@geoblocks/cesium-bvh 0.2.0 → 0.3.0

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@@ -0,0 +1,100 @@
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+ /**
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+ * The tree over some triangles.
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+ * @param {Float64Array} tris A triangle each, nine numbers: its first corner, then its two edges from it.
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+ * @param {Int32Array | number[]} [ids] The triangles to take; all by default.
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+ * @param {{leaf?: number}} [options] `leaf`: the most triangles a leaf holds.
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+ * @return {{bounds: Float64Array, meta: Int32Array, data: Float64Array, ids: Int32Array, nodes: number}} A node's box (six numbers) and
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+ * `meta` (three: a leaf's first triangle and its count, else its right child, 0, its split axis); `data` the triangles in leaf order
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+ * (the tris' layout), `ids` their numbers in `tris`.
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+ */
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+ export declare function buildBvh(tris: Float64Array, ids?: Int32Array | number[], { leaf }?: {
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+ leaf?: number;
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+ }): {
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+ bounds: Float64Array;
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+ meta: Int32Array;
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+ data: Float64Array;
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+ ids: Int32Array;
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+ nodes: number;
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+ };
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+ /**
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+ * The triangles of groups of vertices and indices, as `buildBvh` takes them: nine numbers each, a corner and its two edges from it, the
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+ * groups' triangles one after the other, so a triangle's number is its place in the groups' order.
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+ * @param {{vertices: ArrayLike<number>, triangles: ArrayLike<number>}[]} groups x, y, z a vertex; three indices a triangle.
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+ * @param {Float64Array} [result] Of the right size: filled instead of a new array, for triangles that moved (`refitBvh`).
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+ * @return {Float64Array}
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+ */
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+ export declare function trianglesOf(groups: {
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+ vertices: ArrayLike<number>;
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+ triangles: ArrayLike<number>;
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+ }[], result?: Float64Array): Float64Array;
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+ /**
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+ * The tree kept for triangles that have moved: their new corners and edges taken, and every box made again from the leaves up, the
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+ * tree's shape as it was. A few milliseconds for 45,000 triangles, where a build takes 130; the tree answers right at once, and
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+ * the more the triangles have gone from where it was built for them the slower it answers (boxes grown to cover both places): build it
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+ * again when many have moved far.
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+ * @param {ReturnType<typeof buildBvh>} bvh A tree made by `buildBvh`, changed in place: the queries made of it follow.
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+ * @param {Float64Array} tris The triangles the tree was built from, moved: the same layout and numbers.
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+ * @return {ReturnType<typeof buildBvh>} The same tree.
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+ */
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+ export declare function refitBvh(bvh: ReturnType<typeof buildBvh>, tris: Float64Array): ReturnType<typeof buildBvh>;
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+ /**
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+ * The tree over some line segments, for `segmentQueries`.
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+ * @param {Float64Array} segments A segment each, six numbers: its two ends.
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+ * @param {Int32Array | number[]} [ids] The segments to take; all by default.
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+ * @param {{leaf?: number}} [options] `leaf`: the most segments a leaf holds.
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+ * @return {{bounds: Float64Array, meta: Int32Array, data: Float64Array, ids: Int32Array, nodes: number}} As `buildBvh`'s, `data` six numbers a segment.
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+ */
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+ export declare function buildSegmentBvh(segments: Float64Array, ids?: Int32Array | number[], { leaf }?: {
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+ leaf?: number;
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+ }): {
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+ bounds: Float64Array;
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+ meta: Int32Array;
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+ data: Float64Array;
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+ ids: Int32Array;
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+ nodes: number;
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+ };
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+ /**
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+ * The queries of a tree built by `buildBvh`: a ray from (px, py, pz) along the unit (dx, dy, dz), the triangles hit within `reach` meters,
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+ * both sides of a face (a hit nearer than `min` is not one); the triangle nearest a point.
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+ * @param {ReturnType<typeof buildBvh>} bvh
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+ * @param {{min?: number}} [options] `min`: the least distance a hit is from the ray's start, 0.1 mm by default: a ray starting on a surface is
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+ * not to hit it. A negative one (`-Infinity`) lets a hit at the start count: a mover standing on a floor.
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+ */
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+ export declare function bvhQueries({ bounds, meta, data, ids, nodes }: ReturnType<typeof buildBvh>, { min }?: {
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+ min?: number;
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+ }): {
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+ /** The distance to the nearest hit within `reach`, or Infinity. */
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+ nearest(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number): number;
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+ /** The nearest hit within `reach`: its triangle's number (in the `tris` the tree was built from) and its distance; none: undefined. */
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+ nearestHit(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number): {
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+ triangle: number;
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+ distance: number;
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+ } | undefined;
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+ /**
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+ * A triangle hit within `reach`, its number, or -1 if none is. `hint`, a triangle that blocked a ray before, is tried first: the rays of
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+ * one point toward a sun five minutes on are near the last, and the same triangle most often stops them.
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+ */
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+ any(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number, /** @type {number} */ hint?: number): number;
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+ /** How many triangles are hit within `reach`, to `cap`. */
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+ count(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number, /** @type {number} */ cap?: number): number;
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+ /** The distances of every hit within `reach`, nearest first. */
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+ hits(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number): number[];
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+ /** The triangle nearest a point within `radius` meters, its number (in the `tris` the tree was built from), its distance and the nearest point of it; none: undefined. */
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+ closest(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ radius: number): {
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+ triangle: number;
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+ distance: number;
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+ point: number[];
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+ } | undefined;
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+ };
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+ /**
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+ * The queries of a tree built by `buildSegmentBvh`: the segments within a distance of a point, and those whose boxes meet a box. Each gives the
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+ * segments' numbers in the array the tree was built from, in no order.
