@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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@@ -1,190 +1,532 @@
1
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
- import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
3
- import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
4
- import { chunk_fluid_cascade_parent_velocity } from "../coupling/chunk_fluid_cascade_parent.js";
5
- import { FLUID_CASCADE_GHOST_DEPTH } from "../coupling/FLUID_CASCADE_GHOSTS.js";
6
-
7
- /*
8
- The seams the MAC chunks read through, as the fluid's passes back them: texels, the solid flags, and
9
- what lies beyond the window. Each chunk here names the bindings it reads, and a pass that includes it
10
- declares them under those names, beside the uniform `step` (FLUID_MAC_STEP_STRUCT).
11
-
12
- Beyond the window, velocity is the parent's identity read at the step's start: the step's ghosts
13
- (`ghost_u`, `ghost_v`, `ghost_w`, written once a step by shader_fluid_cascade_ghosts) hold it for
14
- every face within FLUID_CASCADE_GHOST_DEPTH of the window, and past them the read itself, through
15
- the uniform `parent` (FLUID_CASCADE_PARENT_STRUCT) and the textures `parent_u`, `parent_v`,
16
- `parent_w` (chunk_fluid_cascade_parent_velocity). The coarsest cascade's parent is the far field, a
17
- parent with no window, which reads `v_far`. Cells beyond the window are fluid.
18
- */
19
-
20
- /**
21
- * `mac_cell_solid(cell)` from `solid: array<u32>`, the window-local solid flags (bit 0), laid out x
22
- * fastest over `step.cells.size`. A cell beyond the window is fluid.
23
- *
24
- * @type {CodeChunk}
25
- */
26
- export const chunk_fluid_mac_seam_solid = CodeChunk.from(
27
- //language=WGSL
28
- `
29
- fn mac_cell_solid(cell: vec3<i32>) -> bool {
30
- if (!grid_tile_window_contains(cell, step.cells.size)) {
31
- return false;
32
- }
33
-
34
- return (solid[grid3d_to_index(vec3<u32>(cell), step.cells.size.xy)] & 1u) != 0u;
35
- }
36
- `, [
37
- chunk_grid_tile_window,
38
- chunk_grid3d_to_index,
39
- ]
40
- );
41
-
42
- /**
43
- * `fluid_mac_ghost_u(face)`, `_v`, `_w`: a window-local face past the window, as the step's ghosts
44
- * hold it: the texel of `ghost_u`, `ghost_v`, `ghost_w` (`texture_3d<f32>`, `r32float`, face `f` at
45
- * `f + FLUID_CASCADE_GHOST_DEPTH`, `shader_fluid_cascade_ghosts`) inside the shell, and past it the
46
- * parent's identity read itself (`chunk_fluid_cascade_parent_velocity`), which is what the shell holds.
47
- *
48
- * @type {CodeChunk}
49
- */
50
- export const chunk_fluid_mac_seam_ghost = CodeChunk.from(
51
- //language=WGSL
52
- `
53
- const FLUID_MAC_GHOST_DEPTH = ${FLUID_CASCADE_GHOST_DEPTH};
54
-
55
- fn fluid_mac_ghost_u(face: vec3<i32>) -> f32 {
56
- let texel = face + vec3<i32>(FLUID_MAC_GHOST_DEPTH);
57
-
58
- if (all(texel >= vec3<i32>(0)) && all(texel < vec3<i32>(step.faces_u.size) + vec3<i32>(2 * FLUID_MAC_GHOST_DEPTH))) {
59
- return textureLoad(ghost_u, vec3<u32>(texel), 0).r;
60
- }
61
-
62
- return fluid_parent_face_u(face, step.cells.corner - parent.origin);
63
- }
64
-
65
- fn fluid_mac_ghost_v(face: vec3<i32>) -> f32 {
66
- let texel = face + vec3<i32>(FLUID_MAC_GHOST_DEPTH);
67
-
68
- if (all(texel >= vec3<i32>(0)) && all(texel < vec3<i32>(step.faces_v.size) + vec3<i32>(2 * FLUID_MAC_GHOST_DEPTH))) {
69
- return textureLoad(ghost_v, vec3<u32>(texel), 0).r;
70
- }
71
-
72
- return fluid_parent_face_v(face, step.cells.corner - parent.origin);
73
- }
74
-
75
- fn fluid_mac_ghost_w(face: vec3<i32>) -> f32 {
76
- let texel = face + vec3<i32>(FLUID_MAC_GHOST_DEPTH);
77
-
78
- if (all(texel >= vec3<i32>(0)) && all(texel < vec3<i32>(step.faces_w.size) + vec3<i32>(2 * FLUID_MAC_GHOST_DEPTH))) {
79
- return textureLoad(ghost_w, vec3<u32>(texel), 0).r;
80
- }
81
-
82
- return fluid_parent_face_w(face, step.cells.corner - parent.origin);
83
- }
84
- `, [
85
- chunk_fluid_cascade_parent_velocity,
86
- ]
87
- );
88
-
89
- /**
90
- * `mac_source_u(face)`, `_v`, `_w` from the persistent velocity `source_u`, `source_v`, `source_w`
91
- * (`texture_3d<f32>`, `r32float`), wrapped through the windows `step.faces_*`; beyond the window, the
92
- * parent's identity read at the face. The field advects itself, so `mac_carrier_*` reads the same.
