@woosh/meep-engine 2.131.46 → 2.131.47

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package/package.json CHANGED
@@ -5,7 +5,7 @@
5
5
  "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": "2.131.46",
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+ "version": "2.131.47",
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  "main": "build/meep.module.js",
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  "module": "build/meep.module.js",
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  "exports": {
@@ -1,16 +1,21 @@
1
1
  export default BinaryHeap;
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  /**
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  * Min-Heap implementation with a score function.
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- * The data structure is a binary heap where elements are removed in order defined by scoring function
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+ * Elements are removed in ascending order by their score, meaning that the item with the lowest score is removed first.
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+ * The data structure is a binary heap where elements are removed in order defined by scoring function.
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+ *
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+ * The most common use case for this structure is for a priority queue.
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+ *
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  * @template T
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+ * @see Uint32Heap
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  */
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  declare class BinaryHeap<T> {
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  /**
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  * @template T
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- * @param {function(el:T):number} scoreFunction
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+ * @param {function(el:T):number} min_score_function
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  * @constructor
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  */
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- constructor(scoreFunction: any);
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+ constructor(min_score_function: any);
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  /**
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  * @private
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  * @type {T[]}
@@ -1 +1 @@
1
- {"version":3,"file":"BinaryHeap.d.ts","sourceRoot":"","sources":["../../../../../src/core/collection/heap/BinaryHeap.js"],"names":[],"mappings":";AAEA;;;;GAIG;AACH;IAaI;;;;OAIG;IACH,gCAQC;IAzBD;;;OAGG;IACH,aAAU;IAEV;;;OAGG;IACH,eAAW;IASP;;;OAGG;IACH,8BAFuB,MAAM,CAEK;IAItC;;;OAGG;IACH,iBA8BC;IAED;;;OAGG;IACH,mBAmEC;IAED;;;OAGG;IACH,OAFY,CAAC,CA0BZ;IAED;;;OAGG;IACH,QAFa,CAAC,GAAC,SAAS,CAIvB;IAED;;;;OAIG;IACH,aAHW,CAAC,GACC,OAAO,CAYnB;IAED;;;OAGG;IACH,iBAFW,MAAM,QAOhB;IAED;;OAEG;IACH,cAGC;IAED;;;;OAIG;IACH,eAHW,CAAC,GACC,OAAO,CAKnB;IAED;;;OAGG;IACH,WAFa,OAAO,CAInB;IAED;;;OAGG;IACH,QAFa,MAAM,CAIlB;IAED;;;;OAIG;IACH,yBAHW,CAAC,GACC,OAAO,CAWnB;IAED;;;OAGG;IACH,SAFW,CAAC,QAUX;IAGL;;;;OAIG;IACH,uBAFU,OAAO,CAEgB;CAPhC"}
1
+ {"version":3,"file":"BinaryHeap.d.ts","sourceRoot":"","sources":["../../../../../src/core/collection/heap/BinaryHeap.js"],"names":[],"mappings":";AAEA;;;;;;;;;GASG;AACH;IAaI;;;;OAIG;IACH,qCAUC;IA3BD;;;OAGG;IACH,aAAU;IAEV;;;OAGG;IACH,eAAW;IAWP;;;OAGG;IACH,8BAFuB,MAAM,CAEU;IAI3C;;;OAGG;IACH,iBAkCC;IAED;;;OAGG;IACH,mBAmEC;IAED;;;OAGG;IACH,OAFY,CAAC,CA0BZ;IAED;;;OAGG;IACH,QAFa,CAAC,GAAC,SAAS,CAIvB;IAED;;;;OAIG;IACH,aAHW,CAAC,GACC,OAAO,CAYnB;IAED;;;OAGG;IACH,iBAFW,MAAM,QAOhB;IAED;;OAEG;IACH,cAGC;IAED;;;;OAIG;IACH,eAHW,CAAC,GACC,OAAO,CAKnB;IAED;;;OAGG;IACH,WAFa,OAAO,CAInB;IAED;;;OAGG;IACH,QAFa,MAAM,CAIlB;IAED;;;;OAIG;IACH,yBAHW,CAAC,GACC,OAAO,CAWnB;IAED;;;OAGG;IACH,SAFW,CAAC,QAUX;IAGL;;;;OAIG;IACH,uBAFU,OAAO,CAEgB;CAPhC"}
@@ -2,8 +2,13 @@ import { assert } from "../../assert.js";
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3
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  /**
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  * Min-Heap implementation with a score function.
5
- * The data structure is a binary heap where elements are removed in order defined by scoring function
5
+ * Elements are removed in ascending order by their score, meaning that the item with the lowest score is removed first.
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+ * The data structure is a binary heap where elements are removed in order defined by scoring function.
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+ *
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+ * The most common use case for this structure is for a priority queue.
9
+ *
6
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  * @template T
11
+ * @see Uint32Heap
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  */
8
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  class BinaryHeap {
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  /**
@@ -20,16 +25,18 @@ class BinaryHeap {
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21
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  /**
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  * @template T
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- * @param {function(el:T):number} scoreFunction
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+ * @param {function(el:T):number} min_score_function
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  * @constructor
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  */
26
- constructor(scoreFunction) {
31
+ constructor(min_score_function) {
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+
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+ assert.isFunction(min_score_function, "scoreFunction");
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34
 
