@woosh/meep-engine 3.68.0 → 3.70.0

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 (584) hide show
  1. package/CHANGELOG.md +74 -0
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
  4. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
  5. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
  6. package/package.json +1 -1
  7. package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
  8. package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
  9. package/src/core/bvh8/build/BVH8Converter.js +64 -37
  10. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
  11. package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
  12. package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
  13. package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
  14. package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
  15. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
  16. package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
  17. package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
  18. package/src/core/bvh8/bvh8_depth.d.ts +8 -0
  19. package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
  20. package/src/core/bvh8/bvh8_depth.js +39 -0
  21. package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
  22. package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
  23. package/src/core/math/complex/complex_fft_radix2.js +71 -0
  24. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
  25. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  26. package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
  27. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
  28. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
  29. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
  30. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
  32. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
  33. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
  34. package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
  35. package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
  36. package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
  37. package/src/engine/graphics/trail/TrailKnots.js +137 -0
  38. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
  39. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
  40. package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
  41. package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
  42. package/src/engine/graphics3/EntityRowHold.js +128 -0
  43. package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
  44. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  45. package/src/engine/graphics3/GPUFluidSystem.js +113 -16
  46. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
  47. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
  49. package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
  50. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  51. package/src/engine/graphics3/Trail3DSystem.js +380 -81
  52. package/src/engine/physics/cloth/playground/wind_main.js +7 -6
  53. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
  54. package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
  55. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
  56. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  57. package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
  58. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
  59. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
  61. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
  62. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
  63. package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
  64. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
  65. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
  66. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
  67. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
  68. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
  69. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
  70. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
  71. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
  72. package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
  73. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
  74. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  75. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
  76. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
  77. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
  78. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
  79. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  80. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
  81. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
  82. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
  83. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
  84. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
  85. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
  86. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
  87. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
  88. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
  89. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
  90. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
  91. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
  92. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
  93. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
  94. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
  95. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
  96. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
  97. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
  98. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
  99. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
  100. package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
  101. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
  102. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
  103. package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
  104. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
  105. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
  106. package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
  107. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
  108. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
  109. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
  110. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
  111. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
  112. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
  113. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
  114. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
  115. package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
  116. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
  117. package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
  118. package/src/shade/playground/bvh_repro/README.md +8 -6
  119. package/src/shade/playground/bvh_repro/index.html +125 -124
  120. package/src/shade/playground/bvh_repro/main.js +259 -254
  121. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
  122. package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
  123. package/src/shade/playground/grass_surfaces/main.js +3 -2
  124. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
  125. package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
  126. package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
  127. package/src/shade/playground/skinned_blas_refit/README.md +26 -14
  128. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
  129. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  130. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
  131. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
  132. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
  135. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
  136. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
  137. package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
  138. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
  139. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
  140. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
  141. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
  142. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
  143. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
  144. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
  145. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
  146. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
  147. package/src/shade/playground/trails/index.html +50 -0
  148. package/src/shade/playground/trails/main.d.ts +2 -0
  149. package/src/shade/playground/trails/main.d.ts.map +1 -0
  150. package/src/shade/playground/trails/main.js +258 -0
  151. package/src/shade/playground/water_surface/main.js +6 -3
  152. package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
  153. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
  154. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
  155. package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
  156. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  157. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
  158. package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
  159. package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
  160. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
  161. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
  162. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
  163. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
  164. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
  165. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
  166. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
  167. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
  168. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
  169. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
  170. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
  171. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
  172. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
  173. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
  174. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
  175. package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
  176. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
  177. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
  178. package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
  179. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
  180. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
  181. package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
  182. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
  183. package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
  184. package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
  185. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
  186. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
  187. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
  188. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
  189. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
  190. package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
  191. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
  192. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
  193. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
  194. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
  195. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
  196. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
  197. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
  198. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
  199. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
  200. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
  201. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
  202. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
  203. package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
  204. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
  205. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
