@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.
- package/CHANGELOG.md +74 -0
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
- package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
- package/package.json +1 -1
- package/src/core/bvh8/build/BVH8Converter.d.ts +16 -0
- package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -1
- package/src/core/bvh8/build/BVH8Converter.js +64 -37
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts +25 -0
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.d.ts.map +1 -0
- package/src/core/bvh8/build/bvh8_assign_slots_greedy.js +68 -0
- package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -1
- package/src/core/bvh8/build/bvh8_from_proxy.js +2 -33
- package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts +22 -0
- package/src/core/bvh8/build/bvh8_node_fit_slots.d.ts.map +1 -0
- package/src/core/bvh8/build/bvh8_node_fit_slots.js +115 -0
- package/src/core/bvh8/bvh8_depth.d.ts +8 -0
- package/src/core/bvh8/bvh8_depth.d.ts.map +1 -0
- package/src/core/bvh8/bvh8_depth.js +39 -0
- package/src/core/math/complex/complex_fft_radix2.d.ts +19 -0
- package/src/core/math/complex/complex_fft_radix2.d.ts.map +1 -0
- package/src/core/math/complex/complex_fft_radix2.js +71 -0
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
- package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
- package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
- package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
- package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
- package/src/engine/graphics/trail/TrailKnots.js +137 -0
- package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
- package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
- package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
- package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
- package/src/engine/graphics3/EntityRowHold.js +128 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +17 -4
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUFluidSystem.js +113 -16
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
- package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem.js +380 -81
- package/src/engine/physics/cloth/playground/wind_main.js +7 -6
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +2 -2
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +2 -2
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +3 -3
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +7 -9
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +10 -10
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +14 -22
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +16 -2
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.js +17 -3
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +1 -2
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +1 -2
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +8 -5
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +60 -17
- package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
- package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +33 -47
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +38 -176
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +8 -11
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +13 -24
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts +16 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationUpgrader_0_1.js +35 -0
- package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +1 -1
- package/src/engine/physics/fluid/fluid_apply_atmosphere.js +1 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts +28 -0
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/FLUID_TURBULENCE_TILE.js +29 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts +16 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_atmosphere_velocity_at.js +49 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts +11 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_inverse_tile_size.js +18 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts +25 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_data.js +65 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts +56 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_generate.js +313 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts +16 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.d.ts.map +1 -0
- package/src/engine/physics/fluid/turbulence/fluid_turbulence_tile_sample.js +69 -0
- package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +1 -1
- package/src/generation/foliage/mesh/branch_ring_triangulate.js +1 -1
- package/src/shade/playground/bvh_repro/README.md +8 -6
- package/src/shade/playground/bvh_repro/index.html +125 -124
- package/src/shade/playground/bvh_repro/main.js +259 -254
- package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
- package/src/shade/playground/foliage_wind/foliage_world.js +7 -4
- package/src/shade/playground/grass_surfaces/main.js +3 -2
- package/src/shade/playground/particle_ecs/bonfire_wind.d.ts +23 -13
- package/src/shade/playground/particle_ecs/bonfire_wind.d.ts.map +1 -1
- package/src/shade/playground/particle_ecs/bonfire_wind.js +30 -33
- package/src/shade/playground/skinned_blas_refit/README.md +26 -14
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +14 -9
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +126 -127
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +95 -95
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +9 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +146 -135
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts +6 -6
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_clone_leaves.js +148 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +11 -8
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +342 -202
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +12 -13
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +136 -116
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +4 -4
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +255 -249
- package/src/shade/playground/trails/index.html +50 -0
- package/src/shade/playground/trails/main.d.ts +2 -0
- package/src/shade/playground/trails/main.d.ts.map +1 -0
- package/src/shade/playground/trails/main.js +258 -0
- package/src/shade/playground/water_surface/main.js +6 -3
- package/src/shade/renderer/animation/GPUAnimationManager.js +2 -2
- package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +7 -8
- package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts +111 -0
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/fluid/FLUID_FAR_FIELD_STRUCT.js +162 -0
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +37 -8
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascade.js +149 -47
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +10 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +69 -10
- package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts +19 -0
- package/src/shade/renderer/fluid/chunk_fluid_far_field.d.ts.map +1 -0
- package/src/shade/renderer/fluid/chunk_fluid_far_field.js +43 -0
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts +10 -9
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_PARENT_STRUCT.js +14 -12
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts +3 -2
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/FLUID_CASCADE_RESTRICT_STRUCT.js +7 -5
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts +17 -9
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_epilogue.js +58 -18
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts +23 -11
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +371 -335
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_fill.js +2 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_ghosts.js +109 -108
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts +5 -3
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/shader_fluid_cascade_restrict.js +24 -12
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +9 -0
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts +6 -2
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FLUID_MAC_STEP_STRUCT.js +10 -5
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +20 -21
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FluidMacPasses.js +453 -427
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +340 -282
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +13 -5
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/FluidWindPublish.js +20 -10
- package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.d.ts +2 -2
- package/src/shade/renderer/fluid/publish/chunk_fluid_wind_publish_cell.js +2 -2
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts +5 -3
