@woosh/meep-engine 2.138.20 → 2.140.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (584) hide show
  1. package/package.json +1 -1
  2. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts +3 -3
  3. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts.map +1 -1
  4. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.js +4 -4
  5. package/src/core/collection/PairUint32Map.d.ts +100 -0
  6. package/src/core/collection/PairUint32Map.d.ts.map +1 -0
  7. package/src/core/collection/PairUint32Map.js +321 -0
  8. package/src/core/collection/Uint32Map.d.ts +119 -0
  9. package/src/core/collection/Uint32Map.d.ts.map +1 -0
  10. package/src/core/collection/Uint32Map.js +345 -0
  11. package/src/core/collection/array/array_shuffle.d.ts +10 -3
  12. package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
  13. package/src/core/collection/array/array_shuffle.js +27 -22
  14. package/src/core/collection/heap/FibonacciHeap.d.ts +195 -0
  15. package/src/core/collection/heap/FibonacciHeap.d.ts.map +1 -0
  16. package/src/core/collection/heap/FibonacciHeap.js +586 -0
  17. package/src/core/collection/heap/Uint32Heap.js +1 -1
  18. package/src/core/collection/heap/Uint32Heap4.d.ts +169 -0
  19. package/src/core/collection/heap/Uint32Heap4.d.ts.map +1 -0
  20. package/src/core/collection/heap/Uint32Heap4.js +490 -0
  21. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +30 -0
  22. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -0
  23. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +93 -0
  24. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts +27 -0
  25. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts.map +1 -0
  26. package/src/core/geom/3d/line/line3_closest_points_segment_segment.js +88 -0
  27. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +54 -0
  28. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -0
  29. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +69 -0
  30. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +24 -2
  31. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  32. package/src/core/geom/3d/shape/AbstractShape3D.js +24 -1
  33. package/src/core/geom/3d/shape/BoxShape3D.d.ts +61 -0
  34. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -0
  35. package/src/core/geom/3d/shape/BoxShape3D.js +158 -0
  36. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +11 -0
  37. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  38. package/src/core/geom/3d/shape/CapsuleShape3D.js +12 -0
  39. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +148 -0
  40. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -0
  41. package/src/core/geom/3d/shape/HeightMapShape3D.js +451 -0
  42. package/src/core/geom/3d/shape/MeshShape3D.d.ts +210 -0
  43. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -0
  44. package/src/core/geom/3d/shape/MeshShape3D.js +593 -0
  45. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/TransformedShape3D.js +46 -2
  47. package/src/core/geom/3d/shape/Triangle3D.d.ts +95 -0
  48. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -0
  49. package/src/core/geom/3d/shape/Triangle3D.js +318 -0
  50. package/src/core/geom/3d/shape/UnionShape3D.js +13 -0
  51. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts +37 -9
  52. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts.map +1 -1
  53. package/src/core/geom/3d/shape/UnitCubeShape3D.js +45 -98
  54. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts +10 -0
  55. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/UnitSphereShape3D.js +11 -0
  57. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts +30 -0
  58. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts.map +1 -0
  59. package/src/core/geom/3d/shape/shape_mesh_from_geometry.js +64 -0
  60. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts +61 -0
  61. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -0
  62. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +148 -0
  63. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts +39 -0
  64. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts.map +1 -0
  65. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.js +147 -0
  66. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts +15 -0
  67. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts.map +1 -0
  68. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.js +22 -0
  69. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts +2 -0
  70. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts.map +1 -0
  71. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +671 -0
  72. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts +28 -0
  73. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts.map +1 -0
  74. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.js +48 -0
  75. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts +26 -0
  76. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -0
  77. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +222 -0
  78. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts +34 -0
  79. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts.map +1 -0
  80. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.js +146 -0
  81. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts +36 -0
  82. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -0
  83. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +232 -0
  84. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts +33 -0
  85. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -0
  86. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +255 -0
  87. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts +68 -0
  88. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -0
  89. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +387 -0
  90. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +35 -0
  91. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -0