93
- *
94
- * @type {CodeChunk}
95
- */
96
- export const chunk_fluid_mac_seam_source = CodeChunk.from(
97
- //language=WGSL
98
- `
99
- fn mac_source_u(face: vec3<i32>) -> f32 {
100
- if (grid_tile_window_contains(face, step.faces_u.size)) {
101
- return textureLoad(source_u, grid_tile_window_storage(face, step.faces_u.corner_storage, step.faces_u.period), 0).r;
102
- }
103
-
104
- return fluid_mac_ghost_u(face);
105
- }
106
-
107
- fn mac_source_v(face: vec3<i32>) -> f32 {
108
- if (grid_tile_window_contains(face, step.faces_v.size)) {
109
- return textureLoad(source_v, grid_tile_window_storage(face, step.faces_v.corner_storage, step.faces_v.period), 0).r;
110
- }
111
-
112
- return fluid_mac_ghost_v(face);
113
- }
114
-
115
- fn mac_source_w(face: vec3<i32>) -> f32 {
116
- if (grid_tile_window_contains(face, step.faces_w.size)) {
117
- return textureLoad(source_w, grid_tile_window_storage(face, step.faces_w.corner_storage, step.faces_w.period), 0).r;
118
- }
119
-
120
- return fluid_mac_ghost_w(face);
121
- }
122
-
123
- fn mac_carrier_u(face: vec3<i32>) -> f32 {
124
- if (grid_tile_window_contains(face, step.faces_u.size)) {
125
- return textureLoad(source_u, grid_tile_window_storage(face, step.faces_u.corner_storage, step.faces_u.period), 0).r;
126
- }
127
-
128
- return textureLoad(ghost_u, vec3<u32>(face + vec3<i32>(FLUID_MAC_GHOST_DEPTH)), 0).r;
129
- }
130
-
131
- fn mac_carrier_v(face: vec3<i32>) -> f32 {
132
- if (grid_tile_window_contains(face, step.faces_v.size)) {
133
- return textureLoad(source_v, grid_tile_window_storage(face, step.faces_v.corner_storage, step.faces_v.period), 0).r;
134
- }
135
-
136
- return textureLoad(ghost_v, vec3<u32>(face + vec3<i32>(FLUID_MAC_GHOST_DEPTH)), 0).r;
137
- }
138
-
139
- fn mac_carrier_w(face: vec3<i32>) -> f32 {
140
- if (grid_tile_window_contains(face, step.faces_w.size)) {
141
- return textureLoad(source_w, grid_tile_window_storage(face, step.faces_w.corner_storage, step.faces_w.period), 0).r;
142
- }
143
-
144
- return textureLoad(ghost_w, vec3<u32>(face + vec3<i32>(FLUID_MAC_GHOST_DEPTH)), 0).r;
145
- }
146
- `, [
147
- chunk_grid_tile_window,
148
- chunk_fluid_mac_seam_ghost,
149
- ]
150
- );
151
-
152
- /**
153
- * `mac_forward_u(face)`, `_v`, `_w` from the predicted field `forward_u`, `forward_v`, `forward_w`
154
- * (`texture_3d<f32>`, `r32float`), a transient written over the window and stored window-local;
155
- * beyond the window, the parent's identity read at the face, which this step's advection leaves as
156
- * it is.
157
- *
158
- * @type {CodeChunk}
159
- */
160
- export const chunk_fluid_mac_seam_forward = CodeChunk.from(
161
- //language=WGSL
162
- `
163
- fn mac_forward_u(face: vec3<i32>) -> f32 {
164
- if (grid_tile_window_contains(face, step.faces_u.size)) {
165
- return textureLoad(forward_u, vec3<u32>(face), 0).r;
166
- }
167
-
168
- return fluid_mac_ghost_u(face);
169
- }
170
-
171
- fn mac_forward_v(face: vec3<i32>) -> f32 {
172
- if (grid_tile_window_contains(face, step.faces_v.size)) {
173
- return textureLoad(forward_v, vec3<u32>(face), 0).r;
174
- }
175
-
176
- return fluid_mac_ghost_v(face);
177
- }
178
-
179
- fn mac_forward_w(face: vec3<i32>) -> f32 {
180
- if (grid_tile_window_contains(face, step.faces_w.size)) {
181
- return textureLoad(forward_w, vec3<u32>(face), 0).r;
182
- }
183
-
184
- return fluid_mac_ghost_w(face);
185
- }
186
- `, [
187
- chunk_grid_tile_window,
188
- chunk_fluid_mac_seam_ghost,
189
- ]
190
- );
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_grid3d_to_index } from "../../shader/chunk/grid/chunk_grid3d_to_index.js";
3
+ import { chunk_grid_tile_window } from "../../shader/chunk/grid/chunk_grid_tile_window.js";
4
+ import { TEXTURE3D_TRILINEAR_CORNERS_STRUCT } from "../../shader/chunk/texture/TEXTURE3D_TRILINEAR_CORNERS_STRUCT.js";
5
+ import { FLUID_CASCADE_GHOST_DEPTH } from "../coupling/FLUID_CASCADE_GHOSTS.js";
6
+ import { chunk_v3_mac_lattice_tap } from "./chunk_v3_mac_lattice_corners.js";
7
+
8
+ /*
9
+ The seams the MAC chunks read through, as the fluid's passes back them: texels, the solid flags, and
10
+ what lies beyond the window. Each chunk here names the bindings it reads, and a pass that includes it
11
+ declares them under those names, beside the uniform `step` (FLUID_MAC_STEP_STRUCT).