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/shader_fluid_wind_publish.js +147 -142
- package/src/shade/renderer/fluid/query/GPUFluidQueries.js +2 -2
- package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/GPUGeometryManager.js +5 -7
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts +4 -1
- package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometry.js +4 -1
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts +20 -0
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.d.ts.map +1 -1
- package/src/shade/renderer/geometry/MeshletGeometrySerializationAdapter.js +35 -3
- package/src/shade/renderer/geometry/blas_from_meshlets.d.ts +9 -3
- package/src/shade/renderer/geometry/blas_from_meshlets.d.ts.map +1 -1
- package/src/shade/renderer/geometry/blas_from_meshlets.js +16 -30
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts +14 -0
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/geometry/bvh/BLAS8_REFIT_TARGET_STRUCT.js +33 -0
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts +18 -21
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.js +78 -158
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- package/src/shade/renderer/trails/runtime/TrailFadeCurves.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailFadeCurves.js +220 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts +49 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailKnotPool.js +162 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.d.ts +52 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.d.ts.map +1 -0
- package/src/shade/renderer/trails/runtime/TrailParameters.js +126 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts +23 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_frame_transport.js +57 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts +14 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_knot_alpha.js +40 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts +18 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_seed.js +64 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.d.ts +14 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_segment.js +51 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.d.ts +48 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_update.js +197 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts +34 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/chunk_trail_vertex.js +111 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts +24 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit.js +78 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts +23 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_avboit_segments.js +130 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts +29 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_draw_args.js +78 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts +18 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_seed.js +79 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts +20 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.d.ts.map +1 -0
- package/src/shade/renderer/trails/shaders/shader_trail_update.js +101 -0
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -2
- package/src/shade/renderer/water/query/shader_water_surface_query.d.ts.map +1 -1
- package/src/shade/renderer/water/query/shader_water_surface_query.js +227 -227
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.d.ts.map +1 -1
- package/src/shade/renderer/water/surface/particles/chunk_water_particle_step.js +7 -4
- package/src/shade/renderer/water/surface/particles/shader_water_particles.js +2 -2
- package/src/shade/renderer/wind/GPUSceneWind.d.ts +36 -4
- package/src/shade/renderer/wind/GPUSceneWind.d.ts.map +1 -1
- package/src/shade/renderer/wind/GPUSceneWind.js +150 -4
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts +9 -3
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/wind/WIND_FIELD_STRUCT.js +13 -3
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.d.ts +6 -6
- package/src/shade/renderer/wind/WIND_FIELD_UNIFORM.js +6 -6
- package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts +39 -0
- package/src/shade/renderer/wind/chunk_fluid_turbulence.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_fluid_turbulence.js +63 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts +10 -7
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.d.ts.map +1 -1
- package/src/shade/renderer/wind/chunk_wind_field_sample_cascades.js +34 -11
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts +2 -2
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +2 -2
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +6 -4
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -1
- package/src/shade/renderer/wind/wind_field_add_resources.js +9 -6
- package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts +0 -18
- package/src/engine/graphics/ecs/trail3d/advance_trail.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/advance_trail.js +0 -42
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.d.ts +0 -14
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +0 -75
- package/src/engine/graphics/ecs/trail3d/trail_head_position.d.ts +0 -17
- package/src/engine/graphics/ecs/trail3d/trail_head_position.d.ts.map +0 -1
- package/src/engine/graphics/ecs/trail3d/trail_head_position.js +0 -19
- package/src/engine/graphics/trail/tube/TubeX.d.ts +0 -186
- package/src/engine/graphics/trail/tube/TubeX.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/TubeX.js +0 -575
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +0 -16
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +0 -34
- package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +0 -27
- package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +0 -1
- package/src/engine/graphics/trail/tube/tube_attributes_spec.js +0 -70
- package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +0 -38
- package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +0 -1
- package/src/engine/graphics3/trail/trail_tube_write_geometry.js +0 -119
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts +0 -18
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/BLAS_REFIT_TARGET_STRUCT.js +0 -50
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +0 -23
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +0 -87
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts +0 -42
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch.js +0 -141
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts +0 -21
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.d.ts.map +0 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_batch_seed.js +0 -75
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts +0 -17
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.d.ts.map +0 -1
- package/src/shade/renderer/geometry/meshlet_batch_to_bvh.js +0 -247
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/bvh/bvh8/webgpu/chunk_bvh8_ray_query_blas_occlusion.js +0 -226
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts +0 -8
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mask_visibility_via_rays.js +0 -45
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/light/sample/chunk_ray_sample_light.js +0 -105
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts +0 -6
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.d.ts.map +0 -1
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_distance.js +0 -86
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts +0 -2
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.d.ts.map +0 -1
- package/src/shade/renderer/shadow/sdf/chunk_ray_query_sdf_raycast_traversal_count.js +0 -136
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/**
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{"version":3,"file":"chunk_point_query_blas_nearest.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_point_query_blas_nearest.js"],"names":[],"mappings":"
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{"version":3,"file":"chunk_point_query_blas_nearest.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_point_query_blas_nearest.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,6CAFU,SAAS,CA8IjB;0BAjLwB,6BAA6B"}
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import { assert } from "../../../../../core/assert.js";
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* `stack` is the caller's, used from `stack_top` up and handed back as it was found below that. The
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* walk reads and writes the first word of an entry and nothing else of it: which of a waiting node's
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* slots are still to visit stays with the walk, a byte a level ({@link chunk_bvh8_waiting_slots}).
