@woosh/meep-engine 2.141.0 → 2.142.0

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Files changed (36) hide show
  1. package/package.json +1 -1
  2. package/src/engine/control/first-person/prototype_first_person_controller.js +5 -0
  3. package/src/engine/graphics/render/buffer/simple-fx/ao/AmbientOcclusionPostProcessEffect.d.ts.map +1 -1
  4. package/src/engine/graphics/render/buffer/simple-fx/ao/AmbientOcclusionPostProcessEffect.js +67 -42
  5. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOShader.d.ts +12 -22
  6. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOShader.d.ts.map +1 -1
  7. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOShader.js +340 -186
  8. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOUpscaleShader.d.ts +44 -0
  9. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOUpscaleShader.d.ts.map +1 -0
  10. package/src/engine/graphics/render/buffer/simple-fx/ao/SAOUpscaleShader.js +151 -0
  11. package/src/engine/graphics/render/buffer/simple-fx/ao/generateHilbertNoiseTexture.d.ts +14 -0
  12. package/src/engine/graphics/render/buffer/simple-fx/ao/generateHilbertNoiseTexture.d.ts.map +1 -0
  13. package/src/engine/graphics/render/buffer/simple-fx/ao/generateHilbertNoiseTexture.js +78 -0
  14. package/src/engine/physics/PLAN.md +705 -578
  15. package/src/engine/physics/REVIEW_003.md +166 -0
  16. package/src/engine/physics/constraint/solve_constraints.d.ts +24 -2
  17. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  18. package/src/engine/physics/constraint/solve_constraints.js +402 -165
  19. package/src/engine/physics/ecs/Joint.d.ts +115 -0
  20. package/src/engine/physics/ecs/Joint.d.ts.map +1 -1
  21. package/src/engine/physics/ecs/Joint.js +168 -0
  22. package/src/engine/physics/narrowphase/ray_shapes.d.ts +66 -0
  23. package/src/engine/physics/narrowphase/ray_shapes.d.ts.map +1 -0
  24. package/src/engine/physics/narrowphase/ray_shapes.js +187 -0
  25. package/src/engine/physics/narrowphase/refine_ray_concave.d.ts +16 -0
  26. package/src/engine/physics/narrowphase/refine_ray_concave.d.ts.map +1 -0
  27. package/src/engine/physics/narrowphase/refine_ray_concave.js +145 -0
  28. package/src/engine/physics/narrowphase/refine_ray_hit.d.ts +39 -0
  29. package/src/engine/physics/narrowphase/refine_ray_hit.d.ts.map +1 -0
  30. package/src/engine/physics/narrowphase/refine_ray_hit.js +78 -0
  31. package/src/engine/physics/queries/raycast.d.ts +11 -9
  32. package/src/engine/physics/queries/raycast.d.ts.map +1 -1
  33. package/src/engine/physics/queries/raycast.js +108 -159
  34. package/src/engine/physics/vehicle/RaycastVehicle.d.ts +114 -0
  35. package/src/engine/physics/vehicle/RaycastVehicle.d.ts.map +1 -0
  36. package/src/engine/physics/vehicle/RaycastVehicle.js +333 -0
@@ -0,0 +1,145 @@
1
+ import { v3_quat3_apply } from "../../../core/geom/vec3/v3_quat3_apply.js";
2
+ import { TRIANGLE_FLOAT_STRIDE } from "./decomposition/triangle_buffer_layout.js";
3
+ import { mesh_enumerate_triangles } from "./decomposition/mesh_enumerate_triangles.js";
4
+ import { heightmap_enumerate_triangles } from "./decomposition/heightmap_enumerate_triangles.js";
5
+
6
+ /**
7
+ * # Ray vs a concave shape (mesh / heightmap)
8
+ *
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+ * Refines a ray hit against a non-convex collider by triangle decomposition,
10
+ * mirroring the contact narrowphase's concave path. Working in the shape's
11
+ * local frame:
12
+ * 1. clip the ray to the shape's local bounding box (a quick reject, and a
13
+ * finite query segment even when `tMax` is unbounded);
14
+ * 2. enumerate the triangles overlapping that segment's AABB
15
+ * (`mesh_enumerate_triangles` / `heightmap_enumerate_triangles`);
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+ * 3. two-sided Möller–Trumbore each, keeping the nearest crossing;
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+ * 4. return its distance and the world surface normal (the triangle's
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+ * geometric normal, oriented to face the ray).
