@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
@@ -13,14 +13,27 @@
13
13
  * - a joint rotates its whole span about its own pivot, so a bend `theta` at a distance `x` along the span lands
14
14
  * `theta * x` off, and a new joint starts where that error would pass the tolerance.
15
15
  *
16
- * The tolerance is `species.wind.deflection_tolerance`, a distance in metres. So stiff or bare wood takes few joints,
17
- * slender leafy wood many, and a tall tree, whose bends move more, more than a small one. Node 0, the trunk
16
+ * The tolerance is `species.wind.deflection_tolerance`, a distance in metres, unless `options.tolerance` gives
17
+ * another. So stiff or bare wood takes few joints, slender leafy wood many, and a tall tree, whose bends move more,
18
+ * more than a small one.
19
+ *
20
+ * An LOD rigs the wood it draws (`options.rings`): joints sit only on drawn branches, no further out than their bark,
21
+ * and what the LOD leaves undrawn moves with the drawn wood it hangs from. A coarser LOD keeps a subset of the finer
22
+ * one's joints (`options.within`): its walk places a joint only where the finer rig has one, the first past where
23
+ * the error passes its tolerance, so switching between them keeps every joint both share. Node 0, the trunk
18
24
  * base, is always joint 0 and stays anchored. Branches of a `root` generator never get a joint, so surface roots stay
19
25
  * bound to their parent's stationary base joint and do not lift out of the soil in wind. `species.wind.max_joints` is
20
26
  * only a safety net: past it, the joints that would hide the least sway are dropped.
21
27
  *
22
28
  * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
23
29
  * @param {TreeSpeciesConfig} species
30
+ * @param {Object} [options]
31
+ * @param {number} [options.tolerance] m, the sway a joint may leave hidden; `species.wind.deflection_tolerance` by
32
+ * default
33
+ * @param {Map<number, Array<{t_norm: number}>>|null} [options.rings] the wood an LOD draws
34
+ * (`tree_mesh_compute_branch_rings`), or `null` for all of it
35
+ * @param {ArrayLike<number>|null} [options.within] the nodes joints may sit at: a finer LOD's `joint_vertex_ids`, or
36
+ * `null` for any
24
37
  * @returns {{
25
38
  * joint_count: number,
26
39
  * joint_vertex_ids: Int32Array,
@@ -30,11 +43,21 @@
30
43
  * joint_levels: Uint8Array,
31
44
  * joint_phases: Float32Array,
32
45
  * joint_compliance: Float32Array,
33
- * joint_natural_frequency: Float32Array
34
- * }} `joint_compliance` (rad / (m/s)^2) and `joint_natural_frequency` (rad/s) are each joint's cantilever
46
+ * joint_natural_frequency: Float32Array,
47
+ * joint_rotation: Float32Array,
48
+ * node_joints: Uint16Array
49
+ * }} `joint_rotation` is how far each joint turns its span in the reference wind and `node_joints` the
50
+ * `[primary, parent]` pair it wrote on every node, both of which `tree_skeleton_bind_skin_joints` writes back;
51
+ * `joint_compliance` (rad / (m/s)^2) and `joint_natural_frequency` (rad/s) are each joint's cantilever
35
52
  * wind mechanics, see `tree_skeleton_compute_joint_mechanics`
36
53
  */
37
- export function tree_skeleton_assign_skin_joints(skeleton: import("./TreeSkeleton.js").TreeSkeleton, species: TreeSpeciesConfig): {
54
+ export function tree_skeleton_assign_skin_joints(skeleton: import("./TreeSkeleton.js").TreeSkeleton, species: TreeSpeciesConfig, options?: {
55
+ tolerance?: number;
56
+ rings?: Map<number, Array<{
57
+ t_norm: number;
58
+ }>> | null;
59
+ within?: ArrayLike<number> | null;
60
+ }): {
38
61
  joint_count: number;
39
62
  joint_vertex_ids: Int32Array;
40
63
  joint_parents: Int32Array;
@@ -44,6 +67,8 @@ export function tree_skeleton_assign_skin_joints(skeleton: import("./TreeSkeleto
44
67
  joint_phases: Float32Array;
45
68
  joint_compliance: Float32Array;
46
69
  joint_natural_frequency: Float32Array;
70
+ joint_rotation: Float32Array;
71
+ node_joints: Uint16Array;
47
72
  };
48
73
  import { TreeSpeciesConfig } from "../config/TreeSpeciesConfig.js";
49
74
  //# sourceMappingURL=tree_skeleton_assign_skin_joints.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"tree_skeleton_assign_skin_joints.d.ts","sourceRoot":"","sources":["../../../../../src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,2DAfW,OAAO,mBAAmB,EAAE,YAAY,WACxC,iBAAiB,GACf;IACZ,WAAe,EAAE,MAAM,CAAC;IACxB,gBAAoB,EAAE,UAAU,CAAC;IACjC,aAAiB,EAAE,UAAU,CAAC;IAC9B,eAAmB,EAAE,YAAY,CAAC;IAClC,cAAkB,EAAE,YAAY,CAAC;IACjC,YAAgB,EAAE,UAAU,CAAC;IAC7B,YAAgB,EAAE,YAAY,CAAC;IAC/B,gBAAoB,EAAE,YAAY,CAAC;IACnC,uBAA2B,EAAE,YAAY,CAAA;CACtC,CAiMH;kCA9OiC,gCAAgC"}
