@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.
- package/package.json +1 -1
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts +3 -3
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.js +4 -4
- package/src/core/collection/PairUint32Map.d.ts +100 -0
- package/src/core/collection/PairUint32Map.d.ts.map +1 -0
- package/src/core/collection/PairUint32Map.js +321 -0
- package/src/core/collection/Uint32Map.d.ts +119 -0
- package/src/core/collection/Uint32Map.d.ts.map +1 -0
- package/src/core/collection/Uint32Map.js +345 -0
- package/src/core/collection/array/array_shuffle.d.ts +10 -3
- package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
- package/src/core/collection/array/array_shuffle.js +27 -22
- package/src/core/collection/heap/FibonacciHeap.d.ts +195 -0
- package/src/core/collection/heap/FibonacciHeap.d.ts.map +1 -0
- package/src/core/collection/heap/FibonacciHeap.js +586 -0
- package/src/core/collection/heap/Uint32Heap.js +1 -1
- package/src/core/collection/heap/Uint32Heap4.d.ts +169 -0
- package/src/core/collection/heap/Uint32Heap4.d.ts.map +1 -0
- package/src/core/collection/heap/Uint32Heap4.js +490 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +30 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +93 -0
- package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts +27 -0
- package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts.map +1 -0
- package/src/core/geom/3d/line/line3_closest_points_segment_segment.js +88 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +54 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +69 -0
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts +24 -2
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/AbstractShape3D.js +24 -1
- package/src/core/geom/3d/shape/BoxShape3D.d.ts +61 -0
- package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -0
- package/src/core/geom/3d/shape/BoxShape3D.js +158 -0
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +11 -0
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.js +12 -0
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +148 -0
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -0
- package/src/core/geom/3d/shape/HeightMapShape3D.js +451 -0
- package/src/core/geom/3d/shape/MeshShape3D.d.ts +210 -0
- package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -0
- package/src/core/geom/3d/shape/MeshShape3D.js +593 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +46 -2
- package/src/core/geom/3d/shape/Triangle3D.d.ts +95 -0
- package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -0
- package/src/core/geom/3d/shape/Triangle3D.js +318 -0
- package/src/core/geom/3d/shape/UnionShape3D.js +13 -0
- package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts +37 -9
- package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnitCubeShape3D.js +45 -98
- package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnitSphereShape3D.js +11 -0
- package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts +30 -0
- package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts.map +1 -0
- package/src/core/geom/3d/shape/shape_mesh_from_geometry.js +64 -0
- package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts +61 -0
- package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -0
- package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +148 -0
- package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts +39 -0
- package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.js +147 -0
- package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts +15 -0
- package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.js +22 -0
- package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts +2 -0
- package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +671 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts +28 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.js +48 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts +26 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +222 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts +34 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.js +146 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts +36 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +232 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts +33 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +255 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts +68 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +387 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +35 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +140 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +31 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +97 -0
- package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +32 -0
- package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +66 -0
- package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +41 -0
- package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +124 -13
- package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts +134 -0
- package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/BinaryTopology.js +276 -3
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +17 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +135 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts +14 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.js +177 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +20 -4
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +5 -3
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +9 -0
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.js +21 -45
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.js +7 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts +8 -6
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +8 -6
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +22 -0
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +73 -0
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +51 -1
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts +10 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +42 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts +28 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +227 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts +13 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.js +108 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts +11 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.js +20 -0
- package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts +20 -0
- package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.js +38 -0
- package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts +2 -2
- package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/v3_compute_triangle_normal.js +1 -1
- package/src/core/geom/vec3/v3_dot_array_array.d.ts +3 -3
- package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_dot_array_array.js +2 -2
- package/src/core/geom/vec3/v3_negate_array.d.ts +3 -3
- package/src/core/geom/vec3/v3_negate_array.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_negate_array.js +2 -2
- package/src/core/geom/vec3/v3_quat3_apply.d.ts +29 -0
- package/src/core/geom/vec3/v3_quat3_apply.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_quat3_apply.js +39 -0
- package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts +30 -0
- package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_quat3_apply_inverse.js +41 -0
- package/src/core/geom/vec3/v3_triple_cross_product.d.ts +32 -0
- package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_triple_cross_product.js +45 -0
- package/src/core/graph/csr/CSRGraph.d.ts +168 -0
- package/src/core/graph/csr/CSRGraph.d.ts.map +1 -0
- package/src/core/graph/csr/CSRGraph.js +319 -0
- package/src/core/graph/metis/cluster_mesh_metis.d.ts +12 -0
- package/src/core/graph/metis/cluster_mesh_metis.d.ts.map +1 -1
- package/src/core/graph/metis/cluster_mesh_metis.js +12 -0
- package/src/core/graph/metis/metis.d.ts +19 -0
- package/src/core/graph/metis/metis.d.ts.map +1 -1
- package/src/core/graph/metis/metis.js +20 -0
- package/src/core/graph/metis/metis_cluster_bs.d.ts +11 -0
- package/src/core/graph/metis/metis_cluster_bs.d.ts.map +1 -1
- package/src/core/graph/metis/metis_cluster_bs.js +11 -0
- package/src/core/graph/metis/metis_options.d.ts +17 -2
- package/src/core/graph/metis/metis_options.d.ts.map +1 -1
- package/src/core/graph/metis/metis_options.js +17 -2
- package/src/core/graph/metis/native/MetisGraph.d.ts +144 -0
- package/src/core/graph/metis/native/MetisGraph.d.ts.map +1 -0
- package/src/core/graph/metis/native/MetisGraph.js +212 -0
- package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts +72 -0
- package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts.map +1 -0
- package/src/core/graph/metis/native/bisection/BisectionScratch.js +101 -0
- package/src/core/graph/metis/native/bisection/bisect_graph.d.ts +37 -0
- package/src/core/graph/metis/native/bisection/bisect_graph.d.ts.map +1 -0
- package/src/core/graph/metis/native/bisection/bisect_graph.js +100 -0
- package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts +15 -0
- package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts.map +1 -0
- package/src/core/graph/metis/native/bisection/compute_2way_params.js +84 -0
- package/src/core/graph/metis/native/bisection/fm_2way.d.ts +30 -0
- package/src/core/graph/metis/native/bisection/fm_2way.d.ts.map +1 -0
- package/src/core/graph/metis/native/bisection/fm_2way.js +290 -0
- package/src/core/graph/metis/native/bisection/grow_bisection.d.ts +23 -0
- package/src/core/graph/metis/native/bisection/grow_bisection.d.ts.map +1 -0
- package/src/core/graph/metis/native/bisection/grow_bisection.js +137 -0
- package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts +28 -0
- package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts.map +1 -0
- package/src/core/graph/metis/native/bisection/split_graph_two_way.js +119 -0
- package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts +20 -0
- package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts.map +1 -0
- package/src/core/graph/metis/native/coarsen/coarsen_graph.js +94 -0
- package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts +24 -0
- package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts.map +1 -0
- package/src/core/graph/metis/native/coarsen/create_coarse_graph.js +158 -0
- package/src/core/graph/metis/native/coarsen/match_shem.d.ts +41 -0
- package/src/core/graph/metis/native/coarsen/match_shem.d.ts.map +1 -0
- package/src/core/graph/metis/native/coarsen/match_shem.js +175 -0
- package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts +24 -0
- package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts.map +1 -0
- package/src/core/graph/metis/native/initial/initial_kway_bfs.js +122 -0
- package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts +29 -0
- package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts.map +1 -0
- package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.js +170 -0
- package/src/core/graph/metis/native/metis_partition_kway.d.ts +41 -0
- package/src/core/graph/metis/native/metis_partition_kway.d.ts.map +1 -0
- package/src/core/graph/metis/native/metis_partition_kway.js +126 -0
- package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts +62 -0
- package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts.map +1 -0
- package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.js +261 -0
- package/src/core/graph/metis/native/refine/RefinementScratch.d.ts +45 -0
- package/src/core/graph/metis/native/refine/RefinementScratch.d.ts.map +1 -0
- package/src/core/graph/metis/native/refine/RefinementScratch.js +53 -0
- package/src/core/graph/metis/native/refine/compute_kway_params.d.ts +18 -0
- package/src/core/graph/metis/native/refine/compute_kway_params.d.ts.map +1 -0
- package/src/core/graph/metis/native/refine/compute_kway_params.js +138 -0
- package/src/core/graph/metis/native/refine/fm_kway.d.ts +63 -0
- package/src/core/graph/metis/native/refine/fm_kway.d.ts.map +1 -0
- package/src/core/graph/metis/native/refine/fm_kway.js +462 -0
- package/src/core/graph/metis/native/refine/project_kway.d.ts +22 -0
- package/src/core/graph/metis/native/refine/project_kway.d.ts.map +1 -0
- package/src/core/graph/metis/native/refine/project_kway.js +43 -0
- package/src/core/graph/metis/native/refine/refine_kway.d.ts +34 -0
- package/src/core/graph/metis/native/refine/refine_kway.d.ts.map +1 -0
- package/src/core/graph/metis/native/refine/refine_kway.js +43 -0
- package/src/core/math/linalg/eigen/matrix_householder_in_place.d.ts +2 -2
- package/src/core/math/linalg/eigen/matrix_householder_in_place.js +2 -2
- package/src/core/math/linalg/eigen/matrix_qr_in_place.d.ts +6 -4
- package/src/core/math/linalg/eigen/matrix_qr_in_place.d.ts.map +1 -1
- package/src/core/math/linalg/eigen/matrix_qr_in_place.js +69 -23
- package/src/engine/EngineHarness.d.ts +3 -1
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +3 -0
- package/src/engine/control/first-person/DESIGN.md +30 -6
- package/src/engine/control/first-person/DESIGN_EXTENSIONS.md +563 -0
- package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +115 -9
- package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerController.js +211 -176
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +601 -8
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +349 -8
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +319 -23
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +1789 -799
- package/src/engine/control/first-person/TODO.md +173 -0
- package/src/engine/control/first-person/abilities/Ability.d.ts +101 -0
- package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -0