12
+
13
+ Beyond the window, velocity is the parent's identity read at the step's start: the step's ghosts
14
+ (`ghost_u`, `ghost_v`, `ghost_w`, written once a step by shader_fluid_cascade_ghosts) hold it for
15
+ every face within FLUID_CASCADE_GHOST_DEPTH of the window, and clamp at the shell's outer boundary.
16
+ Cells beyond the window are fluid.
17
+ */
18
+
19
+ /**
20
+ * `mac_cell_solid(cell)` from `solid: array<u32>`, the window-local solid flags (bit 0), laid out x
21
+ * fastest over `step.cells.size`. A cell beyond the window is fluid.
22
+ *
23
+ * @type {CodeChunk}
24
+ */
25
+ export const chunk_fluid_mac_seam_solid = CodeChunk.from(
26
+ //language=WGSL
27
+ `
28
+ fn mac_cell_solid(cell: vec3<i32>) -> bool {
29
+ if (!grid_tile_window_contains(cell, step.cells.size)) {
30
+ return false;
31
+ }
32
+
33
+ return (solid[grid3d_to_index(vec3<u32>(cell), step.cells.size.xy)] & 1u) != 0u;
34
+ }
35
+ `, [
36
+ chunk_grid_tile_window,
37
+ chunk_grid3d_to_index,
38
+ ]
39
+ );
40
+
41
+ /**
42
+ * `fluid_mac_ghost_u(face)`, `_v`, `_w`: a window-local face past the window, as the step's ghosts
43
+ * hold it: the texel of `ghost_u`, `ghost_v`, `ghost_w` (`texture_3d<f32>`, `r32float`, face `f` at
44
+ * `f + FLUID_CASCADE_GHOST_DEPTH`, `shader_fluid_cascade_ghosts`), clamped to the ghost shell.
45
+ *
46
+ * @type {CodeChunk}
47
+ */
48
+ export const chunk_fluid_mac_seam_ghost = CodeChunk.from(
49
+ //language=WGSL
50
+ `
51
+ const FLUID_MAC_GHOST_DEPTH = ${FLUID_CASCADE_GHOST_DEPTH};
52
+
53
+ fn fluid_mac_ghost_u(face: vec3<i32>) -> f32 {
54
+ let reach = vec3<i32>(step.faces_u.size) + vec3<i32>(2 * FLUID_MAC_GHOST_DEPTH - 1);
55
+ let texel = clamp(face + vec3<i32>(FLUID_MAC_GHOST_DEPTH), vec3<i32>(0), reach);
56
+
57
+ return textureLoad(ghost_u, vec3<u32>(texel), 0).r;
58
+ }
59
+
60
+ fn fluid_mac_ghost_v(face: vec3<i32>) -> f32 {
61
+ let reach = vec3<i32>(step.faces_v.size) + vec3<i32>(2 * FLUID_MAC_GHOST_DEPTH - 1);
62
+ let texel = clamp(face + vec3<i32>(FLUID_MAC_GHOST_DEPTH), vec3<i32>(0), reach);
63
+
64
+ return textureLoad(ghost_v, vec3<u32>(texel), 0).r;
65
+ }
66
+
67
+ fn fluid_mac_ghost_w(face: vec3<i32>) -> f32 {
68
+ let reach = vec3<i32>(step.faces_w.size) + vec3<i32>(2 * FLUID_MAC_GHOST_DEPTH - 1);
69
+ let texel = clamp(face + vec3<i32>(FLUID_MAC_GHOST_DEPTH), vec3<i32>(0), reach);
70
+
71
+ return textureLoad(ghost_w, vec3<u32>(texel), 0).r;
72
+ }
73
+ `
74
+ );
75
+
76
+ /**
77
+ * `mac_source_u(face)`, `_v`, `_w` from the persistent velocity `source_u`, `source_v`, `source_w`
78
+ * (`texture_3d<f32>`, `r32float`), wrapped through the windows `step.faces_*`; beyond the window, the
79
+ * step's velocity ghost shell. The field advects itself, so `mac_carrier_*` reads the same.
80
+ *
81
+ * Also provides `fluid_mac_source_corners_u/_v/_w` and `fluid_mac_face_carrier_u/_v/_w`, which hoist
82
+ * the window bounds check and toroidal coordinate wrap out of the 8-corner trilinear and 9-tap carrier
83
+ * reads so all interior taps compile into a single unconditional VMEM load clause.