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+ * @param {ReturnType<typeof buildSegmentBvh>} bvh
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+ */
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+ export declare function segmentQueries({ bounds, meta, data, ids, nodes }: ReturnType<typeof buildSegmentBvh>): {
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+ /** The segments within `radius` meters of a point. */
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+ near(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ radius: number): number[];
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+ /** The segments whose boxes (an end to the other) meet the box from (x0, y0, z0) to (x1, y1, z1). */
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+ overlapping(/** @type {number} */ x0: number, /** @type {number} */ y0: number, /** @type {number} */ z0: number, /** @type {number} */ x1: number, /** @type {number} */ y1: number, /** @type {number} */ z1: number): number[];
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+ };
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+ //# sourceMappingURL=cesium-bvh.d.ts.map
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@@ -0,0 +1,635 @@
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+ // A bounding volume hierarchy over triangles, for rays and for the nearest triangle to a point: the nearest hit along a ray, whether any lies
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+ // within a distance, how many, every one; the closest triangle within a radius. Flat typed arrays (a worker takes them as they are), no dependency,
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+ // no Cesium, no DOM: any scene, in Node and in the browser.
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+ //
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+ // The ideas are the established ones (three-mesh-bvh, flatbush, Aila and Laine): nodes packed depth first in typed arrays, the left child
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+ // right after its parent; a split chosen over binned surface areas (SAH); a ray walks the near child first, by its sign on the split axis,
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+ // and a query that wants any hit stops at the first.
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+ const BINS = 16;
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+ // a node's bins: a quarter of its triangles, from MIN_BINS to BINS
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+ const MIN_BINS = 4;
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+ // the cost of a box test against a triangle's, in the split's estimate
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+ const TRAVERSAL = 0.5;
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+ const STACK = 128;
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+ const stackNode = new Int32Array(STACK);
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+ const stackNear = new Float64Array(STACK);
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+ /**
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+ * The tree over primitives' boxes: the nodes, and the primitives' order, in leaves.
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+ * @param {Float64Array} lo Each primitive's lowest corner, three numbers a primitive.
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+ * @param {Float64Array} hi Its highest.
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+ * @param {number} leaf The most primitives a leaf holds.
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+ */
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+ function buildTree(lo, hi, leaf) {
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+ const n = lo.length / 3;
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+ const mid = Float64Array.from(lo, (v, i) => (v + hi[i]) / 2);
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+ // the triangles are permuted with their boxes: `at` says where each is
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+ const at = Int32Array.from({ length: n }, (_, i) => i);
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+ const bounds = new Float64Array(Math.max(1, 2 * n) * 6);
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+ const meta = new Int32Array(Math.max(1, 2 * n) * 3);
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+ let nodes = 0;
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+ const binCount = new Int32Array(BINS), binLo = new Float64Array(BINS * 3), binHi = new Float64Array(BINS * 3);
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+ const rightArea = new Float64Array(BINS);
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+ /**
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+ * @param {number} x0
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+ * @param {number} y0
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+ * @param {number} z0
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+ * @param {number} x1
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+ * @param {number} y1
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+ * @param {number} z1
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+ */
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+ const area = (x0, y0, z0, x1, y1, z1) => {
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+ const [dx, dy, dz] = [x1 - x0, y1 - y0, z1 - z0];
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+ return dx < 0 ? 0 : 2 * (dx * dy + dy * dz + dz * dx);
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+ };
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+ // the node over the triangles [from, to) of `at`; its index
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+ /**
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+ * @param {number} from
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+ * @param {number} to
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+ */
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+ const build = (from, to) => {
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+ const node = nodes++;
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+ let [x0, y0, z0, x1, y1, z1] = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
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+ let [cx0, cy0, cz0, cx1, cy1, cz1] = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
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+ for (let k = from; k < to; k++) {
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+ const t = at[k] * 3;
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+ x0 = Math.min(x0, lo[t]);
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+ y0 = Math.min(y0, lo[t + 1]);
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+ z0 = Math.min(z0, lo[t + 2]);
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+ x1 = Math.max(x1, hi[t]);
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+ y1 = Math.max(y1, hi[t + 1]);
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+ z1 = Math.max(z1, hi[t + 2]);
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+ cx0 = Math.min(cx0, mid[t]);
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+ cy0 = Math.min(cy0, mid[t + 1]);
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+ cz0 = Math.min(cz0, mid[t + 2]);
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+ cx1 = Math.max(cx1, mid[t]);
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+ cy1 = Math.max(cy1, mid[t + 1]);
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+ cz1 = Math.max(cz1, mid[t + 2]);
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+ }
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+ bounds.set([x0, y0, z0, x1, y1, z1], node * 6);
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+ const count = to - from;
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+ const makeLeaf = () => {
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+ meta[node * 3] = from;
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+ meta[node * 3 + 1] = count;
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+ return node;
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+ };
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+ if (count <= leaf) {
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+ return makeLeaf();
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+ }
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+ // the best split over the three axes: the surface areas of the two sides, by their triangles, over BINS bins of the centers
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+ const [cmin, cmax] = [[cx0, cy0, cz0], [cx1, cy1, cz1]];
