@woosh/meep-engine 2.131.42 → 2.131.45

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package/package.json CHANGED
@@ -5,7 +5,7 @@
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  "description": "Pure JavaScript game engine. Fully featured and production ready.",
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  "type": "module",
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  "author": "Alexander Goldring",
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- "version": "2.131.42",
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+ "version": "2.131.45",
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  "main": "build/meep.module.js",
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  "module": "build/meep.module.js",
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  "exports": {
@@ -0,0 +1,14 @@
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+ /**
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+ * Constructs an orthographic frustum from an Axis-Aligned Bounding Box.
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+ * The planes are stored as 4-tuples (nx, ny, nz, d).
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+ * @param {Float32Array|number[]} output
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+ * @param {number} output_offset
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+ * @param {number} x0 - Minimum X
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+ * @param {number} y0 - Minimum Y
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+ * @param {number} z0 - Minimum Z
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+ * @param {number} x1 - Maximum X
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+ * @param {number} y1 - Maximum Y
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+ * @param {number} z1 - Maximum Z
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+ */
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+ export function frustum_from_aabb(output: Float32Array | number[], output_offset: number, x0: number, y0: number, z0: number, x1: number, y1: number, z1: number): void;
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+ //# sourceMappingURL=frustum_from_aabb.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"frustum_from_aabb.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/frustum/frustum_from_aabb.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,0CATW,YAAY,GAAC,MAAM,EAAE,iBACrB,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QA4ChB"}
@@ -0,0 +1,55 @@
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+ /**
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+ * Constructs an orthographic frustum from an Axis-Aligned Bounding Box.
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+ * The planes are stored as 4-tuples (nx, ny, nz, d).
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+ * @param {Float32Array|number[]} output
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+ * @param {number} output_offset
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+ * @param {number} x0 - Minimum X
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+ * @param {number} y0 - Minimum Y
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+ * @param {number} z0 - Minimum Z
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+ * @param {number} x1 - Maximum X
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+ * @param {number} y1 - Maximum Y
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+ * @param {number} z1 - Maximum Z
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+ */
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+ export function frustum_from_aabb(
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+ output,
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+ output_offset,
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+ x0, y0, z0,
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+ x1, y1, z1
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+ ){
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+
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+ // Left plane (x = x0): Normal points +X
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+ output[output_offset + 0] = 1;
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+ output[output_offset + 1] = 0;
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+ output[output_offset + 2] = 0;
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+ output[output_offset + 3] = -x0;
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+
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+ // Right plane (x = x1): Normal points -X
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+ output[output_offset + 4] = -1;
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+ output[output_offset + 5] = 0;
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+ output[output_offset + 6] = 0;
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+ output[output_offset + 7] = x1;
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+
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+ // Bottom plane (y = y0): Normal points +Y
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+ output[output_offset + 8] = 0;
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+ output[output_offset + 9] = 1;
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+ output[output_offset + 10] = 0;
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+ output[output_offset + 11] = -y0;
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+
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+ // Top plane (y = y1): Normal points -Y
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+ output[output_offset + 12] = 0;
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+ output[output_offset + 13] = -1;
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+ output[output_offset + 14] = 0;
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+ output[output_offset + 15] = y1;
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+
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+ // Near plane (z = z0): Normal points +Z
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+ output[output_offset + 16] = 0;
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+ output[output_offset + 17] = 0;
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+ output[output_offset + 18] = 1;
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+ output[output_offset + 19] = -z0;
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+
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+ // Far plane (z = z1): Normal points -Z
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+ output[output_offset + 20] = 0;
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+ output[output_offset + 21] = 0;
