@woosh/meep-engine 2.133.3 → 2.134.0

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Files changed (89) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/package.json +2 -2
  3. package/src/core/binary/BinaryBuffer.d.ts +20 -0
  4. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  5. package/src/core/binary/BinaryBuffer.js +50 -0
  6. package/src/core/binary/BitSet.d.ts +6 -0
  7. package/src/core/binary/BitSet.d.ts.map +1 -1
  8. package/src/core/binary/BitSet.js +38 -1
  9. package/src/core/binary/operations/bitCount.d.ts.map +1 -1
  10. package/src/core/binary/operations/bitCount.js +11 -6
  11. package/src/core/geom/3d/aabb/AABB3.d.ts +7 -1
  12. package/src/core/geom/3d/aabb/AABB3.d.ts.map +1 -1
  13. package/src/core/geom/3d/aabb/AABB3.js +14 -1
  14. package/src/core/geom/3d/topology/simplify/EdgeCollapseCandidate.d.ts +4 -4
  15. package/src/core/geom/3d/topology/simplify/EdgeCollapseCandidate.d.ts.map +1 -1
  16. package/src/core/geom/3d/topology/simplify/EdgeCollapseCandidate.js +2 -2
  17. package/src/core/geom/3d/topology/simplify/build_edge_collapse_candidates.d.ts +2 -2
  18. package/src/core/geom/3d/topology/simplify/build_edge_collapse_candidates.d.ts.map +1 -1
  19. package/src/core/geom/3d/topology/simplify/build_edge_collapse_candidates.js +1 -1
  20. package/src/core/geom/3d/topology/simplify/computeEdgeCollapseCost.d.ts +2 -2
  21. package/src/core/geom/3d/topology/simplify/computeEdgeCollapseCost.d.ts.map +1 -1
  22. package/src/core/geom/3d/topology/simplify/computeEdgeCollapseCost.js +1 -1
  23. package/src/core/geom/3d/topology/simplify/decimate_edge_collapse_snap.d.ts +4 -4
  24. package/src/core/geom/3d/topology/simplify/decimate_edge_collapse_snap.d.ts.map +1 -1
  25. package/src/core/geom/3d/topology/simplify/decimate_edge_collapse_snap.js +3 -3
  26. package/src/core/geom/3d/topology/simplify/quadratic/{Quadratic3.d.ts → Quadric3.d.ts} +55 -29
  27. package/src/core/geom/3d/topology/simplify/quadratic/Quadric3.d.ts.map +1 -0
  28. package/src/core/geom/3d/topology/simplify/quadratic/Quadric3.js +307 -0
  29. package/src/core/geom/3d/topology/simplify/quadratic/build_vertex_quadratics.d.ts +7 -7
  30. package/src/core/geom/3d/topology/simplify/quadratic/build_vertex_quadratics.d.ts.map +1 -1
  31. package/src/core/geom/3d/topology/simplify/quadratic/build_vertex_quadratics.js +39 -13
  32. package/src/core/geom/3d/topology/simplify/quadratic/compute_edge_collapse_cost_quadratic.d.ts +2 -2
  33. package/src/core/geom/3d/topology/simplify/quadratic/compute_edge_collapse_cost_quadratic.d.ts.map +1 -1
  34. package/src/core/geom/3d/topology/simplify/quadratic/compute_edge_collapse_cost_quadratic.js +1 -1
  35. package/src/core/geom/3d/topology/simplify/simplifyTopoMesh.d.ts +2 -2
  36. package/src/core/geom/3d/topology/simplify/simplifyTopoMesh.d.ts.map +1 -1
  37. package/src/core/geom/3d/topology/simplify/simplifyTopoMesh.js +2 -2
  38. package/src/core/geom/3d/topology/simplify/simplifyTopoMesh2.d.ts +4 -4
  39. package/src/core/geom/3d/topology/simplify/simplifyTopoMesh2.d.ts.map +1 -1
  40. package/src/core/geom/3d/topology/simplify/simplifyTopoMesh2.js +5 -5
  41. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_face_normals.d.ts +8 -0
  42. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_face_normals.d.ts.map +1 -0
  43. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_face_normals.js +56 -0
  44. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadratics.d.ts +14 -0
  45. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadratics.d.ts.map +1 -0
  46. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadratics.js +95 -0
  47. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +17 -0
  48. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -0