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+ const whole = area(x0, y0, z0, x1, y1, z1);
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+ // few triangles need few bins: the search over 16 is most of the build's time, in the many small nodes near the leaves
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+ const bins = Math.max(MIN_BINS, Math.min(BINS, count >> 2));
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+ let best = { cost: Infinity, axis: -1, bin: 0, bins };
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+ for (let a = 0; a < 3; a++) {
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+ const extent = cmax[a] - cmin[a];
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+ if (!(extent > 1e-12)) {
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+ continue;
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+ }
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+ binCount.fill(0, 0, bins);
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+ binLo.fill(Infinity, 0, bins * 3);
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+ binHi.fill(-Infinity, 0, bins * 3);
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+ const scale = bins / extent;
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+ for (let k = from; k < to; k++) {
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+ const t = at[k] * 3;
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+ const b = Math.min(bins - 1, Math.floor((mid[t + a] - cmin[a]) * scale));
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+ binCount[b]++;
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+ for (let c = 0; c < 3; c++) {
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+ binLo[b * 3 + c] = Math.min(binLo[b * 3 + c], lo[t + c]);
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+ binHi[b * 3 + c] = Math.max(binHi[b * 3 + c], hi[t + c]);
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+ }
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+ }
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+ // from the right: each split's right area
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+ let [rx0, ry0, rz0, rx1, ry1, rz1] = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
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+ for (let b = bins - 1; b > 0; b--) {
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+ rx0 = Math.min(rx0, binLo[b * 3]);
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+ ry0 = Math.min(ry0, binLo[b * 3 + 1]);
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+ rz0 = Math.min(rz0, binLo[b * 3 + 2]);
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+ rx1 = Math.max(rx1, binHi[b * 3]);
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+ ry1 = Math.max(ry1, binHi[b * 3 + 1]);
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+ rz1 = Math.max(rz1, binHi[b * 3 + 2]);
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+ rightArea[b] = area(rx0, ry0, rz0, rx1, ry1, rz1);
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+ }
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+ let [lx0, ly0, lz0, lx1, ly1, lz1] = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
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+ let left = 0;
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+ for (let b = 0; b < bins - 1; b++) {
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+ lx0 = Math.min(lx0, binLo[b * 3]);
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+ ly0 = Math.min(ly0, binLo[b * 3 + 1]);
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+ lz0 = Math.min(lz0, binLo[b * 3 + 2]);
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+ lx1 = Math.max(lx1, binHi[b * 3]);
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+ ly1 = Math.max(ly1, binHi[b * 3 + 1]);
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+ lz1 = Math.max(lz1, binHi[b * 3 + 2]);
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+ left += binCount[b];
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+ if (left === 0 || left === count) {
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+ continue;
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+ }
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+ const cost = TRAVERSAL + (area(lx0, ly0, lz0, lx1, ly1, lz1) * left + rightArea[b + 1] * (count - left)) / (whole || 1);
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+ if (cost < best.cost) {
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+ best = { cost, axis: a, bin: b, bins };
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+ }
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+ }
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+ }
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+ if (best.axis < 0) {
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+ // no split pays (or all the centers are one point): a leaf, however many, unless it is far over the size
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+ if (count <= leaf * 4) {
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+ return makeLeaf();
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+ }
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+ const half = from + (count >> 1);
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+ meta[node * 3 + 2] = 0;
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+ build(from, half);
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+ meta[node * 3] = build(half, to);
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+ return node;
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+ }
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+ // partition by the chosen bin
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+ const scale = best.bins / (cmax[best.axis] - cmin[best.axis]);
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+ let [i, j] = [from, to - 1];
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+ while (i <= j) {
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+ const b = Math.min(best.bins - 1, Math.floor((mid[at[i] * 3 + best.axis] - cmin[best.axis]) * scale));
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+ if (b <= best.bin) {
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+ i++;
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+ }
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+ else {
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+ [at[i], at[j]] = [at[j], at[i]];
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+ j--;
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+ }
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+ }
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+ // a split that left one side empty (rounding): the middle
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+ const cut = i === from || i === to ? from + (count >> 1) : i;
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+ meta[node * 3 + 2] = best.axis;
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+ build(from, cut);
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+ meta[node * 3] = build(cut, to);
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+ return node;
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+ };
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+ build(0, n);
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+ return { bounds: bounds.slice(0, nodes * 6), meta: meta.slice(0, nodes * 3), at, nodes };
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+ }
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+ const EMPTY = { bounds: new Float64Array(0), meta: new Int32Array(0), data: new Float64Array(0), ids: new Int32Array(0), nodes: 0 };
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+ /**
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+ * The tree over some triangles.
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+ * @param {Float64Array} tris A triangle each, nine numbers: its first corner, then its two edges from it.
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+ * @param {Int32Array | number[]} [ids] The triangles to take; all by default.
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+ * @param {{leaf?: number}} [options] `leaf`: the most triangles a leaf holds.
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+ * @return {{bounds: Float64Array, meta: Int32Array, data: Float64Array, ids: Int32Array, nodes: number}} A node's box (six numbers) and
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+ * `meta` (three: a leaf's first triangle and its count, else its right child, 0, its split axis); `data` the triangles in leaf order
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+ * (the tris' layout), `ids` their numbers in `tris`.