- package/src/engine/control/first-person/abilities/Ability.js +119 -0
- package/src/engine/control/first-person/abilities/AbilitySet.d.ts +86 -0
- package/src/engine/control/first-person/abilities/AbilitySet.d.ts.map +1 -0
- package/src/engine/control/first-person/abilities/AbilitySet.js +185 -0
- package/src/engine/control/first-person/abilities/LedgeGrab.d.ts +62 -0
- package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -0
- package/src/engine/control/first-person/abilities/LedgeGrab.js +199 -0
- package/src/engine/control/first-person/abilities/Mantle.d.ts +45 -0
- package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -0
- package/src/engine/control/first-person/abilities/Mantle.js +188 -0
- package/src/engine/control/first-person/abilities/Slide.d.ts +33 -0
- package/src/engine/control/first-person/abilities/Slide.d.ts.map +1 -0
- package/src/engine/control/first-person/abilities/Slide.js +166 -0
- package/src/engine/control/first-person/abilities/WallJump.d.ts +45 -0
- package/src/engine/control/first-person/abilities/WallJump.d.ts.map +1 -0
- package/src/engine/control/first-person/abilities/WallJump.js +131 -0
- package/src/engine/control/first-person/abilities/WallRun.d.ts +44 -0
- package/src/engine/control/first-person/abilities/WallRun.d.ts.map +1 -0
- package/src/engine/control/first-person/abilities/WallRun.js +180 -0
- package/src/engine/control/first-person/composer/EyeOffsetStack.d.ts +49 -0
- package/src/engine/control/first-person/composer/EyeOffsetStack.d.ts.map +1 -0
- package/src/engine/control/first-person/composer/EyeOffsetStack.js +60 -0
- package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.d.ts +100 -0
- package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.d.ts.map +1 -0
- package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.js +133 -0
- package/src/engine/control/first-person/mastery/DecisionPoint.d.ts +10 -0
- package/src/engine/control/first-person/mastery/DecisionPoint.d.ts.map +1 -0
- package/src/engine/control/first-person/mastery/DecisionPoint.js +30 -0
- package/src/engine/control/first-person/mastery/FootAsymmetryTurnEvaluator.d.ts +61 -0
- package/src/engine/control/first-person/mastery/FootAsymmetryTurnEvaluator.d.ts.map +1 -0
- package/src/engine/control/first-person/mastery/FootAsymmetryTurnEvaluator.js +109 -0
- package/src/engine/control/first-person/mastery/MasteryEvaluator.d.ts +40 -0
- package/src/engine/control/first-person/mastery/MasteryEvaluator.d.ts.map +1 -0
- package/src/engine/control/first-person/mastery/MasteryEvaluator.js +45 -0
- package/src/engine/control/first-person/mastery/MasteryScore.d.ts +68 -0
- package/src/engine/control/first-person/mastery/MasteryScore.d.ts.map +1 -0
- package/src/engine/control/first-person/mastery/MasteryScore.js +100 -0
- package/src/engine/control/first-person/mastery/MasterySet.d.ts +60 -0
- package/src/engine/control/first-person/mastery/MasterySet.d.ts.map +1 -0
- package/src/engine/control/first-person/mastery/MasterySet.js +86 -0
- package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.d.ts +58 -0
- package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.d.ts.map +1 -0
- package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.js +83 -0
- package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.d.ts +69 -0
- package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.d.ts.map +1 -0
- package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.js +109 -0
- package/src/engine/control/first-person/math/Spring.d.ts +56 -0
- package/src/engine/control/first-person/math/Spring.d.ts.map +1 -0
- package/src/engine/control/first-person/math/Spring.js +71 -0
- package/src/engine/control/first-person/math/computeLRCBreathRate.d.ts +26 -0
- package/src/engine/control/first-person/math/computeLRCBreathRate.d.ts.map +1 -0
- package/src/engine/control/first-person/math/computeLRCBreathRate.js +41 -0
- package/src/engine/control/first-person/math/computeMassRatios.d.ts +35 -0
- package/src/engine/control/first-person/math/computeMassRatios.d.ts.map +1 -0
- package/src/engine/control/first-person/math/computeMassRatios.js +44 -0
- package/src/engine/control/first-person/pose/FirstPersonPose.d.ts +31 -1
- package/src/engine/control/first-person/pose/FirstPersonPose.d.ts.map +1 -1
- package/src/engine/control/first-person/pose/FirstPersonPose.js +49 -3
- package/src/engine/control/first-person/pose/FirstPersonPosture.d.ts +7 -0
- package/src/engine/control/first-person/pose/FirstPersonPosture.d.ts.map +1 -0
- package/src/engine/control/first-person/pose/FirstPersonPosture.js +27 -0
- package/src/engine/control/first-person/prototype_first_person_controller.js +637 -120
- package/src/engine/control/first-person/sensors/FirstPersonSensors.d.ts +58 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensors.d.ts.map +1 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensors.js +77 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +80 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +196 -0
- package/src/engine/control/first-person/test/buildTestPlayer.d.ts +20 -0
- package/src/engine/control/first-person/test/buildTestPlayer.d.ts.map +1 -0
- package/src/engine/control/first-person/test/buildTestPlayer.js +36 -0
- package/src/engine/graphics/camera/testClippingPlaneComputation.js +0 -2
- package/src/engine/graphics/ecs/light/Light.d.ts.map +1 -1
- package/src/engine/graphics/ecs/light/Light.js +27 -0
- package/src/engine/graphics/ecs/light/LightSystem.js +1 -1
- package/src/engine/graphics/ecs/path/PathDisplaySystem.d.ts.map +1 -1
- package/src/engine/graphics/ecs/path/testPathDisplaySystem.js +0 -2
- package/src/engine/graphics/ecs/path/tube/prototypeAnimatedPathMask.js +0 -2
- package/src/engine/graphics/geometry/CapsuleGeometry.d.ts +42 -0
- package/src/engine/graphics/geometry/CapsuleGeometry.d.ts.map +1 -0
- package/src/engine/graphics/geometry/CapsuleGeometry.js +171 -0
- package/src/engine/graphics/render/buffer/buffers/prototypeNormalFrameBuffer.js +0 -2
- package/src/engine/graphics/render/forward_plus/plugin/ptototypeFPPlugin.js +0 -2
- package/src/engine/graphics/render/visibility/hiz/prototypeHiZ.js +0 -2
- package/src/engine/navigation/grid/find_path_on_grid_astar.d.ts.map +1 -1
- package/src/engine/navigation/grid/find_path_on_grid_astar.js +11 -2
- package/src/engine/navigation/mesh/bt_mesh_face_find_path.d.ts.map +1 -1
- package/src/engine/navigation/mesh/bt_mesh_face_find_path.js +11 -1
- package/src/engine/physics/BULLET_REVIEW.md +945 -0
- package/src/engine/physics/CANNON_REVIEW.md +1300 -0
- package/src/engine/physics/JOLT_REVIEW.md +913 -0
- package/src/engine/physics/PLAN.md +461 -0
- package/src/engine/physics/RAPIER_REVIEW.md +934 -0
- package/src/engine/physics/REVIEW_001_ACTION_PLAN.md +642 -0
- package/src/engine/physics/body/BodyStorage.d.ts +187 -0
- package/src/engine/physics/body/BodyStorage.d.ts.map +1 -0
- package/src/engine/physics/body/BodyStorage.js +427 -0
- package/src/engine/physics/broadphase/PairList.d.ts +62 -0
- package/src/engine/physics/broadphase/PairList.d.ts.map +1 -0
- package/src/engine/physics/broadphase/PairList.js +97 -0
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +16 -0
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -0
- package/src/engine/physics/broadphase/compute_fat_world_aabb.js +61 -0
- package/src/engine/physics/broadphase/generate_pairs.d.ts +38 -0
- package/src/engine/physics/broadphase/generate_pairs.d.ts.map +1 -0
- package/src/engine/physics/broadphase/generate_pairs.js +101 -0
- package/src/engine/physics/contact/ManifoldStore.d.ts +299 -0
- package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -0
- package/src/engine/physics/contact/ManifoldStore.js +608 -0
- package/src/engine/physics/ecs/BodyKind.d.ts +23 -0
- package/src/engine/physics/ecs/BodyKind.d.ts.map +1 -0
- package/src/engine/physics/ecs/BodyKind.js +24 -0
- package/src/engine/physics/ecs/Collider.d.ts +98 -0
- package/src/engine/physics/ecs/Collider.d.ts.map +1 -0
- package/src/engine/physics/ecs/Collider.js +136 -0
- package/src/engine/physics/ecs/ColliderFlags.d.ts +14 -0
- package/src/engine/physics/ecs/ColliderFlags.d.ts.map +1 -0
- package/src/engine/physics/ecs/ColliderFlags.js +15 -0
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +58 -0
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts.map +1 -0
- package/src/engine/physics/ecs/ColliderObserverSystem.js +103 -0
- package/src/engine/physics/ecs/ColliderSerializationAdapter.d.ts +25 -0
- package/src/engine/physics/ecs/ColliderSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/ecs/ColliderSerializationAdapter.js +37 -0
- package/src/engine/physics/ecs/PhysicsEvents.d.ts +15 -0
- package/src/engine/physics/ecs/PhysicsEvents.d.ts.map +1 -0
- package/src/engine/physics/ecs/PhysicsEvents.js +16 -0
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +628 -0
- package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -0
- package/src/engine/physics/ecs/PhysicsSystem.js +1301 -0
- package/src/engine/physics/ecs/RigidBody.d.ts +197 -0
- package/src/engine/physics/ecs/RigidBody.d.ts.map +1 -0
- package/src/engine/physics/ecs/RigidBody.js +240 -0
- package/src/engine/physics/ecs/RigidBodyFlags.d.ts +21 -0
- package/src/engine/physics/ecs/RigidBodyFlags.d.ts.map +1 -0
- package/src/engine/physics/ecs/RigidBodyFlags.js +22 -0
- package/src/engine/physics/ecs/RigidBodySerializationAdapter.d.ts +28 -0
- package/src/engine/physics/ecs/RigidBodySerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/ecs/RigidBodySerializationAdapter.js +81 -0
- package/src/engine/physics/ecs/SleepState.d.ts +11 -0
- package/src/engine/physics/ecs/SleepState.d.ts.map +1 -0
- package/src/engine/physics/ecs/SleepState.js +12 -0
- package/src/engine/physics/events/ContactEventBuffer.d.ts +46 -0
- package/src/engine/physics/events/ContactEventBuffer.d.ts.map +1 -0
- package/src/engine/physics/events/ContactEventBuffer.js +83 -0
- package/src/engine/physics/events/diff_manifolds.d.ts +25 -0
- package/src/engine/physics/events/diff_manifolds.d.ts.map +1 -0
- package/src/engine/physics/events/diff_manifolds.js +50 -0
- package/src/engine/physics/fluid/FluidField.d.ts +294 -16
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +510 -66
- package/src/engine/physics/fluid/FluidSimulator.d.ts +188 -5
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +456 -95
- package/src/engine/physics/fluid/SliceVisualiser.d.ts +29 -6
- package/src/engine/physics/fluid/SliceVisualiser.d.ts.map +1 -1
- package/src/engine/physics/fluid/SliceVisualiser.js +190 -165
- package/src/engine/physics/fluid/ecs/FluidComponent.d.ts +154 -0
- package/src/engine/physics/fluid/ecs/FluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidComponent.js +238 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +45 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +89 -0
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +107 -0
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidSystem.js +278 -0
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +62 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +81 -6
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +17 -4
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +105 -12
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +43 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +210 -0
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +62 -1
- package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/WakeFluidEffector.js +302 -8
- package/src/engine/physics/fluid/prototype.js +102 -91
- package/src/engine/physics/fluid/solver/optimal_sor_omega.d.ts +33 -0
- package/src/engine/physics/fluid/solver/optimal_sor_omega.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/optimal_sor_omega.js +41 -0
- package/src/engine/physics/fluid/solver/v3_grid_apply_advection_forward.d.ts +20 -5
- package/src/engine/physics/fluid/solver/v3_grid_apply_advection_forward.d.ts.map +1 -1
- package/src/engine/physics/fluid/solver/v3_grid_apply_advection_forward.js +60 -38
- package/src/engine/physics/fluid/solver/v3_grid_apply_diffusion.d.ts +25 -4
- package/src/engine/physics/fluid/solver/v3_grid_apply_diffusion.d.ts.map +1 -1
- package/src/engine/physics/fluid/solver/v3_grid_apply_diffusion.js +93 -73
- package/src/engine/physics/fluid/solver/v3_grid_apply_scalar_advection.d.ts +23 -0
- package/src/engine/physics/fluid/solver/v3_grid_apply_scalar_advection.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/v3_grid_apply_scalar_advection.js +60 -0
- package/src/engine/physics/fluid/solver/v3_grid_compute_divergence.d.ts +23 -0
- package/src/engine/physics/fluid/solver/v3_grid_compute_divergence.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/v3_grid_compute_divergence.js +68 -0
- package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.d.ts +30 -0
- package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.js +66 -0
- package/src/engine/physics/fluid/solver/v3_grid_patch_edges_uniform.d.ts +26 -0
- package/src/engine/physics/fluid/solver/v3_grid_patch_edges_uniform.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/v3_grid_patch_edges_uniform.js +113 -0
- package/src/engine/physics/fluid/solver/v3_grid_shift_in_place.d.ts +30 -0
- package/src/engine/physics/fluid/solver/v3_grid_shift_in_place.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/v3_grid_shift_in_place.js +107 -0
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.d.ts +49 -0
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.js +126 -0
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.d.ts +93 -0
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.js +424 -0
- package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts +48 -0