1
+ {"version":3,"file":"tree_skeleton_assign_skin_joints.d.ts","sourceRoot":"","sources":["../../../../../src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoDG;AACH,2DA1BW,OAAO,mBAAmB,EAAE,YAAY,WACxC,iBAAiB;IAEA,SAAS,GAA1B,MAAM;IAE8C,KAAK,GAAzD,IAAI,MAAM,EAAE,MAAM;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,CAAC,CAAC,GAAC,IAAI;IAER,MAAM,GAAvC,UAAU,MAAM,CAAC,GAAC,IAAI;IAEpB;IACZ,WAAe,EAAE,MAAM,CAAC;IACxB,gBAAoB,EAAE,UAAU,CAAC;IACjC,aAAiB,EAAE,UAAU,CAAC;IAC9B,eAAmB,EAAE,YAAY,CAAC;IAClC,cAAkB,EAAE,YAAY,CAAC;IACjC,YAAgB,EAAE,UAAU,CAAC;IAC7B,YAAgB,EAAE,YAAY,CAAC;IAC/B,gBAAoB,EAAE,YAAY,CAAC;IACnC,uBAA2B,EAAE,YAAY,CAAC;IAC1C,cAAkB,EAAE,YAAY,CAAC;IACjC,WAAe,EAAE,WAAW,CAAA;CACzB,CAsNH;kCAlRiC,gCAAgC"}
@@ -26,14 +26,27 @@ const SCRATCH_PARAM = new Float32Array(3);
26
26
  * - a joint rotates its whole span about its own pivot, so a bend `theta` at a distance `x` along the span lands
27
27
  * `theta * x` off, and a new joint starts where that error would pass the tolerance.
28
28
  *
29
- * The tolerance is `species.wind.deflection_tolerance`, a distance in metres. So stiff or bare wood takes few joints,
30
- * slender leafy wood many, and a tall tree, whose bends move more, more than a small one. Node 0, the trunk
29
+ * The tolerance is `species.wind.deflection_tolerance`, a distance in metres, unless `options.tolerance` gives
30
+ * another. So stiff or bare wood takes few joints, slender leafy wood many, and a tall tree, whose bends move more,
31
+ * more than a small one.
32
+ *
33
+ * An LOD rigs the wood it draws (`options.rings`): joints sit only on drawn branches, no further out than their bark,
34
+ * and what the LOD leaves undrawn moves with the drawn wood it hangs from. A coarser LOD keeps a subset of the finer
35
+ * one's joints (`options.within`): its walk places a joint only where the finer rig has one, the first past where
36
+ * the error passes its tolerance, so switching between them keeps every joint both share. Node 0, the trunk
31
37
  * base, is always joint 0 and stays anchored. Branches of a `root` generator never get a joint, so surface roots stay
32
38
  * bound to their parent's stationary base joint and do not lift out of the soil in wind. `species.wind.max_joints` is
33
39
  * only a safety net: past it, the joints that would hide the least sway are dropped.
34
40
  *
35
41
  * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
36
42
  * @param {TreeSpeciesConfig} species
43
+ * @param {Object} [options]
44
+ * @param {number} [options.tolerance] m, the sway a joint may leave hidden; `species.wind.deflection_tolerance` by
45
+ * default
46
+ * @param {Map<number, Array<{t_norm: number}>>|null} [options.rings] the wood an LOD draws
47
+ * (`tree_mesh_compute_branch_rings`), or `null` for all of it
48
+ * @param {ArrayLike<number>|null} [options.within] the nodes joints may sit at: a finer LOD's `joint_vertex_ids`, or
49
+ * `null` for any
37
50
  * @returns {{
38
51
  * joint_count: number,
39
52
  * joint_vertex_ids: Int32Array,
@@ -43,11 +56,15 @@ const SCRATCH_PARAM = new Float32Array(3);
43
56
  * joint_levels: Uint8Array,
44
57
  * joint_phases: Float32Array,
45
58
  * joint_compliance: Float32Array,
46
- * joint_natural_frequency: Float32Array
47
- * }} `joint_compliance` (rad / (m/s)^2) and `joint_natural_frequency` (rad/s) are each joint's cantilever
59
+ * joint_natural_frequency: Float32Array,
60
+ * joint_rotation: Float32Array,
61
+ * node_joints: Uint16Array
62
+ * }} `joint_rotation` is how far each joint turns its span in the reference wind and `node_joints` the
63
+ * `[primary, parent]` pair it wrote on every node, both of which `tree_skeleton_bind_skin_joints` writes back;
64
+ * `joint_compliance` (rad / (m/s)^2) and `joint_natural_frequency` (rad/s) are each joint's cantilever
48
65
  * wind mechanics, see `tree_skeleton_compute_joint_mechanics`
49
66
  */
50
- export function tree_skeleton_assign_skin_joints(skeleton, species) {
67
+ export function tree_skeleton_assign_skin_joints(skeleton, species, options = {}) {
51
68
  const vertex_count = skeleton.node_count;
52
69
  const budget = Math.max(1, species.wind.max_joints | 0);
53
70
 