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+ *
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+ * The triangle scratch grows on saturation and is bounded by {@link MAX_TRIS}
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+ * (a ray crossing more triangles than that in one mesh is not a realistic
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+ * raycast — it would mean skewering a 65k-triangle mesh lengthwise).
23
+ *
24
+ * @author Alex Goldring
25
+ * @copyright Company Named Limited (c) 2026
26
+ */
27
+
28
+ const lo = new Float64Array(3); // ray origin, shape-local
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+ const ld = new Float64Array(3); // ray direction, shape-local
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+ const bounds = new Float64Array(6); // shape local AABB
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+
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+ const INITIAL_TRIS = 1024;
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+ const MAX_TRIS = 1 << 16;
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+ let tri_buf = new Float64Array(INITIAL_TRIS * TRIANGLE_FLOAT_STRIDE);
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+
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+ const EPS = 1e-12;
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+ const AABB_FATTEN = 1e-5; // guards triangles whose AABB just abuts the segment
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+
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+ /**
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+ * @param {AbstractShape3D} shape a concave shape (`is_convex === false`)
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+ * @param {{x:number,y:number,z:number}} position
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+ * @param {ArrayLike<number>} rotation body rotation quaternion (x,y,z,w)
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+ * @param {number} ox @param {number} oy @param {number} oz ray origin (world)
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+ * @param {number} dx @param {number} dy @param {number} dz ray dir (world, unit)
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+ * @param {number} tMax
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+ * @param {Float64Array|Vector3} outNormal world surface normal, written on hit
47
+ * @returns {number} hit distance, or `Infinity` on miss
48
+ */
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+ export function refine_ray_concave(shape, position, rotation, ox, oy, oz, dx, dy, dz, tMax, outNormal) {
50
+ const qx = rotation[0], qy = rotation[1], qz = rotation[2], qw = rotation[3];
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+ // World → local (inverse body rotation; unit dir stays unit → t preserved).
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+ v3_quat3_apply(lo, 0, ox - position.x, oy - position.y, oz - position.z, -qx, -qy, -qz, qw);
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+ v3_quat3_apply(ld, 0, dx, dy, dz, -qx, -qy, -qz, qw);
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+ const lox = lo[0], loy = lo[1], loz = lo[2];
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+ const ldx = ld[0], ldy = ld[1], ldz = ld[2];
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+
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+ // Clip the local ray to the shape's local AABB → segment [tEnter, tExit].
58
+ shape.compute_bounding_box(bounds);
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+ let tEnter = 0, tExit = tMax;
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+ if (ldx > EPS || ldx < -EPS) {
61
+ const inv = 1 / ldx;
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+ let t1 = (bounds[0] - lox) * inv, t2 = (bounds[3] - lox) * inv;
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+ if (t1 > t2) { const s = t1; t1 = t2; t2 = s; }
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+ if (t1 > tEnter) tEnter = t1;
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+ if (t2 < tExit) tExit = t2;
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+ } else if (lox < bounds[0] || lox > bounds[3]) return Infinity;
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+ if (ldy > EPS || ldy < -EPS) {
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+ const inv = 1 / ldy;
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+ let t1 = (bounds[1] - loy) * inv, t2 = (bounds[4] - loy) * inv;
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+ if (t1 > t2) { const s = t1; t1 = t2; t2 = s; }
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+ if (t1 > tEnter) tEnter = t1;
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+ if (t2 < tExit) tExit = t2;
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+ } else if (loy < bounds[1] || loy > bounds[4]) return Infinity;
74
+ if (ldz > EPS || ldz < -EPS) {
75
+ const inv = 1 / ldz;
76
+ let t1 = (bounds[2] - loz) * inv, t2 = (bounds[5] - loz) * inv;
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+ if (t1 > t2) { const s = t1; t1 = t2; t2 = s; }
78
+ if (t1 > tEnter) tEnter = t1;
79
+ if (t2 < tExit) tExit = t2;
80
+ } else if (loz < bounds[2] || loz > bounds[5]) return Infinity;
81
+ if (tExit < tEnter) return Infinity; // ray misses the shape's AABB entirely
82
+
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+ // Query AABB = bbox of the clipped local segment.
