slot[k] = slot;
194
- }
195
- }
196
-
197
- workgroupBarrier();
198
-
199
- let brick_local = vec3<i32>(local);
200
- let cell = origin + brick_local;
201
- let flags = grid3d_to_index(vec3<u32>(cell), settings.cells.size.xy);
202
-
203
- // listed only to clear what an earlier tick left: fluid, and no forcing to read
204
- if (obstacle_count + effector_count == 0u) {
205
- solid[flags] = 0u;
206
-
207
- return;
208
- }
209
-
210
- let own = fluid_forcing_block_slot(brick_local);
211
-
212
- solid[flags] = FLUID_FORCED_FLAG | select(0u, FLUID_SOLID_FLAG, own != FLUID_FORCING_NONE);
213
-
214
- // the cell's -x, -y and -z faces
215
- fluid_forcing_face_u(cell, fluid_forcing_block_slot(brick_local - vec3<i32>(1, 0, 0)), own, effector_count);
216
- fluid_forcing_face_v(cell, fluid_forcing_block_slot(brick_local - vec3<i32>(0, 1, 0)), own, effector_count);
217
- fluid_forcing_face_w(cell, fluid_forcing_block_slot(brick_local - vec3<i32>(0, 0, 1)), own, effector_count);
218
-
219
- // the +boundary face planes, owned by the window's last cells; the cell beyond is fluid
220
- let last = vec3<i32>(settings.cells.size) - vec3<i32>(1);
221
-
222
- if (cell.x == last.x) {
223
- fluid_forcing_face_u(cell + vec3<i32>(1, 0, 0), own, FLUID_FORCING_NONE, effector_count);
224
- }
225
- if (cell.y == last.y) {
226
- fluid_forcing_face_v(cell + vec3<i32>(0, 1, 0), own, FLUID_FORCING_NONE, effector_count);
227
- }
228
- if (cell.z == last.z) {
229
- fluid_forcing_face_w(cell + vec3<i32>(0, 0, 1), own, FLUID_FORCING_NONE, effector_count);
230
- }
231
- }
232
- `, [
233
- chunk_folded_workgroup_index,
234
- chunk_index_to_grid3d,
235
- chunk_grid3d_to_index,
236
- chunk_grid_tile_window,
237
- chunk_fluid_forcing_cell,
238
- chunk_fluid_effector_record_resolve,
239
- FLUID_OBSTACLE_DESCRIPTOR.chunk_read,
240
- FLUID_EFFECTOR_DESCRIPTOR.chunk_read,
241
- FLUID_OBSTACLE_PLANE_DESCRIPTOR.chunk_read_field('plane'),
242
- TRANSFORMS_TABLE.chunk_read_field('global'),
243
- TRANSFORMS_TABLE.chunk_read_field('prev_global'),
244
- ]);
245
-
246
- body.addExtension(WebGPUExtensionType.Subgroups);
247
-
248
- /**
249
- * Q3 of a tick, the forcing (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10), for one stepping
250
- * cascade: one workgroup of 4×4×4 for each brick its query listed, dispatched indirectly from Q2's
251
- * command, the brick found by `folded_workgroup_index`.
252
- *
253
- * 1. **The survivors, posed:** the brick's obstacle records with their nodes' `global`, and its
254
- * effector records brought to the world (`fluid_effector_record_resolve` with the node's `global`
255
- * and `prev_global`), into workgroup memory; one barrier.
256
- * 2. **The solid test** (`fluid_forcing_solid`) at the centre of every cell of the brick and the layer
257
- * before it on each axis (125 cells, two rounds), recording the solid's obstacle; a cell before the
258
- * window is fluid, as the step reads it. One barrier.
259
- * 3. **Per cell:** its solid flags, `FLUID_FORCED_FLAG` with `FLUID_SOLID_FLAG` where solid; then each
260
- * of its −x, −y, −z faces, and the window's last cells their +boundary faces: a face with a solid
261
- * cell on either side is pinned, as every pass of the step will find it from the flags, and takes
262
- * the wall's velocity (`fluid_forcing_wall_velocity`, the solid cell's obstacle, the + side's when
263
- * both are) **in the cascade's persistent faces**, before the step reads them, with forcing 0;
264
- * any other face's forcing is the effectors' deposit over `dt_c` on `h_c`
265
- * (`fluid_forcing_deposit`).