  92. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +140 -0
  93. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +31 -0
  94. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -0
  95. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +97 -0
  96. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +32 -0
  97. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts.map +1 -0
  98. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +66 -0
  99. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +41 -0
  100. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
  101. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +124 -13
  102. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts +134 -0
  103. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts.map +1 -1
  104. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.js +276 -3
  105. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +17 -0
  106. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -0
  107. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +135 -0
  108. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts +14 -0
  109. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts.map +1 -0
  110. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.js +177 -0
  111. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts.map +1 -1
  112. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +20 -4
  113. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  114. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +5 -3
  115. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
  116. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +9 -0
  117. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.d.ts.map +1 -1
  118. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.js +21 -45
  119. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.d.ts.map +1 -1
  120. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.js +7 -1
  121. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts +8 -6
  122. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  123. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +8 -6
  124. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +22 -0
  125. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts.map +1 -0
  126. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +73 -0
  127. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  128. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +51 -1
  129. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts +10 -0
  130. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -0
  131. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +42 -0
  132. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts +28 -0
  133. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -0
  134. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +227 -0
  135. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts +13 -0
  136. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts.map +1 -0
  137. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.js +108 -0
  138. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts +11 -0
  139. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts.map +1 -0
  140. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.js +20 -0
  141. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts +20 -0
  142. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts.map +1 -0
  143. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.js +38 -0
  144. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts +2 -2
  145. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts.map +1 -1
  146. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.js +1 -1
  147. package/src/core/geom/vec3/v3_dot_array_array.d.ts +3 -3
  148. package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +1 -1
  149. package/src/core/geom/vec3/v3_dot_array_array.js +2 -2
  150. package/src/core/geom/vec3/v3_negate_array.d.ts +3 -3
  151. package/src/core/geom/vec3/v3_negate_array.d.ts.map +1 -1
  152. package/src/core/geom/vec3/v3_negate_array.js +2 -2
  153. package/src/core/geom/vec3/v3_quat3_apply.d.ts +29 -0
  154. package/src/core/geom/vec3/v3_quat3_apply.d.ts.map +1 -0
  155. package/src/core/geom/vec3/v3_quat3_apply.js +39 -0
  156. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts +30 -0
  157. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts.map +1 -0
  158. package/src/core/geom/vec3/v3_quat3_apply_inverse.js +41 -0
  159. package/src/core/geom/vec3/v3_triple_cross_product.d.ts +32 -0
  160. package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +1 -0
  161. package/src/core/geom/vec3/v3_triple_cross_product.js +45 -0
  162. package/src/core/graph/csr/CSRGraph.d.ts +168 -0
  163. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -0
  164. package/src/core/graph/csr/CSRGraph.js +319 -0
  165. package/src/core/graph/metis/cluster_mesh_metis.d.ts +12 -0
  166. package/src/core/graph/metis/cluster_mesh_metis.d.ts.map +1 -1
  167. package/src/core/graph/metis/cluster_mesh_metis.js +12 -0
  168. package/src/core/graph/metis/metis.d.ts +19 -0
  169. package/src/core/graph/metis/metis.d.ts.map +1 -1
  170. package/src/core/graph/metis/metis.js +20 -0
  171. package/src/core/graph/metis/metis_cluster_bs.d.ts +11 -0
  172. package/src/core/graph/metis/metis_cluster_bs.d.ts.map +1 -1
  173. package/src/core/graph/metis/metis_cluster_bs.js +11 -0
  174. package/src/core/graph/metis/metis_options.d.ts +17 -2
  175. package/src/core/graph/metis/metis_options.d.ts.map +1 -1
  176. package/src/core/graph/metis/metis_options.js +17 -2
  177. package/src/core/graph/metis/native/MetisGraph.d.ts +144 -0
  178. package/src/core/graph/metis/native/MetisGraph.d.ts.map +1 -0
  179. package/src/core/graph/metis/native/MetisGraph.js +212 -0
