@woosh/meep-engine 2.140.0 → 2.142.0

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Files changed (74) hide show
  1. package/package.json +1 -1
  2. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +21 -0
  3. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -0
  4. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  5. package/src/engine/control/first-person/prototype_first_person_controller.js +5 -0
  6. package/src/engine/graphics/render/buffer/simple-fx/ao/AmbientOcclusionPostProcessEffect.d.ts.map +1 -1
  7. package/src/engine/graphics/render/buffer/simple-fx/ao/AmbientOcclusionPostProcessEffect.js +67 -42
  8. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOShader.d.ts +12 -22
  9. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOShader.d.ts.map +1 -1
  10. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOShader.js +340 -186
  11. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOUpscaleShader.d.ts +44 -0
  12. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOUpscaleShader.d.ts.map +1 -0
  13. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOUpscaleShader.js +151 -0
  14. package/src/engine/graphics/render/buffer/simple-fx/ao/generateHilbertNoiseTexture.d.ts +14 -0
  15. package/src/engine/graphics/render/buffer/simple-fx/ao/generateHilbertNoiseTexture.d.ts.map +1 -0
  16. package/src/engine/graphics/render/buffer/simple-fx/ao/generateHilbertNoiseTexture.js +78 -0
  17. package/src/engine/physics/PLAN.md +705 -461
  18. package/src/engine/physics/REVIEW_002.md +151 -0
  19. package/src/engine/physics/REVIEW_003.md +166 -0
  20. package/src/engine/physics/constraint/DofMode.d.ts +28 -0
  21. package/src/engine/physics/constraint/DofMode.d.ts.map +1 -0
  22. package/src/engine/physics/constraint/DofMode.js +35 -0
  23. package/src/engine/physics/constraint/solve_constraints.d.ts +38 -0
  24. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -0
  25. package/src/engine/physics/constraint/solve_constraints.js +673 -0
  26. package/src/engine/physics/ecs/Joint.d.ts +294 -0
  27. package/src/engine/physics/ecs/Joint.d.ts.map +1 -0
  28. package/src/engine/physics/ecs/Joint.js +402 -0
  29. package/src/engine/physics/ecs/PhysicsSystem.d.ts +52 -0
  30. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  31. package/src/engine/physics/ecs/PhysicsSystem.js +126 -4
  32. package/src/engine/physics/fluid/FluidField.d.ts +14 -10
  33. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  34. package/src/engine/physics/fluid/FluidField.js +14 -10
  35. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  36. package/src/engine/physics/fluid/FluidSimulator.js +0 -1
  37. package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.d.ts +17 -10
  38. package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.d.ts.map +1 -1
  39. package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.js +18 -11
  40. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.d.ts +13 -10
  41. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.d.ts.map +1 -1
  42. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.js +18 -13
  43. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.d.ts +4 -3
  44. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.d.ts.map +1 -1
  45. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.js +15 -11
  46. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts +24 -22
  47. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts.map +1 -1
  48. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.js +26 -22
  49. package/src/engine/physics/island/IslandBuilder.d.ts +4 -1
  50. package/src/engine/physics/island/IslandBuilder.d.ts.map +1 -1
  51. package/src/engine/physics/island/IslandBuilder.js +33 -16
  52. package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -1
  53. package/src/engine/physics/narrowphase/box_box_manifold.js +27 -1
  54. package/src/engine/physics/narrowphase/narrowphase_step.d.ts +33 -0
  55. package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -1
  56. package/src/engine/physics/narrowphase/narrowphase_step.js +75 -0
  57. package/src/engine/physics/narrowphase/ray_shapes.d.ts +66 -0
  58. package/src/engine/physics/narrowphase/ray_shapes.d.ts.map +1 -0
  59. package/src/engine/physics/narrowphase/ray_shapes.js +187 -0
  60. package/src/engine/physics/narrowphase/refine_ray_concave.d.ts +16 -0
  61. package/src/engine/physics/narrowphase/refine_ray_concave.d.ts.map +1 -0
  62. package/src/engine/physics/narrowphase/refine_ray_concave.js +145 -0
  63. package/src/engine/physics/narrowphase/refine_ray_hit.d.ts +39 -0
  64. package/src/engine/physics/narrowphase/refine_ray_hit.d.ts.map +1 -0
  65. package/src/engine/physics/narrowphase/refine_ray_hit.js +78 -0
  66. package/src/engine/physics/queries/raycast.d.ts +11 -9
  67. package/src/engine/physics/queries/raycast.d.ts.map +1 -1
  68. package/src/engine/physics/queries/raycast.js +108 -159
  69. package/src/engine/physics/solver/solve_contacts.d.ts +28 -0
  70. package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -1
  71. package/src/engine/physics/solver/solve_contacts.js +169 -1
  72. package/src/engine/physics/vehicle/RaycastVehicle.d.ts +114 -0
  73. package/src/engine/physics/vehicle/RaycastVehicle.d.ts.map +1 -0
  74. package/src/engine/physics/vehicle/RaycastVehicle.js +333 -0
@@ -8,42 +8,67 @@ import {
8
8
  } from "../../../core/bvh2/bvh3/BVH.js";
9
9
  import { returnTrue } from "../../../core/function/returnTrue.js";
10
10
  import { aabb3_near_distance_to_intersection_ray_segment } from "../../../core/geom/3d/aabb/aabb3_near_distance_to_intersection_ray_segment.js";
11
+ import { refine_ray_hit, RAY_REFINE_UNSUPPORTED } from "../narrowphase/refine_ray_hit.js";
11
12
 