  206. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
  207. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
  208. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
  209. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
  210. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +9 -0
  211. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
  212. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
  213. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
  214. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
  215. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
  216. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
  217. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
  218. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
  219. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
  220. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
  221. package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
  222. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
  223. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
  224. package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
  225. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
  226. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
  227. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +340 -282
  228. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
  229. package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
  230. package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
  231. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
  232. package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
  233. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
  234. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
  235. package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
  236. package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
  237. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
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  439. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.d.ts.map +1 -1
  440. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast.js +94 -60
  441. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
  442. package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +4 -4
  443. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.d.ts +69 -0
  444. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.d.ts.map +1 -0
  445. package/src/shade/renderer/trails/GPUTrailAVBOITChannel.js +129 -0
  446. package/src/shade/renderer/trails/GPUTrailSystem.d.ts +164 -0
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  449. package/src/shade/renderer/trails/data/TRAIL_DATABASE_SPEC.d.ts +14 -0
  450. package/src/shade/renderer/trails/data/TRAIL_DATABASE_SPEC.d.ts.map +1 -0
  451. package/src/shade/renderer/trails/data/TRAIL_DATABASE_SPEC.js +38 -0
  452. package/src/shade/renderer/trails/data/TRAIL_KNOT.d.ts +66 -0
  453. package/src/shade/renderer/trails/data/TRAIL_KNOT.d.ts.map +1 -0
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  457. package/src/shade/renderer/trails/data/TRAIL_RECORD.js +68 -0
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  459. package/src/shade/renderer/trails/data/TRAIL_STATE.d.ts.map +1 -0
  460. package/src/shade/renderer/trails/data/TRAIL_STATE.js +43 -0
  461. package/src/shade/renderer/trails/graph_trails.d.ts +58 -0
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  464. package/src/shade/renderer/trails/graph_trails_avboit.d.ts +126 -0
  465. package/src/shade/renderer/trails/graph_trails_avboit.d.ts.map +1 -0
  466. package/src/shade/renderer/trails/graph_trails_avboit.js +300 -0
  467. package/src/shade/renderer/trails/runtime/TrailFadeCurves.d.ts +56 -0
  468. package/src/shade/renderer/trails/runtime/TrailFadeCurves.d.ts.map +1 -0
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  470. package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts +49 -0
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  473. package/src/shade/renderer/trails/runtime/TrailParameters.d.ts +52 -0
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  475. package/src/shade/renderer/trails/runtime/TrailParameters.js +126 -0
  476. package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts +23 -0
  477. package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts.map +1 -0
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  479. package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts +14 -0
  480. package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts.map +1 -0
  481. package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.js +40 -0
  482. package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts +18 -0
  483. package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts.map +1 -0
  484. package/src/shade/renderer/trails/shaders/chunk_trail_seed.js +64 -0
  485. package/src/shade/renderer/trails/shaders/chunk_trail_segment.d.ts +14 -0
  486. package/src/shade/renderer/trails/shaders/chunk_trail_segment.d.ts.map +1 -0
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  488. package/src/shade/renderer/trails/shaders/chunk_trail_update.d.ts +48 -0
  489. package/src/shade/renderer/trails/shaders/chunk_trail_update.d.ts.map +1 -0
  490. package/src/shade/renderer/trails/shaders/chunk_trail_update.js +197 -0
  491. package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts +34 -0
  492. package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts.map +1 -0
  493. package/src/shade/renderer/trails/shaders/chunk_trail_vertex.js +111 -0
  494. package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts +24 -0
  495. package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts.map +1 -0
  496. package/src/shade/renderer/trails/shaders/shader_trail_avboit.js +78 -0
  497. package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts +23 -0
  498. package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts.map +1 -0
  499. package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.js +130 -0
  500. package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts +29 -0
  501. package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts.map +1 -0
  502. package/src/shade/renderer/trails/shaders/shader_trail_draw_args.js +78 -0
  503. package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts +18 -0
  504. package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts.map +1 -0
  505. package/src/shade/renderer/trails/shaders/shader_trail_seed.js +79 -0
  506. package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts +20 -0
  507. package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts.map +1 -0
  508. package/src/shade/renderer/trails/shaders/shader_trail_update.js +101 -0
  509. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -2
  510. package/src/shade/renderer/water/query/shader_water_surface_query.d.ts.map +1 -1
  511. package/src/shade/renderer/water/query/shader_water_surface_query.js +227 -227
  512. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts.map +1 -1
  513. package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.js +7 -4
  514. package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
  515. package/src/shade/renderer/wind/GPUSceneWind.d.ts +36 -4
  516. package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -1
  517. package/src/shade/renderer/wind/GPUSceneWind.js +150 -4
  518. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +9 -3
  519. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -1
  520. package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +13 -3
  521. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +6 -6
  522. package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +6 -6
  523. package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts +39 -0
  524. package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts.map +1 -0
  525. package/src/shade/renderer/wind/chunk_fluid_turbulence.js +63 -0
  526. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +10 -7
  527. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -1
  528. package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +34 -11
  529. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +2 -2
  530. package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +2 -2
  531. package/src/shade/renderer/wind/wind_field_add_resources.d.ts +6 -4
  532. package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -1
  533. package/src/shade/renderer/wind/wind_field_add_resources.js +9 -6
  534. package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts +0 -18
  535. package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts.map +0 -1
  536. package/src/engine/graphics/ecs/trail3d/advance_trail.js +0 -42
  537. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.d.ts +0 -14
  538. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.d.ts.map +0 -1
  539. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +0 -75
  540. package/src/engine/graphics/ecs/trail3d/trail_head_position.d.ts +0 -17
  541. package/src/engine/graphics/ecs/trail3d/trail_head_position.d.ts.map +0 -1
  542. package/src/engine/graphics/ecs/trail3d/trail_head_position.js +0 -19
  543. package/src/engine/graphics/trail/tube/TubeX.d.ts +0 -186
  544. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +0 -1
  545. package/src/engine/graphics/trail/tube/TubeX.js +0 -575
  546. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +0 -16
  547. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +0 -1
  548. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +0 -34
  549. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +0 -27
  550. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +0 -1
  551. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +0 -70
  552. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +0 -38
  553. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +0 -1
  554. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +0 -119
  555. package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts +0 -18
  556. package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts.map +0 -1
  557. package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.js +0 -50
  558. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +0 -23
  559. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +0 -1
  560. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +0 -87
  561. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts +0 -42
  562. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts.map +0 -1
  563. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.js +0 -141
  564. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts +0 -21
  565. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts.map +0 -1
  566. package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.js +0 -75
  567. package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts +0 -17
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  570. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts +0 -7
  571. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts.map +0 -1
  572. package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.js +0 -226
  573. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts +0 -8
  574. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts.map +0 -1
  575. package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.js +0 -45
  576. package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts +0 -3
  577. package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts.map +0 -1
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  579. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts +0 -6
  580. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts.map +0 -1
  581. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.js +0 -86
  582. package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts +0 -2
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@@ -1,16 +1,14 @@
1
1
  import { DEG_TO_RAD } from "../../../core/math/DEG_TO_RAD.js";
2
- import { GlobalFluidEffector } from "../../../engine/physics/fluid/effector/GlobalFluidEffector.js";
3
2
 
