@driftengine/nav 4.0.0

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package/NOTICE ADDED
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+ DriftEngine
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+ Copyright 2026 Drift Technologies
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+ This product includes software developed at Drift Technologies
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+ (https://github.com/drftrun/driftengine).
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+ Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
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+ in the source, the documentation, or a display generated by the work.
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+
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+ Models run by DriftCapture
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+ --------------------------
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+ DriftCapture runs the models below. Their weights are not in this repository
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+ and are not distributed with it: tools/capture-weights/ fetches each at the
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+ revision its manifest pins, verifies it, and converts it, and a game that
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+ ships one ships it under that model's own licence. Each model's definition in
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+ this engine is written from its project's published code.
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+
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+ - Depth Anything 3 Small and Depth Anything 3 Base. Apache License 2.0.
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+ Copyright (c) 2025 ByteDance Ltd. and/or its affiliates.
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+ - Depth Anything V2 Small. Apache License 2.0. The University of Hong Kong
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+ and TikTok; converted to the Transformers layout by The HuggingFace Team.
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+ - MobileSAM. Apache License 2.0. Its image encoder is TinyViT, Copyright (c)
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+ 2022 Microsoft; its prompt encoder and mask decoder are Segment Anything's,
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+ Copyright (c) Meta Platforms, Inc. and affiliates.
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+ - SAM 2.1 tiny. Apache License 2.0. Copyright (c) Meta Platforms, Inc. and
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+ affiliates.
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+ - OWLv2 base patch16. Apache License 2.0. Copyright 2023 Google AI and The
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+ HuggingFace Team.
package/README.md ADDED
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+ # `@driftengine/nav`
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+
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+ A navigation mesh: geometry in, convex walkable polygons out, and a straight line across them.
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+
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+ **8,401 bytes gzipped**, measured by `scripts/size-gate.test.mjs` against
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+ `scripts/fixtures/size/nav-only.ts`. Optional — nothing in `@driftengine/core` imports it, so a game
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+ that does not path pays nothing.
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+
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+ ## Why this exists when `NavGraph` already does
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+
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+ `core/src/nav/navGraph.ts` says in its own header that it is a graph rather than a mesh, that this
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+ is a decision rather than a first step, and that _"if a world's walkable space genuinely is a
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+ region, this is the wrong structure and a mesh is the row that is still open."_ A streamed open
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+ world is that world. The module named its own trigger; this pulls it.
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+
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+ **The graph is not replaced.** It stays right for the case it was built for — roads, corridors,
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+ rails, docking lanes — which is what consumers kept arriving with, and a mesh would have asked them
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+ to throw that away. Two structures for two shapes of world, and **one search**: `NavMeshQuery`
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+ builds a `NavGraph` over polygons and hands it to core's `NavSearch`, so there is exactly one A* in
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+ this repository.
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+
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+ ## The pipeline
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+
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+ | Step | What it produces |
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+ | ------------------ | ------------------------------------------------------------------------------ |
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+ | `voxeliseWalkable` | Where an agent of a given size could stand, as spans in grid columns |
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+ | `buildRegions` | Watershed partitioning, so a corridor splits two rooms instead of joining them |
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+ | `buildContours` | One closed boundary per region, simplified and checked for self-intersection |
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+ | `buildPolyMesh` | Convex polygons that tile the region and border each other both ways |
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+ | `NavMeshQuery` | A* over the polygons, then a funnel — so open ground is one straight line |
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+
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+ ```ts
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+ const field = voxeliseWalkable(geometry, {
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+ cellSize: 0.3,
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+ cellHeight: 0.2,
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+ maxSlope: 45,
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+ agentHeight: 2,
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+ agentRadius: 0.5,
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+ });
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+ const regions = buildRegions(field, { minRegionSpans: 8, maxStep: 1 });
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+ const mesh = buildPolyMesh(buildContours(field, regions, 1.3), 6, field);
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+
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+ const query = new NavMeshQuery(mesh);
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+ const path = new Float64Array(256);
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+ const count = query.findPath(from.x, from.z, to.x, to.z, 2, path);
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+ ```
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+
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+ `findPath` returns `0` for no route, which is an answer rather than an error: a world with a gap in
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+ it has two components, and an agent that asks for the other side has to be told.