266
- *
267
- * Writing the wall's velocity into the persistent faces is what makes a face that just became pinned
268
- * carry the wall, never the fluid value it held: advection reads it as a boundary value and every pass
269
- * carries it through. A brick listed only because its flags held an earlier tick's has no survivors
270
- * and writes its cells' flags to 0, which is also what leaves no reader of this tick's forcing there.
271
- *
272
- * Per invocation: two solid tests of at most 24 fields (768 hull planes at worst), three to six faces
273
- * of at most 16 kernels. Workgroup memory: 24 records and matrices, 16 records, 125 slots, 4,724
274
- * bytes.
275
- *
276
- * Bindings: `settings` ({@link FLUID_FORCING_APPLY_STRUCT}); `fluid_database` and `scene_database`;
277
- * `list`, `survivors` and `leaf_rows` from the tick's query and the frame's leaf list; `solid`, the
278
- * cascade's flags; `forcing`, the tick's; `out_u`, `out_v`, `out_w`, the cascade's persistent faces.
279
- * Seven storage buffers and three storage textures.
280
- *
281
- * @type {ComputeShader}
282
- */
283
- export const shader_fluid_forcing_apply = ComputeShader.from({
284
- label: "Fluid / forcing / apply",
285
- resources,
286
- body,
287
- });
1
+ import { chunk_fluid_effector_record_resolve } from "../../../../engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js";
2
+ import { FLUID_EFFECTOR_RECORD_STRUCT } from "../../../../engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js";
3
+ import { FLUID_OBSTACLE_RECORD_STRUCT } from "../../../../engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js";
4
+ import { WebGPUExtensionType } from "../../../descriptor/WebGPUExtensionType.js";
5
+ import { COLLECTION_U32_STRUCT_READ } from "../../gpu_primitive/COLLECTION_U32_STRUCT_READ.js";
6
+ import { TRANSFORMS_TABLE } from "../../scene/chunk_scene_database_access.js";
7
+ import { chunk_folded_workgroup_index } from "../../shader/chunk/grid/chunk_folded_workgroup_index.js";
8
+ import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
9
+ import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
10
+ import { chunk_index_to_grid3d } from "../../shader/chunk/grid/chunk_index_to_grid3d.js";
11
+ import { ComputeShader } from "../../shader/ComputeShader.js";
12
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
13
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
14
+ import { f32, u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
15
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
16
+ import { chunk_fluid_forcing_cell } from "./chunk_fluid_forcing_cell.js";
17
+ import {
18
+ FLUID_EFFECTOR_DESCRIPTOR,
19
+ FLUID_OBSTACLE_DESCRIPTOR,
20
+ FLUID_OBSTACLE_PLANE_DESCRIPTOR
21
+ } from "./FLUID_DATABASE_SPEC.js";
22
+ import { FLUID_FORCING_BRICK } from "./FLUID_FORCING.js";
23
+ import { FLUID_FORCING_APPLY_STRUCT } from "./FLUID_FORCING_APPLY_STRUCT.js";
24
+
25
+ /**
26
+ * Cells of the block a forcing workgroup tests for solids: its brick and the layer before it on every
27
+ * axis, whose cells pin the brick's −faces.