@@ -61,11 +78,19 @@ export function tree_skeleton_assign_skin_joints(skeleton, species) {
61
78
  joint_levels: new Uint8Array([0]),
62
79
  joint_phases: new Float32Array([0]),
63
80
  joint_compliance: new Float32Array([0]),
64
- joint_natural_frequency: new Float32Array([0])
81
+ joint_natural_frequency: new Float32Array([0]),
82
+ joint_rotation: new Float32Array([0]),
83
+ node_joints: new Uint16Array(0)
65
84
  };
66
85
  }
67
86
 
68
- const tolerance = species.wind.deflection_tolerance;
87
+ const tolerance = options.tolerance ?? species.wind.deflection_tolerance;
88
+ const rings = options.rings ?? null;
89
+ let allowed = null;
90
+ if (options.within !== undefined && options.within !== null) {
91
+ allowed = new Uint8Array(vertex_count);
92
+ for (let k = 0; k < options.within.length; k++) allowed[options.within[k]] = 1;
93
+ }
69
94
 
70
95
  const segments = tree_skeleton_compute_segment_mechanics(skeleton, species);
71
96
  const segment_compliance = new Float64Array(skeleton.segment_count);
@@ -87,6 +112,13 @@ export function tree_skeleton_assign_skin_joints(skeleton, species) {
87
112
  let lost_beyond = new Float64Array(17);
88
113
  for (let b = 0; b < skeleton.branch_count; b++) {
89
114
  if (species.branches[skeleton.branch_generator[b]].root) continue;
115
+ if (rings !== null && !rings.has(b)) continue;
116
+ // how far out its bark is drawn
117
+ let drawn_end = Infinity;
118
+ if (rings !== null) {
119
+ const list = rings.get(b);
120
+ drawn_end = list[list.length - 1].t_norm;
121
+ }
90
122
  skeleton.collect_branch_chain(b, nodes, edges);
91
123
  const n = edges.length;
92
124
  if (n === 0) continue;
@@ -117,7 +149,8 @@ export function tree_skeleton_assign_skin_joints(skeleton, species) {
117
149
  for (let i = 0; i < n; i++) {
118
150
  const v = nodes[i];
119
151
  // a split fork starts on its parent's node, which is not this branch's to rotate
120
- const placeable = v !== 0 && skeleton.node_branch_id(v) === b;
152
+ const placeable = v !== 0 && skeleton.node_branch_id(v) === b
153
+ && skeleton.node_t_norm(v) <= drawn_end && (allowed === null || allowed[v] === 1);
121
154
  const len = skeleton.segment_length(edges[i]);
122
155
  if (!jointed) {
123
156
  if (placeable && lost_beyond[i] > tolerance) {
@@ -214,7 +247,8 @@ export function tree_skeleton_assign_skin_joints(skeleton, species) {
214
247
  for (let v = 0; v < vertex_count; v++) {
215
248
  joint_rotation[vertex_active_joint[v]] += span_bend[v];
216
249
  }
217
- skeleton.set_joints(joint_vertex_ids, joint_rotation);
250
+ const joint_rotation32 = Float32Array.from(joint_rotation);
251
+ skeleton.set_joints(joint_vertex_ids, joint_rotation32);
218
252
 
