@spatial-engine/core 0.0.1 → 0.0.2

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  1. package/README.md +72 -0
  2. package/package.json +1 -1
package/README.md ADDED
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+ # @spatial-engine/core
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+
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+ The foundation layer for `spatial-engine`, a high-performance spatial partitioning and query library using a Data-Oriented Design (DOD) approach. It provides cache-friendly, zero-GC spatial data structures backed by flat `Float32Array` pools.
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+ Everything lives in contiguous memory: no per-object heap allocations, no mid-frame GC pauses.
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+
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+ ## Installation
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+ ```bash
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+ npm install @spatial-engine/core
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+ # or
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+ pnpm add @spatial-engine/core
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+ ```
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+
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+ ## Features
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+ - **Octree with automatic subdivision** — insert, update, and remove axis-aligned bounding boxes.
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+ - **Branchless slab-method raycast** — fast `rayIntersectsAABB` implementation.
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+ - **Box query** — `octree.queryBox()` returns all objects whose AABB overlaps a query region natively (iterative DFS, no recursion).
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+ - **Zero GC Pools** — `AABBPool`, `RayPool`, and `OctreeNodePool` allocate once and reuse. Call `.reset()` each frame.
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+ - **LiDAR Web Worker** — run a full multi-ray sweep entirely off the main thread using shared memory.
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+ - **`SharedArrayBuffer` support** — pools can be shared with Web Workers without copying data.
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+
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+ ## Basic Usage
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+ ```ts
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+ import { AABBPool, RayPool, OctreeNodePool, Octree } from '@spatial-engine/core';
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+ // --- 1. Allocate pools once (e.g. on startup) ---
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+ const nodePool = new OctreeNodePool(512);
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+ const aabbPool = new AABBPool(512);
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+ const rayPool = new RayPool(64);
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+ const octree = new Octree(nodePool, aabbPool);
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+
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+ octree.setBounds(-100, -100, -100, 100, 100, 100);
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+
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+ // --- 2. Each frame: reset pools and re-insert objects ---
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+ nodePool.reset();
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+ aabbPool.reset();
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+
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+ const idx = aabbPool.allocate();
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+ aabbPool.set(idx, -1, -1, -1, 1, 1, 1); // minX,minY,minZ,maxX,maxY,maxZ
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+ octree.insert(idx);
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+
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+ // --- 3. Raycast ---
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+ const rayIdx = rayPool.allocate();
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+ rayPool.set(rayIdx, 0, 0, -10, 0, 0, 1); // origin (0,0,-10), direction +Z
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+
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+ const rayBuf = (rayPool as any).buffer as Float32Array;
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+ const hit = octree.raycast(rayBuf, rayIdx * 6);
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+ // hit: { objectIndex: 0, t: 9 } | null
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+
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+ // --- 4. Box query ---
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+ const hits = octree.queryBox(-2, -2, -2, 2, 2, 2);
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+ // hits: [0] (array of aabbPool indices)
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+ ```
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+
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+ ## LiDAR Web Worker
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+ For scenes with many rays (e.g. simulated sensors), you can use the built-in worker implementation to run sweeps off the main thread using `SharedArrayBuffer` exports natively provided.
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+
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+ ```ts
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+ import { AABBPool, RayPool, OctreeNodePool } from '@spatial-engine/core';
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+ import type { LidarInitMessage, LidarSweepMessage } from '@spatial-engine/core';
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+ // Import the robust built in web worker
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+ const worker = new Worker(new URL('@spatial-engine/core/lidar-worker', import.meta.url), { type: 'module' });
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+ ```
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+ (See root monorepo README for full worker example code).
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+
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+ ## Use Cases
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+ - **Game collision broad-phase**: `queryBox` for candidate pairs
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+ - **Frustum culling**: `raycast` or `queryBox` to cull objects
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+ - **LiDAR sensor simulation**: `createLidarProcessor` off thread
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+ - **Physics broad-phase**: Find overlap candidates before narrow-phase
package/package.json CHANGED
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  {
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  "name": "@spatial-engine/core",
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- "version": "0.0.1",
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+ "version": "0.0.2",
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  "description": "High-performance spatial partitioning and query library using Data-Oriented Design",
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  "author": "Francisco Rueda Esquivel",
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  "license": "MIT",