  180. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts +72 -0
  181. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts.map +1 -0
  182. package/src/core/graph/metis/native/bisection/BisectionScratch.js +101 -0
  183. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts +37 -0
  184. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts.map +1 -0
  185. package/src/core/graph/metis/native/bisection/bisect_graph.js +100 -0
  186. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts +15 -0
  187. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts.map +1 -0
  188. package/src/core/graph/metis/native/bisection/compute_2way_params.js +84 -0
  189. package/src/core/graph/metis/native/bisection/fm_2way.d.ts +30 -0
  190. package/src/core/graph/metis/native/bisection/fm_2way.d.ts.map +1 -0
  191. package/src/core/graph/metis/native/bisection/fm_2way.js +290 -0
  192. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts +23 -0
  193. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts.map +1 -0
  194. package/src/core/graph/metis/native/bisection/grow_bisection.js +137 -0
  195. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts +28 -0
  196. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts.map +1 -0
  197. package/src/core/graph/metis/native/bisection/split_graph_two_way.js +119 -0
  198. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts +20 -0
  199. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts.map +1 -0
  200. package/src/core/graph/metis/native/coarsen/coarsen_graph.js +94 -0
  201. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts +24 -0
  202. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts.map +1 -0
  203. package/src/core/graph/metis/native/coarsen/create_coarse_graph.js +158 -0
  204. package/src/core/graph/metis/native/coarsen/match_shem.d.ts +41 -0
  205. package/src/core/graph/metis/native/coarsen/match_shem.d.ts.map +1 -0
  206. package/src/core/graph/metis/native/coarsen/match_shem.js +175 -0
  207. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts +24 -0
  208. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts.map +1 -0
  209. package/src/core/graph/metis/native/initial/initial_kway_bfs.js +122 -0
  210. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts +29 -0
  211. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts.map +1 -0
  212. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.js +170 -0
  213. package/src/core/graph/metis/native/metis_partition_kway.d.ts +41 -0
  214. package/src/core/graph/metis/native/metis_partition_kway.d.ts.map +1 -0
  215. package/src/core/graph/metis/native/metis_partition_kway.js +126 -0
  216. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts +62 -0
  217. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts.map +1 -0
  218. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.js +261 -0
  219. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts +45 -0
  220. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts.map +1 -0
  221. package/src/core/graph/metis/native/refine/RefinementScratch.js +53 -0
  222. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts +18 -0
  223. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts.map +1 -0
  224. package/src/core/graph/metis/native/refine/compute_kway_params.js +138 -0
  225. package/src/core/graph/metis/native/refine/fm_kway.d.ts +63 -0
  226. package/src/core/graph/metis/native/refine/fm_kway.d.ts.map +1 -0
  227. package/src/core/graph/metis/native/refine/fm_kway.js +462 -0
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  493. package/src/engine/physics/island/IslandBuilder.d.ts.map +1 -0
  494. package/src/engine/physics/island/IslandBuilder.js +411 -0
  495. package/src/engine/physics/island/union_find.d.ts +51 -0
  496. package/src/engine/physics/island/union_find.d.ts.map +1 -0
  497. package/src/engine/physics/island/union_find.js +76 -0
  498. package/src/engine/physics/narrowphase/PosedShape.d.ts +51 -0
  499. package/src/engine/physics/narrowphase/PosedShape.d.ts.map +1 -0
  500. package/src/engine/physics/narrowphase/PosedShape.js +108 -0
  501. package/src/engine/physics/narrowphase/box_box_manifold.d.ts +32 -0
  502. package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -0
  503. package/src/engine/physics/narrowphase/box_box_manifold.js +639 -0
  504. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts +30 -0
  505. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts.map +1 -0
  506. package/src/engine/physics/narrowphase/box_triangle_contact.js +811 -0
  507. package/src/engine/physics/narrowphase/capsule_contacts.d.ts +122 -0
  508. package/src/engine/physics/narrowphase/capsule_contacts.d.ts.map +1 -0
  509. package/src/engine/physics/narrowphase/capsule_contacts.js +462 -0
  510. package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts +71 -0
  511. package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts.map +1 -0
  512. package/src/engine/physics/narrowphase/capsule_triangle_contact.js +375 -0
  513. package/src/engine/physics/narrowphase/compute_penetration.d.ts +91 -0
  514. package/src/engine/physics/narrowphase/compute_penetration.d.ts.map +1 -0
  515. package/src/engine/physics/narrowphase/compute_penetration.js +396 -0
  516. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts +35 -0
  517. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts.map +1 -0
  518. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.js +80 -0
  519. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts +31 -0
  520. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts.map +1 -0
  521. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.js +55 -0
  522. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts +42 -0
  523. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts.map +1 -0
  524. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.js +204 -0
