@driftengine/core 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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@@ -0,0 +1,239 @@
1
+ /**
2
+ * "Where is the ground in this column, and which way does it face?"
3
+ *
4
+ * The AABB strip a ribbon builds keeps a character inside the world; it is a poor
5
+ * description of the *surface*, because a world-axis box over a banked strip has
6
+ * a flat top at the height of the strip's highest corner. Stand on that and you
7
+ * hover through every corner in the game.
8
+ *
9
+ * So the two are split. Boxes stop you falling through; this answers what you
10
+ * are standing on, exactly, from the curve itself.
11
+ *
12
+ * The cost of "exactly" is a nearest-point search along a spline, which is not
13
+ * something to do from scratch inside a fixed tick. A uniform grid of seed arc
14
+ * lengths turns it into a lookup plus a handful of Newton steps — a fixed count,
15
+ * so two machines get bit-identical answers, which the replay contract requires.
16
+ */
17
+ import { Spline } from '../geometry/spline.ts';
18
+ import type { RibbonHole } from '../geometry/ribbon.ts';
19
+ export interface SurfaceHit {
20
+ /** Height of the surface in the queried column. */
21
+ y: number;
22
+ normalX: number;
23
+ normalY: number;
24
+ normalZ: number;
25
+ /** Direction of travel at the nearest point on the centreline. */
26
+ tangentX: number;
27
+ tangentY: number;
28
+ tangentZ: number;
29
+ /** Arc length of that nearest point. How far along the route you are. */
30
+ distanceM: number;
31
+ /** Signed offset from the centreline, positive to the character's right. */
32
+ lateralM: number;
33
+ /** Half the surface's width here — how much room is left before the edge. */
34
+ halfWidthM: number;
35
+ bankRad: number;
36
+ /**
37
+ * Which way *up* looks here — the ruled surface's own normal, not the
38
+ * cross-section's.
39
+ *
40
+ * A separate field because it answers a separate question. `normal` is the
41
+ * ground a character stands on and every movement rule is tuned against it: how
42
+ * steep is this to walk, which way does gravity pull along it, is it floor or
43
+ * is it wall. That question is about the cross-section, and its answer is the
44
+ * same all the way across the deck.
45
+ *
46
+ * This one is about how the surface *looks* where you are standing on it, and
47
+ * on a deck whose bank rolls it is a very different number: the ruled surface
48
+ * climbs far more steeply along the route near its edges than the centreline
49
+ * does — 57° measured on one chicane against the centreline's 11°, and
50
+ * past vertical on a chute. Correct geometry, and correct for orienting a body
51
+ * that has to look like it is on the deck. Fed to the walking rules instead it
52
+ * takes the ground away: a character met a chicane's edge as a wall and fell down
53
+ * it at 20 m/s a hand's width above the deck, never landing, which is exactly
54
+ * what flying looks like.
55
+ */
56
+ tiltX: number;
57
+ tiltY: number;
58
+ tiltZ: number;
59
+ }
60
+ export declare function createSurfaceHit(): SurfaceHit;
61
+ /**
62
+ * Anything that can answer "where is the ground here?".
63
+ *
64
+ * The seam a controller depends on, rather than on `RibbonSurface` itself: a
65
+ * game with heightmap terrain, or a test with three lines of arithmetic, is a
66
+ * valid ground surface and neither should have to build a spline to say so.
67
+ */
68
+ export interface GroundSurface {
69
+ /**
70
+ * @param atY Height of whatever is asking, so a route that passes over itself
71
+ * can answer with the deck *under* them rather than the highest one in the
72
+ * column. Omitted means "the highest", which is right for a caller that has
73
+ * no position — a generator placing a lamp, say.
74
+ */
75
+ sample(x: number, z: number, out: SurfaceHit, atY?: number): boolean;
76
+ /**
77
+ * The **highest** floor in this column whose face lies in `[loY, hiY)`, exactly.
