@woosh/meep-engine 3.57.0 → 3.58.0

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 (1396) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/ecs/component/editors/ColorEditor.js +2 -2
  3. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleEffectDocument.js +2 -5
  5. package/editor/tools/GridPaintTool.js +2 -2
  6. package/editor/view/node-graph/NodeGraphEditorView.d.ts +1 -1
  7. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  8. package/editor/view/node-graph/NodeGraphEditorView.js +2 -2
  9. package/editor/view/node-graph/NodeGraphView.d.ts +0 -1
  10. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  11. package/editor/view/node-graph/NodeGraphView.js +0 -2
  12. package/package.json +1 -1
  13. package/src/core/bvh8/build/NodeProxy.js +2 -2
  14. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +4 -4
  15. package/src/core/bvh8/build/bvh8_build_for_geometry.js +2 -2
  16. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.d.ts +1 -1
  17. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +1 -1
  18. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts +17 -0
  19. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts.map +1 -0
  20. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.js +64 -0
  21. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts +23 -0
  22. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts.map +1 -0
  23. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.js +81 -0
  24. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.d.ts.map +1 -1
  25. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +36 -99
  26. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts +0 -11
  27. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts.map +1 -1
  28. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +15 -20
  29. package/src/core/geom/3d/box/box3_raycast.d.ts +1 -1
  30. package/src/core/geom/3d/box/box3_raycast.js +1 -1
  31. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +1 -1
  32. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +1 -1
  33. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +3 -3
  34. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +3 -3
  35. package/src/core/geom/3d/shape/HeightMapShape3D.js +2 -2
  36. package/src/core/geom/3d/shape/MeshShape3D.d.ts +2 -2
  37. package/src/core/geom/3d/shape/MeshShape3D.js +2 -2
  38. package/src/core/geom/3d/shape/PosedShape3D.js +2 -2
  39. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts +0 -7
  40. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts.map +1 -1
  41. package/src/core/geom/3d/sphere/sphere_matrix4_transform.js +0 -4
  42. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.d.ts +1 -1
  43. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.js +1 -1
  44. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +1 -1
  45. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +1 -1
  46. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts +1 -1
  47. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +1 -1
  48. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.d.ts +1 -1
  49. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.js +1 -1
  50. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +2 -2
  51. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +2 -2
  52. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts +0 -14
  53. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts.map +1 -1
  54. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.js +0 -5
  55. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +151 -151
  56. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +1 -1
  57. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.d.ts +1 -1
  58. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.js +1 -1
  59. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
  60. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +1 -2
  61. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts +0 -8
  62. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts.map +1 -1
  63. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js +25 -36
  64. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts +137 -0
  65. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts.map +1 -0
  66. package/src/core/geom/clipmap/ClipmapCascadePlacement.js +350 -0
  67. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts +16 -0
  68. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts.map +1 -0
  69. package/src/core/geom/polyline/polyline_simplify_by_error.js +52 -0
  70. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +1 -1
  71. package/src/core/geom/vec3/v3_quaternion_apply.js +1 -1
  72. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +2 -2
  73. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +2 -2
  74. package/src/core/geom/vec3/v3_triple_cross.d.ts +1 -1
  75. package/src/core/geom/vec3/v3_triple_cross.js +1 -1
  76. package/src/engine/asset/preloader/AssetPreloader.d.ts +0 -5
  77. package/src/engine/asset/preloader/AssetPreloader.d.ts.map +1 -1
  78. package/src/engine/asset/preloader/AssetPreloader.js +0 -6
  79. package/src/engine/ecs/terrain/tiles/TerrainTile.d.ts.map +1 -1
  80. package/src/engine/ecs/terrain/tiles/TerrainTile.js +25 -12
  81. package/src/engine/graphics/ecs/decal/v2/Decal.d.ts +2 -2
  82. package/src/engine/graphics/ecs/decal/v2/Decal.js +2 -2
  83. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +420 -418
  85. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  86. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +10 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffect.js +3 -3
  88. package/src/engine/graphics/ecs/path/tube/build/makeTubeStream.js +2 -2
  89. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts +12 -0
  90. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts.map +1 -1
  91. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.js +29 -2
  92. package/src/engine/graphics/texture/sprite/prototypeSpriteCutoutGeometry.js +1 -1
  93. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +2 -1
  94. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/ShadedGeometrySystem.js +7 -5
  96. package/src/engine/graphics3/Trail3DSystem.d.ts +1 -1
  97. package/src/engine/graphics3/Trail3DSystem.js +1 -1
  98. package/src/engine/graphics3/WaterSystem.d.ts +60 -0
  99. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  100. package/src/engine/graphics3/WaterSystem.js +733 -300
  101. package/src/engine/graphics3/make_default_environment.d.ts.map +1 -1
  102. package/src/engine/graphics3/make_default_environment.js +2 -4
  103. package/src/engine/graphics3/prefab/prefab_place.js +1 -1
  104. package/src/engine/navigation/mesh/build/clip_soup_against_overhangs.js +628 -628
  105. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  106. package/src/engine/physics/inertia/world_inverse_inertia.js +1 -1
  107. package/src/engine/physics/narrowphase/narrowphase_step.js +1 -1
  108. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts +0 -1
  109. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts.map +1 -1
  110. package/src/engine/sound/simulation/render/reverbImpulseResponse.js +0 -6
  111. package/src/engine/sound/simulation/render/reverb_band_tails.d.ts +1 -1
  112. package/src/engine/sound/simulation/render/reverb_band_tails.js +1 -1
  113. package/src/engine/sound/sopra/runtime/EventInstance.js +1 -1
  114. package/src/generation/foliage/CROWN_FULLNESS_BRIEF_2026_10_26.md +86 -0
  115. package/src/generation/foliage/FOLIAGE_DESIGN.md +87 -30
  116. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +486 -0
  117. package/src/generation/foliage/REAL_TIME_TREES_BRIEF_2026_10_27.md +86 -0
  118. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +346 -0
  119. package/src/generation/foliage/analysis/crown_opacity_measure.d.ts.map +1 -1
  120. package/src/generation/foliage/analysis/crown_opacity_measure.js +80 -102
  121. package/src/generation/foliage/analysis/foliage_measure_leaf_area.d.ts.map +1 -1
  122. package/src/generation/foliage/analysis/foliage_measure_leaf_area.js +1 -7
  123. package/src/generation/foliage/analysis/tree_crown_opacity.js +1 -1
  124. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts +66 -0
  125. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts.map +1 -0
  126. package/src/generation/foliage/analysis/tree_leaf_area_targets.js +95 -0
  127. package/src/generation/foliage/analysis/tree_render_cost.d.ts +88 -0
  128. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -0
  129. package/src/generation/foliage/analysis/tree_render_cost.js +157 -0
  130. package/src/generation/foliage/asset/TreeAsset.d.ts +7 -6
  131. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  132. package/src/generation/foliage/asset/TreeAsset.js +10 -7
  133. package/src/generation/foliage/asset/TreeLODAsset.d.ts +24 -11
  134. package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -1
  135. package/src/generation/foliage/asset/TreeLODAsset.js +49 -20
  136. package/src/generation/foliage/asset/generate_tree.d.ts +11 -0
  137. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  138. package/src/generation/foliage/asset/generate_tree.js +84 -10
  139. package/src/generation/foliage/asset/tree_lod_plan.d.ts +71 -0
  140. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -0
  141. package/src/generation/foliage/asset/tree_lod_plan.js +119 -0
  142. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts +0 -10
  143. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts.map +1 -1
  144. package/src/generation/foliage/config/BranchGeneratorConfig.js +1 -23
  145. package/src/generation/foliage/config/ShootGrowthConfig.d.ts +45 -10
  146. package/src/generation/foliage/config/ShootGrowthConfig.d.ts.map +1 -1
  147. package/src/generation/foliage/config/ShootGrowthConfig.js +70 -16
  148. package/src/generation/foliage/config/ShootSystemRule.d.ts +12 -12
  149. package/src/generation/foliage/config/ShootSystemRule.d.ts.map +1 -1
  150. package/src/generation/foliage/config/ShootSystemRule.js +24 -20
  151. package/src/generation/foliage/config/TreeLODConfig.d.ts +14 -37
  152. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  153. package/src/generation/foliage/config/TreeLODConfig.js +23 -116
  154. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +2 -1
