@solidrt/3d 0.0.54 → 0.0.56

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Files changed (54) hide show
  1. package/AGENTS.md +1121 -177
  2. package/README.md +15 -7
  3. package/examples/README.md +86 -5
  4. package/examples/aim.tsx +2 -3
  5. package/examples/cascades.tsx +20 -5
  6. package/examples/collision.tsx +250 -0
  7. package/examples/first-person.tsx +119 -0
  8. package/examples/fleet.tsx +194 -0
  9. package/examples/fog.tsx +173 -0
  10. package/examples/instanced.tsx +72 -32
  11. package/examples/lamps.tsx +92 -0
  12. package/examples/lit.tsx +3 -5
  13. package/examples/materials.tsx +150 -0
  14. package/examples/model-load.tsx +95 -0
  15. package/examples/model.glb +0 -0
  16. package/examples/model.tsx +32 -6
  17. package/examples/pick.tsx +2 -4
  18. package/examples/probe.tsx +101 -0
  19. package/examples/scene-background.tsx +2 -4
  20. package/examples/scene-basic.tsx +2 -4
  21. package/examples/scene-views.tsx +32 -3
  22. package/examples/shadows.tsx +2 -4
  23. package/examples/sky-lit.tsx +86 -0
  24. package/examples/skybox.tsx +128 -0
  25. package/examples/sprites.tsx +4 -6
  26. package/examples/standard.tsx +132 -0
  27. package/examples/sweep-paths.tsx +2 -4
  28. package/package.json +3 -3
  29. package/src/camera.ts +148 -0
  30. package/src/clip.ts +96 -0
  31. package/src/collision.ts +199 -0
  32. package/src/color.ts +32 -0
  33. package/src/components.tsx +773 -82
  34. package/src/environment-bake.ts +492 -0
  35. package/src/environment.ts +325 -0
  36. package/src/first-person.ts +306 -0
  37. package/src/geometry.ts +6 -2
  38. package/src/glsl.ts +1390 -82
  39. package/src/gltf.ts +432 -112
  40. package/src/index.ts +57 -9
  41. package/src/light.ts +383 -0
  42. package/src/material.ts +682 -216
  43. package/src/math.ts +110 -0
  44. package/src/mesh.ts +728 -0
  45. package/src/mixer.ts +476 -0
  46. package/src/model-file.ts +80 -15
  47. package/src/model.ts +211 -34
  48. package/src/node.ts +506 -0
  49. package/src/orbit.ts +97 -48
  50. package/src/scene-pointer.ts +166 -0
  51. package/src/scene-shadows.ts +471 -0
  52. package/src/scene.ts +1304 -1532
  53. package/tools/environment.ts +69 -0
  54. package/tools/model.ts +4 -3
@@ -0,0 +1,199 @@
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+ // A kinematic character move over the scene's volume queries: Godot's
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+ // CharacterBody3D.move_and_slide and Unity's CharacterController.Move as
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+ // one pure function. Sweep the body along its motion, stop a skin short
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+ // of the first contact, slide the rest along the contact plane, repeat a
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+ // few times - with the two passes both engines wrap around that loop: a
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+ // depenetration first (a body that starts inside something is pushed out
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+ // before it moves) and a floor snap after (a body walking down a ramp is
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+ // pulled back onto it instead of stepping into the air). Per body per
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+ // frame that is the input read and this one call; the geometry runs in
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+ // the spatial core.
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+ //
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+ // Pure on purpose: no node, no velocity state. It takes a volume where the
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+ // body IS and the motion it WANTS, and returns the motion it gets plus
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+ // what it touched - the first-person camera (which has no node) composes
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+ // it in clampPosition, and a node-driven body applies the result with
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+ // setTransform. Gravity is the caller's: fold it into `motion`; a walkable
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+ // floor absorbs the vertical part (a body does not creep down a slope it
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+ // can stand on), a steep one slides it.