4
3
  /**
5
- * The weather over the fire: a steady wind and a gust on top, written straight onto the scene's
6
- * published wind field as its far field, `v_far(t)`.
4
+ * The weather over the fire: a steady wind and its turbulence, written straight onto the scene's
5
+ * published wind field as its far field.
7
6
  *
8
7
  * There is no fluid here. The field is the one every `GPUSceneContext` has, with no cascades, so every
9
- * particle that reads `SAMPLE_WIND` reads `v_far` exactly — the page plays the part a producer plays,
10
- * through the same `set_far_velocity` it would call. The gust is `GlobalFluidEffector`'s, used on its
11
- * own as the model it is (three sinusoids per axis, bounded by `gust`, turning as it goes): the page
12
- * advances it and adds it to the wind, which is what the far field's fold does with one global and
13
- * no drag.
8
+ * particle that reads `SAMPLE_WIND` reads the far field exactly — the page plays the part a producer
9
+ * plays, through the same `set_far_velocity` and `set_turbulence` it would call, and does what the far
10
+ * field's fold does with one global and no drag: the mean is the wind, the turbulence's rms is the
11
+ * intensity times its speed, and the mean carries the eddies, `offset += wind · dt`.
14
12
  *
15
13
  * What reads it is the four effects' own graphs: the flame, the embers and the soot are carried by
16
14
  * the air — their positions integrate the wind at the particle on top of their own velocity, the
@@ -31,53 +29,52 @@ export class BonfireWind {
31
29
  heading_degrees = -38;
32
30
 