  155. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -1
  156. package/src/generation/foliage/config/TreeSpeciesConfig.js +2 -7
  157. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts +6 -4
  158. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  159. package/src/generation/foliage/material/foliage_atlas_cutout.js +32 -27
  160. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts +13 -0
  161. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts.map +1 -0
  162. package/src/generation/foliage/material/foliage_material_from_samplers.js +69 -0
  163. package/src/generation/foliage/material/foliage_tile.d.ts +19 -0
  164. package/src/generation/foliage/material/foliage_tile.d.ts.map +1 -1
  165. package/src/generation/foliage/material/foliage_tile.js +9 -1
  166. package/src/generation/foliage/material/leaf_geometry.d.ts +7 -0
  167. package/src/generation/foliage/material/leaf_geometry.d.ts.map +1 -1
  168. package/src/generation/foliage/material/leaf_geometry.js +21 -9
  169. package/src/generation/foliage/material/make_foliage_material.d.ts +2 -3
  170. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
  171. package/src/generation/foliage/material/make_foliage_material.js +3 -57
  172. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts +14 -0
  173. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts.map +1 -0
  174. package/src/generation/foliage/material/tree_cluster_atlas_pack.js +28 -0
  175. package/src/generation/foliage/material/tree_cluster_bake.d.ts +74 -0
  176. package/src/generation/foliage/material/tree_cluster_bake.d.ts.map +1 -0
  177. package/src/generation/foliage/material/tree_cluster_bake.js +415 -0
  178. package/src/generation/foliage/material/tree_cluster_press.d.ts +18 -0
  179. package/src/generation/foliage/material/tree_cluster_press.d.ts.map +1 -0
  180. package/src/generation/foliage/material/tree_cluster_press.js +83 -0
  181. package/src/generation/foliage/material/tree_cluster_tiles.d.ts +46 -0
  182. package/src/generation/foliage/material/tree_cluster_tiles.d.ts.map +1 -0
  183. package/src/generation/foliage/material/tree_cluster_tiles.js +75 -0
  184. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +22 -4
  185. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
  186. package/src/generation/foliage/mesh/foliage_collect_attachments.js +26 -14
  187. package/src/generation/foliage/mesh/tree_cluster_cards.d.ts +61 -0
  188. package/src/generation/foliage/mesh/tree_cluster_cards.d.ts.map +1 -0
  189. package/src/generation/foliage/mesh/tree_cluster_cards.js +114 -0
  190. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +121 -0
  191. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -0
  192. package/src/generation/foliage/mesh/tree_cluster_representatives.js +309 -0
  193. package/src/generation/foliage/mesh/tree_clusters.d.ts +71 -0
  194. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -0
  195. package/src/generation/foliage/mesh/tree_clusters.js +174 -0
  196. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  197. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +577 -172
  198. package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts +25 -0
  199. package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts.map +1 -0
  200. package/src/generation/foliage/mesh/tree_mesh_build_clusters.js +144 -0
  201. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +7 -10
  202. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
  203. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +13 -39
  204. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  205. package/src/generation/foliage/presets/make_tree_species_preset.js +80 -208
  206. package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts +5 -2
  207. package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts.map +1 -1
  208. package/src/generation/foliage/skeleton/ShootFrameworkHash.js +13 -8
  209. package/src/generation/foliage/skeleton/ShootGirth.d.ts.map +1 -1
  210. package/src/generation/foliage/skeleton/ShootGirth.js +6 -5
  211. package/src/generation/foliage/skeleton/ShootLightField.d.ts +9 -0
  212. package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
  213. package/src/generation/foliage/skeleton/ShootLightField.js +25 -0
  214. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +89 -0
  215. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -0
  216. package/src/generation/foliage/skeleton/ShootWoodHash.js +195 -0
  217. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +6 -0
  218. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  219. package/src/generation/foliage/skeleton/TreeSkeleton.js +9 -0
  220. package/src/generation/foliage/skeleton/shoot_demography.d.ts +17 -4
  221. package/src/generation/foliage/skeleton/shoot_demography.d.ts.map +1 -1
  222. package/src/generation/foliage/skeleton/shoot_demography.js +22 -6
  223. package/src/generation/foliage/skeleton/shoot_geometry.d.ts +5 -6
  224. package/src/generation/foliage/skeleton/shoot_geometry.d.ts.map +1 -1
  225. package/src/generation/foliage/skeleton/shoot_geometry.js +29 -12
  226. package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts +43 -4
  227. package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts.map +1 -1
  228. package/src/generation/foliage/skeleton/shoot_systems_simulate.js +537 -70
  229. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +30 -5
  230. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -1
  231. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +46 -10
  232. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts +10 -0
  233. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts.map +1 -0
  234. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.js +12 -0
  235. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  236. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +2 -1
  237. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +4 -0
  238. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  239. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +102 -6
  240. package/src/shade/descriptor/binding/BindGroupLayoutEntry.js +6 -6
  241. package/src/shade/descriptor/pipeline/render/ColorTargetState.js +2 -2
  242. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +3 -3
  243. package/src/shade/playground/additive_blending/main.js +529 -529
  244. package/src/shade/playground/avboit/main.js +1 -1
  245. package/src/shade/playground/basis_textures/main.js +365 -365
  246. package/src/shade/playground/caldera/main.js +1 -1
  247. package/src/shade/playground/contact_shadows/main.js +1 -1
  248. package/src/shade/playground/foliage_wind/main.js +289 -289
  249. package/src/shade/playground/mesh_row_ceiling/main.js +1 -1
  250. package/src/shade/playground/particle_ecs/main.js +1 -1
  251. package/src/shade/playground/particle_system/main.js +1 -1
  252. package/src/shade/playground/sh_exponential/main.js +1 -1
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  1362. package/src/engine/graphics3/Trail3DSystem3.d.ts +0 -10
  1363. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +0 -1
  1364. package/src/engine/graphics3/Trail3DSystem3.js +0 -10
  1365. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +0 -10
  1366. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +0 -1
  1367. package/src/engine/graphics3/VolumetricLightMapSystem3.js +0 -10
  1368. package/src/engine/graphics3/WaterSystem3.d.ts +0 -10
  1369. package/src/engine/graphics3/WaterSystem3.d.ts.map +0 -1
  1370. package/src/engine/graphics3/WaterSystem3.js +0 -10
  1371. package/src/engine/network/convertPathToURL.d.ts +0 -2
  1372. package/src/engine/network/convertPathToURL.d.ts.map +0 -1
  1373. package/src/engine/network/convertPathToURL.js +0 -2
  1374. package/src/format/image/png/crc32.d.ts +0 -2
  1375. package/src/format/image/png/crc32.d.ts.map +0 -1
  1376. package/src/format/image/png/crc32.js +0 -7
  1377. package/src/shade/renderer/camera/OrbitalCameraController.d.ts +0 -2
  1378. package/src/shade/renderer/camera/OrbitalCameraController.d.ts.map +0 -1
  1379. package/src/shade/renderer/camera/OrbitalCameraController.js +0 -1
  1380. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.d.ts +0 -16
  1381. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.d.ts.map +0 -1
  1382. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.js +0 -17
  1383. package/src/shade/renderer/geometry/sdf/SDF_BUILD_SETTINGS_STRUCT.js +0 -8
  1384. package/src/shade/renderer/geometry/sdf/SFD_BUILD_WORKGROUP_SIZE.js +0 -1
  1385. package/src/shade/renderer/geometry/sdf/chunk_blas_query_sdf.js +0 -49
  1386. package/src/shade/renderer/geometry/sdf/chunk_blas_query_volume_sign.js +0 -90
  1387. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +0 -126
  1388. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.d.ts +0 -8
  1389. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.d.ts.map +0 -1
  1390. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.js +0 -10
  1391. package/src/shade/renderer/particles/shaders/shader_particle_init_free_list.js +0 -62
  1392. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.js +0 -153
  1393. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.js +0 -75
  1394. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js +0 -32
  1395. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.js +0 -184
  1396. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.js +0 -109
@@ -10,25 +10,36 @@ import { foliage_unit_leaf_count } from "./foliage_unit_cards.js";
10
10
  import { ShootFrameworkHash } from "./ShootFrameworkHash.js";
11
11
  import { ShootGirth } from "./ShootGirth.js";
12
12
  import { ShootLightField } from "./ShootLightField.js";
13
- import { shoot_expected_yield, shoot_sample_unit_length } from "./shoot_demography.js";
14
- import { shoot_locate_on_chain, shoot_normalize3, shoot_outward3, shoot_perpendicular3, shoot_radius } from "./shoot_geometry.js";
13
+ import { ShootWoodHash } from "./ShootWoodHash.js";
14
+ import { shoot_expected_yield, shoot_sample_unit_length, shoot_survival } from "./shoot_demography.js";
15
+ import { shoot_framework_buried, shoot_locate_on_chain, shoot_normalize3, shoot_perpendicular3, shoot_radius } from "./shoot_geometry.js";
15
16
 