  525. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts +42 -0
  526. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts.map +1 -0
  527. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.js +94 -0
  528. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts +37 -0
  529. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts.map +1 -0
  530. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.js +37 -0
  531. package/src/engine/physics/narrowphase/narrowphase_step.d.ts +17 -0
  532. package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -0
  533. package/src/engine/physics/narrowphase/narrowphase_step.js +1422 -0
  534. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts +38 -0
  535. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts.map +1 -0
  536. package/src/engine/physics/narrowphase/sphere_box_contact.js +123 -0
  537. package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts +26 -0
  538. package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts.map +1 -0
  539. package/src/engine/physics/narrowphase/sphere_sphere_contact.js +51 -0
  540. package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts +48 -0
  541. package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts.map +1 -0
  542. package/src/engine/physics/narrowphase/sphere_triangle_contact.js +143 -0
  543. package/src/engine/physics/queries/PhysicsSurfacePoint.d.ts +83 -0
  544. package/src/engine/physics/queries/PhysicsSurfacePoint.d.ts.map +1 -0
  545. package/src/engine/physics/queries/PhysicsSurfacePoint.js +100 -0
  546. package/src/engine/physics/queries/overlap_shape.d.ts +51 -0
  547. package/src/engine/physics/queries/overlap_shape.d.ts.map +1 -0
  548. package/src/engine/physics/queries/overlap_shape.js +183 -0
  549. package/src/engine/physics/queries/raycast.d.ts +20 -0
  550. package/src/engine/physics/queries/raycast.d.ts.map +1 -0
  551. package/src/engine/physics/queries/raycast.js +249 -0
  552. package/src/engine/physics/queries/shape_cast.d.ts +56 -0
  553. package/src/engine/physics/queries/shape_cast.d.ts.map +1 -0
  554. package/src/engine/physics/queries/shape_cast.js +387 -0
  555. package/src/engine/physics/solver/friction_cone.d.ts +16 -0
  556. package/src/engine/physics/solver/friction_cone.d.ts.map +1 -0
  557. package/src/engine/physics/solver/friction_cone.js +37 -0
  558. package/src/engine/physics/solver/solve_contacts.d.ts +122 -0
  559. package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -0
  560. package/src/engine/physics/solver/solve_contacts.js +1016 -0
  561. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.d.ts +0 -34
  562. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.d.ts.map +0 -1
  563. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.js +0 -66
  564. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.d.ts +0 -2
  565. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.d.ts.map +0 -1
  566. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.js +0 -54
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  568. package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.d.ts.map +0 -1
  569. package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.js +0 -26
  570. package/src/engine/ecs/components/Motion.d.ts +0 -21
  571. package/src/engine/ecs/components/Motion.d.ts.map +0 -1
  572. package/src/engine/ecs/components/Motion.js +0 -27
  573. package/src/engine/ecs/components/MotionSerializationAdapter.d.ts +0 -20
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  575. package/src/engine/ecs/components/MotionSerializationAdapter.js +0 -26
  576. package/src/engine/ecs/systems/MotionSystem.d.ts +0 -9
  577. package/src/engine/ecs/systems/MotionSystem.d.ts.map +0 -1
  578. package/src/engine/ecs/systems/MotionSystem.js +0 -29
  579. package/src/engine/physics/fluid/Fluid.d.ts +0 -26
  580. package/src/engine/physics/fluid/Fluid.d.ts.map +0 -1
  581. package/src/engine/physics/fluid/Fluid.js +0 -221
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  584. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.js +0 -8
@@ -19,7 +19,7 @@
19
19
  export class FirstPersonPlayerControllerSystem extends System<any, any, any, any, any> {
20
20
  constructor();
21
21
  dependencies: (typeof Transform | typeof FirstPersonPlayerController)[];
22
- components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof Camera>)[];
22
+ components_used: (ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof Camera>)[];
23
23
  /**
24
24
  * Per-entity runtime, keyed by entity id.
25
25
  * @type {Map<number, PerEntityRuntime>}
@@ -37,6 +37,34 @@ export class FirstPersonPlayerControllerSystem extends System<any, any, any, any
37
37
  * @type {number}
38
38
  */
39
39
  groundY: number;
40
+ /**
41
+ * Optional callback that returns the surface Y under the player
42
+ * for ground resolution. Called each tick with the player's
43
+ * current (x, y, z); returns the world-Y of the ground below,
44
+ * or null if no ground is below (gap / void).
45
+ *
46
+ * Combines with `useBuiltInFlatGround`: the effective ground for
47
+ * the tick is `max(this.groundY when enabled, resolver(...))`.
48
+ * Set both off (`useBuiltInFlatGround=false`, `groundResolver=null`)
49
+ * to defer to external physics entirely.
50
+ *
51
+ * Designed for prototypes / gyms that need elevated platforms
52
+ * without a full physics layer. Production should wire a real
53
+ * physics system instead.
54
+ *
55
+ * @type {((x:number, y:number, z:number) => number|null) | null}
56
+ */
57
+ groundResolver: (x: number, y: number, z: number) => number | null;
58
+ /**
59
+ * PhysicsSystem reference used by {@link _moveAndSlide}. Auto-
60
+ * acquired at startup; can be overridden by the caller. When
61
+ * null (no physics in the world), move-and-slide degrades to a
62
+ * direct position add — useful for spec setups that don't wire
63
+ * physics.
