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steelsim41 / src / sim / simulation.ts
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1ee087eCymbal designer: scripted design, thickness field, mount, single strikeJeremy Magland 1// WebGPU time-stepping driver for the von Karman plate.
2//
3// The simulation advances in batches of one movie frame (1/fps seconds). A
4// batch encodes one compute dispatch per time step (with a per-step uniform
5// addressed by dynamic offset), an optional rigid-body projection every
6// RB_INTERVAL steps, one retarded-time listener sum over the batch's audio
7// samples, and one movie-frame extraction at the end. Audio, frame, and
8// statistics are read back after every batch. One batch is kept encoded
9// ahead of the one being read back, so the GPU does not wait for the
10// readback or for the encoding. The recording starts at the impact, with the
11// plate at rest in its stress-free shape.
13import {
14 type SimParams,
15 type Plate,
16 type Grid,
17 strikePoint,
18 contactPatch,
19 mountPatch,
20 massProperties,
21 thicknessRange,
22 nodeX,
23 nodeY,
26 nodeWeights,
27 CFL,
28 HIST_MARGIN,
29 RB_INTERVAL,
30 RHO_AIR,
31 SPEED_OF_SOUND,
32} from "../params.ts";
33import { maxAngularFrequency } from "./cpuRef.ts";
34import commonWgsl from "./shaders/common.wgsl?raw";
35import stepWgsl from "./shaders/step.wgsl?raw";
36import rigidWgsl from "./shaders/rigid.wgsl?raw";
37import audioWgsl from "./shaders/audio.wgsl?raw";
38import extractWgsl from "./shaders/extract.wgsl?raw";
40export type Phase = "recording" | "done";
42export interface StickState {
43 x: number;
44 v: number;
45 force: number;
46 maxForce: number;
49export interface SimStatus {
50 phase: Phase;
51 /** Simulation time since the impact [s]. */
52 t: number;
53 totalSteps: number;
54 ke: number;
55 wmax: number;
56 samples: number;
57 frames: number;
58 peakPressure: number;
59 delayClamped: boolean;
60 stick: StickState;
63const PARAMS_LEN = 40; // floats in the Params uniform
64const STEP_LEN = 12; // floats in the StepParams uniform
65const STATS_LEN = 16;
66const STICK_LEN = 8;
67/** Nodes per workgroup along each axis in step.wgsl. */
68const TILE = 12;
70/** A batch that has been encoded and submitted but not read back. */
71interface Pending {
72 staging: GPUBuffer;
73 steps: number;
74 nAudio: number;
75 /** Which of the two stick-state slots the batch's last step wrote. */
76 stickParity: number;
79export class Simulation {
80 readonly plate: Plate;
81 readonly grid: Grid;
82 readonly dt: number;
83 /** Time steps per audio sample. */
84 readonly stepsPerSample: number;
85 readonly samplesPerBatch: number;
86 readonly stepsPerBatch: number;
87 readonly omegaMax: number;
88 /** Ring buffer length of the listener sum [samples]. */
89 readonly histLen: number;
90 /** Total mass of the plate [kg]. */
91 readonly mass: number;
93 /** Listener pressure [Pa] at fs, from the impact. */
94 audio: Float32Array = new Float32Array(0);
95 samples = 0;
96 /** Movie frames of w [m]; frame k is at t = k / fps. */
97 frames: Float32Array<ArrayBuffer>[] = [];
99 phase: Phase = "recording";
100 totalSteps = 0;
101 ke = 0;
102 wmax = 0;
103 peakPressure = 0;
104 delayClamped = false;
106 private stick: StickState;
107 private inFlight: Pending | null = null;
109 private device: GPUDevice;
110 private params: SimParams;
111 private paramsBuf: GPUBuffer;
112 private stepBuf: GPUBuffer;
113 private stepStride: number;
114 private stepData: ArrayBuffer;
115 private pos: GPUBuffer[];
116 private vel: GPUBuffer[];
117 private hist: GPUBuffer;
118 private stickBuf: GPUBuffer;