16
17
  const GOLDEN_ANGLE = PI2 / (GOLDEN_RATIO * GOLDEN_RATIO);
17
18
 
18
19
  /**
19
- * Room (m) the light field leaves around the framework for the twig systems to grow into; leaf past it shades nothing
20
- * and sees open sky. Chosen.
20
+ * Room (m) the light field leaves around the wood and leaves for the shoots to grow into; a shoot past it sees open
21
+ * sky. The field is rebuilt round the crown when leaves come within half of it of the field's edge, so no leaf falls
22
+ * outside it. Chosen.
21
23
  * @type {number}
22
24
  */
23
25
  const LIGHT_FIELD_MARGIN = 2.0;
24
26
 
27
+ /**
28
+ * Height (m) of the ground, the plane the surface roots creep on (`tree_skeleton_grow`): no shoot grows below it.
29
+ * @type {number}
30
+ */
31
+ const GROUND = 0;
32
+
25
33
  const SCRATCH_P = new Float32Array(3);
26
34
  const SCRATCH_T = new Float32Array(3);
27
35
  const SCRATCH_R = new Float64Array(3);
28
36
  const SCRATCH_O = new Float64Array(3);
29
37
  const SCRATCH_H = new Float64Array(3);
38
+ const SCRATCH_C = new Float64Array(3);
30
39
  const SCRATCH_A = new Float64Array(3);
31
40
  const SCRATCH_B = new Float64Array(3);
41
+ const SCRATCH_BOX = new Float64Array(6);
42
+ const SCRATCH_REACH = new Float64Array(1);
32
43
 
33
44
  /**
34
45
  * @typedef {Object} ShootCarrier
@@ -43,6 +54,7 @@ const SCRATCH_B = new Float64Array(3);
43
54
  * @property {number} first_season season its oldest unit grew in
44
55
  * @property {Float64Array} [carrier_area] pipe area of what grows on each unit, after the simulation
45
56
  * @property {Float64Array} [carrier_demand] radius each unit needs where its laterals join, after the simulation
57
+ * @property {boolean} [dead] its parent's wood has grown over it, and it and its twigs died
46
58
  */
47
59
 
48
60
  /**
@@ -61,6 +73,11 @@ const SCRATCH_B = new Float64Array(3);
61
73
  * @property {number[]} points world position of each unit boundary, `(units + 1) * 3`
62
74
  * @property {number[]} radii radius (m) of the wood at each unit boundary, `units + 1`
63
75
  * @property {number} anchor_edge carrier segment a first-order axis grows from, else -1
76
+ * @property {boolean} extends the carrier's own extension past its framework tip, written onto the carrier
77
+ */
78
+
79
+ /**
80
+ * @typedef {ShootAxis & {alive: boolean, birth: number, heading: number[], aim: number[], taken: Array<number[]|null>, exempt_branch: number, exempt_family: number, stem: boolean, vigour: number, birth_radius: number}} ShootAxisState
64
81
  */
65
82
 
66
83
  /**
@@ -68,16 +85,22 @@ const SCRATCH_B = new Float64Array(3);
68
85
  * for `seasons` seasons: the tree's age, so every unit of every carrier has had the time since it grew to grow its
69
86
  * twigs.
70
87
  *
88
+ * No shoot grows into the ground, through older framework wood, or through older shoot wood (`ShootWoodHash`) it does
89
+ * not join: any of them is a blocked bud.
90
+ *
71
91
  * Each season:
72
92
  * 1. **Light.** The leaves alive last season are put in a {@link ShootLightField}, and each shoot reads the relative
73
93
  * irradiance where it grows.
74
- * 2. **Extension.** Every living long axis grows a terminal unit, bent from its last by the generator's phototropism,
75
- * gravitropism and zigzag, `terminal_length + terminal_length_slope *` its last unit long on average.
94
+ * 2. **Extension.** Every living long axis grows a terminal unit, `terminal_length + terminal_length_slope *` its last
95
+ * unit long on average. The axis's course turns by the generator's phototropism (towards where the light field grows
96
+ * brighter) and gravitropism, and a lateral's by its plagiotropism and straightness; the unit is kinked off that
97
+ * course by the generator's zigzag.
76
98
  * 3. **Short shoots** live on at `short_shoot_survival`, less in light too dim for a shoot to replace itself.
77
99
  * 4. **Buds.** Last season's units burst their buds: by zone and mother order, a `long` share grow long shoots and a
78
100
  * `short` share short shoots. A `sylleptic` share of this season's units' buds grow at once.
79
- * 5. **Shedding.** A new shoot in relative light `Q` survives at `p = net_yield(Q) / yield`. That is the species'
80
- * net shoots per shoot at that light, over the gross new shoots its mother makes. Of a season's new shoots the
101
+ * 5. **Shedding.** A new shoot in relative light `Q` survives at `p = net_yield(Q, yield) / yield`: the species'
102
+ * net shoots per shoot at that light, over the gross new shoots its mother makes from the unit it grew on
103
+ * (`shoot_expected_yield`). In full light that is 1: every shoot the buds grow is kept, and only shade sheds. Of a season's new shoots the
81
104
  * sum of their `p` survive, with a carried-over remainder so the count is exact on average. They are ranked by
82
105
  * `log p` plus the rank of oak's shedding: the highest orders, the youngest axes and the shortest shoots go first
83
106
  * (Buck-Sorlin & Bell 1998, Bot. J. Linn. Soc. 127: 371-391, p. 388). So the shaded go before the lit, and among
@@ -85,6 +108,14 @@ const SCRATCH_B = new Float64Array(3);
85
108
  * everything on it, as oak sheds only at an axis's base (p. 388). So a branch in deep shade, whose terminals are
86
109
  * shed, dies.
87
110
  *
111
+ * A carrier whose last annual unit grew before the last season grows on from its tip as an axis of its own order and
112
+ * generator, its extension: a tree older than its framework took to grow. The extension of the tree's first branch, the
113
+ * stem, grows each year by `ShootGrowthConfig.leader_unit` at the height its tip has reached, not by its unit before.
114
+ *
115
+ * Apical control shares the light out (`ShootGrowthConfig.apical_control`, {@link apical_vigour}): each season every
116
+ * new unit's mean length is scaled by its axis's vigour, and a new lateral's by its mother's. The stem keeps its
117
+ * height-driven leader.
118
+ *
88
119
  * The wood thickens season by season with what it carries (`ShootGirth`): twigs, carriers, and the framework above
89
120
  * them. A shoot whose path would run into framework wood as thick as it is that season is a blocked bud and does not
90
121
  * grow; its mother's junction is the one exception. A blocked terminal leaves its axis without a unit that season. A
@@ -105,7 +136,6 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
105
136
  const girth = new ShootGirth(skeleton, carriers, skeleton.branch_count, species.crown.pipe_model_exponent);
106
137
  let framework = new ShootFrameworkHash(skeleton, framework_segments);
107
138
  const leaf_survival = species.foliage.leaf_survival;
108
- const yields = carriers.map(c => shoot_expected_yield(c.rule));
109
139
 
110
140
  // Leaf area of one leaf, as the cards draw it
111
141
  const leafy = new Map();
@@ -119,15 +149,142 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
119
149
  leaf_area_each = foliage_card_leaf_area(layout, species.foliage.card_type, coverage, 1.0) / layout.leaves_per_card;
120
150
  }
121
151
 
122
- const field = make_light_field(skeleton, growth.light_cell);
152
+ const bounds = framework_bounds(skeleton);
153
+ let field = make_light_field(bounds, growth.light_cell);
123
154
 