219
253
  tree_skeleton_compute_joint_mechanics(
220
254
  skeleton,
@@ -235,6 +269,8 @@ export function tree_skeleton_assign_skin_joints(skeleton, species) {
235
269
  joint_levels,
236
270
  joint_phases,
237
271
  joint_compliance,
238
- joint_natural_frequency
272
+ joint_natural_frequency,
273
+ joint_rotation: joint_rotation32,
274
+ node_joints: Uint16Array.from(/** @type {Uint16Array} */ (skeleton.attr_node_joint.data).subarray(0, vertex_count * 2))
239
275
  };
240
276
  }
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Binds a rig `tree_skeleton_assign_skin_joints` derived back onto its skeleton: every node's `[primary, parent]` joint
3
+ * pair, and each joint's pivot and turn. A tree whose LODs each have their own rig binds each before meshing it, as the
4
+ * bark and the cluster cards read their skinning from the nodes.
5
+ *
6
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton the skeleton the rig was derived on
7
+ * @param {ReturnType<import("./tree_skeleton_assign_skin_joints.js").tree_skeleton_assign_skin_joints>} skin_info
8
+ */
9
+ export function tree_skeleton_bind_skin_joints(skeleton: import("./TreeSkeleton.js").TreeSkeleton, skin_info: ReturnType<typeof import("./tree_skeleton_assign_skin_joints.js").tree_skeleton_assign_skin_joints>): void;
10
+ //# sourceMappingURL=tree_skeleton_bind_skin_joints.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"tree_skeleton_bind_skin_joints.d.ts","sourceRoot":"","sources":["../../../../../src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.js"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,yDAHW,OAAO,mBAAmB,EAAE,YAAY,aACxC,mGAA4F,QAKtG"}
@@ -0,0 +1,12 @@
1
+ /**
2
+ * Binds a rig `tree_skeleton_assign_skin_joints` derived back onto its skeleton: every node's `[primary, parent]` joint
3
+ * pair, and each joint's pivot and turn. A tree whose LODs each have their own rig binds each before meshing it, as the
4
+ * bark and the cluster cards read their skinning from the nodes.
5
+ *
6
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton the skeleton the rig was derived on
7
+ * @param {ReturnType<import("./tree_skeleton_assign_skin_joints.js").tree_skeleton_assign_skin_joints>} skin_info
8
+ */
9
+ export function tree_skeleton_bind_skin_joints(skeleton, skin_info) {
10
+ /** @type {Uint16Array} */ (skeleton.attr_node_joint.data).set(skin_info.node_joints);
11
+ skeleton.set_joints(skin_info.joint_vertex_ids, skin_info.joint_rotation);
12
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"tree_skeleton_grow.d.ts","sourceRoot":"","sources":["../../../../../src/generation/foliage/skeleton/tree_skeleton_grow.js"],"names":[],"mappings":"AA8RA;;;;;;;;;;;;;;;;GAgBG;AACH,4CAJW,iBAAiB,MAAO,QACxB,YAAY,GACV,YAAY,CAktDxB;kCAp/DiC,gCAAgC;6BACrC,mBAAmB"}
1
+ {"version":3,"file":"tree_skeleton_grow.d.ts","sourceRoot":"","sources":["../../../../../src/generation/foliage/skeleton/tree_skeleton_grow.js"],"names":[],"mappings":"AA8RA;;;;;;;;;;;;;;;;GAgBG;AACH,4CAJW,iBAAiB,MAAO,QACxB,YAAY,GACV,YAAY,CAmtDxB;kCAr/DiC,gCAAgC;6BACrC,mBAAmB"}
@@ -385,7 +385,8 @@ export function tree_skeleton_grow(config = new TreeSpeciesConfig(), out = new T
385
385
  outgoing_rules[g].sort(compare_rule_target);
386
386
  }
387
387
 