84
+ *
85
+ * @type {CodeChunk}
86
+ */
87
+ export const chunk_fluid_mac_seam_source = CodeChunk.from(
88
+ //language=WGSL
89
+ `
90
+ fn mac_source_u(face: vec3<i32>) -> f32 {
91
+ if (grid_tile_window_contains(face, step.faces_u.size)) {
92
+ return textureLoad(source_u, grid_tile_window_storage(face, step.faces_u.corner_storage, step.faces_u.period), 0).r;
93
+ }
94
+
95
+ return fluid_mac_ghost_u(face);
96
+ }
97
+
98
+ fn mac_source_v(face: vec3<i32>) -> f32 {
99
+ if (grid_tile_window_contains(face, step.faces_v.size)) {
100
+ return textureLoad(source_v, grid_tile_window_storage(face, step.faces_v.corner_storage, step.faces_v.period), 0).r;
101
+ }
102
+
103
+ return fluid_mac_ghost_v(face);
104
+ }
105
+
106
+ fn mac_source_w(face: vec3<i32>) -> f32 {
107
+ if (grid_tile_window_contains(face, step.faces_w.size)) {
108
+ return textureLoad(source_w, grid_tile_window_storage(face, step.faces_w.corner_storage, step.faces_w.period), 0).r;
109
+ }
110
+
111
+ return fluid_mac_ghost_w(face);
112
+ }
113
+
114
+ fn mac_carrier_u(face: vec3<i32>) -> f32 {
115
+ return mac_source_u(face);
116
+ }
117
+
118
+ fn mac_carrier_v(face: vec3<i32>) -> f32 {
119
+ return mac_source_v(face);
120
+ }
121
+
122
+ fn mac_carrier_w(face: vec3<i32>) -> f32 {
123
+ return mac_source_w(face);
124
+ }
125
+
126
+ fn fluid_mac_face_carrier_u(face: vec3<i32>, u_own: f32) -> vec3<f32> {
127
+ if (face.x >= 1 && face.x < i32(step.cells.size.x)) {
128
+ let base = face - vec3<i32>(1, 0, 0);
129
+ let sv0 = grid_tile_window_storage(base, step.faces_v.corner_storage, step.faces_v.period);
130
+ let sv1_x = select(sv0.x + 1u, 0u, sv0.x + 1u == step.faces_v.period.x);
131
+ let sv1_y = select(sv0.y + 1u, 0u, sv0.y + 1u == step.faces_v.period.y);
132
+ let sw0 = grid_tile_window_storage(base, step.faces_w.corner_storage, step.faces_w.period);
133
+ let sw1_x = select(sw0.x + 1u, 0u, sw0.x + 1u == step.faces_w.period.x);
134
+ let sw1_z = select(sw0.z + 1u, 0u, sw0.z + 1u == step.faces_w.period.z);
135
+
136
+ let v = 0.25 * (
137
+ textureLoad(source_v, sv0, 0).r + textureLoad(source_v, vec3<u32>(sv1_x, sv0.y, sv0.z), 0).r
138
+ + textureLoad(source_v, vec3<u32>(sv0.x, sv1_y, sv0.z), 0).r + textureLoad(source_v, vec3<u32>(sv1_x, sv1_y, sv0.z), 0).r
139
+ );
140
+ let w = 0.25 * (
141
+ textureLoad(source_w, sw0, 0).r + textureLoad(source_w, vec3<u32>(sw1_x, sw0.y, sw0.z), 0).r
142
+ + textureLoad(source_w, vec3<u32>(sw0.x, sw0.y, sw1_z), 0).r + textureLoad(source_w, vec3<u32>(sw1_x, sw0.y, sw1_z), 0).r
143
+ );
144
+
145
+ return vec3<f32>(u_own, v, w);
146
+ }
147
+
148
+ let v = 0.25 * (
149
+ mac_carrier_v(face + vec3<i32>(-1, 0, 0)) + mac_carrier_v(face)
150
+ + mac_carrier_v(face + vec3<i32>(-1, 1, 0)) + mac_carrier_v(face + vec3<i32>(0, 1, 0))
151
+ );
152
+ let w = 0.25 * (
153
+ mac_carrier_w(face + vec3<i32>(-1, 0, 0)) + mac_carrier_w(face)
154
+ + mac_carrier_w(face + vec3<i32>(-1, 0, 1)) + mac_carrier_w(face + vec3<i32>(0, 0, 1))
155
+ );
156
+
157
+ return vec3<f32>(u_own, v, w);
158
+ }
159
+
160
+ fn fluid_mac_face_carrier_v(face: vec3<i32>, v_own: f32) -> vec3<f32> {
161
+ if (face.y >= 1 && face.y < i32(step.cells.size.y)) {
162
+ let base = face - vec3<i32>(0, 1, 0);
163
+ let su0 = grid_tile_window_storage(base, step.faces_u.corner_storage, step.faces_u.period);
164
+ let su1_x = select(su0.x + 1u, 0u, su0.x + 1u == step.faces_u.period.x);
165
+ let su1_y = select(su0.y + 1u, 0u, su0.y + 1u == step.faces_u.period.y);