119 /** Static per-node data for the kernels, packed as (w0, weight, thickness, 0) per node. */
120 private nd: GPUBuffer;
121 /** Stress-free initial shape (f32 per node), for the renderer. */
122 readonly w0: GPUBuffer;
123 /** Largest magnitude of the initial shape [m]. */
124 readonly w0Max: number;
125 /** Node weights (f32 per node, 0 outside the plate), for the renderer. */
126 readonly nw: GPUBuffer;
127 /** Thickness (f32 per node, 0 outside the plate), for the renderer. */
128 readonly hn: GPUBuffer;
129 private lw: GPUBuffer;
130 private audioOut: GPUBuffer;
131 private frameBuf: GPUBuffer;
132 private statsBuf: GPUBuffer;
133 private staging: GPUBuffer[];
134 private stagingIdx = 0;
135 private stagingSize: number;
136 /** Index of the buffer pair holding the current state. */
137 private cur = 0;
138 /** Plain f32 array of w for the live view. */
139 readonly displayW: GPUBuffer;
141 private stepPipe: GPUComputePipeline;
142 private sumsPipe: GPUComputePipeline;
143 private applyPipe: GPUComputePipeline;
144 private audioPipe: GPUComputePipeline;
145 private extractPipe: GPUComputePipeline;
146 private stepBG: GPUBindGroup[];
147 private rbBG: GPUBindGroup[];
148 private audioBG: GPUBindGroup;
149 private extractBG: GPUBindGroup[];
150 private displayBG: GPUBindGroup[];
152 constructor(device: GPUDevice, plate: Plate, params: SimParams) {
153 this.device = device;
154 this.plate = plate;
155 this.params = { ...params };
156 const g = plate.grid;
157 const m = plate.mat;
158 this.grid = g;
160 // Stable time step, rounded so that an integer number of steps make one audio sample.
161 const hr = thicknessRange(plate);
162 this.omegaMax = maxAngularFrequency(g, m, hr.max, params.inPlaneMass);
163 const dtMax = (CFL * 2) / this.omegaMax;
164 this.stepsPerSample = Math.ceil(1 / (params.fs * dtMax));
165 this.dt = 1 / (params.fs * this.stepsPerSample);
166 this.samplesPerBatch = Math.max(1, Math.round(params.fs / params.fps));
167 this.stepsPerBatch = this.samplesPerBatch * this.stepsPerSample;
168 this.histLen = this.samplesPerBatch + HIST_MARGIN;
170 const n = g.n;
171 const f32 = (size: number, usage = GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST) =>
172 device.createBuffer({ size: Math.max(16, size * 4), usage });
174 this.pos = [f32(4 * n), f32(4 * n)]; // [u | v | w | wLo]
175 this.vel = [f32(3 * n), f32(3 * n)]; // [du | dv | dw]
176 this.hist = f32(this.histLen * n);
177 this.stickBuf = f32(STICK_LEN);
178 this.w0 = f32(n);
179 const shape = Float32Array.from(plate.w0);
180 device.queue.writeBuffer(this.w0, 0, shape);
181 this.w0Max = shape.reduce((mx, v) => Math.max(mx, Math.abs(v)), 0);
182 const weights = nodeWeights(g);
183 this.nw = f32(n);
184 device.queue.writeBuffer(this.nw, 0, weights);
185 const thick = Float32Array.from(plate.h);
186 this.hn = f32(n);
187 device.queue.writeBuffer(this.hn, 0, thick);
188 const packed = new Float32Array(4 * n);
189 for (let k = 0; k < n; k++) { packed[4 * k] = shape[k]; packed[4 * k + 1] = weights[k]; packed[4 * k + 2] = thick[k]; }
190 this.nd = f32(4 * n);
191 device.queue.writeBuffer(this.nd, 0, packed);
192 this.lw = f32(2 * n);
193 this.audioOut = f32(this.samplesPerBatch);
194 this.frameBuf = f32(n);
195 this.displayW = f32(n);
196 this.statsBuf = f32(STATS_LEN);
197 this.stagingSize = (this.samplesPerBatch + n + STATS_LEN + STICK_LEN) * 4;
198 this.staging = [0, 1].map(() =>
199 device.createBuffer({ size: this.stagingSize, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST }),
200 );
202 // Mass and moments of inertia of the plate, the contact patch, the mount patch,
203 // and the initial stick state (position 0, moving toward the plate).