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*/
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export const chunk_point_query_blas_nearest = CodeChunk.from(
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//language=WGSL
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`
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fn point_query_blas_nearest
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position:vec3<f32>,
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fn point_query_blas_nearest(
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position: vec3<f32>,
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geometry_index:u32,
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stack:ptr<function, array<
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out.primitive = ${UINT32_MAX}; //
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let child_1_bounds = blas_data[ blas_address + child_1 ].bounds;
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let distance_sqr_to_child1 = aabb3_unsigned_distance_sqr_to_point(child_1_bounds, position);
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let child_2_bounds = blas_data[ blas_address + child_2 ].bounds;
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var sorted_children = vec2(child_1, child_2);
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var sorted_distances = vec2(distance_sqr_to_child1, distance_sqr_to_child2);
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-
|
|
60
|
-
if (distance_sqr_to_child2 < distance_sqr_to_child1) {
|
|
61
|
-
|
|
62
|
-
sorted_children = sorted_children.yx;
|
|
63
|
-
sorted_distances = sorted_distances.yx;
|
|
60
|
+
out.primitive = ${UINT32_MAX}u; // a miss, until something is found
|
|
64
61
|
|
|
62
|
+
// the walk's own part of the stack
|
|
63
|
+
let stack_end = min(stack_top + ${BVH8_WAITING_SLOTS_CAPACITY}u, ${BVH8_TRAVERSAL_STACK_SIZE}u);
|
|
64
|
+
|
|
65
|
+
var pointer = stack_top;
|
|
66
|
+
|
|
67
|
+
// the slots still to visit of each node waiting on the stack; none for a child waiting as itself
|
|
68
|
+
var waiting = vec4<u32>(0u);
|
|
69
|
+
|
|
70
|
+
// the node being looked at, and which of its child slots are still to visit
|
|
71
|
+
var node_index = blas_address;
|
|
72
|
+
var pending = 0u;
|
|
73
|
+
var arriving = true;
|
|
74
|
+
|
|
75
|
+
loop {
|
|
76
|
+
let node: ${BVH8_INODE_STRUCT.wgsl_ref} = blas_data[node_index];
|
|
77
|
+
let distances = bvh8_node_slot_distances_sqr(node, position);
|
|
78
|
+
|
|
79
|
+
let imask = node.data[0].w >> 24u;
|
|
80
|
+
|
|
81
|
+
if (arriving) {
|
|
82
|
+
// this node's own triangles first: what they find prunes its children
|
|
83
|
+
let runs = bvh8_node_slot_runs(node);
|
|
84
|
+
|
|
85
|
+
var run = bvh8_slot_runs_within(runs, distances, nearest_distance_sqr);
|
|
86
|
+
|
|
87
|
+
if (run != 0u) {
|
|
88
|
+
// a node's triangles are one run of one meshlet
|
|
89
|
+
let triangle_base = node.data[1].y;
|
|
90
|
+
|
|
91
|
+
let meshlet_header = meshlet_metadata[geometry.meshlets_address + (triangle_base >> 8u)];
|
|
92
|
+
|
|
93
|
+
while (run != 0u) {
|
|
94
|
+
let encoded_triangle_id = triangle_base + countTrailingZeros(run);
|
|
95
|
+
|
|
96
|
+
run &= run - 1u;
|
|
97
|
+
|
|
98
|
+
let corner = (encoded_triangle_id & 0xffu) * 3u;
|
|
99
|
+
|
|
100
|
+