388
- const trunk_len = Math.max(0.2, lvl0.length * (1.0 + (rng() * 2.0 - 1.0) * lvl0.length_variance));
388
+ // a seed leader is a shoot a few centimetres long
389
+ const trunk_len = Math.max(1e-3, lvl0.length * (1.0 + (rng() * 2.0 - 1.0) * lvl0.length_variance));
389
390
  const trunk_base_r = Math.max(0.01, trunk_len * lvl0.radius_ratio);
390
391
 
391
392
  evaluate_trunk_guide(SCRATCH_GUIDE_P0, SCRATCH_GUIDE_T, species.trunk_guide, 0.0, trunk_len);
@@ -5,6 +5,10 @@
5
5
  * the wind rig treat the system as one twig layer. Every carrier and axis records where each of its annual units starts
6
6
  * (`TreeSkeleton.set_branch_units`), which is where its leaves are.
7
7
  *
8
+ * The simulation runs for the tree's age: `ShootGrowthConfig.age`, or as long as the framework took to grow if that is
9
+ * longer. A carrier that stops growing before then grows on from its tip, and its extension is written onto it, so a
10
+ * tree grown from a seed leader is one stem from the ground up.
11
+ *
8
12
  * The wood thickens with what it carries season by season during the simulation (`ShootGirth`): the twigs keep the
9
13
  * radii it gave them, and the carriers and the framework above them are thickened in `skeleton`.
10
14
  *
@@ -1 +1 @@
1
- {"version":3,"file":"tree_skeleton_grow_shoots.d.ts","sourceRoot":"","sources":["../../../../../src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;GAcG;AACH,oDAHW,OAAO,mBAAmB,EAAE,YAAY,WACxC,OAAO,gCAAgC,EAAE,iBAAiB,QAwFpE"}
1
+ {"version":3,"file":"tree_skeleton_grow_shoots.d.ts","sourceRoot":"","sources":["../../../../../src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;GAkBG;AACH,oDAHW,OAAO,mBAAmB,EAAE,YAAY,WACxC,OAAO,gCAAgC,EAAE,iBAAiB,QAoGpE"}
@@ -1,7 +1,7 @@
1
1
  import { assert } from "../../../core/assert.js";
2
2
  import { seededRandom } from "../../../core/math/random/seededRandom.js";
3
3
  import { shoot_sample_unit_length } from "./shoot_demography.js";
4
- import { shoot_locate_on_chain, shoot_perpendicular3 } from "./shoot_geometry.js";
4
+ import { shoot_framework_buried, shoot_locate_on_chain, shoot_perpendicular3 } from "./shoot_geometry.js";
5
5
  import { shoot_systems_simulate } from "./shoot_systems_simulate.js";
6
6
  import { spine_frame_double_reflection } from "./spine_frame_double_reflection.js";
7
7
 
@@ -16,6 +16,10 @@ const SCRATCH_RMF = new Float64Array(6);
16
16
  * the wind rig treat the system as one twig layer. Every carrier and axis records where each of its annual units starts
17
17
  * (`TreeSkeleton.set_branch_units`), which is where its leaves are.
18
18
  *
19
+ * The simulation runs for the tree's age: `ShootGrowthConfig.age`, or as long as the framework took to grow if that is
20
+ * longer. A carrier that stops growing before then grows on from its tip, and its extension is written onto it, so a
21
+ * tree grown from a seed leader is one stem from the ground up.
22
+ *
19
23
  * The wood thickens with what it carries season by season during the simulation (`ShootGirth`): the twigs keep the
20
24
  * radii it gave them, and the carriers and the framework above them are thickened in `skeleton`.
21
25
  *
@@ -36,14 +40,15 @@ export function tree_skeleton_grow_shoots(skeleton, species) {
36
40
  const ages = framework_ages(skeleton, species.shoot_growth.leader_growth);
37
41
  let years = 1;
38
42
  for (let b = 0; b < framework_count; b++) years = Math.max(years, Math.round(ages[b]));
43
+ const seasons = Math.max(years, species.shoot_growth.age);
39
44
 