12
13
  const stack = SCRATCH_UINT32_TRAVERSAL_STACK;
13
14
 
14
15
  /**
15
- * Walk a single BVH along a ray and update the running nearest hit.
16
+ * Reusable nearest-hit accumulator + scratch. Module-scoped so {@link raycast}
17
+ * doesn't allocate per call; the physics step is single-threaded so contention
18
+ * isn't a concern.
19
+ * @type {{best_t:number, best_body:number}}
20
+ */
21
+ const acc = { best_t: Infinity, best_body: 0 };
22
+ const best_normal = new Float64Array(3); // winning hit's world normal
23
+ const cand_normal = new Float64Array(3); // per-leaf candidate normal
24
+
25
+ /**
26
+ * Outward AABB-face normal at a hit point — the fallback normal for a leaf
27
+ * whose shape has no exact ray test (composite convex). The hit point is
28
+ * projected into the AABB's normalised local space (centre = 0, faces = ±1);
29
+ * the dominant component's axis is the entry face and its sign the outward
30
+ * normal.
31
+ */
32
+ function aabb_face_normal(out, min_x, min_y, min_z, max_x, max_y, max_z, hx, hy, hz) {
33
+ const cx = (min_x + max_x) * 0.5;
34
+ const cy = (min_y + max_y) * 0.5;
35
+ const cz = (min_z + max_z) * 0.5;
36
+ const px = (hx - cx) * 2 / (max_x - min_x);
37
+ const py = (hy - cy) * 2 / (max_y - min_y);
38
+ const pz = (hz - cz) * 2 / (max_z - min_z);
39
+ const apx = px < 0 ? -px : px;
40
+ const apy = py < 0 ? -py : py;
41
+ const apz = pz < 0 ? -pz : pz;
42
+ if (apx >= apy && apx >= apz) { out[0] = px >= 0 ? 1 : -1; out[1] = 0; out[2] = 0; }
43
+ else if (apy >= apz) { out[0] = 0; out[1] = py >= 0 ? 1 : -1; out[2] = 0; }
44
+ else { out[0] = 0; out[1] = 0; out[2] = pz >= 0 ? 1 : -1; }
45
+ }
46
+
47
+ /**
48
+ * Walk a single BVH along a ray, refining each crossing leaf against its true
49
+ * shape geometry and keeping the nearest confirmed hit.
16
50
  *
17
- * Hit refinement is broadphase-only: the returned `t` is the distance to
18
- * the inflated leaf AABB. Narrowphase shape refinement is a follow-up.
51
+ * Pruning stays on the *inflated leaf AABB* entry distance `t_near`: a shape
52
+ * hit is always at or beyond its tight AABB entry, which is at or beyond the
53
+ * inflated-AABB entry, so a subtree whose AABB entry is past the current best
54
+ * cannot contain a closer hit. A leaf whose ray crosses the fat AABB but misses
55
+ * the true shape contributes nothing — the correctness gain over broadphase.
19
56
  *
20
- * @param {BVH} bvh
21
- * @param {number} root
22
- * @param {number} ox
23
- * @param {number} oy
24
- * @param {number} oz
25
- * @param {number} dx
26
- * @param {number} dy
27
- * @param {number} dz
28
- * @param {number} inv_dx
29
- * @param {number} inv_dy
30
- * @param {number} inv_dz
57
+ * @param {BVH} bvh @param {number} root
58
+ * @param {PhysicsSystem} system
59
+ * @param {number} ox @param {number} oy @param {number} oz ray origin
60
+ * @param {number} dx @param {number} dy @param {number} dz ray dir (unit)
61
+ * @param {number} inv_dx @param {number} inv_dy @param {number} inv_dz
31
62
  * @param {number} max_distance
32
- * @param {{best_t:number, best_body:number, best_node:number, best_bvh:BVH|null}} acc
33
- * @param {(body_id:number)=>boolean} test per-leaf filter
63
+ * @param {(entity:number, collider:Collider)=>boolean} filter
34
64
  */
35
65
  function bvh_raycast_nearest(
36
- bvh, root,
37
- ox, oy, oz,
38
- dx, dy, dz,
66
+ bvh, root, system,
67
+ ox, oy, oz, dx, dy, dz,
39
68
  inv_dx, inv_dy, inv_dz,
40
- max_distance,
41
- acc,
42
- test
69
+ max_distance, filter
43
70
  ) {
44
- if (root === NULL_NODE) {
45
- return;
46
- }
71
+ if (root === NULL_NODE) return;
47
72
 