33
31
  /**
34
- * Peak gust on top of the wind, m/s per axis — `GlobalFluidEffector#gust`'s meaning.
32
+ * Turbulence intensity, `GlobalFluidEffector#turbulence_intensity`'s meaning: the eddies' rms as a
33
+ * share of the wind's speed. A gusty night.
35
34
  * @type {number}
36
35
  */
37
- gust = 1.5;
36
+ turbulence_intensity = 0.3;
38
37
 
39
38
  /**
40
- * The gust model, used for nothing else.
41
- * @type {GlobalFluidEffector}
39
+ * The turbulence's length scale, m, `GlobalFluidEffector#turbulence_length`'s meaning: at the
40
+ * default speed its most energetic wavelength, `4.05·L`, goes by in about three seconds.
41
+ * @type {number}
42
42
  */
43
- #weather = new GlobalFluidEffector();
44
-
45
- /** @type {Float64Array} */
46
- #gust_now = new Float64Array(3);
43
+ turbulence_length = 1.5;
47
44
 
48
45
  /**
49
- * `v_far(t)` as last written.
46
+ * The mean as last written, m/s.
50
47
  * @type {Float64Array}
51
48
  */
52
49
  far_velocity = new Float64Array(3);
53
50
 
54
- constructor() {
55
- // quicker than a cloth's breeze: a fire in a gusty night
56
- this.#weather.gust_period = 3;
57
- }
51
+ /**
52
+ * How far the mean has carried the eddies, m.
53
+ * @type {Float64Array}
54
+ */
55
+ turbulence_offset = new Float64Array(3);
58
56
 
59
57
  /**
60
- * Advance the gust by `dt` and write the wind onto the scene's field. Once a frame, before the
61
- * frame renders: the scene context uploads the field's table in its own update.
58
+ * Advance the weather by `dt` and write it onto the scene's field. Once a frame, before the frame
59
+ * renders: the scene context uploads the field's table in its own update.
62
60
  *
63
61
  * @param {number} dt seconds
64
62
  * @param {import("../../renderer/wind/GPUSceneWind.js").GPUSceneWind} wind_field
65
63
  */
66
64
  blow(dt, wind_field) {
67
- const weather = this.#weather;
68
- const gust = this.#gust_now;
69
-
70
- weather.gust = this.gust;
71
- weather.advance(dt);
72
- weather.compute_gust(gust);
73
-
74
65
  const heading = this.heading_degrees * DEG_TO_RAD;
75
66
  const far = this.far_velocity;
67
+ const offset = this.turbulence_offset;
68
+
69
+ far[0] = this.speed * Math.cos(heading);
70
+ far[1] = 0;
71
+ far[2] = this.speed * Math.sin(heading);
76
72
 
77
- far[0] = this.speed * Math.cos(heading) + gust[0];
78
- far[1] = gust[1];
79
- far[2] = this.speed * Math.sin(heading) + gust[2];
73
+ offset[0] += far[0] * dt;
74
+ offset[1] += far[1] * dt;
75
+ offset[2] += far[2] * dt;
80
76
 
81
77
  wind_field.set_far_velocity(far);
78
+ wind_field.set_turbulence(Math.max(0, this.turbulence_intensity) * Math.abs(this.speed), offset, this.turbulence_length);
82
79
  }
83
80
  }
@@ -44,26 +44,38 @@ It drives frames by hand and compares two **independent** GPU computations of on
44
44
 
45
45
  - `shader_meshlet_bounds_reduce` merges every deformed vertex into the clone's geometry-metadata
46
46
  bounding box. It exists for the rasterizer's culling and knows nothing about trees.
47
- - `GPUBLASRefitBatch` takes each leaf triangle's box and climbs the tree, so the root node ends up
48
- bounding every triangle.
47
+ - `GPUBLASRefitBatch` fits every node of the clone's tree to the triangles under it, so the boxes
48
+ the root keeps for its slots, together, bound every triangle.
49
49
 
