@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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import { assert } from "../../core/assert.js";
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import { DynamicMeshAVBOITChannel } from "../../shade/renderer/dynamic/DynamicMeshAVBOITChannel.js";
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import { FramePhase } from "../../shade/renderer/extension/FramePhase.js";
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import { row_of_entity } from "../../shade/renderer/scene/rows/GPUSceneRows.js";
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import { graph_import_buffer } from "../../shade/renderer/shader/graph/graph_import_buffer.js";
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import { GPUTrailAVBOITChannel } from "../../shade/renderer/trails/GPUTrailAVBOITChannel.js";
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import { GPUTrailSystem } from "../../shade/renderer/trails/GPUTrailSystem.js";
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import { TrailParameters } from "../../shade/renderer/trails/runtime/TrailParameters.js";
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import { System } from "../ecs/System.js";
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import {
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import { seed_trail_tube } from "../graphics/ecs/trail3d/seed_trail_tube.js";
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import { trail_knot_count } from "../graphics/ecs/trail3d/trail_knot_count.js";
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import Trail3D from "../graphics/ecs/trail3d/Trail3D.js";
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} from "../graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js";
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import { trail_tube_write_geometry } from "./trail/trail_tube_write_geometry.js";
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import { TrailSpawnMode } from "../graphics/trail/TrailSpawnMode.js";
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import { EntityRowHold } from "./EntityRowHold.js";
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* @property {Trail3D} trail
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* @property {import("../../shade/renderer/trails/GPUTrailSystem.js").GPUTrailContext|null} context the
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* @property {number} knot_count knots of the trail's ring, fixed when it is built
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* @property {number} radial radial segments, fixed when it is built
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/**
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* Knots a trail is built with: its authored layout's, or as many as its maxAge lays down.
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function knot_count_of(trail) {
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}
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*/
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export function apply_trail3d(parameters, trail, entry) {
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const knots = trail.knots;
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parameters.knot_count = entry.knot_count;
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parameters.radial = entry.radial;
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parameters.max_age = trail.maxAge;
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parameters.width = trail.width;
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parameters.distance_mode = trail.spawnMode === TrailSpawnMode.Distance;
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parameters.spawn_distance = trail.spawnDistance;
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parameters.spawning = trail.getFlag(Trail3DFlags.Spawning);
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parameters.warmup = trail.warmup;
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const color = trail.color;
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parameters.color[0] = color.x;
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parameters.color[1] = color.y;
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parameters.color[2] = color.z;
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parameters.color[3] = color.w;
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const offset = trail.offset;
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parameters.offset[0] = offset.x;
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parameters.offset[1] = offset.y;
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parameters.offset[2] = offset.z;
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parameters.fade = trail.fade;
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parameters.authored = knots;
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parameters.authored_version = knots === null ? -1 : knots.version;
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}
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/**
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* Records the trails' simulation into the frame, once the hierarchy has composed this frame's matrices
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* and before the transparency pipeline draws.
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*/
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class Trail3DFrameExtension extends RenderExtension {
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name = "trails";
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phase = FramePhase.AfterLighting;
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/**
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* @type {Trail3DSystem}
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*/
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#system;
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/**
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* @param {Trail3DSystem} system
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*/
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constructor(system) {
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super();
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this.#system = system;
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}
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record(frame) {
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this.#system.record(frame);
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}
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}
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/**
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* Draws every {@link Trail3D}: simulated on the GPU, its head following the entity's `transforms` row,
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* its knots seeded and committed in compute and its tube extruded in the vertex stage, drawn inside the
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* transparency pipeline (AVBOIT), so a trail behind glass or smoke composites with them by depth.
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* Nothing per knot happens on the CPU.
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* **What is the CPU's:** registering a trail with the scene context's {@link GPUTrailSystem} — a row, a
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* knot run, the entity's transform row held through {@link EntityRowHold} — comparing each component's
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* fields once a tick with what was staged and restaging what differs, and moving the clock by the
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* simulation time it is given. A game writes `trail.color` or `trail.maxAge` from code that never heard
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* of this system; there is no change signal to send.
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*
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* **The head follows announced transforms.** A trail reads where its entity is from the GPU row, which a
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* transform write reaches when it is announced (`TRANSFORM64_EVENT_CHANGE`), as meshes and particle
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* emitters do.