  49. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +352 -0
  50. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_collapse.d.ts +21 -0
  51. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_collapse.d.ts.map +1 -0
  52. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_collapse.js +52 -0
  53. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts +16 -0
  54. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -0
  55. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +90 -0
  56. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.d.ts +19 -0
  57. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.d.ts.map +1 -0
  58. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.js +83 -0
  59. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vert_fuse_duplicate_edges.d.ts +22 -0
  60. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vert_fuse_duplicate_edges.d.ts.map +1 -0
  61. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vert_fuse_duplicate_edges.js +148 -0
  62. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_incenter.js +4 -4
  63. package/src/core/geom/3d/topology/struct/binary/query/bt_faces_shared_loop.d.ts +15 -0
  64. package/src/core/geom/3d/topology/struct/binary/query/bt_faces_shared_loop.d.ts.map +1 -0
  65. package/src/core/geom/3d/topology/struct/binary/query/bt_faces_shared_loop.js +48 -0
  66. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  67. package/src/engine/ecs/terrain/ecs/Terrain.js +6 -1
  68. package/src/engine/ecs/terrain/ecs/layers/TerrainLayer.d.ts.map +1 -1
  69. package/src/engine/ecs/terrain/ecs/layers/TerrainLayer.js +10 -9
  70. package/src/engine/ecs/terrain/ecs/layers/TerrainLayers.d.ts.map +1 -1
  71. package/src/engine/ecs/terrain/ecs/layers/TerrainLayers.js +14 -11
  72. package/src/engine/graphics/ecs/water/WaterSystem.d.ts.map +1 -1
  73. package/src/engine/graphics/ecs/water/WaterSystem.js +3 -0
  74. package/src/engine/graphics/material/SplatMaterial.d.ts.map +1 -1
  75. package/src/engine/graphics/material/SplatMaterial.js +2 -4
  76. package/src/engine/graphics/shaders/TerrainShader.js +4 -11
  77. package/src/engine/navigation/mesh/NavigationMesh.d.ts +6 -4
  78. package/src/engine/navigation/mesh/NavigationMesh.d.ts.map +1 -1
  79. package/src/engine/navigation/mesh/NavigationMesh.js +212 -190
  80. package/src/engine/navigation/mesh/build/navmesh_build_topology.d.ts.map +1 -1
  81. package/src/engine/navigation/mesh/build/navmesh_build_topology.js +20 -7
  82. package/src/engine/navigation/mesh/bvh_query_nearest_face.d.ts +15 -0
  83. package/src/engine/navigation/mesh/bvh_query_nearest_face.d.ts.map +1 -0
  84. package/src/engine/navigation/mesh/bvh_query_nearest_face.js +131 -0
  85. package/src/engine/physics/gjk/gjk.d.ts +16 -0
  86. package/src/engine/physics/gjk/gjk.d.ts.map +1 -0
  87. package/src/engine/physics/gjk/gjk.js +378 -0
  88. package/src/core/geom/3d/topology/simplify/quadratic/Quadratic3.d.ts.map +0 -1
  89. package/src/core/geom/3d/topology/simplify/quadratic/Quadratic3.js +0 -302
@@ -0,0 +1,378 @@
1
+ import { v3_dot } from "../../../core/geom/vec3/v3_dot.js";
2
+ import { v3_length } from "../../../core/geom/vec3/v3_length.js";
3
+
4
+ const GJK_MAX_ITERATIONS = 64;
5
+
6
+ /**
7
+ * Module-level scratch buffers to avoid per-call allocations.
8
+ */
9
+ const scratch_support_a = new Float32Array(3);
10
+ const scratch_support_b = new Float32Array(3);
11
+ const scratch_dir = new Float32Array(3);
12
+
13
+ /**
14
+ * Compute the Minkowski difference support point for two shapes.
15
+ * support(A-B, d) = support(A, d) - support(B, -d)
16
+ *
17
+ * The direction is normalized before being passed to the shape support
18
+ * functions, since {@link AbstractShape3D#support} assumes a unit vector.