50
- Same vertices, same frame, no shared code. `min` and `max` are exact in floating point, so the two
51
- should agree to the bit; a stale BLAS cannot make them, because the metadata box tracks the pose
52
- while the root holds the bind pose.
50
+ Same vertices, same frame, no shared code. A node keeps its slots' boxes on a grid of its own,
51
+ rounded outward, so the two do not agree to the bit: the root's box has to hold the metadata box and
52
+ reach less than one step of the root's grid past it. A stale BLAS cannot do that, because the
53
+ metadata box tracks the pose while the root holds the bind pose.
53
54
 
54
55
  It takes two samples a third of a second apart. Agreement at each is one half of the answer; the
55
56
  box having *moved* between them is the other, and it is what catches a refit that runs but reads
56
57
  the source's rest-pose vertices — those boxes would agree at every sample and never move.
57
58
 
58
- Then it reads the clone's whole node region back and holds every internal node against its own two
59
- children. The root agreeing says the climb reached the top with the right answer; it says nothing
60
- about the nodes underneath, and traversal descends through *those* — a subtree whose box is too
61
- small is a hole rays fall through however right the root is. The property the climb establishes is
62
- local and exact, so this is bit equality rather than a tolerance.
63
-
64
- Measured on an NVIDIA Lovelace device: root box bit-identical to the metadata box at every sample,
65
- moving 0.39–0.80 of its own span between poses, all 28 105 internal nodes exactly their children's
66
- union, and each clone at its own arena address on a uniform stride.
59
+ Then it reads the clone's whole node region back and holds every slot against the triangles under
60
+ it, fetched the way the ray queries fetch them: a slot that names triangles against those
61
+ triangles, a slot that names a child node against every triangle below that node. The root agreeing
62
+ says nothing about the nodes underneath, and traversal descends through *those* — a slot whose box
63
+ is too small is a hole rays fall through however right the root is. Every triangle has to be named
64
+ by one slot and one only. No frame runs between reading the tree and reading the triangles, so this
65
+ is containment with no slack.
66
+
67
+ Measured on an NVIDIA Lovelace device: the root holds the metadata box at both samples and reaches
68
+ 0.54 and 0.81 of a step past it, moving 0.11 of its own span between poses; all 28,106 triangles
69
+ and all 4,246 child nodes sit inside the slots that name them.
70
+
71
+ `verify_leaves()` asks the same of a geometry nothing deforms, refitted from its own vertices, and
72
+ `verify_clone_leaves()` of a clone in mid-dance, reporting the nodes that fail as runs and as the
73
+ refit's workgroups.
74
+
75
+ `verify_traversal_reachability` aims a ray at every triangle's centroid and expects a hit at or
76
+ before it. On this asset it reports just under 1% of rays lost, and it reported the same against
77
+ the binary trees this playground was written for (266 of 28,106 then, 268 now): what it counts
78
+ there is the asset's own triangles, not the tree.
67
79
 