- package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts.map +1 -0
- package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.js +92 -0
- package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts +6 -6
- package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts.map +1 -1
- package/src/engine/physics/gjk/expanding_polytope_algorithm.js +76 -32
- package/src/engine/physics/gjk/gjk.d.ts +28 -2
- package/src/engine/physics/gjk/gjk.d.ts.map +1 -1
- package/src/engine/physics/gjk/gjk.js +421 -378
- package/src/engine/physics/gjk/minkowski_support.d.ts +37 -0
- package/src/engine/physics/gjk/minkowski_support.d.ts.map +1 -0
- package/src/engine/physics/gjk/minkowski_support.js +75 -0
- package/src/engine/physics/gjk/mpr.d.ts +56 -0
- package/src/engine/physics/gjk/mpr.d.ts.map +1 -0
- package/src/engine/physics/gjk/mpr.js +344 -0
- package/src/engine/physics/inertia/world_inverse_inertia.d.ts +44 -0
- package/src/engine/physics/inertia/world_inverse_inertia.d.ts.map +1 -0
- package/src/engine/physics/inertia/world_inverse_inertia.js +77 -0
- package/src/engine/physics/integration/integrate_position.d.ts +34 -0
- package/src/engine/physics/integration/integrate_position.d.ts.map +1 -0
- package/src/engine/physics/integration/integrate_position.js +79 -0
- package/src/engine/physics/integration/integrate_velocity.d.ts +55 -0
- package/src/engine/physics/integration/integrate_velocity.d.ts.map +1 -0
- package/src/engine/physics/integration/integrate_velocity.js +160 -0
- package/src/engine/physics/integration/quat_integrate.d.ts +27 -0
- package/src/engine/physics/integration/quat_integrate.d.ts.map +1 -0
- package/src/engine/physics/integration/quat_integrate.js +62 -0
- package/src/engine/physics/island/IslandBuilder.d.ts +167 -0
- package/src/engine/physics/island/IslandBuilder.d.ts.map +1 -0
- package/src/engine/physics/island/IslandBuilder.js +411 -0
- package/src/engine/physics/island/union_find.d.ts +51 -0
- package/src/engine/physics/island/union_find.d.ts.map +1 -0
- package/src/engine/physics/island/union_find.js +76 -0
- package/src/engine/physics/narrowphase/PosedShape.d.ts +51 -0
- package/src/engine/physics/narrowphase/PosedShape.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/PosedShape.js +108 -0
- package/src/engine/physics/narrowphase/box_box_manifold.d.ts +32 -0
- package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/box_box_manifold.js +639 -0
- package/src/engine/physics/narrowphase/box_triangle_contact.d.ts +30 -0
- package/src/engine/physics/narrowphase/box_triangle_contact.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/box_triangle_contact.js +811 -0
- package/src/engine/physics/narrowphase/capsule_contacts.d.ts +122 -0
- package/src/engine/physics/narrowphase/capsule_contacts.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/capsule_contacts.js +462 -0
- package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts +71 -0
- package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/capsule_triangle_contact.js +375 -0
- package/src/engine/physics/narrowphase/compute_penetration.d.ts +91 -0
- package/src/engine/physics/narrowphase/compute_penetration.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/compute_penetration.js +396 -0
- package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts +35 -0
- package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.js +80 -0
- package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts +31 -0
- package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.js +55 -0
- package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts +42 -0
- package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.js +204 -0
- package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts +42 -0
- package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.js +94 -0
- package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts +37 -0
- package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.js +37 -0
- package/src/engine/physics/narrowphase/narrowphase_step.d.ts +17 -0
- package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/narrowphase_step.js +1422 -0
- package/src/engine/physics/narrowphase/sphere_box_contact.d.ts +38 -0
- package/src/engine/physics/narrowphase/sphere_box_contact.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/sphere_box_contact.js +123 -0
- package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts +26 -0
- package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/sphere_sphere_contact.js +51 -0
- package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts +48 -0
- package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/sphere_triangle_contact.js +143 -0
- package/src/engine/physics/queries/PhysicsSurfacePoint.d.ts +83 -0
- package/src/engine/physics/queries/PhysicsSurfacePoint.d.ts.map +1 -0
- package/src/engine/physics/queries/PhysicsSurfacePoint.js +100 -0
- package/src/engine/physics/queries/overlap_shape.d.ts +51 -0
- package/src/engine/physics/queries/overlap_shape.d.ts.map +1 -0
- package/src/engine/physics/queries/overlap_shape.js +183 -0
- package/src/engine/physics/queries/raycast.d.ts +20 -0
- package/src/engine/physics/queries/raycast.d.ts.map +1 -0
- package/src/engine/physics/queries/raycast.js +249 -0
- package/src/engine/physics/queries/shape_cast.d.ts +56 -0
- package/src/engine/physics/queries/shape_cast.d.ts.map +1 -0
- package/src/engine/physics/queries/shape_cast.js +387 -0
- package/src/engine/physics/solver/friction_cone.d.ts +16 -0
- package/src/engine/physics/solver/friction_cone.d.ts.map +1 -0
- package/src/engine/physics/solver/friction_cone.js +37 -0
- package/src/engine/physics/solver/solve_contacts.d.ts +122 -0
- package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -0
- package/src/engine/physics/solver/solve_contacts.js +1016 -0
- package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.d.ts +0 -34
- package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.d.ts.map +0 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.js +0 -66
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.d.ts +0 -2
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.d.ts.map +0 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.js +0 -54
- package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.d.ts +0 -2
- package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.d.ts.map +0 -1
- package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.js +0 -26
- package/src/engine/ecs/components/Motion.d.ts +0 -21
- package/src/engine/ecs/components/Motion.d.ts.map +0 -1
- package/src/engine/ecs/components/Motion.js +0 -27
- package/src/engine/ecs/components/MotionSerializationAdapter.d.ts +0 -20
- package/src/engine/ecs/components/MotionSerializationAdapter.d.ts.map +0 -1
- package/src/engine/ecs/components/MotionSerializationAdapter.js +0 -26
- package/src/engine/ecs/systems/MotionSystem.d.ts +0 -9
- package/src/engine/ecs/systems/MotionSystem.d.ts.map +0 -1
- package/src/engine/ecs/systems/MotionSystem.js +0 -29
- package/src/engine/physics/fluid/Fluid.d.ts +0 -26
- package/src/engine/physics/fluid/Fluid.d.ts.map +0 -1
- package/src/engine/physics/fluid/Fluid.js +0 -221
- package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.d.ts +0 -7
- package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.d.ts.map +0 -1
- package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.js +0 -8
|
@@ -0,0 +1,913 @@
|
|
|
1
|
+
# Physics Engine Review: meep vs. Jolt
|
|
2
|
+
|
|
3
|
+
A deep technical comparison of the meep in-house rigid-body engine
|
|
4
|
+
(`H:/git/moh/app/src/mir-engine/meep/src/engine/physics/`) against
|
|
5
|
+
**Jolt Physics** (https://github.com/jrouwe/JoltPhysics).
|
|
6
|
+
|
|
7
|
+
This review respects PLAN.md's documented out-of-scope decisions (pure JS,
|
|
8
|
+
no SIMD, no SAB, no multi-threaded solver, action-log netcode). Citations
|
|
9
|
+
on our side use `path:line` relative to the package root; Jolt citations
|
|
10
|
+
use file + class/function name.
|
|
11
|
+
|
|
12
|
+
---
|
|
13
|
+
|
|
14
|
+
## 1. Overall Architecture
|
|
15
|
+
|
|
16
|
+
### Pipeline shape
|
|
17
|
+
|
|
18
|
+
| Stage | meep | Jolt |
|
|
19
|
+
|---|---|---|
|
|
20
|
+
| Integrate velocity (gravity, forces) | `PhysicsSystem.fixedUpdate` stage 1 | `JobApplyGravity` |
|
|
21
|
+
| Broadphase refit | Stage 2 — per-leaf `node_move_aabb` with velocity-padded fat AABB | `BroadPhaseQuadTree::UpdatePrepare` + `UpdateFinalize` (background tree rebuild w/ atomic swap) |
|
|
22
|
+
| Pair generation | Stage 3 — `generate_pairs.js`, awake-list driven, leaf query into both BVHs | `JobFindCollisions` over active bodies |
|
|
23
|
+
| Wake propagation | Stage 4 — explicit `__wake_pairs` | implicit via island building / `BodyManager::ActivateBodies` |
|
|
24
|
+
| Narrowphase | Stage 5 — `narrowphase_step.js` per body-pair | `CollisionDispatch::sCollideShapeVsShape` table dispatch |
|
|
25
|
+
| Island build | Stage 6 — `IslandBuilder.build()` | `IslandBuilder::Build()` + `LargeIslandSplitter` |
|
|
26
|
+
| Solver | Stage 7 — `solve_contacts.js`, 10 velocity iterations, Baumgarte folded in | `SolveVelocityConstraints` (10×) + **separate** `SolvePositionConstraints` (2×) |
|
|
27
|
+
| Position integration | Stage 8 — `integrate_position.js` | `JobIntegrateVelocity` |
|
|
28
|
+
| Sleep test | Stage 9 — `__sleep_test`, per-island atomic | `Body::UpdateSleepStateInternal`, per-body sleep-point displacement, island-level dispatch |
|
|
29
|
+
| Event diff / advance | Stage 10–11 — `diff_manifolds`, `manifolds.advance_frame()` | `ContactConstraintManager::FinalizeContactCacheAndCallContactPointRemovedCallbacks` |
|
|
30
|
+
|
|
31
|
+
The single most consequential structural divergence is **stage 7**: we
|
|
32
|
+
fold position correction (Baumgarte) into the same velocity iterations
|
|
33
|
+
that handle restitution + friction. Jolt runs a **second outer pass**
|
|
34
|
+
(`SolvePositionConstraints`, default `mNumPositionSteps = 2`) that
|
|
35
|
+
operates as split-impulse — see §3 "Split impulse".
|
|
36
|
+
|
|
37
|
+
### Data layout — body pool
|
|
38
|
+
|
|
39
|
+
Both engines mirror the same conceptual model:
|
|
40
|
+
|
|
41
|
+
| Aspect | meep `BodyStorage` | Jolt `BodyManager` |
|
|
42
|
+
|---|---|---|
|
|
43
|
+
| ID encoding | 24-bit index ǁ 8-bit generation (`body/BodyStorage.js:11-19`) | 23-bit index ǁ 8-bit sequence ǁ 1 reserved bit (`Body/BodyID.h`, `cMaxBodyIndex = 0x7fffff`, `cSequenceNumberShift = 23`) |
|
|
44
|
+
| Slot reuse policy | Min-heap of free indices for deterministic reuse (`body/BodyStorage.js:154-176`) | First-free; sequence number bumped on destroy |
|
|
45
|
+
| Active list | Dense `Uint32Array __awake_list` + reverse map `__awake_pos` (`body/BodyStorage.js:101-103`) | `BodyID * mActiveBodies[cBodyTypeCount]` + `atomic<uint32> mNumActiveBodies[cBodyTypeCount]` |
|
|
46
|
+
| Body storage | SoA — `__entities`, `__generations`, `__kinds`, `__flags` as parallel typed arrays (`body/BodyStorage.js:92-95`) | AoS — `Array<Body *>` of pointers; bodies allocated individually on heap |
|
|
47
|
+
| Iteration | `for (let i = 0; i < awake_count; i++) { const idx = awake_at(i); ... }` (`generate_pairs.js:50-51`) | `BodyID *ab = GetActiveBodiesUnsafe(EBodyType::RigidBody); for (uint32 i = 0; i < n; ++i) ...` |
|
|
48
|
+
|
|
49
|
+
**Where we diverge in our favour:** SoA in `BodyStorage` is structurally
|
|
50
|
+
better-suited to streaming reads of cold flags / kinds / generations
|
|
51
|
+
than Jolt's pointer-chase. The price: per-body mutable state
|
|
52
|
+
(`linearVelocity`, `angularVelocity`, accumulators) still lives on
|
|
53
|
+
`RigidBody` objects, so the SoA wins are concentrated at the body-identity
|
|
54
|
+
side (allocate, wake, sleep, generation check), not the hot solver path.
|
|
55
|
+
Jolt's pointer-chase is mitigated by `Body` being contiguous-allocated
|
|
56
|
+
in chunks via a fixed-block pool.
|
|
57
|
+
|
|
58
|
+
**Where Jolt diverges:** the 1 reserved bit in `BodyID` is for the
|
|
59
|
+
broadphase to mark sleeping bodies in-tree without touching the body
|
|
60
|
+
object. We don't need it because sleeping bodies are evicted from the
|
|
61
|
+
awake list, and the manifold cache decides whether a slot deserves a
|
|
62
|
+
solver visit independently.
|
|
63
|
+
|
|
64
|
+
### Broadphase
|
|
65
|
+
|
|
66
|
+
| | meep | Jolt |
|
|
67
|
+
|---|---|---|
|
|
68
|
+
| Tree type | Two BVH2 (binary) | `BroadPhaseQuadTree` (4-ary), one per object layer |
|
|
69
|
+
| Layer model | One static + one dynamic BVH | Multiple `BroadPhaseLayer` → multiple quad trees; `ObjectLayerPairFilter` for per-pair allow/deny |
|
|
70
|
+
| Refit on motion | Velocity-padded fat AABB (`broadphase/compute_fat_world_aabb.js:14-18`: `FAT_LINEAR = 0.05 m`, `FAT_VELOCITY_MULTIPLIER = 2 × |v| × dt`) | Bounding boxes only widen; no velocity pad; full tree rebuild in background each step |
|
|
71
|
+
| Update strategy | In-place `node_move_aabb`; tree mutated immediately | Double-buffered atomic tree swap ("one-way tree swap" per Jolt GDC 2022) |
|
|
72
|
+
| Query | Per-leaf `bvh_query_user_data_overlaps_aabb` against both trees | `CastAABoxNoLock` etc. via collector pattern |
|
|
73
|
+
|
|
74
|
+
The two-tree split is sound — both engines exploit it to skip
|
|
75
|
+
static-vs-static. Where Jolt goes further: `BroadPhaseLayer` is a
|
|
76
|
+
**multi-tree partition** (typically static, dynamic, kinematic,
|
|
77
|
+
debris) with a `ObjectVsBroadPhaseLayerFilter` short-circuiting whole
|
|
78
|
+
trees that can't possibly collide. Our layer/mask check happens
|
|
79
|
+
later, in the pair filter callback. Cost: every static body is paid
|
|
80
|
+
for at broadphase query time even if no dynamic could ever collide
|
|
81
|
+
with it.