28
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  /**
29
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  *
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  * @type {function(T): number}
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  */
32
- this.scoreFunction = scoreFunction;
39
+ this.scoreFunction = min_score_function;
33
40
 
34
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  }
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42
 
@@ -46,8 +53,10 @@ class BinaryHeap {
46
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47
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  let index = pos;
48
55
 
49
- let value = data[index];
50
- let score = this.scoreFunction(value);
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+ const value = data[index];
57
+ const score = this.scoreFunction(value);
58
+
59
+ assert.isNumber(score, "score");
51
60
 
52
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  while (index > 0) {
53
62
 
@@ -56,6 +65,8 @@ class BinaryHeap {
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  const parentValue = data[parentIndex];
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  const parentScore = this.scoreFunction(parentValue);
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67
 
68
+ assert.isNumber(parentScore, "parentScore");
69
+
59
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  if (score < parentScore) {
60
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  //swap
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@@ -1,7 +1,8 @@
1
1
  /**
2
- * Binary Heap implementation that stores uin32 ID along with a floating point score value
3
- * Very fast and compact
4
- * Inspired by Blender's heap implementation found here: https://github.com/blender/blender/blob/594f47ecd2d5367ca936cf6fc6ec8168c2b360d0/source/blender/blenlib/intern/BLI_heap.c
2
+ * Binary Heap implementation that stores uin32 ID along with a floating point score value.
3
+ * Very fast and compact.
4
+ *
5
+ * @see BinaryHeap
5
6
  */
6
7
  export class Uint32Heap {
7
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  /**
@@ -1 +1 @@
1
- {"version":3,"file":"Uint32Heap.d.ts","sourceRoot":"","sources":["../../../../../src/core/collection/heap/Uint32Heap.js"],"names":[],"mappings":"AAiDA;;;;GAIG;AACH;IACI;;;OAGG;IACH,+BAFW,MAAM,EAkChB;IA7BG,2BAA0E;IAE1E;;;;OAIG;IACH,sBAAwD;IAExD;;;;OAIG;IACH,uBAA0D;IAE1D;;;;OAIG;IACH,mBAAkC;IAElC;;;;OAIG;IACH,eAAe;IAGnB;;;OAGG;IACH,wBAsBC;IAED;;;;;OAKG;IACH,gBAOC;IAED;;;;;OAKG;IACH,aAiBC;IAED;;;OAGG;IACH,kBA6BC;IAED;;;;OAIG;IACH,gBAeC;IAED;;;OAGG;IACH,mBAEC;IAED;;;OAGG;IACH,uBAEC;IAED;;;OAGG;IACH,qBAEC;IAED;;;OAGG;IACH,YAFa,OAAO,CAInB;IAED,mBAEC;IAED,kBAoBC;IAED;;;;OAIG;IACH,qBAHW,MAAM,GACJ,MAAM,CAmBlB;IAED;;;;OAIG;IACH,aAHW,MAAM,GACJ,OAAO,CAInB;IAED;;OAEG;IACH,cAEC;IAED;;;;OAIG;IACH,WAHW,MAAM,GACJ,OAAO,CAWnB;IAED;;;OAGG;IACH,yBAFW,MAAM,QAehB;IAED;;;;OAIG;IACH,iBAHW,MAAM,SACN,MAAM,QAUhB;IAED;;;;OAIG;IACH,+BAHW,MAAM,SACN,MAAM,QAiBhB;IAED;;;;OAIG;IACH,cAHW,MAAM,GACJ,MAAM,CAYlB;IAGD;;;;OAIG;IACH,qBAHW,MAAM,SACN,MAAM,QAUhB;IAED;;;;OAIG;IACH,WAHW,MAAM,SACN,MAAM,QA0BhB;CAGJ"}