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+ */
176
+ export function buildBvh(tris, ids = Int32Array.from({ length: tris.length / 9 }, (_, i) => i), { leaf = 4 } = {}) {
177
+ const n = ids.length;
178
+ if (n === 0) {
179
+ return EMPTY;
180
+ }
181
+ const order = Int32Array.from(ids);
182
+ const lo = new Float64Array(n * 3), hi = new Float64Array(n * 3);
183
+ for (let k = 0; k < n; k++) {
184
+ const o = order[k] * 9;
185
+ for (let a = 0; a < 3; a++) {
186
+ const p = tris[o + a], q = p + tris[o + 3 + a], r = p + tris[o + 6 + a];
187
+ lo[k * 3 + a] = Math.min(p, q, r);
188
+ hi[k * 3 + a] = Math.max(p, q, r);
189
+ }
190
+ }
191
+ const { bounds, meta, at, nodes } = buildTree(lo, hi, leaf);
192
+ const data = new Float64Array(n * 9);
193
+ const sorted = new Int32Array(n);
194
+ for (let k = 0; k < n; k++) {
195
+ sorted[k] = order[at[k]];
196
+ data.set(tris.subarray(sorted[k] * 9, sorted[k] * 9 + 9), k * 9);
197
+ }
198
+ return { bounds, meta, data, ids: sorted, nodes };
199
+ }
200
+ /**
201
+ * The triangles of groups of vertices and indices, as `buildBvh` takes them: nine numbers each, a corner and its two edges from it, the
202
+ * groups' triangles one after the other, so a triangle's number is its place in the groups' order.
203
+ * @param {{vertices: ArrayLike<number>, triangles: ArrayLike<number>}[]} groups x, y, z a vertex; three indices a triangle.
204
+ * @param {Float64Array} [result] Of the right size: filled instead of a new array, for triangles that moved (`refitBvh`).
205
+ * @return {Float64Array}
206
+ */
207
+ export function trianglesOf(groups, result) {
208
+ const tris = result ?? new Float64Array(9 * groups.reduce((sum, { triangles }) => sum + triangles.length / 3, 0));
209
+ let n = 0;
210
+ for (const { vertices: v, triangles: t } of groups) {
211
+ for (let k = 0; k < t.length; k += 3, n++) {
212
+ const [a, b, c] = [t[k] * 3, t[k + 1] * 3, t[k + 2] * 3];
213
+ tris[n * 9] = v[a];
214
+ tris[n * 9 + 1] = v[a + 1];
215
+ tris[n * 9 + 2] = v[a + 2];
216
+ tris[n * 9 + 3] = v[b] - v[a];
217
+ tris[n * 9 + 4] = v[b + 1] - v[a + 1];
218
+ tris[n * 9 + 5] = v[b + 2] - v[a + 2];
219
+ tris[n * 9 + 6] = v[c] - v[a];
220
+ tris[n * 9 + 7] = v[c + 1] - v[a + 1];
221
+ tris[n * 9 + 8] = v[c + 2] - v[a + 2];
222
+ }
223
+ }
224
+ return tris;
225
+ }
226
+ /**
227
+ * The tree kept for triangles that have moved: their new corners and edges taken, and every box made again from the leaves up, the
228
+ * tree's shape as it was. A few milliseconds for 45,000 triangles, where a build takes 130; the tree answers right at once, and
229
+ * the more the triangles have gone from where it was built for them the slower it answers (boxes grown to cover both places): build it
230
+ * again when many have moved far.
231
+ * @param {ReturnType<typeof buildBvh>} bvh A tree made by `buildBvh`, changed in place: the queries made of it follow.
232
+ * @param {Float64Array} tris The triangles the tree was built from, moved: the same layout and numbers.
233
+ * @return {ReturnType<typeof buildBvh>} The same tree.
234
+ */
235
+ export function refitBvh(bvh, tris) {
236
+ const { bounds, meta, data, ids, nodes } = bvh;
237
+ if (data.length !== ids.length * 9) {
238
+ throw new Error('refitBvh: not a tree of triangles (nine numbers an element)');
239
+ }
240
+ for (let k = 0; k < ids.length; k++) {
241
+ data.set(tris.subarray(ids[k] * 9, ids[k] * 9 + 9), k * 9);
242
+ }
243
+ // a node comes before its children: from the last, each node's children are done
244
+ for (let node = nodes - 1; node >= 0; node--) {
245
+ const b = node * 6;
246
+ const count = meta[node * 3 + 1];
247
+ if (count > 0) {
248
+ const first = meta[node * 3];
249
+ for (let a = 0; a < 3; a++) {
250
+ let [low, high] = [Infinity, -Infinity];
251
+ for (let k = first; k < first + count; k++) {
252
+ const p = data[k * 9 + a], q = p + data[k * 9 + 3 + a], r = p + data[k * 9 + 6 + a];
253
+ low = Math.min(low, p, q, r);
254
+ high = Math.max(high, p, q, r);
255
+ }
256
+ bounds[b + a] = low;
257
+ bounds[b + 3 + a] = high;
258
+ }
259
+ }
260
+ else {
261
+ const [left, right] = [(node + 1) * 6, meta[node * 3] * 6];
262
+ for (let a = 0; a < 3; a++) {
263
+ bounds[b + a] = Math.min(bounds[left + a], bounds[right + a]);
264
+ bounds[b + 3 + a] = Math.max(bounds[left + 3 + a], bounds[right + 3 + a]);
265
+ }
266
+ }
267
+ }
268
+ return bvh;
269
+ }
270
+ /**
271
+ * The tree over some line segments, for `segmentQueries`.