48
73
  const float32 = bvh.__data_float32;
49
74
  const uint32 = bvh.__data_uint32;
@@ -66,181 +91,105 @@ function bvh_raycast_nearest(
66
91
  );
67
92
 
68
93
  // No intersection or this subtree can't beat the best known hit — prune.
69
- if (t_near >= acc.best_t) {
70
- continue;
71
- }
94
+ if (t_near >= acc.best_t) continue;
72
95
 
73
96
  const child_1 = uint32[address + COLUMN_CHILD_1];
74
97
  if (child_1 !== NULL_NODE) {
75
98
  stack[pointer++] = uint32[address + COLUMN_CHILD_2];
76
99
  stack[pointer++] = child_1;
77
- } else {
78
- const body_id = uint32[address + COLUMN_USER_DATA];
79
- if (test(body_id)) {
100
+ continue;
101
+ }
102
+
103
+ // Leaf — refine against the true shape.
104
+ const body_id = uint32[address + COLUMN_USER_DATA];
105
+ const entity = system.entityOf(body_id);
106
+ if (entity < 0) continue; // unlinked concurrently
107
+ const idx = system.__index_of(body_id);
108
+ const collider = system.__primary_collider(idx);
109
+ if (collider === null) continue;
110
+ if (!filter(entity, collider)) continue;
111
+
112
+ const tr = system.__transforms[idx];
113
+ const refined = refine_ray_hit(
114
+ collider.shape, tr.position, tr.rotation,
115
+ ox, oy, oz, dx, dy, dz, acc.best_t, cand_normal
116
+ );
117
+
118
+ if (refined === RAY_REFINE_UNSUPPORTED) {
119
+ // No exact ray test for this shape — keep the broadphase AABB hit.
120
+ if (t_near < acc.best_t) {
80
121
  acc.best_t = t_near;
81
122
  acc.best_body = body_id;
82
- acc.best_node = node;
83
- acc.best_bvh = bvh;
123
+ aabb_face_normal(best_normal,
124
+ float32[address], float32[address + 1], float32[address + 2],
125
+ float32[address + 3], float32[address + 4], float32[address + 5],
126
+ ox + dx * t_near, oy + dy * t_near, oz + dz * t_near);
84
127
  }
128
+ } else if (refined < acc.best_t) { // a refined miss is Infinity → never wins
129
+ acc.best_t = refined;
130
+ acc.best_body = body_id;
131
+ best_normal[0] = cand_normal[0];
132
+ best_normal[1] = cand_normal[1];
133
+ best_normal[2] = cand_normal[2];
85
134
  }
86
135
  }
87
136
 
88
137
  stack.pointer = stack_top;
89
138
  }
90
139
 
91
- /**
92
- * Reusable nearest-hit accumulator. Module-scoped so {@link raycast} doesn't
93
- * allocate per call. The physics step is single-threaded so contention isn't
94
- * a concern.
95
- * @type {{best_t:number, best_body:number, best_node:number, best_bvh:BVH|null}}
96
- */
97
- const acc = { best_t: Infinity, best_body: 0, best_node: 0, best_bvh: null };
98
-
99
- /**
100
- * Reusable closure bound to the current system + user filter so we don't
101
- * allocate a new function object per call. Re-wired at the top of each
102
- * {@link raycast} invocation. The BVH traversal sees a stable identity
103
- * which helps V8 keep the call site monomorphic.
104
- *
105
- * Carries state via the module-scoped `bound_*` slots below.
106
- * @type {(body_id:number)=>boolean}
107
- */
108
- const bound_test = (body_id) => {
109
- const system = bound_system;
110
- const entity = system.entityOf(body_id);
111
- if (entity < 0) return false;
112
- // v1 limitation: when a multi-collider body's BVH leaf is hit, we pass
113
- // the body's primary (first-attached) collider rather than the specific
114
- // collider the ray actually crossed. Sufficient for entity-level
115
- // filtering; per-collider filtering needs the BVH user_data scheme to
116
- // encode collider index too — future work.
117
- const collider = system.__primary_collider(system.__index_of(body_id));
118
- return bound_filter(entity, collider);
119
- };
120
-
121
- let bound_system = null;
122
- let bound_filter = returnTrue;
123
-
124
140
  /**
125
141
  * Raycast against both broadphase trees (static + dynamic) of a
126
- * {@link PhysicsSystem}, filling `result` with the nearest hit and returning
127
- * `true` on hit, `false` on miss.
142
+ * {@link PhysicsSystem}, refined against each candidate's true shape geometry.
143
+ * Fills `result` with the nearest hit and returns `true` on hit, `false` on
144
+ * miss. `result.t` is the exact surface distance and `result.normal` the true
145
+ * surface normal for sphere / box / capsule / mesh / heightmap colliders;
146
+ * composite convex shapes (no exact ray test yet) fall back to the broadphase
147
+ * AABB hit + AABB-face normal.
128
148
  *
129
- * Hit normal is the AABB face normalexact for AABB-shaped colliders,
130
- * a stable approximation for general convex shapes (an upcoming narrowphase
131
- * refinement pass will replace this with the true shape normal at the same
132
- * call site, no API change).
149
+ * Multi-collider bodies resolve their primary (first-attached) colliderthe
150
+ * BVH leaf encodes only `body_id`; per-collider rays need the leaf user-data to
151
+ * carry the collider index (future work).
133
152
  *
134
153
  * @param {PhysicsSystem} system
135
154
  * @param {Ray3} ray origin + unit direction + `tMax`
136
155
  * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
137
- * @param {(entity:number, collider:Collider)=>boolean} [filter] mandatory in
138
- * contract; defaults to {@link returnTrue} (accept everything). Called once
139
- * per BVH leaf that crosses the ray.
156
+ * @param {(entity:number, collider:Collider)=>boolean} [filter] called once per
157
+ * crossing leaf; defaults to {@link returnTrue}.
140
158
  * @returns {boolean} true on hit, false on miss
141
159
  */
142
160
  export function raycast(system, ray, result, filter = returnTrue) {
143
- const ox = ray.origin_x;
144
- const oy = ray.origin_y;
145
- const oz = ray.origin_z;
146
- const dx = ray.direction_x;
147
- const dy = ray.direction_y;
148
- const dz = ray.direction_z;
161
+ const ox = ray.origin_x, oy = ray.origin_y, oz = ray.origin_z;
162
+ const dx = ray.direction_x, dy = ray.direction_y, dz = ray.direction_z;
149
163
  const max_distance = ray.tMax;
150
164
 