64
+ * @type {PhysicsSystem|null}
65
+ */
66
+ physicsSystem: PhysicsSystem | null;
67
+ startup(entityManager: any): Promise<void>;
40
68
  /**
41
69
  * @param {FirstPersonPlayerController} controller
42
70
  * @param {Transform} bodyTransform
@@ -49,6 +77,16 @@ export class FirstPersonPlayerControllerSystem extends System<any, any, any, any
49
77
  * @param {number} entity
50
78
  */
51
79
  unlink(controller: FirstPersonPlayerController, bodyTransform: Transform, entity: number): void;
80
+ /**
81
+ * Look up the per-entity runtime for an entity that has this
82
+ * controller. Used by cross-system code (sensors system, future
83
+ * ability-driven systems) to reach internal state without leaking
84
+ * it onto the controller component itself.
85
+ *
86
+ * @param {number} entity
87
+ * @returns {PerEntityRuntime|undefined} undefined if entity is not linked
88
+ */
89
+ getRuntime(entity: number): PerEntityRuntime | undefined;
52
90
  _currentDt: number;
53
91
  _currentRenderDt: number;
54
92
  /**
@@ -63,7 +101,132 @@ export class FirstPersonPlayerControllerSystem extends System<any, any, any, any
63
101
  * @param {PerEntityRuntime} runtime
64
102
  * @returns {boolean}
65
103
  */
66
- private _resolveCrouchHeld;
104
+ /**
105
+ * Swap {@link Collider.shape} to the pre-built capsule that matches
106
+ * the player's current posture. Cheap — just a reference swap when
107
+ * the posture changed, no-op otherwise. The pre-built shapes live
108
+ * on the runtime (see {@link PerEntityRuntime.colliderShapeStand}
109
+ * etc.) so this method allocates nothing per tick.
110
+ *
111
+ * Hang posture reuses Stand: the player's body is full-extent,
112
+ * hanging below the ledge — the rig handles the arms-up animation,
113
+ * but the collision volume is unchanged. If a game ever wants a
114
+ * narrower hang silhouette (e.g. wedging into a chimney) it can
115
+ * add a `colliderShapeHang` and route here.
116
+ *
117
+ * @private
118
+ */
119
+ private _syncColliderShape;
120
+ _resolveCrouchHeld(controller: any, runtime: any): any;
121
+ /**
122
+ * Jump finite-state-machine: button-edge detection, buffer + coyote
123
+ * grace, anticipation timer, impulse on completion. Variable-height
124
+ * cut is captured here as a `state.isVariableJumpCut` flag that the
125
+ * gravity step in `_integrateVerticalAndResolveGround` consumes.
126
+ *
127
+ * @private
128
+ * @param {FirstPersonPlayerController} controller
129
+ * @param {PerEntityRuntime} runtime
130
+ * @param {Transform} bodyTransform
131
+ * @param {number} dt
132
+ */
133
+ private _advanceJumpFsm;
134
+ /**
135
+ * Sweep the player's collider along (dx, dy, dz) via
136
+ * {@link PhysicsSystem.shapeCast} and translate the Transform up to
137
+ * (but not past) the first contact. Prevents tunneling through
138
+ * static geometry and creep-penetration over many ticks.
139
+ *
140
+ * v1 limitations:
141
+ * - The broadphase shape-cast returns the back-along-the-sweep
142
+ * normal (`−direction`), not the true surface normal. With
143
+ * that, the principled "slide along the surface" residual is
144
+ * `delta -= dot(delta, n)·n = 0` — i.e. the player stops at
145
+ * contact instead of sliding tangent to the wall. Once
146
+ * narrowphase refinement lands and `result.normal` becomes the
147
+ * true surface normal, the same residual computation will
148
+ * naturally produce sliding without an API change.
149
+ * - SKIN clearance (5 mm) keeps the player just shy of the wall
150
+ * so the next cast doesn't start with the capsule already in
151
+ * contact. Picking this too small risks GJK reporting `t = 0`
152
+ * and the player getting stuck; too large is visible as a gap.
153
+ *
154
+ * Falls through to a direct position add when the host hasn't
155
+ * wired a {@link PhysicsSystem} — useful for spec setups that
156
+ * don't bring physics up.
157
+ *
158
+ * @private
159
+ * @param {PerEntityRuntime} runtime
160
+ * @param {Transform} bodyTransform
161
+ * @param {number} deltaX
162
+ * @param {number} deltaY
163
+ * @param {number} deltaZ
164
+ * @returns {boolean} true if a contact occurred (and the sweep was
165
+ * truncated); false on a clean full advance.