204 const { mass, Ix, Iy } = massProperties(plate);
205 this.mass = mass;
206 const cp = contactPatch(params, plate);
207 const mp = mountPatch(plate);
208 const stick = new Float32Array(STICK_LEN);
209 stick[1] = -params.strikeVelocity; stick[5] = -params.strikeVelocity;
210 device.queue.writeBuffer(this.stickBuf, 0, stick);
211 this.stick = { x: 0, v: -params.strikeVelocity, force: 0, maxForce: 0 };
213 const [sx, sy] = strikePoint(params, plate);
214 const pf = new Float32Array(PARAMS_LEN);
215 const pu = new Uint32Array(pf.buffer);
216 pu[0] = g.nx; pu[1] = g.ny; pu[2] = n; pu[3] = this.histLen;
217 pf[4] = g.hx; pf[5] = g.hy; pf[6] = this.dt; pf[7] = m.nu;
218 pf[8] = m.E / (12 * (1 - m.nu * m.nu)); pf[9] = m.E / (1 - m.nu * m.nu); pf[10] = m.E / (2 * (1 + m.nu)); pf[11] = m.rho;
219 pf[12] = mass; pf[13] = Ix; pf[14] = Iy; pf[15] = Ix + Iy;
220 pf[16] = params.fs; pf[17] = sx; pf[18] = sy; pf[19] = params.contactRadius ** 2;
221 pf[20] = cp.mass; pu[21] = cp.nearest; pf[22] = params.contactStiffness; pf[23] = params.contactExponent;
222 pf[24] = params.stickMass; pu[25] = cp.box[0]; pu[26] = cp.box[1]; pu[27] = cp.box[2];
223 pu[28] = cp.box[3]; pf[29] = cp.center[0]; pf[30] = cp.center[1]; pf[31] = params.inPlaneMass;
224 pf[32] = 1 / params.inPlaneMass;
225 if (mp && plate.mount) {
226 pf[33] = plate.mount.x; pf[34] = plate.mount.y; pf[35] = plate.mount.radius ** 2;
227 pf[36] = plate.mount.stiffness / mp.weight; pf[37] = plate.mount.damping / mp.weight;
228 pu[38] = mp.nearest; pu[39] = 1;
229 }
230 this.paramsBuf = device.createBuffer({ size: pf.byteLength, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
231 device.queue.writeBuffer(this.paramsBuf, 0, pf);
233 // Per-step parameters, one struct per step at a dynamic offset.
234 this.stepStride = Math.max(STEP_LEN * 4, device.limits.minUniformBufferOffsetAlignment);
235 this.stepData = new ArrayBuffer(this.stepStride * this.stepsPerBatch);
236 this.stepBuf = device.createBuffer({ size: this.stepData.byteLength, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST });
238 // Pipelines.
239 const shader = (code: string) => device.createShaderModule({ code: commonWgsl + code });
240 const entry = (binding: number, type: GPUBufferBindingType, hasDynamicOffset = false): GPUBindGroupLayoutEntry => ({
241 binding,
242 visibility: GPUShaderStage.COMPUTE,
243 buffer: { type, hasDynamicOffset },
244 });
245 const pipeline = (module: GPUShaderModule, entryPoint: string, layout: GPUBindGroupLayout) =>
246 device.createComputePipeline({ layout: device.createPipelineLayout({ bindGroupLayouts: [layout] }), compute: { module, entryPoint } });
248 const stepLayout = device.createBindGroupLayout({
249 entries: [
250 entry(0, "uniform"),
251 entry(1, "uniform", true),
252 entry(2, "read-only-storage"),
253 entry(3, "read-only-storage"),
254 entry(4, "storage"),
255 entry(5, "storage"),
256 entry(6, "storage"),
257 entry(7, "storage"),
258 entry(8, "read-only-storage"),
259 ],
260 });
261 this.stepPipe = pipeline(shader(stepWgsl), "main", stepLayout);
263 const rigidModule = shader(rigidWgsl);
264 const rbLayout = device.createBindGroupLayout({
265 entries: [entry(0, "uniform"), entry(1, "storage"), entry(2, "storage"), entry(3, "storage"), entry(8, "read-only-storage")],
266 });
267 this.sumsPipe = pipeline(rigidModule, "sums", rbLayout);
268 this.applyPipe = pipeline(rigidModule, "apply", rbLayout);
270 const audioLayout = device.createBindGroupLayout({
271 entries: [entry(0, "uniform"), entry(1, "uniform", true), entry(2, "read-only-storage"), entry(3, "read-only-storage"), entry(4, "storage")],
272 });
273 this.audioPipe = pipeline(shader(audioWgsl), "main", audioLayout);
275 const extractLayout = device.createBindGroupLayout({
276 entries: [entry(0, "uniform"), entry(1, "read-only-storage"), entry(2, "storage")],
277 });
278 this.extractPipe = pipeline(shader(extractWgsl), "main", extractLayout);
280 // Bind groups. The state is double-buffered: bind group p reads pair p and writes pair 1 - p.