40
45
  // The carriers, laid out in as many annual units as they are years old, each about its share of their length
41
46
  /** @type {import("./shoot_systems_simulate.js").ShootCarrier[]} */
42
47
  const carriers = [];
43
48
  for (let r = 0; r < rules.length; r++) {
44
49
  const rule = rules[r];
45
- assert.ok(rule.source >= 0 && rule.source < rule.target && rule.target < species.branches.length,
46
- 'shoot rule must satisfy 0 <= source < target < branches.length');
50
+ assert.ok(rule.source >= 0 && rule.target.every(t => rule.source < t && t < species.branches.length),
51
+ 'shoot rule must satisfy 0 <= source < target < branches.length for every target');
47
52
  if (rule.zones.some(z => z.short.some(p => p > 0))) {
48
53
  assert.ok(rule.source < rule.short_target && rule.short_target < species.branches.length,
49
54
  'a shoot rule that grows short shoots must satisfy source < short_target < branches.length');
@@ -71,8 +76,6 @@ export function tree_skeleton_grow_shoots(skeleton, species) {
71
76
  arc -= units[k];
72
77
  starts[k] = arc;
73
78
  }
74
- skeleton.set_branch_units(carrier, Array.from(starts, (a) => a / length));
75
-
76
79
  const carrier_nodes = nodes.slice();
77
80
  const carrier_edges = edges.slice();
78
81
  const points = new Float64Array((units.length + 1) * 3);
@@ -95,7 +98,15 @@ export function tree_skeleton_grow_shoots(skeleton, species) {
95
98
  return;
96
99
  }
97
100
 
98
- const axes = shoot_systems_simulate(skeleton, species, carriers, years, rng);
101
+ const axes = shoot_systems_simulate(skeleton, species, carriers, seasons, rng);
102
+
103
+ // a carrier's extension becomes the rest of the carrier, before anything is located along it
104
+ for (const axis of axes) {
105
+ if (axis.extends) extend_carrier(skeleton, carriers[axis.system], axis);
106
+ }
107
+ for (const c of carriers) {
108
+ skeleton.set_branch_units(c.carrier, Array.from(c.starts, (a) => a / c.length));
109
+ }
99
110
 
100
111
  // a short shoot grows millimetres a year and bears no laterals: one segment for all its years
101
112
  for (const axis of axes) {
@@ -110,6 +121,11 @@ export function tree_skeleton_grow_shoots(skeleton, species) {
110
121
  }
111
122
 
112
123
  write_axes(skeleton, carriers, axes);
124
+
125
+ // framework wood its parent's thickening has grown over is dead
126
+ for (let b = 0; b < framework_count; b++) {
127
+ if (!skeleton.branch_dead[b] && shoot_framework_buried(skeleton, b)) skeleton.branch_dead[b] = 1;
128
+ }
113
129
  }
114
130
 
115
131
  /**
@@ -140,6 +156,81 @@ function framework_ages(skeleton, leader_growth) {
140
156
 