166
+ */
167
+ private _moveAndSlide;
168
+ /**
169
+ * Gravity (with fall and cut multipliers), vertical integration,
170
+ * built-in flat-floor resolution (land event + impulse), and jump-apex
171
+ * detection. The full vertical phase of one fixed step.
172
+ *
173
+ * The built-in flat-floor branch only runs when `useBuiltInFlatGround`
174
+ * is true (the prototype's standalone mode); with an external physics
175
+ * layer attached the system relies on the layer to set `state.grounded`
176
+ * and only maintains airborne/grounded timers here.
177
+ *
178
+ * @private
179
+ * @param {FirstPersonPlayerController} controller
180
+ * @param {PerEntityRuntime} runtime
181
+ * @param {Transform} bodyTransform
182
+ * @param {number} dt
183
+ */
184
+ private _integrateVerticalAndResolveGround;
185
+ /**
186
+ * Run the base (no-ability) L1 locomotion phases: speed selection,
187
+ * desired-velocity computation, accel/decel, jump FSM, gravity, body
188
+ * integration, ground resolution. Only invoked when no ability owns
189
+ * the tick (see {@link AbilitySet.tick}).
190
+ *
191
+ * @private
192
+ * @param {FirstPersonPlayerController} controller
193
+ * @param {PerEntityRuntime} runtime
194
+ * @param {Transform} bodyTransform
195
+ * @param {number} dt
196
+ * @param {boolean} isCrouchActive
197
+ * @param {boolean} isSprintIntent
198
+ * @param {boolean} isBackwardIntent
199
+ */
200
+ private _runBaseLocomotion;
201
+ /**
202
+ * Compute the natural camera lean for this tick: lat-accel-driven
203
+ * roll into a turn, plus a yaw-rate look-lean contribution, both
204
+ * clamped. The result is the target the lean spring chases each
205
+ * tick when no ability has opinions.
206
+ *
207
+ * Pure-ish helper — reads `controller`, `runtime`, `dt`; returns a
208
+ * number. Extracted so both base and any future ability that wants
209
+ * to compose its lean on top of the natural value can call it.
210
+ *
211
+ * @private
212
+ * @param {FirstPersonPlayerController} controller
213
+ * @param {PerEntityRuntime} runtime
214
+ * @param {number} dt
215
+ * @returns {number} target roll in radians
216
+ */
217
+ private _computeNaturalLeanTarget;
218
+ /**
219
+ * Snapshot the per-tick "what is the body doing" information into the
220
+ * pose channels for downstream consumption (skeleton, sound, AI).
221
+ * Read-only with respect to controller state — this is purely a publish
222
+ * step.
223
+ *
224
+ * @private
225
+ * @param {FirstPersonPlayerController} controller
226
+ * @param {PerEntityRuntime} runtime
227
+ * @param {Transform} bodyTransform
228
+ */
229
+ private _publishPose;
67
230
  /**
68
231
  * Compose the eye transform from body + state-driven offsets.
69
232
  * @private
@@ -75,6 +238,7 @@ export class FirstPersonPlayerControllerSystem extends System<any, any, any, any
75
238
  import { System } from "../../ecs/System.js";
76
239
  import { Transform } from "../../ecs/transform/Transform.js";
77
240
  import { FirstPersonPlayerController } from "./FirstPersonPlayerController.js";
241
+ import { RigidBody } from "../../physics/ecs/RigidBody.js";
78
242
  import { ResourceAccessSpecification } from "../../../core/model/ResourceAccessSpecification.js";
79
243
  import { Camera } from "../../graphics/ecs/camera/Camera.js";
80
244
  /**
@@ -84,10 +248,57 @@ import { Camera } from "../../graphics/ecs/camera/Camera.js";
84
248
  * never see directly.
85
249
  */
86
250
  declare class PerEntityRuntime {
251
+ /**
252
+ * Co-attached kinematic body. Set by {@link FirstPersonPlayerControllerSystem.link}
253
+ * after asserting it's present. The controller writes Transform.position
254
+ * directly (existing motion logic); physics derives the body's velocity
255
+ * from the per-step delta. Other physics systems (raycasts, contact
256
+ * events) see the player through this body.
257
+ * @type {RigidBody|null}
258
+ */
259
+ rigidBody: RigidBody | null;
260
+ /**
261
+ * Co-attached collider, cached at link. Same source the physics
262
+ * narrowphase uses, so move-and-slide casts the player's
263
+ * actual collision shape against the world.