281 const sp = { buffer: this.stepBuf, size: STEP_LEN * 4 };
282 this.stepBG = [0, 1].map((p) =>
283 device.createBindGroup({
284 layout: stepLayout,
285 entries: [
286 { binding: 0, resource: { buffer: this.paramsBuf } },
287 { binding: 1, resource: sp },
288 { binding: 2, resource: { buffer: this.pos[p] } },
289 { binding: 3, resource: { buffer: this.vel[p] } },
290 { binding: 4, resource: { buffer: this.pos[1 - p] } },
291 { binding: 5, resource: { buffer: this.vel[1 - p] } },
292 { binding: 6, resource: { buffer: this.hist } },
293 { binding: 7, resource: { buffer: this.stickBuf } },
294 { binding: 8, resource: { buffer: this.nd } },
295 ],
296 }),
297 );
298 this.rbBG = [0, 1].map((p) =>
299 device.createBindGroup({
300 layout: rbLayout,
301 entries: [
302 { binding: 0, resource: { buffer: this.paramsBuf } },
303 { binding: 1, resource: { buffer: this.pos[p] } },
304 { binding: 2, resource: { buffer: this.vel[p] } },
305 { binding: 3, resource: { buffer: this.statsBuf } },
306 { binding: 8, resource: { buffer: this.nd } },
307 ],
308 }),
309 );
310 this.audioBG = device.createBindGroup({
311 layout: audioLayout,
312 entries: [
313 { binding: 0, resource: { buffer: this.paramsBuf } },
314 { binding: 1, resource: sp },
315 { binding: 2, resource: { buffer: this.hist } },
316 { binding: 3, resource: { buffer: this.lw } },
317 { binding: 4, resource: { buffer: this.audioOut } },
318 ],
319 });
320 const extractBG = (p: number, out: GPUBuffer) =>
321 device.createBindGroup({
322 layout: extractLayout,
323 entries: [
324 { binding: 0, resource: { buffer: this.paramsBuf } },
325 { binding: 1, resource: { buffer: this.pos[p] } },
326 { binding: 2, resource: { buffer: out } },
327 ],
328 });
329 this.extractBG = [0, 1].map((p) => extractBG(p, this.frameBuf));
330 this.displayBG = [0, 1].map((p) => extractBG(p, this.displayW));
332 this.setListener(params.listenerDist, params.listenerAzimuth, params.listenerElevation);
333 // Frame 0: the plate at rest when the stick arrives.
334 this.frames.push(new Float32Array(n));
335 }
337 /** Recomputes the per-node weights and delays of the listener sum. Takes effect on later samples. */
338 setListener(dist: number, azimuthDeg: number, elevationDeg: number): void {
339 const g = this.grid;
6201bf2Show the mount and the listener in the 3D view; lay the plate flatJeremy Magland 340 const L = listenerPoint(dist, azimuthDeg, elevationDeg);
1ee087eCymbal designer: scripted design, thickness field, mount, single strikeJeremy Magland 341 const data = new Float32Array(2 * g.n);
342 let dmin = Infinity;
343 for (let j = 0; j < g.ny; j++) {
344 for (let i = 0; i < g.nx; i++) {
345 const k = j * g.nx + i;
346 const rx = L[0] - nodeX(g, i), ry = L[1] - nodeY(g, j), rz = L[2];
347 const r = Math.sqrt(rx * rx + ry * ry + rz * rz);
348 const dA = g.hx * g.hy * nodeWeight(g, i, j);
349 data[2 * k] = (RHO_AIR * dA) / (2 * Math.PI * r);
350 data[2 * k + 1] = (r / SPEED_OF_SOUND) * this.params.fs;
351 dmin = Math.min(dmin, data[2 * k + 1]);
352 }
353 }
354 // Only the spread of delays across the plate is kept; the common delay is dropped.