|
|
82
|
+
|
|
83
|
+
### Solver architecture
|
|
84
|
+
|
|
85
|
+
| | meep | Jolt |
|
|
86
|
+
|---|---|---|
|
|
87
|
+
| Solver type | PGS (Projected Gauss-Seidel) with sequential impulse + warm-start | PGS with warm-start, **two-pass** velocity + position |
|
|
88
|
+
| Velocity iterations | 10 (`solver/solve_contacts.js:33`) | 10 (`mNumVelocitySteps`) |
|
|
89
|
+
| Position iterations | 0 (folded into velocity loop via Baumgarte bias) | 2 (`mNumPositionSteps`) — separate `SolvePositionConstraints` pass |
|
|
90
|
+
| Sub-stepping (TGS) | No (PLAN.md documents failed attempt) | No — but `inCollisionSteps` parameter to `Update()` is a coarser collision-detection sub-step, not constraint substepping |
|
|
91
|
+
| Baumgarte | β = 0.2 inside velocity solve, capped at `MAX_BAUMGARTE_BIAS = 3 m/s` (`solver/solve_contacts.js:62`) | β = 0.2 in `SolvePositionConstraint`, applied as pseudo-velocity to positions then discarded |
|
|
92
|
+
| Restitution | Velocity bias inside velocity iterations, suppressed below 1 m/s (`solver/solve_contacts.js:69`) | One-shot velocity bias, `mMinVelocityForRestitution = 1.0` |
|
|
93
|
+
| Penetration slop | 0.005 m (`solver/solve_contacts.js:48`) | 0.02 m (`mPenetrationSlop`) |
|
|
94
|
+
| Friction | Coulomb disk-clamp in 2-D tangent plane (`friction_cone.js`) | Two scalar friction constraints (t1, t2) coupled via a single friction limit `μ * j_n` |
|
|
95
|
+
|
|
96
|
+
Jolt is **not** TGS-based — PLAN.md is correct to consider TGS deferred
|
|
97
|
+
work, but the way to do it well is what Jolt **does have**:
|
|
98
|
+
split-impulse, where positions get a separate solver pass driven by a
|
|
99
|
+
pseudo-velocity, decoupled from `mLinearVelocity`/`mAngularVelocity`.
|
|
100
|
+
This is the missing primitive on the path to TGS. Details in §3.
|
|
101
|
+
|
|
102
|
+
### Sleep system
|
|
103
|
+
|
|
104
|
+
| | meep | Jolt |
|
|
105
|
+
|---|---|---|
|
|
106
|
+
| Granularity | Per-island atomic (`PhysicsSystem.js:942-1006`) | Per-body decision aggregated to per-island |
|
|
107
|
+
| Test signal | `max(|v|² + |ω|²)` across island, accumulated dt below threshold (`PhysicsSystem.js:967-995`) | Sphere-fit accumulated displacement of 3 body-frame "sleep points" (`Body::UpdateSleepStateInternal` — measures actual movement across bbox corners, captures pure rotation too) |
|
|
108
|
+
| Wake propagation | Explicit walk over `sleep_group_next` chain in `__wake_body` (`PhysicsSystem.js:707-735`) — circular doubly-linked list | Activation listener pattern + bodies in same island activate together implicitly through `ActivateBodies` |
|
|
109
|
+
| Sleep timer field | `RigidBody.sleep_timer` (per body) | `MotionProperties::AccumulateSleepTime` |
|
|
110
|
+
|
|
111
|
+
**Notable divergence:** Jolt's sleep signal is **point displacement**
|
|
112
|
+
across the body's bounding-box corners, not velocity². This is
|
|
113
|
+
materially more robust on pure-rotation cases: a thin rod spinning
|
|
114
|
+
about its long axis has tiny linear velocity but nonzero `|ω|`; our
|
|
115
|
+
test catches that (we include `+ av·av`), but Jolt's catches the case
|
|
116
|
+
where rotation alone moves a corner — even if neither `|v|` nor `|ω|`
|
|
117
|
+
alone is large. Practically, our test is a close approximation; the
|
|
118
|
+
question is whether the failure modes Jolt's resolves (spinning
|
|
119
|
+
elongated bodies that we'd sleep too early) actually arise in
|
|
120
|
+
gameplay. For most game scenarios the equivalence is good enough.
|
|
121
|
+
|
|
122
|
+
### Threading model
|
|
123
|
+
|
|
124
|
+
Jolt is fundamentally a job-system engine — `JobApplyGravity`,
|
|
125
|
+
`JobFindCollisions`, `JobBuildIslandsFromConstraints`,
|
|
126
|
+
`JobSolveVelocityConstraints` × N, `JobSolvePositionConstraints` × N
|
|
127
|
+
are all parallel jobs, and `LargeIslandSplitter` exists specifically
|
|
128
|
+
to subdivide big islands so multiple workers can solve a single island
|
|
129
|
+
in parallel. PLAN.md explicitly excludes worker-based solving until
|
|
130
|
+
`SharedArrayBuffer` is universally usable; this is a deliberate
|
|
131
|
+
tradeoff and not a gap.
|
|
132
|
+
|
|
133
|
+
What is **not** a deliberate tradeoff: even single-threaded, the
|
|
134
|
+
inability to parallelise within a tall stack means the largest pile
|
|
135
|
+
in a scene is the latency floor for the whole frame. The island data
|
|
136
|
+
layout we have (sorted CSR, deterministic by min root) is **ready** to
|
|
137
|
+
support split-island workers later — that's an underlying
|
|
138
|
+
architectural good.
|
|
139
|
+
|
|
140
|
+
---
|
|
141
|
+
|
|
142
|
+
## 2. Specific Algorithms and Tradeoffs
|
|
143
|
+
|
|
144
|
+
### Body storage / ID stability
|
|
145
|
+
|
|
146
|
+
| Aspect | meep | Jolt |
|
|
147
|
+
|---|---|---|
|
|
148
|
+
| Index bits | 24 → 16M live bodies | 23 → 8M live bodies |
|
|
149
|
+
| Generation/sequence bits | 8 (wraps mod 256) | 8 (wraps mod 256) |
|
|
150
|
+
| Generation bump on free | `body/BodyStorage.js:200` — `(generations[i] + 1) & 0xFF` | `BodyManager::GetNextSequenceNumber` |
|
|
151
|
+
| Reuse policy | **Min-heap** of free indices (`body/BodyStorage.js:405-426`) | First-free / lowest-index-wins via simple iteration |
|
|
152
|
+
|
|
153
|
+
The min-heap is genuinely interesting — Jolt doesn't formalise this.
|
|
154
|
+
Determinism for `BodyID` reuse in Jolt depends on call order; ours
|
|
155
|
+
depends only on the allocation/free sequence, which is the right
|
|
156
|
+
property for action-log replication.
|
|
157
|
+
|
|
158
|
+
### Broadphase
|
|
159
|
+
|
|
160
|
+
| Aspect | meep | Jolt |
|
|
161
|
+
|---|---|---|
|
|
162
|
+
| File | `broadphase/generate_pairs.js`, `broadphase/compute_fat_world_aabb.js` | `BroadPhase/BroadPhaseQuadTree.cpp`, `BroadPhase/QuadTree.cpp` |
|
|
163
|
+
| Tree arity | Binary BVH | 4-ary quad tree (better SIMD-pack on Jolt; for us 2-ary is fine) |
|
|
164
|
+
| Update model | Mutate-in-place | Background rebuild + atomic swap |
|
|
165
|
+
| Fat AABB philosophy | Pad at insert/refit time; cheap O(1) test against fattened envelope on each move | No pad; tree-widen + periodic full rebuild |
|
|
166
|
+
|
|
167
|
+
Tradeoff summary: our model is simpler and lower-latency per body
|
|
168
|
+
move. Jolt's model is friendlier to multithreaded readers (queries
|
|
169
|
+
can run against the stable side of the swap while writers update the
|
|
170
|
+
other side). Pure-JS, single-threaded, our model wins on simplicity
|
|
171
|
+
and zero-allocation refit cost.
|
|
172
|
+
|
|
173
|
+
### Narrowphase pair dispatch
|
|
174
|
+
|
|
175
|
+
| | meep | Jolt |
|
|
176
|
+
|---|---|---|
|
|
177
|
+
| Dispatch shape | Cascading `if (isSphereA && isBoxB) ...` branches inside `dispatch_pair` (`narrowphase/narrowphase_step.js:192-353`) | 2-D function-pointer table `sCollideShape[NumSubShapeTypes][NumSubShapeTypes]` (`Collision/CollisionDispatch.cpp`) |
|
|
178
|
+
| Symmetry handling | Explicit `(isSphereA && isBoxB) || (isBoxA && isSphereB)` blocks with swap on each handler | `sReversedCollideShape` wraps the registered direction's handler with a `ReversedCollector` swap |
|
|
179
|
+
| Adding new shape pair | Modify the cascade in `narrowphase_step.js` + write a new module like `sphere_box_contact.js` | Register a function pointer for the pair on each side (or one + reversed) at init |
|
|
180
|
+
| Concave dispatch | Inline branch on `shape.is_convex === false` (`narrowphase/narrowphase_step.js:368-501`) | `CollideShape` for `MeshShape` / `HeightFieldShape` calls into `CollideConvexVsTriangles` per filtered triangle from the shape's internal BVH |
|
|
181
|
+
|
|
182
|
+
Both engines specialise primitive pair handlers (sphere-sphere,
|
|
183
|
+
sphere-box, capsule-capsule, capsule-sphere, capsule-box, box-box for
|
|
184
|
+
us; equivalent for Jolt). The structural difference is the dispatch
|
|
185
|
+
table — Jolt is genuinely cleaner here. See §4 "Simplicity & uniformity".
|
|
186
|
+
|
|
187
|
+
### GJK / EPA
|
|
188
|
+
|
|
189
|
+
| | meep `gjk/gjk.js` | Jolt `Geometry/GJKClosestPoint.h` |
|
|
190
|
+
|---|---|---|
|
|
191
|
+
| Reference | Kevin Moran's `GJK.h` (cited at file top) | Gino van den Bergen "Fast and Robust GJK" |
|
|
192
|
+
| Simplex update | Edge-based Voronoi check using cross products (`gjk/gjk.js:163-265`) — explicit cases for triangle and tetrahedron | Christer Ericson-style sub-simplex closest-point with bitset of surviving vertices (`uint32 set`) |
|
|
193
|
+
| Iteration cap | 64 (`gjk/gjk.js:4`) | None visible — terminates on tolerance only |
|
|
194
|
+
| Separating-axis cache between calls | **No** — initial dir always `(1, 0, 0)` (`gjk/gjk.js:42`) | **Yes** — `ioV` parameter carries the last separating axis in/out, providing frame coherence |
|
|
195
|
+
| Tolerance | Exact zero on degenerate case + 64-iter cap; no relative tolerance | `inTolerance` parameter, default `cDefaultCollisionTolerance = 1e-4` |
|
|
196
|
+
| Convergence criteria | Iteration cap + dir-becomes-zero | `v_len_sq <= tolerance_sq`, `v_len_sq <= FLT_EPSILON * GetMaxYLengthSq()`, `prev_v_len_sq - v_len_sq <= FLT_EPSILON * prev_v_len_sq` |
|
|
197
|
+
|
|
198
|
+
**The missing separating-axis cache is a real opportunity.** See §3
|
|
199
|
+
for the detailed comparison.