124
- /** @type {Array<ShootAxis & {alive: boolean, birth: number, heading: number[], taken: Array<number[]|null>, exempt_branch: number, key: number}>} */
155
+ /** @type {ShootAxisState[]} */
125
156
  const axes = [];
126
157
  /** buds spent on sylleptic shoots per carrier unit, by zone */
127
158
  const carrier_taken = carriers.map(c => new Array(c.units.length).fill(null));
159
+ // the shoots' own wood, every unit once it has grown
160
+ const wood = new ShootWoodHash(axes);
161
+ // the shoot a query is for: its mother (-1 for a carrier), the unit it grows from, its carrier, itself (-1 before it
162
+ // exists), its unit being tested and that unit's radius
163
+ let probe_parent = -1, probe_parent_unit = 0, probe_system = 0, probe_self = -1, probe_unit = 0;
164
+ // the probe unit's radii at its ends, and where along it the capsule tested starts
165
+ let probe_r0 = 0, probe_r1 = 0, probe_s0 = 0;
166
+ /**
167
+ * Whether unit `k` of lateral `child` (-1 for one not grown yet, at its junction) is in its crotch: it starts inside
168
+ * its mother's wood where it grew, however far her girth carries it: nearer the axis of her unit there, or of the
169
+ * one either side, than her radius. With `k` past the last unit, whether its tip is.
170
+ */
171
+ const in_crotch = (child, k) => {
172
+ if (child < 0 || k === 0) return true;
173
+ return wood_reach(child, k) < 0;
174
+ };
175
+ /**
176
+ * How far point `k` of lateral `child` lies outside its mother's wood where it grew, on her unit there or the one
177
+ * either side (negative inside), into `reach_distance` its distance from her axis.
178
+ */
179
+ let reach_distance = 0;
180
+ const wood_reach = (child, k) => {
181
+ const axis = axes[child];
182
+ const p = axis.points;
183
+ const q = k * 3;
184
+ let best = Infinity;
185
+ if (axis.parent >= 0) {
186
+ const mother = axes[axis.parent];
187
+ const m = mother.points;
188
+ for (let j = Math.max(0, axis.parent_unit - 1); j <= Math.min(mother.units.length - 1, axis.parent_unit + 1); j++) {
189
+ const a = j * 3;
190
+ const out = outside_wood(p, q, m[a], m[a + 1], m[a + 2], m[a + 3], m[a + 4], m[a + 5],
191
+ ShootWoodHash.radius_at(mother, j, 0), ShootWoodHash.radius_at(mother, j, 1));
192
+ if (out < best) {
193
+ best = out;
194
+ reach_distance = SCRATCH_REACH[0];
195
+ }
196
+ }
197
+ return best;
198
+ }
199
+ const edges = carriers[axis.system].edges;
200
+ const at = edges.indexOf(axis.anchor_edge);
201
+ for (let j = Math.max(0, at - 1); j <= Math.min(edges.length - 1, at + 1); j++) {
202
+ const v0 = skeleton.segment_v0(edges[j]), v1 = skeleton.segment_v1(edges[j]);
203
+ skeleton.node_read_position(SCRATCH_P, 0, v0);
204
+ skeleton.node_read_position(SCRATCH_T, 0, v1);
205
+ const out = outside_wood(p, q, SCRATCH_P[0], SCRATCH_P[1], SCRATCH_P[2], SCRATCH_T[0], SCRATCH_T[1], SCRATCH_T[2],
206
+ skeleton.node_read_radius(v0), skeleton.node_read_radius(v1));
207
+ if (out < best) {
208
+ best = out;
209
+ reach_distance = SCRATCH_REACH[0];
210
+ }
211
+ }
212
+ return best;
213
+ };
214
+ /**
215
+ * Whether unit `k` of axis `m` is one wood with the probe's unit where they join: the same axis; a mother, either
216
+ * side of where her lateral grew and anywhere over its crotch; a grandmother where it grew at its mother's base; a
217
+ * carrier's extension, which is the carrier, and the carrier's laterals by the tip it grew from. Shoots from the same
218
+ * node share only their collar, which the first unit's test leaves out ({@link collar_start}).
219
+ */
220
+ const joined = (m, k) => {
221
+ if (m === probe_self) return true;
222
+ const other = axes[m];
223
+ // the other is the probe's mother or grandmother
224
+ if (m === probe_parent) return Math.abs(k - probe_parent_unit) <= 1 || in_crotch(probe_self, probe_unit);
225
+ if (probe_parent >= 0 && probe_parent_unit <= 1 && axes[probe_parent].parent === m) {
226
+ return Math.abs(k - axes[probe_parent].parent_unit) <= 1;
227
+ }
228
+ // the probe is the other's mother or grandmother
229
+ if (probe_self >= 0 && other.parent === probe_self) return Math.abs(probe_unit - other.parent_unit) <= 1 || in_crotch(m, k);
230
+ if (probe_self >= 0 && other.parent >= 0 && other.parent_unit <= 1 && axes[other.parent].parent === probe_self) {
231
+ return Math.abs(probe_unit - axes[other.parent].parent_unit) <= 1;
232
+ }
233
+ // a carrier's extension and the carrier's laterals by its tip
234
+ if (probe_parent < 0 && other.parent < 0 && other.system === probe_system) {
235
+ if (other.extends) return k <= 1 && probe_parent_unit >= other.parent_unit - 1;
236
+ if (probe_self >= 0 && axes[probe_self].extends) return probe_unit <= 1 && other.parent_unit >= probe_parent_unit - 1;
237
+ }
238
+ return false;
239
+ };
240
+ /**
241
+ * Where along its first unit, `len` long, a lateral leaves the collar it shares with its siblings: out of its
242
+ * mother's wood, `mother_radius` thick, and at least half way.
243
+ * @param {number} len
244
+ * @param {number} mother_radius
245
+ * @returns {number}
246
+ */
247
+ const collar_start = (len, mother_radius) => Math.max(0.5, Math.min(1, mother_radius / Math.max(1e-9, len)));
248
+ /** Radius (m) of the wood lateral `axis` grew from, where it grew */
249
+ const junction_radius = (axis) => {
250
+ if (axis.parent >= 0) {
251
+ const mother = axes[axis.parent];
252
+ return Math.max(ShootWoodHash.radius_at(mother, axis.parent_unit, 0), ShootWoodHash.radius_at(mother, axis.parent_unit, 1));
253
+ }
254
+ const e = axis.anchor_edge;
255
+ return Math.max(skeleton.node_read_radius(skeleton.segment_v0(e)), skeleton.node_read_radius(skeleton.segment_v1(e)));
256
+ };
257
+ /** Whether axis `m` grew from the probe's node or the next: their first units share a collar */
258
+ const sibling = (m) => {
259
+ const other = axes[m];
260
+ return other.parent === probe_parent && (probe_parent >= 0 || other.system === probe_system)
261
+ && Math.abs(other.parent_unit - probe_parent_unit) <= 1;
262
+ };
263
+ /** Wood the probe's whole unit is tested against, and its siblings' first units only out of its collar */
264
+ const skip_joined = (m, k) => joined(m, k) || (k === 0 && sibling(m));
265
+ const skip_joined_out_of_collar = (m, k) => joined(m, k);
266
+ /**
267
+ * Wood has grown into the probe's unit, whose line it holds, if they are not joined and, where they meet, it is
268
+ * thicker than the probe, or as thick and older
269
+ */
270
+ const thinner = (m, r, s) => {
271
+ const at = probe_s0 + (1 - probe_s0) * s;
272
+ const own = probe_r0 + (probe_r1 - probe_r0) * at;
273
+ return r < own || (r === own && m > probe_self);
274
+ };
275
+ const skip_engulf = (m, k, r, s) => joined(m, k) || (k === 0 && sibling(m)) || thinner(m, r, s);
276
+ const skip_engulf_out_of_collar = (m, k, r, s) => joined(m, k) || thinner(m, r, s);
277
+
278
+ /** vigour per unit of light of each carrier's base, relative to the most vigorous shoot's */
279
+ const carrier_vigour = new Float64Array(carriers.length).fill(1);
128
280
  let remainder = 0.5;
129
281
 
130
- const survival_at = (light, system) => clamp(growth.net_yield(light) / yields[system], 0, 1);
282
+ /**
283
+ * A new shoot's chance in `light`: the net shoots a shoot leaves, over the gross new shoots its mother makes, a unit
284
+ * of `mother_order` `mother_length` metres long; 1 in full light
285
+ */
286
+ const survival_at = (light, system, mother_order, mother_length) =>
287
+ shoot_survival(growth, light, shoot_expected_yield(carriers[system].rule, mother_order, mother_length));
131
288
 
132
289
  /**
133
290
  * Where a bud on unit `k` of a mother sits, and the mother's tangent there, into SCRATCH_P / SCRATCH_T.
@@ -153,16 +310,22 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
153
310
 
154
311
  /**
155
312
  * A lateral from bud `node` at `u` on unit `k` of `mother` (`-1` for the carrier), or -1 when the bud cannot grow:
156
- * knocked out on a plagiotropic mother, or blocked by framework wood.
313
+ * its generator bears no leaves (no foliage rule), or no bud round its node clears a plagiotropic mother's ventral
314
+ * cone, the ground, and older wood.
157
315
  */
158
316
  const spawn = (system, mother, k, u, node, order, mean_length, short, season, candidates) => {
159
317
  const c = carriers[system];
160
318
  const rule = c.rule;
319
+ // a shoot pays for its offspring with its leaves: one of a generator that bears none yields nothing
320
+ const generator = short ? rule.short_target : shoot_order_value(rule.target, order - 1);
321
+ if (!leafy.has(generator)) return -1;
161
322
  const located = bud_site(system, mother, k, u);
162
323
  const px = SCRATCH_P[0], py = SCRATCH_P[1], pz = SCRATCH_P[2];
163
324
  const mtx = SCRATCH_T[0], mty = SCRATCH_T[1], mtz = SCRATCH_T[2];
164
325
  const mother_phase = mother < 0 ? skeleton.branch_phase_hash[c.carrier] : axes[mother].phase;
165
326
  const mother_generator = mother < 0 ? rule.source : axes[mother].generator;
327
+ // a trunk is upright: it has no horizontal plane to fan its buds into, so no ventral knockout
328
+ const mother_trunk = mother < 0 ? skeleton.branch_parent[c.carrier] < 0 : axes[mother].stem;
166
329
 