166
+ let sw0 = grid_tile_window_storage(base, step.faces_w.corner_storage, step.faces_w.period);
167
+ let sw1_y = select(sw0.y + 1u, 0u, sw0.y + 1u == step.faces_w.period.y);
168
+ let sw1_z = select(sw0.z + 1u, 0u, sw0.z + 1u == step.faces_w.period.z);
169
+
170
+ let u = 0.25 * (
171
+ textureLoad(source_u, su0, 0).r + textureLoad(source_u, vec3<u32>(su1_x, su0.y, su0.z), 0).r
172
+ + textureLoad(source_u, vec3<u32>(su0.x, su1_y, su0.z), 0).r + textureLoad(source_u, vec3<u32>(su1_x, su1_y, su0.z), 0).r
173
+ );
174
+ let w = 0.25 * (
175
+ textureLoad(source_w, sw0, 0).r + textureLoad(source_w, vec3<u32>(sw0.x, sw0.y, sw1_z), 0).r
176
+ + textureLoad(source_w, vec3<u32>(sw0.x, sw1_y, sw0.z), 0).r + textureLoad(source_w, vec3<u32>(sw0.x, sw1_y, sw1_z), 0).r
177
+ );
178
+
179
+ return vec3<f32>(u, v_own, w);
180
+ }
181
+
182
+ let u = 0.25 * (
183
+ mac_carrier_u(face + vec3<i32>(0, -1, 0)) + mac_carrier_u(face + vec3<i32>(1, -1, 0))
184
+ + mac_carrier_u(face) + mac_carrier_u(face + vec3<i32>(1, 0, 0))
185
+ );
186
+ let w = 0.25 * (
187
+ mac_carrier_w(face + vec3<i32>(0, -1, 0)) + mac_carrier_w(face + vec3<i32>(0, -1, 1))
188
+ + mac_carrier_w(face) + mac_carrier_w(face + vec3<i32>(0, 0, 1))
189
+ );
190
+
191
+ return vec3<f32>(u, v_own, w);
192
+ }
193
+
194
+ fn fluid_mac_face_carrier_w(face: vec3<i32>, w_own: f32) -> vec3<f32> {
195
+ if (face.z >= 1 && face.z < i32(step.cells.size.z)) {
196
+ let base = face - vec3<i32>(0, 0, 1);
197
+ let su0 = grid_tile_window_storage(base, step.faces_u.corner_storage, step.faces_u.period);
198
+ let su1_x = select(su0.x + 1u, 0u, su0.x + 1u == step.faces_u.period.x);
199
+ let su1_z = select(su0.z + 1u, 0u, su0.z + 1u == step.faces_u.period.z);
200
+ let sv0 = grid_tile_window_storage(base, step.faces_v.corner_storage, step.faces_v.period);
201
+ let sv1_y = select(sv0.y + 1u, 0u, sv0.y + 1u == step.faces_v.period.y);
202
+ let sv1_z = select(sv0.z + 1u, 0u, sv0.z + 1u == step.faces_v.period.z);
203
+
204
+ let u = 0.25 * (
205
+ textureLoad(source_u, su0, 0).r + textureLoad(source_u, vec3<u32>(su1_x, su0.y, su0.z), 0).r
206
+ + textureLoad(source_u, vec3<u32>(su0.x, su0.y, su1_z), 0).r + textureLoad(source_u, vec3<u32>(su1_x, su0.y, su1_z), 0).r
207
+ );
208
+ let v = 0.25 * (
209
+ textureLoad(source_v, sv0, 0).r + textureLoad(source_v, vec3<u32>(sv0.x, sv1_y, sv0.z), 0).r
210
+ + textureLoad(source_v, vec3<u32>(sv0.x, sv0.y, sv1_z), 0).r + textureLoad(source_v, vec3<u32>(sv0.x, sv1_y, sv1_z), 0).r
211
+ );
212
+
213
+ return vec3<f32>(u, v, w_own);
214
+ }
215
+
216
+ let u = 0.25 * (
217
+ mac_carrier_u(face + vec3<i32>(0, 0, -1)) + mac_carrier_u(face + vec3<i32>(1, 0, -1))
218
+ + mac_carrier_u(face) + mac_carrier_u(face + vec3<i32>(1, 0, 0))
219
+ );
220
+ let v = 0.25 * (
221
+ mac_carrier_v(face + vec3<i32>(0, 0, -1)) + mac_carrier_v(face + vec3<i32>(0, 1, -1))
222
+ + mac_carrier_v(face) + mac_carrier_v(face + vec3<i32>(0, 1, 0))
223
+ );
224
+
225
+ return vec3<f32>(u, v, w_own);
226
+ }
227
+
228
+ fn fluid_mac_source_corners_u(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
229
+ let tap = v3_mac_lattice_tap(position);
230
+ let lo = tap.lo;
231
+ let hi = tap.hi;
232
+
233
+ var z0: vec4<f32>;
234
+ var z1: vec4<f32>;
235
+
236
+ if (all(lo >= vec3<i32>(0)) && all(vec3<u32>(hi) < step.faces_u.size)) {
237
+ let s0 = grid_tile_window_storage(lo, step.faces_u.corner_storage, step.faces_u.period);
238
+ let s1_raw = s0 + vec3<u32>(hi - lo);