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*
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* unlit straight alpha, depth tested against the opaque scene and never written, which is what a
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* trail wants and what the game's trails are authored as. `Trail3D.textureURL` therefore draws
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* untinted here; nothing in the game's own effects sets it to anything a flat colour does not
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* carry.
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* A trail's knot count (from its `maxAge`, or its authored layout's) and its `radialSegments` are fixed
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* when it registers; a replaced authored layout brings its own count.
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*/
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export class Trail3DSystem extends System {
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dependencies = [Trail3D, Transform64];
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/**
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* @type {GraphicsEngine}
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* @type {import("./GraphicsEngine.js").GraphicsEngine}
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*/
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#graphics;
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/**
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* @type {
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* @type {import("../../shade/renderer/scene/Scene.js").Scene}
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*/
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#
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#scene;
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/**
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*
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*
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* @type {DynamicMeshAVBOITChannel}
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* @type {import("../ecs/EntityComponentDataset.js").EntityComponentDataset|null}
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*/
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#
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#dataset = null;
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/**
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* @type {Map<number,
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* @type {Map<number, Trail3DEntry>}
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*/
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#entries = new Map();
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/**
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* @type {
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* @type {GPUTrailSystem|null}
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*/
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#
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#runtime = null;
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/**
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*
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*
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* @returns {DynamicMeshBatch}
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* The scene context {@link #runtime} was made for.
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* @type {import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext|null}
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*/
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#runtime_context = null;
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+
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/**
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* @type {Trail3DFrameExtension|null}
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*/
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#extension = null;
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+
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/**
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* @type {TrailParameters}
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*/
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#scratch = new TrailParameters();
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/**
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*
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* What draws the trails, inside the transparency pipeline.
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* @type {GPUTrailAVBOITChannel}
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*/
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-
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#channel = new GPUTrailAVBOITChannel();
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+
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/**
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* @type {function(): (import("../../shade/renderer/scene/GPUSceneContext.js").GPUSceneContext|null)}
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*/
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#current_context = () => this.#graphics.scene_context(this.#scene);
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+
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/**
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* @param {import("./GraphicsEngine.js").GraphicsEngine} graphics
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* @param {import("../../shade/renderer/scene/Scene.js").Scene} scene the scene the trails' entities are in
|
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*/
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constructor(graphics, scene) {
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super();
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assert.defined(graphics, 'graphics');
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assert.defined(scene, 'scene');
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assert.equal(scene.isScene, true, 'scene.isScene !== true');
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this.#graphics = graphics;
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this.#scene = scene;
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}