1
+ {"version":3,"file":"Uint32Heap.d.ts","sourceRoot":"","sources":["../../../../../src/core/collection/heap/Uint32Heap.js"],"names":[],"mappings":"AAiDA;;;;;GAKG;AACH;IAGI;;;OAGG;IACH,+BAFW,MAAM,EAkChB;IA7BG,2BAA0E;IAE1E;;;;OAIG;IACH,sBAAwD;IAExD;;;;OAIG;IACH,uBAA0D;IAE1D;;;;OAIG;IACH,mBAAkC;IAElC;;;;OAIG;IACH,eAAe;IAGnB;;;OAGG;IACH,wBAsBC;IAED;;;;;OAKG;IACH,gBAOC;IAED;;;;;OAKG;IACH,aAiBC;IAED;;;OAGG;IACH,kBA6BC;IAED;;;;OAIG;IACH,gBAeC;IAED;;;OAGG;IACH,mBAEC;IAED;;;OAGG;IACH,uBAEC;IAED;;;OAGG;IACH,qBAEC;IAED;;;OAGG;IACH,YAFa,OAAO,CAInB;IAED,mBAEC;IAED,kBAoBC;IAED;;;;OAIG;IACH,qBAHW,MAAM,GACJ,MAAM,CAmBlB;IAED;;;;OAIG;IACH,aAHW,MAAM,GACJ,OAAO,CAInB;IAED;;OAEG;IACH,cAEC;IAED;;;;OAIG;IACH,WAHW,MAAM,GACJ,OAAO,CAWnB;IAED;;;OAGG;IACH,yBAFW,MAAM,QAehB;IAED;;;;OAIG;IACH,iBAHW,MAAM,SACN,MAAM,QAUhB;IAED;;;;OAIG;IACH,+BAHW,MAAM,SACN,MAAM,QAiBhB;IAED;;;;OAIG;IACH,cAHW,MAAM,GACJ,MAAM,CAYlB;IAGD;;;;OAIG;IACH,qBAHW,MAAM,SACN,MAAM,QAUhB;IAED;;;;OAIG;IACH,WAHW,MAAM,SACN,MAAM,QA0BhB;CAGJ"}
@@ -48,11 +48,14 @@ function HEAP_RIGHT(i) {
48
48
  }
49
49
 
50
50
  /**
51
- * Binary Heap implementation that stores uin32 ID along with a floating point score value
52
- * Very fast and compact
53
- * Inspired by Blender's heap implementation found here: https://github.com/blender/blender/blob/594f47ecd2d5367ca936cf6fc6ec8168c2b360d0/source/blender/blenlib/intern/BLI_heap.c
51
+ * Binary Heap implementation that stores uin32 ID along with a floating point score value.
52
+ * Very fast and compact.
53
+ *
54
+ * @see BinaryHeap
54
55
  */
55
56
  export class Uint32Heap {
57
+ // Inspired by Blender's heap implementation found here: https://github.com/blender/blender/blob/594f47ecd2d5367ca936cf6fc6ec8168c2b360d0/source/blender/blenlib/intern/BLI_heap.c
58
+
56
59
  /**
57
60
  *
58
61
  * @param {number} [initial_capacity] Can supply initial capacity, heap will still grow when necessary. This allows to prevent needless re-allocations when max heap size is known in advance
@@ -1 +1 @@
1
- {"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,QAyBhB"}
1
+ {"version":3,"file":"plane3_matrix4_project.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/plane/plane3_matrix4_project.js"],"names":[],"mappings":"AAQA;;;;;;;;;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"}
@@ -1,7 +1,10 @@
1
- import { m4_invert } from "../mat4/m4_invert.js";
2
-
3
- const mat_inv = new Float32Array(16);
1
+ import { v3_dot_array_array } from "../../vec3/v3_dot_array_array.js";
2
+ import { v3_matrix4_multiply } from "../../vec3/v3_matrix4_multiply.js";
3
+ import { v3_matrix4_rotate } from "../../vec3/v3_matrix4_rotate.js";
4
+ import { v3_matrix4_rotate_normal } from "../../vec3/v3_matrix4_rotate_normal.js";
5
+ import { v3_multiply_scalar } from "../../vec3/v3_multiply_scalar.js";
4
6
 