355 this.delayClamped = false;
356 for (let k = 0; k < g.n; k++) {
357 let d = data[2 * k + 1] - dmin;
358 if (d > HIST_MARGIN - 3) {
359 d = HIST_MARGIN - 3;
360 this.delayClamped = true;
361 }
362 data[2 * k + 1] = d;
363 }
364 this.device.queue.writeBuffer(this.lw, 0, data);
365 this.params.listenerDist = dist;
366 this.params.listenerAzimuth = azimuthDeg;
367 this.params.listenerElevation = elevationDeg;
368 }
370 setDuration(duration: number): void {
371 this.params.duration = duration;
372 if (this.canContinue()) this.phase = "recording";
373 }
375 /** True when a finished or stopped run can be extended. */
376 canContinue(): boolean {
377 return this.phase === "done" && this.samples < this.targetSamples();
378 }
380 /** Ends the run; the state, audio, and movie are kept. */
381 stop(): void {
382 this.phase = "done";
383 }
385 targetSamples(): number {
386 return Math.round(this.params.duration * this.params.fs);
387 }
389 status(): SimStatus {
390 // Report the time of the state that has been read back, not the one enqueued.
391 const ahead = this.inFlight ? this.inFlight.steps * this.dt : 0;
392 return {
393 phase: this.phase,
394 t: this.totalSteps * this.dt - ahead,
395 totalSteps: this.totalSteps,
396 ke: this.ke,
397 wmax: this.wmax,
398 samples: this.samples,
399 frames: this.frames.length,
400 peakPressure: this.peakPressure,
401 delayClamped: this.delayClamped,
402 stick: this.stick,
403 };
404 }
406 /** Enqueues an extraction of the current w field into `displayW` (for the live view). */
407 encodeDisplay(encoder: GPUCommandEncoder): void {
408 const pass = encoder.beginComputePass();
409 pass.setPipeline(this.extractPipe);
410 pass.setBindGroup(0, this.displayBG[this.cur]);
411 pass.dispatchWorkgroups(Math.ceil(this.grid.n / 256));
412 pass.end();
413 }
415 private stepWorkgroups(): [number, number] {
416 return [Math.ceil(this.grid.nx / TILE), Math.ceil(this.grid.ny / TILE)];
417 }
419 /** The recorded listener pressure so far [Pa]. */
420 recordedAudio(): Float32Array {
421 return this.audio.subarray(0, this.samples);
422 }
424 private appendAudio(raw: Float32Array): void {
425 const need = this.samples + raw.length;
426 if (this.audio.length < need) {
427 const a = new Float32Array(Math.max(need, 2 * this.audio.length, this.params.fs));
428 a.set(this.audio.subarray(0, this.samples));
429 this.audio = a;
430 }
431 this.audio.set(raw, this.samples);
432 for (let k = 0; k < raw.length; k++) this.peakPressure = Math.max(this.peakPressure, Math.abs(raw[k]));
433 this.samples = need;
434 }
436 /** Writes the per-step uniform for step s of a batch. */
437 private writeStepParams(s: number, fields: { flags: number; slot: number; outIdx: number }): void {
438 const o = (s * this.stepStride) / 4;
439 const u32 = new Uint32Array(this.stepData);
440 const i32 = new Int32Array(this.stepData);
441 const f32 = new Float32Array(this.stepData);
442 const { sigma0, sigma1, sigmaIn } = this.plate.loss;
443 u32[o] = this.totalSteps + s;
444 u32[o + 1] = fields.flags;
445 i32[o + 2] = fields.slot;
446 i32[o + 3] = fields.outIdx;
447 f32[o + 4] = sigma0;
448 f32[o + 5] = sigma1;
449 f32[o + 6] = sigmaIn;
450 u32[o + 7] = (this.totalSteps + s) & 1;
451 }
453 /**
454 * Runs one batch (one movie frame of time). Resolves when its results have
455 * been read back. The following batch is encoded before this one is awaited.