167
330
  // radial direction at the bud: a frame around the mother's tangent turned by the leaf spiral
168
331
  shoot_perpendicular3(SCRATCH_R, mtx, mty, mtz);
@@ -172,57 +335,73 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
172
335
  const sz0 = mtx * ry0 - mty * rx0;
173
336
  const ins = shoot_order_value(rule.insertion_angle, order - 1) * (0.85 + 0.3 * rng());
174
337
  const cos_i = Math.cos(ins), sin_i = Math.sin(ins);
175
- // a plagiotropic mother breaks no bud into the downward cone (its ventral knockout): the bud turns by the golden
176
- // angle until it clears it, or does not break
177
- const plagio = species.branches[mother_generator].plagiotropism;
338
+ const vigour = mother < 0 ? carrier_vigour[system] : axes[mother].vigour;
339
+ const len = short ? rule.short_shoot_growth : shoot_sample_unit_length(rng, mean_length * vigour, order, rule);
340
+ const radius = shoot_radius(len, 0);
341
+ const exempt_branch = mother < 0 ? c.carrier : -1;
342
+ const exempt_edge = located !== null ? located.edge : -1;
343
+ probe_parent = mother;
344
+ probe_parent_unit = k;
345
+ probe_system = system;
346
+ probe_self = -1;
347
+ probe_unit = 0;
348
+ const mother_radius = located !== null
349
+ ? Math.max(skeleton.node_read_radius(skeleton.segment_v0(located.edge)), skeleton.node_read_radius(skeleton.segment_v1(located.edge)))
350
+ : Math.max(ShootWoodHash.radius_at(axes[mother], k, 0), ShootWoodHash.radius_at(axes[mother], k, 1));
351
+ const collar = collar_start(len, mother_radius) * len;
352
+ // a bud breaks where there is room: not into a plagiotropic mother's downward cone (its ventral knockout), the
353
+ // ground, or wood that was there first, its own junction aside. Blocked, it turns by the golden angle round its
354
+ // node to where the next bud would be, or does not break
355
+ const plagio = mother_trunk ? 0 : species.branches[mother_generator].plagiotropism;
178
356
  const ventral_cos = plagio > 0 ? Math.cos(plagio * Math.PI * 0.5) : Infinity;
179
357
  let phi = phyllotaxis_sample_angle(rule.phyllotaxis_mode, node, 1, mother_phase * PI2) + (rng() - 0.5) * 0.4;
180
- let tx = 0, ty = 0, tz = 0;
181
358
  let cleared = false;
182
359
  for (let attempt = 0; attempt < 5 && !cleared; attempt++, phi += GOLDEN_ANGLE) {
183
360
  const drx = Math.cos(phi) * rx0 + Math.sin(phi) * sx0;
184
361
  const dry = Math.cos(phi) * ry0 + Math.sin(phi) * sy0;
185
362
  const drz = Math.cos(phi) * rz0 + Math.sin(phi) * sz0;
186
- tx = cos_i * mtx + sin_i * drx;
187
- ty = cos_i * mty + sin_i * dry;
188
- tz = cos_i * mtz + sin_i * drz;
189
- cleared = -ty / Math.max(1e-9, Math.hypot(tx, ty, tz)) <= ventral_cos;
363
+ shoot_normalize3(SCRATCH_H, cos_i * mtx + sin_i * drx, cos_i * mty + sin_i * dry, cos_i * mtz + sin_i * drz);
364
+ if (-SCRATCH_H[1] > ventral_cos) continue;
365
+ SCRATCH_B[0] = px + SCRATCH_H[0] * len;
366
+ SCRATCH_B[1] = py + SCRATCH_H[1] * len;
367
+ SCRATCH_B[2] = pz + SCRATCH_H[2] * len;
368
+ SCRATCH_A[0] = px;
369
+ SCRATCH_A[1] = py;
370
+ SCRATCH_A[2] = pz;
371
+ if (SCRATCH_B[1] < GROUND || framework.hits(SCRATCH_A, SCRATCH_B, radius, exempt_branch, exempt_edge)) continue;
372
+ if (wood.hits(SCRATCH_A, SCRATCH_B, radius, 0, skip_joined) >= 0) continue;
373
+ SCRATCH_A[0] = px + SCRATCH_H[0] * collar;
374
+ SCRATCH_A[1] = py + SCRATCH_H[1] * collar;
375
+ SCRATCH_A[2] = pz + SCRATCH_H[2] * collar;
376
+ cleared = wood.hits(SCRATCH_A, SCRATCH_B, radius, 0, skip_joined_out_of_collar) < 0;
190
377
  }
191
378
  if (!cleared) return -1;
192
- shoot_normalize3(SCRATCH_H, tx, ty, tz);
193
-
194
- const len = short ? rule.short_shoot_growth : shoot_sample_unit_length(rng, mean_length, order, rule);
195
- SCRATCH_A[0] = px;
196
- SCRATCH_A[1] = py;
197
- SCRATCH_A[2] = pz;
198
- SCRATCH_B[0] = px + SCRATCH_H[0] * len;
199
- SCRATCH_B[1] = py + SCRATCH_H[1] * len;
200
- SCRATCH_B[2] = pz + SCRATCH_H[2] * len;
201
- const exempt_branch = mother < 0 ? c.carrier : -1;
202
- const exempt_edge = located !== null ? located.edge : -1;
203
- // a shoot does not grow through wood that was there first, its own junction aside
204
- if (framework.hits(SCRATCH_A, SCRATCH_B, shoot_radius(len, 0), exempt_branch, exempt_edge)) return -1;
205
379
 
206
380
  const light = field.irradiance_at(px, py, pz);
207
381
  axes.push({
208
382
  system, parent: mother, parent_unit: k, u, node, order, short,
209
- generator: short ? rule.short_target : rule.target,
383
+ generator,
210
384
  phase: rng(),
211
385
  units: [len],
212
386
  unit_seasons: [season],
213
387
  points: [px, py, pz, SCRATCH_B[0], SCRATCH_B[1], SCRATCH_B[2]],
214
388
  radii: [],
215
389
  anchor_edge: located !== null ? located.edge : -1,
390
+ extends: false,
216
391
  exempt_branch,
392
+ exempt_family: -1,
393
+ stem: false,
394
+ vigour,
395
+ birth_radius: mother_radius,
217
396
  heading: [SCRATCH_H[0], SCRATCH_H[1], SCRATCH_H[2]],
397
+ aim: [SCRATCH_H[0], SCRATCH_H[1], SCRATCH_H[2]],
218
398
  taken: [null],
219
399
  birth: season,
220
- alive: true,
221
- key: 0
400
+ alive: true
222
401
  });
223
402
  const m = axes.length - 1;
224
403
  if (!short) {
225
- const p = survival_at(light, system);
404
+ const p = survival_at(light, system, order - 1, mother < 0 ? c.units[k] : axes[mother].units[k]);
226
405
  candidates.push({ axis: m, p, key: shed_rank(p, order, len, 0, rule, rng) });
227
406
  axes[m].taken[0] = sylleptic(system, m, 0, len, order, season, candidates);
228
407
  }
@@ -289,7 +468,12 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
289
468
 
290
469
  for (let season = 0; season < seasons; season++) {
291
470
  // 1. Light from last season's leaves
471
+ crown_frame(skeleton, carriers, axes);
292
472
  if (season > 0) {
473
+ crown_bounds(bounds, carriers, axes);
474
+ if (!field_holds(field, bounds)) {
475
+ field = make_light_field(bounds, growth.light_cell);
476
+ }
293
477
  field.clear();
294
478
  deposit_leaves(field, species, carriers, axes, season - 1, leafy, leaf_area_each, leaf_survival);
295
479
  field.solve(growth.leaf_clumping);
@@ -298,6 +482,17 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
298
482
  /** @type {Array<{axis: number, p: number, key: number}>} key: the shedding rank, the highest kept */
299
483
  const candidates = [];
300
484
 