|
|
200
|
+
|
|
201
|
+
| EPA | meep `gjk/expanding_polytope_algorithm.js` | Jolt `Geometry/EPAPenetrationDepth.h` |
|
|
202
|
+
|---|---|---|
|
|
203
|
+
| Initial polytope | 4-vertex tetrahedron from GJK final simplex (`expanding_polytope_algorithm.js:103-106`) | Variable — 1/2/3/4-point start; manufactures extra supports if simplex incomplete |
|
|
204
|
+
| Closest-face search | Linear scan over `num_faces` every iteration (`expanding_polytope_algorithm.js:118-126`) | Priority queue (`PeekClosestTriangleInQueue`, `PopClosestTriangleFromQueue`) |
|
|
205
|
+
| Tolerance | Absolute `EPA_TOLERANCE = 0.0001` (`expanding_polytope_algorithm.js:10`) | Relative: `dist_sq - t->mClosestLenSq < t->mClosestLenSq * inTolerance` |
|
|
206
|
+
| Max faces / edges | `EPA_MAX_NUM_FACES = 64`, `EPA_MAX_NUM_LOOSE_EDGES = 32` (hard cap, returns degenerate result) (`expanding_polytope_algorithm.js:11-12`) | `EPAConvexHullBuilder` with `cMaxPoints` |
|
|
207
|
+
| Behaviour at cap | Returns closest-face approximation (`expanding_polytope_algorithm.js:329-346`) | Same; also detects "hull defects" and bails |
|
|
208
|
+
|
|
209
|
+
### Solver
|
|
210
|
+
|
|
211
|
+
Covered in §1 architecturally. Key per-algorithm tradeoffs:
|
|
212
|
+
|
|
213
|
+
| | meep | Jolt |
|
|
214
|
+
|---|---|---|
|
|
215
|
+
| Lambda accumulation pattern | Clamp `sum = j_n + λ; new_j_n = max(sum, 0); delta = new_j_n - j_n` (`solver/solve_contacts.js:530-535`) | Same: `Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda)`, apply delta |
|
|
216
|
+
| Tangent basis | Least-aligned world axis trick (`solver/solve_contacts.js:115-143`) | `Vec3::sGetNormalizedPerpendicular(inWorldSpaceAxis)` similar |
|
|
217
|
+
| Friction coupling | Disk clamp in (t1, t2) plane via `friction_cone_clamp` | Effectively same — friction limit `μ * j_n` applied to combined `(t1, t2)` magnitude |
|
|
218
|
+
| Friction combine | Geometric mean `sqrt(μA * μB)` (`solver/solve_contacts.js:161-163`) | Configurable; default is the same |
|
|
219
|
+
| Restitution combine | `max(eA, eB)` (`solver/solve_contacts.js:171-174`) | Configurable; default is `max` or via `ContactListener::OnContactAdded` |
|
|
220
|
+
|
|
221
|
+
### Manifold caching
|
|
222
|
+
|
|
223
|
+
| | meep `contact/ManifoldStore.js` | Jolt `ContactConstraintManager.h/cpp` |
|
|
224
|
+
|---|---|---|
|
|
225
|
+
| Max contacts per slot | 4 (`MAX_CONTACTS_PER_MANIFOLD`) | 4 (`MaxContactPoints`) |
|
|
226
|
+
| Per-contact data | 13 doubles: 2× world point, 3 normal, depth, 3 accumulated impulses (`contact/ManifoldStore.js:30`) | `CachedContactPoint` = 36 bytes: 2× `Float3` local position, 1 float non-pen impulse, 2 floats friction impulse (Jolt stores **local** positions, recomputed each frame) |
|
|
227
|
+
| Persistence key | Canonical `(idA, idB)` via `PairUint32Map` (Robin Hood + Fibonacci hash) | `BodyPairMap::KeyValue` with `Body *` pair |
|
|
228
|
+
| Cross-frame matching | Slot persists; new contact set overwrites in-place by index | Local-position-matching: `ccp->mPosition1.IsClose(p1_ls, mContactPointPreserveLambdaMaxDistSq)` — impulses transferred to matching points only |
|
|
229
|
+
| Eviction | Touched-flag grace counter (2 frames untouched → release) (`contact/ManifoldStore.js:344-373`) | Body-pair grace via `mBodyPairCacheMaxDeltaPositionSq` |
|
|
230
|
+
|
|
231
|
+
**Important divergence:** Jolt stores contact points in **local** body
|
|
232
|
+
space and matches **points** across frames; we store **world** space
|
|
233
|
+
and inherit warm-start by **index** in the manifold. Index-based
|
|
234
|
+
matching is faster but breaks when contact-point identity drifts (e.g.
|
|
235
|
+
a box sliding across another box — contact index 0 may be a different
|
|
236
|
+
geometric corner this frame than last). Real-world impact: warm-start
|
|
237
|
+
quality degrades on sliding contacts. For a quasi-static stack
|
|
238
|
+
(corners stay put across frames) the two are equivalent. The bench's
|
|
239
|
+
4-cube stack working cleanly is consistent with this.
|
|
240
|
+
|
|
241
|
+
### Sleep semantics
|
|
242
|
+
|
|
243
|
+
Covered in §1. Worth restating: Jolt's per-body sleep test is
|
|
244
|
+
**movement of body-frame sleep points** integrated over a window. Our
|
|
245
|
+
test is `max(|v|² + |ω|²)` over an island. Both have an island-atomic
|
|
246
|
+
sleep / wake structure. Ours has the explicit `sleep_group_next`
|
|
247
|
+
linked list for instant wake propagation — that's a genuine engineering
|
|
248
|
+
investment for the "100-block tower base-knock" scenario described in
|
|
249
|
+
PLAN.md. Jolt achieves equivalent semantics by re-running island
|
|
250
|
+
detection each frame (cheap because the broadphase tree is already
|
|
251
|
+
maintained).
|
|
252
|
+
|
|
253
|
+
### Islands
|
|
254
|
+
|
|
255
|
+
| | meep `island/IslandBuilder.js` + `union_find.js` | Jolt `IslandBuilder.cpp` |
|
|
256
|
+
|---|---|---|
|
|
257
|
+
| Build algorithm | Union-find over awake bodies + touched non-sensor manifolds; path halving + union by min-index (`island/union_find.js:45-76`) | Union-find via `BodyLink::mLinkedTo` atomic; linked-to-lowest-index |
|
|
258
|
+
| Output | CSR-style: `body_data` + `body_offsets`, `contact_data` + `contact_offsets`; both sorted ascending within islands | CSR-style: `BodyID *mBodyIslands` + `mBodyIslandEnds`, similar for constraints |
|
|
259
|
+
| Anchors | Static/Kinematic bodies are anchors only — do not merge islands (`island/IslandBuilder.js:172`) | Same |
|
|
260
|
+
| Determinism | Union by min-index + sort guarantees stable output across runs (PLAN.md determinism contract) | Atomic union may have ordering races in MT mode |
|
|
261
|
+
| Multi-threaded split | No (out of scope) | `LargeIslandSplitter` divides islands >128 constraints into ≤32 parallel groups by body-disjoint sets |
|
|
262
|
+
|
|
263
|
+
### CCD
|
|
264
|
+
|
|
265
|
+
| | meep | Jolt |
|
|
266
|
+
|---|---|---|
|
|
267
|
+
| Default | Speculative margin via velocity-padded fat AABB | Discrete |
|
|
268
|
+
| Optional | None | `EMotionQuality::LinearCast` per body — linear shape sweep, "time steals" body to first impact |
|
|
269
|
+
| Threshold to activate | N/A | `mLinearCastThreshold = 0.75` (fraction of inner radius/step) |
|
|
270
|
+
| Max penetration on cast hit | N/A | `mLinearCastMaxPenetration = 0.25` |
|
|
271
|
+
|
|
272
|
+
PLAN.md documents the falling-tower reproducer (180/1000 bodies tunnel
|
|
273
|
+
through a 1cm floor) and proposes a per-body linear shape-cast as the
|
|
274
|
+
fix. That maps almost identically to Jolt's `LinearCast` motion
|
|
275
|
+
quality. Worth scoping the same opt-in field on `RigidBodyFlags` if
|
|
276
|
+
the gameplay budget needs it.
|
|
277
|
+
|
|
278
|
+
### Concave / triangle mesh
|
|
279
|
+
|
|
280
|
+
| | meep | Jolt |
|
|
281
|
+
|---|---|---|
|
|
282
|
+
| Mesh shape | `MeshShape3D` — face index list + `Vector3` vertex buffer; `is_convex = false` | `MeshShape` — compressed BVH of triangles, leaf triangles with materials + active-edge flags |
|
|
283
|
+
| Heightmap | `HeightMapShape3D` — Catmull-Rom sampled grid (`narrowphase/decomposition/heightmap_enumerate_triangles.js`) | `HeightFieldShape` |
|
|
284
|
+
| Enumeration | Linear O(N) scan with per-tri AABB overlap (`mesh_enumerate_triangles`) — no internal BVH on `MeshShape3D` | Internal compressed BVH on `MeshShape`, descended for the query AABB |
|
|
285
|
+
| Per-triangle narrowphase | GJK + EPA every triangle (`narrowphase/narrowphase_step.js:476-481`) — hits `Triangle3D`'s degenerate face-normal support | Specialised: `CollideSphereVsTriangles` uses `ClosestPoint::GetClosestPointOnTriangle` (closed-form). Other primitives go through `CollideConvexVsTriangles` which is GJK+EPA but with **active-edge fix-normal** to suppress ghost contacts at internal edges |
|
|
286
|
+
| Active-edge handling | None | `EActiveEdgeMode::CollideOnlyWithActive`, `mActiveEdgeCosThresholdAngle` (~5°), `ActiveEdges::FixNormal` rewrites the contact normal to the triangle face normal when GJK lands on an inactive edge |
|
|
287
|
+
|
|
288
|
+
This is the largest correctness gap and PLAN.md correctly flags it as
|
|
289
|
+
the biggest accuracy opportunity. See §3 for the deep dive.
|
|
290
|
+
|
|
291
|
+
### Queries (raycast / shape-cast / overlap)
|
|
292
|
+
|
|
293
|
+
| | meep | Jolt |
|
|
294
|
+
|---|---|---|
|
|
295
|
+
| Raycast | `queries/raycast.js` — single nearest hit across both BVHs | `NarrowPhaseQuery::CastRay` + `RayCastCollector` callback pattern |
|
|
296
|
+
| Shape cast | `queries/shape_cast.js` — broadphase swept AABB, per-candidate AABB-slab narrowing, coarse step, GJK bisection, MPR for normal recovery (`shape_cast.js`) | `NarrowPhaseQuery::CastShape` — dispatch table `sCastShape[NumSubShapeTypes][NumSubShapeTypes]`, specialised per shape-pair |
|
|
297
|
+
| Overlap | `queries/overlap_shape.js` — broadphase + GJK overlap, fills Uint32Array of body ids | `NarrowPhaseQuery::CollideShape` — collector-based |
|
|
298
|
+
| Filter model | Single callback `pair_filter(idA, idB)` + optional `filter?` per query | Four-stage: `BroadPhaseLayerFilter`, `ObjectLayerFilter`, `BodyFilter` (`ShouldCollide` + `ShouldCollideLocked`), `ShapeFilter` |
|
|
299
|
+
|
|
300
|
+
The collector pattern in Jolt is the cleanest extension point: a
|
|
301
|
+
caller asks "give me all hits and let me decide" or "give me the
|
|
302
|
+
closest" or "stop after the first" by choosing a collector
|
|
303
|
+
implementation. We expose nearest-only for raycast. Worth noting
|
|
304
|
+
this as a Section 4 simplicity tension: our API is narrower but
|
|
305
|
+
forces a separate query function per use case, vs. one query × N
|
|
306
|
+
collectors.
|
|
307
|
+
|
|
308
|
+
---
|
|
309
|
+
|
|
310
|
+
## 3. In-depth comparison — correctness and improvement opportunities
|
|
311
|
+
|
|
312
|
+
This section picks 8 algorithmic touchpoints, reads both engines'
|
|
313
|
+
actual code, and identifies bugs / divergences / opportunities.
|
|
314
|
+
|
|
315
|
+
### 3.1 GJK separating-axis cache (frame coherence)
|
|
316
|
+
|
|
317
|
+
**Files:** `gjk/gjk.js`, Jolt's `Geometry/GJKClosestPoint.h`.
|
|
318
|
+
|
|
319
|
+
Jolt's `Intersects` signature:
|
|
320
|
+
```cpp
|
|
321
|
+
template <typename A, typename B>
|
|
322
|
+
bool Intersects(const A &inA, const B &inB, float inTolerance, Vec3 &ioV)
|
|
323
|
+
```
|
|
324
|
+
|
|
325
|
+
The `ioV` is the **in/out** separating axis. The caller passes in the
|
|
326
|
+
last known direction (typically cached on the contact pair), GJK refines
|
|
327
|
+
it, and writes the result back. Two consequences:
|
|
328
|
+
|
|
329
|
+
1. **First-iteration quality:** with a good `ioV` from last frame, GJK
|
|
330
|
+
often converges in 1–2 iterations because the seed direction is
|
|
331
|
+
already close to the true closest-point direction.
|
|
332
|
+
2. **Early miss:** if `ioV` from last frame still gives a negative dot
|
|
333
|
+
on the very first support point, the call returns `false` after **one**
|
|
334
|
+
support evaluation.
|
|
335
|
+
|
|
336
|
+
Our `gjk/gjk.js:42` starts every call with the constant `(1, 0, 0)`:
|
|
337
|
+
|
|
338
|
+
```js
|
|
339
|
+
minkowski_support(
|
|
340
|
+
simplex, 6,
|
|
341
|
+
shape_a, shape_b,
|
|
342
|
+
1, 0, 0
|
|
343
|
+
);
|
|
344
|
+
```
|
|
345
|
+
|
|
346
|
+
For a single physics step the broadphase already pruned non-overlapping
|
|
347
|
+
pairs, so most GJK calls happen on pairs that already are or have just
|
|
348
|
+
been overlapping — and most of those will overlap again next frame.
|
|
349
|
+
We do nothing with that information. The `ManifoldStore` already has a
|
|
350
|
+
slot per pair; it's the natural place to cache the last separating axis.
|
|
351
|
+
|
|
352
|
+
**Concrete improvement:** add 3 doubles (`axis_x/y/z`) to the manifold
|
|
353
|
+
slot's per-slot data, write the EPA-output normal there at end of
|
|
354
|
+
narrowphase, and seed GJK's initial direction with it next frame.
|
|
355
|
+
Cost: 24 bytes/slot. Benefit: ~5–10× iteration-count reduction on
|
|
356
|
+
established contacts (Jolt's documented experience and standard GJK
|
|
357
|
+
practice).