141
157
 
142
158
 
159
+ /**
160
+ * Writes carrier `c`'s extension onto the end of it: a node at each of its unit boundaries with its radii, a segment a
161
+ * unit. The carrier's nodes, the framework branches it carries and its scars keep their place along it as it grows
162
+ * longer; its record of units gains the extension's. The extension's segments are left in `axis.edges`.
163
+ *
164
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
165
+ * @param {import("./shoot_systems_simulate.js").ShootCarrier} c
166
+ * @param {import("./shoot_systems_simulate.js").ShootAxis & {edges?: number[]}} axis
167
+ */
168
+ function extend_carrier(skeleton, c, axis) {
169
+ const b = c.carrier;
170
+ const old_length = c.length;
171
+ let added = 0;
172
+ for (let k = 0; k < axis.units.length; k++) added += axis.units[k];
173
+ const length = old_length + added;
174
+ const scale = old_length / length;
175
+
176
+ for (let i = 0; i < c.nodes.length; i++) {
177
+ skeleton.node_write_t_norm(c.nodes[i], skeleton.node_t_norm(c.nodes[i]) * scale);
178
+ }
179
+ for (let child = 0; child < skeleton.branch_count; child++) {
180
+ if (skeleton.branch_parent[child] === b) skeleton.branch_parent_attach_t[child] *= scale;
181
+ }
182
+ for (let i = 0; i < skeleton.scar_count; i++) {
183
+ if (skeleton.scar_branch[i] === b) skeleton.scar_data[i * 5] *= scale;
184
+ }
185
+
186
+ const level = skeleton.branch_level[b];
187
+ const parent_branch = skeleton.branch_parent[b];
188
+ const phase = skeleton.branch_phase_hash[b];
189
+ let prev_v = skeleton.branch_tip_vertex[b];
190
+ const arc_base = skeleton.node_arc_s(prev_v);
191
+ skeleton.node_read_frame_r(SCRATCH_R, 0, prev_v);
192
+ let rx = SCRATCH_R[0], ry = SCRATCH_R[1], rz = SCRATCH_R[2];
193
+ skeleton.node_read_tangent(SCRATCH_P, 0, prev_v);
194
+ let tx = SCRATCH_P[0], ty = SCRATCH_P[1], tz = SCRATCH_P[2];
195
+ const pts = axis.points;
196
+ let px = pts[0], py = pts[1], pz = pts[2];
197
+ const starts = Array.from(c.starts);
198
+ const units = c.units.slice();
199
+ const edges = [];
200
+ let arc = old_length;
201
+ for (let k = 0; k < axis.units.length; k++) {
202
+ const len = axis.units[k];
203
+ const nx = pts[(k + 1) * 3], ny = pts[(k + 1) * 3 + 1], nz = pts[(k + 1) * 3 + 2];
204
+ const d = Math.max(1e-9, Math.hypot(nx - px, ny - py, nz - pz));
205
+ const ntx = (nx - px) / d, nty = (ny - py) / d, ntz = (nz - pz) / d;
206
+ spine_frame_double_reflection(SCRATCH_RMF, 0, px, py, pz, tx, ty, tz, rx, ry, rz, nx, ny, nz, ntx, nty, ntz);
207
+ rx = SCRATCH_RMF[0];
208
+ ry = SCRATCH_RMF[1];
209
+ rz = SCRATCH_RMF[2];
210
+ tx = ntx;
211
+ ty = nty;
212
+ tz = ntz;
213
+ starts.push(arc);
214
+ units.push(len);
215
+ const t_prev = arc / length;
216
+ arc += len;
217
+ const curr_v = skeleton.add_node(nx, ny, nz, tx, ty, tz, rx, ry, rz, axis.radii[k + 1], b, level, parent_branch, arc / length, arc_base + arc - old_length, phase);
218
+ edges.push(skeleton.add_segment(prev_v, curr_v, tx * len, ty * len, tz * len, tx * len, ty * len, tz * len, len, t_prev));
219
+ c.nodes.push(curr_v);
220
+ c.edges.push(edges[k]);
221
+ prev_v = curr_v;
222
+ px = nx;
223
+ py = ny;
224
+ pz = nz;
225
+ }
226
+ skeleton.branch_tip_vertex[b] = prev_v;
227
+ skeleton.branch_length[b] = length;
228
+ c.length = length;
229
+ c.units = units;
230
+ c.starts = Float64Array.from(starts);
231
+ axis.edges = edges;
232
+ }
233
+
143
234
  /**
144
235
  * Writes every axis as a branch: nodes at its unit boundaries with its radii, a segment a unit,
145
236
  * hanging from its mother's unit (or its carrier) where it grew, and its unit record.
@@ -154,6 +245,11 @@ function write_axes(skeleton, carriers, axes) {
154
245
  for (let m = 0; m < axes.length; m++) {
155
246
  const axis = axes[m];
156
247
  const c = carriers[axis.system];
248
+ if (axis.extends) {
249
+ written_branch[m] = c.carrier;
250
+ written_edges[m] = axis.edges;
251
+ continue;
252
+ }
157
253
 