28
+ * @type {number}
29
+ */
30
+ const SOLID_BLOCK = FLUID_FORCING_BRICK + 1;
31
+
32
+ const resources = new ShaderResourceSetDescriptor();
33
+
34
+ resources.createGroup()
35
+ .addUniform("settings", FLUID_FORCING_APPLY_STRUCT)
36
+ .addStorageBuffer("fluid_database", WebGPUArray.from(u32), false)
37
+ .addStorageBuffer("scene_database", WebGPUArray.from(u32), false)
38
+ .addStorageBuffer("list", COLLECTION_U32_STRUCT_READ, false)
39
+ .addStorageBuffer("survivors", WebGPUArray.from(u32), false)
40
+ .addStorageBuffer("leaf_rows", WebGPUArray.from(u32), false)
41
+ // the cascade's solid flags, window-local
42
+ .addStorageBuffer("solid", WebGPUArray.from(u32), true)
43
+ // the tick's forcing: u faces, then v from settings.forcing_v, then w from settings.forcing_w
44
+ .addStorageBuffer("forcing", WebGPUArray.from(f32), true)
45
+ // the cascade's persistent faces, toroidal, where a pinned face takes its wall's velocity
46
+ .addStorageTexture("out_u", "r32float", "3d", "write-only")
47
+ .addStorageTexture("out_v", "r32float", "3d", "write-only")
48
+ .addStorageTexture("out_w", "r32float", "3d", "write-only");
49
+
50
+ const body = CodeChunk.from(
51
+ //language=WGSL
52
+ `
53
+ const SOLID_BLOCK: u32 = ${SOLID_BLOCK}u;
54
+ const SOLID_BLOCK_CELLS: u32 = ${SOLID_BLOCK ** 3}u;
55
+
56
+ var<workgroup> fluid_forcing_obstacles: array<${FLUID_OBSTACLE_RECORD_STRUCT.wgsl_ref}, FLUID_FORCING_OBSTACLE_LIMIT>;
57
+ var<workgroup> fluid_forcing_globals: array<mat4x4<f32>, FLUID_FORCING_OBSTACLE_LIMIT>;
58
+ var<workgroup> fluid_forcing_effectors: array<${FLUID_EFFECTOR_RECORD_STRUCT.wgsl_ref}, FLUID_FORCING_EFFECTOR_LIMIT>;
59
+ // the slot of the obstacle each cell of the block is solid in, or FLUID_FORCING_NONE
60
+ var<workgroup> fluid_forcing_solid_slot: array<u32, SOLID_BLOCK_CELLS>;
61
+
62
+ fn fluid_forcing_obstacle(slot: u32) -> ${FLUID_OBSTACLE_RECORD_STRUCT.wgsl_ref} {
63
+ return fluid_forcing_obstacles[slot];
64
+ }
65
+
66
+ fn fluid_forcing_obstacle_global(slot: u32) -> mat4x4<f32> {
67
+ return fluid_forcing_globals[slot];
68
+ }
69
+
70
+ fn fluid_forcing_effector(slot: u32) -> ${FLUID_EFFECTOR_RECORD_STRUCT.wgsl_ref} {
71
+ return fluid_forcing_effectors[slot];
72
+ }
73
+
74
+ fn shape_record_plane(index: u32) -> vec4<f32> {
75
+ return ${FLUID_OBSTACLE_PLANE_DESCRIPTOR.marshalling_method_read_field('plane')}(&fluid_database, index);
76
+ }
77
+
78
+ // Solid test using the pre-normalised rotation columns stored in fluid_forcing_globals[slot]
79
+ fn fluid_forcing_solid_prenorm(x: vec3<f32>, count: u32) -> u32 {
80
+ var found = FLUID_FORCING_NONE;
81
+
82
+ for (var slot = 0u; slot < FLUID_FORCING_OBSTACLE_LIMIT; slot++) {
83
+ if (slot >= count) {
84
+ break;
85
+ }
86
+
87
+ let g = fluid_forcing_globals[slot];
88
+ let offset = x - g[3].xyz;
89
+ let node = vec3<f32>(
90
+ dot(g[0].xyz, offset),
91
+ dot(g[1].xyz, offset),
92
+ dot(g[2].xyz, offset),
93
+ );
94
+
95
+ let q = fluid_forcing_obstacles[slot].pose_rotation;
96
+ let local = quat_rotate_v3(vec4<f32>(-q.xyz, q.w), node - fluid_forcing_obstacles[slot].pose_translation);
97
+ let d = shape_record_signed_distance(fluid_forcing_obstacles[slot].shape_kind, fluid_forcing_obstacles[slot].shape_parameters, local);
98
+
99
+ if (d <= fluid_forcing_obstacles[slot].inflation) {
100
+ found = slot;
101
+ break;
102
+ }
103
+ }
104
+
105
+ return found;
106
+ }
107
+
108
+ // the slot a brick-local cell (-1 to 3 on each axis) is solid in
109
+ fn fluid_forcing_block_slot(local: vec3<i32>) -> u32 {
110
+ return fluid_forcing_solid_slot[grid3d_to_index(vec3<u32>(local + vec3<i32>(1)), vec2<u32>(SOLID_BLOCK, SOLID_BLOCK))];
111
+ }
112
+
113
+ fn fluid_forcing_face_world(face: vec3<f32>) -> vec3<f32> {
114
+ return fluid_forcing_world(settings.cells.corner, settings.cell_size, face);
115
+ }
116
+
117
+ // A face between the cells whose solids are minus and plus: pinned when either is solid, and then it
118
+ // takes the wall's velocity in the persistent faces, the solid cell's obstacle's, the + side's when
119
+ // both are; otherwise its forcing is what the effectors deposit there.