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+
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/**
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+
* The runtime the scene's trails are registered with, or null while there is no scene context.
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+
*
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+
* @returns {GPUTrailSystem|null}
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+
*/
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+
get runtime() {
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return this.#runtime;
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}
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async startup(entityManager) {
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this.entityManager = entityManager;
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|
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+
this.#extension = new Trail3DFrameExtension(this);
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+
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this.#graphics.add_extension(this.#extension);
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this.#graphics.add_transparency_channel(this.#channel);
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|
}
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|
async shutdown(entityManager) {
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-
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|
+
if (this.#extension !== null) {
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+
this.#graphics.remove_extension(this.#extension);
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+
this.#extension = null;
|
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|
+
}
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|
+
|
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|
this.#graphics.remove_transparency_channel(this.#channel);
|
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|
+
this.#channel.end_frame();
|
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|
+
|
|
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|
+
this.#detach_dataset();
|
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|
+
this.#destroy_runtime();
|
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|
+
}
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|
+
|
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|
+
/**
|
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|
+
* @param {import("../ecs/EntityComponentDataset.js").EntityComponentDataset} dataset
|
|
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|
+
*/
|
|
227
|
+
handleDatasetAttached(dataset) {
|
|
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|
+
this.#detach_dataset();
|
|
111
229
|
|
|
112
|
-
this
|
|
230
|
+
// the scene's rows are this dataset's entities; the first system to place one says so
|
|
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|
+
const scene = this.#scene;
|
|
113
232
|
|
|
114
|
-
|
|
115
|
-
|
|
233
|
+
assert.ok(
|
|
234
|
+
scene.dataset === null || scene.dataset === undefined || scene.dataset === dataset,
|
|
235
|
+
'the scene is bound to another dataset'
|
|
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|
+
);
|
|
237
|
+
|
|
238
|
+
scene.dataset = dataset;
|
|
239
|
+
|
|
240
|
+
this.#dataset = dataset;
|
|
241
|
+
}
|
|
242
|
+
|
|
243
|
+
/**
|
|
244
|
+
* @param {import("../ecs/EntityComponentDataset.js").EntityComponentDataset} dataset
|
|
245
|
+
*/
|
|
246
|
+
handleDatasetDetached(dataset) {
|
|
247
|
+
this.#detach_dataset();
|
|
116
248
|
}
|
|
117
249
|
|
|
118
250
|
/**
|
|
@@ -121,56 +253,223 @@ export class Trail3DSystem extends System {
|
|
|
121
253
|
* @param {number} entity
|
|
122
254
|
*/
|
|
123
255
|
link(trail, transform, entity) {
|
|
124
|
-
|
|
125
|
-
|
|
256
|
+
/** @type {Trail3DEntry} */
|
|
257
|
+
const entry = {
|
|
258
|
+
entity,
|
|
259
|
+
trail,
|
|
260
|
+
hold: new EntityRowHold(this.#dataset, entity, this.#current_context),
|
|
261
|
+
context: null,
|
|
262
|
+
knot_count: 0,
|
|
263
|
+
radial: 0,
|
|
264
|
+
clears: trail.clearCount,
|
|
265
|
+
};
|
|
266
|
+
|
|
267
|
+
this.#entries.set(entity, entry);
|
|
268
|
+
|
|
269
|
+
// registered now when there is a context, so a trail added mid-level is seeded where its entity
|
|
270
|
+
// stands from its first frame
|
|
271
|
+
if (this.#ensure_runtime() !== null) {
|
|
272
|
+
this.#register(entry);
|
|
273
|
+
}
|
|
274
|
+
}
|
|
275
|
+
|
|
276
|
+
/**
|
|
277
|
+
* @param {Trail3D} trail
|
|
278
|
+
* @param {Transform64} transform
|
|
279
|
+
* @param {number} entity
|
|
280
|
+
*/
|
|
281
|
+
unlink(trail, transform, entity) {
|
|
282
|
+
this.#drop(entity);
|
|
283
|
+
}
|
|
284
|
+
|
|
285
|
+
/**
|
|
286
|
+
* Move the clock by the simulation time given, register what is waiting, and restage every trail
|
|
287
|
+
* whose component changed.
|
|
288
|
+
*
|
|
289
|
+
* @param {number} [time_delta_seconds]
|
|
290
|
+
*/
|
|
291
|
+
update(time_delta_seconds = 0) {
|
|
292
|
+
const runtime = this.#ensure_runtime();
|
|
293
|
+
|
|
294
|
+
if (runtime === null) {
|
|
295
|
+
return;
|
|
296
|
+
}
|
|
297
|
+
|
|
298
|
+
runtime.advance(time_delta_seconds);
|
|
299
|
+
|
|
300
|
+
for (const entry of this.#entries.values()) {
|
|
301
|
+
this.#sync(runtime, entry);
|
|
302
|
+
}
|
|
303
|
+
}
|
|
304
|
+
|
|
305
|
+
/**
|
|
306
|
+
* Record the frame's trail work — called by the frame extension.
|
|
307
|
+
*
|
|
308
|
+
* @param {import("../../shade/renderer/extension/FrameContext.js").FrameContext} frame
|
|
309
|
+
*/
|
|
310
|
+
record(frame) {
|
|
311
|
+
// whatever the last frame left is not this frame's: a frame that records nothing draws nothing
|
|
312
|
+
this.#channel.end_frame();
|
|
313
|
+
|
|
314
|
+
if (frame.view.scene.scene !== this.#scene) {
|
|
315
|
+
return;
|
|
316
|
+
}
|
|
317
|
+
|
|
318
|
+
const runtime = this.#ensure_runtime();
|
|
319
|
+
|
|
320
|
+
if (runtime === null) {
|
|
321
|
+
return;
|
|
126
322
|
}
|
|
127
323
|
|
|
128
|
-
|
|
129
|
-
|
|
130
|
-
|
|
324
|
+
for (const entry of this.#entries.values()) {
|
|
325
|
+
this.#sync(runtime, entry);
|
|
326
|
+
}
|
|
131
327
|
|
|
132
|
-
|
|
328
|
+
// Read the way the velocity pass and the particles read it: the hierarchy is encoded ahead of
|
|
329
|
+
// the frame's graph, so the matrices in it are this frame's.