68
80
  ## Assets
69
81
 
@@ -1,24 +1,29 @@
1
1
  export const BLAS_AUDIT_WORKGROUP_SIZE: 64;
2
2
  /**
3
- * Which tree, and where it lives — one tree at a time, which is what an audit is.
3
+ * Triangle ids a meshlet can hold, used or not: the audit asks about every one of them, so that a
4
+ * thread's index says which triangle it is without a table. `(meshlet << 8) | triangle` is the id;
5
+ * a thread's index is `meshlet * BLAS_AUDIT_MESHLET_STRIDE + triangle`.
4
6
  *
7
+ * @type {number}
8
+ */
9
+ export const BLAS_AUDIT_MESHLET_STRIDE: number;
10
+ /**
5
11
  * @type {WebGPUStruct}
6
12
  */
7
13
  export const BLAS_AUDIT_SETTINGS_STRUCT: WebGPUStruct;
8
14
  /**
9
- * Read every leaf's triangle back through the path the *intersector* uses.
15
+ * Read every triangle of a geometry back through the path the *intersector* uses.
10
16
  *
11
- * The refit computes a leaf's box with `geometry_read_triangle_bounds`; `ray_query_blas_nearest`
12
- * fetches the triangle it actually tests with `geometry_read_triangle_vertices`. Those are two
13
- * different functions over the same encoded payload, and nothing until now has held them against
14
- * each other on real data — only on a synthetic case in `chunk_geometry_read_triangle_bounds.spec.js`.
17
+ * The refit computes a slot's box with `geometry_read_triangle_bounds`; the ray queries fetch the
18
+ * triangles they test with `geometry_read_triangle_positions`. Those are two different functions over
19
+ * the same encoded payload.
15
20
  *
16
21
  * If they disagree, a ray descends into a box, tests a triangle that is somewhere else, and misses.
17
22
  * Whole meshlets go absent while the tree itself checks out perfectly, which is exactly the shape of
18
- * failure that survived every structural test of the tree.
23
+ * failure that survives every structural test of a tree.
19
24
  *
20
- * Writes the intersector's view of each leaf's triangle so the host can compare it against the box
21
- * the tree is carrying.
25
+ * Writes the intersector's view of each triangle, by triangle id, so the host can hold it against the
26
+ * slot of the tree that names it.
22
27
  *
23
28
  * @type {ComputeShader}
24
29
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_blas_audit_leaf_triangles.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js"],"names":[],"mappings":"AAmBA,2CAA4C;AAE5C;;;;GAIG;AACH,yCAFU,YAAY,CAmBE;AA8DxB;;;;;;;;;;;;;;;;GAgBG;AACH,+CAFU,aAAa,CAMpB;6BA7G0B,4CAA4C;8BAd3C,wCAAwC"}
1
+ {"version":3,"file":"shader_blas_audit_leaf_triangles.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js"],"names":[],"mappings":"AAkBA,2CAA4C;AAE5C;;;;;;GAMG;AACH,wCAFU,MAAM,CAEyD;AAEzE;;GAEG;AACH,yCAFU,YAAY,CAWE;AAgExB;;;;;;;;;;;;;;;GAeG;AACH,+CAFU,aAAa,CAMpB;6BA3H0B,4CAA4C;8BAE3C,wCAAwC"}
@@ -1,127 +1,126 @@
1
- import { f32, u32 } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
3
- import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
4
- import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
5
- import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
6
- import {
7
- BVH_NODE_CHILD_2_WORD,
8
- BVH_NODE_STRIDE_WORDS
9
- } from "../../renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js";
10
- import {
11
- chunk_geometry_read_triangle_vertices
12
- } from "../../renderer/shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
13
- import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
14
- import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
15
- import {
16
- MESHLET_METADATA_STRUCT
17
- } from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
18
- import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
19
-
20
- export const BLAS_AUDIT_WORKGROUP_SIZE = 64;
21
-
22
- /**
23
- * Which tree, and where it lives — one tree at a time, which is what an audit is.
24
- *
25
- * @type {WebGPUStruct}
26
- */
27
- export const BLAS_AUDIT_SETTINGS_STRUCT = WebGPUStruct.from({
28
- /**
29
- * Leaves in this tree — one triangle each, so also its triangle count.
30
- */
31
- leaf_count: u32,
32
- /**
33
- * u32 word the tree's node 0 starts at inside the shared node arena.
34
- */
35
- node_word_offset: u32,
36
- /**
37
- * Word this tree's leaf list starts at inside the shared leaf-node arena.
38
- */
39