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+
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+ import type { Vec3 } from "./math.ts"
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+ import type { Impact, QueryOptions, Scene, Volume } from "./scene.ts"
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+
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+ /** Gap the body keeps from every surface, world units (Unity's skinWidth,
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+ * Godot's safe_margin): what keeps float error from sinking a resting body
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+ * into its floor. */
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+ const SKIN = 0.01
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+ /** Contacts within this angle of `up` are floor: 45 degrees, Godot's
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+ * floor_max_angle and Unity's slopeLimit. */
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+ const FLOOR_MAX_ANGLE = Math.PI / 4
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+ /** Most contacts one call slides along before it stops where it is
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+ * (Godot's max_slides). */
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+ const MAX_SLIDES = 6
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+ /** How far below the body a floor is pulled to while it is not rising
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+ * (Godot's floor_snap_length). */
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+ const FLOOR_SNAP = 0.1
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+ /** Passes of the depenetration loop, one contact set pushed out per pass
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+ * (Godot's recovery attempts). */
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+ const MAX_RECOVERIES = 4
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+ /** Motion below which a slide stops: nothing left worth sweeping. */
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+ const MIN_MOVE = 1e-6
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+ /** Floor of the approach cosine the skin is divided by to retreat along
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+ * the motion: a grazing contact retreats a few skins, not the whole step. */
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+ const SKIN_MIN_COS = 0.1
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+
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+ const UP: Vec3 = [0, 1, 0]
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+
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+ /** What moveAndSlide needs of a scene. */
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+ export type MoveScene = Pick<Scene, "sweep" | "overlap">
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+
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+ export type MoveOptions = QueryOptions & {
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+ /** The direction floors face (default [0, 1, 0]). */
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+ up?: Vec3
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+ /** Largest angle (radians) between a contact normal and `up` that still
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+ * counts as floor (default 45 degrees). Steeper contacts are walls, and
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+ * the body slides down them. */
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+ floorMaxAngle?: number
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+ /** Most contacts one call slides along (default 6). */
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+ maxSlides?: number
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+ /** Gap kept from every surface, world units (default 0.01). */
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+ skin?: number
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+ /** How far below the body a floor is pulled to when the motion does not
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+ * rise (default 0.1; 0 disables): what keeps a walker on a ramp going
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+ * down, and what decides `floor` at the end of the move - a body that
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+ * ends higher than this above its floor is airborne, whatever it
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+ * touched on the way. A rising motion (a jump) never snaps. */
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+ floorSnap?: number
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+ }
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+
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+ export type MoveResult = {
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+ /** The displacement the body gets: add it to the body's position. */
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+ motion: Vec3
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+ /** The unit normal of the floor the body ends the move on - within
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+ * `floorSnap` below it, snapped onto - else null (airborne, or on a
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+ * slope too steep to stand on). With `floorSnap: 0` it is a floor met
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+ * during the move instead. */
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+ floor: Vec3 | null
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+ /** Whether a wall (a contact steeper than a floor and flatter than a
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+ * ceiling) or a ceiling was met. */
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+ wall: boolean
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+ ceiling: boolean
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+ /** Every contact met, in order, the floor snap's last. */
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+ hits: Impact[]
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+ }
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+
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+ /**
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+ * Move a body `motion` through the scene's colliders, sliding along what
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+ * it hits (Godot's move_and_slide, Unity's CharacterController.Move): a
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+ * capsule for a character, a sphere for a ball, a box for a crate. The
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+ * body first pushes out of anything it starts inside, then sweeps and
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+ * slides up to `maxSlides` times, then, unless the motion rises, snaps
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+ * down onto a floor within `floorSnap` - the floor it reports is the one
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+ * it ends on. Colliders are whatever `opts`
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+ * selects (`layers`/`meshes`, as for sweep): pass the collision layer,
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+ * or the body's own mesh answers for its own walls.
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+ *
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+ * Gravity is the caller's: fold the fall into `motion` each frame, zero
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+ * it while `floor` is set (the snap keeps reporting the floor while the
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+ * body stands still), and a walkable floor absorbs the vertical part -
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+ * `motion` only ever moves the body along a floor it stands on, never
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+ * down it.
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+ */
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+ export function moveAndSlide(scene: MoveScene, volume: Volume, motion: Vec3, opts: MoveOptions = {}): MoveResult {
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+ let up = opts.up ?? UP
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+ let floorCos = Math.cos(opts.floorMaxAngle ?? FLOOR_MAX_ANGLE)
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+ let maxSlides = opts.maxSlides ?? MAX_SLIDES
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+ let skin = opts.skin ?? SKIN
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+ let snap = opts.floorSnap ?? FLOOR_SNAP
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+ let query: QueryOptions = { layers: opts.layers, meshes: opts.meshes }
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+ let offset: Vec3 = [0, 0, 0]
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+ let hits: Impact[] = []
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+ let floor: Vec3 | null = null
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+ let wall = false
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+ let ceiling = false
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+
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+ // Depenetration: every contact's push-out, each only as far as the
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+ // pushes so far have not already covered along its normal, so two
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+ // walls of a corner do not push twice.
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+ for (let pass = 0; pass < MAX_RECOVERIES; pass++) {
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+ let push: Vec3 = [0, 0, 0]
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+ let any = false
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+ for (let c of scene.overlap(shifted(volume, offset), query)) {
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+ if (c.depth <= 0) continue
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+ any = true
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+ let extra = c.depth + skin - dot(push, c.normal)
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+ if (extra > 0) push = add(push, scale(c.normal, extra))
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+ }
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+ if (!any) break
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+ offset = add(offset, push)
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+ }
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+
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+ let remaining: Vec3 = [motion[0], motion[1], motion[2]]
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+ for (let slide = 0; slide < maxSlides; slide++) {
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+ let len = Math.hypot(remaining[0], remaining[1], remaining[2])
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+ if (len < MIN_MOVE) break
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+ let hit = scene.sweep(shifted(volume, offset), remaining, query)[0]
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+ if (hit === undefined) {
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+ offset = add(offset, remaining)
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+ break
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+ }
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+ hits.push(hit)
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+ let dir = scale(remaining, 1 / len)
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+ let n = hit.normal
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+ // Stop where the gap to the surface, measured along its normal, is
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+ // one skin; the sweep guarantees the approach is positive.