19
+ *
20
+ * @param {number[]|Float32Array} result
21
+ * @param {number} result_offset
22
+ * @param {AbstractShape3D} shape_a
23
+ * @param {AbstractShape3D} shape_b
24
+ * @param {number} dir_x
25
+ * @param {number} dir_y
26
+ * @param {number} dir_z
27
+ */
28
+ function minkowski_support(
29
+ result, result_offset,
30
+ shape_a,
31
+ shape_b,
32
+ dir_x, dir_y, dir_z
33
+ ) {
34
+ // Normalize direction — support() contract requires a unit vector
35
+ const len = v3_length(dir_x, dir_y, dir_z);
36
+
37
+ if (len > 0) {
38
+ const inv = 1 / len;
39
+ dir_x *= inv;
40
+ dir_y *= inv;
41
+ dir_z *= inv;
42
+ }
43
+
44
+ shape_a.support(scratch_support_a, 0, dir_x, dir_y, dir_z);
45
+ shape_b.support(scratch_support_b, 0, -dir_x, -dir_y, -dir_z);
46
+
47
+ result[result_offset] = scratch_support_a[0] - scratch_support_b[0];
48
+ result[result_offset + 1] = scratch_support_a[1] - scratch_support_b[1];
49
+ result[result_offset + 2] = scratch_support_a[2] - scratch_support_b[2];
50
+ }
51
+
52
+ /**
53
+ * GJK intersection test for two convex shapes.
54
+ *
55
+ * Determines whether two convex shapes overlap by iteratively building a simplex
56
+ * in the Minkowski difference space. If the origin is enclosed by the simplex,
57
+ * the shapes intersect.
58
+ *
59
+ * Adapted from https://github.com/kevinmoran/GJK/blob/master/GJK.h
60
+ *
61
+ * @param {number[]|Float32Array} simplex Working buffer for simplex vertices (4 vec3s). Must have length >= 12.
62
+ * @param {AbstractShape3D} shape_a
63
+ * @param {AbstractShape3D} shape_b
64
+ * @returns {boolean} true if the shapes intersect
65
+ */
66
+ export function gjk(simplex, shape_a, shape_b) {
67
+
68
+ const dir = scratch_dir;
69
+
70
+ // Initial search direction — arbitrary, (1,0,0)
71
+
72
+ // Get initial support point (simplex point C)
73
+ minkowski_support(
74
+ simplex, 6,
75
+ shape_a, shape_b,
76
+ 1, 0, 0
77
+ );
78
+
79
+ // Search toward the origin from C
80
+ dir[0] = -simplex[6];
81
+ dir[1] = -simplex[7];
82
+ dir[2] = -simplex[8];
83
+
84
+ if (dir[0] === 0 && dir[1] === 0 && dir[2] === 0) {
85
+ // Origin is exactly on the first support point — intersection
86
+ return true;
87
+ }
88
+
89
+ // Get second support point (simplex point B)
90
+ minkowski_support(simplex, 3, shape_a, shape_b, dir[0], dir[1], dir[2]);
91
+
92
+ // B didn't pass the origin — no intersection possible
93
+ if (v3_dot(simplex[3], simplex[4], simplex[5], dir[0], dir[1], dir[2]) < 0) {
94
+ return false;
95
+ }
96
+
97
+ // Line case: compute direction perpendicular to line segment BC toward origin
98
+ // CB = C - B
99
+ const cb_x = simplex[6] - simplex[3];
100
+ const cb_y = simplex[7] - simplex[4];
101
+ const cb_z = simplex[8] - simplex[5];
102
+
103
+ // BO = -B (origin - B)
104
+ const bo_x = -simplex[3];
105
+ const bo_y = -simplex[4];
106
+ const bo_z = -simplex[5];
107
+
108
+ // dir = CB × BO × CB (triple cross product)
109
+ triple_cross_product(dir, cb_x, cb_y, cb_z, bo_x, bo_y, bo_z);
110
+
111
+ // Handle degenerate case where origin is on the line segment
112
+ if (dir[0] === 0 && dir[1] === 0 && dir[2] === 0) {
113
+ // Origin is on the line segment — pick any perpendicular direction
114
+ // Use the cross product of CB with an arbitrary axis
115
+ // CB × (1,0,0)
116
+ dir[0] = cb_y;
117
+ dir[1] = -cb_x;
118
+ dir[2] = 0;
119
+
120
+ if (dir[0] === 0 && dir[1] === 0 && dir[2] === 0) {
121
+ // CB is parallel to (1,0,0), use (0,1,0)
122
+ dir[0] = -cb_z;
123
+ dir[1] = 0;
124
+ dir[2] = cb_x;
125
+ }
126
+ }
127
+
128
+ let simplex_size = 2; // we have B and C
129
+
130
+ for (let iterations = 0; iterations < GJK_MAX_ITERATIONS; iterations++) {
131
+ // Get new support point A
132
+ minkowski_support(simplex, 0, shape_a, shape_b, dir[0], dir[1], dir[2]);
133
+
134
+ const a_x = simplex[0];
135
+ const a_y = simplex[1];
136
+ const a_z = simplex[2];
137
+
138
+ // Check if A passed the origin
139
+ if (v3_dot(a_x, a_y, a_z, dir[0], dir[1], dir[2]) < 0) {
140
+ return false; // no intersection
141
+ }
142
+
143
+ simplex_size++;
144
+
145
+ if (simplex_size === 3) {
146
+ // Triangle case
147
+ update_simplex_triangle(dir, simplex);
148
+ } else {
149
+ // Tetrahedron case
150
+ if (update_simplex_tetrahedron(dir, simplex)) {
151
+ // Origin is inside the tetrahedron — intersection!