78
+ *
79
+ * A second question, not a variant of the first, and the reason it cannot be
80
+ * expressed as one: `sample` scores candidates by nearness to the asker and
81
+ * breaks ties *against* whatever is above them, because what you are standing
82
+ * on is the thing under your feet. "Is there a floor in the way" asks about a
83
+ * band that is entirely above the asker, so that scoring is pointed at the
84
+ * exact answer wanted — a deck a metre up loses to the deck underfoot and the
85
+ * caller is told the column is clear.
86
+ *
87
+ * So this is a filter and not a score: every face in the band qualifies, the
88
+ * highest wins, and nothing outside the band can outrank anything inside it.
89
+ * No reference height, no tie-break, nothing to tune.
90
+ *
91
+ * Half-open on purpose. A caller testing "between my step ceiling and my head"
92
+ * owns both of its own bounds, and a face exactly at head height is one the
93
+ * body passes under rather than into.
94
+ */
95
+ sampleBand(x: number, z: number, out: SurfaceHit, loY: number, hiY: number): boolean;
96
+ }
97
+ export interface RibbonSurfaceOptions {
98
+ /** Side of a seed grid cell, metres. */
99
+ cellM?: number;
100
+ /** Stretches of arc length where there is no surface at all. */
101
+ holes?: readonly RibbonHole[];
102
+ /**
103
+ * Extra width, each side, that still counts as being over the surface.
104
+ * A character is a box, not a point, and the edge should be forgiving by about
105
+ * half of one.
106
+ */
107
+ marginM?: number;
108
+ /**
109
+ * How far the *mesh* keeps deck past the start of a hole, metres — one cross-section step.
110
+ *
111
+ * A hole is authored as a span of arc length and a ribbon's geometry cannot cut exactly
112
+ * there. `buildRibbon` keeps the cross-section that *borders* a hole, deliberately, so the
113
+ * deck before it gets its end cap in the right place instead of stopping a step short — so
114
+ * the drawn lip can reach a full step into the authored span. A surface that does not know
115
+ * that figure reports no ground under deck a character can plainly see and is standing on.
116
+ *
117
+ * Defaults to the ribbon builder's own default step, so a caller who has not changed the
118
+ * step does not have to say so; a caller who has must pass it, or the two disagree by the
119
+ * difference.
120
+ */
121
+ holeEdgeM?: number;
122
+ /**
123
+ * Width of the raised trim down each edge, metres, and how far it stands proud.
124
+ *
125
+ * A kerb is drawn as its own ribbon over the outermost band of the deck, lifted a
126
+ * few centimetres — and a surface that does not know about it reports the deck's
127
+ * height under geometry the player can plainly see they are standing on, so their
128
+ * feet sink into it. The two figures are the same ones the kerb ribbon is built from,
129
+ * passed here so the drawn trim and the walkable floor cannot disagree.
130
+ *
131
+ * Zero by default, which is every consumer that has no trim: the arithmetic below is
132
+ * skipped entirely rather than adding zero.
133
+ */
134
+ edgeBandM?: number;
135
+ edgeLiftM?: number;
136
+ }
137
+ export declare class RibbonSurface {
138
+ private readonly spline;
139
+ private readonly holes;
140
+ private readonly margin;
141
+ private readonly holeEdge;
142
+ /** Raised trim down each edge; see `RibbonSurfaceOptions.edgeBandM`. */
143
+ private readonly edgeBand;
144
+ private readonly edgeLift;
145
+ /**
146
+ * The mesh's own cross-section pitch, derived exactly as `buildRibbon` derives
147
+ * it, so this surface can name the intervals the mesh really drew.
148
+ */
149
+ private readonly meshStep;
150
+ private readonly cell;
151
+ private readonly originX;
152
+ private readonly originZ;
153
+ private readonly cellsX;
154
+ private readonly cellsZ;
155
+ /**
156
+ * Candidate arc lengths per cell — `SEEDS_PER_CELL` slots each, -1 where
157
+ * unused.
158
+ */
159
+ private readonly seeds;
160
+ private readonly scratch;
161
+ /** Second scratch: the swept normal needs a neighbour without losing `scratch`. */
162
+ private readonly frame;
163
+ constructor(spline: Spline, options?: RibbonSurfaceOptions);
164
+ /**
165
+ * Record an arc length as a candidate for one cell.