- leaf_nodes_offset: u32,
40
- /**
41
- * Row in the geometry table whose meshlets the leaves index into.
42
- */
43
- geometry_index: u32,
44
- }, "BlasAuditSettings");
45
-
46
- const resources = new ShaderResourceSetDescriptor();
47
-
48
- // per-dispatch, 16 bytes, read-only: immediate data rather than a uniform buffer
49
- resources.setImmediate("settings", BLAS_AUDIT_SETTINGS_STRUCT);
50
- resources.createGroup()
51
- .addStorageBuffer("leaf_nodes", WebGPUArray.from(u32), false)
52
- .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
53
- .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
54
- .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
55
- .addStorageBuffer("nodes", WebGPUArray.from(f32), false)
56
- // six floats per leaf: the AABB of the triangle as the *intersection* path sees it
57
- .addStorageBuffer("out_bounds", WebGPUArray.from(f32), true);
58
-
59
- const body = CodeChunk.from(
60
- //language=WGSL
61
- `
62
- const NODE_STRIDE = ${BVH_NODE_STRIDE_WORDS}u;
63
- const NODE_CHILD_2 = ${BVH_NODE_CHILD_2_WORD}u;
64
-
65
- @compute @workgroup_size(${BLAS_AUDIT_WORKGROUP_SIZE}, 1, 1)
66
- fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
67
- let i = gid.x;
68
-
69
- if (i >= settings.leaf_count) {
70
- return;
71
- }
72
-
73
- let leaf_node = leaf_nodes[settings.leaf_nodes_offset + i];
74
-
75
- let node_word = settings.node_word_offset + leaf_node * NODE_STRIDE;
76
-
77
- let meshlet_triangle_id = bitcast<u32>(nodes[node_word + NODE_CHILD_2]);
78
-
79
- // The reader the ray-triangle test uses, not the one the refit used. If the two ever name
80
- // different triangles for one payload, the tree bounds a triangle the intersector never tests.
81
- let triangle = geometry_read_triangle_vertices(
82
- geometries[settings.geometry_index],
83
- meshlet_triangle_id
84
- );
85
-
86
- let a = triangle.a.position;
87
- let b = triangle.b.position;
88
- let c = triangle.c.position;
89
-
90
- let low = min(a, min(b, c));
91
- let high = max(a, max(b, c));
92
-
93
- let base = i * 6u;
94
-
95
- out_bounds[base] = low.x;
96
- out_bounds[base + 1u] = low.y;
97
- out_bounds[base + 2u] = low.z;
98
- out_bounds[base + 3u] = high.x;
99
- out_bounds[base + 4u] = high.y;
100
- out_bounds[base + 5u] = high.z;
101
- }
102
- `, [
103
- chunk_geometry_read_triangle_vertices,
104
- ]);
105
-
106
- /**
107
- * Read every leaf's triangle back through the path the *intersector* uses.
108
- *
109
- * The refit computes a leaf's box with `geometry_read_triangle_bounds`; `ray_query_blas_nearest`
110
- * fetches the triangle it actually tests with `geometry_read_triangle_vertices`. Those are two
111
- * different functions over the same encoded payload, and nothing until now has held them against
112
- * each other on real data — only on a synthetic case in `chunk_geometry_read_triangle_bounds.spec.js`.
113
- *
114
- * If they disagree, a ray descends into a box, tests a triangle that is somewhere else, and misses.
115
- * Whole meshlets go absent while the tree itself checks out perfectly, which is exactly the shape of
116
- * failure that survived every structural test of the tree.
117
- *
118
- * Writes the intersector's view of each leaf's triangle so the host can compare it against the box
119
- * the tree is carrying.
120
- *
121
- * @type {ComputeShader}
122
- */
123
- export const shader_blas_audit_leaf_triangles = ComputeShader.from({
124
- label: "BLAS/AuditLeafTriangles",
125
- resources,
126
- body,
127
- });
1
+ import { f32, u32 } from "../../renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../renderer/shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../renderer/shader/type/WebGPUStruct.js";
4
+ import { CodeChunk } from "../../renderer/shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../renderer/shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../renderer/shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ chunk_geometry_read_triangle_positions
9
+ } from "../../renderer/shader/chunk/geometry/format/chunk_geometry_read_triangle_positions.js";
10
+ import { GEOMETRY_METADATA_STRUCT } from "../../renderer/geometry/GEOMETRY_METADATA_STRUCT.js";
11
+ import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../renderer/geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