264
+ * @type {Collider|null}
265
+ */
266
+ collider: Collider | null;
267
+ /**
268
+ * Pre-allocated move-and-slide scratch — Ray3 and PhysicsSurfacePoint
269
+ * reused per cast so the controller doesn't churn the allocator
270
+ * each fixed step. Lazily filled by {@link _moveAndSlide}.
271
+ * @private
272
+ * @type {Ray3|null}
273
+ */
274
+ private slideRay;
275
+ /** @private @type {PhysicsSurfacePoint|null} */
276
+ private slideHit;
277
+ /**
278
+ * Pre-built capsule colliders, one per posture. Cached at link
279
+ * from `config.body.{height, crouchHeight, proneHeight, radius}`
280
+ * so {@link _syncColliderShape} can swap the collider's shape on
281
+ * a posture change with zero per-tick allocation. Hang reuses
282
+ * Stand (the player's body is full-extent, just hanging below
283
+ * the ledge — the rig animates the arms-up pose). Sentinel
284
+ * `lastPosture = -1` forces a sync on the first tick after
285
+ * link, so the initial shape always matches Stand.
286
+ * @private
287
+ * @type {TransformedShape3D|null}
288
+ */
289
+ private colliderShapeStand;
290
+ /** @private @type {TransformedShape3D|null} */
291
+ private colliderShapeCrouch;
292
+ /** @private @type {TransformedShape3D|null} */
293
+ private colliderShapeProne;
294
+ /** @private */
295
+ private lastPosture;
87
296
  /** Eye pitch in radians, clamped to config.look limits. */
88
297
  eyePitch: number;
89
298
  /** Body yaw in radians (around world up). */
90
299
  bodyYaw: number;
300
+ /** Yaw rate (rad/s) computed in look consumption — for evaluators. */
301
+ yawRateRadPerSec: number;
91
302
  /** Horizontal+vertical velocity. We integrate these inside the system
92
303
  * when no external physics layer is attached. */
93
304
  velocityX: number;
@@ -103,28 +314,31 @@ declare class PerEntityRuntime {
103
314
  anticipationRemaining: number;
104
315
  /** Cached derived gravity (m/s^2) from peakHeight + timeToApex. */
105
316
  gravity: number;
106
- /** Cached derived jump impulse (m/s upward). */
317
+ /** Cached derived jump impulse (m/s upward), post-mass-scaling. */
107
318
  jumpInitialVy: number;
108
- /** Spring state for landing dip (mutated in place). */
109
- landSpring: {
110
- value: number;
111
- velocity: number;
112
- };
113
- /** Spring state for FOV. */
114
- fovSpring: {
115
- value: number;
116
- velocity: number;
117
- };
118
- /** Spring state for eye height (crouch). */
119
- eyeHeightSpring: {
120
- value: number;
121
- velocity: number;
122
- };
123
- /** Spring state for lean roll (radians). */
124
- leanSpring: {
125
- value: number;
126
- velocity: number;
127
- };
319
+ /**
320
+ * Cached mass scaling factors — computed once at link. See
321
+ * {@link computeMassRatios}. Heavier ⇒ lower jumpV0Scale, lower
322
+ * groundAccelScale, higher landingDipScale + exertionRiseScale.
323
+ */
324
+ massRatios: any;
325
+ /** Spring for landing dip (under-damped → rings after impact). */
326
+ landSpring: Spring;
327
+ /** Spring for FOV (critically damped). */
328
+ fovSpring: Spring;
329
+ /** Spring for eye height (crouch transition). */
330
+ eyeHeightSpring: Spring;
331
+ /** Spring for lean roll (radians) — banks into lateral acceleration. */
332
+ leanSpring: Spring;
333
+ /**
334
+ * Lean target this tick (radians). Always set; L2.f spring-steps
335
+ * toward this value. Whoever owned motion this tick wrote it:
336
+ * base writes the lat-accel + look-lean derived value at the end
337
+ * of {@link _runBaseLocomotion}; abilities that want to override
338
+ * (WallRun → tilt-into-wall, Slide/Mantle/LedgeGrab → zero) write
339
+ * their own value in tick. Uniform channel — no null sentinel.
340
+ */
341
+ leanTargetRad: number;
128
342
  /** Previous horizontal velocity — for lateral acceleration → lean. */
129
343
  prevVelocityX: number;
130
344
  prevVelocityZ: number;
@@ -144,8 +358,90 @@ declare class PerEntityRuntime {
144
358
  prevBreathPhase: number;
145
359
  /** Which foot fires next — flipped on each footstep signal. */
146
360
  nextFootSide: string;
361
+ /**
362
+ * Which foot is currently bearing the body's weight (the foot that
363
+ * most recently landed). Drives the lateral-bob direction: at R
364
+ * midstance the COM is over the right foot, so the head shifts
365
+ * laterally toward screen-right; at L midstance the opposite.