|
|
358
|
+
|
|
359
|
+
This is a particularly high-value change because EPA's hot loop is
|
|
360
|
+
the dominant cost on non-trivial shapes — fewer GJK iterations means
|
|
361
|
+
fewer simplex updates, but more importantly, **better seed for EPA**
|
|
362
|
+
when GJK terminates with `intersecting = true`. EPA's iteration count
|
|
363
|
+
is also sensitive to where the initial polytope starts.
|
|
364
|
+
|
|
365
|
+
### 3.2 Split-impulse architecture (blocker for TGS)
|
|
366
|
+
|
|
367
|
+
**Files:** `solver/solve_contacts.js:441-450`, Jolt's
|
|
368
|
+
`ContactConstraintManager.cpp`, `ConstraintPart/AxisConstraintPart.h`.
|
|
369
|
+
|
|
370
|
+
PLAN.md is right: this is the architectural blocker. Worth walking
|
|
371
|
+
through Jolt's setup so the shape of the change is concrete.
|
|
372
|
+
|
|
373
|
+
Jolt's `SolvePositionConstraints` runs **after** the velocity loop:
|
|
374
|
+
|
|
375
|
+
```cpp
|
|
376
|
+
// pseudo-code, paraphrased from AxisConstraintPart::SolvePositionConstraint
|
|
377
|
+
separation = max(Vec3(p2 - p1).Dot(ws_normal) + inSettings.mPenetrationSlop,
|
|
378
|
+
-inSettings.mMaxPenetrationDistance);
|
|
379
|
+
lambda = -mEffectiveMass * inBaumgarte * separation;
|
|
380
|
+
// "Directly integrate velocity change for one time step,
|
|
381
|
+
// then integrate position, and discard the velocity change."
|
|
382
|
+
// — comment from Jolt
|
|
383
|
+
```
|
|
384
|
+
|
|
385
|
+
The key sentence is the comment Jolt's author embedded. Position
|
|
386
|
+
correction uses a **pseudo-velocity** computed from the geometric
|
|
387
|
+
separation, applies it to positions for one frame, and discards.
|
|
388
|
+
The body's real `mLinearVelocity` / `mAngularVelocity` are
|
|
389
|
+
**untouched** by position correction.
|
|
390
|
+
|
|
391
|
+
Compare ours at `solver/solve_contacts.js:441-450`:
|
|
392
|
+
|
|
393
|
+
```js
|
|
394
|
+
if (depth > PENETRATION_SLOP) {
|
|
395
|
+
bias = -BAUMGARTE_BETA / dt * (depth - PENETRATION_SLOP);
|
|
396
|
+
...
|
|
397
|
+
if (bias < -MAX_BAUMGARTE_BIAS) bias = -MAX_BAUMGARTE_BIAS;
|
|
398
|
+
}
|
|
399
|
+
// Restitution
|
|
400
|
+
if (vn_pre < -RESTITUTION_VELOCITY_THRESHOLD) {
|
|
401
|
+
bias += restitution_combined * vn_pre;
|
|
402
|
+
}
|
|
403
|
+
pre[pre_off + 15] = bias;
|
|
404
|
+
```
|
|
405
|
+
|
|
406
|
+
We bake position correction into `bias_n` which is then used inside
|
|
407
|
+
the velocity solve at lines 530-535:
|
|
408
|
+
|
|
409
|
+
```js
|
|
410
|
+
const lambda_n = -m_eff_n * (vn + bias_n);
|
|
411
|
+
const sum_n = j_n_accum + lambda_n;
|
|
412
|
+
const new_j_n = sum_n > 0 ? sum_n : 0;
|
|
413
|
+
```
|
|
414
|
+
|
|
415
|
+
Now consider TGS substeps: with this design, substep 0's `j_n` cancels
|
|
416
|
+
the inbound vn. Substep 1 sees `vn ≈ 0` separating, the `sum > 0`
|
|
417
|
+
clamp shrinks `j_n` (the restitution × warm-start interaction PLAN.md
|
|
418
|
+
documents). Restitution and Baumgarte are both inside the same
|
|
419
|
+
clamp-against-zero pipeline that's fundamentally about non-penetration
|
|
420
|
+
impulse direction.
|
|
421
|
+
|
|
422
|
+
**The split-impulse work has three sub-pieces** (none of which is on
|
|
423
|
+
the velocity hot path, so they cost a comparable amount per tick):
|
|
424
|
+
|
|
425
|
+
1. **Per-body pseudo-velocity buffers.** Add `pos_lv[3]`, `pos_av[3]`
|
|
426
|
+
parallel to `linearVelocity`, `angularVelocity`. Zero at start of
|
|
427
|
+
position pass.
|
|
428
|
+
2. **Position-only constraint computation.** Walks the same contact
|
|
429
|
+
list, computes separation from current world contact points
|
|
430
|
+
(re-evaluate from `r_a + p_a`, `r_b + p_b` to capture the latest
|
|
431
|
+
pose), applies the Baumgarte impulse into `pos_lv`/`pos_av`.
|
|
432
|
+
3. **Position integration uses `lv + pos_lv`.** The pseudo-velocity
|
|
433
|
+
is consumed in `integrate_position`. After integration, pseudo
|
|
434
|
+
velocity is zeroed for next step.
|
|
435
|
+
|
|
436
|
+
Then in stage 7's velocity pass, **drop the `depth > PENETRATION_SLOP`
|
|
437
|
+
Baumgarte bias entirely**. Restitution stays as one-shot velocity bias
|
|
438
|
+
at pre-step (the iterative-clamping issue PLAN.md describes goes away
|
|
439
|
+
once position correction is no longer competing for the same
|
|
440
|
+
accumulator).
|
|
441
|
+
|
|
442
|
+
Once split-impulse is in place, TGS substepping becomes "apply forces
|
|
443
|
+
once at `dt`, then loop K substeps of {build pre-step at `sub_dt`,
|
|
444
|
+
solve velocity once at `sub_dt`, integrate position with `sub_dt`,
|
|
445
|
+
solve position once}". The three PLAN.md-documented issues disappear:
|
|
446
|
+
|
|
447
|
+
- Restitution × warm-start: restitution is one-shot at sub-step 0
|
|
448
|
+
only, applied as direct velocity delta to `lv` not as a bias.
|
|
449
|
+
- Baumgarte K× stronger: position pass uses `sub_dt`-scaled Baumgarte
|
|
450
|
+
inside its own loop, but it operates on `pos_lv` only, so it doesn't
|
|
451
|
+
multiply across substeps.
|
|
452
|
+
- Force accumulator timing: forces applied once at `dt` before substeps
|
|
453
|
+
begin, then accumulators zeroed.
|
|
454
|
+
|
|
455
|
+
This is a major piece of work but PLAN.md correctly classifies it as
|
|
456
|
+
deferred. Flagging it as the architectural inflection point.
|
|
457
|
+
|
|
458
|
+
### 3.3 Triangle-vs-primitive — Jolt's closest-point-on-triangle
|
|
459
|
+
|
|
460
|
+
**Files:** Jolt's `CollideSphereVsTriangles.cpp` (closed-form),
|
|
461
|
+
`CollideConvexVsTriangles.cpp` (GJK+EPA+active-edge), our
|
|
462
|
+
`narrowphase/narrowphase_step.js:443-585`,
|
|
463
|
+
`narrowphase/compute_penetration.js`.
|
|
464
|
+
|
|
465
|
+
Jolt's sphere-vs-triangle (paraphrased):
|
|
466
|
+
|
|
467
|
+
```cpp
|
|
468
|
+
uint closest_feature;
|
|
469
|
+
Vec3 point2 = ClosestPoint::GetClosestPointOnTriangle(v0, v1, v2, closest_feature);
|
|
470
|
+
float distance = (sphere_center - point2).Length();
|
|
471
|
+
if (distance > sphere_radius + max_separation_distance) return;
|
|
472
|
+
float penetration_depth = sphere_radius - distance;
|
|
473
|
+
// Voronoi region encoded in closest_feature (0..7 bitmask)
|
|
474
|
+
// 0b111 = interior (face) → normal is triangle face normal
|
|
475
|
+
// 0b001, 0b010, 0b100 = edge → normal is along (centre − closest_edge_point)
|
|
476
|
+
// Active-edge handling adjusts normal if it points along an inactive edge.
|
|
477
|
+
```
|
|
478
|
+
|
|
479
|
+
This bypasses GJK entirely. Tooling for the same is already in our
|
|
480
|
+
codebase — `core/geom/3d/triangle/` has triangle-normal computation;
|
|
481
|
+
the missing piece is the Voronoi closest-point routine. Even a
|
|
482
|
+
straightforward Ericson Real-Time Collision Detection §5.1.5
|
|
483
|
+
implementation removes the entire `Triangle3D` degenerate-support
|
|
484
|
+
problem.
|
|
485
|
+
|
|
486
|
+
Direct sphere-vs-triangle is the highest-leverage missing primitive:
|
|
487
|
+
- Unblocks `narrowphase_concave.spec.js` skipped tests immediately.
|
|
488
|
+
- Fixes the "ball drops on heightmap, decelerates 70% then sinks over
|
|
489
|
+
50 steps" failure documented in PLAN.md (PLAN.md:228-241).
|
|
490
|
+
- Is needed regardless of whether we ever do box-vs-triangle or
|
|
491
|
+
capsule-vs-triangle, because spheres-on-mesh is the single most
|
|
492
|
+
common gameplay primitive (character feet, projectiles, pickup
|
|
493
|
+
hitboxes).
|
|
494
|
+
|
|
495
|
+
Box-vs-triangle and capsule-vs-triangle are non-trivial: box-vs-triangle
|
|
496
|
+
is SAT with the triangle treated as having three edges plus a face
|
|
497
|
+
normal (13 candidate axes — 3 face normals of box, 1 triangle face,
|
|
498
|
+
9 edge-edge crosses). Capsule-vs-triangle reduces to segment-vs-
|
|
499
|
+
triangle closest pair, then sphere-vs-triangle at that closest
|
|
500
|
+
segment-point.
|
|
501
|
+
|
|
502
|
+
Active-edge handling is also missing — `mesh_enumerate_triangles` emits
|
|
503
|
+
all triangles regardless of which edges are shared with neighbours.
|
|
504
|
+
Adding a precomputed active-edge bitmask to `MeshShape3D.indices`
|
|
505
|
+
(3 bits per triangle for the three edges, packed) and a fix-normal
|
|
506
|
+
pass like Jolt's would close out the ghost-contact failure mode on
|
|
507
|
+
adjacent-triangle seams. The heightmap doesn't need this — the
|
|
508
|
+
grid topology means every interior edge is shared with exactly one
|
|
509
|
+
neighbour, so the active-edge classification is purely a function of
|
|
510
|
+
the height difference (which we can compute on the fly).
|
|
511
|
+
|
|
512
|
+
### 3.4 Manifold caching — world-space index match vs. local-space point match
|
|
513
|
+
|
|
514
|
+
**Files:** `contact/ManifoldStore.js:258-291`, `narrowphase_step.js`
|
|
515
|
+
candidate reduction (`reduce_candidates`), Jolt's
|
|
516
|
+
`ContactConstraintManager.cpp`.
|
|
517
|
+
|
|
518
|
+
Jolt's match (paraphrased):
|
|
519
|
+
```cpp
|
|
520
|
+
if (Vec3::sLoadFloat3Unsafe(ccp->mPosition1).IsClose(p1_ls,
|
|
521
|
+
mPhysicsSettings.mContactPointPreserveLambdaMaxDistSq))
|
|
522
|
+
{
|
|
523
|
+
wcp.mNonPenetrationConstraint.SetTotalLambda(ccp.mNonPenetrationLambda);
|
|
524
|
+
...
|
|
525
|
+
}
|
|
526
|
+
```
|
|
527
|
+
|
|
528
|
+
For each new contact, Jolt scans the cached `CachedContactPoint`s and
|
|
529
|
+
transfers the impulse from any cached point within
|
|
530
|
+
`mContactPointPreserveLambdaMaxDistSq` (default ~1mm). Points are
|
|
531
|
+
stored in **body-local** space, so a body that rotated 90° between
|
|
532
|
+
frames still matches correctly.
|
|
533
|
+
|
|
534
|
+
Ours at `narrowphase_step.js` writes the candidate buffer into
|
|
535
|
+
`manifolds.set_contact(slot, k, ...)` where `k` is the slice index
|
|
536
|
+
inside `reduce_candidates`'s output. The warm-start impulses at slot
|
|
537
|
+
offset `+10..+12` (`contact/ManifoldStore.js:30`) **are preserved across
|
|
538
|
+
calls to `set_contact`** because `set_contact` only writes 10 floats
|
|
539
|
+
(positions, normal, depth) and leaves `j_n / j_t1 / j_t2` untouched.
|
|
540
|
+
This is good when the reduction picks the same contacts in the same
|
|
541
|
+
slice order — and bad when it doesn't.