485
+ // a carrier whose last unit grew last season grows on from its tip from now
486
+ for (let s = 0; s < carriers.length; s++) {
487
+ const c = carriers[s];
488
+ if (!c.dead && season === c.first_season + c.units.length) {
489
+ axes.push(carrier_extension(skeleton, c, s, season));
490
+ }
491
+ }
492
+
493
+ // the light the shoots receive flows down and back up: each axis's vigour
494
+ apical_vigour(axes, carriers, field, growth.apical_control, carrier_vigour);
495
+
301
496
  // 2. Every living long axis extends by a terminal unit, a candidate for shedding with its whole axis
302
497
  const extended = [];
303
498
  const count_before = axes.length;
@@ -310,17 +505,33 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
310
505
  const pts = axis.points;
311
506
  const tip = n * 3;
312
507
  const light = field.irradiance_at(pts[tip], pts[tip + 1], pts[tip + 2]);
313
- shoot_outward3(SCRATCH_O, skeleton, pts[tip], pts[tip + 1], pts[tip + 2]);
508
+ const c = carriers[axis.system];
509
+ field.gradient_at(SCRATCH_O, pts[tip], pts[tip + 1], pts[tip + 2]);
510
+ // the axis's course turns by its tropisms; a lateral's also towards the horizontal by its plagiotropism and back
511
+ // towards its bud's heading by its straightness, as the graph's spines do (a trunk takes neither). The
512
+ // internode's zigzag kinks this unit off the course, not the course
314
513
  const zig = cfg.internode_zigzag;
315
514
  const h = axis.heading;
515
+ const aim = axis.aim;
516
+ const plagio = axis.stem ? 0 : cfg.plagiotropism;
517
+ const straight = axis.stem ? 0 : cfg.straightness;
518
+ shoot_normalize3(
519
+ SCRATCH_C,
520
+ h[0] + cfg.phototropism * 0.5 * SCRATCH_O[0] + straight * 0.5 * (aim[0] - h[0]),
521
+ h[1] + cfg.phototropism * 0.5 * SCRATCH_O[1] - cfg.gravitropism * 0.5 - plagio * 0.5 * h[1] + straight * 0.5 * (aim[1] - h[1]),
522
+ h[2] + cfg.phototropism * 0.5 * SCRATCH_O[2] + straight * 0.5 * (aim[2] - h[2])
523
+ );
316
524
  shoot_normalize3(
317
525
  SCRATCH_H,
318
- h[0] + cfg.phototropism * 0.5 * SCRATCH_O[0] + (rng() * 2 - 1) * zig,
319
- h[1] + cfg.phototropism * 0.5 * SCRATCH_O[1] - cfg.gravitropism * 0.5 + (rng() * 2 - 1) * zig,
320
- h[2] + cfg.phototropism * 0.5 * SCRATCH_O[2] + (rng() * 2 - 1) * zig
526
+ SCRATCH_C[0] + (rng() * 2 - 1) * zig,
527
+ SCRATCH_C[1] + (rng() * 2 - 1) * zig,
528
+ SCRATCH_C[2] + (rng() * 2 - 1) * zig
321
529
  );
322
- const prev = axis.units[n - 1];
323
- const mean = shoot_order_value(rule.terminal_length, axis.order) + shoot_order_value(rule.terminal_length_slope, axis.order) * prev;
530
+ const prev = n > 0 ? axis.units[n - 1] : c.units[c.units.length - 1];
531
+ // the stem grows as fast as the tree's height lets it; every other axis by its unit before
532
+ const mean = axis.stem
533
+ ? growth.leader_unit(pts[tip + 1])
534
+ : axis.vigour * (shoot_order_value(rule.terminal_length, axis.order) + shoot_order_value(rule.terminal_length_slope, axis.order) * prev);
324
535
  const len = shoot_sample_unit_length(rng, mean, axis.order, rule);
325
536
  SCRATCH_A[0] = pts[tip];
326
537
  SCRATCH_A[1] = pts[tip + 1];
@@ -328,15 +539,21 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
328
539
  SCRATCH_B[0] = pts[tip] + SCRATCH_H[0] * len;
329
540
  SCRATCH_B[1] = pts[tip + 1] + SCRATCH_H[1] * len;
330
541
  SCRATCH_B[2] = pts[tip + 2] + SCRATCH_H[2] * len;
331
- if (framework.hits(SCRATCH_A, SCRATCH_B, shoot_radius(len, 0), axis.exempt_branch, axis.anchor_edge)) continue;
542
+ if (SCRATCH_B[1] < GROUND || framework.hits(SCRATCH_A, SCRATCH_B, shoot_radius(len, 0), axis.exempt_branch, axis.anchor_edge, axis.exempt_family)) continue;
543
+ probe_parent = axis.parent;
544
+ probe_parent_unit = axis.parent_unit;
545
+ probe_system = axis.system;
546
+ probe_self = m;
547
+ probe_unit = n;
548
+ if (wood.hits(SCRATCH_A, SCRATCH_B, shoot_radius(len, 0), 0, skip_joined_out_of_collar) >= 0) continue;
332
549
  axis.units.push(len);
333
550
  axis.unit_seasons.push(season);
334
551
  axis.taken.push(null);
335
552
  pts.push(SCRATCH_B[0], SCRATCH_B[1], SCRATCH_B[2]);
336
- h[0] = SCRATCH_H[0];
337
- h[1] = SCRATCH_H[1];
338
- h[2] = SCRATCH_H[2];
339
- const p_ext = survival_at(light, axis.system);
553
+ h[0] = SCRATCH_C[0];
554
+ h[1] = SCRATCH_C[1];
555
+ h[2] = SCRATCH_C[2];
556
+ const p_ext = survival_at(light, axis.system, axis.order, prev);
340
557
  candidates.push({ axis: m, p: p_ext, key: shed_rank(p_ext, axis.order, len, season - axis.birth, rule, rng) });
341
558
  extended.push(m);
342
559
  }
@@ -349,7 +566,10 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
349
566
  const pts = axis.points;
350
567
  const tip = axis.units.length * 3;
351
568
  const light = field.irradiance_at(pts[tip], pts[tip + 1], pts[tip + 2]);
352
- if (rng() < rule.short_shoot_survival * Math.min(1, growth.net_yield(light))) {
569
+ // a shoot that cannot replace itself, below the compensation light, dies the more the darker
570
+ const mother_unit = axis.parent < 0 ? carriers[axis.system].units[axis.parent_unit] : axes[axis.parent].units[axis.parent_unit];
571
+ const gross = shoot_expected_yield(rule, axis.order - 1, mother_unit);
572
+ if (rng() < rule.short_shoot_survival * Math.min(1, growth.net_yield(light, gross))) {
353
573
  const g = rule.short_shoot_growth;
354
574
  axis.units.push(g);
355
575
  axis.unit_seasons.push(season);
@@ -363,7 +583,7 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
363
583
  for (let s = 0; s < carriers.length; s++) {
364
584
  const c = carriers[s];
365
585
  const k = season - 1 - c.first_season;
366
- if (k >= 0 && k < c.units.length) {
586
+ if (!c.dead && k >= 0 && k < c.units.length) {
367
587
  burst(s, -1, k, c.units[k], c.rule.carrier_order, carrier_taken[s][k], season, candidates);
368
588
  }
369
589
  }
@@ -380,7 +600,7 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
380
600
  for (let s = 0; s < carriers.length; s++) {
381
601
  const c = carriers[s];
382
602
  const k = season - c.first_season;
383
- if (k >= 0 && k < c.units.length) {
603
+ if (!c.dead && k >= 0 && k < c.units.length) {
384
604
  carrier_taken[s][k] = sylleptic(s, -1, k, c.units[k], c.rule.carrier_order, season, candidates);
385
605
  }
386
606
  }
@@ -403,18 +623,37 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
403
623
  // a dead mother takes everything on it; mothers come first
404
624
  cascade(axes);
405
625
 