let a = read_meshlet_vertex_position(meshlet_header, read_meshlet_resolved_index(meshlet_header, corner));
|
|
101
|
+
let b = read_meshlet_vertex_position(meshlet_header, read_meshlet_resolved_index(meshlet_header, corner + 1u));
|
|
102
|
+
let c = read_meshlet_vertex_position(meshlet_header, read_meshlet_resolved_index(meshlet_header, corner + 2u));
|
|
103
|
+
|
|
104
|
+
let barycentric = triangle_closest_point_to_point_barycentric(position, a, b, c);
|
|
105
|
+
|
|
106
|
+
let contact = a * barycentric.x + b * barycentric.y + c * (1.0 - barycentric.x - barycentric.y);
|
|
107
|
+
|
|
108
|
+
let offset = position - contact;
|
|
109
|
+
let distance_sqr = dot(offset, offset);
|
|
110
|
+
|
|
111
|
+
if (distance_sqr < nearest_distance_sqr) {
|
|
112
|
+
nearest_distance_sqr = distance_sqr;
|
|
113
|
+
|
|
114
|
+
out.position = contact;
|
|
115
|
+
out.normal = compute_triangle_face_normal(a, b, c);
|
|
116
|
+
out.primitive = encoded_triangle_id;
|
|
117
|
+
|
|
118
|
+
// slots no nearer than this are done with
|
|
119
|
+
run &= bvh8_slot_runs_within(runs, distances, nearest_distance_sqr);
|
|
120
|
+
}
|
|
121
|
+
}
|
|
65
122
|
}
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
|
|
69
|
-
|
|
70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
|
|
84
|
-
|
|
85
|
-
|
|
86
|
-
|
|
87
|
-
|
|
88
|
-
|
|
89
|
-
pointer --;
|
|
90
|
-
node_index = stack[pointer];
|
|
91
|
-
|
|
92
|
-
let triangle_index = child_2;
|
|
93
|
-
let triangle = geometry_read_triangle_vertices(geometry, child_2);
|
|
94
|
-
|
|
95
|
-
let a = triangle.a.position;
|
|
96
|
-
let b = triangle.b.position;
|
|
97
|
-
let c = triangle.c.position;
|
|
98
|
-
|
|
99
|
-
let barycentric2 = triangle_closest_point_to_point_barycentric(position, a, b, c);
|
|
100
|
-
|
|
101
|
-
let u = barycentric2.x;
|
|
102
|
-
let v = barycentric2.y;
|
|
103
|
-
let w = 1 - u - v;
|
|
104
|
-
|
|
105
|
-
let contact = a*u + b*v + c*w;
|
|
106
|
-
|
|
107
|
-
let distance_to_triangle = distance(position, contact);
|
|
108
|
-
let distance_to_triangle_sqr = distance_to_triangle * distance_to_triangle;
|
|
109
|
-
|
|
110
|
-
if (distance_to_triangle_sqr >= nearest_distance_sqr) {
|
|
111
|
-
continue;
|
|
123
|
+
|
|
124
|
+
pending = imask;
|
|
125
|
+
}
|
|
126
|
+
|
|
127
|
+
// the children still to visit that are worth one
|
|
128
|
+
let worthwhile = bvh8_slots_within(distances, nearest_distance_sqr) & pending;
|
|
129
|
+
|
|
130
|
+
if (worthwhile != 0u) {
|
|
131
|
+
let nearest_slot = bvh8_nearest_slot_among(distances, worthwhile);
|
|
132
|
+
|
|
133
|
+
// the node's children sit in one block, in slot order
|
|
134
|
+
let child_block = blas_address + node.data[1].x;
|
|
135
|
+
|
|
136
|
+
let later = worthwhile & ~(1u << nearest_slot);
|
|
137
|
+
|
|
138
|
+
if (later != 0u && pointer < stack_end) {
|
|
139
|
+
let lone = (later & (later - 1u)) == 0u;
|
|
140
|
+
|
|
141
|
+
stack[pointer].x = select(node_index, child_block + countOneBits(imask & (later - 1u)), lone);
|
|
142
|
+
|
|
143
|
+
pointer++;
|
|
144
|
+
|
|
145
|
+
waiting = bvh8_waiting_slots_push(waiting, select(later, 0u, lone));
|
|
112
146
|
}
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
|
|
116
|
-
|
|
117
|
-
|
|
118
|
-
|
|
119
|
-
|
|
147
|
+
|
|
148
|
+
node_index = child_block + countOneBits(imask & ((1u << nearest_slot) - 1u));
|
|
149
|
+
arriving = true;
|
|
150
|
+
|
|
151
|
+
continue;