366
+ * Coupled to the same signal the footstep emits, so anything that
367
+ * listens to onFootStep.side will see the bob agree.
368
+ * Initialized "L" so the very first footstep fires "R" and the
369
+ * standingFoot updates to "R" — putting the head laterally right
370
+ * during the first half-stride, as expected.
371
+ */
372
+ standingFoot: string;
373
+ /**
374
+ * [0..1] How "backward" the player is currently moving. Derived in
375
+ * fixedUpdate from velocity · screen-forward, normalized to sprint
376
+ * speed. Drives the gait wobble amplifier on the L3 camera-composition
377
+ * pass. Stored on runtime (rather than state) because it's a render-
378
+ * side input — downstream observers should look at velocity directly.
379
+ */
380
+ backwardness: number;
381
+ /**
382
+ * Smoothed bob amplitude envelope. Target = max(speedNormalized,
383
+ * backwardness) when grounded, 0 airborne. Spring decay prevents
384
+ * the whiplash where stopping motion would snap the bob to neutral.
385
+ */
386
+ bobIntensitySpring: Spring;
387
+ /**
388
+ * Vertical impact spring — kicked downward at each footfall, decays
389
+ * with a slight under-damped overshoot. Produces the impact-arrest +
390
+ * leg-push curve. value units: meters (added directly to eyeLocal.y).
391
+ */
392
+ verticalImpactSpring: Spring;
393
+ /**
394
+ * Sprint-posture spring — eye pitches forward as the player commits
395
+ * to a sprint, returns to neutral when they slow. Value is in
396
+ * radians; slower half-life than other springs so it feels like
397
+ * a posture change rather than an input twitch. See cfg.posture.
398
+ */
399
+ sprintPostureSpring: Spring;
400
+ /**
401
+ * Head-droop spring — additional forward pitch as exertion rises.
402
+ * Sells fatigue subtly. Target tracks exertion-driven max droop
403
+ * angle; spring lag keeps the transition slow and physical.
404
+ */
405
+ headDroopSpring: Spring;
406
+ /**
407
+ * [0..1] sprintness — how much of the walk→sprint speed range the
408
+ * body is currently in. Computed in fixedUpdate, read by L3 for FOV
409
+ * and the sprint-posture pitch / forward-shift offset.
410
+ */
411
+ sprintness: number;
412
+ /**
413
+ * Cached sin/cos of current body yaw — written once per fixedUpdate
414
+ * after look intent is consumed, read by every downstream step
415
+ * (locomotion, backwardness, lean look-rate, pose channels). Avoids
416
+ * recomputing the trig 3+ times per tick.
417
+ */
418
+ sinYaw: number;
419
+ cosYaw: number;
420
+ /** Cached horizontal speed (m/s) for this tick — written in derived-state. */
421
+ horizSpeed: number;
422
+ /** Cached stride frequency (Hz) for this tick — written in breath block, read by stride. */
423
+ strideFreqHz: number;
424
+ /**
425
+ * Additive accumulator for body-local eye-position offsets. The
426
+ * system pushes its own contributions (bob, breath, landing,
427
+ * sprint posture) each render frame; external systems can push
428
+ * recoil/shake/knockback contributions via the same interface.
429
+ */
430
+ eyeOffsetStack: EyeOffsetStack;
431
+ /**
432
+ * Spatial-query results populated by {@link FirstPersonSensorsSystem}
433
+ * (when present). Abilities and the locomotion FSM read this.
434
+ * Lives on runtime so other systems can populate it without
435
+ * touching the controller component's public surface.
436
+ */
437
+ sensors: FirstPersonSensors;
147
438
  /** Cached eye entity ID. -1 until link assigns it. */
148
439
  eyeEntity: number;
149
440
  }
441
+ import { PhysicsSystem } from "../../physics/ecs/PhysicsSystem.js";
442
+ import { Collider } from "../../physics/ecs/Collider.js";
443
+ import { Spring } from "./math/Spring.js";
444
+ import { EyeOffsetStack } from "./composer/EyeOffsetStack.js";
445
+ import { FirstPersonSensors } from "./sensors/FirstPersonSensors.js";
150
446
  export {};
151
447
  //# sourceMappingURL=FirstPersonPlayerControllerSystem.d.ts.map
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