152
+ return true;
153
+ }
154
+
155
+ // The simplex was reduced to a triangle, so keep size at 3
156
+ simplex_size = 3;
157
+ }
158
+ }
159
+
160
+ // Did not converge — assume no intersection
161
+ return false;
162
+ }
163
+
164
+ /**
165
+ * Compute the triple cross product: (a × b) × a
166
+ *
167
+ * @param {number[]|Float32Array} result output vec3
168
+ * @param {number} ax
169
+ * @param {number} ay
170
+ * @param {number} az
171
+ * @param {number} bx
172
+ * @param {number} by
173
+ * @param {number} bz
174
+ */
175
+ function triple_cross_product(result, ax, ay, az, bx, by, bz) {
176
+ // First: t = a × b
177
+ const tx = ay * bz - az * by;
178
+ const ty = az * bx - ax * bz;
179
+ const tz = ax * by - ay * bx;
180
+
181
+ // Then: t × a
182
+ result[0] = ty * az - tz * ay;
183
+ result[1] = tz * ax - tx * az;
184
+ result[2] = tx * ay - ty * ax;
185
+ }
186
+
187
+ /**
188
+ * Update simplex for the triangle case (3 points: A, B, C).
189
+ *
190
+ * Determines the Voronoi region of the origin relative to triangle ABC
191
+ * and updates the search direction accordingly.
192
+ *
193
+ * simplex layout: [A(0-2), B(3-5), C(6-8)]
194
+ *
195
+ * @param {number[]|Float32Array} search_dir output: next search direction
196
+ * @param {Float32Array} simplex
197
+ */
198
+ function update_simplex_triangle(search_dir, simplex) {
199
+ const a_x = simplex[0], a_y = simplex[1], a_z = simplex[2];
200
+ const b_x = simplex[3], b_y = simplex[4], b_z = simplex[5];
201
+ const c_x = simplex[6], c_y = simplex[7], c_z = simplex[8];
202
+
203
+ // AB = B - A
204
+ const ab_x = b_x - a_x;
205
+ const ab_y = b_y - a_y;
206
+ const ab_z = b_z - a_z;
207
+
208
+ // AC = C - A
209
+ const ac_x = c_x - a_x;
210
+ const ac_y = c_y - a_y;
211
+ const ac_z = c_z - a_z;
212
+
213
+ // AO = -A (origin - A)
214
+ const ao_x = -a_x;
215
+ const ao_y = -a_y;
216
+ const ao_z = -a_z;
217
+
218
+ // Normal of triangle ABC
219
+ const abc_x = ab_y * ac_z - ab_z * ac_y;
220
+ const abc_y = ab_z * ac_x - ab_x * ac_z;
221
+ const abc_z = ab_x * ac_y - ab_y * ac_x;
222
+
223
+ // Test edge AC
224
+ // ABC × AC
225
+ const abc_cross_ac_x = abc_y * ac_z - abc_z * ac_y;
226
+ const abc_cross_ac_y = abc_z * ac_x - abc_x * ac_z;
227
+ const abc_cross_ac_z = abc_x * ac_y - abc_y * ac_x;
228
+
229
+ if (v3_dot(abc_cross_ac_x, abc_cross_ac_y, abc_cross_ac_z, ao_x, ao_y, ao_z) > 0) {
230
+ // Origin is on the AC side
231
+ // Reduce simplex to line AC (A stays as A, C moves to B position)
232
+ simplex[3] = c_x;
233
+ simplex[4] = c_y;
234
+ simplex[5] = c_z;
235
+
236
+ // New direction: AC × AO × AC
237
+ triple_cross_product(search_dir, ac_x, ac_y, ac_z, ao_x, ao_y, ao_z);
238
+ return;
239
+ }
240
+
241
+ // Test edge AB
242
+ // AB × ABC
243
+ const ab_cross_abc_x = ab_y * abc_z - ab_z * abc_y;
244
+ const ab_cross_abc_y = ab_z * abc_x - ab_x * abc_z;
245
+ const ab_cross_abc_z = ab_x * abc_y - ab_y * abc_x;
246
+
247
+ if (v3_dot(ab_cross_abc_x, ab_cross_abc_y, ab_cross_abc_z, ao_x, ao_y, ao_z) > 0) {