|
|
152
|
+
}
|
|
153
|
+
|
|
154
|
+
// nothing more under this node: back to whatever waits
|
|
155
|
+
if (pointer == stack_top) {
|
|
156
|
+
break;
|
|
120
157
|
}
|
|
121
|
-
|
|
158
|
+
|
|
159
|
+
pointer--;
|
|
160
|
+
|
|
161
|
+
node_index = stack[pointer].x;
|
|
162
|
+
pending = bvh8_waiting_slots_latest(waiting);
|
|
163
|
+
arriving = pending == 0u;
|
|
164
|
+
|
|
165
|
+
waiting = bvh8_waiting_slots_pop(waiting);
|
|
122
166
|
}
|
|
123
|
-
|
|
167
|
+
|
|
124
168
|
return out;
|
|
125
169
|
}
|
|
126
170
|
`, [
|
|
127
|
-
|
|
171
|
+
BVH8_INODE_STRUCT.declaration_chunk,
|
|
172
|
+
GEOMETRY_METADATA_STRUCT.declaration_chunk,
|
|
173
|
+
MESHLET_METADATA_STRUCT.declaration_chunk,
|
|
128
174
|
SURFACE_POINT_3D.declaration_chunk,
|
|
129
|
-
|
|
130
|
-
|
|
131
|
-
|
|
175
|
+
chunk_bvh8_node_slot_distances,
|
|
176
|
+
chunk_bvh8_waiting_slots,
|
|
177
|
+
chunk_read_meshlet_resolved_index,
|
|
178
|
+
chunk_read_meshlet_vertex_position,
|
|
132
179
|
chunk_triangle_closest_point_to_point_barycentric,
|
|
133
180
|
chunk_compute_triangle_face_normal,
|
|
134
181
|
]
|
|
135
|
-
);
|
|
182
|
+
);
|
|
@@ -1,3 +1,24 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The nearest point of any instance's surface to a point in the world, within `max_distance`:
|
|
3
|
+
*
|
|
4
|
+
* ```wgsl
|
|
5
|
+
* fn scene_point_query_nearest(position: vec3<f32>, max_distance: f32) -> SurfacePoint3D
|
|
6
|
+
* ```
|
|
7
|
+
*
|
|
8
|
+
* `primitive` is the `meshes` row of the instance the point lies on, or all ones when there is none;
|
|
9
|
+
* `position` and `normal` are in the world.
|
|
10
|
+
*
|
|
11
|
+
* The TLAS is walked nearest box first: an instance, or a child node, is passed by once the best
|
|
12
|
+
* found is nearer than its box. A node's instances are asked before its children, each in its own
|
|
13
|
+
* space ({@link chunk_point_query_blas_nearest}).
|
|
14
|
+
*
|
|
15
|
+
* One stack serves both levels, a node in the first word of an entry: the BLAS under an instance
|
|
16
|
+
* takes the entries above the TLAS walk's own.
|
|
17
|
+
*
|
|
18
|
+
* The enclosing shader binds `tlas`, `scene_database` and the BLAS buffers.
|
|
19
|
+
*
|
|
20
|
+
* @type {CodeChunk}
|
|
21
|
+
*/
|
|
1
22
|
export const chunk_scene_point_query_nearest: CodeChunk;
|
|
2
23
|
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
3
24
|
//# sourceMappingURL=chunk_scene_point_query_nearest.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_scene_point_query_nearest.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_scene_point_query_nearest.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"chunk_scene_point_query_nearest.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_scene_point_query_nearest.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,8CAFU,SAAS,CAyIjB;0BA1KwB,6BAA6B"}
|
|
@@ -1,11 +1,11 @@
|
|
|
1
|
+
import { assert } from "../../../../../core/assert.js";
|
|
1
2
|
import { UINT32_MAX } from "../../../../../core/binary/UINT32_MAX.js";
|
|
2
3
|
import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
|
|
3
4
|
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
4
|
-
import {
|
|
5
|
-
import {
|
|
6
|
-
import {
|
|
7
|
-
|
|
8
|
-
} from "../geometry/aabb3/chunk_aabb3_unsigned_distance_sqr_to_point.js";
|
|
5
|
+
import { BVH8_TLAS_MAX_DEPTH, BVH8_TRAVERSAL_STACK_SIZE } from "../bvh/bvh8/webgpu/BVH8_MAX_DEPTH.js";