166
+ *
167
+ * Slots hold *distinct passes*: an arc length close to one already held
168
+ * replaces it if nearer, and only a genuinely separate stretch of route takes
169
+ * a new slot. Without that rule all three slots fill with neighbouring
170
+ * samples from the same pass and the structure buys nothing.
171
+ */
172
+ private offer;
173
+ /**
174
+ * Is this arc length inside a hole — measured as the *mesh* cuts one, not as the plan
175
+ * states one?
176
+ *
177
+ * `buildRibbon` lays a whole number of equal steps along the spline and draws the quad
178
+ * between two consecutive cross-sections exactly when that quad's **midpoint** lies
179
+ * outside the authored hole. So the drawn deck is a union of whole step intervals, and
180
+ * a hole boundary falling mid-interval leaves the whole interval drawn. This asks the
181
+ * mesh's own question, in the mesh's own words, and cannot drift from it.
182
+ *
183
+ * It used to shrink every hole by a **full step at each end regardless of alignment**,
184
+ * which is that overhang's worst case rather than its actual size: where a boundary
185
+ * already sits on the step grid the mesh overhangs by nothing at all, and the surface
186
+ * was handing out up to a step of deck that was never drawn — at *every* gap, ramp and
187
+ * platform run. It showed up everywhere as the same report: every pad ending and every
188
+ * ribbon ending carried a phantom area the player could walk out onto without falling.
189
+ * Measured live on one route (`blocks` at 216–246 m, mesh pitch 1.9935 m): a character
190
+ * stood still at 245.8 m over open air with this answering a metre of deck under them.
191
+ *
192
+ * Exact costs one floor and one multiply.
193
+ */
194
+ private inHole;
195
+ /**
196
+ * How the surface *looks* where it is being stood on — see `SurfaceHit.tilt`.
197
+ *
198
+ * A cross-section's own normal describes the *centreline*, and it is the same
199
+ * answer all the way across the deck — which is only true while the section
200
+ * is carried along unchanged. Where the bank rolls, the surface a character
201
+ * stands on is a ruled one, and near its edges it climbs far more steeply
202
+ * along the route than the centreline does: measured on one camber reversal,
203
+ * 33° at the edge against the 11° the centreline reports. Everything that reads
204
+ * this then believes a hill is gentle when it is not — the body stands bolt
205
+ * upright on it instead of following the surface's own tilt, and the same
206
+ * understatement decides step limits and grip.
207
+ *
208
+ * So it is built from both of the surface's own tangents. Across is `right`;
209
+ * along is the centreline's tangent plus however fast `right` itself is
210
+ * turning, times how far out you are — the term that is exactly zero on a
211
+ * straight or evenly-banked stretch, and the whole story on a rolling one. The
212
+ * derivative is a symmetric difference over a fixed span, so it costs two
213
+ * spline samples and cannot vary between machines.
214
+ */
215
+ private sweptNormal;
216
+ /**
217
+ * Ask what the surface is doing in the column above/below `(x, z)`.
218
+ *
219
+ * Returns false where there is no surface — off the edge, past either end, or
220
+ * over a hole — and leaves `out` untouched in that case.
221
+ */
222
+ sample(x: number, z: number, out: SurfaceHit, atY?: number): boolean;
223
+ /** See `GroundSurface.sampleBand`: the highest pass in the band, exactly. */
224
+ sampleBand(x: number, z: number, out: SurfaceHit, loY: number, hiY: number): boolean;
225
+ /**
226
+ * Index of this column's seed slots, or -1 where the grid does not reach.
227
+ *
228
+ * Shared by both queries so the two can never disagree about which cell a
229
+ * column falls in.
230
+ */
231
+ private cellBase;
232
+ /**
233
+ * Refine one candidate seed and report whether it lands on the surface.
234
+ *
235
+ * Split out so the query can try several; on its own this is the original
236
+ * single-seed search.
237
+ */
238
+ private trySeed;
239
+ }