239
+ let s1 = select(s1_raw, vec3<u32>(0u), s1_raw == step.faces_u.period);
240
+
241
+ z0 = vec4<f32>(
242
+ textureLoad(source_u, s0, 0).r,
243
+ textureLoad(source_u, vec3<u32>(s1.x, s0.y, s0.z), 0).r,
244
+ textureLoad(source_u, vec3<u32>(s0.x, s1.y, s0.z), 0).r,
245
+ textureLoad(source_u, vec3<u32>(s1.x, s1.y, s0.z), 0).r
246
+ );
247
+ z1 = vec4<f32>(
248
+ textureLoad(source_u, vec3<u32>(s0.x, s0.y, s1.z), 0).r,
249
+ textureLoad(source_u, vec3<u32>(s1.x, s0.y, s1.z), 0).r,
250
+ textureLoad(source_u, vec3<u32>(s0.x, s1.y, s1.z), 0).r,
251
+ textureLoad(source_u, s1, 0).r
252
+ );
253
+ } else {
254
+ z0 = vec4<f32>(
255
+ mac_source_u(lo),
256
+ mac_source_u(vec3<i32>(hi.x, lo.y, lo.z)),
257
+ mac_source_u(vec3<i32>(lo.x, hi.y, lo.z)),
258
+ mac_source_u(vec3<i32>(hi.x, hi.y, lo.z))
259
+ );
260
+ z1 = vec4<f32>(
261
+ mac_source_u(vec3<i32>(lo.x, lo.y, hi.z)),
262
+ mac_source_u(vec3<i32>(hi.x, lo.y, hi.z)),
263
+ mac_source_u(vec3<i32>(lo.x, hi.y, hi.z)),
264
+ mac_source_u(hi)
265
+ );
266
+ }
267
+
268
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(z0, z1, tap.weight);
269
+ }
270
+
271
+ fn fluid_mac_source_corners_v(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
272
+ let tap = v3_mac_lattice_tap(position);
273
+ let lo = tap.lo;
274
+ let hi = tap.hi;
275
+
276
+ var z0: vec4<f32>;
277
+ var z1: vec4<f32>;
278
+
279
+ if (all(lo >= vec3<i32>(0)) && all(vec3<u32>(hi) < step.faces_v.size)) {
280
+ let s0 = grid_tile_window_storage(lo, step.faces_v.corner_storage, step.faces_v.period);
281
+ let s1_raw = s0 + vec3<u32>(hi - lo);
282
+ let s1 = select(s1_raw, vec3<u32>(0u), s1_raw == step.faces_v.period);
283
+
284
+ z0 = vec4<f32>(
285
+ textureLoad(source_v, s0, 0).r,
286
+ textureLoad(source_v, vec3<u32>(s1.x, s0.y, s0.z), 0).r,
287
+ textureLoad(source_v, vec3<u32>(s0.x, s1.y, s0.z), 0).r,
288
+ textureLoad(source_v, vec3<u32>(s1.x, s1.y, s0.z), 0).r
289
+ );
290
+ z1 = vec4<f32>(
291
+ textureLoad(source_v, vec3<u32>(s0.x, s0.y, s1.z), 0).r,
292
+ textureLoad(source_v, vec3<u32>(s1.x, s0.y, s1.z), 0).r,
293
+ textureLoad(source_v, vec3<u32>(s0.x, s1.y, s1.z), 0).r,
294
+ textureLoad(source_v, s1, 0).r
295
+ );
296
+ } else {
297
+ z0 = vec4<f32>(
298
+ mac_source_v(lo),
299
+ mac_source_v(vec3<i32>(hi.x, lo.y, lo.z)),
300
+ mac_source_v(vec3<i32>(lo.x, hi.y, lo.z)),
301
+ mac_source_v(vec3<i32>(hi.x, hi.y, lo.z))
302
+ );
303
+ z1 = vec4<f32>(
304
+ mac_source_v(vec3<i32>(lo.x, lo.y, hi.z)),
305
+ mac_source_v(vec3<i32>(hi.x, lo.y, hi.z)),
306
+ mac_source_v(vec3<i32>(lo.x, hi.y, hi.z)),
307
+ mac_source_v(hi)
308
+ );
309
+ }
310
+
311
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(z0, z1, tap.weight);
312
+ }
313
+
314
+ fn fluid_mac_source_corners_w(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
315
+ let tap = v3_mac_lattice_tap(position);
316
+ let lo = tap.lo;
317
+ let hi = tap.hi;
318
+
319
+ var z0: vec4<f32>;
320
+ var z1: vec4<f32>;
321
+
322
+ if (all(lo >= vec3<i32>(0)) && all(vec3<u32>(hi) < step.faces_w.size)) {
323
+ let s0 = grid_tile_window_storage(lo, step.faces_w.corner_storage, step.faces_w.period);
324
+ let s1_raw = s0 + vec3<u32>(hi - lo);
325
+ let s1 = select(s1_raw, vec3<u32>(0u), s1_raw == step.faces_w.period);
326
+
327
+ z0 = vec4<f32>(
328
+ textureLoad(source_w, s0, 0).r,
329
+ textureLoad(source_w, vec3<u32>(s1.x, s0.y, s0.z), 0).r,
330
+ textureLoad(source_w, vec3<u32>(s0.x, s1.y, s0.z), 0).r,
331