158
254
  let parent_branch;
159
255
  let anchor_edge;
@@ -1,7 +1,7 @@
1
1
  import { assert } from "../../../core/assert.js";
2
2
  import { hash_mix3 } from "../../../core/math/hash/hash_mix3.js";
3
3
  import { optional_clone } from "../../../core/model/object/optional_clone.js";
4
- import { optional_equality } from "../../../core/model/object/optional_equality.js";
4
+ import { objectsEqual } from "../../../core/function/objectsEqual.js";
5
5
  import { optional_hash } from "../../../core/model/object/optional_hash.js";
6
6
  import { BufferBindingLayout } from "./BufferBindingLayout.js";
7
7
  import { ExternalTextureBindingLayout } from "./ExternalTextureBindingLayout.js";
@@ -170,11 +170,11 @@ export class BindGroupLayoutEntry {
170
170
 
171
171
  return this.binding === other.binding
172
172
  && this.visibility === other.visibility
173
- && optional_equality(this.buffer, other.buffer)
174
- && optional_equality(this.sampler, other.sampler)
175
- && optional_equality(this.texture, other.texture)
176
- && optional_equality(this.storageTexture, other.storageTexture)
177
- && optional_equality(this.externalTexture, other.externalTexture)
173
+ && objectsEqual(this.buffer, other.buffer)
174
+ && objectsEqual(this.sampler, other.sampler)
175
+ && objectsEqual(this.texture, other.texture)
176
+ && objectsEqual(this.storageTexture, other.storageTexture)
177
+ && objectsEqual(this.externalTexture, other.externalTexture)
178
178
  ;
179
179
 
180
180
  }
@@ -2,7 +2,7 @@ import { assert } from "../../../../core/assert.js";
2
2
  import { hash_mix3 } from "../../../../core/math/hash/hash_mix3.js";
3
3
  import { computeStringHash } from "../../../../core/primitives/strings/computeStringHash.js";
4
4
  import { optional_clone } from "../../../../core/model/object/optional_clone.js";
5
- import { optional_equality } from "../../../../core/model/object/optional_equality.js";
5
+ import { objectsEqual } from "../../../../core/function/objectsEqual.js";
6
6
  import { optional_hash } from "../../../../core/model/object/optional_hash.js";
7
7
  import {
8
8
  gpu_texture_format_channel_bit_count
@@ -110,7 +110,7 @@ export class ColorTargetState {
110
110
  equals(other) {
111
111
  return this.format === other.format
112
112
  && this.writeMask === other.writeMask
113
- && optional_equality(this.blend, other.blend);
113
+ && objectsEqual(this.blend, other.blend);
114
114
  }
115
115
 
116
116
  /**
@@ -2,7 +2,7 @@ import { assert } from "../../../../core/assert.js";
2
2
  import { hash_mix2 } from "../../../../core/math/hash/hash_mix2.js";
3
3
  import { hash_mix3 } from "../../../../core/math/hash/hash_mix3.js";
4
4
  import { optional_clone } from "../../../../core/model/object/optional_clone.js";
5
- import { optional_equality } from "../../../../core/model/object/optional_equality.js";
5
+ import { objectsEqual } from "../../../../core/function/objectsEqual.js";
6
6
  import { optional_hash } from "../../../../core/model/object/optional_hash.js";
7
7
  import { PipelineDescriptorBase } from "../PipelineDescriptorBase.js";
8
8
  import { DepthStencilState } from "./DepthStencilState.js";
@@ -112,7 +112,7 @@ export class RenderPipelineDescriptor extends PipelineDescriptorBase {
112
112
  return false;
113
113
  }
114
114
 
115
- if (!optional_equality(this.depthStencil, other.depthStencil)) {
115
+ if (!objectsEqual(this.depthStencil, other.depthStencil)) {
116
116
  return false;
117
117
  }
118
118
 
@@ -120,7 +120,7 @@ export class RenderPipelineDescriptor extends PipelineDescriptorBase {
120
120
  return false;
121
121
  }
122
122
 
123
- if (!optional_equality(this.fragment, other.fragment)) {
123
+ if (!objectsEqual(this.fragment, other.fragment)) {
124
124
  return false;
125
125
  }
126
126