151
165
  acc.best_t = max_distance;
152
166
  acc.best_body = 0;
153
- acc.best_node = 0;
154
- acc.best_bvh = null;
167
+ best_normal[0] = 0; best_normal[1] = 0; best_normal[2] = 0;
155
168
 
156
- bound_system = system;
157
- bound_filter = filter;
158
-
159
- const inv_dx = 1 / dx;
160
- const inv_dy = 1 / dy;
161
- const inv_dz = 1 / dz;
169
+ const inv_dx = 1 / dx, inv_dy = 1 / dy, inv_dz = 1 / dz;
162
170
 
163
171
  bvh_raycast_nearest(
164
- system.staticBvh, system.staticBvh.root,
165
- ox, oy, oz,
166
- dx, dy, dz,
167
- inv_dx, inv_dy, inv_dz,
168
- max_distance,
169
- acc, bound_test
172
+ system.staticBvh, system.staticBvh.root, system,
173
+ ox, oy, oz, dx, dy, dz, inv_dx, inv_dy, inv_dz, max_distance, filter
170
174
  );
171
-
172
175
  bvh_raycast_nearest(
173
- system.dynamicBvh, system.dynamicBvh.root,
174
- ox, oy, oz,
175
- dx, dy, dz,
176
- inv_dx, inv_dy, inv_dz,
177
- max_distance,
178
- acc, bound_test
176
+ system.dynamicBvh, system.dynamicBvh.root, system,
177
+ ox, oy, oz, dx, dy, dz, inv_dx, inv_dy, inv_dz, max_distance, filter
179
178
  );
180
179
 
181
- if (acc.best_bvh === null || acc.best_t >= max_distance) {
182
- return false;
183
- }
180
+ // Any hit updates best_t to strictly below max_distance (both the refined
181
+ // and AABB-fallback paths require t < current best); a miss leaves it at
182
+ // max_distance. This is body_id-agnostic — the first body packs to id 0.
183
+ if (acc.best_t >= max_distance) return false;
184
184
 
185
185
  const entity = system.entityOf(acc.best_body);
186
- if (entity < 0) {
187
- // Body was unlinked concurrently; treat as a miss.
188
- return false;
189
- }
186
+ if (entity < 0) return false; // body unlinked concurrently → treat as miss
190
187
 