272
+ * @param {Float64Array} segments A segment each, six numbers: its two ends.
273
+ * @param {Int32Array | number[]} [ids] The segments to take; all by default.
274
+ * @param {{leaf?: number}} [options] `leaf`: the most segments a leaf holds.
275
+ * @return {{bounds: Float64Array, meta: Int32Array, data: Float64Array, ids: Int32Array, nodes: number}} As `buildBvh`'s, `data` six numbers a segment.
276
+ */
277
+ export function buildSegmentBvh(segments, ids = Int32Array.from({ length: segments.length / 6 }, (_, i) => i), { leaf = 4 } = {}) {
278
+ const n = ids.length;
279
+ if (n === 0) {
280
+ return EMPTY;
281
+ }
282
+ const order = Int32Array.from(ids);
283
+ const lo = new Float64Array(n * 3), hi = new Float64Array(n * 3);
284
+ for (let k = 0; k < n; k++) {
285
+ for (let a = 0; a < 3; a++) {
286
+ const [p, q] = [segments[order[k] * 6 + a], segments[order[k] * 6 + 3 + a]];
287
+ lo[k * 3 + a] = Math.min(p, q);
288
+ hi[k * 3 + a] = Math.max(p, q);
289
+ }
290
+ }
291
+ const { bounds, meta, at, nodes } = buildTree(lo, hi, leaf);
292
+ const data = new Float64Array(n * 6);
293
+ const sorted = new Int32Array(n);
294
+ for (let k = 0; k < n; k++) {
295
+ sorted[k] = order[at[k]];
296
+ data.set(segments.subarray(sorted[k] * 6, sorted[k] * 6 + 6), k * 6);
297
+ }
298
+ return { bounds, meta, data, ids: sorted, nodes };
299
+ }
300
+ /**
301
+ * The queries of a tree built by `buildBvh`: a ray from (px, py, pz) along the unit (dx, dy, dz), the triangles hit within `reach` meters,
302
+ * both sides of a face (a hit nearer than `min` is not one); the triangle nearest a point.
303
+ * @param {ReturnType<typeof buildBvh>} bvh
304
+ * @param {{min?: number}} [options] `min`: the least distance a hit is from the ray's start, 0.1 mm by default: a ray starting on a surface is
305
+ * not to hit it. A negative one (`-Infinity`) lets a hit at the start count: a mover standing on a floor.
306
+ */
307
+ export function bvhQueries({ bounds, meta, data, ids, nodes }, { min = 1e-4 } = {}) {
308
+ /**
309
+ * @param {number} k
310
+ * @param {number} px
311
+ * @param {number} py
312
+ * @param {number} pz
313
+ * @param {number} dx
314
+ * @param {number} dy
315
+ * @param {number} dz
316
+ */
317
+ const hit = (k, px, py, pz, dx, dy, dz) => {
318
+ const o = k * 9;
319
+ const e1x = data[o + 3], e1y = data[o + 4], e1z = data[o + 5], e2x = data[o + 6], e2y = data[o + 7], e2z = data[o + 8];
320
+ const hx = dy * e2z - dz * e2y, hy = dz * e2x - dx * e2z, hz = dx * e2y - dy * e2x;
321
+ const a = e1x * hx + e1y * hy + e1z * hz;
322
+ if (a > -1e-12 && a < 1e-12) {
323
+ return -1;
324
+ }
325
+ const f = 1 / a, sx = px - data[o], sy = py - data[o + 1], sz = pz - data[o + 2];
326
+ const u = f * (sx * hx + sy * hy + sz * hz);
327
+ if (u < 0 || u > 1) {
328
+ return -1;
329
+ }
330
+ const qx = sy * e1z - sz * e1y, qy = sz * e1x - sx * e1z, qz = sx * e1y - sy * e1x;
331
+ const v = f * (dx * qx + dy * qy + dz * qz);
332
+ if (v < 0 || u + v > 1) {
333
+ return -1;
334
+ }
335
+ const t = f * (e2x * qx + e2y * qy + e2z * qz);
336
+ return t > min ? t : -1;
337
+ };
338
+ // where a ray enters a node's box, or Infinity: the slab test, over the ray's inverse direction
339
+ /**
340
+ * @param {number} node
341
+ * @param {number} px
342
+ * @param {number} py
343
+ * @param {number} pz
344
+ * @param {number} ix
345
+ * @param {number} iy
346
+ * @param {number} iz
347
+ * @param {number} tmax
348
+ */
349
+ const enter = (node, px, py, pz, ix, iy, iz, tmax) => {
350
+ const b = node * 6;
351
+ let t0 = 0, t1 = tmax;
352
+ let a = (bounds[b] - px) * ix, c = (bounds[b + 3] - px) * ix;
353
+ t0 = Math.max(t0, a < c ? a : c);
354
+ t1 = Math.min(t1, a < c ? c : a);
355
+ a = (bounds[b + 1] - py) * iy;
356
+ c = (bounds[b + 4] - py) * iy;
357
+ t0 = Math.max(t0, a < c ? a : c);
358
+ t1 = Math.min(t1, a < c ? c : a);
359
+ a = (bounds[b + 2] - pz) * iz;
360
+ c = (bounds[b + 5] - pz) * iz;
361
+ t0 = Math.max(t0, a < c ? a : c);
362
+ t1 = Math.min(t1, a < c ? c : a);
363
+ return t0 <= t1 ? t0 : Infinity;
364
+ };
365
+ // a ray's way down the tree. A node's box is tested when the node is reached, with the reach the ray has by then; the child the ray
366
+ // meets first (by its sign on the split axis) is walked, the other left on the stack: a query that stops early never tests it.