+ textureLoad(source_w, vec3<u32>(s1.x, s1.y, s0.z), 0).r
332
+ );
333
+ z1 = vec4<f32>(
334
+ textureLoad(source_w, vec3<u32>(s0.x, s0.y, s1.z), 0).r,
335
+ textureLoad(source_w, vec3<u32>(s1.x, s0.y, s1.z), 0).r,
336
+ textureLoad(source_w, vec3<u32>(s0.x, s1.y, s1.z), 0).r,
337
+ textureLoad(source_w, s1, 0).r
338
+ );
339
+ } else {
340
+ z0 = vec4<f32>(
341
+ mac_source_w(lo),
342
+ mac_source_w(vec3<i32>(hi.x, lo.y, lo.z)),
343
+ mac_source_w(vec3<i32>(lo.x, hi.y, lo.z)),
344
+ mac_source_w(vec3<i32>(hi.x, hi.y, lo.z))
345
+ );
346
+ z1 = vec4<f32>(
347
+ mac_source_w(vec3<i32>(lo.x, lo.y, hi.z)),
348
+ mac_source_w(vec3<i32>(hi.x, lo.y, hi.z)),
349
+ mac_source_w(vec3<i32>(lo.x, hi.y, hi.z)),
350
+ mac_source_w(hi)
351
+ );
352
+ }
353
+
354
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(z0, z1, tap.weight);
355
+ }
356
+ `, [
357
+ TEXTURE3D_TRILINEAR_CORNERS_STRUCT.declaration_chunk,
358
+ chunk_v3_mac_lattice_tap,
359
+ chunk_grid_tile_window,
360
+ chunk_fluid_mac_seam_ghost,
361
+ ]
362
+ );
363
+
364
+ /**
365
+ * `mac_forward_u(face)`, `_v`, `_w` from the predicted field `forward_u`, `forward_v`, `forward_w`
366
+ * (`texture_3d<f32>`, `r32float`), a transient written over the window and stored window-local;
367
+ * beyond the window, the step's velocity ghost shell, which this step's advection leaves as it is.
368
+ *
369
+ * Also provides `fluid_mac_forward_corners_u/_v/_w`, which hoist the window bounds check out of the
370
+ * 8-corner read so all interior taps compile into a single unconditional VMEM load clause.
371
+ *
372
+ * @type {CodeChunk}
373
+ */
374
+ export const chunk_fluid_mac_seam_forward = CodeChunk.from(
375
+ //language=WGSL
376
+ `
377
+ fn mac_forward_u(face: vec3<i32>) -> f32 {
378
+ if (grid_tile_window_contains(face, step.faces_u.size)) {
379
+ return textureLoad(forward_u, vec3<u32>(face), 0).r;
380
+ }
381
+
382
+ return fluid_mac_ghost_u(face);
383
+ }
384
+
385
+ fn mac_forward_v(face: vec3<i32>) -> f32 {
386
+ if (grid_tile_window_contains(face, step.faces_v.size)) {
387
+ return textureLoad(forward_v, vec3<u32>(face), 0).r;
388
+ }
389
+
390
+ return fluid_mac_ghost_v(face);
391
+ }
392
+
393
+ fn mac_forward_w(face: vec3<i32>) -> f32 {
394
+ if (grid_tile_window_contains(face, step.faces_w.size)) {
395
+ return textureLoad(forward_w, vec3<u32>(face), 0).r;
396
+ }
397
+
398
+ return fluid_mac_ghost_w(face);
399
+ }
400
+
401
+ fn fluid_mac_forward_corners_u(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
402
+ let tap = v3_mac_lattice_tap(position);
403
+ let lo = tap.lo;
404
+ let hi = tap.hi;
405
+
406
+ var z0: vec4<f32>;
407
+ var z1: vec4<f32>;
408
+
409
+ if (all(lo >= vec3<i32>(0)) && all(vec3<u32>(hi) < step.faces_u.size)) {
410
+ let s0 = vec3<u32>(lo);
411
+ let s1 = vec3<u32>(hi);
412
+
413
+ z0 = vec4<f32>(
414
+ textureLoad(forward_u, s0, 0).r,
415
+ textureLoad(forward_u, vec3<u32>(s1.x, s0.y, s0.z), 0).r,
416
+ textureLoad(forward_u, vec3<u32>(s0.x, s1.y, s0.z), 0).r,
417
+ textureLoad(forward_u, vec3<u32>(s1.x, s1.y, s0.z), 0).r
418
+ );
419
+ z1 = vec4<f32>(
420
+ textureLoad(forward_u, vec3<u32>(s0.x, s0.y, s1.z), 0).r,
421
+ textureLoad(forward_u, vec3<u32>(s1.x, s0.y, s1.z), 0).r,
422
+ textureLoad(forward_u, vec3<u32>(s0.x, s1.y, s1.z), 0).r,
423
+ textureLoad(forward_u, s1, 0).r
424
+ );
425
+ } else {
426
+ z0 = vec4<f32>(
427
+ mac_forward_u(lo),
428
+ mac_forward_u(vec3<i32>(hi.x, lo.y, lo.z)),
429
+ mac_forward_u(vec3<i32>(lo.x, hi.y, lo.z)),