84
+ const sax = lox + ldx * tEnter, say = loy + ldy * tEnter, saz = loz + ldz * tEnter;
85
+ const sbx = lox + ldx * tExit, sby = loy + ldy * tExit, sbz = loz + ldz * tExit;
86
+ const qminx = (sax < sbx ? sax : sbx) - AABB_FATTEN;
87
+ const qminy = (say < sby ? say : sby) - AABB_FATTEN;
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+ const qminz = (saz < sbz ? saz : sbz) - AABB_FATTEN;
89
+ const qmaxx = (sax > sbx ? sax : sbx) + AABB_FATTEN;
90
+ const qmaxy = (say > sby ? say : sby) + AABB_FATTEN;
91
+ const qmaxz = (saz > sbz ? saz : sbz) + AABB_FATTEN;
92
+
93
+ const enumerate = shape.isHeightMapShape3D === true ? heightmap_enumerate_triangles : mesh_enumerate_triangles;
94
+ let cap = (tri_buf.length / TRIANGLE_FLOAT_STRIDE) | 0;
95
+ let count = enumerate(tri_buf, 0, shape, qminx, qminy, qminz, qmaxx, qmaxy, qmaxz);
96
+ while (count === cap && cap < MAX_TRIS) {
97
+ cap = cap * 2 < MAX_TRIS ? cap * 2 : MAX_TRIS;
98
+ tri_buf = new Float64Array(cap * TRIANGLE_FLOAT_STRIDE);
99
+ count = enumerate(tri_buf, 0, shape, qminx, qminy, qminz, qmaxx, qmaxy, qmaxz);
100
+ }
101
+
102
+ // Two-sided Möller–Trumbore over the candidates; keep the nearest.
103
+ let best = tMax;
104
+ let found = false;
105
+ let nx = 0, ny = 0, nz = 0;
106
+ for (let i = 0; i < count; i++) {
107
+ const o = i * TRIANGLE_FLOAT_STRIDE;
108
+ const ax = tri_buf[o], ay = tri_buf[o + 1], az = tri_buf[o + 2];
109
+ const e1x = tri_buf[o + 3] - ax, e1y = tri_buf[o + 4] - ay, e1z = tri_buf[o + 5] - az;
110
+ const e2x = tri_buf[o + 6] - ax, e2y = tri_buf[o + 7] - ay, e2z = tri_buf[o + 8] - az;
111
+
112
+ const px = ldy * e2z - ldz * e2y, py = ldz * e2x - ldx * e2z, pz = ldx * e2y - ldy * e2x;
113
+ const det = e1x * px + e1y * py + e1z * pz;
114
+ if (det < EPS && det > -EPS) continue; // ray parallel to the triangle
115
+ const invDet = 1 / det;
116
+
117
+ const tvx = lox - ax, tvy = loy - ay, tvz = loz - az;
118
+ const u = (tvx * px + tvy * py + tvz * pz) * invDet;
119
+ if (u < 0 || u > 1) continue;
120
+
121
+ const wx = tvy * e1z - tvz * e1y, wy = tvz * e1x - tvx * e1z, wz = tvx * e1y - tvy * e1x;
122
+ const v = (ldx * wx + ldy * wy + ldz * wz) * invDet;
123
+ if (v < 0 || u + v > 1) continue;
124
+
125
+ const t = (e2x * wx + e2y * wy + e2z * wz) * invDet;
126
+ if (t < 0 || t >= best) continue;
127
+
128
+ best = t;
129
+ found = true;
130
+ // Geometric normal e1 × e2 (local, unnormalised).