367
+ /**
368
+ * @param {number} px
369
+ * @param {number} py
370
+ * @param {number} pz
371
+ * @param {number} dx
372
+ * @param {number} dy
373
+ * @param {number} dz
374
+ * @param {number} reach
375
+ * @param {(k: number, t: number, reach: number) => number} found
376
+ */
377
+ const unit = (px, py, pz, dx, dy, dz, reach, found) => {
378
+ // `found(k, t, reach)` per triangle hit: the reach to go on with, or a negative number to stop; called for each triangle in a leaf reached
379
+ if (nodes === 0) {
380
+ return;
381
+ }
382
+ const [ix, iy, iz] = [1 / dx, 1 / dy, 1 / dz];
383
+ let tmax = reach;
384
+ let top = 0;
385
+ let node = 0;
386
+ for (;;) {
387
+ if (enter(node, px, py, pz, ix, iy, iz, tmax) !== Infinity) {
388
+ const count = meta[node * 3 + 1];
389
+ if (count > 0) {
390
+ const first = meta[node * 3];
391
+ for (let k = first; k < first + count; k++) {
392
+ const t = hit(k, px, py, pz, dx, dy, dz);
393
+ if (t >= 0 && t <= tmax) {
394
+ tmax = found(k, t, tmax);
395
+ if (tmax < 0) {
396
+ return;
397
+ }
398
+ }
399
+ }
400
+ }
401
+ else {
402
+ const axis = meta[node * 3 + 2];
403
+ const negative = axis === 0 ? dx < 0 : axis === 1 ? dy < 0 : dz < 0;
404
+ const right = meta[node * 3];
405
+ stackNode[top++] = negative ? node + 1 : right;
406
+ node = negative ? right : node + 1;
407
+ continue;
408
+ }
409
+ }
410
+ if (top === 0) {
411
+ return;
412
+ }
413
+ node = stackNode[--top];
414
+ }
415
+ };
416
+ // the squared distance from a point to a node's box
417
+ /**
418
+ * @param {number} node
419
+ * @param {number} px
420
+ * @param {number} py
421
+ * @param {number} pz
422
+ */
423
+ const boxDistance2 = (node, px, py, pz) => {
424
+ const b = node * 6;
425
+ const dx = Math.max(bounds[b] - px, 0, px - bounds[b + 3]);
426
+ const dy = Math.max(bounds[b + 1] - py, 0, py - bounds[b + 4]);
427
+ const dz = Math.max(bounds[b + 2] - pz, 0, pz - bounds[b + 5]);
428
+ return dx * dx + dy * dy + dz * dz;
429
+ };
430
+ // the offset from a triangle's corner to the nearest point of it, as triangleDistance2 last found it
431
+ const offset = new Float64Array(3);
432
+ // the squared distance from a point to a triangle: to the nearest point of it, by the region the point falls in (Ericson's)
433
+ /**
434
+ * @param {number} k
435
+ * @param {number} px
436
+ * @param {number} py
437
+ * @param {number} pz
438
+ */
439
+ const triangleDistance2 = (k, px, py, pz) => {
440
+ const o = k * 9;
441
+ const [abx, aby, abz, acx, acy, acz] = [data[o + 3], data[o + 4], data[o + 5], data[o + 6], data[o + 7], data[o + 8]];
442
+ const [apx, apy, apz] = [px - data[o], py - data[o + 1], pz - data[o + 2]];
443
+ const to = (/** @type {number} */ x, /** @type {number} */ y, /** @type {number} */ z) => {
444
+ offset[0] = x;
445
+ offset[1] = y;
446
+ offset[2] = z;
447
+ return (apx - x) ** 2 + (apy - y) ** 2 + (apz - z) ** 2;
448
+ };
449
+ const d1 = abx * apx + aby * apy + abz * apz, d2 = acx * apx + acy * apy + acz * apz;
450
+ if (d1 <= 0 && d2 <= 0) {
451
+ return to(0, 0, 0);
452
+ }
453
+ const [bpx, bpy, bpz] = [apx - abx, apy - aby, apz - abz];
454
+ const d3 = abx * bpx + aby * bpy + abz * bpz, d4 = acx * bpx + acy * bpy + acz * bpz;
455
+ if (d3 >= 0 && d4 <= d3) {
456
+ return to(abx, aby, abz);
457
+ }
458
+ const vc = d1 * d4 - d3 * d2;
459
+ if (vc <= 0 && d1 >= 0 && d3 <= 0) {
460
+ const v = d1 / (d1 - d3);
461
+ return to(abx * v, aby * v, abz * v);
462
+ }
463
+ const [cpx, cpy, cpz] = [apx - acx, apy - acy, apz - acz];
464
+ const d5 = abx * cpx + aby * cpy + abz * cpz, d6 = acx * cpx + acy * cpy + acz * cpz;
465
+ if (d6 >= 0 && d5 <= d6) {
466
+ return to(acx, acy, acz);
467
+ }
468
+ const vb = d5 * d2 - d1 * d6;
469
+ if (vb <= 0 && d2 >= 0 && d6 <= 0) {
470
+ const w = d2 / (d2 - d6);
471
+ return to(acx * w, acy * w, acz * w);
472
+ }
473
+ const va = d3 * d6 - d5 * d4;
474
+ if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
475
+ const w = (d4 - d3) / (d4 - d3 + d5 - d6);
476
+ return to(abx + (acx - abx) * w, aby + (acy - aby) * w, abz + (acz - abz) * w);