430
+ mac_forward_u(vec3<i32>(hi.x, hi.y, lo.z))
431
+ );
432
+ z1 = vec4<f32>(
433
+ mac_forward_u(vec3<i32>(lo.x, lo.y, hi.z)),
434
+ mac_forward_u(vec3<i32>(hi.x, lo.y, hi.z)),
435
+ mac_forward_u(vec3<i32>(lo.x, hi.y, hi.z)),
436
+ mac_forward_u(hi)
437
+ );
438
+ }
439
+
440
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(z0, z1, tap.weight);
441
+ }
442
+
443
+ fn fluid_mac_forward_corners_v(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
444
+ let tap = v3_mac_lattice_tap(position);
445
+ let lo = tap.lo;
446
+ let hi = tap.hi;
447
+
448
+ var z0: vec4<f32>;
449
+ var z1: vec4<f32>;
450
+
451
+ if (all(lo >= vec3<i32>(0)) && all(vec3<u32>(hi) < step.faces_v.size)) {
452
+ let s0 = vec3<u32>(lo);
453
+ let s1 = vec3<u32>(hi);
454
+
455
+ z0 = vec4<f32>(
456
+ textureLoad(forward_v, s0, 0).r,
457
+ textureLoad(forward_v, vec3<u32>(s1.x, s0.y, s0.z), 0).r,
458
+ textureLoad(forward_v, vec3<u32>(s0.x, s1.y, s0.z), 0).r,
459
+ textureLoad(forward_v, vec3<u32>(s1.x, s1.y, s0.z), 0).r
460
+ );
461
+ z1 = vec4<f32>(
462
+ textureLoad(forward_v, vec3<u32>(s0.x, s0.y, s1.z), 0).r,
463
+ textureLoad(forward_v, vec3<u32>(s1.x, s0.y, s1.z), 0).r,
464
+ textureLoad(forward_v, vec3<u32>(s0.x, s1.y, s1.z), 0).r,
465
+ textureLoad(forward_v, s1, 0).r
466
+ );
467
+ } else {
468
+ z0 = vec4<f32>(
469
+ mac_forward_v(lo),
470
+ mac_forward_v(vec3<i32>(hi.x, lo.y, lo.z)),
471
+ mac_forward_v(vec3<i32>(lo.x, hi.y, lo.z)),
472
+ mac_forward_v(vec3<i32>(hi.x, hi.y, lo.z))
473
+ );
474
+ z1 = vec4<f32>(
475
+ mac_forward_v(vec3<i32>(lo.x, lo.y, hi.z)),
476
+ mac_forward_v(vec3<i32>(hi.x, lo.y, hi.z)),
477
+ mac_forward_v(vec3<i32>(lo.x, hi.y, hi.z)),
478
+ mac_forward_v(hi)
479
+ );
480
+ }
481
+
482
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(z0, z1, tap.weight);
483
+ }
484
+
485
+ fn fluid_mac_forward_corners_w(position: vec3<f32>) -> ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref} {
486
+ let tap = v3_mac_lattice_tap(position);
487
+ let lo = tap.lo;
488
+ let hi = tap.hi;
489
+
490
+ var z0: vec4<f32>;
491
+ var z1: vec4<f32>;
492
+
493
+ if (all(lo >= vec3<i32>(0)) && all(vec3<u32>(hi) < step.faces_w.size)) {
494
+ let s0 = vec3<u32>(lo);
495
+ let s1 = vec3<u32>(hi);
496
+
497
+ z0 = vec4<f32>(
498
+ textureLoad(forward_w, s0, 0).r,
499
+ textureLoad(forward_w, vec3<u32>(s1.x, s0.y, s0.z), 0).r,
500
+ textureLoad(forward_w, vec3<u32>(s0.x, s1.y, s0.z), 0).r,
501
+ textureLoad(forward_w, vec3<u32>(s1.x, s1.y, s0.z), 0).r
502
+ );
503
+ z1 = vec4<f32>(
504
+ textureLoad(forward_w, vec3<u32>(s0.x, s0.y, s1.z), 0).r,
505
+ textureLoad(forward_w, vec3<u32>(s1.x, s0.y, s1.z), 0).r,
506
+ textureLoad(forward_w, vec3<u32>(s0.x, s1.y, s1.z), 0).r,
507
+ textureLoad(forward_w, s1, 0).r
508
+ );
509
+ } else {
510
+ z0 = vec4<f32>(
511
+ mac_forward_w(lo),
512
+ mac_forward_w(vec3<i32>(hi.x, lo.y, lo.z)),
513
+ mac_forward_w(vec3<i32>(lo.x, hi.y, lo.z)),
514
+ mac_forward_w(vec3<i32>(hi.x, hi.y, lo.z))
515
+ );
516
+ z1 = vec4<f32>(
517
+ mac_forward_w(vec3<i32>(lo.x, lo.y, hi.z)),
518
+ mac_forward_w(vec3<i32>(hi.x, lo.y, hi.z)),
519
+ mac_forward_w(vec3<i32>(lo.x, hi.y, hi.z)),
520
+ mac_forward_w(hi)
521
+ );
522
+ }
523
+
524
+ return ${TEXTURE3D_TRILINEAR_CORNERS_STRUCT.wgsl_ref}(z0, z1, tap.weight);
525
+ }
526
+ `, [
527
+ TEXTURE3D_TRILINEAR_CORNERS_STRUCT.declaration_chunk,
528
+ chunk_v3_mac_lattice_tap,
529
+ chunk_grid_tile_window,
530
+ chunk_fluid_mac_seam_ghost,
531
+ ]
532
+ );