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+ output[output_offset + 22] = -1;
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+ output[output_offset + 23] = z1;
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+ }
@@ -1 +1 @@
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- {"version":3,"file":"plane3_matrix4_project.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/plane/plane3_matrix4_project.js"],"names":[],"mappings":"AAOA;;;;;;;;;GASG;AACH,oDARW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,sBAClC,MAAM,UACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,KAClC,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,QAiBhB"}
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+ {"version":3,"file":"plane3_matrix4_project.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/plane/plane3_matrix4_project.js"],"names":[],"mappings":"AAKA;;;;;;;;;GASG;AACH,oDARW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,sBAClC,MAAM,UACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,KAClC,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,QAuBhB"}
@@ -1,9 +1,7 @@
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- import { v3_dot_array_array } from "../../vec3/v3_dot_array_array.js";
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- import { v3_matrix4_multiply } from "../../vec3/v3_matrix4_multiply.js";
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- import { v3_matrix4_rotate } from "../../vec3/v3_matrix4_rotate.js";
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- import { v3_multiply_scalar } from "../../vec3/v3_multiply_scalar.js";
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+ import { m4_invert } from "../mat4/m4_invert.js";
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+
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+ const mat_inv = new Float32Array(16);
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- const scratch_v3_0 = new Float32Array(3);
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  /**
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  *
@@ -21,13 +19,19 @@ export function plane3_matrix4_project(
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  x, y, z, w,
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  ) {
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- // build reference point in the new pane
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- v3_multiply_scalar(scratch_v3_0, 0, x, y, z, -w);
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- v3_matrix4_multiply(scratch_v3_0, 0, scratch_v3_0, 0, matrix);
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+ m4_invert(mat_inv, matrix);
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+
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+ // multiply by transpose
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+ const nx = x * mat_inv[0] + y * mat_inv[1] + z * mat_inv[2] + w * mat_inv[3];
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+ const ny = x * mat_inv[4] + y * mat_inv[5] + z * mat_inv[6] + w * mat_inv[7];
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+ const nz = x * mat_inv[8] + y * mat_inv[9] + z * mat_inv[10] + w * mat_inv[11];
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+ const nw = x * mat_inv[12] + y * mat_inv[13] + z * mat_inv[14] + w * mat_inv[15];
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- // construct rotation matrix for the normal
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- v3_matrix4_rotate(destination, destination_offset, x, y, z, matrix);
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+ // Re-normalize
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+ const len = Math.sqrt(nx * nx + ny * ny + nz * nz);
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- // figure out new planar offset using new orientation and a reference point
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- destination[destination_offset + 3] = -v3_dot_array_array(scratch_v3_0, 0, destination, destination_offset);
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+ destination[destination_offset] = nx / len;
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+ destination[destination_offset + 1] = ny / len;
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+ destination[destination_offset + 2] = nz / len;
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+ destination[destination_offset + 3] = nw / len;
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  }
@@ -1 +1 @@
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- {"version":3,"file":"v3_matrix4_rotate.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/vec3/v3_matrix4_rotate.js"],"names":[],"mappings":"AAEA;;;;;;;;GAQG;AACH,0CAPW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,EAAE,GAAC,YAAY,QAkB/B"}
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+ {"version":3,"file":"v3_matrix4_rotate.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/vec3/v3_matrix4_rotate.js"],"names":[],"mappings":"AAKA;;;;;;;;GAQG;AACH,0CAPW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,EAAE,GAAC,YAAY,QAoB/B"}
@@ -1,5 +1,8 @@
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+ import { m4_invert } from "../3d/mat4/m4_invert.js";
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  import { v3_length } from "./v3_length.js";
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+ const m4_inv = new Float32Array(16);
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+
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  /**
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  * Perform rotation on a direction vector using 3x3 portion of a 4x4 matrix
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  * @param {number[]|Float32Array} output
@@ -15,9 +18,11 @@ export function v3_matrix4_rotate(
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  m4
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  ) {
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- const _x = m4[0] * x + m4[4] * y + m4[8] * z;
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- const _y = m4[1] * x + m4[5] * y + m4[9] * z;
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- const _z = m4[2] * x + m4[6] * y + m4[10] * z;
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+ m4_invert(m4_inv, m4);
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+
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+ const _x = m4_inv[0] * x + m4_inv[1] * y + m4_inv[2] * z;
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+ const _y = m4_inv[4] * x + m4_inv[5] * y + m4_inv[6] * z;
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+ const _z = m4_inv[8] * x + m4_inv[9] * y + m4_inv[10] * z;
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  // perform normalization
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  const norm = 1 / v3_length(_x, _y, _z);