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+ let retreat = skin / Math.max(-dot(dir, n), SKIN_MIN_COS)
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+ let advance = Math.max(hit.time * len - retreat, 0)
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+ offset = add(offset, scale(dir, advance))
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+ remaining = scale(dir, len - advance)
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+ let rise = dot(n, up)
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+ if (rise >= floorCos) {
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+ // A floor takes the vertical part (the fall, a landing) and passes
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+ // the horizontal part along its plane.
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+ floor = n
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+ let level = sub(remaining, scale(up, dot(remaining, up)))
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+ remaining = sub(level, scale(n, dot(level, n)))
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+ } else {
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+ if (rise <= -floorCos) ceiling = true
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+ else wall = true
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+ remaining = sub(remaining, scale(n, dot(remaining, n)))
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+ }
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+ }
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+
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+ // Where the body ends decides the floor: a contact met on the way
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+ // (a ramp's top before a big step past its crest) is not one to stand
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+ // on unless it is still within reach below.
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+ if (snap > 0 && dot(motion, up) <= 0) {
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+ floor = null
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+ let hit = scene.sweep(shifted(volume, offset), scale(up, -snap), query)[0]
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+ if (hit !== undefined && dot(hit.normal, up) >= floorCos) {
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+ hits.push(hit)
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+ let retreat = skin / Math.max(dot(hit.normal, up), SKIN_MIN_COS)
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+ offset = add(offset, scale(up, -Math.max(hit.time * snap - retreat, 0)))
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+ floor = hit.normal
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+ }
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+ }
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+ return { motion: offset, floor, wall, ceiling, hits }
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+ }
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+
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+ /** The volume displaced by `d`. */
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+ function shifted(volume: Volume, d: Vec3): Volume {
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+ if ("center" in volume) return { ...volume, center: add(volume.center, d) }
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+ return { ...volume, a: add(volume.a, d), b: add(volume.b, d) }
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+ }
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+
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+ function add(a: Vec3, b: Vec3): Vec3 {
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+ return [a[0] + b[0], a[1] + b[1], a[2] + b[2]]
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+ }
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+
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+ function sub(a: Vec3, b: Vec3): Vec3 {
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+ return [a[0] - b[0], a[1] - b[1], a[2] - b[2]]
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+ }
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+
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+ function scale(v: Vec3, s: number): Vec3 {
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+ return [v[0] * s, v[1] * s, v[2] * s]
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+ }
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+
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+ function dot(a: Vec3, b: Vec3): number {
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+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
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+ }
package/src/color.ts ADDED
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+ // The sRGB transfer functions (IEC 61966-2-1) in JS, the JS half of the
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+ // package's color contract: every [r, g, b] color option - material
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+ // color and emissive, light color, hemisphere sky and ground, fog color -
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+ // is sRGB-encoded, what a color picker shows, and the library decodes it to
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+ // linear light when it writes the uniform (Three's ColorManagement,
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+ // Godot's inspector colors, Unity's linear color space all do the same).
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+ // Shading then runs in linear light and the fragment's output stage
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+ // (OUTPUT in ./glsl) encodes the result back. Values written straight to
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+ // a uniform (scene.setParams, setMeshParams) and vertex colors are linear,
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+ // as in every engine; encode or decode them here when they come from a
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+ // picker.
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+
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+ /** Decode one sRGB-encoded component (0..1) to linear light. Above 1 the
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+ * curve continues, so an intensity folded into a color survives. */
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+ export function srgbToLinear(c: number): number {
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+ if (c <= 0.04045) return c / 12.92
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+ return Math.pow((c + 0.055) / 1.055, 2.4)
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+ }
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+
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+ /** Encode one linear-light component to sRGB: the inverse of srgbToLinear. */
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+ export function linearToSrgb(c: number): number {
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+ if (c <= 0.0031308) return c * 12.92
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+ return 1.055 * Math.pow(c, 1 / 2.4) - 0.055
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+ }
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+
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+ /** A copy of an [r, g, b] or [r, g, b, a] color with its rgb decoded to
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+ * linear light; alpha is coverage, never encoded, and passes through. */
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+ export function linearColor(color: readonly number[]): number[] {
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+ let out = color.slice()
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+ for (let i = 0; i < 3 && i < out.length; i++) out[i] = srgbToLinear(out[i]!)
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+ return out
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+ }