131
+ nx = e1y * e2z - e1z * e2y;
132
+ ny = e1z * e2x - e1x * e2z;
133
+ nz = e1x * e2y - e1y * e2x;
134
+ }
135
+
136
+ if (!found) return Infinity;
137
+
138
+ // Normalise, orient to face the ray, then rotate the local normal to world.
139
+ let nl = Math.sqrt(nx * nx + ny * ny + nz * nz);
140
+ if (nl === 0) nl = 1;
141
+ nx /= nl; ny /= nl; nz /= nl;
142
+ if (nx * ldx + ny * ldy + nz * ldz > 0) { nx = -nx; ny = -ny; nz = -nz; }
143
+ v3_quat3_apply(outNormal, 0, nx, ny, nz, qx, qy, qz, qw);
144
+ return best;
145
+ }
@@ -0,0 +1,39 @@
1
+ /**
2
+ * Refine a broadphase ray hit against a body's true shape geometry.
3
+ *
4
+ * Transforms the world ray into the shape's local frame once (rotate by the
5
+ * inverse body rotation — a unit direction stays unit, so the hit distance is
6
+ * preserved), runs the matching canonical primitive ({@link ray_shapes}), and
7
+ * rotates the returned local normal back to world. Spheres are
8
+ * rotation-invariant, so they only need the translation.
9
+ *
10
+ * Handles the convex primitives (sphere / box / capsule). Concave shapes
11
+ * (mesh / heightmap) and arbitrary composite convex shapes return
12
+ * {@link RAY_REFINE_UNSUPPORTED} — the concave path is wired in separately, and
13
+ * composites fall back to the broadphase AABB hit (no regression).
14
+ *
15
+ * @param {AbstractShape3D} shape
16
+ * @param {{x:number,y:number,z:number}} position body world position
17
+ * @param {ArrayLike<number>} rotation body world rotation quaternion (x,y,z,w)
18
+ * @param {number} ox @param {number} oy @param {number} oz ray origin (world)
19
+ * @param {number} dx @param {number} dy @param {number} dz ray dir (world, unit)
20
+ * @param {number} tMax
21
+ * @param {Float64Array|Vector3} outNormal world surface normal, written on a
22
+ * finite hit
23
+ * @returns {number} hit distance, `Infinity` on a refined miss, or
24
+ * {@link RAY_REFINE_UNSUPPORTED} when the shape has no exact ray test here
25
+ */
26
+ export function refine_ray_hit(shape: AbstractShape3D, position: {
27
+ x: number;
28
+ y: number;
29
+ z: number;
30
+ }, rotation: ArrayLike<number>, ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, tMax: number, outNormal: Float64Array | Vector3): number;
31
+ /**
32
+ * Sentinel returned by {@link refine_ray_hit} for a shape it has no exact ray
33
+ * test for (composite / arbitrary convex). The caller should keep the
34
+ * broadphase AABB result for that leaf rather than treat it as a miss.
35
+ * Distinct from `Infinity` (a refined miss) and any finite hit distance.