|
|
330
|
+
const scene_database = graph_import_buffer(frame.graph, frame.view.scene.scene_database_buffer, "scene_database/trails");
|
|
133
331
|
|
|
134
|
-
|
|
332
|
+
const simulation = runtime.record_simulation(frame.graph, scene_database);
|
|
135
333
|
|
|
136
|
-
this.#
|
|
334
|
+
this.#channel.begin_frame(frame.graph, frame.view, runtime, simulation);
|
|
335
|
+
}
|
|
336
|
+
|
|
337
|
+
/**
|
|
338
|
+
* @param {GPUTrailSystem} runtime
|
|
339
|
+
* @param {Trail3DEntry} entry
|
|
340
|
+
*/
|
|
341
|
+
#sync(runtime, entry) {
|
|
342
|
+
const context = entry.context;
|
|
343
|
+
|
|
344
|
+
if (context === null) {
|
|
345
|
+
this.#register(entry);
|
|
346
|
+
return;
|
|
347
|
+
}
|
|
348
|
+
|
|
349
|
+
const trail = entry.trail;
|
|
350
|
+
|
|
351
|
+
// a build-time change: an authored layout replaced, or one added or taken away
|
|
352
|
+
const knots = trail.knots;
|
|
353
|
+
|
|
354
|
+
if (knots !== context.staged.authored
|
|
355
|
+
|| (knots !== null && knots.version !== context.staged.authored_version)) {
|
|
356
|
+
entry.knot_count = knot_count_of(trail);
|
|
357
|
+
}
|
|
358
|
+
|
|
359
|
+
const scratch = this.#scratch;
|
|
360
|
+
|
|
361
|
+
apply_trail3d(scratch, trail, entry);
|
|
362
|
+
|
|
363
|
+
if (!scratch.equals(context.staged)) {
|
|
364
|
+
runtime.stage(context, scratch);
|
|
365
|
+
}
|
|
366
|
+
|
|
367
|
+
if (entry.clears !== trail.clearCount) {
|
|
368
|
+
entry.clears = trail.clearCount;
|
|
369
|
+
runtime.clear(context);
|
|
370
|
+
}
|
|
371
|
+
}
|
|
372
|
+
|
|
373
|
+
/**
|
|
374
|
+
* @param {Trail3DEntry} entry
|
|
375
|
+
*/
|
|
376
|
+
#register(entry) {
|
|
377
|
+
const runtime = this.#runtime;
|
|
378
|
+
const trail = entry.trail;
|
|
379
|
+
|
|
380
|
+
entry.knot_count = knot_count_of(trail);
|
|
381
|
+
entry.radial = trail.radialSegments;
|
|
382
|
+
entry.clears = trail.clearCount;
|
|
383
|
+
|
|
384
|
+
entry.hold.acquire(this.#runtime_context);
|
|
385
|
+
|
|
386
|
+
const scratch = this.#scratch;
|
|
387
|
+
|
|
388
|
+
apply_trail3d(scratch, trail, entry);
|
|
389
|
+
|
|
390
|
+
const context = runtime.add(scratch, row_of_entity(entry.entity));
|
|
391
|
+
|
|
392
|
+
if (context === null) {
|
|
393
|
+
// the knot pool cannot grow to house it on this device
|
|
394
|
+
entry.hold.release();
|
|
395
|
+
return;
|
|
396
|
+
}
|
|
397
|
+
|
|
398
|
+
entry.context = context;
|
|
137
399
|
}
|
|
138
400
|
|
|
139
401
|
/**
|
|
140
|
-
* @param {Trail3D} trail
|
|
141
|
-
* @param {Transform64} transform
|
|
142
402
|
* @param {number} entity
|
|
143
403
|
*/
|
|
144
|
-
|
|
404
|
+
#drop(entity) {
|
|
145
405
|
const entry = this.#entries.get(entity);
|
|
146
406
|
|
|
147
407
|
if (entry === undefined) {
|
|
148
408
|
return;
|
|
149
409
|
}
|
|
150
410
|
|
|
151
|
-
|
|
411
|
+
if (entry.context !== null && this.#runtime !== null) {
|
|
412
|
+
this.#runtime.remove(entry.context);
|
|
413
|
+
}
|
|
152
414
|
|
|
153
|
-
|
|
154
|
-
|
|
415
|
+
entry.context = null;
|
|
416
|
+
entry.hold.dispose();
|
|
155
417
|
|
|
156
418
|
this.#entries.delete(entity);
|
|
419
|
+
}
|
|
420
|
+
|
|
421
|
+
/**
|
|
422
|
+
* The runtime for the scene context the scene renders through now, made fresh when that context is
|
|
423
|
+
* new: a device restart builds a new one, and every trail registers again and is seeded anew.