|
|
6
|
+
import { chunk_bvh8_node_slot_distances } from "../bvh/bvh8/webgpu/chunk_bvh8_node_slot_distances.js";
|
|
7
|
+
import { chunk_bvh8_tree_read } from "../bvh/bvh8/webgpu/chunk_bvh8_tree_read.js";
|
|
8
|
+
import { BVH8_WAITING_SLOTS_CAPACITY, chunk_bvh8_waiting_slots } from "../bvh/bvh8/webgpu/chunk_bvh8_waiting_slots.js";
|
|
9
9
|
import { chunk_mat4_inverse } from "../geometry/mat4/chunk_mat4_inverse.js";
|
|
10
10
|
import { chunk_v3_matrix4_project } from "../geometry/vec3/chunk_v3_matrix4_project.js";
|
|
11
11
|
import { chunk_v3_matrix4_rotate } from "../geometry/vec3/chunk_v3_matrix4_rotate.js";
|
|
@@ -13,121 +13,162 @@ import { F32_MAX_DEFINITION } from "../math/F32_MAX_DEFINITION.js";
|
|
|
13
13
|
import { chunk_point_query_blas_nearest } from "./chunk_point_query_blas_nearest.js";
|
|
14
14
|
import { SURFACE_POINT_3D } from "./SURFACE_POINT_3D.js";
|
|
15
15
|
|
|
16
|
+
assert.lessThanOrEqual(BVH8_TLAS_MAX_DEPTH, BVH8_WAITING_SLOTS_CAPACITY, 'the TLAS may be deeper than the walk can keep slots for');
|
|
17
|
+
|
|
18
|
+
/**
|
|
19
|
+
* The nearest point of any instance's surface to a point in the world, within `max_distance`:
|
|
20
|
+
*
|
|
21
|
+
* ```wgsl
|
|
22
|
+
* fn scene_point_query_nearest(position: vec3<f32>, max_distance: f32) -> SurfacePoint3D
|
|
23
|
+
* ```
|
|
24
|
+
*
|
|
25
|
+
* `primitive` is the `meshes` row of the instance the point lies on, or all ones when there is none;
|
|
26
|
+
* `position` and `normal` are in the world.
|
|
27
|
+
*
|
|
28
|
+
* The TLAS is walked nearest box first: an instance, or a child node, is passed by once the best
|
|
29
|
+
* found is nearer than its box. A node's instances are asked before its children, each in its own
|
|
30
|
+
* space ({@link chunk_point_query_blas_nearest}).
|
|
31
|
+
*
|
|
32
|
+
* One stack serves both levels, a node in the first word of an entry: the BLAS under an instance
|
|
33
|
+
* takes the entries above the TLAS walk's own.
|
|
34
|
+
*
|
|
35
|
+
* The enclosing shader binds `tlas`, `scene_database` and the BLAS buffers.
|
|
36
|
+
*
|
|
37
|
+
* @type {CodeChunk}
|
|
38
|
+
*/
|
|
16
39
|
export const chunk_scene_point_query_nearest = CodeChunk.from(
|
|
17
40
|
//language=WGSL
|
|
18
41
|
`
|
|
19
|
-
fn scene_point_query_nearest(position: vec3<f32>, max_distance: f32) -> ${SURFACE_POINT_3D.wgsl_ref}{
|
|
42
|
+
fn scene_point_query_nearest(position: vec3<f32>, max_distance: f32) -> ${SURFACE_POINT_3D.wgsl_ref} {
|
|
43
|
+
var stack: array<vec2u, ${BVH8_TRAVERSAL_STACK_SIZE}>;
|
|
44
|
+
var pointer = 0u;
|
|
45
|
+
|
|
46
|
+
// the slots still to visit of each node waiting on the stack; none for a child waiting as itself
|
|
47
|
+
var waiting = vec4<u32>(0u);
|
|
20
48
|
|
|
21
|
-
var stack = array<u32, ${BVH_TRAVERSAL_STACK_SIZE}>();
|
|
22
|
-
var node_index = tlas.root;
|
|
23
|
-
var pointer = 1u;
|
|
24
|
-
|
|
25
49
|
var nearest_distance_sqr = max_distance * max_distance;
|
|
26
|
-
|
|
50
|
+
|
|
27
51
|
var out: ${SURFACE_POINT_3D.wgsl_ref};
|
|
28
|
-
out.primitive = ${UINT32_MAX}; //
|
|
29
|
-
|
|
52
|
+
out.primitive = ${UINT32_MAX}u; // a miss, until something is found
|
|
30
53
|
|
|
31
|
-
|
|
54
|
+
// the node being looked at, and which of its child slots are still to visit
|
|
55
|
+
var node_index = 0u;
|
|
56
|
+
var pending = 0u;
|
|
57
|
+