12
+ import {
13
+ GEOMETRY_MESHLET_TRIANGLE_LIMIT
14
+ } from "../../renderer/geometry/meshlet/GEOMETRY_MESHLET_TRIANGLE_LIMIT.js";
15
+ import {
16
+ MESHLET_METADATA_STRUCT
17
+ } from "../../renderer/geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
18
+
19
+ export const BLAS_AUDIT_WORKGROUP_SIZE = 64;
20
+
21
+ /**
22
+ * Triangle ids a meshlet can hold, used or not: the audit asks about every one of them, so that a
23
+ * thread's index says which triangle it is without a table. `(meshlet << 8) | triangle` is the id;
24
+ * a thread's index is `meshlet * BLAS_AUDIT_MESHLET_STRIDE + triangle`.
25
+ *
26
+ * @type {number}
27
+ */
28
+ export const BLAS_AUDIT_MESHLET_STRIDE = GEOMETRY_MESHLET_TRIANGLE_LIMIT;
29
+
30
+ /**
31
+ * @type {WebGPUStruct}
32
+ */
33
+ export const BLAS_AUDIT_SETTINGS_STRUCT = WebGPUStruct.from({
34
+ /**
35
+ * Meshlets of the geometry.
36
+ */
37
+ meshlet_count: u32,
38
+ /**
39
+ * Row in the geometry table whose meshlets hold the triangles.
40
+ */
41
+ geometry_index: u32,
42
+ }, "BlasAuditSettings");
43
+
44
+ const resources = new ShaderResourceSetDescriptor();
45
+
46
+ // per-dispatch, 8 bytes, read-only: immediate data rather than a uniform buffer
47
+ resources.setImmediate("settings", BLAS_AUDIT_SETTINGS_STRUCT);
48
+ resources.createGroup()
49
+ .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT), false)
50
+ .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT), false)
51
+ .addStorageBuffer("meshlet_data", GEOMETRY_ATTRIBUTE_DATA_TYPE, false)
52
+ // six floats per triangle id: the AABB of the triangle as the *intersection* path sees it, or a
53
+ // box turned inside out — its low above its high — for an id the meshlet does not hold
54
+ .addStorageBuffer("out_bounds", WebGPUArray.from(f32), true);
55
+
56
+ const body = CodeChunk.from(
57
+ //language=WGSL
58
+ `
59
+ const MESHLET_STRIDE = ${BLAS_AUDIT_MESHLET_STRIDE}u;
60
+
61
+ @compute @workgroup_size(${BLAS_AUDIT_WORKGROUP_SIZE}, 1, 1)
62
+ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
63
+ let i = gid.x;
64
+
65
+ let meshlet = i / MESHLET_STRIDE;
66
+ let triangle = i % MESHLET_STRIDE;
67
+
68
+ if (meshlet >= settings.meshlet_count) {
69
+ return;
70
+ }
71
+
72
+ let geometry = geometries[settings.geometry_index];
73
+
74
+ let base = i * 6u;
75
+
76
+ if (triangle >= meshlet_metadata[geometry.meshlets_address + meshlet].primitive_count) {
77
+ // not a triangle
78
+ out_bounds[base] = 1.0;
79
+ out_bounds[base + 3u] = -1.0;
80
+
81
+ return;
82
+ }
83
+
84
+ // The reader the ray-triangle test uses, not the one the refit used. If the two ever name
85
+ // different triangles for one id, the tree bounds a triangle the intersector never tests.
86
+ var a: vec3<f32>;
87
+ var b: vec3<f32>;
88
+ var c: vec3<f32>;
89
+
90
+ geometry_read_triangle_positions(&a, &b, &c, geometry, (meshlet << 8u) | triangle);
91
+
92
+ let low = min(a, min(b, c));
93
+ let high = max(a, max(b, c));
94
+
95
+ out_bounds[base] = low.x;
96
+ out_bounds[base + 1u] = low.y;
97
+ out_bounds[base + 2u] = low.z;
98
+ out_bounds[base + 3u] = high.x;
99
+ out_bounds[base + 4u] = high.y;
100
+ out_bounds[base + 5u] = high.z;
101
+ }
102
+ `, [
103
+ chunk_geometry_read_triangle_positions,
104
+ ]);
105
+
106
+ /**
107
+ * Read every triangle of a geometry back through the path the *intersector* uses.
108
+ *
109
+ * The refit computes a slot's box with `geometry_read_triangle_bounds`; the ray queries fetch the
110
+ * triangles they test with `geometry_read_triangle_positions`. Those are two different functions over
111
+ * the same encoded payload.
112
+ *
113
+ * If they disagree, a ray descends into a box, tests a triangle that is somewhere else, and misses.
114
+ * Whole meshlets go absent while the tree itself checks out perfectly, which is exactly the shape of
115
+ * failure that survives every structural test of a tree.
116
+ *
117
+ * Writes the intersector's view of each triangle, by triangle id, so the host can hold it against the
118
+ * slot of the tree that names it.
119
+ *
120
+ * @type {ComputeShader}
121
+ */
122
+ export const shader_blas_audit_leaf_triangles = ComputeShader.from({
123
+ label: "BLAS/AuditLeafTriangles",
124
+ resources,
125
+ body,
126
+ });