|
|
424
|
+
*
|
|
425
|
+
* @returns {GPUTrailSystem|null}
|
|
426
|
+
*/
|
|
427
|
+
#ensure_runtime() {
|
|
428
|
+
const context = this.#current_context();
|
|
429
|
+
|
|
430
|
+
if (context === this.#runtime_context) {
|
|
431
|
+
return this.#runtime;
|
|
432
|
+
}
|
|
433
|
+
|
|
434
|
+
this.#destroy_runtime();
|
|
435
|
+
|
|
436
|
+
if (context === null) {
|
|
437
|
+
return null;
|
|
438
|
+
}
|
|
439
|
+
|
|
440
|
+
this.#runtime = new GPUTrailSystem(context.graphics);
|
|
441
|
+
this.#runtime_context = context;
|
|
157
442
|
|
|
158
|
-
|
|
443
|
+
return this.#runtime;
|
|
159
444
|
}
|
|
160
445
|
|
|
161
|
-
|
|
446
|
+
#destroy_runtime() {
|
|
162
447
|
for (const entry of this.#entries.values()) {
|
|
163
|
-
|
|
448
|
+
// the trails and rows went with the context that held them
|
|
449
|
+
entry.context = null;
|
|
450
|
+
entry.hold.release();
|
|
451
|
+
}
|
|
164
452
|
|
|
165
|
-
|
|
453
|
+
if (this.#runtime !== null) {
|
|
454
|
+
this.#runtime.destroy();
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}
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456
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-
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trail.clearFlag(Trail3DFlags.BoundsNeedUpdate);
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+
this.#runtime = null;
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this.#runtime_context = null;
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}
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460
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172
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-
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461
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+
#detach_dataset() {
|
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for (const entity of Array.from(this.#entries.keys())) {
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this.#drop(entity);
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464
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}
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465
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+
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466
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+
const dataset = this.#dataset;
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467
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+
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468
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+
if (dataset !== null && this.#scene.dataset === dataset) {
|
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469
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+
this.#scene.dataset = null;
|
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470
|
+
}
|
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471
|
+
|
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472
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+
this.#dataset = null;
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473
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}
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474
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}
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475
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@@ -34,7 +34,7 @@ import { build_wind_tunnel, place_wind_post } from "./wind_build.js";
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34
34
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* scene would use. The global acts as a scene's do: `FluidEffectorsSystem` folds
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35
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* it into the far field once a step, the field is brought to that far field
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* (`fluid_apply_atmosphere`), and the cloth reads the same far field outside the
|
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-
* volume — one wind,
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37
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* volume — one wind, turbulence included (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md G2).
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* That is §10's whole argument — this engine already has something better than a
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* wind zone — put where it can be watched instead of read.
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*
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@@ -56,7 +56,7 @@ import { build_wind_tunnel, place_wind_post } from "./wind_build.js";
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* shedding street — it is a steady deficit, and the free corner moves twelve
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* times as far per step with the post as without rather than fluttering.
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*
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* And **"far field only"** is §10's fallback: the global's wind and its
|
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+
* And **"far field only"** is §10's fallback: the global's wind and its turbulence,
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* uniform over the whole banner, read through the same interface. It costs one
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* sample for the whole cloth instead of one per particle, which the readout
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* shows as the sample time dropping by a factor of twenty-five.
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@@ -245,10 +245,11 @@ function step_once() {
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tunnel.effector.wind[1] = 0;
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tunnel.effector.wind[2] = Math.cos(angle) * control.speed;
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-
// The
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//
|
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-
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tunnel.effector.
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+
// The turbulence is the global's, read where the cloth hangs outside the
|
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249
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+
// volume; the CPU fluid inside takes the mean. The slider is its rms, and its
|
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250
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+
// strongest eddies (4.05·L) go by every 1.6 s.