7
+ const scratch_v3_0 = new Float32Array(3);
5
8
 
6
9
  /**
7
10
  *
@@ -19,21 +22,13 @@ export function plane3_matrix4_project(
19
22
  x, y, z, w,
20
23
  ) {
21
24
 
22
- // the formula is = vec4*T(-mat4)
23
-
24
- m4_invert(mat_inv, matrix);
25
-
26
- // multiply by transpose
27
- const nx = x * mat_inv[0] + y * mat_inv[1] + z * mat_inv[2] + w * mat_inv[3];
28
- const ny = x * mat_inv[4] + y * mat_inv[5] + z * mat_inv[6] + w * mat_inv[7];
29
- const nz = x * mat_inv[8] + y * mat_inv[9] + z * mat_inv[10] + w * mat_inv[11];
30
- const nw = x * mat_inv[12] + y * mat_inv[13] + z * mat_inv[14] + w * mat_inv[15];
25
+ // build reference point in the new pane
26
+ v3_multiply_scalar(scratch_v3_0, 0, x, y, z, -w);
27
+ v3_matrix4_multiply(scratch_v3_0, 0, scratch_v3_0, 0, matrix);
31
28
 
32
- // Re-normalize
33
- const len = Math.sqrt(nx * nx + ny * ny + nz * nz);
29
+ // rotate normal vector
30
+ v3_matrix4_rotate_normal(destination, destination_offset, x, y, z, matrix);
34
31
 
35
- destination[destination_offset] = nx / len;
36
- destination[destination_offset + 1] = ny / len;
37
- destination[destination_offset + 2] = nz / len;
38
- destination[destination_offset + 3] = nw / len;
32
+ // figure out the new planar offset using new orientation and a reference point
33
+ destination[destination_offset + 3] = -v3_dot_array_array(scratch_v3_0, 0, destination, destination_offset);
39
34
  }
@@ -1,5 +1,10 @@
1
1
  /**
2
- * Perform rotation on a direction vector using 3x3 portion of a 4x4 matrix
2
+ *
3
+ * Perform rotation on a direction vector using a 4x4 affine transform matrix.
4
+ * Input is expected to be normalized.
5
+ * Correctly handles non-uniform scaling.
6
+ * Output is normalized.
7
+ *
3
8
  * @param {number[]|Float32Array} output
4
9
  * @param {number} output_offset
5
10
  * @param {number} x
@@ -1 +1 @@
1
- {"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
+ {"version":3,"file":"v3_matrix4_rotate.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/vec3/v3_matrix4_rotate.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;GAaG;AACH,0CAPW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,EAAE,GAAC,YAAY,QAkC/B"}
@@ -1,10 +1,12 @@
1
- import { m4_invert } from "../3d/mat4/m4_invert.js";
2
1
  import { v3_length } from "./v3_length.js";
3
2
 
4
- const m4_inv = new Float32Array(16);
5
-
6
3
  /**
7
- * Perform rotation on a direction vector using 3x3 portion of a 4x4 matrix
4
+ *
5
+ * Perform rotation on a direction vector using a 4x4 affine transform matrix.
6
+ * Input is expected to be normalized.
7
+ * Correctly handles non-uniform scaling.
8
+ * Output is normalized.
9
+ *
8
10
  * @param {number[]|Float32Array} output
9
11
  * @param {number} output_offset
10
12
  * @param {number} x
@@ -18,16 +20,32 @@ export function v3_matrix4_rotate(
18
20
  m4
19
21
  ) {
20
22
 
21
- m4_invert(m4_inv, m4);
22
-
23
- const _x = m4_inv[0] * x + m4_inv[1] * y + m4_inv[2] * z;
24
- const _y = m4_inv[4] * x + m4_inv[5] * y + m4_inv[6] * z;
25
- const _z = m4_inv[8] * x + m4_inv[9] * y + m4_inv[10] * z;
23
+ const _x = m4[0] * x + m4[4] * y + m4[8] * z;
24
+ const _y = m4[1] * x + m4[5] * y + m4[9] * z;
25
+ const _z = m4[2] * x + m4[6] * y + m4[10] * z;
26
26
 