var arriving = true;
|
|
32
58
|
|
|
33
|
-
|
|
34
|
-
let
|
|
35
|
-
let
|
|
59
|
+
loop {
|
|
60
|
+
let node = bvh8_tree_read_node(&tlas, node_index);
|
|
61
|
+
let distances = bvh8_node_slot_distances_sqr(node, position);
|
|
36
62
|
|
|
37
|
-
|
|
38
|
-
// not a leaf node
|
|
39
|
-
let child_1_bounds = tlas.nodes[ child_1 ].bounds;
|
|
40
|
-
let distance_sqr_to_child1 = aabb3_unsigned_distance_sqr_to_point(child_1_bounds, position);
|
|
63
|
+
let imask = node.data[0].w >> 24u;
|
|
41
64
|
|
|
42
|
-
|
|
43
|
-
|
|
65
|
+
if (arriving) {
|
|
66
|
+
// this node's own instances first: what they find prunes its children
|
|
67
|
+
let runs = bvh8_node_slot_runs(node);
|
|
44
68
|
|
|
45
|
-
|
|
46
|
-
var sorted_children = vec2(child_1, child_2);
|
|
47
|
-
var sorted_distances = vec2(distance_sqr_to_child1, distance_sqr_to_child2);
|
|
69
|
+
var run = bvh8_slot_runs_within(runs, distances, nearest_distance_sqr);
|
|
48
70
|
|
|
49
|
-
|
|
71
|
+
while (run != 0u) {
|
|
72
|
+
let offset = countTrailingZeros(run);
|
|
50
73
|
|
|
51
|
-
|
|
52
|
-
sorted_distances = sorted_distances.yx;
|
|
74
|
+
run &= run - 1u;
|
|
53
75
|
|
|
54
|
-
|
|
76
|
+
// a leaf's payload is the instance's meshes row
|
|
77
|
+
let mesh_id = bvh8_tree_read_payload(&tlas, node, offset);
|
|
55
78
|
|
|
56
|
-
|
|
57
|
-
|
|
79
|
+
let mesh = scene_read_mesh(&scene_database, mesh_id);
|
|
80
|
+
let placement = scene_read_node(&scene_database, mesh.node);
|
|
58
81
|
|
|
59
|
-
|
|
82
|
+
let geometry_position = v3_matrix4_project(position, mat4_inverse(placement.global));
|
|
60
83
|
|
|
61
|
-
|
|
84
|
+
let geometry_hit = point_query_blas_nearest(
|
|
85
|
+
geometry_position,
|
|
86
|
+
F32_MAX, // TODO consider passing a sensible max-distance
|
|
87
|
+
mesh.geometry,
|
|
88
|
+
&stack,
|
|
89
|
+
pointer
|
|
90
|
+
);
|
|
62
91
|
|
|
63
|
-
|
|
92
|
+
if (geometry_hit.primitive == ${UINT32_MAX}u) {
|
|
93
|
+
// a geometry with no triangles
|
|
94
|
+
continue;
|
|
95
|
+
}
|
|
64
96
|
|
|
65
|
-
|
|
97
|
+
let mesh_hit_point = v3_matrix4_project(geometry_hit.position, placement.global);
|
|
66
98
|
|
|
67
|
-
|
|
99
|
+
let offset_to_mesh = mesh_hit_point - position;
|
|
100
|
+
let distance_to_mesh_sqr = dot(offset_to_mesh, offset_to_mesh);
|
|
68
101
|
|
|
69
|
-
|
|
102
|
+
if (distance_to_mesh_sqr >= nearest_distance_sqr) {
|
|
103
|
+
continue;
|
|
104
|
+
}
|
|
70
105
|
|
|
71
|
-
|
|
72
|
-
node_index = stack[pointer];
|
|
106
|
+
nearest_distance_sqr = distance_to_mesh_sqr;
|
|
73
107
|
|
|
74
|
-
|
|
108
|
+
out.primitive = mesh_id;
|
|
109
|
+
out.normal = v3_matrix4_rotate(geometry_hit.normal, placement.global);
|
|
110
|
+
out.position = mesh_hit_point;
|
|
75
111
|
|
|
76
|
-
|
|
112
|
+
// slots no nearer than this are done with
|
|
113
|
+
run &= bvh8_slot_runs_within(runs, distances, nearest_distance_sqr);
|
|
114
|
+
}
|
|
77
115
|
|
|
78
|
-
|
|
79
|
-
|
|
116
|
+
pending = imask;
|
|
117
|
+
}
|
|
80
118
|
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
let node = scene_read_node(&scene_database, mesh.node);
|
|
119
|
+
// the children still to visit that are worth one
|
|
120
|
+
let worthwhile = bvh8_slots_within(distances, nearest_distance_sqr) & pending;
|
|
84
121
|
|
|
85
|
-
|
|
122
|
+
if (worthwhile != 0u) {
|
|
123
|
+
let nearest_slot = bvh8_nearest_slot_among(distances, worthwhile);
|
|
86
124