248
+ // Origin is on the AB side
249
+ // Keep simplex as line AB (C slot is cleared by not using it)
250
+ simplex[6] = simplex[3];
251
+ simplex[7] = simplex[4];
252
+ simplex[8] = simplex[5];
253
+
254
+ // New direction: AB × AO × AB
255
+ triple_cross_product(search_dir, ab_x, ab_y, ab_z, ao_x, ao_y, ao_z);
256
+ return;
257
+ }
258
+
259
+ // Origin is above or below the triangle
260
+ if (v3_dot(abc_x, abc_y, abc_z, ao_x, ao_y, ao_z) > 0) {
261
+ // Origin is above — search in normal direction
262
+ // Simplex stays as A, B, C
263
+ search_dir[0] = abc_x;
264
+ search_dir[1] = abc_y;
265
+ search_dir[2] = abc_z;
266
+ } else {
267
+ // Origin is below — swap B and C, search in -normal
268
+ const tmp_x = simplex[3], tmp_y = simplex[4], tmp_z = simplex[5];
269
+ simplex[3] = simplex[6];
270
+ simplex[4] = simplex[7];
271
+ simplex[5] = simplex[8];
272
+ simplex[6] = tmp_x;
273
+ simplex[7] = tmp_y;
274
+ simplex[8] = tmp_z;
275
+
276
+ search_dir[0] = -abc_x;
277
+ search_dir[1] = -abc_y;
278
+ search_dir[2] = -abc_z;
279
+ }
280
+ }
281
+
282
+ /**
283
+ * Update simplex for the tetrahedron case (4 points: A, B, C, D).
284
+ *
285
+ * Tests which face of the tetrahedron is closest to the origin and
286
+ * reduces the simplex accordingly. Returns true if the origin is
287
+ * inside the tetrahedron.
288
+ *
289
+ * simplex layout: [A(0-2), B(3-5), C(6-8), D(9-11)]
290
+ *
291
+ * @param {number[]|Float32Array} search_dir output: next search direction (only written when returning false)
292
+ * @param {Float32Array} simplex
293
+ * @returns {boolean} true if origin is inside the tetrahedron
294
+ */
295
+ function update_simplex_tetrahedron(search_dir, simplex) {
296
+ const a_x = simplex[0], a_y = simplex[1], a_z = simplex[2];
297
+ const b_x = simplex[3], b_y = simplex[4], b_z = simplex[5];
298
+ const c_x = simplex[6], c_y = simplex[7], c_z = simplex[8];
299
+ const d_x = simplex[9], d_y = simplex[10], d_z = simplex[11];
300
+
301
+ // AB, AC, AD vectors
302
+ const ab_x = b_x - a_x, ab_y = b_y - a_y, ab_z = b_z - a_z;
303
+ const ac_x = c_x - a_x, ac_y = c_y - a_y, ac_z = c_z - a_z;
304
+ const ad_x = d_x - a_x, ad_y = d_y - a_y, ad_z = d_z - a_z;
305
+
306
+ // AO = origin - A = -A
307
+ const ao_x = -a_x, ao_y = -a_y, ao_z = -a_z;
308
+
309
+ // Face normals (outward-facing from A's perspective)
310
+ // ABC normal
311
+ const abc_x = ab_y * ac_z - ab_z * ac_y;
312
+ const abc_y = ab_z * ac_x - ab_x * ac_z;
313
+ const abc_z = ab_x * ac_y - ab_y * ac_x;
314
+
315
+ // ACD normal
316
+ const acd_x = ac_y * ad_z - ac_z * ad_y;
317
+ const acd_y = ac_z * ad_x - ac_x * ad_z;
318
+ const acd_z = ac_x * ad_y - ac_y * ad_x;
319
+
320
+ // ADB normal
321
+ const adb_x = ad_y * ab_z - ad_z * ab_y;
322
+ const adb_y = ad_z * ab_x - ad_x * ab_z;
323
+ const adb_z = ad_x * ab_y - ad_y * ab_x;
324
+
325
+ // Test each face to see if the origin is on the outside
326
+
327
+ // Check face ABC (opposite to D)
328