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+
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+ ## What it does not do
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+
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+ - **Steering.** §6.5 of the design reverses the refusal of a navigation _mesh_, which is a function
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+ from geometry to a graph. What an agent does with a path stays a game's decision, and
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+ `ai/src/entities/context.ts`'s refusal is upheld on exactly that line.
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+ - **Holes.** `buildContours` takes a region's outer loop and drops any inner one, so a room with a
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+ free-standing pillar becomes a room and an agent walks through the pillar. There is a test that
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+ pins that behaviour rather than a comment that hopes about it. The fix is a bridge edge joining
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+ the inner loop to the outer; until it is built, leave a gap between a pillar and the floor so the
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+ watershed splits around it.
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+ - **Optimal paths.** The funnel gives the shortest path through the corridor A* chose, and the
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+ corridor comes from polygon centres. On the wall in `query.test.ts` that is 10.75 against an ideal
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+ 9.81 — about a tenth, from the region split putting a portal corner a cell below the wall's foot.
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+ /**
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+ * A region's boundary, as a closed loop that never crosses itself.
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+ *
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+ * **A self-intersecting contour produces a polygon the funnel algorithm walks out of** — a path
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+ * that leaves the mesh, and an agent that walks through a wall. So simplification is *checked*
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+ * rather than trusted: Douglas–Peucker on a simple closed polygon is usually simple, and "usually"
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+ * is not a property a pathfinder can rest on. Where the simplified loop crosses itself the
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+ * deviation is halved and it is tried again, down to the raw boundary, which cannot cross itself
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+ * because it is a walk along cell edges.
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+ *
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+ * **The raw boundary is kept beside the simplified one.** The deviation is a claim about the two
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+ * together, and a test that cannot see the original cannot check it.
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+ */
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+ import type { VoxelField } from './voxelise.ts';
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+ import type { RegionField } from './regions.ts';
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+ export interface Contour {
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+ readonly region: number;
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+ /** x,z pairs in cell units. A closed loop: the last point joins the first. */
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+ readonly points: Int32Array;
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+ /** The boundary before simplification, same layout. What the deviation is measured against. */
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+ readonly raw: Int32Array;
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+ }
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+ /**
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+ * One closed loop per region, holes bridged into it, simplified.
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+ *
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+ * **This took the longest loop and dropped the rest until 2026-09-16, and the limitation was worse
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+ * than it was written down as.** It was stated as losing a pillar — an agent walking through a
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+ * column in the middle of a room. What it actually did was *claim ground*: a ring's outer loop is
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+ * the room's whole perimeter, so simplifying it gives a rectangle covering the pillar and whatever
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+ * else the watershed carved out of the middle. Measured on
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+ * `['..........', '....##....', '....##....', '..........']`, the ring's polygon came out as the
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+ * entire ten-by-four map, area 40 where the region is 32 — a navigation mesh asserting that a wall
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+ * and a neighbouring region are both walkable by the same agent.
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+ *
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+ * **Holes are bridged rather than emitted separately.** A hole as its own contour would become its
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+ * own walkable polygon, which is the same defect pointing the other way. A bridge joins the inner
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+ * loop to the outer along a segment traversed once each way, so the pair becomes **one closed loop
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+ * with a zero-width slit** — weakly simple rather than simple, which is what ear clipping wants and
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+ * what `segmentsCross` tolerates, since it requires a *strict* crossing and the two bridge edges
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+ * are coincident.
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+ */
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+ export declare function buildContours(field: VoxelField, regions: RegionField, maxDeviation: number): Contour[];
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+ /** The furthest any raw point sits from the simplified loop. What the deviation bound means. */
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+ export declare function maxDeviationOf(raw: Int32Array, simplified: Int32Array): number;
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+ /**
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+ * Whether any two non-adjacent segments of a closed loop cross.
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+ *
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+ * Adjacent segments share an endpoint by construction and are skipped; everything else is a proper
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+ * crossing test, so a loop that merely touches itself at a vertex is not reported — that is a
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+ * pinch rather than a crossing, and a polygon built from it is still walkable.
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+ */
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+ export declare function contourSelfIntersects(points: Int32Array): boolean;