27
27
  // perform normalization
28
- const norm = 1 / v3_length(_x, _y, _z);
28
+ const length = v3_length(_x, _y, _z);
29
+
30
+ if (length > 1e-7) {
31
+
32
+ // re-normalize
33
+ const norm = 1 / length;
34
+
35
+ output[output_offset] = _x * norm;
36
+ output[output_offset + 1] = _y * norm;
37
+ output[output_offset + 2] = _z * norm;
38
+
39
+ } else {
40
+
41
+ // The transform is invalid.
42
+ // Provide arbitrary vector.
43
+
44
+ output[output_offset] = 0;
45
+ output[output_offset + 1] = 0;
46
+ output[output_offset + 2] = 0;
47
+
48
+ }
49
+ }
50
+
29
51
 
30
- output[output_offset] = _x * norm;
31
- output[output_offset + 1] = _y * norm;
32
- output[output_offset + 2] = _z * norm;
33
- }
@@ -0,0 +1,16 @@
1
+ /**
2
+ *
3
+ * Perform rotation on a normal vector using a 4x4 affine transform matrix.
4
+ * Input is expected to be normalized.
5
+ * Correctly handles non-uniform scaling.
6
+ * Output is normalized.
7
+ *
8
+ * @param {number[]|Float32Array} output
9
+ * @param {number} output_offset
10
+ * @param {number} x
11
+ * @param {number} y
12
+ * @param {number} z
13
+ * @param {number[]|Float32Array} m4
14
+ */
15
+ export function v3_matrix4_rotate_normal(output: number[] | Float32Array, output_offset: number, x: number, y: number, z: number, m4: number[] | Float32Array): void;
16
+ //# sourceMappingURL=v3_matrix4_rotate_normal.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"v3_matrix4_rotate_normal.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/vec3/v3_matrix4_rotate_normal.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;GAaG;AACH,iDAPW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,EAAE,GAAC,YAAY,QAqC/B"}
@@ -0,0 +1,55 @@
1
+ import { m4_invert } from "../3d/mat4/m4_invert.js";
2
+ import { v3_length } from "./v3_length.js";
3
+
4
+ const m4_inv = new Float32Array(16);
5
+
6
+ /**
7
+ *
8
+ * Perform rotation on a normal vector using a 4x4 affine transform matrix.
9
+ * Input is expected to be normalized.
10
+ * Correctly handles non-uniform scaling.
11
+ * Output is normalized.
12
+ *
13
+ * @param {number[]|Float32Array} output
14
+ * @param {number} output_offset
15
+ * @param {number} x
16
+ * @param {number} y
17
+ * @param {number} z
18
+ * @param {number[]|Float32Array} m4
19
+ */
20
+ export function v3_matrix4_rotate_normal(
21
+ output, output_offset,
22
+ x, y, z,
23
+ m4
24
+ ) {
25
+
26
+ m4_invert(m4_inv, m4);
27
+
28
+ // this is transposed multiplication: T(M) * vec3
29
+ const _x = m4_inv[0] * x + m4_inv[1] * y + m4_inv[2] * z;
30
+ const _y = m4_inv[4] * x + m4_inv[5] * y + m4_inv[6] * z;
31
+ const _z = m4_inv[8] * x + m4_inv[9] * y + m4_inv[10] * z;
32
+
33
+ // perform normalization
34
+ const length = v3_length(_x, _y, _z);
35
+
36
+ if (length > 1e-7) {
37
+
38
+ // re-normalize
39
+ const norm = 1 / length;
40
+
41
+ output[output_offset] = _x * norm;
42
+ output[output_offset + 1] = _y * norm;
43
+ output[output_offset + 2] = _z * norm;
44
+
45
+ } else {
46
+
47
+ // The transform is invalid.
48
+ // Provide arbitrary vector.
49
+
50
+ output[output_offset] = 0;
51
+ output[output_offset + 1] = 0;
52
+ output[output_offset + 2] = 0;
53
+
54
+ }
55
+ }