+ const abc_test = v3_dot(abc_x, abc_y, abc_z, ao_x, ao_y, ao_z);
329
+ // Make sure normal points away from D
330
+ const abc_d_side = v3_dot(abc_x, abc_y, abc_z, ad_x, ad_y, ad_z);
331
+
332
+ if (abc_test * abc_d_side < 0) {
333
+ // Origin is on the opposite side of ABC from D
334
+ // Reduce to triangle ABC: D is dropped
335
+ // simplex = [A, B, C] — A(0), B(3), C(6) already in place
336
+ update_simplex_triangle(search_dir, simplex);
337
+ return false;
338
+ }
339
+
340
+ // Check face ACD (opposite to B)
341
+ const acd_test = v3_dot(acd_x, acd_y, acd_z, ao_x, ao_y, ao_z);
342
+ const acd_b_side = v3_dot(acd_x, acd_y, acd_z, ab_x, ab_y, ab_z);
343
+
344
+ if (acd_test * acd_b_side < 0) {
345
+ // Origin is outside face ACD
346
+ // Reduce to triangle ACD: replace B with D
347
+ simplex[3] = c_x;
348
+ simplex[4] = c_y;
349
+ simplex[5] = c_z;
350
+ simplex[6] = d_x;
351
+ simplex[7] = d_y;
352
+ simplex[8] = d_z;
353
+
354
+ update_simplex_triangle(search_dir, simplex);
355
+ return false;
356
+ }
357
+
358
+ // Check face ADB (opposite to C)
359
+ const adb_test = v3_dot(adb_x, adb_y, adb_z, ao_x, ao_y, ao_z);
360
+ const adb_c_side = v3_dot(adb_x, adb_y, adb_z, ac_x, ac_y, ac_z);
361
+
362
+ if (adb_test * adb_c_side < 0) {
363
+ // Origin is outside face ADB
364
+ // Reduce to triangle ADB: replace C with B, B with D
365
+ simplex[6] = b_x;
366
+ simplex[7] = b_y;
367
+ simplex[8] = b_z;
368
+ simplex[3] = d_x;
369
+ simplex[4] = d_y;
370
+ simplex[5] = d_z;
371
+
372
+ update_simplex_triangle(search_dir, simplex);
373
+ return false;
374
+ }
375
+
376
+ // Origin is inside the tetrahedron
377
+ return true;
378
+ }
@@ -1 +0,0 @@
1
- {"version":3,"file":"Quadratic3.d.ts","sourceRoot":"","sources":["../../../../../../../../src/core/geom/3d/topology/simplify/quadratic/Quadratic3.js"],"names":[],"mappings":"AASA;;;GAGG;AACH;IAGI,WAAO;IACP,WAAO;IACP,WAAO;IACP,WAAO;IAGP,WAAO;IACP,WAAO;IACP,WAAO;IAGP,WAAO;IACP,WAAO;IAGP,WAAO;IAGP;;;OAGG;IACH,kBAFW,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,QAMjD;IAED;;;OAGG;IACH,eAFW,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,QAcjD;IAED;;;;;OAKG;IACH,sBAJW,UAAU,MAAM,CAAC,GAAC,MAAM,EAAE,GAAC,YAAY,WACvC,MAAM,GACJ,OAAO,CAkCnB;IAED;;;;;;OAMG;IACH,kBALW,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,QAgBhB;IAED;;;OAGG;IACH,sCAmBC;IAED;;;;;;OAMG;IACH,YALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,MAAM,CASlB;IAED;;;;;;;OAOG;IACH,cAHW,MAAM,EAAE,GACN,OAAO,CAgBnB;IAED;;;OAGG;IACH,OAFW,UAAU,QAuBpB;IAED;;;OAGG;IACH,kBAFW,MAAM,QAoBhB;IAED;;;OAGG;IACH,SAFa,UAAU,CAQtB;IAED;;;OAGG;IACH,YAFW,UAAU,QAqBpB;IAED;;OAEG;IACH,cAmBC;CACJ"}
@@ -1,302 +0,0 @@
1
- import { vec3 } from "gl-matrix";
2
- import { EPSILON } from "../../../../../math/EPSILON.js";
3
- import { fabsf } from "../../../../../math/fabsf.js";
4
- import { v3_dot } from "../../../../vec3/v3_dot.js";
5
- import { compute_triangle_normal } from "../../../triangle/compute_triangle_normal.js";
6
-
7
- const scratch_v3 = new Float32Array(3);
8
- const scratch_m3 = new Float32Array(9);