191
- // Hit position in world space.
192
188
  const t = acc.best_t;
193
- const hx = ox + dx * t;
194
- const hy = oy + dy * t;
195
- const hz = oz + dz * t;
196
-
197
- // AABB face normal at the hit point. Read the best leaf's AABB back from
198
- // its BVH; project the hit point into the AABB's normalised local space
199
- // (centre = 0, faces = ±1); the dominant component is the entry-face
200
- // axis, its sign gives the outward normal.
201
- const bvh = acc.best_bvh;
202
- const node_address = acc.best_node * ELEMENT_WORD_COUNT;
203
- const f32 = bvh.__data_float32;
204
- const aabb_min_x = f32[node_address];
205
- const aabb_min_y = f32[node_address + 1];
206
- const aabb_min_z = f32[node_address + 2];
207
- const aabb_max_x = f32[node_address + 3];
208
- const aabb_max_y = f32[node_address + 4];
209
- const aabb_max_z = f32[node_address + 5];
210
-
211
- const cx = (aabb_min_x + aabb_max_x) * 0.5;
212
- const cy = (aabb_min_y + aabb_max_y) * 0.5;
213
- const cz = (aabb_min_z + aabb_max_z) * 0.5;
214
- // Multiplicative inverse of the half-extent saves one divide per axis.
215
- // A degenerate AABB (zero extent on an axis) is impossible for live BVH
216
- // leaves — physics shapes always have non-zero bounding extent.
217
- const inv_half_x = 2 / (aabb_max_x - aabb_min_x);
218
- const inv_half_y = 2 / (aabb_max_y - aabb_min_y);
219
- const inv_half_z = 2 / (aabb_max_z - aabb_min_z);
220
-
221
- const px = (hx - cx) * inv_half_x;
222
- const py = (hy - cy) * inv_half_y;
223
- const pz = (hz - cz) * inv_half_z;
224
-
225
- const apx = px < 0 ? -px : px;
226
- const apy = py < 0 ? -py : py;
227
- const apz = pz < 0 ? -pz : pz;
228
-
229
- let nx, ny, nz;
230
- if (apx >= apy && apx >= apz) {
231
- nx = px >= 0 ? 1 : -1; ny = 0; nz = 0;
232
- } else if (apy >= apz) {
233
- nx = 0; ny = py >= 0 ? 1 : -1; nz = 0;
234
- } else {
235
- nx = 0; ny = 0; nz = pz >= 0 ? 1 : -1;
236
- }
237
-
238
- // Fill result. Direct typed-array writes — Vector3 extends Float32Array,
239
- // and there are no observers subscribed to a query-result vector.
240
189
  const rp = result.position;
241
190
  const rn = result.normal;
242
- rp[0] = hx; rp[1] = hy; rp[2] = hz;
243
- rn[0] = nx; rn[1] = ny; rn[2] = nz;
191
+ rp[0] = ox + dx * t; rp[1] = oy + dy * t; rp[2] = oz + dz * t;
192
+ rn[0] = best_normal[0]; rn[1] = best_normal[1]; rn[2] = best_normal[2];
244
193
  result.t = t;
245
194
  result.entity = entity;
246
195
  result.body_id = acc.best_body;
@@ -51,6 +51,34 @@ export function warm_start_contacts(manifolds: ManifoldStore, system: PhysicsSys
51
51
  * @param {PhysicsSystem} system
52
52
  */
53
53
  export function refresh_contacts(manifolds: ManifoldStore, system: PhysicsSystem): void;
54
+ /**
55
+ * Stage 2b (per substep) — the concave counterpart of {@link refresh_contacts}.
56
+ *
57
+ * For each concave-involved slot, re-runs the narrowphase geometry at the
58
+ * current substep pose ({@link redetect_pair_geometry}, which rewrites the
59
+ * manifold's witness / normal / depth in place), then re-derives the solver
60
+ * scratch (lever arms, tangent basis, effective masses, position bias) for
61
+ * that slot's contacts from the fresh geometry. This is the whole point of
62
+ * the concave path: a body rocking on a mesh changes which triangle (and
63
+ * normal) it rests on within a single outer step, and freezing that — as the
64
+ * convex analytic refresh does — pumps energy in. Re-detecting gives a
65
+ * correct per-substep normal so the body settles.
66
+ *
67
+ * Cost is ~one narrowphase dispatch per concave slot per substep — acceptable
68
+ * because concave-involved pairs are rare (the common concave case, a convex
69
+ * body on static terrain, is convex on the moving side and never lands here).
70
+ * The contact count is held fixed (redetect updates geometry only), so the
71
+ * scratch stays aligned with prepare.
72
+ *
73
+ * Must run before {@link refresh_contacts} / {@link warm_start_contacts} each
74
+ * substep. `rest_bias` (captured at prepare) and the `scratch_max_jn`
75
+ * restitution gate are preserved.
76
+ *
77
+ * @param {ManifoldStore} manifolds
78
+ * @param {PhysicsSystem} system reads `__body_collider_lists`, `__bodies`,
79
+ * `__transforms`.
80
+ */
81
+ export function redetect_concave_contacts(manifolds: ManifoldStore, system: PhysicsSystem): void;
54
82
  /**
55
83
  * Stage 3 (per substep) — velocity iterations enforcing pure
56
84
  * non-penetration (`vn → 0`) plus Coulomb-disk friction. No bias: depth
@@ -1 +1 @@
1
- {"version":3,"file":"solve_contacts.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/solve_contacts.js"],"names":[],"mappings":"AA8ZA;;;;;;;;;;;;;GAaG;AACH,0FAHW,MAAM,GACJ,MAAM,CA4IlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,2FAuCC;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wFA2DC;AAED;;;;;;;;GAQG;AACH,uFAFW,MAAM,QA2GhB;AAED;;;;;;;;;;;GAWG;AACH,yFA4DC;AAED;;;;;;;;;;;;;;GAcG;AACH,2FAFW,MAAM,QA4EhB;AAED;;;;;;;;;;;;;;;GAeG;AACH,oFAJW,MAAM,UACN,MAAM,cACN,MAAM,QAYhB;AAl7BD;;;;;GAKG;AACH,0CAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,0CAFU,MAAM,CAEsB"}
1
+ {"version":3,"file":"solve_contacts.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/solve_contacts.js"],"names":[],"mappings":"AAgcA;;;;;;;;;;;;;GAaG;AACH,0FAHW,MAAM,GACJ,MAAM,CA4JlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,2FAuCC;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wFAgEC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,iGAmFC;AAED;;;;;;;;GAQG;AACH,uFAFW,MAAM,QA2GhB;AAED;;;;;;;;;;;GAWG;AACH,yFA4DC;AAED;;;;;;;;;;;;;;GAcG;AACH,2FAFW,MAAM,QA4EhB;AAED;;;;;;;;;;;;;;;GAeG;AACH,oFAJW,MAAM,UACN,MAAM,cACN,MAAM,QAahB;AAxlCD;;;;;GAKG;AACH,0CAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,0CAFU,MAAM,CAEsB"}
@@ -5,6 +5,7 @@ import { RigidBodyFlags } from "../ecs/RigidBodyFlags.js";
5
5
  import { world_inverse_inertia_apply } from "../inertia/world_inverse_inertia.js";
6
6
  import { v3_quat3_apply } from "../../../core/geom/vec3/v3_quat3_apply.js";
7
7
  import { v3_quat3_apply_inverse } from "../../../core/geom/vec3/v3_quat3_apply_inverse.js";
8
+ import { redetect_pair_geometry } from "../narrowphase/narrowphase_step.js";
8
9
  import { friction_cone_clamp } from "./friction_cone.js";
9
10
 