120
+ fn fluid_forcing_face_u(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
121
+ let index = grid3d_to_index(vec3<u32>(face), settings.faces_u.size.xy);
122
+ let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
123
+
124
+ if (wall != FLUID_FORCING_NONE) {
125
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.5, 0.0, 0.0));
126
+ let velocity = fluid_forcing_wall_velocity(wall, x);
127
+
128
+ textureStore(out_u, grid_tile_window_storage(face, settings.faces_u.corner_storage, settings.faces_u.period), vec4<f32>(velocity.x, 0.0, 0.0, 0.0));
129
+ forcing[index] = 0.0;
130
+ } else if (effector_count > 0u) {
131
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.5, 0.0, 0.0));
132
+ forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).x;
133
+ } else {
134
+ forcing[index] = 0.0;
135
+ }
136
+ }
137
+
138
+ fn fluid_forcing_face_v(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
139
+ let index = settings.forcing_v + grid3d_to_index(vec3<u32>(face), settings.faces_v.size.xy);
140
+ let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
141
+
142
+ if (wall != FLUID_FORCING_NONE) {
143
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.5, 0.0));
144
+ let velocity = fluid_forcing_wall_velocity(wall, x);
145
+
146
+ textureStore(out_v, grid_tile_window_storage(face, settings.faces_v.corner_storage, settings.faces_v.period), vec4<f32>(velocity.y, 0.0, 0.0, 0.0));
147
+ forcing[index] = 0.0;
148
+ } else if (effector_count > 0u) {
149
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.5, 0.0));
150
+ forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).y;
151
+ } else {
152
+ forcing[index] = 0.0;
153
+ }
154
+ }
155
+
156
+ fn fluid_forcing_face_w(face: vec3<i32>, minus: u32, plus: u32, effector_count: u32) {
157
+ let index = settings.forcing_w + grid3d_to_index(vec3<u32>(face), settings.faces_w.size.xy);
158
+ let wall = select(minus, plus, plus != FLUID_FORCING_NONE);
159
+
160
+ if (wall != FLUID_FORCING_NONE) {
161
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.0, 0.5));
162
+ let velocity = fluid_forcing_wall_velocity(wall, x);
163
+
164
+ textureStore(out_w, grid_tile_window_storage(face, settings.faces_w.corner_storage, settings.faces_w.period), vec4<f32>(velocity.z, 0.0, 0.0, 0.0));
165
+ forcing[index] = 0.0;
166
+ } else if (effector_count > 0u) {
167
+ let x = fluid_forcing_face_world(vec3<f32>(face) - vec3<f32>(0.0, 0.0, 0.5));
168
+ forcing[index] = fluid_forcing_deposit(x, settings.dt, settings.cell_size, effector_count).z;
169
+ } else {
170
+ forcing[index] = 0.0;
171
+ }
172
+ }
173
+
174
+ @compute @workgroup_size(${FLUID_FORCING_BRICK}, ${FLUID_FORCING_BRICK}, ${FLUID_FORCING_BRICK})
175
+ fn main(
176
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
177
+ @builtin(local_invocation_id) local: vec3<u32>,
178
+ @builtin(local_invocation_index) lane: u32,
179
+ ) {
180
+ let entry = folded_workgroup_index(workgroup_id);
181
+
182
+ if (entry >= list.count) {
183
+ return;
184
+ }
185
+
186
+ let query = list.elements[entry];
187
+ let base = query * FLUID_FORCING_SURVIVOR_STRIDE;
188
+ let header = survivors[base];
189
+ let obstacle_count = header & 0xffffu;
190
+ let effector_count = header >> 16u;
191
+ let origin = vec3<i32>(index_to_grid3d(query - settings.query_base, settings.bricks.xy) * FLUID_FORCING_BRICK);
192
+ let brick_local = vec3<i32>(local);
193
+ let cell = origin + brick_local;
194
+ let flags = grid3d_to_index(vec3<u32>(cell), settings.cells.size.xy);
195
+
196
+ // listed only to clear what an earlier tick left: fluid, and no forcing to read
197
+ if (obstacle_count + effector_count == 0u) {
198
+ solid[flags] = 0u;
199
+
200
+ return;