|
|
|
87
|
-
|
|
125
|
+
// the node's children sit in one block, in slot order
|
|
126
|
+
let child_block = node.data[1].x;
|
|
88
127
|
|
|
89
|
-
let
|
|
90
|
-
geometry_position,
|
|
91
|
-
F32_MAX, // TODO consider passing a sensible max-distance
|
|
92
|
-
geometry_id,
|
|
93
|
-
&stack,
|
|
94
|
-
pointer
|
|
95
|
-
);
|
|
128
|
+
let later = worthwhile & ~(1u << nearest_slot);
|
|
96
129
|
|
|
97
|
-
if(
|
|
98
|
-
|
|
99
|
-
continue;
|
|
100
|
-
}
|
|
130
|
+
if (later != 0u && pointer < ${BVH8_TLAS_MAX_DEPTH}u) {
|
|
131
|
+
let lone = (later & (later - 1u)) == 0u;
|
|
101
132
|
|
|
102
|
-
|
|
133
|
+
stack[pointer].x = select(node_index, child_block + countOneBits(imask & (later - 1u)), lone);
|
|
103
134
|
|
|
104
|
-
|
|
105
|
-
let distance_to_mesh2 = distance_to_mesh*distance_to_mesh;
|
|
135
|
+
pointer++;
|
|
106
136
|
|
|
107
|
-
|
|
108
|
-
continue;
|
|
137
|
+
waiting = bvh8_waiting_slots_push(waiting, select(later, 0u, lone));
|
|
109
138
|
}
|
|
110
139
|
|
|
111
|
-
|
|
140
|
+
node_index = child_block + countOneBits(imask & ((1u << nearest_slot) - 1u));
|
|
141
|
+
arriving = true;
|
|
112
142
|
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
out.position = mesh_hit_point;
|
|
143
|
+
continue;
|
|
144
|
+
}
|
|
116
145
|
|
|
146
|
+
// nothing more under this node: back to whatever waits
|
|
147
|
+
if (pointer == 0u) {
|
|
148
|
+
break;
|
|
117
149
|
}
|
|
150
|
+
|
|
151
|
+
pointer--;
|
|
152
|
+
|
|
153
|
+
node_index = stack[pointer].x;
|
|
154
|
+
pending = bvh8_waiting_slots_latest(waiting);
|
|
155
|
+
arriving = pending == 0u;
|
|
156
|
+
|
|
157
|
+
waiting = bvh8_waiting_slots_pop(waiting);
|
|
118
158
|
}
|
|
119
|
-
|
|
159
|
+
|
|
120
160
|
return out;
|
|
121
161
|
}
|
|
122
|
-
`, [
|
|
162
|
+
`, [
|
|
123
163
|
SURFACE_POINT_3D.declaration_chunk,
|
|
124
|
-
BVH_NULL_NODE_DEFINITION,
|
|
125
164
|
F32_MAX_DEFINITION,
|
|
165
|
+
chunk_bvh8_tree_read,
|
|
166
|
+
chunk_bvh8_node_slot_distances,
|
|
167
|
+
chunk_bvh8_waiting_slots,
|
|
126
168
|
chunk_point_query_blas_nearest,
|
|
127
|
-
chunk_aabb3_unsigned_distance_sqr_to_point,
|
|
128
169
|
chunk_v3_matrix4_project,
|
|
129
170
|
chunk_v3_matrix4_rotate,
|
|
130
171
|
chunk_mat4_inverse,
|
|
131
172
|
chunk_scene_database_access,
|
|
132
173
|
]
|
|
133
|
-
);
|
|
174
|
+
);
|
|
@@ -5,8 +5,11 @@
|
|
|
5
5
|
* fn scene_sdf_raymarch_hit(ray: Ray) -> SceneSDFHit // t = F32_MAX for none
|
|
6
6
|
* ```
|
|
7
7
|
*
|
|
8
|
-
* The TLAS is walked
|
|
9
|
-
*
|
|
8
|
+
* The TLAS is walked with the ray, nearer slots first by the ray's octant, and the ray is shortened
|
|
9
|
+
* at every hit; in every instance whose box it still reaches, the ray marches that geometry's sparse
|
|
10
|
+
* field at level 0 in its local space, whose t is the world one.
|
|
11
|
+
*
|
|
12
|
+
* The enclosing shader binds `tlas`, `scene_database` and the mesh SDF buffers.
|
|
10
13
|
*
|
|
11
14
|
* @type {CodeChunk}
|
|
12
15
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_scene_sdf_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.js"],"names":[],"mappings":"AAeA
|
|
1
|
+
{"version":3,"file":"chunk_scene_sdf_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/sdf/chunk_scene_sdf_raymarch.js"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;GAcG;AACH,2CAFU,SAAS,CAwHjB;AAEF;;;;;;;;GAQG;AACH,uCAFU,SAAS,CAYjB;0BAtKwB,6BAA6B"}
|