|
|
542
|
+
|
|
543
|
+
`reduce_candidates` is deterministic (deepest into slot 0, then
|
|
544
|
+
greedy max-min-distance for the next three) — but it's deterministic
|
|
545
|
+
*per call*, given a candidate list. If the candidate list mutates in
|
|
546
|
+
order across frames (which it does: contacts come from per-collider
|
|
547
|
+
cross-product loops whose ordering can shift if compound colliders move
|
|
548
|
+
relatively, and the underlying triangle decomposition emits triangles
|
|
549
|
+
in spatial order that depends on the query AABB), the warm-start
|
|
550
|
+
impulse at slot k might be inherited from a geometrically *different*
|
|
551
|
+
contact in last frame's manifold.
|
|
552
|
+
|
|
553
|
+
**Concrete failure mode:** sliding contact. A box sliding on the
|
|
554
|
+
floor has 4 contact points that translate every frame. Frame N's
|
|
555
|
+
slot-0 contact (deepest) is at corner X; frame N+1's slot-0 (also
|
|
556
|
+
deepest) is at corner Y because the box rotated slightly and a
|
|
557
|
+
different corner is now deepest. Slot-0 inherits last frame's `j_n`
|
|
558
|
+
from corner X — which was holding up a different part of the box.
|
|
559
|
+
The error converges out in 10 velocity iterations, but warm-start
|
|
560
|
+
is supposed to **save** iterations, and it stops doing so when the
|
|
561
|
+
match is wrong.
|
|
562
|
+
|
|
563
|
+
**Improvement:** match by world (or better, local) position with a
|
|
564
|
+
small tolerance. The 13-float stride could grow to 16 by adding a
|
|
565
|
+
`(local_x, local_y, local_z)` triple per contact on body A (and skip
|
|
566
|
+
B because we can recompute via the normal). The reduction step
|
|
567
|
+
becomes "for each new candidate, find the nearest old contact within
|
|
568
|
+
tolerance, transfer its impulse to the new contact". This is
|
|
569
|
+
~`O(new × old) ≤ 16` per pair — cheap. Storage cost: 3 doubles ×
|
|
570
|
+
4 contacts × #slots = 96 bytes/slot. On 1k active pairs that's 96kB,
|
|
571
|
+
trivial.
|
|
572
|
+
|
|
573
|
+
This is materially more impactful for tall stacks than for static
|
|
574
|
+
piles, but it improves rolling/sliding scenarios across the board.
|
|
575
|
+
|
|
576
|
+
### 3.5 EPA priority queue and termination
|
|
577
|
+
|
|
578
|
+
**Files:** `gjk/expanding_polytope_algorithm.js:118-127`, Jolt's
|
|
579
|
+
`Geometry/EPAPenetrationDepth.h`.
|
|
580
|
+
|
|
581
|
+
Our closest-face search:
|
|
582
|
+
```js
|
|
583
|
+
let min_dist = v3_dot_array_array(faces, 0, faces, 3 * 3);
|
|
584
|
+
closest_face = 0;
|
|
585
|
+
for (let i = 1; i < num_faces; i++) {
|
|
586
|
+
const dist = v3_dot_array_array(faces, i * FACE_ELEMENT_COUNT, faces, i * FACE_ELEMENT_COUNT + 3 * 3);
|
|
587
|
+
if (dist < min_dist) { min_dist = dist; closest_face = i; }
|
|
588
|
+
}
|
|
589
|
+
```
|
|
590
|
+
|
|
591
|
+
Linear scan over up to `EPA_MAX_NUM_FACES = 64` faces. Cost per
|
|
592
|
+
iteration: 64 dot products. We do up to 64 iterations. Worst case
|
|
593
|
+
4096 dot products per EPA invocation.
|
|
594
|
+
|
|
595
|
+
Jolt maintains a heap-based priority queue keyed by `mClosestLenSq`
|
|
596
|
+
of each face. Insert on face creation, pop on access. Each
|
|
597
|
+
add/remove is `O(log N)`. With typical EPA convergence ~10
|
|
598
|
+
iterations, the savings are ~10 ×64 = 640 dot products → ~10 × log₂(40)
|
|
599
|
+
≈ 50 heap ops, an order of magnitude.
|
|
600
|
+
|
|
601
|
+
This is a JS-friendly improvement (heap on a typed array is
|
|
602
|
+
straightforward; we already have a min-heap pattern in `BodyStorage`
|
|
603
|
+
and `ManifoldStore` for free lists). The catch: face removal mid-iteration
|
|
604
|
+
(the loose-edge step) needs to mark heap entries as deleted lazily.
|
|
605
|
+
Jolt's comment notes "removed triangles skipped during iteration"
|
|
606
|
+
— same lazy-delete pattern.
|
|
607
|
+
|
|
608
|
+
**Termination tolerance also wants attention.** Ours is absolute
|
|
609
|
+
(`EPA_TOLERANCE = 0.0001`); Jolt's is relative
|
|
610
|
+
(`dist_sq - mClosestLenSq < mClosestLenSq * inTolerance`). For a
|
|
611
|
+
sphere on a flat surface where the true penetration depth is 0.0001,
|
|
612
|
+
our absolute test passes on iteration 1 with garbage normal direction
|
|
613
|
+
(`closest_face` is whichever of the 4 initial-tetrahedron faces
|
|
614
|
+
happened to land near origin). Jolt's relative test would keep
|
|
615
|
+
iterating to refine the direction. This is the geometric source of
|
|
616
|
+
PLAN.md's "EPA degenerates on smooth shapes" — not the lack of MPR
|
|
617
|
+
fallback, but the **stopping criterion** failing to gate on actual
|
|
618
|
+
convergence of the search direction.
|
|
619
|
+
|
|
620
|
+
### 3.6 Box-box manifold construction (Sutherland-Hodgman)
|
|
621
|
+
|
|
622
|
+
**Files:** `narrowphase/box_box_manifold.js`, Jolt's
|
|
623
|
+
`Geometry/ClipPoly.h`.
|
|
624
|
+
|
|
625
|
+
Both engines use SAT to find the smallest-overlap axis and
|
|
626
|
+
Sutherland-Hodgman to clip the incident face against the reference
|
|
627
|
+
face for face-vs-face contact. The implementations are
|
|
628
|
+
structurally identical.
|
|
629
|
+
|
|
630
|
+
Where we diverge: edge-edge contact. PLAN.md flags this — when the
|
|
631
|
+
SAT axis is an edge-pair cross, we emit a **single** midpoint contact
|
|
632
|
+
(`narrowphase/box_box_manifold.js:15-16`: "v1 fallback;
|
|
633
|
+
closest-edge-points refinement is a follow-up"). Jolt does the
|
|
634
|
+
edge-edge closest-pair computation and emits up to 2 contacts
|
|
635
|
+
(roughly: an edge-edge skew gives one contact per pair of
|
|
636
|
+
ribbons of overlap).
|
|
637
|
+
|
|
638
|
+
Practical impact: a tilted cube falling corner-onto-flat-cube relies
|
|
639
|
+
on the edge-edge path for the first ~5 frames before face-face takes
|
|
640
|
+
over. With a single midpoint contact, the impulse can be slightly off
|
|
641
|
+
the geometric centre of contact, producing a small tumble. The
|
|
642
|
+
existing 16-cube test PLAN.md mentions is run in a short window, so
|
|
643
|
+
this likely isn't visible in normal play but is the right next step
|
|
644
|
+
for box-stacking polish.
|
|
645
|
+
|
|
646
|
+
### 3.7 Manifold reduction heuristic
|
|
647
|
+
|
|
648
|
+
**Files:** `narrowphase/narrowphase_step.js:149-178`, Jolt's
|
|
649
|
+
`Collision/ManifoldBetweenTwoFaces.cpp` `PruneContactPoints`.
|
|
650
|
+
|
|
651
|
+
Ours:
|
|
652
|
+
```js
|
|
653
|
+
function reduce_candidates(n) {
|
|
654
|
+
// 1. deepest to slot 0
|
|
655
|
+
// 2. for each subsequent slot, pick the remaining candidate whose
|
|
656
|
+
// minimum distance to the already-kept set is largest
|
|
657
|
+
}
|
|
658
|
+
```
|
|
659
|
+
|
|
660
|
+
Jolt's strategy:
|
|
661
|
+
1. **First point:** maximises `(distance to CoM)² × (penetration depth)²`
|
|
662
|
+
2. **Second point:** furthest from the first
|
|
663
|
+
3. **Third and fourth:** opposite sides of the line from points 1–2,
|
|
664
|
+
maximising perpendicular distance.
|
|
665
|
+
|
|
666
|
+
The CoM-distance weighting in point 1 is the real divergence. It
|
|
667
|
+
biases toward contacts with maximum torque-arm leverage — the right
|
|
668
|
+
choice for stable rotational support. Our "deepest" choice
|
|
669
|
+
sometimes picks an under-the-CoM contact that produces no torque and
|
|
670
|
+
leaves the box unable to resist tipping. Practically, you'd see this
|
|
671
|
+
in a tall stack where outer contacts that prevent toppling get
|
|
672
|
+
displaced from the manifold by deeper contacts near the centre.
|
|
673
|
+
|
|
674
|
+
The CoM is available (`Transform.position` for the body — adjusted by
|
|
675
|
+
`com_offset` if we add one). The cost of folding `dist_to_com` into
|
|
676
|
+
the depth weight is trivial.
|
|
677
|
+
|
|
678
|
+
### 3.8 Active body iteration / SoA layout
|
|
679
|
+
|
|
680
|
+
**Files:** `body/BodyStorage.js`, `broadphase/generate_pairs.js:50-51`,
|
|
681
|
+
Jolt's `BodyManager.cpp`.
|
|
682
|
+
|
|
683
|
+
Jolt:
|
|
684
|
+
```cpp
|
|
685
|
+
BodyID *active_bodies = mActiveBodies[EBodyType::RigidBody];
|
|
686
|
+
uint32 num_active_bodies = mNumActiveBodies[EBodyType::RigidBody].load(memory_order_relaxed);
|
|
687
|
+
for (uint32 i = 0; i < num_active_bodies; ++i) {
|
|
688
|
+
BodyID id = active_bodies[i];
|
|
689
|
+
Body *body = mBodies[id.GetIndex()];
|
|
690
|
+
...
|
|
691
|
+
}
|
|
692
|
+
```
|
|
693
|
+
|
|
694
|
+
The body object lives behind a pointer. Each iteration is:
|
|
695
|
+
*read active_bodies[i]* → *index into mBodies* → *pointer chase to Body*.
|
|
696
|
+
|
|
697
|
+
Ours:
|
|
698
|
+
```js
|
|
699
|
+
for (let i = 0; i < awake_count; i++) {
|
|
700
|
+
const body_idx = storage.awake_at(i);
|
|
701
|
+
const list = body_collider_lists[body_idx]; // sparse array
|
|
702
|
+
...
|
|
703
|
+
}
|
|
704
|
+
```
|
|
705
|
+
|
|
706
|
+
We do the same pointer chase to `RigidBody` and `Transform`. The
|
|
707
|
+
SoA wins of `BodyStorage` apply to **flags**, **kinds**, and
|
|
708
|
+
**generations** — but the simulation hot path reads `linearVelocity`,
|
|
709
|
+
`angularVelocity`, `inverseInertiaLocal` (on `RigidBody`), and
|
|
710
|
+
`position`, `rotation` (on `Transform`). Those are not in
|
|
711
|
+
`BodyStorage`.
|
|
712
|
+
|
|
713
|
+
This is a deliberate architectural choice (ECS shape with components
|
|
714
|
+
owning their own state) and the right one given meep's ECS model — but
|
|
715
|
+
worth being honest that it doesn't realise the SoA-locality benefit
|
|
716
|
+
that Jolt's pure pool design might (if Jolt were SoA, which it
|
|
717
|
+
isn't). Both engines have similar effective cache behaviour at the
|
|
718
|
+
solver's inner loop.
|
|
719
|
+
|
|
720
|
+
**No actionable change here** — flagging only because PLAN.md cites
|
|
721
|
+
"active list iteration" as a Jolt-derived design, and the win is
|
|
722
|
+
more conceptual (dense active list, no scanning all bodies) than
|
|
723
|
+
locality (the per-body data is still pointer-chased on both sides).
|
|
724
|
+
|
|
725
|
+
---
|
|
726
|
+
|
|
727
|
+
## 4. Simplicity & uniformity
|
|
728
|
+
|
|
729
|
+
### Where the code is uniform
|
|
730
|
+
|
|
731
|
+
Both engines have clean per-stage decomposition. Our pipeline
|
|
732
|
+
(`PhysicsSystem.fixedUpdate`) is a single linear function with
|
|
733
|
+
11 stages clearly commented. Jolt's `Update` is more elaborate
|
|
734
|
+
because of the job system — at least 12 distinct job types — but
|
|
735
|
+
the conceptual stages map 1:1.