201
+ }
202
+
203
+ // the brick's survivors into workgroup memory, posed: obstacles on lanes 0..23, effectors on 32..47
204
+ if (lane < obstacle_count) {
205
+ let row = leaf_rows[survivors[base + 1u + lane]];
206
+ let record = ${FLUID_OBSTACLE_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
207
+ let g = ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node);
208
+
209
+ fluid_forcing_obstacles[lane] = record;
210
+ fluid_forcing_globals[lane] = mat4x4<f32>(
211
+ vec4<f32>(g[0].xyz * (1.0 / length(g[0].xyz)), 0.0),
212
+ vec4<f32>(g[1].xyz * (1.0 / length(g[1].xyz)), 0.0),
213
+ vec4<f32>(g[2].xyz * (1.0 / length(g[2].xyz)), 0.0),
214
+ g[3]
215
+ );
216
+ }
217
+
218
+ if (lane >= 32u && lane - 32u < effector_count) {
219
+ let slot = lane - 32u;
220
+ let row = leaf_rows[survivors[base + 1u + FLUID_FORCING_OBSTACLE_LIMIT + slot]];
221
+ let record = ${FLUID_EFFECTOR_DESCRIPTOR.marshalling_method_read}(&fluid_database, row);
222
+
223
+ fluid_forcing_effectors[slot] = fluid_effector_record_resolve(
224
+ record,
225
+ ${TRANSFORMS_TABLE.marshalling_method_read_field('global')}(&scene_database, record.node),
226
+ ${TRANSFORMS_TABLE.marshalling_method_read_field('prev_global')}(&scene_database, record.node),
227
+ settings.inverse_frame_dt
228
+ );
229
+ }
230
+
231
+ workgroupBarrier();
232
+
233
+ var own = FLUID_FORCING_NONE;
234
+ var minus_x = FLUID_FORCING_NONE;
235
+ var minus_y = FLUID_FORCING_NONE;
236
+ var minus_z = FLUID_FORCING_NONE;
237
+
238
+ // the solid test at every cell centre of the brick and the layer before it; a cell before the
239
+ // window is fluid, as every pass of the step reads it
240
+ if (obstacle_count > 0u) {
241
+ for (var round = 0u; round < 2u; round++) {
242
+ let k = round * FLUID_FORCING_BRICK_CELLS + lane;
243
+
244
+ if (k < SOLID_BLOCK_CELLS) {
245
+ let block_cell = origin - vec3<i32>(1) + vec3<i32>(index_to_grid3d(k, vec2<u32>(SOLID_BLOCK, SOLID_BLOCK)));
246
+
247
+ var slot = FLUID_FORCING_NONE;
248
+
249
+ if (all(block_cell >= vec3<i32>(0))) {
250
+ slot = fluid_forcing_solid_prenorm(fluid_forcing_face_world(vec3<f32>(block_cell)), obstacle_count);
251
+ }
252
+
253
+ fluid_forcing_solid_slot[k] = slot;
254
+ }
255
+ }
256
+
257
+ workgroupBarrier();
258
+
259
+ own = fluid_forcing_block_slot(brick_local);
260
+ minus_x = fluid_forcing_block_slot(brick_local - vec3<i32>(1, 0, 0));
261
+ minus_y = fluid_forcing_block_slot(brick_local - vec3<i32>(0, 1, 0));
262
+ minus_z = fluid_forcing_block_slot(brick_local - vec3<i32>(0, 0, 1));
263
+ }
264
+
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+ solid[flags] = FLUID_FORCED_FLAG | select(0u, FLUID_SOLID_FLAG, own != FLUID_FORCING_NONE);
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+
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+ // the cell's -x, -y and -z faces
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+ fluid_forcing_face_u(cell, minus_x, own, effector_count);
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+ fluid_forcing_face_v(cell, minus_y, own, effector_count);
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+ fluid_forcing_face_w(cell, minus_z, own, effector_count);
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+
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+ // the +boundary face planes, owned by the window's last cells; the cell beyond is fluid
273
+ let last = vec3<i32>(settings.cells.size) - vec3<i32>(1);
274
+
275
+ if (cell.x == last.x) {
276
+ fluid_forcing_face_u(cell + vec3<i32>(1, 0, 0), own, FLUID_FORCING_NONE, effector_count);
277
+ }
278
+ if (cell.y == last.y) {
279
+ fluid_forcing_face_v(cell + vec3<i32>(0, 1, 0), own, FLUID_FORCING_NONE, effector_count);