10
11
  /**
@@ -18,7 +19,8 @@ import { friction_cone_clamp } from "./friction_cone.js";
18
19
  * prepare_contacts(manifolds, system, h) // once per outer step
19
20
  * for each substep:
20
21
  * (system integrates gravity by h)
21
- * refresh_contacts(manifolds, system) // re-derive geometry
22
+ * redetect_concave_contacts(manifolds, system) // concave: fresh narrowphase
23
+ * refresh_contacts(manifolds, system) // convex: analytic re-derive
22
24
  * warm_start_contacts(manifolds, system) // replay impulse — per substep!
23
25
  * solve_velocity(manifolds, system, iters) // non-penetration + friction
24
26
  * solve_position(manifolds, system, pos_iters)
@@ -177,6 +179,27 @@ let scratch_pos_jn = new Float64Array(64);
177
179
  */
178
180
  let scratch_max_jn = new Float64Array(64);
179
181
 
182
+ /**
183
+ * Per-contact flag: 1 if the contact's pair involves a concave body, else 0.
184
+ * Concave contacts take the per-substep re-detection path
185
+ * ({@link redetect_concave_contacts}) — their feature genuinely changes as
186
+ * the body rocks, so the analytic refresh that freezes it would pump energy.
187
+ * Convex contacts (flag 0) take the cheap analytic {@link refresh_contacts}.
188
+ * @type {Uint8Array}
189
+ */
190
+ let scratch_concave = new Uint8Array(64);
191
+
192
+ /**
193
+ * Distinct concave-involved manifold slots touched this step, with the body
194
+ * indices needed to fetch their collider lists for re-detection. Parallel
195
+ * arrays, `g_concave_slot_count` valid entries, filled by
196
+ * {@link prepare_contacts}.
197
+ */
198
+ let concave_slot = new Uint32Array(32);
199
+ let concave_slot_idxA = new Uint32Array(32);
200
+ let concave_slot_idxB = new Uint32Array(32);
201
+ let g_concave_slot_count = 0;
202
+
180
203
  /**
181
204
  * Shared cross-stage state, set by {@link prepare_contacts} and read by the
182
205
  * per-substep stages within the same outer step. Single-threaded, so plain
@@ -205,6 +228,17 @@ function ensure_capacity(n) {
205
228
  if (scratch_max_jn.length < n) {
206
229
  scratch_max_jn = new Float64Array(n * 2);
207
230
  }
231
+ if (scratch_concave.length < n) {
232
+ scratch_concave = new Uint8Array(n * 2);
233
+ }
234
+ }
235
+
236
+ function ensure_concave_slot_capacity(n) {
237
+ if (concave_slot.length < n) {
238
+ concave_slot = new Uint32Array(n * 2);
239
+ concave_slot_idxA = new Uint32Array(n * 2);
240
+ concave_slot_idxB = new Uint32Array(n * 2);
241
+ }
208
242
  }
209
243
 
210
244
  /**
@@ -452,6 +486,8 @@ export function prepare_contacts(manifolds, system, dt_sub) {
452
486
  const mus = scratch_mu;
453
487
  const pos_jn = scratch_pos_jn;
454
488
 
489
+ g_concave_slot_count = 0;
490
+
455
491
  let c = 0;
456
492
  for (let i = 0; i < total_slots; i++) {
457
493
  const slot = slot_list[i];
@@ -466,6 +502,19 @@ export function prepare_contacts(manifolds, system, dt_sub) {
466
502
  if (colA === null || colB === null) continue;
467
503
  if (pair_is_sensor(rbA, colA, rbB, colB)) continue;
468
504
 