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+
tunnel.effector.turbulence_intensity = control.speed > 0 ? control.gust / control.speed : 0;
|
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+
tunnel.effector.turbulence_length = control.speed > 0 ? control.speed * 1.6 / 4.05 : tunnel.effector.turbulence_length;
|
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253
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254
|
// 1. The air. The far field folded, then a real fluid step brought to it,
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// with the post's wake in it — what `FluidSystem` does for a scene.
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@@ -30,12 +30,12 @@
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30
30
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* they read the same bytes of it.
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31
31
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*
|
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32
32
|
* **The clock is the scene's** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §12,
|
|
33
|
-
* G2). The far field
|
|
33
|
+
* G2). The far field is integrated once a tick by `FluidEffectorsSystem`,
|
|
34
34
|
* so a cloth steps in the weather of the tick it is advanced on — and a worker
|
|
35
35
|
* cloth is advanced from the tick its registration is acknowledged, not the tick
|
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36
36
|
* it was linked (`MEASUREMENTS.md` §39, §57). So the gate holds for cloths
|
|
37
37
|
* registered on the same tick under both systems, and for any registration
|
|
38
|
-
* under a time-invariant wind; under a
|
|
38
|
+
* under a time-invariant wind; under a varying one, a cloth the worker registers later
|
|
39
39
|
* steps in later weather. And the GPU wind arrives when the GPU answers, so two
|
|
40
40
|
* runs of a scene need not read the same air at all: run-to-run repeatability
|
|
41
41
|
* under the GPU wind is given up (F4). `MEASUREMENTS.md` §69.
|
|
@@ -30,12 +30,12 @@
|
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|
30
30
|
* they read the same bytes of it.
|
|
31
31
|
*
|
|
32
32
|
* **The clock is the scene's** (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §12,
|
|
33
|
-
* G2). The far field
|
|
33
|
+
* G2). The far field is integrated once a tick by `FluidEffectorsSystem`,
|
|
34
34
|
* so a cloth steps in the weather of the tick it is advanced on — and a worker
|
|
35
35
|
* cloth is advanced from the tick its registration is acknowledged, not the tick
|
|
36
36
|
* it was linked (`MEASUREMENTS.md` §39, §57). So the gate holds for cloths
|
|
37
37
|
* registered on the same tick under both systems, and for any registration
|
|
38
|
-
* under a time-invariant wind; under a
|
|
38
|
+
* under a time-invariant wind; under a varying one, a cloth the worker registers later
|
|
39
39
|
* steps in later weather. And the GPU wind arrives when the GPU answers, so two
|
|
40
40
|
* runs of a scene need not read the same air at all: run-to-run repeatability
|
|
41
41
|
* under the GPU wind is given up (F4). `MEASUREMENTS.md` §69.
|
|
@@ -15,9 +15,9 @@
|
|
|
15
15
|
* (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §6). So this is the one source a
|
|
16
16
|
* CPU-fluid scene needs rather than a thing to switch between: a banner inside
|
|
17
17
|
* a wind tunnel volume reads the tunnel, the same banner carried outside reads
|
|
18
|
-
* the prevailing weather and its
|
|
19
|
-
* happened. The
|
|
20
|
-
* read.
|
|
18
|
+
* the prevailing weather and its turbulence where it hangs, and the cloth never
|
|
19
|
+
* learns which happened. The far field runs on the scene's clock (G2), so
|
|
20
|
+
* `sample`'s `time` is not read.
|
|
21
21
|
*
|
|
22
22
|
* ## Two units problems, and they are the reason this class exists at all
|
|
23
23
|
*
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ClothFluidWind.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/wind/ClothFluidWind.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"ClothFluidWind.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/wind/ClothFluidWind.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyDG;AACH;IAmCI;;;;OAIG;IACH,uBAJW,OAAO,yCAAyC,EAAE,oBAAoB,EAWhF;IA7CD;;;;OAIG;IACH,oBAAY;IAEZ;;;;OAIG;IACH,qBAAwD;IAExD;;;;OAIG;IACH,qBAAkB;IAElB;;;OAGG;IACH,iBAAc;IAEd;;;OAGG;IACH,gBAAY;IAgBZ;;;OAGG;IACH,wFAEC;CA+GJ;kCAnOiC,wBAAwB"}
|