280
+ }
281
+ if (cell.z == last.z) {
282
+ fluid_forcing_face_w(cell + vec3<i32>(0, 0, 1), own, FLUID_FORCING_NONE, effector_count);
283
+ }
284
+ }
285
+ `, [
286
+ chunk_folded_workgroup_index,
287
+ chunk_index_to_grid3d,
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+ chunk_grid3d_to_index,
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+ chunk_grid_tile_window,
290
+ chunk_fluid_forcing_cell,
291
+ chunk_fluid_effector_record_resolve,
292
+ FLUID_OBSTACLE_DESCRIPTOR.chunk_read,
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+ FLUID_EFFECTOR_DESCRIPTOR.chunk_read,
294
+ FLUID_OBSTACLE_PLANE_DESCRIPTOR.chunk_read_field('plane'),
295
+ TRANSFORMS_TABLE.chunk_read_field('global'),
296
+ TRANSFORMS_TABLE.chunk_read_field('prev_global'),
297
+ ]);
298
+
299
+ body.addExtension(WebGPUExtensionType.Subgroups);
300
+
301
+ /**
302
+ * Q3 of a tick, the forcing (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §10), for one stepping
303
+ * cascade: one workgroup of 4×4×4 for each brick its query listed, dispatched indirectly from Q2's
304
+ * command, the brick found by `folded_workgroup_index`.
305
+ *
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+ * 1. **The survivors, posed:** the brick's obstacle records with their nodes' `global` (rotation
307
+ * columns pre-normalised), and its effector records brought to the world
308
+ * (`fluid_effector_record_resolve` with the node's `global` and `prev_global`), into workgroup
309
+ * memory; one barrier.
310
+ * 2. **The solid test** (`fluid_forcing_solid_prenorm`) at the centre of every cell of the brick and
311
+ * the layer before it on each axis (125 cells, two rounds), recording the solid's obstacle; a cell
312
+ * before the window is fluid, as the step reads it. One barrier.
313
+ * 3. **Per cell:** its solid flags, `FLUID_FORCED_FLAG` with `FLUID_SOLID_FLAG` where solid; then each
314
+ * of its −x, −y, −z faces, and the window's last cells their +boundary faces: a face with a solid
315
+ * cell on either side is pinned, as every pass of the step will find it from the flags, and takes
316
+ * the wall's velocity (`fluid_forcing_wall_velocity`, the solid cell's obstacle, the + side's when
317
+ * both are) **in the cascade's persistent faces**, before the step reads them, with forcing 0;
318
+ * any other face's forcing is the effectors' deposit over `dt_c` on `h_c`
319
+ * (`fluid_forcing_deposit`).
320
+ *
321
+ * Writing the wall's velocity into the persistent faces is what makes a face that just became pinned
322
+ * carry the wall, never the fluid value it held: advection reads it as a boundary value and every pass
323
+ * carries it through. A brick listed only because its flags held an earlier tick's has no survivors
324
+ * and writes its cells' flags to 0, which is also what leaves no reader of this tick's forcing there.
325
+ *
326
+ * Per invocation: two solid tests of at most 24 fields (768 hull planes at worst), three to six faces
327
+ * of at most 16 kernels. Workgroup memory: 24 records and matrices, 16 records, 125 slots, 4,724
328
+ * bytes.
329
+ *
330
+ * Bindings: `settings` ({@link FLUID_FORCING_APPLY_STRUCT}); `fluid_database` and `scene_database`;
331
+ * `list`, `survivors` and `leaf_rows` from the tick's query and the frame's leaf list; `solid`, the
332
+ * cascade's flags; `forcing`, the tick's; `out_u`, `out_v`, `out_w`, the cascade's persistent faces.
333
+ * Seven storage buffers and three storage textures.
334
+ *
335
+ * @type {ComputeShader}
336
+ */
337
+ export const shader_fluid_forcing_apply = ComputeShader.from({
338
+ label: "Fluid / forcing / apply",
339
+ resources,
340
+ body,
341
+ });