406
- // 7. The wood thickens with what it now carries, and what it has grown into dies
626
+ // 7. The wood thickens with what it now carries, and what it has grown into dies: framework wood, or shoot wood
627
+ // thicker than it, or as thick and older. This season's units join the shoots' wood
407
628
  girth.update(axes, season);
408
629
  framework = new ShootFrameworkHash(skeleton, framework_segments);
630
+ // a carrier its parent's thickening wood has grown over dies, with its twigs
631
+ for (const c of carriers) {
632
+ if (!c.dead && shoot_framework_buried(skeleton, c.carrier)) c.dead = true;
633
+ }
634
+ for (let m = 0; m < axes.length; m++) {
635
+ const axis = axes[m];
636
+ if (!axis.alive || axis.short) continue;
637
+ for (let k = 0; k < axis.units.length; k++) {
638
+ if (axis.unit_seasons[k] === season) wood.add(m, k);
639
+ }
640
+ }
641
+ wood.refresh();
409
642
  for (let m = 0; m < axes.length; m++) {
410
643
  const axis = axes[m];
411
644
  if (!axis.alive) continue;
412
- if (axis.parent >= 0 && !axes[axis.parent].alive) {
645
+ if ((axis.parent >= 0 && !axes[axis.parent].alive) || carriers[axis.system].dead) {
413
646
  axis.alive = false;
414
647
  continue;
415
648
  }
416
649
  const pts = axis.points;
417
650
  const r = axis.radii;
651
+ // a lateral whose tip the wood its mother grew since has closed over is buried (one that grew out of wood
652
+ // already there, as on a carrier the generator graph laid at its full girth, is not)
653
+ if (!axis.extends && !axis.short && wood_reach(m, axis.units.length) < 0 && reach_distance >= axis.birth_radius) {
654
+ axis.alive = false;
655
+ continue;
656
+ }
418
657
  for (let k = 0; k < axis.units.length; k++) {
419
658
  SCRATCH_A[0] = pts[k * 3];
420
659
  SCRATCH_A[1] = pts[k * 3 + 1];
@@ -422,10 +661,36 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
422
661
  SCRATCH_B[0] = pts[k * 3 + 3];
423
662
  SCRATCH_B[1] = pts[k * 3 + 4];
424
663
  SCRATCH_B[2] = pts[k * 3 + 5];
425
- if (framework.hits(SCRATCH_A, SCRATCH_B, Math.max(r[k], r[k + 1]), axis.exempt_branch, axis.anchor_edge)) {
664
+ if (framework.hits(SCRATCH_A, SCRATCH_B, Math.max(r[k], r[k + 1]), axis.exempt_branch, axis.anchor_edge, axis.exempt_family)) {
665
+ axis.alive = false;
666
+ break;
667
+ }
668
+ if (axis.short) continue;
669
+ probe_parent = axis.parent;
670
+ probe_parent_unit = axis.parent_unit;
671
+ probe_system = axis.system;
672
+ probe_self = m;
673
+ probe_unit = k;
674
+ probe_r0 = r[k];
675
+ probe_r1 = r[k + 1];
676
+ probe_s0 = 0;
677
+ const thinnest = Math.min(r[k], r[k + 1]);
678
+ // grown into: the unit's line is inside the other wood, not merely its bark against it; a first unit's
679
+ // siblings only out of the collar they share
680
+ if (wood.hits(SCRATCH_A, SCRATCH_B, 0, thinnest, k === 0 ? skip_engulf : skip_engulf_out_of_collar) >= 0) {
426
681
  axis.alive = false;
427
682
  break;
428
683
  }
684
+ if (k === 0 && !axis.extends) {
685
+ probe_s0 = collar_start(axis.units[0], junction_radius(axis));
686
+ SCRATCH_A[0] += (SCRATCH_B[0] - SCRATCH_A[0]) * probe_s0;
687
+ SCRATCH_A[1] += (SCRATCH_B[1] - SCRATCH_A[1]) * probe_s0;
688
+ SCRATCH_A[2] += (SCRATCH_B[2] - SCRATCH_A[2]) * probe_s0;
689
+ if (wood.hits(SCRATCH_A, SCRATCH_B, 0, thinnest, skip_engulf_out_of_collar) >= 0) {
690
+ axis.alive = false;
691
+ break;
692
+ }
693
+ }
429
694
  }
430
695
  }
431
696
  }
@@ -436,7 +701,8 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
436
701
  const living = [];
437
702
  for (let m = 0; m < axes.length; m++) {
438
703
  const axis = axes[m];
439
- if (!axis.alive) continue;
704
+ // an extension blocked since it began has no unit
705
+ if (!axis.alive || axis.units.length === 0) continue;
440
706
  index[m] = living.length;
441
707
  living.push({
442
708
  system: axis.system,
@@ -452,12 +718,163 @@ export function shoot_systems_simulate(skeleton, species, carriers, seasons, rng
452
718
  unit_seasons: axis.unit_seasons,
453
719
  points: axis.points,
454
720
  radii: axis.radii,
455
- anchor_edge: axis.anchor_edge
721
+ anchor_edge: axis.anchor_edge,
722
+ extends: axis.extends
456
723
  });
457
724
  }
458
725
  return living;
459
726
  }
460
727
 
728
+ /**
729
+ * Borchert-Honda allocation of the light the shoots receive (Borchert & Honda 1984, as Palubicki et al. 2009, ACM
730
+ * Trans. Graph. 28(3): 58, use it). Each living axis receives the relative irradiance at its tip; summed down every
731
+ * subtree, each carrier's total flows back up from its base, and at each lateral, base first, the lateral takes
732
+ * `v (1 - λ) Q_l / (λ Q_rest + (1 - λ) Q_l)` of the flow `v`, `Q_l` its subtree's light and `Q_rest` the light of the
733
+ * axis beyond it. What reaches an axis's tip over its own light is its vigour, which is written relative to the most
734
+ * vigorous axis's into `axis.vigour`; a carrier's base receives its subtree's light, vigour 1 before that division.
735
+ * At `λ = 0.5` every vigour is 1.
736
+ *
737
+ * @param {ShootAxisState[]} axes
738
+ * @param {ShootCarrier[]} carriers
739
+ * @param {ShootLightField} field
740
+ * @param {number} lambda
741
+ * @param {Float64Array} carrier_vigour out
742
+ */
743
+ function apical_vigour(axes, carriers, field, lambda, carrier_vigour) {
744
+ const n = axes.length;
745
+ const own = new Float64Array(n);
746
+ const sub = new Float64Array(n);
747
+ const flow = new Float64Array(n);
748
+ /** @type {Array<number[]|undefined>} */
749
+ const children = new Array(n);
750
+ const carrier_children = carriers.map(() => []);
751
+ for (let m = 0; m < n; m++) {
752
+ const axis = axes[m];
753
+ if (!axis.alive) continue;
754
+ const p = axis.points;
755
+ const t = axis.units.length * 3;
756
+ own[m] = field.irradiance_at(p[t], p[t + 1], p[t + 2]);
757
+ if (axis.parent < 0) {
758
+ carrier_children[axis.system].push(m);
759
+ } else if (axes[axis.parent].alive) {
760
+ (children[axis.parent] ??= []).push(m);
761
+ }
762
+ }
763
+ // laterals come after their mother: their light is summed into hers first
764
+ for (let m = n - 1; m >= 0; m--) {
765
+ if (!axes[m].alive) continue;
766
+ sub[m] += own[m];
767
+ const parent = axes[m].parent;
768
+ if (parent >= 0) sub[parent] += sub[m];
769
+ }
770
+ const by_site = (a, b) => (axes[a].parent_unit - axes[b].parent_unit) || (axes[a].u - axes[b].u);
771
+ // shares flow `v` entering an axis of own light `own_light` among its laterals, base first; returns what reaches its tip
772
+ const share = (v, own_light, kids) => {
773
+ kids.sort(by_site);
774
+ let rest = own_light;
775
+ for (let i = 0; i < kids.length; i++) rest += sub[kids[i]];
776
+ for (let i = 0; i < kids.length; i++) {
777
+ const c = kids[i];
778
+ const q = sub[c];
779
+ rest -= q;
780
+ const d = lambda * rest + (1 - lambda) * q;
781
+ const vc = d > 0 ? v * (1 - lambda) * q / d : 0;
782
+ flow[c] = vc;
783
+ v -= vc;
784
+ }
785
+ return v;
786
+ };
787
+ for (let s = 0; s < carriers.length; s++) {
788
+ const kids = carrier_children[s];
789
+ let total = 0;
790
+ for (let i = 0; i < kids.length; i++) total += sub[kids[i]];
791
+ share(total, 0, kids);
792
+ }
793
+ let most = 1;
794
+ for (let m = 0; m < n; m++) {
795
+ const axis = axes[m];
796
+ if (!axis.alive) continue;
797
+ const tip = share(flow[m], own[m], children[m] ?? []);
798
+ axis.vigour = own[m] > 0 ? tip / own[m] : 0;
799
+ if (axis.vigour > most) most = axis.vigour;
800
+ }
801
+ for (let m = 0; m < n; m++) {
802
+ if (axes[m].alive) axes[m].vigour /= most;
803
+ }
804
+ carrier_vigour.fill(1 / most);
805
+ }
806
+
807
+ /**
808
+ * Carrier `c`'s own extension from its tip from `season` on: an axis of the carrier's order and generator, heading
809
+ * along the carrier's tip, with no unit yet. It counts as grown a season before, so it extends with the living axes; it
810
+ * keeps clear of no wood of the carrier or of what the carrier carries in the framework.
811
+ *
812
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
813
+ * @param {ShootCarrier} c
814
+ * @param {number} system
815
+ * @param {number} season
816
+ */
817
+ function carrier_extension(skeleton, c, system, season) {
818
+ const last = c.units.length;
819
+ const edge = c.edges[c.edges.length - 1];
820
+ skeleton.evaluate_segment_tangent(SCRATCH_T, 0, edge, 1);
821
+ shoot_normalize3(SCRATCH_H, SCRATCH_T[0], SCRATCH_T[1], SCRATCH_T[2]);
822
+ return {
823
+ system, parent: -1, parent_unit: last - 1, u: 1, node: 0,
824
+ order: c.rule.carrier_order,
825
+ short: false,
826
+ generator: c.rule.source,
827
+ phase: skeleton.branch_phase_hash[c.carrier],
828
+ units: [],
829
+ unit_seasons: [],
830
+ points: [c.points[last * 3], c.points[last * 3 + 1], c.points[last * 3 + 2]],
831
+ radii: [],
832
+ anchor_edge: edge,
833
+ extends: true,
834
+ exempt_branch: c.carrier,
835
+ exempt_family: c.carrier,
836
+ stem: skeleton.branch_parent[c.carrier] < 0,
837
+ vigour: 1,
838
+ birth_radius: 0,
839
+ heading: [SCRATCH_H[0], SCRATCH_H[1], SCRATCH_H[2]],
840
+ aim: [SCRATCH_H[0], SCRATCH_H[1], SCRATCH_H[2]],
841
+ taken: [],
842
+ birth: season - 1,
843
+ alive: true
844
+ };
845
+ }
846
+
847
+ /**
848
+ * Centres the skeleton's crown frame, which the foliage and the crown's shading read, on the carriers and the living
849
+ * axes, and spans it over them.
850
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
851
+ * @param {ShootCarrier[]} carriers
852
+ * @param {Array<{alive: boolean, points: number[]}>} axes
853
+ */
854
+ function crown_frame(skeleton, carriers, axes) {
855
+ const box = SCRATCH_BOX;
856
+ box[0] = box[1] = box[2] = Infinity;
857
+ box[3] = box[4] = box[5] = -Infinity;
858
+ crown_bounds(box, carriers, axes);
859
+ for (let i = 0; i < 3; i++) {
860
+ skeleton.crown_center[i] = 0.5 * (box[i] + box[i + 3]);
861
+ skeleton.crown_radii[i] = Math.max(0.25, 0.5 * (box[i + 3] - box[i]));
862
+ }
863
+ }
864
+
865
+ /**
866
+ * How far point `q` of `p` lies outside the wood of the segment from `(x0, y0, z0)`, radius `r0`, to `(x1, y1, z1)`,
867
+ * radius `r1` (negative inside); its distance from the segment's axis into `SCRATCH_REACH[0]`.
868
+ * @returns {number}
869
+ */
870
+ function outside_wood(p, q, x0, y0, z0, x1, y1, z1, r0, r1) {
871
+ const dx = x1 - x0, dy = y1 - y0, dz = z1 - z0;
872
+ const t = clamp(((p[q] - x0) * dx + (p[q + 1] - y0) * dy + (p[q + 2] - z0) * dz) / Math.max(1e-12, dx * dx + dy * dy + dz * dz), 0, 1);
873
+ const d = Math.hypot(p[q] - x0 - dx * t, p[q + 1] - y0 - dy * t, p[q + 2] - z0 - dz * t);
874
+ SCRATCH_REACH[0] = d;
875
+ return d - (r0 + (r1 - r0) * t);
876
+ }
877
+
461
878
  /**
462
879
  * Kills every axis whose mother has died; mothers come before their laterals.
463
880
  * @param {Array<{parent: number, alive: boolean}>} axes
@@ -470,26 +887,76 @@ function cascade(axes) {
470
887
  }
471
888
 