9
-
10
- /**
11
- * Quadric Error Metric
12
- * Triangular 4x4 matrix, see https://en.wikipedia.org/wiki/Triangular_matrix
13
- */
14
- export class Quadratic3 {
15
-
16
- // Row 0
17
- a2 = 0;
18
- ab = 0;
19
- ac = 0;
20
- ad = 0;
21
-
22
- // Row 1
23
- b2 = 0;
24
- bc = 0;
25
- bd = 0;
26
-
27
- // Row 2
28
- c2 = 0;
29
- cd = 0;
30
-
31
- // Row 3
32
- d2 = 0;
33
-
34
-
35
- /**
36
- *
37
- * @param {ArrayLike<number>|number[]|Float32Array} result
38
- */
39
- toVector3(result) {
40
- result[0] = this.ad;
41
- result[1] = this.bd;
42
- result[2] = this.cd;
43
- }
44
-
45
- /**
46
- *
47
- * @param {ArrayLike<number>|number[]|Float32Array} m3
48
- */
49
- toTensorM3(m3) {
50
- m3[0] = this.a2;
51
- m3[1] = this.ab;
52
- m3[2] = this.ac;
53
-
54
- m3[3] = this.ab;
55
- m3[4] = this.b2;
56
- m3[5] = this.bc;
57
-
58
- m3[6] = this.ac;
59
- m3[7] = this.bc;
60
- m3[8] = this.c2;
61
- }
62
-
63
- /**
64
- * Equivalent to taking a tensor followed by matrix inversion
65
- * @param {ArrayLike<number>|number[]|Float32Array} m3
66
- * @param {number} epsilon
67
- * @returns {boolean} whether operation was successful or not
68
- */
69
- toTensorM3Inverse(m3, epsilon) {
70
- const a2 = this.a2;
71
- const b2 = this.b2;
72
- const c2 = this.c2;
73
- const bc = this.bc;
74
- const ab = this.ab;
75
- const ac = this.ac;
76
-
77
- const det = a2 * (b2 * c2 - bc * bc) -
78
- ab * (ab * c2 - ac * bc) +
79
- ac * (ab * bc - ac * b2);
80
-
81
- if (fabsf(det) > epsilon) {
82
-
83
- const invdet = 1.0 / det;
84
-
85
- m3[0] = (b2 * c2 - bc * bc) * invdet;
86
- m3[3] = (bc * ac - ab * c2) * invdet;
87
- m3[6] = (ab * bc - b2 * ac) * invdet;
88
-
89
- m3[1] = (ac * bc - ab * c2) * invdet;
90
- m3[4] = (a2 * c2 - ac * ac) * invdet;
91
- m3[7] = (ab * ac - a2 * bc) * invdet;
92
-
93
- m3[2] = (ab * bc - ac * b2) * invdet;
94
- m3[5] = (ac * ab - a2 * bc) * invdet;
95
- m3[8] = (a2 * b2 - ab * ab) * invdet;
96
-
97
- return true;
98
- }
99
-
100
- return false;
101
- }
102
-
103
- /**
104
- * Set from plane expressed as a 4 component vector
105
- * @param {number} x plane normal
106
- * @param {number} y plane normal
107
- * @param {number} z plane normal
108
- * @param {number} w plane offset
109
- */
110
- setFromVector4(x, y, z, w) {
111
- this.a2 = x * x;
112
- this.ab = x * y;
113
- this.ac = x * z;
114
- this.ad = x * w;
115
-
116
- this.b2 = y * y;
117
- this.bc = y * z;
118
- this.bd = y * w;
119
-
120
- this.c2 = z * z;
121
- this.cd = z * w;
122
-
123
- this.d2 = w * w;
124
- }
125
-
126
- /**
127
- *
128
- * @param {TopoTriangle} face
129
- */
130
- setFromFace(face) {
131
- const v0 = face.vertices[0];
132
-
133
- // compute triangle's plane
134
- compute_triangle_normal(scratch_v3, v0, face.vertices[1], face.vertices[2]);
135
-
136
- // compute plane offset
137
-
138
- const normal_x = scratch_v3[0];
139
- const normal_y = scratch_v3[1];
140
- const normal_z = scratch_v3[2];
141
-
142
- const plane_constant = -v3_dot(
143
- normal_x, normal_y, normal_z,