36
+ * @type {number}
37
+ */
38
+ export const RAY_REFINE_UNSUPPORTED: number;
39
+ //# sourceMappingURL=refine_ray_hit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"refine_ray_hit.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/narrowphase/refine_ray_hit.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,iEAVW;IAAC,CAAC,EAAC,MAAM,CAAC;IAAA,CAAC,EAAC,MAAM,CAAC;IAAA,CAAC,EAAC,MAAM,CAAA;CAAC,YAC5B,UAAU,MAAM,CAAC,MACjB,MAAM,MAAa,MAAM,MAAa,MAAM,MAC5C,MAAM,MAAa,MAAM,MAAa,MAAM,QAC5C,MAAM,aACN,YAAY,UAAQ,GAElB,MAAM,CAsClB;AAzED;;;;;;GAMG;AACH,qCAFU,MAAM,CAEyB"}
@@ -0,0 +1,78 @@
1
+ import { v3_quat3_apply } from "../../../core/geom/vec3/v3_quat3_apply.js";
2
+ import { ray_sphere_local, ray_box_local, ray_capsule_local } from "./ray_shapes.js";
3
+ import { refine_ray_concave } from "./refine_ray_concave.js";
4
+
5
+ /**
6
+ * Sentinel returned by {@link refine_ray_hit} for a shape it has no exact ray
7
+ * test for (composite / arbitrary convex). The caller should keep the
8
+ * broadphase AABB result for that leaf rather than treat it as a miss.
9
+ * Distinct from `Infinity` (a refined miss) and any finite hit distance.
10
+ * @type {number}
11
+ */
12
+ export const RAY_REFINE_UNSUPPORTED = -1;
13
+
14
+ const lo = new Float64Array(3); // ray origin in shape-local frame
15
+ const ld = new Float64Array(3); // ray direction in shape-local frame
16
+ const ln = new Float64Array(3); // surface normal in shape-local frame
17
+
18
+ /**
19
+ * Refine a broadphase ray hit against a body's true shape geometry.
20
+ *
21
+ * Transforms the world ray into the shape's local frame once (rotate by the
22
+ * inverse body rotation — a unit direction stays unit, so the hit distance is
23
+ * preserved), runs the matching canonical primitive ({@link ray_shapes}), and
24
+ * rotates the returned local normal back to world. Spheres are
25
+ * rotation-invariant, so they only need the translation.
26
+ *
27
+ * Handles the convex primitives (sphere / box / capsule). Concave shapes
28
+ * (mesh / heightmap) and arbitrary composite convex shapes return
29
+ * {@link RAY_REFINE_UNSUPPORTED} — the concave path is wired in separately, and
30
+ * composites fall back to the broadphase AABB hit (no regression).
31
+ *
32
+ * @param {AbstractShape3D} shape
33
+ * @param {{x:number,y:number,z:number}} position body world position
34
+ * @param {ArrayLike<number>} rotation body world rotation quaternion (x,y,z,w)
35
+ * @param {number} ox @param {number} oy @param {number} oz ray origin (world)
36
+ * @param {number} dx @param {number} dy @param {number} dz ray dir (world, unit)
37
+ * @param {number} tMax
38
+ * @param {Float64Array|Vector3} outNormal world surface normal, written on a
39
+ * finite hit
40
+ * @returns {number} hit distance, `Infinity` on a refined miss, or
41
+ * {@link RAY_REFINE_UNSUPPORTED} when the shape has no exact ray test here
42
+ */
43
+ export function refine_ray_hit(shape, position, rotation, ox, oy, oz, dx, dy, dz, tMax, outNormal) {
44
+ if (shape.isUnitSphereShape3D === true) {
45
+ // Rotation-invariant: translate into the sphere's frame; the local
46
+ // normal is already the world normal.
47
+ return ray_sphere_local(outNormal, ox - position.x, oy - position.y, oz - position.z, dx, dy, dz, tMax, 1);
48
+ }
49
+
50
+ if (shape.isBoxShape3D === true || shape.isCapsuleShape3D === true) {
51
+ const qx = rotation[0], qy = rotation[1], qz = rotation[2], qw = rotation[3];
52
+ // World → local: rotate by the inverse (conjugate) body rotation.