505
+ // A pair is "concave" when either side's shape is non-convex. Those
506
+ // contacts take the per-substep re-detection path (the contact
507
+ // feature moves as the body rocks); convex pairs keep the cheap
508
+ // analytic refresh. Recorded once per slot for redetect_concave_contacts.
509
+ const slot_concave = (colA.shape.is_convex === false) || (colB.shape.is_convex === false);
510
+ if (slot_concave) {
511
+ ensure_concave_slot_capacity(g_concave_slot_count + 1);
512
+ concave_slot[g_concave_slot_count] = slot;
513
+ concave_slot_idxA[g_concave_slot_count] = idxA;
514
+ concave_slot_idxB[g_concave_slot_count] = idxB;
515
+ g_concave_slot_count++;
516
+ }
517
+
469
518
  const invMA = inv_mass_of(rbA);
470
519
  const invMB = inv_mass_of(rbB);
471
520
 
@@ -545,6 +594,7 @@ export function prepare_contacts(manifolds, system, dt_sub) {
545
594
  mus[c] = friction_combined;
546
595
  pos_jn[c] = 0;
547
596
  scratch_max_jn[c] = 0;
597
+ scratch_concave[c] = slot_concave ? 1 : 0;
548
598
 
549
599
  idx[c * INDEX_STRIDE] = slot;
550
600
  idx[c * INDEX_STRIDE + 1] = k;
@@ -654,6 +704,11 @@ export function refresh_contacts(manifolds, system) {
654
704
  const spook_a = g_spook_a;
655
705
 
656
706
  for (let ci = 0; ci < count; ci++) {
707
+ // Concave contacts are refreshed by redetect_concave_contacts (fresh
708
+ // narrowphase geometry each substep), not by the analytic rotation of
709
+ // frozen anchors — their feature moves as the body rocks.
710
+ if (scratch_concave[ci] === 1) continue;
711
+
657
712
  const slot = idx[ci * INDEX_STRIDE];
658
713
  const cidx = idx[ci * INDEX_STRIDE + 1];
659
714
  const idxA = idx[ci * INDEX_STRIDE + 2];
@@ -704,6 +759,118 @@ export function refresh_contacts(manifolds, system) {
704
759
  }
705
760
  }
706
761
 