477
+ }
478
+ const denominator = 1 / (va + vb + vc);
479
+ const [v, w] = [vb * denominator, vc * denominator];
480
+ return to(abx * v + acx * w, aby * v + acy * w, abz * v + acz * w);
481
+ };
482
+ return {
483
+ /** The distance to the nearest hit within `reach`, or Infinity. */
484
+ nearest(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach) {
485
+ let best = Infinity;
486
+ unit(px, py, pz, dx, dy, dz, reach, (_k, t) => ((best = t), t));
487
+ return best;
488
+ },
489
+ /** The nearest hit within `reach`: its triangle's number (in the `tris` the tree was built from) and its distance; none: undefined. */
490
+ nearestHit(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach) {
491
+ let [best, found] = [Infinity, -1];
492
+ unit(px, py, pz, dx, dy, dz, reach, (k, t) => ((best = t), (found = k), t));
493
+ return found < 0 ? undefined : { triangle: ids[found], distance: best };
494
+ },
495
+ /**
496
+ * A triangle hit within `reach`, its number, or -1 if none is. `hint`, a triangle that blocked a ray before, is tried first: the rays of
497
+ * one point toward a sun five minutes on are near the last, and the same triangle most often stops them.
498
+ */
499
+ any(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach, /** @type {number} */ hint = -1) {
500
+ if (hint >= 0) {
501
+ const t = hit(hint, px, py, pz, dx, dy, dz);
502
+ if (t >= 0 && t <= reach) {
503
+ return hint;
504
+ }
505
+ }
506
+ let found = -1;
507
+ unit(px, py, pz, dx, dy, dz, reach, k => ((found = k), -1));
508
+ return found;
509
+ },
510
+ /** How many triangles are hit within `reach`, to `cap`. */
511
+ count(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach, /** @type {number} */ cap = Infinity) {
512
+ let n = 0;
513
+ unit(px, py, pz, dx, dy, dz, reach, (_k, _t, tmax) => (++n >= cap ? -1 : tmax));
514
+ return n;
515
+ },
516
+ /** The distances of every hit within `reach`, nearest first. */
517
+ hits(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach) {
518
+ /** @type {number[]} */
519
+ const found = [];
520
+ unit(px, py, pz, dx, dy, dz, reach, (_k, t, tmax) => (found.push(t), tmax));
521
+ return found.sort((a, b) => a - b);
522
+ },
523
+ /** The triangle nearest a point within `radius` meters, its number (in the `tris` the tree was built from), its distance and the nearest point of it; none: undefined. */
524
+ closest(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ radius) {
525
+ if (nodes === 0) {
526
+ return undefined;
527
+ }
528
+ let [best, found, top, node, near] = [radius * radius, -1, 0, 0, boxDistance2(0, px, py, pz)];
529
+ for (;;) {
530
+ if (near <= best) {
531
+ const count = meta[node * 3 + 1];
532
+ if (count > 0) {
533
+ const first = meta[node * 3];
534
+ for (let k = first; k < first + count; k++) {
535
+ const d = triangleDistance2(k, px, py, pz);
536
+ if (d <= best) {
537
+ [best, found] = [d, k];
538
+ }
539
+ }
540
+ }
541
+ else {
542
+ const [left, right] = [node + 1, meta[node * 3]];
543
+ const [dl, dr] = [boxDistance2(left, px, py, pz), boxDistance2(right, px, py, pz)];
544
+ const [first, second, df, ds] = dl <= dr ? [left, right, dl, dr] : [right, left, dr, dl];
545
+ if (ds <= best) {
546
+ stackNode[top] = second;
547
+ stackNear[top++] = ds;
548
+ }
549
+ [node, near] = [first, df];
550
+ continue;
551
+ }
552
+ }
553
+ do {
554
+ if (top === 0) {
555
+ if (found < 0) {
556
+ return undefined;
557
+ }
558
+ triangleDistance2(found, px, py, pz);
559
+ const o = found * 9;
560
+ const point = [0, 1, 2].map(a => data[o + a] + offset[a]);
561
+ return { triangle: ids[found], distance: Math.sqrt(best), point };
562
+ }
563
+ top--;
564
+ [node, near] = [stackNode[top], stackNear[top]];
565
+ } while (near > best);
566
+ }
567
+ },
568
+ };
569
+ }
570
+ /**
571
+ * The queries of a tree built by `buildSegmentBvh`: the segments within a distance of a point, and those whose boxes meet a box. Each gives the
572
+ * segments' numbers in the array the tree was built from, in no order.