53
+ v3_quat3_apply(lo, 0, ox - position.x, oy - position.y, oz - position.z, -qx, -qy, -qz, qw);
54
+ v3_quat3_apply(ld, 0, dx, dy, dz, -qx, -qy, -qz, qw);
55
+
56
+ let t;
57
+ if (shape.isBoxShape3D === true) {
58
+ const h = shape.half_extents;
59
+ t = ray_box_local(ln, lo[0], lo[1], lo[2], ld[0], ld[1], ld[2], tMax, h.x, h.y, h.z);
60
+ } else {
61
+ t = ray_capsule_local(ln, lo[0], lo[1], lo[2], ld[0], ld[1], ld[2], tMax, shape.radius, shape.height * 0.5);
62
+ }
63
+ if (t === Infinity) return Infinity;
64
+
65
+ // Local normal → world: rotate by the body rotation.
66
+ v3_quat3_apply(outNormal, 0, ln[0], ln[1], ln[2], qx, qy, qz, qw);
67
+ return t;
68
+ }
69
+
70
+ // Concave (mesh / heightmap): triangle decomposition.
71
+ if (shape.is_convex === false) {
72
+ return refine_ray_concave(shape, position, rotation, ox, oy, oz, dx, dy, dz, tMax, outNormal);
73
+ }
74
+
75
+ // Arbitrary composite convex (TransformedShape3D / UnionShape3D / …):
76
+ // no exact ray test yet — caller falls back to the broadphase AABB hit.
77
+ return RAY_REFINE_UNSUPPORTED;
78
+ }
@@ -1,19 +1,21 @@
1
1
  /**
2
2
  * Raycast against both broadphase trees (static + dynamic) of a
3
- * {@link PhysicsSystem}, filling `result` with the nearest hit and returning
4
- * `true` on hit, `false` on miss.
3
+ * {@link PhysicsSystem}, refined against each candidate's true shape geometry.
4
+ * Fills `result` with the nearest hit and returns `true` on hit, `false` on
5
+ * miss. `result.t` is the exact surface distance and `result.normal` the true
6
+ * surface normal for sphere / box / capsule / mesh / heightmap colliders;
7
+ * composite convex shapes (no exact ray test yet) fall back to the broadphase
8
+ * AABB hit + AABB-face normal.
5
9
  *
6
- * Hit normal is the AABB face normalexact for AABB-shaped colliders,
7
- * a stable approximation for general convex shapes (an upcoming narrowphase
8
- * refinement pass will replace this with the true shape normal at the same
9
- * call site, no API change).
10
+ * Multi-collider bodies resolve their primary (first-attached) colliderthe
11
+ * BVH leaf encodes only `body_id`; per-collider rays need the leaf user-data to
12
+ * carry the collider index (future work).
10
13
  *
11
14
  * @param {PhysicsSystem} system
12
15
  * @param {Ray3} ray origin + unit direction + `tMax`
13
16
  * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
14
- * @param {(entity:number, collider:Collider)=>boolean} [filter] mandatory in
15
- * contract; defaults to {@link returnTrue} (accept everything). Called once
16
- * per BVH leaf that crosses the ray.
17
+ * @param {(entity:number, collider:Collider)=>boolean} [filter] called once per
18
+ * crossing leaf; defaults to {@link returnTrue}.
17
19
  * @returns {boolean} true on hit, false on miss
18
20
  */
19
21
  export function raycast(system: PhysicsSystem, ray: Ray3, result: PhysicsSurfacePoint, filter?: (entity: number, collider: Collider) => boolean): boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"raycast.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/raycast.js"],"names":[],"mappings":"AA2HA;;;;;;;;;;;;;;;;;GAiBG;AACH,yGALmB,MAAM,yBAAsB,OAAO,GAGzC,OAAO,CA6GnB"}
1
+ {"version":3,"file":"raycast.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/raycast.js"],"names":[],"mappings":"AA2IA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,yGAJmB,MAAM,yBAAsB,OAAO,GAEzC,OAAO,CAwCnB"}
@@ -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;