144
-
145
- v0.x, v0.y, v0.z
146
- );
147
-
148
- this.setFromVector4(normal_x, normal_y, normal_z, plane_constant);
149
- }
150
-
151
- /**
152
- * Squared distance from the given point to plane encoded by the quadratic
153
- * @param {number} x
154
- * @param {number} y
155
- * @param {number} z
156
- * @returns {number}
157
- */
158
- evaluate(x, y, z) {
159
- // Evaluate vAv + 2bv + c
160
-
161
- return (x * x * this.a2) + (2 * x * y * this.ab) + (2 * x * z * this.ac) + (2 * x * this.ad) // A
162
- + (y * y * this.b2) + (2 * y * z * this.bc) + (2 * y * this.bd) // B
163
- + (z * z * this.c2) + (2 * z * this.cd) // C
164
- + this.d2; // D
165
- }
166
-
167
- /**
168
- * Find optimal vertex position based on the quadratic
169
- *
170
- * Based on Blender's implementation: https://github.com/blender/blender/blob/594f47ecd2d5367ca936cf6fc6ec8168c2b360d0/source/blender/blenlib/intern/quadric.c
171
- *
172
- * @param {number[]} out
173
- * @returns {boolean}
174
- */
175
- optimize(out) {
176
-
177
- if (this.toTensorM3Inverse(scratch_m3, EPSILON)) {
178
-
179
- this.toVector3(out);
180
-
181
- vec3.transformMat3(out, out, scratch_m3);
182
- vec3.negate(out, out);
183
-
184
- return true;
185
- }
186
-
187
- return false;
188
-
189
- }
190
-
191
- /**
192
- *
193
- * @param {Quadratic3} Q
194
- */
195
- add(Q) {
196
-
197
- // Accumulate coefficients
198
-
199
- // R0
200
- this.a2 += Q.a2;
201
- this.ab += Q.ab;
202
- this.ac += Q.ac;
203
- this.ad += Q.ad;
204
-
205
- // R1
206
- this.b2 += Q.b2;
207
- this.bc += Q.bc;
208
- this.bd += Q.bd;
209
-
210
- // R2
211
- this.c2 += Q.c2;
212
- this.cd += Q.cd;
213
-
214
- // R3
215
- this.d2 += Q.d2;
216
- }
217
-
218
- /**
219
- *
220
- * @param {number} v
221
- */
222
- multiplyScalar(v) {
223
- // R0
224
- this.a2 *= v;
225
- this.ab *= v;
226
- this.ac *= v;
227
- this.ad *= v;
228
-
229
- // R1
230
- this.b2 *= v;
231
- this.bc *= v;
232
- this.bd *= v;
233
-
234
- // R2
235
- this.c2 *= v;
236
- this.cd *= v;
237
-
238
- // R3
239
- this.d2 *= v;
240
- }
241
-
242
- /**
243
- *
244
- * @returns {Quadratic3}
245
- */
246
- clone() {
247
- const r = new Quadratic3();
248
-
249
- r.copy(this);
250
-
251
- return r;
252
- }
253
-
254
- /**
255
- *
256
- * @param {Quadratic3} other
257
- */
258
- copy(other) {
259
-
260
- // R0
261
- this.a2 = other.a2;
262
- this.ab = other.ab;
263
- this.ac = other.ac;
264
- this.ad = other.ad;
265
-
266
- // R1
267
- this.b2 = other.b2;
268
- this.bc = other.bc;
269
- this.bd = other.bd;
270
-
271
- // R2
272
- this.c2 = other.c2;
273
- this.cd = other.cd;
274
-
275
- // R3
276
- this.d2 = other.d2;
277
- }
278
-
279
- /**
280
- * Set all matrix values to 0
281
- */
282
- clear() {
283
- // Row 0
284
- this.a2 = 0;
285
- this.ab = 0;
286
- this.ac = 0;
287
- this.ad = 0;
288
-
289
- // Row 1
290
- this.b2 = 0;
291
- this.bc = 0;
292
- this.bd = 0;
293
-
294
- // Row 2
295
- this.c2 = 0;
296
- this.cd = 0;
297
-
298
- // Row 3
299
- this.d2 = 0;
300
-
301
- }
302
- }