472
889
  /**
473
- * A light field over the framework and {@link LIGHT_FIELD_MARGIN} around it.
890
+ * The box `[min x, y, z, max x, y, z]` round the framework's nodes.
474
891
  * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
475
- * @param {number} cell
476
- * @returns {ShootLightField}
892
+ * @returns {Float64Array}
477
893
  */
478
- function make_light_field(skeleton, cell) {
479
- const min = [Infinity, Infinity, Infinity];
480
- const max = [-Infinity, -Infinity, -Infinity];
894
+ function framework_bounds(skeleton) {
895
+ const box = Float64Array.of(Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity);
481
896
  const p = new Float32Array(3);
482
897
  for (let v = 0; v < skeleton.node_count; v++) {
483
898
  skeleton.node_read_position(p, 0, v);
484
- for (let i = 0; i < 3; i++) {
485
- min[i] = Math.min(min[i], p[i]);
486
- max[i] = Math.max(max[i], p[i]);
487
- }
899
+ grow_box(box, p[0], p[1], p[2]);
900
+ }
901
+ return box;
902
+ }
903
+
904
+ /**
905
+ * Grows `box` round every carrier's units and every living axis.
906
+ * @param {Float64Array} box
907
+ * @param {ShootCarrier[]} carriers
908
+ * @param {Array<{alive: boolean, points: number[]}>} axes
909
+ */
910
+ function crown_bounds(box, carriers, axes) {
911
+ for (const c of carriers) {
912
+ for (let i = 0; i < c.points.length; i += 3) grow_box(box, c.points[i], c.points[i + 1], c.points[i + 2]);
488
913
  }
914
+ for (const axis of axes) {
915
+ if (!axis.alive) continue;
916
+ const p = axis.points;
917
+ for (let i = 0; i < p.length; i += 3) grow_box(box, p[i], p[i + 1], p[i + 2]);
918
+ }
919
+ }
920
+
921
+ /**
922
+ * @param {Float64Array} box
923
+ * @param {number} x
924
+ * @param {number} y
925
+ * @param {number} z
926
+ */
927
+ function grow_box(box, x, y, z) {
928
+ box[0] = Math.min(box[0], x);
929
+ box[1] = Math.min(box[1], y);
930
+ box[2] = Math.min(box[2], z);
931
+ box[3] = Math.max(box[3], x);
932
+ box[4] = Math.max(box[4], y);
933
+ box[5] = Math.max(box[5], z);
934
+ }
935
+
936
+ /**
937
+ * Whether `field` still reaches half of {@link LIGHT_FIELD_MARGIN} past `box` all round.
938
+ * @param {ShootLightField} field
939
+ * @param {Float64Array} box
940
+ * @returns {boolean}
941
+ */
942
+ function field_holds(field, box) {
943
+ const half = LIGHT_FIELD_MARGIN * 0.5;
944
+ const n = [field.nx, field.ny, field.nz];
489
945
  for (let i = 0; i < 3; i++) {
490
- min[i] -= LIGHT_FIELD_MARGIN;
491
- max[i] += LIGHT_FIELD_MARGIN;
946
+ if (box[i] - half < field.min[i] || box[i + 3] + half > field.min[i] + n[i] * field.cell) return false;
492
947
  }
948
+ return true;
949
+ }
950
+
951
+ /**
952
+ * A light field over `box` and {@link LIGHT_FIELD_MARGIN} around it.
953
+ * @param {Float64Array} box
954
+ * @param {number} cell
955
+ * @returns {ShootLightField}
956
+ */
957
+ function make_light_field(box, cell) {
958
+ const min = [box[0] - LIGHT_FIELD_MARGIN, box[1] - LIGHT_FIELD_MARGIN, box[2] - LIGHT_FIELD_MARGIN];
959
+ const max = [box[3] + LIGHT_FIELD_MARGIN, box[4] + LIGHT_FIELD_MARGIN, box[5] + LIGHT_FIELD_MARGIN];
493
960
  return new ShootLightField(min, max, cell);
494
961
  }
495
962
 
@@ -548,7 +1015,7 @@ function deposit_leaves(field, species, carriers, axes, season, leafy, leaf_area
548
1015
  * @returns {number}
549
1016
  */
550
1017
  function shed_rank(p, order, length, age, rule, rng) {
551
- return Math.log(Math.max(1e-6, p)) + 1.5 * age - 0.5 * order + Math.log(length / rule.mean_unit_length) + 0.5 * rng();
1018
+ return Math.log(Math.max(1e-6, p)) + 1.5 * age - 0.5 * order + Math.log(length / shoot_order_value(rule.mean_unit_length, order)) + 0.5 * rng();
552
1019
  }
553
1020
 
554
1021
  /**