|
|
736
|
+
|
|
737
|
+
Internal primitives (vec3 ops, AABB transforms, quaternion math)
|
|
738
|
+
are factored into `core/geom/` for us, equivalently into `Jolt/Math/`
|
|
739
|
+
and `Jolt/Geometry/`. No glaring over- or under-abstraction.
|
|
740
|
+
|
|
741
|
+
### Where the code is specialised
|
|
742
|
+
|
|
743
|
+
**Narrowphase dispatch.** Our `dispatch_pair` (`narrowphase/narrowphase_step.js:192-353`)
|
|
744
|
+
is a cascade of `if (isSphereA && isBoxB)...`. Jolt has a 2-D table
|
|
745
|
+
`sCollideShape[NumSubShapeTypes][NumSubShapeTypes]`. The cascade is
|
|
746
|
+
fine while we have ~5 shape types × symmetric handling but it grows
|
|
747
|
+
quadratically in lines of code per new pair (sphere/box/capsule today
|
|
748
|
+
→ +cylinder +cone +convex-hull on the PLAN backlog → roughly doubles
|
|
749
|
+
the cascade body).
|
|
750
|
+
|
|
751
|
+
**A table-based dispatch is worth considering** once we add the next
|
|
752
|
+
2 shapes. The table is `Function[][]` keyed by shape type marker
|
|
753
|
+
(we already use `isUnitSphereShape3D`, `isBoxShape3D`, etc. — those
|
|
754
|
+
could become small integer codes). Symmetry handled by a single
|
|
755
|
+
"reversed" wrapper, as Jolt does. The cost is a level of indirection
|
|
756
|
+
per pair; the gain is "to add a new shape pair, you write one new
|
|
757
|
+
handler module + register it in two table slots", instead of editing
|
|
758
|
+
a 200-line cascade.
|
|
759
|
+
|
|
760
|
+
**Concave dispatch** is correctly factored out (`narrowphase_step.js:355-585`)
|
|
761
|
+
behind `is_convex === false`. The decomposition machinery
|
|
762
|
+
(`narrowphase/decomposition/`) is genuinely clean — `Triangle3D` as a
|
|
763
|
+
buffer-flyweight is a nice piece of work. The per-triangle GJK+EPA
|
|
764
|
+
should be replaced with closed-form primitives (see §3.3), but the
|
|
765
|
+
**enumeration / dispatch** structure is the right shape.
|
|
766
|
+
|
|
767
|
+
### Code reuse
|
|
768
|
+
|
|
769
|
+
- `world_inverse_inertia_apply` is the central angular-Jacobian routine
|
|
770
|
+
used by the solver, the velocity integrator, and `applyImpulseAt`.
|
|
771
|
+
Good.
|
|
772
|
+
- `gjk` is shared between narrowphase, raycast (via shape_cast), and
|
|
773
|
+
the standalone `compute_penetration`. Good.
|
|
774
|
+
- `compute_penetration` is callable independently of the system,
|
|
775
|
+
enabling kinematic resolution. Nice abstraction.
|
|
776
|
+
- The min-heap pattern appears in `BodyStorage` (free body indices)
|
|
777
|
+
and `ManifoldStore` (free manifold slots) as **duplicated code**. A
|
|
778
|
+
shared `int_min_heap.js` primitive in `core/collection/` could host
|
|
779
|
+
both — same arguments, same algorithm. Low priority but a real
|
|
780
|
+
duplication.
|
|
781
|
+
|
|
782
|
+
### Ease of extension
|
|
783
|
+
|
|
784
|
+
| Task | meep | Jolt |
|
|
785
|
+
|---|---|---|
|
|
786
|
+
| Add a new shape pair | Edit `dispatch_pair` cascade + write a new `xxx_yyy_contact.js` module | Write a handler function + register it in `CollisionDispatch::sInit` |
|
|
787
|
+
| Add a new constraint (joint) | Solver loop is set up to iterate `contacts ∪ joints` per PLAN.md, but the constraint pre-step + warm-start interface is not formalised — `solve_contacts.js` is hard-coded to contact-shape constraints | `Constraint` base class with `BuildIslands`, `SetupVelocityConstraint`, `WarmStartVelocityConstraint`, `SolveVelocityConstraint`, `SolvePositionConstraint` — clearly structured for arbitrary constraint types |
|
|
788
|
+
| Add a new query collector | Each query is its own function with its own filter pattern | One method per query type × user provides any `CollisionCollector` subclass |
|
|
789
|
+
| Add a new motion quality | N/A (only Discrete) | Add to `EMotionQuality`, route through `JobBuildIslandsFromConstraints` switch |
|
|
790
|
+
|
|
791
|
+
The constraint extension point is genuinely weaker on our side and
|
|
792
|
+
matters for the planned joints (distance, hinge, ball-socket,
|
|
793
|
+
prismatic per PLAN.md). The work to abstract is roughly:
|
|
794
|
+
|
|
795
|
+
1. Define a `Constraint` interface with `setup(dt) → pre_step_data`,
|
|
796
|
+
`warm_start(state)`, `solve_velocity(state)`, optionally
|
|
797
|
+
`solve_position(state)` (in the future split-impulse world).
|
|
798
|
+
2. Refactor `solve_contacts.js` so the contact path is *one
|
|
799
|
+
implementation* of the interface, sitting next to (eventually)
|
|
800
|
+
`solve_distance.js`, `solve_hinge.js`.
|
|
801
|
+
3. The island builder gains a `__constraints` array that gets ordered
|
|
802
|
+
alongside the manifold-slot list.
|
|
803
|
+
|
|
804
|
+
This isn't strictly urgent (joints are backlog), but the time to do
|
|
805
|
+
it cleanly is **before** joints arrive, not after they each have
|
|
806
|
+
custom code paths.
|
|
807
|
+
|
|
808
|
+
### What Jolt has that's worth adopting
|
|
809
|
+
|
|
810
|
+
1. **`CollisionCollector` pattern for queries.** A `Collector` is a
|
|
811
|
+
tiny interface with `AddHit(result) → bool` (return false to early-out).
|
|
812
|
+
One implementation each for "all hits", "nearest", "any-hit", "first-in-layer".
|
|
813
|
+
Cleaner than our query-per-use-case approach, future-proofs against
|
|
814
|
+
batch queries.
|
|
815
|
+
|
|
816
|
+
2. **`mContactPointPreserveLambdaMaxDistSq` (local-position-based warm-start).**
|
|
817
|
+
See §3.4.
|
|
818
|
+
|
|
819
|
+
3. **Active-edge classification on triangle meshes.** See §3.3.
|
|
820
|
+
|
|
821
|
+
4. **Closed-form sphere-vs-triangle.** See §3.3. (PLAN.md flags this.)
|
|
822
|
+
|
|
823
|
+
5. **Last-separating-axis cache for GJK on persistent pairs.** See §3.1.
|
|
824
|
+
|
|
825
|
+
6. **Position iteration as a separate pass (split-impulse architecture).**
|
|
826
|
+
See §3.2 and §3 of PLAN.md TGS backlog.
|
|
827
|
+
|
|
828
|
+
7. **Manifold reduction weighted by torque-arm from CoM.** See §3.7.
|
|
829
|
+
|
|
830
|
+
### What Jolt has that would be over-engineering for us
|
|
831
|
+
|
|
832
|
+
1. **`LargeIslandSplitter`** — exists purely to enable parallel solving
|
|
833
|
+
within an island. PLAN.md's "out of scope without universal SAB" is
|
|
834
|
+
correct.
|
|
835
|
+
2. **Multiple `BroadPhaseLayer`s.** Our two-tree split is enough; adding
|
|
836
|
+
a tree per object layer increases broadphase memory linearly in
|
|
837
|
+
layer count and only helps when there's a strict hierarchy of
|
|
838
|
+
"static vs. dynamic vs. kinematic vs. debris". Game content for our
|
|
839
|
+
target doesn't have that diversity.
|
|
840
|
+
3. **`MutexArray` for body locking.** Single-threaded.
|
|
841
|
+
4. **`ShapeRefC` reference counting.** Our shapes are managed by the
|
|
842
|
+
ECS lifetime; refcounts would be ceremony.
|
|
843
|
+
5. **`EMotionQuality::LinearCast` with timestealing.** The simpler
|
|
844
|
+
"swept shape cast → clip movement → integrate at TOI" works in
|
|
845
|
+
single-threaded code without needing the elaborate substep state
|
|
846
|
+
machine Jolt builds for thread coordination.
|
|
847
|
+
|
|
848
|
+
### Where we could simplify further
|
|
849
|
+
|
|
850
|
+
- **Heap implementation duplication** (`BodyStorage` / `ManifoldStore`)
|
|
851
|
+
— one shared `core/collection/IntMinHeap.js` (small).
|
|
852
|
+
- **PosedShape** (`narrowphase/PosedShape.js`) is fine but only used by
|
|
853
|
+
GJK/EPA paths; the comment-noted concave dispatch builds two of them
|
|
854
|
+
for the inverted convention. A single canonical "shape under pose"
|
|
855
|
+
abstraction used everywhere (broadphase, narrowphase, queries) would
|
|
856
|
+
reduce per-pair branching.
|
|
857
|
+
- **`generate_pairs.js`** runs `pair_filter` after the touched-flag
|
|
858
|
+
check. If `pair_filter` is set and the pair is currently rejected,
|
|
859
|
+
the manifold slot is still acquired-then-orphaned. Reordering so
|
|
860
|
+
the filter runs **before** `acquire` would avoid temporarily
|
|
861
|
+
allocating slots for rejected pairs.
|
|
862
|
+
|
|
863
|
+
---
|
|
864
|
+
|
|
865
|
+
## Headline takeaways
|
|
866
|
+
|
|
867
|
+
1. **The single biggest correctness gap is closed-form sphere-vs-triangle**
|
|
868
|
+
(per PLAN.md). Jolt provides the blueprint in
|
|
869
|
+
`CollideSphereVsTriangles.cpp` — `ClosestPoint::GetClosestPointOnTriangle`
|
|
870
|
+
with a 3-bit Voronoi feature id. This unblocks the skipped
|
|
871
|
+
`narrowphase_concave.spec.js` tests and improves the heightmap drop
|
|
872
|
+
case fundamentally.
|
|
873
|
+
|
|
874
|
+
2. **The biggest stability gap is split-impulse architecture.** Without
|
|
875
|
+
it, TGS is blocked (PLAN.md documents this). Jolt's pattern:
|
|
876
|
+
separate `SolvePositionConstraints` pass operating on a
|
|
877
|
+
pseudo-velocity, integrated for one substep and discarded. This is
|
|
878
|
+
a several-commit solver rewrite but the right one. Restitution
|
|
879
|
+
should be one-shot, not iterative.
|
|
880
|
+
|
|
881
|
+
3. **GJK separating-axis cache** is a free win — 3 doubles per
|
|
882
|
+
manifold slot, ~5–10× iteration-count reduction on established
|
|
883
|
+
contacts, no architectural change needed.
|
|
884
|
+
|
|
885
|
+
4. **Manifold warm-start by position match** (Jolt's
|
|
886
|
+
`mContactPointPreserveLambdaMaxDistSq`) closes a quiet correctness
|
|
887
|
+
bug in sliding/rolling contacts where warm-start currently inherits
|
|
888
|
+
impulses by slice index rather than by geometric identity.
|
|
889
|
+
|
|
890
|
+
5. **EPA priority queue + relative tolerance** addresses the
|
|
891
|
+
"EPA-on-smooth-shapes" failure mode at its source. Current absolute
|
|
892
|
+
tolerance terminates with garbage normal direction on small-depth
|
|
893
|
+
contacts.
|
|
894
|
+
|
|
895
|
+
6. **Active-edge classification on triangle meshes** suppresses ghost
|
|
896
|
+
contacts at internal seams without needing the full closed-form
|
|
897
|
+
triangle-vs-X family.
|
|
898
|
+
|
|
899
|
+
7. **Manifold reduction should weight by CoM distance** for torque-arm
|
|
900
|
+
stability. Single-line change once `Transform.position` is
|
|
901
|
+
threaded through.
|
|
902
|
+
|
|
903
|
+
8. **Constraint interface abstraction** before joints land — solver
|
|
904
|
+
loop is conceptually right, but the data-flow protocol for non-contact
|
|
905
|
+
constraints is informal.
|
|
906
|
+
|
|
907
|
+
9. **Per-body LinearCast CCD** (Jolt's `EMotionQuality::LinearCast`)
|
|
908
|
+
maps directly to PLAN.md's documented falling-tower reproducer fix.
|
|
909
|
+
|
|
910
|
+
10. **Threading, multi-tree broadphase layers, refcounted shapes,
|
|
911
|
+
cross-platform determinism** are all Jolt features that are correctly
|
|
912
|
+
out of scope for meep given the design bets in PLAN.md. Do not
|
|
913
|
+
pursue.
|