456 */
457 async runBatch(): Promise<void> {
458 if (this.phase === "done") return;
459 const cur = this.inFlight ?? this.encodeBatch();
460 this.inFlight = null;
461 if (!cur) {
462 this.phase = "done";
463 return;
464 }
465 if (this.stepsLeft() > 0) this.inFlight = this.encodeBatch();
466 await this.collect(cur);
467 }
469 private stepsLeft(): number {
470 return this.targetSamples() * this.stepsPerSample - this.totalSteps;
471 }
473 /** Encodes and submits one batch; null when no steps remain. */
474 private encodeBatch(): Pending | null {
475 const p = this.params;
476 const steps = Math.min(this.stepsPerBatch, Math.max(0, this.stepsLeft()));
477 if (steps === 0) return null;
479 // Per-step parameters: the drumstick and the audio bookkeeping.
480 const audioSteps: number[] = [];
481 for (let s = 0; s < steps; s++) {
482 const local = this.totalSteps + s;
483 let slot = -1, outIdx = -1;
484 if (local % this.stepsPerSample === 0) {
485 slot = (local / this.stepsPerSample) % this.histLen;
486 outIdx = audioSteps.length;
487 audioSteps.push(s);
488 }
489 this.writeStepParams(s, { flags: 1, slot, outIdx });
490 }
491 this.device.queue.writeBuffer(this.stepBuf, 0, this.stepData, 0, steps * this.stepStride);
493 // Encode the batch in chunks so that the GPU starts while JS is still encoding.
494 const CHUNK = 1024;
495 let enc = this.device.createCommandEncoder();
496 let pass = enc.beginComputePass();
497 const [wgX, wgY] = this.stepWorkgroups();
498 const wgN = Math.ceil(this.grid.n / 256);
499 let cur = this.cur;
500 // The projection is optional and only meaningful for a free plate; the
501 // sums still run once per batch for the statistics.
502 const project = p.rigidProjection && !this.plate.mount;
503 let stepBound = false;
504 for (let s = 0; s < steps; s++) {
505 if (s > 0 && s % CHUNK === 0) {
506 pass.end();
507 this.device.queue.submit([enc.finish()]);
508 enc = this.device.createCommandEncoder();
509 pass = enc.beginComputePass();
510 stepBound = false;
511 }
512 if (!stepBound) {
513 pass.setPipeline(this.stepPipe);
514 stepBound = true;
515 }
516 pass.setBindGroup(0, this.stepBG[cur], [s * this.stepStride]);
517 pass.dispatchWorkgroups(wgX, wgY);
518 cur = 1 - cur;
519 const global = this.totalSteps + s + 1;
520 if ((project && global % RB_INTERVAL === 0) || s === steps - 1) {
521 pass.setPipeline(this.sumsPipe);
522 pass.setBindGroup(0, this.rbBG[cur]);
523 pass.dispatchWorkgroups(1);
524 if (project) {
525 pass.setPipeline(this.applyPipe);
526 pass.setBindGroup(0, this.rbBG[cur]);
527 pass.dispatchWorkgroups(wgN);
528 }
529 stepBound = false;
530 }
531 }
532 // The listener sum for every audio sample of the batch, one workgroup each;
533 // the ring buffer is long enough that no slot of the batch has been reused.
534 const nAudio = audioSteps.length;
535 if (nAudio > 0) {
536 pass.setPipeline(this.audioPipe);
537 pass.setBindGroup(0, this.audioBG, [audioSteps[0] * this.stepStride]);
538 pass.dispatchWorkgroups(nAudio);
539 }
540 pass.setPipeline(this.extractPipe);
541 pass.setBindGroup(0, this.extractBG[cur]);
542 pass.dispatchWorkgroups(wgN);
543 pass.end();
544 const staging = this.staging[this.stagingIdx];
545 this.stagingIdx = 1 - this.stagingIdx;
546 const n = this.grid.n;
547 enc.copyBufferToBuffer(this.audioOut, 0, staging, 0, Math.max(4, nAudio * 4));
548 enc.copyBufferToBuffer(this.frameBuf, 0, staging, this.samplesPerBatch * 4, n * 4);
549 enc.copyBufferToBuffer(this.statsBuf, 0, staging, (this.samplesPerBatch + n) * 4, STATS_LEN * 4);
550 enc.copyBufferToBuffer(this.stickBuf, 0, staging, (this.samplesPerBatch + n + STATS_LEN) * 4, STICK_LEN * 4);
551 this.device.queue.submit([enc.finish()]);
552 this.cur = cur;
553 this.totalSteps += steps;
554 return { staging, steps, nAudio, stickParity: this.totalSteps & 1 };
555 }
557 /** Reads back a batch and applies its results. */
558 private async collect(b: Pending): Promise<void> {
559 const n = this.grid.n;
560 await b.staging.mapAsync(GPUMapMode.READ);
561 const view = new Float32Array(b.staging.getMappedRange());
562 const stats = view.subarray(this.samplesPerBatch + n, this.samplesPerBatch + n + STATS_LEN);
563 this.ke = stats[12];
564 this.wmax = stats[13];
565 // The slot written by the last step is the one the next step reads.