573
+ * @param {ReturnType<typeof buildSegmentBvh>} bvh
574
+ */
575
+ export function segmentQueries({ bounds, meta, data, ids, nodes }) {
576
+ // walks the nodes whose boxes `reaches` says, and gives the leaves' segments `takes` says
577
+ /**
578
+ * @param {(node: number) => boolean} reaches A node's offset in `bounds`.
579
+ * @param {(segment: number) => boolean} takes A segment's offset in `data`.
580
+ */
581
+ const walk = (reaches, takes) => {
582
+ /** @type {number[]} */
583
+ const found = [];
584
+ if (nodes === 0) {
585
+ return found;
586
+ }
587
+ let [top, node] = [0, 0];
588
+ for (;;) {
589
+ if (reaches(node * 6)) {
590
+ const count = meta[node * 3 + 1];
591
+ if (count > 0) {
592
+ for (let k = meta[node * 3]; k < meta[node * 3] + count; k++) {
593
+ if (takes(k * 6)) {
594
+ found.push(ids[k]);
595
+ }
596
+ }
597
+ }
598
+ else {
599
+ stackNode[top++] = meta[node * 3];
600
+ node += 1;
601
+ continue;
602
+ }
603
+ }
604
+ if (top === 0) {
605
+ return found;
606
+ }
607
+ node = stackNode[--top];
608
+ }
609
+ };
610
+ return {
611
+ /** The segments within `radius` meters of a point. */
612
+ near(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ radius) {
613
+ const r2 = radius * radius;
614
+ return walk(b => {
615
+ const dx = Math.max(bounds[b] - px, 0, px - bounds[b + 3]);
616
+ const dy = Math.max(bounds[b + 1] - py, 0, py - bounds[b + 4]);
617
+ const dz = Math.max(bounds[b + 2] - pz, 0, pz - bounds[b + 5]);
618
+ return dx * dx + dy * dy + dz * dz <= r2;
619
+ }, o => {
620
+ const [ax, ay, az] = [data[o], data[o + 1], data[o + 2]];
621
+ const [rx, ry, rz] = [data[o + 3] - ax, data[o + 4] - ay, data[o + 5] - az];
622
+ const length = rx * rx + ry * ry + rz * rz;
623
+ const t = length > 0 ? Math.min(1, Math.max(0, ((px - ax) * rx + (py - ay) * ry + (pz - az) * rz) / length)) : 0;
624
+ const [dx, dy, dz] = [px - ax - t * rx, py - ay - t * ry, pz - az - t * rz];
625
+ return dx * dx + dy * dy + dz * dz <= r2;
626
+ });
627
+ },
628
+ /** The segments whose boxes (an end to the other) meet the box from (x0, y0, z0) to (x1, y1, z1). */
629
+ overlapping(/** @type {number} */ x0, /** @type {number} */ y0, /** @type {number} */ z0, /** @type {number} */ x1, /** @type {number} */ y1, /** @type {number} */ z1) {
630
+ return walk(b => bounds[b] <= x1 && bounds[b + 3] >= x0 && bounds[b + 1] <= y1 && bounds[b + 4] >= y0 && bounds[b + 2] <= z1 && bounds[b + 5] >= z0, o => Math.min(data[o], data[o + 3]) <= x1 && Math.max(data[o], data[o + 3]) >= x0 && Math.min(data[o + 1], data[o + 4]) <= y1
631
+ && Math.max(data[o + 1], data[o + 4]) >= y0 && Math.min(data[o + 2], data[o + 5]) <= z1 && Math.max(data[o + 2], data[o + 5]) >= z0);
632
+ },
633
+ };
634
+ }
635
+ //# sourceMappingURL=cesium-bvh.js.map
@@ -0,0 +1 @@
1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@geoblocks/cesium-bvh",
3
- "version": "0.2.0",
3
+ "version": "0.3.0",
4
4
  "license": "BSD-3-Clause",
5
5
  "type": "module",
6
6
  "repository": {
@@ -8,17 +8,28 @@
8
8
  "url": "https://github.com/geoblocks/cesium-helpers/",
9
9
  "directory": "packages/cesium-bvh"
10
10
  },
11
- "main": "cesium-bvh.js",
12
- "module": "cesium-bvh.js",
13
- "sideEffects": false,
11
+ "main": "dist/cesium-bvh.js",
12
+ "module": "dist/cesium-bvh.js",
13
+ "types": "dist/cesium-bvh.d.ts",
14
14
  "exports": {
15
- ".": "./cesium-bvh.js"
15
+ ".": {
16
+ "source": "./src/cesium-bvh.js",
17
+ "types": "./dist/cesium-bvh.d.ts",
18
+ "default": "./dist/cesium-bvh.js"
19
+ }
16
20
  },
21
+ "sideEffects": false,
17
22
  "files": [
18
- "cesium-bvh.js"
23
+ "dist",
24
+ "src",
25
+ "!src/**/*.test.js"
19
26
  ],
27
+ "scripts": {
28
+ "build": "tsc -p .",
29
+ "prepack": "npm run build"
30
+ },
20
31
  "publishConfig": {
21
32
  "access": "public"
22
33
  },
23
- "gitHead": "c1e407611f437b0da1057ef0373c74ace28ad58a"
34
+ "gitHead": "a6d8fdfe6b9ad266fd8a4593c38efd24e9a5546b"
24
35
  }
File without changes