762
+ /**
763
+ * Stage 2b (per substep) — the concave counterpart of {@link refresh_contacts}.
764
+ *
765
+ * For each concave-involved slot, re-runs the narrowphase geometry at the
766
+ * current substep pose ({@link redetect_pair_geometry}, which rewrites the
767
+ * manifold's witness / normal / depth in place), then re-derives the solver
768
+ * scratch (lever arms, tangent basis, effective masses, position bias) for
769
+ * that slot's contacts from the fresh geometry. This is the whole point of
770
+ * the concave path: a body rocking on a mesh changes which triangle (and
771
+ * normal) it rests on within a single outer step, and freezing that — as the
772
+ * convex analytic refresh does — pumps energy in. Re-detecting gives a
773
+ * correct per-substep normal so the body settles.
774
+ *
775
+ * Cost is ~one narrowphase dispatch per concave slot per substep — acceptable
776
+ * because concave-involved pairs are rare (the common concave case, a convex
777
+ * body on static terrain, is convex on the moving side and never lands here).
778
+ * The contact count is held fixed (redetect updates geometry only), so the
779
+ * scratch stays aligned with prepare.
780
+ *
781
+ * Must run before {@link refresh_contacts} / {@link warm_start_contacts} each
782
+ * substep. `rest_bias` (captured at prepare) and the `scratch_max_jn`
783
+ * restitution gate are preserved.
784
+ *
785
+ * @param {ManifoldStore} manifolds
786
+ * @param {PhysicsSystem} system reads `__body_collider_lists`, `__bodies`,
787
+ * `__transforms`.
788
+ */
789
+ export function redetect_concave_contacts(manifolds, system) {
790
+ const ns = g_concave_slot_count;
791
+ if (ns === 0) return;
792
+
793
+ const lists = system.__body_collider_lists;
794
+
795
+ // 1. Re-detect fresh geometry into the manifold for each concave slot.
796
+ for (let s = 0; s < ns; s++) {
797
+ redetect_pair_geometry(manifolds, concave_slot[s], lists[concave_slot_idxA[s]], lists[concave_slot_idxB[s]]);
798
+ }
799
+
800
+ // 2. Re-derive the solver scratch for every concave contact from the
801
+ // fresh manifold geometry (lever arms, tangents, effective masses,
802
+ // position bias). Mirrors prepare's per-contact setup but reads the
803
+ // just-updated witness / normal / depth instead of the prepare-time
804
+ // values; no local-frame anchors are needed since we re-detect rather
805
+ // than rotate frozen anchors.
806
+ const count = g_contact_count;
807
+ const data = manifolds.data_buffer;
808
+ const pre = scratch_pre;
809
+ const idx = scratch_idx;
810
+ const spook_a = g_spook_a;
811
+ const spook_eps = g_spook_eps;
812
+
813
+ for (let ci = 0; ci < count; ci++) {
814
+ if (scratch_concave[ci] === 0) continue;
815
+
816
+ const slot = idx[ci * INDEX_STRIDE];
817
+ const cidx = idx[ci * INDEX_STRIDE + 1];
818
+ const idxA = idx[ci * INDEX_STRIDE + 2];
819
+ const idxB = idx[ci * INDEX_STRIDE + 3];
820
+ const rbA = system.__bodies[idxA];
821
+ const rbB = system.__bodies[idxB];
822
+ const trA = system.__transforms[idxA];
823
+ const trB = system.__transforms[idxB];
824
+ const invMA = inv_mass_of(rbA);
825
+ const invMB = inv_mass_of(rbB);
826
+
827
+ const slot_off = manifolds.slot_data_offset(slot);
828
+ const off = slot_off + cidx * CONTACT_STRIDE;
829
+
830
+ const wax = data[off], way = data[off + 1], waz = data[off + 2];
831
+ const wbx = data[off + 3], wby = data[off + 4], wbz = data[off + 5];
832
+ const nx = data[off + 6], ny = data[off + 7], nz = data[off + 8];
833
+ const depth = data[off + 9];
834
+
835
+ const px = (wax + wbx) * 0.5;
836
+ const py = (way + wby) * 0.5;
837
+ const pz = (waz + wbz) * 0.5;
838
+
839
+ const rax = px - trA.position.x, ray = py - trA.position.y, raz = pz - trA.position.z;
840
+ const rbx = px - trB.position.x, rby = py - trB.position.y, rbz = pz - trB.position.z;
841
+
842
+ const pre_off = ci * PRE_STRIDE;
843
+ pre[pre_off + 6] = rax; pre[pre_off + 7] = ray; pre[pre_off + 8] = raz;
844
+ pre[pre_off + 9] = rbx; pre[pre_off + 10] = rby; pre[pre_off + 11] = rbz;
845
+
846
+ build_tangents(pre, pre_off + 12, nx, ny, nz);
847
+ const t1x = pre[pre_off + 12], t1y = pre[pre_off + 13], t1z = pre[pre_off + 14];
848
+ const t2x = pre[pre_off + 15], t2y = pre[pre_off + 16], t2z = pre[pre_off + 17];
849
+
850
+ const k_n = invMA + invMB
851
+ + angular_jacobian_contribution(rbA, trA, rax, ray, raz, nx, ny, nz, scratch_inertia_a)
852
+ + angular_jacobian_contribution(rbB, trB, rbx, rby, rbz, nx, ny, nz, scratch_inertia_b);
853
+ const k_t1 = invMA + invMB
854
+ + angular_jacobian_contribution(rbA, trA, rax, ray, raz, t1x, t1y, t1z, scratch_inertia_a)
855
+ + angular_jacobian_contribution(rbB, trB, rbx, rby, rbz, t1x, t1y, t1z, scratch_inertia_b);
856
+ const k_t2 = invMA + invMB
857
+ + angular_jacobian_contribution(rbA, trA, rax, ray, raz, t2x, t2y, t2z, scratch_inertia_a)
858
+ + angular_jacobian_contribution(rbB, trB, rbx, rby, rbz, t2x, t2y, t2z, scratch_inertia_b);
859
+
860
+ const k_n_eff = k_n + spook_eps;
861
+ pre[pre_off + 18] = k_n_eff > 0 ? 1 / k_n_eff : 0;
862
+ pre[pre_off + 19] = k_t1 > 0 ? 1 / k_t1 : 0;
863
+ pre[pre_off + 20] = k_t2 > 0 ? 1 / k_t2 : 0;
864
+
865
+ let bias_position = 0;
866
+ if (depth > PENETRATION_SLOP) {
867
+ bias_position = -spook_a * (depth - PENETRATION_SLOP);
868
+ if (bias_position < -MAX_POSITION_BIAS) bias_position = -MAX_POSITION_BIAS;
869
+ }
870
+ pre[pre_off + 22] = bias_position;
871
+ }
872
+ }
873
+
707
874
  /**
708
875
  * Stage 3 (per substep) — velocity iterations enforcing pure
709
876
  * non-penetration (`vn → 0`) plus Coulomb-disk friction. No bias: depth
@@ -1006,6 +1173,7 @@ export function solve_contacts(manifolds, system, dt,
1006
1173
  pos_iters = DEFAULT_POSITION_ITERATIONS) {
1007
1174
  if (dt <= 0) return;
1008
1175
  if (prepare_contacts(manifolds, system, dt) === 0) return;
1176
+ redetect_concave_contacts(manifolds, system);
1009
1177
  refresh_contacts(manifolds, system);
1010
1178
  warm_start_contacts(manifolds, system);
1011
1179
  solve_velocity(manifolds, system, iters);