566 const base = this.samplesPerBatch + n + STATS_LEN + 4 * b.stickParity;
567 this.stick = { x: view[base], v: view[base + 1], force: view[base + 2], maxForce: view[base + 3] };
568 this.appendAudio(view.slice(0, b.nAudio));
569 this.frames.push(view.slice(this.samplesPerBatch, this.samplesPerBatch + n));
570 b.staging.unmap();
571 if (this.samples >= this.targetSamples()) this.phase = "done";
572 }
574 // ---------- Testing support ----------
576 /**
577 * Advances the state by exactly one free step (no drumstick, no rigid-body
578 * projection, no audio) with the plate's loss parameters and its mount.
579 */
580 async stepOnce(): Promise<void> {
581 this.writeStepParams(0, { flags: 0, slot: -1, outIdx: -1 });
582 this.device.queue.writeBuffer(this.stepBuf, 0, this.stepData, 0, this.stepStride);
583 const enc = this.device.createCommandEncoder();
584 const pass = enc.beginComputePass();
585 pass.setPipeline(this.stepPipe);
586 pass.setBindGroup(0, this.stepBG[this.cur], [0]);
587 pass.dispatchWorkgroups(...this.stepWorkgroups());
588 pass.end();
589 this.device.queue.submit([enc.finish()]);
590 this.cur = 1 - this.cur;
591 this.totalSteps++;
592 await this.device.queue.onSubmittedWorkDone();
593 }
595 /** Overwrites the state: pos as [u | v | w | wLo], vel as [du | dv | dw]. */
596 writeState(pos: Float32Array<ArrayBuffer>, vel: Float32Array<ArrayBuffer>): void {
597 const n = this.grid.n;
598 if (pos.length !== 4 * n || vel.length !== 3 * n) throw new Error("state arrays have the wrong length");
599 this.device.queue.writeBuffer(this.pos[this.cur], 0, pos);
600 this.device.queue.writeBuffer(this.vel[this.cur], 0, vel);
601 }
603 /** Reads back the full state as [u | v | w | wLo] and [du | dv | dw]. */
604 async readState(): Promise<{ pos: Float32Array; vel: Float32Array }> {
605 const n = this.grid.n;
606 const stg = this.device.createBuffer({ size: 7 * n * 4, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST });
607 const enc = this.device.createCommandEncoder();
608 enc.copyBufferToBuffer(this.pos[this.cur], 0, stg, 0, 4 * n * 4);
609 enc.copyBufferToBuffer(this.vel[this.cur], 0, stg, 4 * n * 4, 3 * n * 4);
610 this.device.queue.submit([enc.finish()]);
611 await stg.mapAsync(GPUMapMode.READ);
612 const all = new Float32Array(stg.getMappedRange()).slice();
613 stg.unmap();
614 stg.destroy();
615 return { pos: all.subarray(0, 4 * n), vel: all.subarray(4 * n) };
616 }
618 destroy(): void {
619 this.inFlight = null;
620 for (const b of [...this.pos, ...this.vel, this.hist, this.stickBuf, this.nd, this.w0, this.nw, this.hn, this.lw, this.audioOut, this.frameBuf, this.displayW, this.statsBuf, this.paramsBuf, this.stepBuf, ...this.staging]) b.destroy();
621 }
623 get fs(): number {
624 return this.params.fs;
625 }
626 get fps(): number {
627 return this.params.fps;
628 }
629 get simParams(): SimParams {
630 return this.params;
631 }
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